now.
Hello everyone
Okay, I'm gonna quick, I'm going to wait for a couple of responses,
see if everything is working.
Yeah,
let's see. Okay,
can everyone hear me fine?
I think this is working okay.
I can basically start. So this is part of which part is it actually?
It's part five of the reader apology process of snow.
So uh last week actually skipped um I didn't do a live stream and
the reason for that is because there was a holiday here in the Netherlands,
so I took a bit of time off
and now I'm back
and there's still plenty to do for the body reach apology. So let's get back into it.
Um
It's actually good that I took a bit of time or way to like
mull over this because it is really interesting to see it now again.
Uh I do really like some of the choices that I've made specifically
for snow because the topology is following his muscle structure very well.
Um and that's going to look really well later on.
But uh there are some art bits where the topology is really unclean.
Well, like there's just too many poles. It's it's a bit messy.
Um I could say the same for the face, but here,
the general structure is still really solid.
I think
everyone hears me. Nice, awesome.
Um
I also, this time have rain open on the side so I can toggle between this.
So this is like the the uh somewhat final written apology I did back then
and
um
it's the thing is here,
I really restricted myself to having extremely clear
patches and loops and everything has this like super
clean um topology but as a result for that,
as a result it's just really high density like it's super
highly subdivided, which is fine. Uh There's nothing necessarily against it.
Um and it did work really well later on for the character but
it is way more loops than I would ever need for this character.
So that's actually something I wanted to do different for snow this time
to just have the minimum amount of loops and geometry
as possible
and structure it a bit more towards his actual body shapes.
But um
I think I need to hit a sweet spot. Like look how simple the the armed apology is.
It is really just like I even call it the patches to make it even easier to see.
Like it is really just like the simple uh circular loops than this little patch here,
which is really just like a little inset
and that is basically it
for snow. This is getting a bit more complex
but specifically because
there's like this muscle structure here that is a bit more detailed
and I want to capture that
and not via displacement textures but we are the actual topology.
Um Again if for any person in the chat, if you have any questions directly towards me,
you can just
um
you can just tag blender studio and then I will much
easier to see it and I can just directly respond to it
um
mhm
mm
Exactly so um
I would say I'm just going to dive straight in.
Um I think the body topology itself is really solid, like there's like some little
things that might be a bit problematic.
Like one of the things I keep saying for re topology is
um
it's it's nice to have like that edge,
that loop that is in the center of your crease or like
where you have like a little crease of value or peak.
Um don't put any polls on it.
So any vertex is with more or less connected at uh connected,
connected at just than four
because that's going to be really visible potentially here
is the only spot where actually did it.
I hope that's not going to be too tricky later on.
Ah I already
read apologize the upper body, I think this is really fine,
it captures most of the shapes and I don't care as much anymore for the shapes going
towards the like the pelvis because this is
really just going to be covered by clothes.
So and I'm
I at least want to work out his upper body because I think
there is still the potential to like toggle off the
shirt or something and just have them like shirt free
um but for the lower body there's not going to be the case.
So pelvis is going to be like really simple topology and then the legs,
I also want to capture them a bit more nicely
and with the feet I don't really want to bother,
I did the same for rain,
the feet will never be shown, so the topology is really simple
and mainly just as a size reference for the shoes.
Um
but yes, I would say I'm just going to dive straight in.
Um
I think the first
area that I want to adjust is actually the hands,
I want to fix some of the problems that I
see from the previous time I worked in the topology
um and the hands has some problematic areas,
like there's like these two poles which make the palm really messy
uh like the area around the thumb is also
still really messy and the wrist is just horrendous,
this is not working. So I'm actually going to delete this loop immediately now,
I think I'm also going to leave this loop
um and just work from here.
I also already see your first question where I got tacked,
have you ever made a character with genitals?
Um Actually, no,
it's actually
interesting, it's like
I was once working on a movie that is called Nacht mama,
it's like a german production and it has this really creepy creature in it.
I was working on like corrective shape keys for the animation.
Um and that character has,
he's essentially just genitals, so it's like, it's, it's really creepy,
it's like a weird monster design and I would say that maybe counts,
but it wasn't like making the character, I was just fixing some animation.
Ah
but apart from that, I never had the need for it.
So um basically if anything you can like make
like size references because that helps out really well,
like
once you add the clothing on top, it doesn't feel empty.
It at least still feels anatomically correct.
But apart from that,
even like around the pelvis now, like any details, I would just lose them.
I would not even bother because
um they're not going to be visible, so why even create them?
So let's see
um
here's the thing, like I'm going to switch back to rain
and the first thing here, which I think is really clean and well done is like
um that there's like three loop like two face loops over here
between the fingers and then it terminates into like this diamond,
which just becomes like out of these three edge loops, it just becomes one
right now.
Uh for snow,
I have to edge loops that are going between the fingers and they just stay
to edge loops going into the palm and that's just way too much geometry,
I don't need it.
So what I'm instead going to do is first of all, I'm going to get rid of these diamonds
completely. Actually, I'm just going to get rid of um
all of this geometry,
like
just delete it.
Um
I want to really have a little bit of a fresh start here,
I don't think this is working.
So let's just do that.
I'm going to add an edge loop right here in the middle of the fingers.
What is this doing?
Okay
I'm gonna delete this as well
and
these two faces as well
just so that the
the edge loop actually doesn't go like crazy
into the thumb.
Okay.
Kind of like this
if I wanted to I could go on to sculpt mode with a slight relaxed brush,
I can like smooth over it a little bit
just a little bit.
It's easier than tweaking the vertex is one x 1.
There we go
and then
still over here, this is all fine
but now I need to choose where to actually terminate those loops.
So let's see um I could do it like somewhere here at the same spot
so
let's just do that.
So I'm just going to select these edges and move them in
um merged by distance.
I'm actually going to tackle this button, auto merge editing. So if I slide this in
with pressing G. O. I'm actually I still forget it every time. I want to enable
screen Koskie's
um
this helps out a lot.
Makes it easier to see what I'm doing what shortcuts impressing and of course
some music.
Mhm.
Yeah.
Um So
let's get back into this
so just sliding this in
and the same on the palm.
So the question is where do I do it over here interestingly on rain.
I did it directly where the finger stop,
I could do the same here
but I'm a bit worried.
Let's see.
Mhm.
Yeah, because of this like this is terrible,
This is how many connected edges like says like seven connected edges.
That's terrible. Um
So instead I'm going to do it a bit further down.
I could also do it appear I guess.
Mhm
Like that.
No then I have the vertex over here with six connected edges.
So I am really going to do it like further down here
like this. I'm not going to work worry too much about the palm right now.
And what this really does right now is that allows me to have fewer loops
on the back of the hand and the palm.
I'm going to delete this vertex over here.
Also going to delete this vertex,
these two edges.
Yeah,
yeah, let's delete more of this.
I'm really going to do a bit of restructuring same thing over here,
March these in wards
and then I can just interestingly what I typically
did is like I switched to face selection mode,
select these two and press F to make this one face.
But I think one thing other people are doing is maybe a bit more efficient.
Just a tiny thing of just like oh you have to switch to edge selections.
Like the edge and press control X.
And that's just dissolving the edge. It's just one less click.
I want to get used to that. It's just like
these little
um improvements to your workflow.
Okay,
I think it's worth it.
Mhm.
Mhm
mm
I think this is looking fine.
Can like
moving some of this stuff around a bit.
Mm
I think I'm actually going to duplicate and apply the shrink wrap
modifier because I see like every time I move stuff it's like twitching
and that's because it's like snapping actually back to those faces and
it's just a bit annoying.
Yeah,
I really hope at some point blender is going to
uh implement a better snapping system for anthropology.
It's like the top thing that is requested.
And for good reason
I've been doing so much free topology. I'm seeing wire frames in real life.
Yes, absolutely.
It's like when you do a task so repetitive lee you can't think of anything else.
You just close your eyes and you can't see anything else.
So. True.
Okay.
Mhm.
So
can go into scope mode again, Like slide and relax some of these areas.
Again, the slight relaxed brush is amazing for these tasks. Just
about cleaning up your topology a little bit
again here, I can like select these edges control X.
And now they're dissolved.
And I can like smooth over it a bit with a slight relax brush
like this,
I still want to have these two edges near to
each other because they're kind of uh highlighting this crease.
Yeah,
let's see
so I can push this in.
Yeah, someone like this. I hope this not to
at once. I subdivide it, I should like subdivide it for once
and tackling like
and basically have shortcuts for this again like toggling wireframe on the object.
Yeah.
Yeah,
okay,
it should be good.
And now I have way less topology going into the palm
and get rid of this as well,
screw this up, add a loop
Phil
feel here as well
like that, smooth over it and move it around a bit more.
