Hello. Hello. Hello.
Okay,
welcome everyone.
Welcome to another live stream.
So
let's see.
I'm going to check for a bit of the reactions. I think everything should be fine.
Yes, I see some first people waving their hands.
Okay, so
This is the 4th part in the ring topology process of snow.
Um I've actually already gone ahead and made some more progress.
Um
one of the things I really wanted to do is just to go ahead and
just keep apologizing
the hair for a little bit
because
this is not that exciting to be honest.
Uh huh.
Oh,
here we go.
Okay. I'm just wrapping up a little bit of something.
There is one last bit remaining that I noticed and that was the
the centre hair clump over here
and this is a bit of a messy situation because I got all of these
triangle fans
which I wanted to merge at the center.
Let's see
um
what I could do from uh
this,
sorry, if it's not like
to exciting right now
to be honest,
I'm just going to
I'm just going to leave this
like it is right now because it's more exciting things to do.
The head re topology is essentially done like just looking at this.
Um we went over this in the past live streams. This is now all pretty good.
The hair is also done
most of it.
Uh If I look at the re topology,
it's basically kept basically capturing all of the forms,
the topology is following the hard edges.
So all of that is
awesome.
And
what's now left to do essentially is
the rest of the body.
So
mm hmm
It was actually the,
wait, what? I just turned it on.
There we go.
Okay,
so
um this is supposed to be a bit more of an exciting session.
So, um I will start essentially read apologizing
all the different parts of the body, the arms, the hands, the torso, the legs and also
the feet.
But the feet just really roughly just because uh I never really
intended also for rain that the the feet are actually shown.
They're supposed to be always just
basically only visible
um
with the shoes.
So wait,
I'm just gonna
yes,
so the shoes are going to always cover their hands
so I don't feel the need to worry about them.
But
the hatred topology is completed.
And
one of the kind of difficult things about read apologizing
the rest of the body is how does this all
get attached? Like how do we fit this together? And it is really tricky.
Um
or it can be really tricky
but let me just quickly enable screen Caskey is perfect.
Um
Yeah,
there we go. Okay. I'm going to save
and as always if you have any questions,
you can just directly tag blender studio in the
chat and that I can really easily see it
otherwise.
I'm just going to focus on the stream and sometimes
hunt down questions in the chat which is time consuming.
Hi, did you sculpt it? I already see someone asked. Yes.
This was sculpted a while ago. There's more information on the blender cloud.
You can see the link in the description.
Um The sculpting was already done, the three D.
Design was finished but the character never really went into re topology.
So this is what I'm doing now and then I'm
going to follow it up with UV unwrapping and more.
So basically at the end we will have a finished character that can go into rigging
and then will eventually be available to download.
But so
um
I'm just gonna quickly open up the yes I
don't want to bother about the clothes right now
and
the hair.
I mean this can also just go away
but I'll just keep it. Okay so
to not like repeat the entire setup that I've already made, I could just duplicate,
duplicate one of the
um one of the faces over here and press P. And separate selection.
So now
I have this object over here and I can just assign a huge shrink wrapping target
which is going to be the body.
So now if I move this around
it's actually
snapping to the body.
So this is
already pretty helpful but I'm actually going to delete this face.
Uh I'm just going to start with the arms.
So one of the things that I can really recommend is
that okay, first of all I'm going to select the three D.
Cursor and snap to volume for a moment so I can
snap it over here and the three D cursors immediately,
just going to end up in the center of the arm
and then I can add a circle
Um rotated 90°.
Okay.
Oh boy, Okay,
I'm gonna do that again because I want a circle with a certain amount of edges
And for now I'm just going to keep it at eight,
I'm gonna go as low as possible
and I'm going to scale this down so it's kind of over here.
Yes,
so this is what the actual geometry looks like and then once it gets shrink wrapped,
this is kind of a preview of it.
And one of the things that I can I can really recommend is to
really apologize all of these different limbs and parts of the body separately.
Don't even try to connect them right now to the head
because that will just make things really difficult.
So I'm just going to extrude this.
Oh
and invert normals
extruded further all the way over here to the arms. I'm actually going to disable
the shrink wrap modifier for edit mode because I actually
want to see where my topology is ending up.
Okay, so this is like right at the center,
I'm going to add one just for the wrist
And one over here for the arms.
One and
one loop here at the center to right next to the elbow.
Just because these are the two most important ones, we need at least three uh loops
for any joint for to deform correctly,
I'm also going to add one right over here at the wrist for basically the same reasons.
Okay,
so
uh
so one of the kind of tricky things that I can already see with
the arms is uh this is like the most basic amount of loops,
like this would be the minimum required for this to be able to be rigged.
But
um the forms and shapes of the arm are a bit more intricate,
so this is going to be a bit tricky.
Also,
I am going to turn on the music
and
good,
Oh, this is loud,
I'm sorry,
I don't know why it was that loud.
Mhm.
Yes.
Okay,
perfect, okay, let's
continue.
Mm.
Yeah,
Okay, I'm gonna change to solid view for a moment. Um
test test test Well, I think I can hear myself, that's not a good sign.
Well, at least if it's all good on your side,
this might actually be just the mix aboard.
It's a bit confused,
so I'm going to turn on snapping
and I also don't need the floor,
I can just turn this off.
Yeah,
there we go.
Okay,
just I just want to like match this kind of
closely to the shapes but doesn't need to be exact,
I'm also going to turn on
the shrink wrap modify for edit mode again.
Okay,
I'm going to slide this over, but I'm going to turn off snapping for that.
Let's see.
I want to like rotate this.
Yeah,
so that it matches more the
the shape of the shoulder.
Yeah,
here we go.
It's like this over at another loop.
Had
some more over here just to keep this kind of even
um
now
I think one of the things that I would like to change
and that's also just because I sculpted in some muscle details that kind of twist,
like that kind of bend around the arm.
I would like to rotate the wrist
so I'm going to rotate it slightly
and you can see that like this line over here,
it's actually kind of
supposed to end up over here.
So that's what I want to achieve with this.
Mhm.
Here we go.
Usually I don't like to add this bending topology but
in this case it is kind of necessary just to capture
um
the sculpt.
Yeah,
there we go.
Yeah.
Yeah,
yeah.
Mm
Yeah,
yeah.
Mhm.
Make sure going to mark some of these as a sharp
just as a reminder for myself
that these
we'll need to be sharpened later on.
Oh man,
this might actually be a bit more tricky because like if I look at this,
I would also like to have these sharp edges continue
this way
mm even not exactly like over here can just go over here.
It also needs to be marked as sharp actually.
Yeah, I still have some weird settings that I would like to fix.
Okay,
mm hmm.
Mhm
Yeah, I'm not,
I'm not going to bother right now to be honest with adding a lot of topology.
