and
let's go life.
Hello? Hello? Hello.
Hi everyone.
Mhm.
Okay. I hope you can hear me fine. I'm already starting a couple of minutes early,
but
it's nothing too unusual. Okay, I'm going to wait for also a bit of responses. I think
the audio should be working fine,
but I just want to make sure
one moment. Okay.
Okay, so
as you can see on the screen, this is kind of where I left off last time.
And
I to be honest, I'm pretty happy with this. Nice. It's all okay. Um
This is already going pretty good.
There's like a couple areas that I would like to tweak before moving forward,
but for today,
the main thing I'm going to focus on
at first is
uh the other facial elements.
So um there's still the eyes, the eyebrows, the teeth and the tongue,
all of those things, and then I'm going to move on to the hair,
which I also want to read apologize because just like with rain,
I'm not going to simulate the hair or add like a groom.
It's all going to be mesh hair.
So I want that to be
cleanly read, apologize.
This will make it really easy to display the view port, use it during animation
and with the right shade as it will still look really nice.
Uh
Okay,
so uh first off, there's actually a a little thing,
I'm also going to start the music by the way.
So
nice.
Okay,
so there's actually a little thing I changed and this is based on
like tip I got which is um I added another modifier in here.
So in the first video if you've seen that and you can also still see it.
Uh I've shown you how to like how I've basically set up
The entire written apology. Uh one moment.
Okay
so um the mirror modifier is pretty self explanatory.
So um after that I added a subdivision surface modifier to like subdivide it,
make it really smooth, I can also display this in edit mode directly.
Uh This is actually sorry, the shrink wrap modifier,
so it actually shrinks it back onto the sculpt.
So it's always nice uh the way how it's supposed to look
like in a subdivision surface modifier which is mainly for object mode,
but you can also enable it in edit mode.
Uh But I got a tip from uh Stefan vic Storm
who watched apparently last time as well and that is to add
a solidify modifier and this is like a really neat little trick,
you can see what's happening.
It's actually
whereas before
you would always see
through a model
uh and see like the backside and like it's really distracting,
especially while I was really apologizing the year.
It was it was really annoying.
You could now just
enable this modifier and bam
it's blocked. So
this is really interesting if I like
just show it like this.
So essentially
what the solidify modifiers doing is starting to add thickness
to the object,
so I can just like show this
it's adding like a backside
and if we invert this, it's going to
basically
Extrude all of this geometry in towards the inside.
So if I now make this like a thickness of 0.002 m towards the inside, it will actually
block
the geometry.
And with the hidden wire overlay
it will just disappear.
So even if I would now just hide this geometry,
I
don't see the inner side of the mouth
which is amazing. Like I was not aware that this was so easy.
It's a bit of a hack to be honest.
Uh If the like if at some point the re topology display gets improved.
This should be like an easy toggle or something.
Not like a modifier that you need to add.
But
essentially like if I invert the normals over here in the mouth cavity,
I can still see the geometry
but uh if it's just normal uh any face that is viewed from behind,
it's not going to be visible.
This makes things a lot easier. So thanks for that.
Um I also see already
uh first question planning a film for rain and or snow. No, not yet.
I mean it kind of happened by accident that last time we when when we had rain,
we were doing animation test for her and then eventually
it just led into like an actual blender open movie. So
uh maybe that could happen again but it wouldn't happen really planned.
Okay
mm
So first things first um there's like a couple of things
I wanted to check and that is like okay I'm gonna quickly
switch to another expression tests.
So
there's like this crease over here that I want
to have in the written apology and I didn't market
so I want to really make sure where this is. So
yeah, it's like kinda here.
So if I really relax this
yeah it should be like should be like here kind of
Yeah
okay. And then it can compress upwards. So if I bring back all of this geometry
Yeah
it is this itch.
Okay. I just want to want to make sure I'm gonna mark this as a sharp
mm
Just so I know this is not not supposed to change.
Uh And again, if you have any questions directly towards me, you can mark,
you can tack blender studio in the comments.
Then it's going to be just this bright orange. I can immediately see it. Okay
so what now? I would like
mm
to change one thing a bit and that is like
I want to
nudge around some of this geometry.