Yeah, this is why I had to modify off. I want to have
I don't want to have subdivision surface in sculpt mode.
Mhm,
mhm.
Yeah,
some basic brushes are kind of needed for edit mode.
They would make this more easier. This maybe this is a big design task fixing this.
Let's see,
let's see so I can move this around.
Let's actually go back here.
I want to see what I did here.
So there's a few polls here. One poll actually directly on the crease. That's bad.
Um
mm
So if I do something like this,
I could get another loop over here.
These right next to each other
and then it could have this soft kinda
this can be moved away over here.
I can
combine these.
Mhm.
Just trying to find something that is a bit more clean
but also I should keep
an open eye towards where those groups are actually going.
Yeah,
okay, I could like extrude this one
up
over here
for this.
I temporarily disabled snapping so that it doesn't all snap to this side of the hand
and then I again I need to do this
one more time
over here.
Mhm.
Yeah,
extract this up.
Okay
mm
mm.
Yeah.
Yeah,
yeah,
yeah, I think I need to do something like this,
this loop, I don't want it to continue over here. Then I put a spiral like
what I did there here a moment ago, like if this will just continue over here,
this seems fine at first, but then you notice it just continue,
it's like actually spiraling so this loop continues over here around the
hands and then it continues over here and it never terminates,
it just keeps going.
So this is what I need to
be aware of,
This is not allowed to happen.
So now I can smooth a bit over this up using the wrong brush,
slight relax is going to keep the form alive
like this
and this is already looking
much better than before.
It's having its les pauls, it's cleaner, It's a cleaner topology,
it's a bit more high rest, but I can live with that.
Again, there needs to be a compromise
and I need to add some more loops in the arm anyway,
so now this one actually needs to continue
over here or I should enable snapping again
and I see some questions where again, tag blender studio if you have questions,
it's easier to see
why are using solidify modifier. That's actually a really nice point.
Like,
I should actually look up some of my notes one moment because
I got a tip like two streams ago from Stefan Wikstrom,
who pointed out that if you use a solidify modifier,
it actually hides the geometry on the other
side when you use the hidden wire overlay.
It's a it's like a little bit hack ish. It's like a trick for the overlay settings.
Like now I don't see this anymore.
It's amazing.
It's like, it's making it visually more clear what I'm working at, but to be honest,
this should just be an official feature,
but I can recommend this at a solidify modifier
um and it will hide the geometry.
Um
Another question, when did you start blender?
It's
Probably around like 10 years ago
now.
So the first version that I used was two points,
I don't know. 2.48 was the first version that I opened up, I think maybe a bit earlier.
I I could look it up.
I can recognize it on the thumb based on the thumbnail, the splash,
splash screen artwork,
but the first version that I actually really used was 2.50 six or something.
I don't know, it's been a while.
Um
But yeah,
I've been also like using a few other programs
just on and off and just kind of experimenting,
but blender was always like to go to choice because it was free.
Uh let's see,
can I test
and look here?
Yeah.
Mhm.
Yeah.
Mhm.
Okay.
Uh I should actually mark some edges by now like this,
this is a sharp edge I want to have,
so if I mark this, not a scene uh this is just,
I'm not actually making this a sharp edge, I just want to tag it
so that I remember which ones I want to be sharp. Same thing over here.
This is sharp edge.
Um here, I don't quite recognize which one. Yeah, it must be this one.
Yeah,
these are sharp edges and same thing over here.
I want to have this as the sharp edge for the thumb, same thing over here.
These
this is a sharp edge
as well, I said this one. Okay, that's interesting
because it's not a sharp edge all the way
at some point. This one becomes the one at the center, that's fine, but
uh it could be better.
Yeah.
Okay, um some more questions. Have you always wanted to be a character artist?
No, I don't think so.
Well, characters were always fun, but the thing I started with primarily was
actually um I would say like animation,
maybe it's like I did logo animations for uh local studios around my hometown,
it's like what I kind of started with
but then eventually like I just got really
into characters and that's what I stuck with.
Um Do you ever use topology reference for difficult areas or you just
problem solving your way through every time I see someone to ask uh
sometimes they use topology reference but
at some point stop doing that more and more
the reason for that is um
I noticed that while like topology reference can give you
a nice example of what clean topology looks like.
It's not going to be a solution for every single
character. Like
you need to somewhat
tailor your topology towards the character you actually have.
Uh huh.
So that's what I'm doing right now with snow with rain over here.
I did the opposite approach.
This is like the go to like default topology where you can say this is clean,
this works and this can like this can
actually be used pretty much for every character.
Um
But there this is also a very default character design I would
say like except for some hard edges that I inserted in the
um
in the face. For example,
it's this sort of topology can be used for almost any style.
Um Only for snow.
I started to style is the facial elements and
like a lot of uh aspects of the character,
more adding hard edges and that's complicating things because you want to capture
those hard edges and then you need to make a custom solution.
Yeah
um
but yes I also need to get back into this, let's see
yeah
it's looking good.
What?
Mhm
I want this to be the sharp edge over here.
I like how this alliance like you can see how this loop really goes
through all the fingers and the hand and it looks exactly the same,
it's always aligns to this hard edge following the entire hand
so
it's it's really clean, this should be the
the benchmark for the rest of the topology on the hand,
basically all the topology and like this um I'm gonna mark this as a sharp as well
to have this closer over here like this.
Yeah,
Another question. How old are you in my opinion, you look 24.
Well close enough and 2025 so
pretty good guess.
Sure
let's see.
Mhm
mhm.
Random question I see. Do you also to twitch?
No this is just on the blender studio account over here on youtube.
Mhm
Well but I actually wouldn't,
I actually liked I like streaming
to be honest, I
I wasn't sure if I would be so much into it
but I could see myself doing it more regularly, even even privately
so
right now I'm really satisfied with just doing it via the studio,
the blender studio
but if I wanted to I think it could also just
make my own channel and do it continue from there.
Mm
Yeah
just do that. In addition I would say
mhm
Now it's getting difficult again.
Thank you.
They
hold on, I need to do the same thing over here.
I did like I added a center loop over here between
all the fingers and then I terminated them into a diamond,
I should do the same thing over here between the thumb and the rest of the fingers.
Like I could maybe uh maybe I shouldn't,
it's a bit dangerous.
Okay, I'm just gonna add the loop
I guess just for the sake of having like one loop between these two poles,
it's really useful, I don't need to terminate it
like this.
Uh huh
mhm
Okay, here we go
mhm
Oh
mhm
No
yeah
mhm
mm
Can I actually just merge this now?
Mhm.
Think I need to get rid of one of these loops?
Not sure how.
Let's just try to remove this one.
Uh huh
Okay,
smooth over this
same thing over here, it's getting a bit thin
right here,
but I also can't just add another one.
Uh huh
mhm
You
see
Yeah
mhm
Okay, now this is getting interesting,
I'm gonna disable snapping again just to extrude this upwards two times.
Yeah,
like this
up here and then we're gonna can just fill this in that's perfect
over here, it's getting a bit more difficult but I could maybe just do this
Yeah, that's fine.
Yeah,
I'm going to quickly check again with rain, how I did it here,
I think it's way less complicated.
Yes. Just going pretty much more straight in words.
I only did like I only added one pole over here to get rid of the loop count.
Yeah.
Over here I'm doing it a bit more complicated,
push this down
and smooth this out
over here. It's like shifting
more towards the left over here into the thumb area.
Maybe I can fix this a little bit.
Maybe it's just a matter of placing
the loops. Well
buy smoothing over it. I'm getting rid of my like
edge placement over here which is not nice.
Mhm.
Um
I see some questions but again, if you have any questions specifically towards me,
you can just tag blender studio in.
The comments. Um are using any mods for the re topology.
How do you create new words without extruding?
Um It's this sexually like there's only one or two adults I'm really using like that
especially for modeling
and that's the F to add on and luke tools. They are actually shipped with blender.
So you can just go into the preferences
add ons and just search for F. Two
and
looped worlds and you can just enable them.
This is going to give you a lot more functionality
which is useful
going to delete this.
Yeah.
Okay. How many do I have right here?
Um
Mhm.
This is now
18
Courtesies and this is 11.
It's a stark difference. So
I need to get this down.
I think I'm going to do the same trick over here that I did for rain,
and that is to
actually loop these two back into each other, which is really nice.
They are basically the same.
Um
and that should make it really clean.
Mhm.
Yeah,
and then I should do the same thing over here, Can I do it?
No,
no, that's fine.
Mhm.
Where is it actually going?
Oh it's actually
wait.
Mhm.
Oh it's actually just going back and to hear it's missing the looping back over.