I just want the most basic
um luke count and the most basic uh
I don't know just the most basic topology that I need
interestingly
this
is also supposed to be sharp
and this is going to be one of the first puzzles that I need
to be so that I need to solve is going to be interesting.
I'm just going to select this to be honest.
And I'm just going to bevel it.
Let's just bevel it with
one segment in the middle.
This is a bit of a weird choice. But I want to see if I can,
if I can do this where I have like a bit more, a bit higher amount of loops over here.
Mhm.
There we go.
Well, the I see a question will the arm, the all square grid,
will the reachable follow the muscle more.
I'm going to try to make a bit of a mix of both.
So, and that's going to be the main thing, which will be difficult. I want
that apology to be as simple as possible to be
the square grids.
Let's go
all over the place. But
this might be too difficult to achieve.
So
let's see.
Mhm.
To be honest. Um
I would like to change something over here.
So right now I kind of merge these faces so I can just cut in with a knife tool
and this can be really helpful just before sketching out some topology.
And I would like to have this loop kind of lead back into itself
like this.
Yeah,
moving
I can just add another loop over here
to keep this topology clean
and move this one up. So now we have kind of this.
Oops,
this is not looking so good weight.
I could I can just get rid of this loop,
slide it in.
So now
except for this, it's relatively clean. Like I have this loop going around
pretty nicely
and over here for this muscle area. I also have this loop kind of circling it
and this is also now giving me enough troops to increase this area.
Now, there's still some problems here. Um
for example.
Mhm.
I could knife cut in here just to get rid of these triangles.
Yeah.
Mhm.
Okay, I'm gonna have this shade smooth.
Yeah,
yeah,
yeah.
Mhm.
Let's see,
Tall Man,
to be honest. It would be great if this over here,
these loops
would end up over here on the wrist?
Oh, I don't actually have snapping on.
Okay, now.
Yeah,
there we go.
Mhm.
Oops.
Mhm.
Okay.
Yeah.
Mhm.
Uh see another question. Uh did you make the merch pie menu yourself?
Yes, although I didn't do it with an add on
just because I did it before, I was doing much with python, so
uh I mean you can it's one of the only adults that I'm really
using right now for tutorials and streams just because I'm so used to it,
it's the pie menu editor
can make it really easy and helpful if you don't have much
coding skills.
Okay, now
I want to bevel this
Its fullness,
this one
and this edge in the middle.
Here we go. Okay.
Mhm.
Oops. Um
Mhm.
Yeah.
Mhm.
Yeah,
to be honest, one of the things that I generally do
over here is to kind of
this is a bit of a messy work for, I'm sorry. Uh
I shouldn't I shouldn't use a lot of uh like the knife
tool because it can be really hard to follow what's going on.
Um
Yeah.
Mhm.
I would like to make these quads over here.
Oops.
Mhm.
And then
again,
like at any point I could just go into scope modes and with a slight relaxed brush,
I can like
move around some of this geometry a bit more easily.
Mhm.
Like this
yeah,
this topology is way more busy than the one for rain,
but um I hope it will be worth it.
So now
I could just add like
couple more loops over here can
so if you're the shrink wrap modifying again,
actually I'm going to just I'm going to duplicate and apply uh one of them
and now in Scotland I can smooth this out a bit more so
the closer it gets to the wrist, the more this whole topology fans out a bit more,
it relaxes
and I'm going to lose that crease,
Same thing pretty much over here
for the elbow.
Yeah.
Uh huh.
Mhm.
This doesn't quite match up
this one.
Is that the wrong place?
Uh huh.
Yeah,
this is pretty tricky.
Yeah, this is one of the reasons why I shouldn't use the knife tool that much.
I also get confused myself sometimes
of like
mhm
Yeah,
well they can just leave it like that for now, maybe
I shouldn't.
Yeah,
yeah,
actually this one is the at the right position. This one is not
Yeah,
interesting.
Yeah.
What went wrong over here?
Okay, I just added another loop,
but I'm not sure that this is the right way to go about this.
Come on,
uh
Mhm
mm
Yeah,
yeah.
Mhm.
Yes, I want these
to be
mhm
connected
to be honest, like this is getting really confusing, I'm just going to
ah
start over with this part of the topology.
Yeah,
because it really should be
as simple as possible,
so I'm just going to fill this in.
Mm
Yeah,
yeah,
yeah
mm.
There we go.
Okay,
yeah,
first of all,
I'm going to insect this, I'm going I'm going to bevel this,
I'm going to select these edges
and bevel them
With one segment
in the middle.
Mhm
And this should give me enough loops to
essentially create this crease over here.
Yeah.
Okay.
Mhm.
Actually let me undo this again because
I would like to
see,
yeah,
I'd like to do it over here so it leads a bit further into the arm.
Mm
like this
and then I can
relax this bit more over here.
Here we go.
Mhm
Let's see if this works
and then I can
level this.
Yeah.
Mhm
mm Yes.
Sorry
if I'm not commentating much
over this. Okay, smooth this
home,
I'm going to clear all the shops that I marked
just so I can mark them again properly.
Yeah.
Mhm.
Like this.
Okay,
now this is the
this is just the arm.
I'm going to leave the shoulders for now because this is
mainly going to connect just a lot to the to the neck
and instead I would like to
move over to the hat.
So um
let's see
you can just again create a new object.
Yeah,
don't move.
And I want to of course have this matchup with the amount of
loops on the wrist but I already know that that might not happen.
So
I can try.
Yeah,
but there will probably be some adjustments. Like can like make just a single
mm
Yeah,
like a simple
loop around here.
Actually, no,
what I want to do is I'm going to disable the shrink wrap modifier
And again
I'm going to
like snap the three D chris over here into the volume
mm
And I will create with turn off snapping
I'll create a cube. Let's keep this as simple as possible right now.
Ok, so I'm going to model one of the fingers from a simple cube.
Mhm
Which is also nice because it actually matches with the cube kind of profile.
So what I could do is I could with all to be
actually let's rotate the view bits
with all to be
I can
can isolate
the area over here. Wait, no, was it all the
all to be?
Yes,
here we go.
So now I have one of the fingers kind of isolated
mm
now.
Mm
Yeah,
I'm going to open up
these two edges.
These two faces just deleting the face so I can easily select the loop
and then I'm going to extrude this.
Yeah.
To the joints
like this.
Mm
Again, if you have any questions you can um
you can tag blender studio in the comments.
I see already one question,
is it impossible to rita beforehand without having loops
cross over themselves?
Well,
I would say yes we did it for the current film production on sprite fright. Um
but that's because the the topology and the overall
style is so simple that you can get away
with it and the the radius of the wrists and the radius of the hands is the same.
So you can just lead those loops
directly into the arm. But
the more anatomically accurate you go
the harder it will actually be.
This will be really tricky to pull off.