Uh If I look at these loops, they're kind of going a bit counter to the head shape.
Like where this where it's going and I want to
have this more aligned.
So
um
Okay
can I just
let's see
if I change this to be just y are now this is not making it easier for me to see?
Well I'm just going to toggle off in front
and now if I use the slight relax brush I can
like oh I'm also going to disable the subdivision surface,
modify again to increase performance of it.
Okay,
so
can like
slide all of this a bit.
Um.
Mhm.
Yeah. Kind of like this.
Yeah.
So I just want to make sure that this is kind of aligned.
It's a small tweak
but it should help.
Can like also move this a bit more towards the back. Can smooth over this entire part.
So I'm also going to
uh
duplicate and apply
mirror modify again just so smoothing here. Has like this
kind of nice and desired effect
like this.
Okay.
Yeah. And now the
the forehead is just at least a bit more aligned with
the topology that apologies with more aligned to the forehead.
I mean
uh
do you use free topology? Adults? Like capital and your work normally? No.
Although I am from time to time using the add on a bit just to
um just to try it out a bit because it is a really good add on.
But usually while I'm working at the studio, I'm not using any paid adults at least.
Uh Not many like there's a couple exceptions I
used but just for like um tweaking the U.
I. A bit it's not nothing major but anything like that really affects the workflow,
I'm we're using blender as default as it gets as much as possible.
Okay.
Mhm.
Uh There was also another questions are the expression sculpted shape keys or what?
Yes, they are just a bunch of shape keys.
There's like if you want to know more about this,
like how I go around like adding these
like sculpting these expression tests were shaped keys.
I have like
a bunch of videos on the blender cloud.
Um Like there's also a link in the description um to the course
and all that stuff but I'm not going to really go into this
and the stream. This is more supposed to be about the rich apology.
Um.
Mhm.
Yeah.
Okay so if I look at this,
one of the things I was a bit um sad
about is that this there's this crease going around here
and
the way how I align these loops.
It's not actually going, it's not actually highlighting this crease,
it's like an increase in the neck. So I'm going to like slide all of this down
so I get to
actually actually align these loops with that crease.
So I'm gonna just market that.
Yeah
this
this is gonna be my crease.
So I have these two other loops to kind of frame it into place.
Here we go.
Mhm.
Like this.
I mean
can't wait
for the
uh
for this brush to be kind of like in available in
edit mode of like for some more re topology integration.
It is a bit sad like whenever I moved to sculpt mode that I lose this overlay
but there are plans for this to change,
it's just requiring quite a bit of discussion and design and work.
Mhm
Okay
mm
If you're ever wondering why like
there's a bunch of issues and blender people are
aware not just the users but also the developers,
it's just maintaining and just designing
a giant software like this, it's it's not easy and it takes a lot of time and effort.
Can't put put out all fires at once.
Yeah,
um I'm kind of neglecting the chat.
Is there a possibility that the blender studio will
be using cycles X version to render spread fright.
I assume that the
right now there are features missing. Yes,
that is kind of a problem right now.
I mean cycles X is really exciting and we are maybe going to test it a bit but
the film is very likely not going to be
rendered with it because it just doesn't align with uh
with a production plan of the movie. So that's a bit sad
but maybe for the next project very likely for the next project we'll see
um
Oh I just now noticed that I am actually not using snapping and added mart.
Okay,
so I mean this is basically, this is all I wanted to do.
Just nudged down this um these loops down here
so this aligns a bit more with that crease.
And then I have like these two loops kind of frame
this area
and
these will hold this shape a bit more.
Here we go.
Kind of like this.
Okay, um
pretty happy with this. I don't care too much about the back of the head to be honest,
but I can just
bring all of this back.
Mm
Maybe to be honest, I should care a bit more about the back of the head because
he does have an undercut
and it
is making
the back of his head a bit more exposed.
So I could at least
slides these loops bit upwards
to also frame
this area a bit more
mm hmm.
The choice.
Just a bit of tweaking but I'm almost done.
But now, yeah, it is a bit, it's getting a bit
Boris over here.