Just a little bit of O. C. D.
Just looking at the topology, I want this to loop over here,
back into the other fingers and really make this thing complete,
but it's fine.
Uh Which of the sea more questions,
which of the characters have you made that are most that you're most proud of?
Ooh,
well
that's a good question.
Well, I mean, I'm kind of proud of every character that I've made, to be honest.
They like, they all helped me learn a lot and
I would say with every one of them, I made quite a few mistakes,
so none of them are really perfect.
Um But especially working at blender,
working on spring, that taught me a lot because I did a lot of mistakes
and
the rain was really
that was that was an educational project really like
it was
and uh like I was just trying mainly to optimize my workflow,
I'm doing pretty much the same for snow over here.
Yeah,
okay,
but also other projects outside of the blender studio,
like when I worked on the short film being good, bye jenny harder.
Like I, I learned so much there, that was amazing.
Yeah,
mhm
Um some more questions, Maya Simmer 43 years marks are similar, but blended too.
I blended two different. Why? Sorry, I don't understand the question
opinion are reachable flow. I like it a lot.
I wish it wouldn't oppose with all the shortcuts that are typically in blender,
but I would love to use it more.
Um
uh
hello in the studio, awesome work. But I do have a question, are you going to add them
metacarpals, bone detail on top of the hands?
I think I know which bone you're talking about, but I'm going to google it anyway.
Montag Karpis
school
and
two
mhm
Yeah, um
mm
Oh wait, actually,
meta Corporates,
Oh no, I mean those like, fine details. I would just leave them out to be honest.
I don't need them.
Um
another question, what is your pc spec, you can find it in the description actually.
Um
and let me get back to the apology
again, all of these live streams are kind of like 1.5 to 2 hours long.
I also want to get something done.
So now this is 14, that's awesome because
Going from 11 to 14 in the arm is not too difficult.
So
I think it's like
Yes, so now it's already 13 just adding that loop.
And then
I could like
add another one over here.
It's like
I'm just gonna Bevel This one. So it's too,
I'm just going to have a little little bit because the rest of the way,
I just want to slide
the edge loop
like this, so it's already a bit more spaced out.
I can like with a slight flex brush, go over it and smooth it out a bit more.
Like this
can also increase the opacity of wire frames.
That's actually switch.
No, I'm not going to use easy.
Um
Although
no
um
Yeah, maybe
just switch to like a
more default lighting
template
like this.
What is this, what wait
world space lighting makes, makes the HDR rotation fixed and that follow the camera
and not follow the camera.
Okay, so if I turn this off now the HDR I is going to follow the camera.
I always got confused
Which one
it is, which way around?
Um
Another question? Uh Okay and no problem, thank you for answering my question.
Much appreciated dude, keep up the amazing work. Thank you.
Um
Mhm.
Uh directly under that.
There's a question about the blender theme,
you can also find that in the in the description.
Um
I really want to become an environment artist but my pc is pretty weak.
What is your recommendation for me to do? Well,
yeah, that's like it also kind of depends on the style. Like
you can do some amazing artworks even with uh with a low
spec pc but it's going to be a bit slower and difficult.
That's true.
Um
I would say like do as much as you can
like
uh it kind of in a way forces you
to work more efficiently with the hardware that you have
ah work.
I mean people 20 years ago did amazing environment art and
they didn't have amazing specs. So
it's really just about
um
Yeah.
Yeah. Finding a workflow that actually works
with the hardware that you have.
Okay,
let's see you.
What am I doing?
I can just extrude this out
extra this out.
Can actually march this.
No,
but I can scale them down.
Ha ha!
These are two separate objects. I'm just an edit mode on both of them.
And now I can just like scale these towards each other.
I don't want to join these two objects yet
but I at least want to make sure that the
that they align over here so I can just immediately merge them whenever I wanted to.
Mhm.
Wait, are they actually miss magic? No, no, no, it's perfect.
Okay, so I can just scale these down, rotate them,
rotate these guys as well, scale them down like this.
Yeah.
Perfect.
Yeah. This is a lightning really well. So now I can just go into
scott part on this guy,
smooth this out a bit.
I have the three loops on the wrists
this is perfect
and I think I have the shortcut on control. You can just like press D. And
Um there's going to be in the latest release.
I'm using an alpha version of 3.0 but in
the really shortly upcoming three point of release,
there's this feature that you can just
point at an object in Scotland,
press D and it will just immediately switch between them.
This is a feature like we're planning to bring
this to even more modes and more object types
but right now it's just available for scope mode.
Okay, but this is this is looking good. I'm happy with this.
I would say like it's a bit weird that this is like bending away from
the back of the hand and into the thumb but it's not too bad and there's
a very short amount of loops in the thumb area here but it's enough. I would say
If I go to edit mode, I can tweak this a bit more,
bring this even a bit closer
if you are.
This
mm
Okay, this is where it gets difficult. I want to like
move some of these groups closer together to highlight some edges
but here it's getting really thin.
I cannot add another loop that's too intertwined
everywhere
difficult. But anyway there's more questions.
Um
ah
Is the 3.0 version still in beta. Yes, it's no it's actually an alpha.
So this is when it's an alpha,
it's actually the moment where all the new features
get developed and at it once it gets into
beta it's feature locked and it's just bug fixing
and improving the performance and like basically just polishing it
and then once it's released
it should be ready.
Um
How long did you take to learn how to read?
Apologize Well, I'm still learning,
I would say like just like with anything you've never learned enough.
Um
I still frequently get into position into like moments where I don't know what to do
in during great apology
um that like it's a it's an open ended puzzle
so you can you can have a deep understanding of topology
but that doesn't mean that you're going to just be a master at doing anthropology.
A good apology for everything is always going to be
tricky situations and you need to find a solution.
Um
But yeah, I basically learned it over the years.
I did so much topology on various characters
that eventually it just became much easier but never effortless.
Um
Another question, can we two zebras like sculpting with blender.
Yes,
I mean you can uh you can't go quite as
high poly and there's like some features from zebras,
they're not available in blender.
Um
But in general like they're like every software has its
strong and weak points I would say like the fact that
I can go into sculpt mode and edit mode like
in between switch between and actually use sculpting brushes for anthropology
uh Is like amazing
in general. Like sculpt mode
in blender is evolving much more into
a mode which is which lets you freely
edit and transformed geometry.
It's not just for clay sculpting.
Um Another question. When do think when do things, blender will become a three D.
Industries industry standard. When does blender become a three D.
Industry standard?
I would say it's all my already is or it's already becoming one.
It's
even like six years ago it was interesting to see how
studios
which rely on short deadlines and
especially in the
like in certain industries
um It's
it became more of a tool that people were freely choosing
and it really depends on what you're working at.
Blender has strong and weak points and I think one of the most solid
advises that I constantly see online is that blender is really great for concept ng
or like concept artists.
And I think there's like
there's a lot of truth in that
because
uh you can work really fast and blender.
Um
And if you're standards of where you want to get isn't as
like to high budget like you don't want to make like a
100 million polygon, Godzilla sculpt then Yeah you can if you don't want to do that.
If you just want to do something quick,
that looks really good in a minimum amount
of time then blender is really good choice.
Mm
mm
It sounds kind of bad like I guess
it's really easy to spin it into a negative but I really mean it in a positive way,
blenders toolset is
really well suited to being a jack of all traits so
you can just work fast and effortlessly in one software.
Mhm.
Uh Again if you have any questions you can just
tag me but I also see like other questions like
mhm.
The typical question, which one is better even though cycles
neither. It's like
yeah
it's of course you can do some things in cycles which you can't do E. V.
And the other and vice versa.
But you can also use both interchangeably which is amazing. You can use E. V.
As like kind of a previous engine
and that's also the reason why this third
mode over here excess vieux port shading uh material
preview mode which is only using Evie because if he is the best choice for that,
cycles is great for final rendering.
But if you want to see something quick
uh
just for pre visualization.
Uh if he's actually working really well for that.
Okay,
maybe that will change with cycles X
I don't know at least cycles will be
even faster to use which is definitely a plus.
Okay, let's see
um
let's see.
Mhm
man.
Yeah, I definitely need to model on top of this once.
Like for the
I don't expect the final fingernails to come out of this path of the re topology
because it's really just shrink wrapping on top of the sculpt
and the sculpt has some weaknesses there.
I need to
at least get the right topology
and then the placement of these vortices can change afterwards
to be to just fit this model much more.
Yes,
just push some of these photos is around,
can push this up
at least want this to a line
and that's fine. I think I'm done with the hand, it connects well to the arm.
The arm, I think it's also looking really nice.
There's only this weird part over here which I'm not sure about,
I wanted to highlight this edge
um and this one over here
and then this of course is also still a bit tricky.