Um
Okay wait I'm just going to
now bevel this so we need three loops per joint
that's the minimum
and the same goes for over here but I'm just gonna leave
the connection to the hand open for now. Okay I'm going to add another loop over here
and this is just going to be for the fingernail.
Now
I'm going to select these and bevel them.
Mhm
So not I won't travel them much but just so they kind of capture that shape
of the finger.
Mhm.
Here we go.
Mhm
mm.
Now I can enable
the shrink wrap modifier again
because now it's going to be closer to the shape of the finger.
Okay
now
mhm
How do I continue?
Yeah
I would
Oh
they already face here? Yes there is.
Well
I would like this to be just kind of kept off over here.
See back
like that.
So these slopes are leading back into themselves.
Yeah
like that.
Okay I might get away with this amount of loops. Now I can insect
the
the fingernail
Yeah
and slide it over here.
Now the fingernail is something I need to model a bit more in detail later
on but I at least want to have the right apology over here already.
Mhm.
Uh huh
Like this.
Oh
mm
You also want these groups aligned?
Okay
um
I see some more questions. Do you do simple but detailed blender tutorials?
I do I did make some blender tutorials but they are not really made
for complete beginners or not like they're
more for intermediate users or advanced users.
So
if I could get the chance again to maybe make
a beginner tutorial for a topic that would be great.
But right now I don't really have one.
Okay
I'm actually going to make one more loop for the middle of the finger.
I'm not sure if I need one here maybe but I might just get away with it for now.
Mhm
mm
Yes
but yes this is pretty much uh the topology that I wanted
like this
and then I can still add more detail over here
for the fingernail but kind of as the low poli
basics this already works fine. I could just remove the clipping border
so I can see the rest of the hand again.
You can also enable snapping again.
I think that's
okay and I will add another loop over here.
Okay
now
What I would like to do is to um to only really have to model one finger
and then I can just duplicate them
over so I can
just wait I'm going to set the three D cursor over
here and then set the origin to the three D.
Cursor,
insane.
Um And that also means I will have to get like adjust the mirror modifier
and then I can just
just
duplicate. Wait.
Okay I'm going to turn off the shrink wrap modifying, I duplicated the object with
um with alte instead of shifty.
And this means that
this object, the separate finger
is now sharing the same object data.
So if I make changes to one of the fingers, I'm going to make changes to all of them.
This is going to save me quite a bit of time
so I can just
put them here where I wanted them to be
kind of
kind of like this
and select all of them
and turn on the shrink wrap modify again.
Yeah
basically like this
kind of.
Okay this is already good basis to work from but.
Uh huh.
Okay
but I won't do the same for the thumb.
For the thumb, I'm just going to duplicate the object with shifty.
So now
uh let's just go into edit mode.
Okay
so for this I can just delete some of this geometry over here,
I just need this
like that.
Actually I'm just going to delete more. I'm just gonna focus on
the tip of the thumb for now.
Mhm.
Like that.
Then I can turn on snapping again and just snap all of this at the right spot.
Mhm.
Uh Now that I look at this,
One of the things I would already like to change is I would like to add a loop over here.
Mhm
And I want to scale this in because I already
know that I'm going to have a crease over here,
like this little crease and I want that to be on edge,
that it doesn't have a pole attached to it,
like a vertex with more or less than forward edges attached to it
like this.
I can go into scope much smooth this out.
Makes sense,
awesome.
I see a question.
Uh do you recommend so much topology and detail too
to a finger for game model? I believe this model is for a movie animation. Right?
You are correct? Yes, this is
is it specifically targeted towards film production?
Okay,
um so if you would make a written apology for a game, you could go much lower than this.
Um Film topology is much more aimed to be completely made out of quartz,
so it can be subdivided easily for more detail.
So you kind of need to arrange your topology in a way
that when subdivided all of those shapes are going to be actually
in the model,
but for games, you, you just kind of need to capture the general shapes,
the general silhouette,
um or more precisely of like anything like moves like facial features that
also needs to re to apologize in a way that actually makes sense.
Um
But
yeah, for film production, you need someone you need a bit more detail
otherwise
everything is just going to turn into a soft mush.
Mhm.
Okay
so this kind of works now
I can just I mean I'm going to duplicate and apply the shrink wrap modify over here
and I'm going to continue to extrude more edges for the thumb
first I want to align this one better,
let's see.
Mhm.
Yeah
Okay
now I'm going I'm going to turn snapping off again,
extrude one more edge over here. So we got like three edges for the joint
extruded again
all the way over here.
Oh
like that,
I don't like that like I should go out of
oughta graphic view actually this makes it easier to see.
Okay
this works
okay and then I'm going to add one more edge over here.
Turn off snapping
here we go.
Mhm.
Um
How many parts in this series will be stream adding texture, material,
amateur and bones.
Um Well that's kind of left to see like um
I don't know how long it will take,
how many streams it will take to finish the anthropology.
I could very much see uh this being two streams for the body, written apology
and then maybe maybe even three and then another
stream for maybe another two streams for the clothing.
Although I could do it in one.
Um
Apart from that after that um
I would definitely make streams for the UV unwrapping
and then the idea is to also go over to texturizing and shading
so by the end of all of these live streams at
least the character itself like the the asset is kind of done
what's then still left is rigging
and that wouldn't happen life I think but there's still that
there's always the possibility
so that still need that still needs to be decided but I wouldn't be the one to do it.
I would still I would still go to like texture and shading and then I would be done.
Um
Another question.
Hi uh this project is a paid job and how long did uh the splendor of final exist?
Was the previous model created in different software. Thanks. Um
This project is kind of part of the blender cloud
so yes I am being paid for this but I'm also
working full time for blender so this is just kind of part of my job
although it is a project that I
uh kind of pitched so
um
and apart from that it was also created in blender so there's like
time lapses of the entire creation of snow on the blender cloud,
like the sculpting everything,
everything that was done before the written apology so you can still check that out.
Yeah.
Um
Mhm.
Yeah.
Mhm.
Okay so now I got the fingers, I got the hand the risk now their hand is still missing
so I would actually like to detail
the fingers a bit more before
going further. Um
Yeah
with the hands so
at least need two more loops over here to get the fingernail,
I will detail this more later on, but this should already work,
I'm going to select all of this. Set it to smooth trading
and actually also turn on subdivisions. There we go.
Yeah,
okay, so
mhm
I think I'm actually going to merge the fingers now
so I can just merge all of these into one object
and that's it.
Yeah,
I can still disable.
Mhm
mm.
Mhm.
Mhm
Yeah, I'm gonna I'm going to detail the fingernails later on,
at least I know that I have all the necessary edge loops available.
So now actually I'm just going to
isolate this so I can just work on the hand.
Okay, like this
another question. Uh was this heart for you?
Uh what specifically the re topology of the hand so far?
Or the entire process of creating the character?
I don't know,
it's like there's like challenging bits, but
um
I I really like it, I like I like the process,
like it wasn't hard in in a way that it wasn't fun
at least. That's what I would say.