I wouldn't want to like add a ton of extra loops
over here because they're all going to go into the nose,
the eyes, the mouth.
But I could theoretically
add a loop over here which is just going to go around
and I don't mind if there's like one additional loop in the forehead.
So
I'm actually going to do that.
I just need to smooth this out of it.
Oh, jesus,
what is going on over here.
Mhm,
Mhm
Yeah.
Um
I don't really get why the
mhm
With the shrink wrap modifier is not working anymore.
It's really weird.
Oh,
it has to do with uh with the vertex groups.
Oh no way.
Hold on. I made this shrink wrapped vertex group which is kind of like acting as a mask
to help me out defining where it's supposed to shrink wrap
but then it's not actually doing anything uh because it's not enabled.
Yeah.
Okay, hang on,
I'm going to change this back to just the usual.
Uh huh
Now it's actually working.
Uh huh
mhm
mm
um
Uh huh
Team
mm
interesting. For some reason it does everything or nothing.
Um uh Some more questions. Um
notice me. Love your channel. Thank you.
Um Why did you UV unwrap the model before it's done? Uh I didn't uh these are
these are seems but I'm just using them as a kind
of reminder for where some of my important loops are.
They are just purely as a for the purpose of annotating the model.
Um It's the canvas workspace only on three point Oh it's actually my own workspace.
Uh You could at any point just create a workspace by
just like make like a layout workspace and call this test
and then the test workspace will appear if you
save this as your startup file so there's like
plenty of ways to make like your own um blend of set up.
Uh huh
So
mm
mm to be honest, I
don't quite understand.
Oh
now it makes sense. Okay, okay. Okay. So
yeah,
this was actually not added to, this was not added to the vertex group Of course.
Okay, same is actually going on with in a
nose so I need to add this to the vertex
group then it will not get shrink wrapped anymore.
This took long enough. Okay
sometimes it's not exactly clear what's going on. Sorry.
Um
Okay I'm going to duplicate and apply the shrink wrap modifier,
wow,
I think this might actually be a book.
Mhm
I've never seen the slight flex brush act so weird
when
when you have the shrink wrap modify enabled at the same time.
It is a bit strange.
Thank you.
Mhm
huh
Yeah
I have a feeling it did actually mess up my rep topology a bit.
Everything kind of deterred around
just slightly.
Maybe I'm
just seeing things I don't know.
Yeah
yeah I have kind of the feeling everything got scattered around.
It's really strange,
that shouldn't happen.
Maybe it is a new book.
Uh wouldn't be the first time that something really weird happens.
Yeah what is going on here?
Mhm
mhm,
mhm
mhm.
Are certain Oh no,
okay, I'm actually going to undo this, this is this is stupid. I said it to the wrong
wrap method,
it's not good. Okay I can just open the entire undo stack
and just go back and that also explains the jittering,
It was always snapping to the nearest vertex.
I wanted it to snap to the to target normal project.
Oh here it's already applied.
So why did I
Yeah.
Where did I copy the modifier? I'm sorry that this is now.
Okay,
this wasn't supposed to happen.
Um
Uh huh
mm.
Yeah.
Oh my God, when when did I do this?
Yeah.
When did I?
Oh my God,
this is this is a bit stupid.
Okay,
let's revert.
I hope I didn't save over it.
I did save over it.
Okay. It happened a while ago.
Uh That's fine.
Or maybe
I can just set it to
took a normal ah it's fixed. Perfect.
Okay.
Mhm
phew.
Mhm.
Should have spotted that.
Okay.
If I go to edit mode,
this all looking fine can smooth over the back of the head a bit more perfect.
I'm gonna save, this is all looking really nice and I do like how,
how it looks in comparison
if if we directly compared to um
let's see
uh to rain, which I do actually have open.
I have her here on the site and I always regretted a bit with rain.
Re topology that hurt poly count is actually pretty high.
It is actually way higher than than is necessary. Like
the amount of loops that go through the nose is just a bit overkill and
it's the,
like all the loops that are going back into like
the neck and the shoulders and it's just too much.
Um One thing that I'm trying to fix a bit with snow,
is
to have this pulley count a bit more
uh
a bit more controls
only as much as necessary. Even though I would say like with uh
wow
okay,
that file
kind of broke a bit. Ah there we go.