Yeah.
Oh well
I hope it works.
It should.
Okay,
there we go.
You can just smooth this out over here.
Also in the middle.
I see some more questions, best resource for blend for mastering,
blender blender docks for splendor cloud videos or both.
That's a combination of a lot of things.
There's no one go to resource for mastering something. Um
But I mean
I would say like a lot of the content on the
blender cloud is more catered towards intermediate and advanced users.
That's true, there's some beginner friendly content but it's a bit more sparse
um
Part from that, I mean I really love the tutorial content from globe,
Alexandrov and 80 burrows, they do some really
somewhat beginner friendly stuff. But also I learned a lot from that.
Like I I'm watching the content and it's always great,
definitely seek out specific content. Like
when I wanted to know more about rita, apology,
I was like buying a book and watching content on
from brian Tyndall.
Uh and if you seek out very specific content,
what's one subject you're gonna learn a lot more?
Yeah,
there's always going to be beginner tutorials that cover everything, but
it's maybe not the best way to go.
Yeah,
yeah.
Okay, I'm gonna fix this now, look, okay, I'm going to add a loop over here.
Yeah.
And I'm going to slide this one in.
This will be my new
center loop.
Let's see.
Clear Sharp.
Going to slide this one in
upside,
Thank you.
He select all of this
and this is gonna be my new Sharp. Okay,
here we go.
Problem is now I have an additional loop over here,
which I could solve.
Mm
Yeah, I can just March this,
I hope.
Yeah,
maybe not.
Maybe this is a stupid decision.
Yeah,
it's my
Bite me later on. Yeah, because there's gonna be a six sided vertex.
I'm going to add another look here to add a bit more resolution
exists.
No,
this is pretty much fine over here on the back.
Okay, okay.
Now, before I go into more detail on anything else,
I want to somehow find a way to connect the heads
over here.
And one of the things that's definitely the case is
this area over here.
This trick that I'm doing um
is way too high. I think this is still in an area that will deform a lot. So
can I
Oh okay.
Eggs symmetry. Can I push this down?
Mhm.
Oh maybe not because it's oh it's snapping to the
Oh this is interesting. I need to fix this somehow.
Um also another question in the Chat, what version is it?
It's the version 3.0, alpha.
But this is right now, pretty much almost the same as 2.93.
It's not much of a difference.
Mhm.
Okay, um
there's a shrink wrapped group.
Mhm.
Which I am going to flip.
Yeah,
no,
I'm going to exclude
the lower part
uh
of the neck from it. So I'm going to actually assign it
now, all the red areas are not going to be shrink wrapped.
And I'm gonna make another group. And it's called neck.
I'm going to actually assign this
to that vertex group.
Okay, now I want to add another shrink wrap.
Yeah,
and only shrink wrap the neck
to the body.
Yeah,
yeah,
yeah.
Okay, this should work. So I have to shrink wrap modifiers.
The most of the head is shrink wrapped to the head
sculpt that I did and then towards the lower parts,
it's just shrink wrapping to the body sculpt because
I have them as two separate measures actually.
Mm
Okay, now I can actually drag this further down and it works
well. It's freaking out a little bit. Oh, don't have X symmetry. Yeah.
I don't know why.
Why is it freaking out on me? It's really weird.
Mhm.
Uh huh.
Yeah.
Mm hmm.
What if I?
Oh, that's why.
Of course.
Okay,
so I want to duplicate and apply the shrink wrap model fire so that it actually yes,
now the scalp behavior is fixed.
This is why we need life uh snapping.
Okay, so what I want is I want this part down here to be as much as possible.
Oh, come on.
As much as possible. Down here. I did the same force for rain
where the loops are kind of terminating between the collarbones.
Um And that's actually a nice spot because it is.
But in between a lot of moving parts, but that part itself is not really moving.
So
it's
a nice place to like have a lot of this density.
Yes.
Mm.
Mhm.
Okay, now I want to slide some of the stuff back in. I can add another loop here.
Like this.
Mhm.
Now all of this is still supposed to like
go inwards follow those like muscles.
I
don't hear, I can relax this a bit more.
Okay,
this is better. And then I can work more on the rest of round it.
Okay, let's bring back the body re topology
and now I need to get actually rid of some of this stuff.
Yeah,
like for example this loop, I'm just going to delete it.
Mm
Yeah, some of this stuff could like connect really easily.
Not all of it.
Let's see, kind of like what if I get rid of this,
Move this one down?
Yeah, this should connect really easily actually
ship sign.
Yeah.
Mm
mhm
Perfect.
Mm
Okay. And this should connect really well to the body. It
I don't know why
I
see the other objects through this
or because they're all in front. Of course.
Yeah.
Okay,
I see a question. What do you think about meta humans?
Well, I mean it's an amazing time saver.
Like every time I look at it I'm like okay,
well I guess I don't need to make realistic human models anymore.
Yeah,
Well I think that was actually meta human. It was the epic thing that a human
Yes. Unreal. Or is it a meta human created Unreal.
Yeah,
it's amazing.
But I mean insert this is like,
I don't, I'm wonder if it's like
removes the need from making
like main characters,
there's there's always still going to be a need to make
those manually if you want to really have control over that
you don't want your main characters look to look to default,
let's see
okay, can I look this back into itself.
That should be fine.
Yeah.
Mm
Okay, let's see
can merge these
like this.
Yeah,
no,
and add another look right here,
just because I want this one to be the shop.
Yeah,
there we go.
Yeah,
yeah,
yeah.
Hands
mhm
I might need to look at rains topology again for some reference
because even though this topology I think is not too bad.
Mhm
It's not
the lining over here.
Okay, wait, I can actually like
keep looping this one in
with the neck, does it actually? Oh my God,
it is actually the perfect loop count now now
over here there's still more for a moment.
I was like it's going to align perfectly
now over here there's way more loops
and I can't just add more loops into the arm.
Not
out of nothing. Wait,
I could add another loop over here.
I can't over here because it's just going to lead further into the hand,
but this one is looping around
so that's definitely possible.
I can resolve this issue over here where I would have this six sided
edge.
The six sided poll.
I'm going to go into edit mode on both both of them
like this.
Oh man,
let's see,
can I do this
mm
mhm
Yes, I can like add another loop over here
now this should match up.
Mhm
Yeah,
but how many do I need? That's the thing? Um
mhm
mm
Yeah.
Mm
Yeah.
Mhm.
Mm
Thank God.
Yeah.
Mhm
This and then I need two more over here
that's a lot
so I can add them
that's fine.
But then
these are going to go into the arm
and I need to figure out where they should continue into the arm.
Yeah.
Mhm.
Yeah
smooth over this a little bit.
Mhm.
You think that should be fine? But
What do those two loops go?
Can't just add them here, They're directly going back into the hand
I guess I could add them there and they're just gonna
yeah
yeah let's try this. So I'm gonna add them
over here.
Two more loops
mm
like this
but then they need to also
wait. These are the ones okay I'm gonna mark them.
Not as a shock but I seem just for a
moment because I want these to look back into themselves.
Um
Right
I could do that actually on the hands.
It could
mhm.
Let's see.
Yeah
by just picking these
over here.
Yeah
mm.
Yeah I'm gonna set this
press B to not insect along the boundary and then
this should work.
Yeah
by the way this is also a sharp
okay
and then this should align
who
I think that's acceptable.
It's not super clean but those loops need to go somewhere so
better have them go there.
It's a bit close to the rest but it shouldn't be a problem I think.
Okay clear the scene.
So this is all now. Well lining
yeah
and two
yeah
with this in words
let's see oh no, I actually snapped it,
yeah
state this in.
He's through this out,
fill this in
Mhm
Yeah these need to connect.
Damn it's
mm
Yeah.
Uh huh
Yeah
mm
Yeah.
Still doesn't match perfectly well but I could add another. No, I can't
yeah.
Uh huh
Yeah,
has one too many loops
over here.
Yeah.
Mhm.
See
oh actually need to slide this down.
They are needed over here
over here. This is where they connect
is where this one connects.
This one connects
but this one connects and I have one too few loops over here.
Mhm
Yeah.
Uh huh.
Well that's interesting because that means I can actually
mm
mhm
You can actually just move all of this.
I'm here.
I don't know,
I will just have to see,
I can just add an extra lip over here.
Yeah
yeah
mm Sorry if this is a bit boring,
it's really just about troubleshooting it right now.
Um
Yeah
yeah
go
counting loops, seeing where they actually line and not merging,
Like not merging anything, not joining objects, just seeing where they go
because right now it's still really easy to
to add or remove lopes
based on what you need.
It's going to turn objects over here
and again
it's one too many loops
Yeah
mhm
Yeah
mhm
I can't just merge this
mm.