Another question. Do you also work on,
did you also work on spring, by the way? Not here for long obviously,
but really like how your stream is set up with blender.
Thank you. Um Yes, I did work on spring. Um
It wasn't a big team, so I was actually working on it a lot, but yes,
I essentially worked on the sculpting modeling and also, like
I would say half of the shading of the characters,
so uh Andy kowalczyk also worked a lot on it
um
but yes, and then also asset creation and set dressing and that sort of stuff.
Um the entire process I said yes, um
yeah, in terms of like, was it hard, the entire process?
Yeah, kinda there were challenging bits like I wanted,
especially because I wanted to improve on
the look and feel of the character in comparison to rain,
because I made some mistakes there
and I think overall,
I think creating snow was easier than rain
um
because I learned a lot already
ah
from before and it was,
yeah, it was just much, much easier to get
to get snow done and get snow pretty far.
Okay,
now I'm already connecting the fingers and here it becomes
really uh important that the loops are matching correctly,
so that the fingers,
especially because they all have a very
similar topology that they actually match up,
so
something to look out for.
Uh I see some more questions uh in the rain topology,
you had subdivide the corner of the mouth this way looks directly independent.
Yes, direct independently of the mouth and cheek. How did you clean that?
Sub divert?
Well, lately, I mean, you can check it out in the,
in the previous uh live streams for the facial beauty apology,
I think I already did it in the first one,
Maybe it was the second
and essentially what I did is
I just
ripped the edge so
and then just extruded it further inwards so it's pretty easy to
kind of get rid of that that to pull that way,
I don't have the direct example on the screen, so I'm sorry about that,
but you could maybe like kind of
go through the previous street and maybe you'll find it. Sorry if that's
not as helpful.
Mhm.
Um See you
more questions.
Um
You can skip my question if too involved, you don't remember.
Well so yeah, that's the same question.
If you want to make a new character, will you just existing mesh or to you what? Wait
if you want to make a new character,
will you just existing much to look like a new character or start again from a sphere?
Well,
I would like to
create a more complete
Facemash library for myself and maybe,
I mean I would also like to share that then because it's definitely very
helpful to have some base measures at hand to not completely start from zero,
but if you're creating a character in a completely new style or like
um
or just
mm
I don't know, it depends on how much work you actually safe.
So if you can save a lot of work by starting from a base mesh,
I would definitely recommend to do it.
I would also want to do that.
Yeah
mm.
Um
please can you share your theme with us?
It's really nice, you can actually find it in the description.
So uh because I get that question a lot, it's actually pretty simple,
it's just a couple of things changed from the
default blender theme
um
why can I not?
Uh huh
Yeah,
mm
what's going on over here?
Oh,
emerge to face over there, I didn't mean to do that.
Okay,
mm
mhm
Yeah,
there we go.
I think this is all looking
fine. Well here I made a mistake.
Mm hmm.
Actually going to get rid of all of this again.
Yeah,
Yes,
wait,
yes, this is my mistake because I want these groups to actually completely
loop around.
Yes, now they're all going through the same as for the fingers in the same way.
Here we go.
Mhm
Okay,
so very looking better. Um
can you please review my work and tell me what I'm doing wrong?
Well, um if you are on the blender cloud,
you can just uh I also have a written apology tutorial there.
You can also ask questions there.
I I do like I do that pretty regularly just answering questions on
we topology. But
um
yeah, so that's actually the thing that I would recommend.
Um
um
another question,
what is your mouse set to that you can move furnaces by just left click and dragging.
Uh I'm actually using the tweak tool over here, so
I think by default
it's um
like if you use right click select it's just right click dragging but
if you use left click select the default I think to box select.
And that just means you can just like
box select anywhere and just use your shortcuts.
But if you set it to the tweak tool
then you can just click and track any vertex to just immediately move it.
It's really helpful especially for anthropology.
Um
Yeah.
Uh did you recommend mouse or drawing tablet?
Do you recommend amounts of drawing tablet?
Well I kind of use both but most of the time I'm using a drawing tablet,
it's just my own personal habit to be honest.
Um I don't strictly recommend everyone to use a drawing tablet and lender.
Especially because
drawing tablets are not fully supported.
I would say like there are some problems with uh tablet support and blender.
Like some minor issues I would say
most of them related to the fact that you cannot use the most well.
But I think that can still be resolved.
Like there's no reason for that to be a permanent factor in blender.
Um But either way using a mouse or or tablet is fine unless
you're actually painting or sculpting then
I definitely recommend at drawing tablet.
Mm
There we go.
Mm
Now here's maybe already where you can see the problem that's going to arise.
We didn't have we had like eight loops for the arm. And
Uh that maybe became like 10 loops or like 12 loops for the wrist.
Uh This is a lot like wait, I can actually turn on statistics.
This is already wait, this is already 13 on one side of the hand.
So this needs a lot of simplification to work.
Let's see you.
I
want to also have this hard edge kind of continued into the hands.
Mhm.
Same thing over here. This is the, meant to be the hard edge.
So two loops right, very close next to one another.
So I'm going to continue the same over here.
Another question one that where was mark,
did you create the concept of the character or someone gave it to you?
I created the concept for the character in this case for rain.
I didn't make it to the drawing but
for snow, I did create a drawing first actually in grease pencil.
So everything for this character was completely made in blender.
Um
Another one.
Is there a reason why the blender studio doesn't use
third party or paid add ons in the workflow.
Nice work by the way I learned a lot about, about character creation. Thank you.
I'm glad. Well
we are
um well there we we are sometimes using
paid add ons because they still are open source
but that is the actual actually important point
that everything we do every every software we use
uh is uh needs to be open source. It's just our entire workflow.
Our entire pipeline is open source.
It's a,
it's kind of like in a way like uh in one way like a statement that you can,
you can make uh any
any project pretty much like you can do
anything just with free and open source software,
but
it's also that we can very easily share everything. Our entire projects are open.
So you just have a complete,
you could just have complete access to what
we're doing and if you have blended clouds,
uh blender cloud subscription,
you also have complete access to downloading all of the files
and they're all creative comments. So everything is free,
free to use and reuse
for your own projects for eternity.
Um
Question is there a written apology advertises limit for this character. No.
Um the limit is what I said it to be pretty much
especially for like, I think like the vertex count limit is something
that you would mostly get just for video game projects.
And even there it's becoming less of an
issue because performances performances less of an issue.
But what I want from this character is the lowest necessary amount of loops.
I don't really care about vertex count.
I I really don't,
I could, I couldn't care less
because it's it's never really a problem.
This is not something that you should really look towards.
You should, you should think about your topology, Is it clean, Is it like all quartz?
Is it, does it subdivide Well you capture all of your forms and and details with it
like that sort of stuff or is it easy to rig
but vertex count has very little to do with that.