Yeah, I could just do this
mhm
that's correct
yeah
mm
mhm
mhm.
This is where they meet.
Mhm
mhm
Yeah
yeah
mm
Yeah
mm
and I'm going to get rid of this again.
Mhm
Yeah,
like this, yeah, now it aligns
this is the like with a body topology,
this is the trickiest part I think like it's it's really easy
to make like or like it's relatively easy to make a good apology
for a certain area. Oh wow, what is going on over here?
Okay, fixed.
Um but making everything connect in the end,
all of these loops leading back into each other,
that can be hell.
Uh huh.
Mhm
ah I see some questions uh
Is 3.0 available to download?
Yes, you can just download it on the blender.org website.
It's in the experimental builds page though
because it is awful.
It's in the alpha stage right now.
Um Some more questions, do you have a tip to do knee,
shoulders and other connected limbs easier?
Uh Well, definitely keep them separate like I said, but
I don't know. Yeah, it's really about the how they connect.
That's the trickiest part apart from that you can really,
you know, there's like good topology guides online.
I like the ones that city cookie actually did uh quite a few years ago.
They're still really valid and they give you a good idea of
uh
whether to polit where the loops can more ideally slow.
Okay, this is good
uh
Another one this stuff is boring Watching you
identify an issue and resolving that issue.
It's the best part. Thank you.
I'm glad people are enjoying it.
Okay, let's see.
Wait,
this was a lining before.
Uh huh.
I'm not keeping count very well.
Well,
here's the thing I did this looping around in the neck earlier and I think
now it's really saving me because now I can just add a loop over here
and now they align again,
That's perfect.
I should also enable the
modify again. And now over here
there's I think one loop too many.
Yeah, but I can just remove it,
that's fine.
Mhm.
Then smoothed over this bit
wrong brush, slight relax. Much better
sliding. Or just
smoothing over this, smoothing over this part.
That's it.
And now all of this,
it's perfectly
aligned.
Mhm.
Nice.
So, if I would want to merge these parts, it's really easy.
Hmm.
Perfect. And now we can just continue with the lower body.
I think it's time.
Well, one of the things I would like to add is definitely the belly button for that.
I can like
add another loop over here.
So I have a
Um
let's see a four x 4.
Great, like a
four faces grid over here.
I could just inside it,
press B To not consider it on the
border because actually there's actually a border here
like this.
And I'm like,
I'm going to just scale
this down really far.
I want this to be in the center and then additional loops over here
to define the shape.
Another one over here,
Find this one out of it.
And again, it's the same principle about like
you have like
the loop that is like meant to be the sharp edge,
the one that defines a crease or something like that.
You don't want polls on this. Here are the polls, you keep them around the sharp edge.
Now I can just go into scope mode with a slight legs brush just smooth over this a bit
and it just distributes it a bit more nicely
like this
and perfect.
Still love this brush.
Yeah, there we go.
Mhm
Okay, perfect. Um
mhm.
I think I am actually going to add an additional edge loop over here.
Just a bit of extra topology to capture this shape right here.
This footage.
Mhm,
mm hmm.
Yeah,
I'm still wondering how much I actually want to capture here.
There's like a very particular shape over here on the side
and I could like
shift this around a bit
to make this more prominent
this.
Mm
But this one
maybe not.
I don't know. I'm just gonna cut some corners and say no, I don't, I don't need this.
I can apply this a little bit by just adding enough geometry.
Like
Yeah.
So if I
at the subdivision surface modifier and just remove the wire frames from it.
You can already notice the biggest shapes.
But um I'm gonna let her show you how later on in the time lapses the stream.
Sorry, I'm going to show how this can be done more reliably.
Like actually capturing the shapes and the volumes
that were lost in the ring topology.
Mhm.
There we go. Okay,
now,
what am I going to do? So
let's switch to the cursor tool and actually change the snapping to
volume for a moment and then I can just snap to the
wait,
snap to the center of the leg.
Now the cursor is in the center of the leg.
Um
and I can just
at a
a cylinder
with let's just start with eight connected edges. It's way too. It's not enough.
Yeah,
but
it's a good start.
So I can scale this down and now I have the legs.
I can separate this into its own object and I should get rid of these
edges. Okay, perfect.
Um
Sorry.
Uh huh.
You should drink something.
Mhm,
mm hmm.
Bye. Bye.
Yeah,
find out.
Uh huh.
Yeah.
See someone asked, how are you? I'm doing fine.
Have it tired
but it's still fun.
Okay, so I'm going to add two more edges here and two more edges here.
Now, this is 12 edges, which is a bit better for this geometry I think.
Oh,
I'm gonna duplicate and apply the shrink wrap modifier.
Okay,
huh.
Oh, I still have a vertex group over here. I don't need this
at least not for the legs.
Now I can actually share this.
I like this a lot,
a lot more than rotating
should also disabled snapping.
So I can you could rotate this and then scale it up but it's a bit unreliable.
It also skews the geometry a bit but with
shearing especially the sharing tool which is amazing.
Um You can much more easily.
Mhm.
Uh Yeah I mean it's called shearing.
Mhm.
Um
I don't know if it's clear what it does based on
that name but it is like scaling it kind of um
I don't even know how to describe it actually.
Okay here I want to actually check out the topology for rain because
yes,
I don't need to really worry too much about
the legs. I can just.
That's the thing like uh for for the cheeks over here these
creases capturing them and keeping the topology clean is really tricky.
I see someone saying the CHAT 99% of the time I share works way better. I agree.
Like if you want to be precise, check out what shearing does in blender.
It's it's a really nice way of like rotating slash scaling your loops.
Okay so
can I add more geometry.
I'm just gonna move this down.
It's actually not shrink wrapping anymore. Okay perfect. Now it does
uh let's change this to circle with luke tools
and scale it down along the Z. Axis so it's actually
well aligned,
rotated a little bit
and now I could take
move the stone even more,
rotate the extruded further towards the race.
The
what is it
at the wrist? The wrist for the foot.
Mhm.
The ankles,
Yes. And the food. I'm going to do that afterwards
actually, I'm going to move this more up.
Okay.
That's duplicate and apply the shrink wrap model fire
and disable the
the circus modify. I don't need it right now.
This is interesting.
Mhm.
Okay.
Okay. So this is the most basic set up right now. Um
Yeah,
just checking the chat.
Yes. Thanks for managing the chat mike.
Yeah.
All right.
Okay.
So how do I do this?
Like add
some more loops.
Oh, jesus is in the wrong brush,
slight relax. I can like
with this around a bit more
except
mhm.
Go keeping a bit of distance from the crease
over here.
I mean, I'm gonna remove that one anyway.
Later on, I don't need it for the ring topology.
So now this is interesting.
Okay, I definitely want to take these and in and in set them
like two times
because then
this edge over here is the sharp
in the middle of him.
Like sculpt over this a bit, smooth it out
like this.
That's it
over here. Can remove the shop because I only wanted over here.
Mm hmm.
Yeah.
Mhm.
Can move this one up. No.
Now there's a similar thing going on over here.
Yeah, I can just insert this. Let's try that
two times
smooth over a tidbit with a brush and this is gonna be the knee.
Let's see if that works.
Can I push this up?
Mm hmm.
Yeah.
My home.
Yeah.
Yeah. I'm going to lose a bit of definition on the sides, but that may be fine.
Yeah.
So the model is going to change a bit
right?
Yeah.
Of the design of it. Just a little bit around the knees.
Yeah.
Mhm.
But that shouldn't be too bad because in
probably unless I ever add another outfit to snow, you're never going going to need,
you're never going to see the knees
two.
So this should be okay.
Mhm
Right now it's not planned, but I want to keep the options at least open.
I don't want to
we do apologize this again at some point.
Mm.
Mm Okay,
so this is
a sharp edge
and then this year in the middle is a sharp edge.
Let's see if that works for that. I need to push this a bit more up.
These loops over here. Need to be close
that
nine. You can push it also an edit mode. It's fine.
Mm hmm.
Mhm.
I think I need to add another loop over here.
Mhm
Like this.
Now I have the two loops over here which are surrounding
this sharp edge and two loops which are surrounding this hard edge
um kind of
mhm
collect smooth over this over here a bit
although I would love to maybe add
mm
okay,
let's see, I can move this one up
this one up as well. So this is much more on that hard edge.
This
like that. Okay.
Uh
Oh yeah,
tag me in the chat if you want me to see it more easily because then it's just um shows up
for me as like this bright orange text
and I can immediately see it.
Well the body use displacement.
I know you've modeled the face in.
Um well I'm not going to use any displacement textures or displacement modifiers.
I want to all the shapes that are supposed to be there.
I want to capture them in the ring topology.
So that's like I mean it's a conscious decision that I'm
making for the character because it's it's not too realistic,
it's pretty stylized.
So I should be able to capture everything I need in the just in the topology.
The displacement is also a fine option
for more complex characters I would say.
Yeah.
Okay, let's see.
Okay, this is working nicely.
I want to add another loop over here
is getting a bit thin
but overall the amount of loops over his seem to be working really well.
Yeah.
And what I can do is over here is just a line.
This loop a bit differently because I notice that it's like if it's slated
over here
and add like two more loops right here to kind of capture this
sharp
think.
And then interestingly enough, this is also a sharp edge.
Yeah,
so I probably want to keep that so I'm going to keep this one close.
At least one loop.
Mm
And then I can add two more loops over here.
Mm Maybe three more loops over here.
Let's see.
Oh yeah, this is actually a nice trick that I learned, like if you've
if you want to extend this,
not like move it down, but actually slide it along the edges over here.
Like you can press G G
G twice to slide it up, but you can't slide it
along the edge, like outside of where that geometry is.
But if you use,
if you press c you can actually remove clipping or clamping I think it's called
and then you can just slide it further
so that's actually really helpful.
Okay,
smooth this out a bit.
Yes. Well,
mm
Yeah,
over here.
Okay. Even though I'm now losing this hard edge, I think
should move this slide this back,
but
like that.
Perfect.
Mm hmm.
Mhm.
one of this works really well right here,
it's looking a bit awkward, but I think it's fine
these patches
think it's fine.
Mhm.
Here we go
more questions.
Um
How long does this usually take you?
Well, I would say I could do this way faster,
especially if I wouldn't be so picky right now about the details.
Um
But I would say like a week at least for the re topology is a good time.
Like right now read apology on the main,
on the main characters for sprite writer taking a long time.
And that's also just because this
we need these characters to perform in a very
specific way and that's calling for very specific topology.
Let's see.
Um
So does it mean it will be rendered with a smooth modifier also?
What are the sharp edges for? I see someone ask.
Uh Yeah, it's going to be rendered with a subdivision surface modifier,
definitely a requirement.
So it should really,
this model should work well when subdivided all the details are supposed to shine.
Um
and the sharp edges are just a way for me to annotate important edges for me right now,
I just want to keep some of them in mind.
They are not supposed to do anything. It's really just a visual reminder.
I use sharp edges because they are
kind of
like a nice reminder of like these edges are supposed to be the sharp ones,
so I need two loops around them
to capture a sharp edge,
so once it gets subdivided it is actually going to be sharp.
Um
Let's see
now
there's going to be tricky
like
extrude this further upwards
like this.
Mhm.
And then I can
ah
extrude these inwards.
I'm gonna keep it really
simple for now.
Yeah,
it's actually
do it another way. So
now I just extruded like this
screwed it up again
and now just
keep going.
Yeah.
So essentially there's like these cylinder cylindrical loops over here,
like this entire thing
and then it transitions over here into these square patches to close this off.
And for that I need this poll over here.
I see some more questions. Um
is the pattern is used for topology on the back and the
front of the knees the best way to get nice bending legs
kinda.
I mean um I would say these this apology
is really nice for keeping the sharp edges in here
and typically the default that I'm kind of going for is this,
you have these
circular loops going around
ah
And
essentially what I did here is really just
oh,
let me actually
get some of these settings over here.
So if you would like,
I can't actually edit this interesting
um but yes, essentially I just insert the small part over here.
But the most essential part for the knee is just
that you have like three loops around the knee.
This is like way more. That's why I'm saying the rain topology is also not the ideal.
It's way too much topology
but for any joint,
it's just the most important thing is that you have
three loops right here on the part that is deforming
that way over here. I also try to keep it that way but just having,
I mean in a way.
These ones
I like, wait
yeah,
I would say like
These ones are acting as the three loops.
Yeah
over here
potentially.
Um
That's why I'm wondering
if it would be best to
kind of
I don't know if
push these a bit more inwards.
Right.
I think it would be nice. Can I push this a bit more up like this?
It's not,
I don't know if it's like the best apology.
There's a lot of different solutions online.
Everyone is doing kind of
their own thing
a bit
but I think this is uh pretty well. Uh this is pretty good.
This can be pretty easily picked I think.
Mm.
Mhm.
Right,
let's see.
Well, I mean if there's any rigorous among the chat, maybe they can like
maybe they also have some opinions. Unlike
what would be even easier to rake.
That would be amazing.
Yeah.
Mhm.
Let's see
some more questions.
What method are using to create the clothing modeling or marvelous design. Now
I'm just gonna model them by hand.
I don't need like any realistic faults or anything.
The faults I did for rain are also pretty stylized and very minimal.
There's barely any fault.
And my plan right now is really to just
duplicate parts of the body topology and build the
the clothing from that,
that we also the amount of loops and the
general topology is pretty much aligning with the body
that will just make it a bit easier to prevent clipping between them.
Mhm.
Um Or just easier to transfer the weights anyway,
You could just transfer the weights from the body to the clothing.
It's like a general trick that like rigorous use a lot I think.
Mhm.
Um
Wouldn't it be better to increase the important edges,
keep it clean and mark them?
Oh, increasing them Yeah, as in like marking the edges as a crease like this.
Um Sometimes I like this approach but it's a bit ugly
because it is actually just it's not adding any more definition to the creases,
it's just preventing the edges to be smoothed by the subdivision surface modifier.
So I like by default to just add more loops
because it's just going to make the edges more crisp.
Um
Another question uh
Wait,
I like the need to read apology where you open
it like a mouth and close it with two diamonds?
Oh yeah, yeah,
that that's that's true.
That's also really nice and I mean I I generally also do that a lot for like
I think here I did it very little but it's a
mhm.
It's a nice solution. I did a lot for the clothing on rain
where loops are just kind of like
uh
get like one look gets divided into three with a diamond and
then shortly after it gets closed off with a diamond again.
Uh
It's hard to explain actually.
Another question. When do you think this rick is going to be available?
I'm not sure because this is not the main task I'm working on right now. Is this just
a side task next to the actual film production of spread fright? So
I really am just getting two hours a week for this
um Once this is free to apologize I still need to do the ups
and after that there's also still
there's still a lot of other stuff to do, like the texture ring and shading
and then
yeah it's it's a lot of work actually.
Mhm
So I'm not sure when it will be available.
I hope it won't take too long.
Let's see.
Yeah
but yeah I could still take a lot of time but I at least want to make the entire,
even though the character won't be available very soon I want
the entire creation of the character to be to be available.
So that's why I'm basically creating these dreams.
Yeah
yeah
mm
it's just the unedited raw creation
where I'm not going to even try to rush anything,
just really go through the entire process.
Okay,
duplicate and apply the shrink wrap modifier so everything snaps nicely back,
indicate
smooth over this with the slight will express a little bit
like this,
distribute the topology a bit more
perfect.
Uh huh
Now
mm
that's that's actually a line
I have the topology for the legs I wanted to align to the topology of the upper body.
Wait
shade smooth
actually enables active. Yeah.
yeah,
go into edit mode on both of them.
Also more questions um will that be ever a new reading course on the cloud? I hope so.
It's not really up to me. Um
Maybe the matter of regard
feels inspired to do a freaking course. I'm not sure.
But it is really down to the availability of the artists to make the
the content. It's a bit
I wish there would be more time to make that sort of stuff,
but mainly we're working on the movies right now.
So this 12 vortices is 14. Perfect. I can just add
one over here. This is going to add like another loop on the back side and the front
and then this should be
perfectly aligning.
Mhm.
Okay,
hold on.
Mhm.
I'm just going to scale these down so I know these are supposed to be merged later on.
Mhm.
This is a bit awkward
maybe.
Yeah,
let's see, scaly stone.
Mhm.
It's filthy stone
skill of the stone.
Yeah.
Okay.
Oh yeah, there's actually one too many loops really is 14.14.
What?
Oh yeah, over here? Uh It is the perfect amount of loops.
It's just not lined perfectly.
So now I know
that over here all of these can meet
and later merge.
I just need to make sure that
that the apology is nice.
Great.
Let me come
safe.
Disable the subdivision surface, modify again.
I want to move this a bit more towards the sides.
At what's the center
smooth over it.
Mm.
Oh and I'm also going to enable
uh mesh boundary Autumn asking.
Mhm.
Sorry.
Um this will make sure that I'm not actually
sculpting on the boundary so this is gonna get pinned
because I already aligned those. I don't want that to change.
Yeah,
like that.
I think I actually need to turn it on over here again. There we go.
Okay.
Okay,
Okay.