Um The question
is it hard to read, apologize? Yeah, it kinda is.
Well there are some tools that make it easier at least from a technical standpoint.
But
um
it is essentially a puzzle
and
like there are some ways of making that puzzle easier and you can really relieve
learn to like it I would say like it's like I would say it's a bit like getting into a
Rubik's cube because Rubik's cubes are also like a fascinating
puzzle but it's not easy to break into them.
Like it is easy if you follow like really good
guides and you can do the same for anthropology but
um
what did I do here?
Mhm.
Sorry, I got distracted.
There was a loop missing.
Let me go.
Mhm.
So
the hand is already pretty far.
Mhm.
Can like nudge some of these loops a bit more so that they are
more at the right spot
like that?
Oops. Okay.
Yeah,
like that. Okay
um more questions kind of stacking um
when you have a project like this,
do you have a triangle amount of mind how many
faces are too many for this type of project?
Also your blender cloud training is amazing. Thanks. Thank you.
Um I yeah, I mean I kind of answered the question already but um
Yeah,
do you just need the minimum amount that you
need for it to subdivide well and be able to
rig it and all that so don't worry too much about face counts and that sort of stuff.
Yeah.
Okay,
let's see. Actually want to
Scale this one down
so let's snap it again
like that.
Okay,
okay. I am actually going to delete this part over here
and then going to add one more loop over here,
which is great because this loop can help hold this sharp edge right here
and it can also fill in this volume
right over here.
I can also go into scope mode, smooth this out a bit more with a slight relax brush
shops a lot.
Um
like that. Oh
and I need to
fix some of the normals.
Guess what is going on over here? Shades move.
Okay, some more questions um
ah
how do you attack? You figured it out? Um
um why do you prioritize the loops going
through the entire hand and not a simplification
uh modify on the original mesh. How does blender finance itself or for example you?
Well, I'm hired by the blender uh by the blender studio. So uh for various tasks.
So and
why do I prioritize prioritize um loops going
through the entire hand and not the simplification,
modify on the original measure.
Well the original meshes kind of um
unusable
um or like I
uh not unusable,
it did make a really rough remesch of it.
Well actually to be honest this is the original topology of rains hand.
I reused it for the sculpt interesting um
So but I didn't want to reuse the written apology of rains hand because I
would like to do it from scratch to show you guys and to also just maybe
figure out a better solution
than I did originally.
Um
Mhm.
Uh okay more questions, written apology and route routing the edges.
It's like a puzzle. So is there any trick to solve it? Yes
there are tricks to solving it and I uh sorry
I did create some tutorials on the blender clouds.
You can check them out on rich apology and there are
definitely tricks you can use to make rich apology easier.
Um
See
no
um
it's essentially like most read apology is the same puzzle over and over
again or like the same principles that you need to continuously apply.
Um So once you kind of have the hang of it,
like I would say yes absolutely you can easily reach
apologize something and that's also the reason why I like
um some people like the topology is tedious,
that's definitely the case and I would say probably more and more over the years.
We will see reid apologize read apology being autumn Ized.
Uh to a certain extent like all the tedious bits are going to just be automatic
but um you still need someone to solve that
puzzle to define what is important for the end result
and that is the those main kind of puzzle elements.
The main principles,
that's what you need to pay attention to the most during greek apology.
It's not the tedious bits. Like how do I snap correctly or like
how does this work? But
more just
how do all of these edges connect with each other? And
how do the uh like what is important for a good read apology to function?
Sorry, I'm not going much into detail on this.
Okay,
turning on the subdivision surface modifier
is already looking kind of nice
um
more questions.
Um
do you think artery topology were completely
and that's actually what I just explained.
Take over everything. Or will many or anthropology still be needed for models?
That the form I mean complete completely automatically topology. I think
it might also be uh more and more like better and better over time. But
mhm
semi automatic. Rich apology is the way to go in the future. Very likely.
Yeah.
Um
I will get back to questions in a moment.
Mhm
mm.
Yeah.
Okay,
so one of the things I would like to do right now is just to
extrude this further inwards.
Had a loop over here
and fill this in
same thing. Pretty much over here.
Yeah,
enable snapping again
and fill this in.
Um now this is kind of where I
Phil.
Stop with this simple extrusion. Now it's going to be a bit more complicated.
Yeah
because there's this hard edge going
around the thumb
over here
and I would like to have that.
Okay, I'm going to get back to questions. Um
um If you create a face in a corner, do you have the
to pre select a specific vertex in order for it to create the correct face?
Sorry I don't understand. Maybe you're talking about the F to add on.
Um
I'm a complete beginner. Currently adviser. I should start from the three D. World
Works. Sorry? Uh
I don't have enough time to go over that sort of topic.
Um
Let's see.
How do you get the details back on the subdivided mesh? Will you bake?
Normal's back onto the readable mesh or do you use displacement?
How many times will the final mesh be subdivided?
Well,
I since it's a very stylized character, like fairly stylized,
I don't think I will need to bake any detailed information
in I think with uh with a pretty solitary topology,
I can capture all of the shapes that I need.
Um
And how many times will the mission be subdivided?
I would say at least once but very likely twice for rendering.
And that's pretty much it.
Mhm
mm.
Uh huh
mm.
There we go.
Okay. Now
on the palm and on the back of the hand,
I would now really like to get rid of some of the loops but
um I don't know how many.
So
it's something I will need to find out in a moment
and for that I need this to properly connect back
um
into the wrists.
So I'm actually going to get the list back. There we go.
How many is this actually right now? This is
10,
10 vert is is
10 edges
and right now I have a lot more.
Mhm.
Yeah,
so some of this can be resolved.
Like I could for example loop some more into the thumb like this.
This is very valid,
but I would also need to do it over here, so it loops perfectly around.
Let's see,
I think I would need to do something a bit different over here,
like okay,
yes, I'm going to get rid of this face.
See
actually one moment. Um
Okay,
um
Okay wait,
I'm going I'm going to go through the questions
real quick just so they don't stack that much.
Uh well you do a livestream of creating Vfx with blender,
Like creating muzzle flashes?
No, I'm not that much of a Vfx artist
after the rich apologies. Over.
Is there going to be a need for subdivision modify accept while rendering
it would be great to sometimes have a subdivision modifier on for
at least one subdivision to see the something closer to final,
but the character should also work without a subdivision surface modifier,
definitely.
Um
uh would I get arrested if I took the mesh from rain or snow and use it to
uh Remesch my own model. No, it's all free to use, it's all creative comments. Um
Are you looking at reference to right now? No,
I'm doing this a bit from like experience and memory but
also just based on what I need for this re topology.
It's a bit more tailored to this to the specific sculpt.
So looking at reference is not really necessary at least for me.
Um because what it would just lead up to is maybe a
written apology that is more meant for another character and not mine.
Um And the last question is there a verdict limit in in blender? I mean
in Berlin in general.