Yeah.
Mhm.
Okay.
Yeah.
Yeah, I'm just going to smooth a lot over this.
I want this to be more evenly distributed
and then with d I can just switch over to this object.
Oh boy.
Mhm.
And smooth over this as well.
Yeah.
This
Yeah.
Well what am I doing actually this supposed to capture a certain shape? I shouldn't
move this around a lot. Yeah.
Okay.
Construction.
Mhm.
Yeah.
Mhm.
Yeah.
Yes.
Mhm.
There we go. I'm ignoring the chair a bit. Um
Some more questions. Um
is this a solo project
maybe
so far?
It was I was creating the concept the sculpts and now doing the
re topology and probably also going to continue with the other parts,
but I'm not going to do the rigging. Um I would even be okay with someone else.
Maybe Simone doing the shading of the character,
but only if he's interested in doing it.
Like Simon thomas who's also working at the studio.
Yeah.
So I would be fine with this being
more of a collaborative project with other artists.
Uh
Okay.
Yeah.
Let's see him
awesome.
So I got the reader apology done also for the
for this part although
Mhm.
Maybe I should add another loop over here.
This is really
uh it needs to be a bit more geometry.
Yeah,
I think this
Okay,
same over here.
I can just smooth over this with a slight flex brush and it just immediately works.
Mhm.
Um
Another question, do you make photo realistic characters? Not typically
I was sometimes it's like in my free time sculpting like some realistic
uh
some realistic character hits,
but
actually
like some of them I never showed to everyone to anyone online.
It's like just private projects that were never completely finished.
I should work a bit more on them.
But yes, mostly I like sometimes I sculpt realistic characters.
It's not that often but
it's fun to do it.
Or like also semi realistic.
I always love to put a bit of stylization in
truly realistic is sometimes just, I don't know, maybe it's a bit more boring for me
go
I'm actually going to add another loop over here
even though it's not really necessary.
Okay,
Perfect.
The last thing that is needed is that
apology for the foot still have 10 minutes theoretically
and then the topology for the body I would say is done. So that's exciting.
Um
I could like
at
let's see, I'm gonna add a queue up. I'm gonna start real simple for the foot.
Actually you know what?
Um
I don't usually do this but in this case may be
I could reuse the foot apology from rain. This was also just started from a cube.
There was there's only like certain like small differences like this little
diamond which I added to terminate these three loops into into one.
And then I also terminated some loops over here with diamonds going into the
tolls.
But
I don't know if this could save me a bit of time so I can like
select all of this,
separate this into a new object.
I'm just gonna quickly
go out of
mm
Yeah out of full screen, remove some shaped keys.
Yeah remove all of these shape keys. All of these verdicts groups, the color
uh parenting. I'm just gonna copy the object with control see go into my other file
and over here I'm just gonna go control V.
And I have the foot which is actually way to pick. Oops.
Um I remember now that originally when I modeled range, she was at the wrong scale
but now I have a foot to start working from.
Maybe this is a bit disappointing, I'm sorry but this will save me a lot of time
so I can just go into scott mode set the color to
random so I can tell the objects apart way more from each other
and I can like move this around a bit more
two. So
the shape is kind of matching
snow's foot.
Oh,
um
there we go.
Mhm.
Oh,
and I think what I'm gonna do now is
let's see.
Okay, so I have the topology.
I think this is fine.
I'm going to adjust it in a moment a bit more, wow,
I even added a triangle to the foot because I
didn't care for for rains topology on the foot.
Okay. Um
yeah,
okay. I'm going to just control l copy the modifiers from the other objects
and there we go.
Okay, you're gonna toggle a lot of stuff.
Oh,
apply duplicate and apply the shrinker modifier.
Go.
Yeah.
And just moving some of this stuff around.
Oh, jesus.
Yeah.
Mm
perfect.
Mm hmm.
I'm going to quickly just isolate these two objects with the local view.
Thank you
go.
Mhm,
yep.
Perfect.
Can like smooth over this part a bit more.
Yeah,
yeah.
Yeah.
Mhm
Nice.
Um but just like with rain,
I don't care too much about the feet.
I really don't care because
the topology, I mean that can be fine. This can be,
this is already looking well
Except for that one triangle here.
Um
mm hmm.
So I'm going to get rid of that. But I really want this to just be a size reference
for the, for the shoes. Really,
they're actually just going to be hidden.
Um, I see another question where intact, what are your settings for X ray,
the way your wife frame shows over the source is awesome.
Well
I I don't have an X ray enabled right now but I just could
I also just use the extra shading options for the shading
pie menu which is an option in the key and the
and the key map. So I can just immediately toggle
X ray with this.
I set the X ray slider to one pretty much always because then
uh
it just shows the wires in X ray but the geometry
and all the faces are not going to be transparent.
And then the other thing is I enabled hidden wire which just makes
it that the faces are hidden but they're still including everything behind them.
So
it's like a really amazing overlay for anthropology
and there's still the plan to eventually
or improve it even further and then rename it to the re topology overlay.
Which makes a lot of sense I think.
Yeah.
True.
Okay.
Nice. Oh wow. Well this even the lines over here, it's perfect
with with the ankles.
Although
like one thing I do notice because I like copied this over from rain.
The pollen count is way too high. This is not going to go together with the
with a foot
without problem.
Uh With it with a lake. I mean
okay
this is going to be problematic and I'm evening
adding extra loops right now.
Like a madman.
My God,
I need to just remove some loops over here
like this.
Mhm.
Can I just remove this one maybe?
Mhm
Oh, I should enable automatic editing again.
Mhm
Let's see you.
This is awkward.
Yeah,
I think I'm just actually adding
this back.
Okay,
Who
slightly lacks brush smooth over it and it's going to keep the shape.
But I removed some loops
a couple.
You can also remove this one.
Okay, how many is this now? This is 27 verses is that's a lot.
Um
That is a lot. So what do I do?
Because this one has only 14.
I can't believe this one.
Let's see.
Oh, some more questions. What? Um
Hidden wire. That's the one. Yes,
that's a really nice tip. Just using this for the topology, the hidden wire overlay.
But again,
like some people notice that I'm using a solidify modifier at the very end here,
and that's because that will then hide
the faces that are showing through the sculpt
like through all the other objects
and if you have a solidify modify,
it's actually just obscuring them so that's a neat little trick.
Okay, so
going to screw this up,
extract this down so they cannot meet.
Okay,
this is already perfect
that these are meeting over here
and I'm guessing that the same could apply over here,
but I'm not going to try that yet.
Um What I would like to try here is
to do this
to have this kind of as a circular patch
that is leading back into itself.
And that way I get rid of some of these loops.
Mhm
And I already noticed now that
is working way better.
It still may be removed. One of these.
Yeah.
See
Yeah.
Okay. There's still too many like,
like scale these towards each other.
This one aligns
it's nice. This one aligns this one aligns
he's too
these to align these to align.
This is perfect.
Now
these two align it's great
these two.
It just keeps going but
mm hmm.
Yeah.
Oh, over here. I need to do the same trick. Of course,
yeah.
Mhm
mm.
All the way up here.
Perfect. Now this line, this line there's one too many over here
and want to many over here
to actually
yeah.
Uh that's a bit tricky.
Mhm,
mm hmm.
Yeah.
Well, I mean the easy way out would be to just
fill this in like this over here. It's not
pretty,
but it works.
Yeah,
but there's still one too many loops over here.
Yeah.
Uh huh.
And because it's the foot, we never see it, like I don't really care.
I'm going to do again. The same thing. I'm going to add a triangle,
screw it.
Look.
Yeah, I'm going to just add a triangle there.
So now it actually aligns
I can keep this going over here.
Perfect.
Can smooth over this.
Yeah.
Here we go
like that.
Um
Another question.
Does back face culling not take care of those
faces that you're hiding with the solidify modifier.
No, it doesn't.
Um That's a bit sad.
It does hide the faces,
but the faces are already hidden because of the hidden wires overlay.
But the back face culling doesn't hide wires.
Um That should be fixed at some point, but
it's just a matter of updating the overlay to be a bit more smart about this.
Okay.
Nice.
Uh I'm pretty much out of time and I think
the last thing that I could do right now is because
yeah, I'm going to do it. Okay.
Uh The last thing is to actually, since I'm pretty happy with the topology,
I could apply the shrink wrap modifier,
which means I will have it like basically done.
Um I could like merge all these objects.
Um
but I want to show you how to keep the original volumes and the details intact.
So let me actually just take all of these objects from the body,
all of these.
Um and merged them with control. J Oh yeah, my custom shortcut was J
You need to fix that. Okay, now, this is all one object. Perfect.
I can select these two edge loops
and just bridge them.