Sure.
I mean you can't go to infinity at some point the performance
is just going to die but you can go pretty far.
Okay, let's see actually
what I would like to do is
now here at some point
I would like to branch this off
like this
and I would like to do it already here.
So I don't have to deal with a pole directly on this crease. So this edge is directly on
this sharp line on this crease
and then it continues over here.
Like this
essentially.
Mhm
Like that
now but this is the tricky part. I want to
finally get rid of some loops here.
The hand is getting too dense.
This is insane.
Um
So what I would like to do is I would like to merge some of these vortices right here.
So I get something like this.
Where have these diamond shapes,
Same thing over here,
Take this.
I will need a few of these
probably.
So let's just try
this as well
over here.
Okay,
and again, I can just get rid of loops over here to make this easier.
I have complete control over where I need my lips to be.
Um Well actually to be honest, I would like some reference at this point. Um
But
I'm just going to open up rain.
Let's see,
I still have rain over here
and I can just go to rain dot plant.
Perfect. So her anthropology was
bit simpler. Yes. Also I did some mistakes here. But
yeah, there's some parts that I regret a bit
but
I did a thing where I Yeah, over here on the palm.
I already inserted these diamond shapes
to get to
get rid of a lot of loops
and on the back of the hand I did not
Or like only twice right here.
Pretty much just redirecting some loops back,
redirecting some loops into the wrists.
So this might be the wrong way to go.
Um
Yet to be honest, I would like to try this
um
just to redirect them back into
into the thumb.
Um
Uh huh.
Mhm.
Okay.
Mhm.
Okay.
Here we go
mm.
Now I'm probably going to do a similar thing that I did for rain.
Okay.
And that is uh I have these two loops over here right next to each other and
what I did for rain is I just loop them back into each other right here,
which would be a nice solution.
But I also have,
yeah,
um
have this hard edge over here. So
maybe that is not going to be the best solution, I will see.
Um
Let's see.
Yeah,
okay,
now I can just smooth over this a bit.
So I'm not a huge fan of how this looks right now, like this point over here,
that's not great.
Mhm.
But maybe it can work like
not a huge fan that it happens twice right here?
Mm
Okay, I'll just keep going for now.
Mm
mm hmm.
Yeah.
Mm
Like this.
Mhm
Yeah, to be honest, I'm going to get rid of this.
Mhm.
Right.
Mhm,
mm
mm.
Yeah.
Mhm.
Like this. Okay.
Oh man,
this super messy. But
um
I'm really not happy with this. So this will need some adjustments.
Like I don't want to make
such a messy area for the wrists?
Mhm.
Um
I see another question.
You used a brush and edit mode to smooth the vertex is what is the name of that brush?
Can you show? Well,
I mean I quickly switched to sculpt moat and I used the slight relaxed brush.
It's kind of like for sliding and
uh well smoothing or relaxing areas
without changing the shape. So that's actually really helpful for anthropology.
Yeah.
See you
okay.
Yeah.
Oh, boy. Yeah, this is not good.
I'm actually thinking of adding another loop over here
in the middle.
This would be helpful.
Yeah.
Um
means I need to get rid of this one
that's
well
and works.
Mhm.
Okay, now this is tricky.
Okay, I want to
had another
looks kind of like
going around here.
I want that sharp edge over here to be highlighted.
So for that I actually
I could just merge this.
Let's see, Does this actually work?
And
this is really not pretty?
Um
Yeah, I'm gonna open this up again.
Mhm.
Yeah.
See you.
Mm.
Mhm.
Okay.
Um
whether later there will be an animation process. I see someone asked. Yes, Well,
this is idea, this will ideally be used for animation as well.
I'm actually going to get rid of this vertex.
Yeah,
Yeah.
Right.
I'm I might actually just add
these areas over here.
Oh,
actually removed ought to merge editing. That's not smart.
Um
Mhm,
mm hmm,
wow, this is really not looking
over here on the palm
so I need to figure this out,
screw it.
I'm gonna fill it in.
I think it's nothing
like this.
Mm hmm,
mm.
Yeah.
Mhm.
I see another question, Why not start with a hand and extrude the arm
from that instead of trying to make them match.
Um Well, that's one way of doing it,
but um the arm and the hand have different requirements in this case, Like
they need their own topology
and there's still a ways off fitting them
afterwards and I would like to show that,
but I can only really too that once the hand is in a better state,
because right now this is all a bit messy.
Mhm.
We can.
Mhm,
Mhm.
Yeah,
mm.
Mhm.
Yeah,
mm. Well, I'm not going to polish the hands much like I, I shouldn't
Mhm.
Not yet,
let's see.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah,
man.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah,
mm hmm.
Mhm.
Thank you.
Yeah.
Mhm.
I wonder, how many do I have now. 16
On theory. six. Too many but um
Mhm
Yeah,
I can, I can also add
a couple
more to the arm,
Yeah.
Mhm
Yeah,
Yeah.
Mhm
Yeah,
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Mhm,
mm.
Yeah.
Oh, boy.
Yeah,
Yeah, not a huge fan of how the hand looks right now.
Um
just the palm and the back of the hand is not
very nice, like these areas
um
Mhm.
Just gonna
make a hole in them,
Yeah,
and this area over here,
I mean this is okay, but this
is not good,
Yeah,
so how do I fix that?
Mhm
Yeah.
Uh huh.
Okay,
okay.
Doing
Mhm.
Yeah.
Mhm.
At the most pretty topology
at least it would be functional? Um
Why did you not use the diamonds near the fingers? Well
to be honest it was a bit of a weird
choice to add the diamonds like right around the fingers like
next to the knuckles on rain because the part that's
going to move less is the back of the hand.
So that's actually where I would like these
triangles to be
mm
makes it less comfort complicated.
I don't want to have it like really near to the to the wrist
and I don't want to have it near the fingers so I'm just gonna put them here.
Although this is also not ideal.
Mhm.
Yeah.
Mhm
mhm.
Yeah I think I might just not get around it like I need to.
Uh huh
what is going on?
Mm
I'm kind of locked in into something,
I don't know what
yeah.
Mhm
mm
Now it works,
that was weird.
Um
I see more questions for how many years have you been in blender
in this, in the blender industry or three D. Industry?
Um
Probably since, I mean I would say
Like in the speedy industry would count that I would say 2014
and
blender
uh in general,
I mean I've been using blender since like basically for 10 years now but
um
Oh good. Um
but working at blender I've been doing that for essentially
Over three years now.
Yeah.
Um
you told me to check the read apology tricks video and blender cloud.
Where do I find, please tell the title of the video
now? It's not
it's not a specific video, it's like it's all of the lessons on,
it's on the stylized character workflow,
that's the main course where I have a written apology chapter and then I'm
going over all of the main things to know for facial rec topology mainly,
but that just you can just really extract that knowledge to any part
off the body,
like any written apology Really?
Yeah.
Mm.
Thank you.
Not super happy with how the palms
turned out.
But it is also just it's it's not that like if I
would have duplicated another topology that it would look immediately better.
It's also just because
of that, that loop that's going over here
that is just causing problems.
Mm.
Mhm.
Yeah.
See another one.
Whoever you pass this model for rigging, just tell him not to see the hand,
it's going to be our little secret.
Of course
No one will ever notice.
Mhm.
Mhm,
mm.
Mhm,
mm hmm.
Yeah.
Mhm.
Hello?
Yeah.
Yes.
You see like fuck uh
uh comment, like by the way,
there's a patch now for the uh for the shortcuts for grease pencil to, it's amazing,
like I was asking for that where like I noticed in grease
pencil is missing shortcuts for increasing or decreasing the brush radius.
Um
The other one's not f
uh so that's now actually added, that's amazing.
Okay, you need to
I need to check that out as soon as possible.
Mhm.
Yeah.
Mhm.
Okay.
Oh man, I really don't like how this looks.
Mhm.
Could I just somehow do this?
Then these leads perfectly into one another?
I could just oh,
merge these,
so this is still a straight face.
Mhm.
That's just Oh,
I actually deleted this, Yeah.
Yeah,
mm hmm.
No, this doesn't work,
I'm going to undo this,
Yeah.
Andrew Andrew Andrew and Orlando
until 50 times,
thank you.
Mhm.
Yeah.
Mhm.
I mean,
what do I do with you,
this little rogue triangle right here?
Yeah.
Okay,
uh some more questions uh
we're triangles or in Guns here, are they are really a
big problem. Well,
okay,
um they can be because they cause weird problems
for um essentially when you're subdividing the result,
Sorry, but like, again, like in the commons, Vivian, yeah,
the brackets are now a thing or soon.
Uh well, uh falcon mentioned, it's a patch, so I'm going to check it out,
maybe I wonder how long it will take for review,
but it should mean that in the version 3.0 of blender really soon,
there's some new shortcuts.
Amazing.
Um
are you listening to songs? I see someone asked Yes.
Um I have like a playlist running in the background
of uh of uh an artist called stevia sphere,
or like calling himself stevia sphere, doing like some really great music.
I have a playlist in the in the description of what albums I'm using.
Um
Why are there so less viewers? You're doing great, thank you.
I mean, I'm I have a lot of yours, like right now, it's like, what? 150? That's insane.
I mean, 150 people who want to watch me do reach apology, I would say that's a win.
There's nothing to complain there. Um
Mhm.
Um
Yeah,
yes, this is the place where grease pencil news suddenly dropped.
See someone Yeah, I see it in the comments. It's great.
Okay,
I
want this to completely loop around maybe.
Yeah,
great.
Like this.
Mhm.
Yeah.
Mhm.
Okay,
I think I'm pretty much ready at this point to just try to connect it to the wrist.
So I'm going to delete one of these over here
and
Mhm.
What I would at least like is,
wait, I'm actually going to just extrude one more over here
and I'm going to go into edit more than both of them.
And I want them to meet kind of in the middle. So
we're here
Mhm.
This is tricky
here. We already have one problem. One triangle.
This can be solved
like
to this.
Mhm.
This can be a triangle. A diamond
gonna Oh my God, I don't even know how ought to merge.
Editing is handling multiple objects. Being in edit mode. This is interesting.
So I'm just going to turn it off
for now.
Yeah.
Another triangle.
Mm hmm.
Yeah.
Mhm.
And uh
Okay, so there's only two triangles.
That's great.
So what that means is that if I would just continue over here
they would eventually meet.
Um I could try that.
Just do this
one more
this and then
march them.
Okay,
so I mean this means I can already start to merge the
um I could already start to merge the
hand with
oh
with the risk but I'm going to keep them separate for now.
So let's see.
Perfect.
Okay,
because I want to keep I want to really have all of these different
elements of the body as separate objects until all of them do actually connect.
Because if you now would like try to connect this to
the shoulders and then you need to add edge loop state,
which is like completely go through the arm,
then through the fingers and the hands and let
it's a mess.
So what I generally like to do is to keep this separate.
Um So what I can do right now over here is I can start with the torso.
Mm
So I'm gonna put the cursor to the world origin
and I'm going to add a
a cube
like this
for the mirror modify. I'm going to use clipping
going to remove the face in the middle
fists.
Mhm.
Also I'm gonna remove
uh come on
these faces over here.
Mm.
There we go.
Mhm
Yeah.
Uh let's apply
the shrink wrap modifier.
Um
See some more questions
that's working for blender studio gives you
the power to make direct feature requests.
Well
kinda
I mean we we have the same amount of power as any other user who's really involved,
I would say.
Um
but what we do is we provide direct feedback
so it's not that we can just request features,
we can request features that are important for the development goals
of blender and like especially when it's tied to for example,
I'm going to give an example like um we are at the blender studio working on the film
Sprite fright right now
and Sprite fright is very much aligned with one of
the big development goals which is the asset manager,
so
like not asset management but um
what is it?
I mean asset manager is part of it, but it's also the overwrites. So in general
um more of these work, general workflow
features
and for that, we are the ones who are directly
testing it most of the time.
So we also get
yeah,
I guess you could say rights to give like feature
requests but I don't really see it that way.
Mhm
There are advantages, advantages to working at blender
because you are in direct contact with the developers
um
let's see
yeah,
to be honest, um
I'm going to do a very similar thing as I did for rain,
which is,
I won't really bother about the torso,
the topology to capture all of the shapes because I don't plan to have him shirtless.
So
uh the idea is to always have the
um
well the clothes on top
so I don't need to put that much detail into the ring topology.
Um I see someone asked,
well you animate this character and will it be on the web like free models like rain?
Yes. Well, I'm personally not going to animate it, but the blueness studio might
mhm
I like the,
like the involvement of like you have the perfect
amount of time and so it should match.
Like people are like really rooting for me.
Is it hard at doing this life,
especially when it doesn't all go smoothly and quickly.
Oh kinda, I mean
you're kind of getting like I am a bit a little bit distracted but
you are getting a bit more of like the life process of actually,
yeah,
like creating this
so there's some, there's some value in there.
Okay. See I'm gonna
mhm
push this up. I don't want to push it that much up.
Yeah.
See
one of the shapes that I do really want to capture is the chest.
So for this, I am going to create some
specific loops.
Mhm
Yeah,
yeah.
Yeah.
Okay.
Yeah,
hoops.
Mhm
Yeah, this is not something I want.
Mm
yeah.
Mhm
mm
Yeah,
Okay.
Mhm
Yeah,
you can't
Right,
Yeah.
Mhm
mhm,
mhm
Yeah.
Mhm.
Here we go.