Um
Bridgette stops
and one of them. I can then just slide into the other
like that.
Um Same thing over here. Can just like these two edge loops
is one little rogue vertex, I guess. Yeah,
select these two edge loops bridge the edge loops, slide one into the other
like that.
Yeah,
same thing over here.
It's like these two bridge slide one end to the other.
Mm hmm.
And on the ankle.
Mhm
Bridge
slight.
And it's just immediately emerging because I'm using automatic editing
so now.
Mhm.
Um I can just also clean this up a bit more smooth over it. Just a little bit,
just a little bit.
But overall this looking nice. Yeah, this I need to
arrange a little bit nicer like this,
but I'm being a bit careful with uh with the sliding
and relaxing with a brush because I don't want to destroy any
any details.
Okay. And I haven't merged the
the head with it yet. And that's
that has a specific reason. I'm going to do that afterwards.
But this is the body topology
awesome.
Okay.
Is looking pretty good.
Some.
Yeah, this is this is working fine. Okay.
And again around the pelvis.
I just left it a bit more simple because I
didn't want to bother too much about the details there.
They weren't that important. Okay,
perfect.
So now the thing is, let's say I'm uh adding the subdivision surface modifier.
You can notice how it actually loses a lot of definition.
And this is like always an issue with three topology. Like you can like
there was a more
uh subdivisions. You have, the more you can actually capture those details.
Like if I move the subdivision surface modifier on top of the shrink wrap.
It actually like you can see how much it actually shrink wraps to
it but with less geometry and then
subdivision afterwards it loses that definition.
But there's a trick on how to keep this definition. I like to use this a lot.
So let's let's actually apply a lot of these modifiers. Uh I'm going to keep
a duplicate version of the shrink wrap
and I'm gonna disable the subdivision surface modifier for now. And to solidify
and now I'm going to add a multi rest modifier.
So
I'm going to subdivide this like
Mhm.
Uh two times. Yeah let's say two times.
And you can notice like now this is subdivided and the shrink wrap modifier is on top.
Uh and it's then shrink wrapping all of the details back to the geometry.
But then what you can do is you can actually apply
the shrink wrap modifier and now it is actually applied not on the
on the base topology but on top of the multi rest subdivisions.
Like I could just go into sculpt mode and sculpt on this further.
But
since there is a nice little button
that is called apply base
we can
what this does is it will try to fit the base
topology
to the higher subdivisions as much as possible.
So if I'd like to turn the view, port subdivisions down to zero
and I click on apply base.
You notice how everything shifted
It expanded a bit. It gained volume.
And what this now did is it tried to match the lowest resolution as much
as possible if you would subdivide it so it would result into the heart,
into the higher subdivisions.
So if I noticed like just remove the
subdivision surface modifier and instead use the,
remove the multi rests and instead use the subdivision surface modifier.
You notice all of those details are back.
It's just like all of those creases and like tried to get as much of it
back and if I like hide the topology and we just like toggle between the two,
they are much more indistinguishable.
This saves a lot of time.
Mm hmm.
So this is usually like the final step that I'm doing.
Um but still over here, I'm noticing that like
there's like some more things that I could be doing. Like
I could, like
I could like
um well, first of all, first of all I'm going to get my mirror, modify a pack
to leap on site
and add a mirror modifier.
Where is it?
Yeah.
Oh my God. Okay, apply the location and
rotation. Actually also the scale.
Yeah.
Here we go.
one of the things I noticed is that
this kind of
sharp edge over here was lost a bit.
So I'm like pushing this a bit more in.
This is too much, but
I'm just going to slide it back.
Yeah,
this helps.
Yeah,
same thing over here but I don't mind that it's lost a bit more.
Like I can like push this up by the way.
I also enabled the subdivision modifier on the cage.
So it actually shows me directly on the
wires how the subdivision modifier is affecting it,
the geometry.
So now if I move this up
a bit,
I do notice like I can also just talk over lace too.
Uh huh
or not.
Yeah,
to see the result. Uh I hope this was understandable. I went over it a bit fast.
Uh
anyway,
uh
um I see a question.
Any reason not to leave the multi rest modify after recapturing the
details rather than switching back to the regular sub the surface.
Mm
Well,
I mean you could use the multi rest for animated
characters and we did in film productions in spring.
The some characters did still have a multi rest during the final renders,
but usually we do that to capture like finer details that
we usually wouldn't be able to capture with a written apology.
But in this case I already made a written apology
that is supposed to capture all of those details.
So I don't need the multi rest.
The multi rest of anything just adds more file size and complexity.
Um So
that's basically the reason.
Well,
yeah,
I could also like I could tweak this a bit
more like to get some of these smaller shapes back,
like the shoulder blades and all that stuff.
The loops are already there.
But what I'm doing right now definitely is no longer. I I don't want to snap anymore.
I don't want to snap this to the
original sculpt underneath
really.
But yes, this captured all the shapes pretty well
but it will need
to have a bit more tweaking.
Like there's going there are going to be problematic areas I think like over here
the hands, they're a bit busted. This needs clean up. So the apply base option is also
causing a bit of problems
but it is a super nice way of
keeping these details.
So the same thing over here really. I'm just going to apply the
the mirror modifier.
Get like disabled some of these modifiers below, at a multi rest.
Subdivide these two times.
Perfect. Actually may be subdivided three times.
And then I'm going to apply the shrink wrap
on the
on these levels. Perfect.
Actually,
let me before I do that.
It's a nice habit I think too.
And do
it's a nice habit to duplicate and apply the shrink wrap modifiers one more time.
So that the the lowest subdivision is definitely the one you're seeing right now.
Then the motorist
And apply the shrink wrap again,
both of these.
Yeah,
I'm going to turn the
subdivisions for the few put down
and then hit, apply base
bam
and you really notice how much volume it gains
and that's all volume that was lost initially.
Maybe sometimes it adds also a bit more. More than needed.
But
now you see
this is actually far closer to the if I just isolate these,
this is actually far closer to the original but you
do notice how it gained a little bit of volume.
This is something I need to fix afterwards.
Um
But now that this is done,
I can merge this back to the body
actually first that's
delete the other side. I don't need it.
You need to also I also need to fix some areas here.
Yeah and then
merge this to the
other re topology object like this.
And now
I can again select these
edges over here.
He's boundary edges,
all of it
bridge
and not travel
bridge the edge loops
and slide
one into the other.
Let's see
Slide one into the other.
Oh with automatic editing
slide it merge bam. Done.
You need to be careful a bit about like sliding some of these rare disease.
I don't want to snap anything and I don't and I
don't want to destroy any of the shapes that I've built.
Mhm.
But I can still go into sculpt mode.
Mhm.
And use the slight relax brush because it will then like
slide and relax areas without changing the shape of the object.
So this is a pretty safe way of adjusting things. Still
perfect.
Yeah
and subdivide it's a bit awkward around the,
around the waist with the lowest subdivision like this is really jacket
but
to be fair it is capturing the original shape really well.
And then yeah, a lot of fixing little things like this.
This is not great
but that is going to come in the next chapter.
So let's see. Uh
So in the next livestream I'm going to fix a lot of these mistakes,
a lot of these issues
but
this is the pretty much final topology.
Yeah
mm
I'm going to go through some more questions.
Um
Mhm.
Uh Really really nice result.
Congrats, did you save a backup copy of the re top without apply base?
No, I didn't might be a mistake but um the thing is it's it's a lot,
it's really easy to go back to that by just
adding the shrink wrap modifier back.
Then you basically have the original version.
So I'm not too afraid of like losing that uh
that original mesh because I still have it pretty much.
Um
Another question. Could you have achieved the same result?
Um Using the subdivision modify instead of the multi rest,
what distinguishes the multi rest?
Um
I couldn't have done it with a subdivision surface modifier because um if you apply
the shrink wrap it's going to be applied on the original based resolution instead.
Which
yeah the subdivision surface modifier is really just
it's more simple. It's really just subdividing it. Subdividing the base mesh.
But the multi rest as the difference that you
can actually shrink wrap it onto the higher subdivisions.
You can't do that with
substantive modify over here.
So that's basically the reason.
And then there's the apply based button, which is the entire core of this trick.
Um,
uh,
I see some more comments.
Multi race has some problems of distorting with rick Amateur. Yes,
but most of the time it's actually fine.
Like I'm I'm still surprised how well it worked on, especially in spring,
we were actually using motorists on the alpha creatures.
Um,
but yes, uh, this is basically it.
I'm gonna I'm pretty much going to stop the stream from here,
but thank you very much for watching.
I hope this was insightful.
And next week I'm going to polish this a bit more before then going
into the clothing and then the written apology should pretty much be done.
So,
see you next week, then