Yeah,
Yes,
yeah,
john,
mm hmm,
mm hmm.
Yeah, I am at least going to,
I am just actually going to add some geometry just to capture some of the ships.
I'm a liar
just because it's not too complicated, I think it's not really in the way,
no,
yeah.
Um
is it harder doing this life?
Oh, I saw this question already, are you working remotely well, a bit on and off where
uh like some of us are working here directly at the blender headquarters,
but most I would say are working remotely,
it's a bit of a mix, we can't have too many people at the studio.
Yeah.
Um
oh wow, I, the chat wasn't scrolling down um
but why do we need to do this? Um
I, I don't have the concept context of that question anymore.
Uh huh
Sometimes even had a deep technical level, so the future,
because can be very pinpoint, that makes it easy to implement.
Ha ha!
Um
mhm.
Have you ever had the feeling of failing or messing something up
that you want to do it perfectly when you were a beginner?
Absolutely,
mhm
um yes, it can be really very tight time, very demanding
uh
trying to make something perfect, but
I don't know, like nothing is ever perfect.
I would say you're kind of getting it close enough
and it's interesting when you like look at the
like one of the things that I noticed
like during film productions here at the studio,
or like in general,
I mean you kind of have a minimum requirement for how much work you
need to put into something for it to look good because if you work
to perfection on everything,
then the project will never be finished.
Mhm.
So choose your battles wisely?
Yeah.
Okay.
Mhm,
mm.
Mhm,
mm hmm.
Okay.
Mhm.
Yeah,
yeah.
Mhm.
Yeah.
Okay.
Mhm.
Yeah.
Mhm.
Um
I mean in a blender uh case of projects and production,
do you get sufficient time for completing models or as
a deadline oriented and have you to hurry up?
Well, it's a bit of both.
We do set ourselves deadlines and we kinda um put
as much effort into it to meet those deadlines.
Um
So it's not like we're
completely pushing ourselves past our limit to meet arbitrary deadlines.
The deadlines are realistic
or like we're trying to set them to be realistic,
it's good planning after all.
Um
I heard many city artists use external app,
like three DS Max for simulations to use to know,
we're just using open source software.
Uh
and on a personal level, I mean, there are some
um some applications that I like to use or like also
uh
for specific tasks or like pastime projects, but
most of the time I'm also just using blender.
Yeah,
yeah.
Mhm.
Yeah,
let's see.
Yeah,
yeah,
I'm
only
I think I'm just gonna
extra things in words.
Yeah.
Next week
just so I can get that
shape of the,
of the shoulder.
Mhm.
Um
See people asking if I can show
specific
types of specific topology and yet, but it's still kind of working progress.
I don't know if this is the best reference for anything right now, but
it's working.
Um
I see someone asked why the solidify modifier.
It's a neat little trick that I learned.
Two height
the topology in the back.
It's actually really nice,
love it.
Um but this is not really necessary. It's the other ones are more important.
Mm
I'm actually going to disable the,
is that the vision modify again?
Yeah,
yeah,
yeah.
Let's see.
Mhm.
What can I do
for this?
Oh, come on.
Yeah.
Mhm.
Okay.
Um,
do you get any
any insight Shoes on skull players? Well, it's planned, but there's no news yet.
We need a better read topology overlay. Yes.
And I mean there's still a task for it and a really good prototype,
but it was never finished,
which is kind of sad, but
free topology get some more development time at some point in the future.
I think the re topology overlay is the very first thing
that needs to be finished,
but there's more things to do. Of course,
yeah,
mm hmm,
mm.
Mhm,
mhm.
Yeah.
Mhm,
mm.
We go
the shoulders are going to be tricky.
They always are.
Mhm,
mhm.
Mhm.
Yeah.
Yes.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
All right.
Mhm.
I think I'm going to actually
go into edit mode on the arm as well
because now
I can see that I might actually need a bit more loops.
Like if I would add another one over here,
this would connect much more easily
right here.
Yeah.
Mhm.
She gonna get rid of this face loop
over here.
Mhm.
Yeah.
Each other.
Okay.
Mhm.
Get
there should also be a shop.
Oh,
now this is interesting
from editing an object that is not active.
Uh
It's actually
much slower.
Mm hmm.
Yes,
this is actually much slower.
Absolutely.
Mhm.
Oh, it's much slower in general. Well, I could
turn off
maybe because of the
it's actually because of the pollen count I guess.
Or maybe just because I'm editing multiple objects at the same time.
Could be
mm.
Yeah.
Mhm.
There we go.
Yeah.
Mhm.
Yeah.
Mhm.
All right.
Mhm.
Uh
I see a question. Why do you read, apologize the body?
If the wreck, if in the record will be deleted, it won't be deleted.
Um If anything, it will be hidden. Um
And also
one of the reasons why I read,
apologize the body even though it will be hidden by a shirt.
Is that I can duplicate duplicate this topology for the shirt.
So
this will actually help a lot.
Mhm.
Yeah,
to be honest, I would like to drag this further upwards.
Yeah.
And scott march
because I would like to have this edge still be
the center loop
for any sharp edges.
Same thing for this one
for here.
Yeah.
Okay.
Kind of like this. Well, but to be honest I'm kind of running out of time um
have been already streaming for more than two hours and
it would be good to wrap this up soon.
Campbell has been looking into potential
optimizations and mesh editing performance.
Yeah, that would be amazing. I mean that's still one of the
um one of like one big talking point, the mesh editing performance,
which definitely needs a speed boost.
Yeah.
Mhm.
Yeah.
Mhm.
Let's see.
Right.
Yeah.
This is not the
the most typical topology that I would use for for rain.
I was showing something very different to be honest,
but
Mhm.
Um this is maybe a better topology for the purposes
for for the for this character essentially for snow.
Just because it is respecting his shapes much better.
Let's see.
Oh.
Mhm.
Yeah. Now if I just like select all of these objects and go to edit mode,
this is
the current rate apology.
So I mean the head is already done, but
and I wouldn't want to change anything here.
There's still plenty, I can adjust on the chest and on the
um just the torso in general.
So also this matches up better but at least for the neck I can still make adjustments.
Um
But I wouldn't do it on the face.
The arm could still use some extra loops so I could remove some of these
diamonds over here on the hand which would make the topology much more clean.
Um
This is all working pretty well already but I would
also want to add like maybe like two loops over here
both of which could resolve some diamond situations.
Mhm.
Yes
but that is all stuff for next week so
I would probably stop right here. So I can also switch to E. V.
Nice for basically the entire time. I was not working in tv.
Mhm.
But this is looking really good. This is already a pretty good progress.
The head needs some work.
I
need some love
but
I guess in the next stream all of this will be much
more polished so these areas um are much more final and then
the legs and the feet shouldn't take that long.
So
I would just say
see you next time
and have a nice week. I will be streaming on thursday again.
Yeah
and
okay this is good bye bye.