Um even though I would say her topology is actually really nice,
like it's like very clean, it is too high poly so
mm
let's try a bit of something different with snow, I'm going to bring the hair back,
I'd say like the loops are now, come on,
you're nicely aligned,
more like more aligned with the hair? Yes,
Okay,
and now I would like to read, apologize the hair itself
and
I don't think this is gonna be too tricky.
Let's just actually start with this part of the hair.
Mhm.
So
I want this actually to be its own geometry so and since the patches
over here that you can already see they are already much more aligned with
fists,
like this geometry that is laying on top, I could just duplicate this
and make
the new object out of this,
it's going to save me some time.
So let's see,
I'm just going to select all of this
and I'm going to
duplicate
and duplicate this. Was shifting.
Oh I actually forgot to enable the screen Koskie's add on this always happens.
Here we go
already better.
Okay.
Mhm.
Okay, I'm going to press p and select um separate, selected.
Yeah,
I'm going to hide the ring topology of the face, so now it's all about the hair.
at least this here object.
I'm going to
get rid of this. Set a different target. And I'm just going to select
uh come on,
going to select
The hair object which is called head 05. I didn't name any of this.
Okay,
and in this case I actually want to solidify modifier which is perfect.
So
yeah,
I'm actually going to display the other side. Let's see,
I'm going to give it a bit of thickness like this,
I think that's
perfect actually,
yeah.
Okay, I'm not going to show it uh like on cage,
this should be good enough. Okay,
okay,
let's see.
Yeah,
yeah,
why is the
now the shrink wrap is working. Okay, perfect.
Yeah,
so I can just move some of these points around.
I'm actually also going to
uh no, I can just keep the seems for now, that's fine.
Mhm.
But I do think I want to slide
this geometry bit more over here.
Oh, I'm also going to duplicate and apply the shrink wrap
just so it's not
flicking around
the purchases.
Here we go.
Also I don't know why clipping wasn't enabled. It's a bit weird.
Uh
Okay, also again,
if you have any questions just uh let me know directly in the comments.
You can uh tag me.
Mhm.
Actually going tour.
Hey
above surface police,
does this actually work, wow, it really doesn't.
Mhm
Yeah
mm hmm.
Well
I is there a hole over here?
There are multiple holes.
Mhm
Okay,
can smooth over this a bit
mm
just a bit,
I don't want this to be completely different than the hit.
Um
Let's see, I'm actually going to delete
at this point over here.
Just move this down.
Mhm
Go
mhm
mhm,
mm hmm.
See I am actually going to just add another loop here,
screw it
and then I'm going to smooth a bit over it, but I'm using the wrong brush,
slight relax.
This is the one brush that is really useful for read apology.
I'm also going to I'm going to use turn stepping off and I'm going
to inflate uh I'm going to use the shrink fatten tool a bit too like
get it to snap a bit more towards the outside.
Going to duplicate and apply
shrink wrap on the fire. So it actually six in place.
Um it's the model coming to the blender market.
I see someone asked, no, this is going to be eventually
available on the blender cloud.
You can also already download the first character that I've made of
the series which is called rain and it's completely available for free.
Uh there should be a link in the description or at least a
link to the cloud so you can check it out right there.
Um
mhm
go
smooth is a bit more
like this.
Mhm
mhm
mm
Not a huge fan of this, like I don't, I don't want a paul to be right on the edge of this
so instead
I'm actually going to get rid of the seems now um
in this case I don't really need that display
so
consists
model this a bit differently
like this
smoothness.
Now this is a familiar sight. The two poles right next to each other on the temple.
Same thing I did on rain. Um
Well it should be fine.
Maybe I can like
slide it up.
I shouldn't try to fix it. It's nothing really to be fixed to be honest.
Um
Okay here we go.
Okay
there we go.
I think this can work. Although
yeah this this part over here kind of needs to be,
needs to remain sharp and for that I need to
these slopes up
we want to disable the subdivision surface modifier for now.
Uh
I
see a question from before. Free. Yeah. Free.
So um
rain is actually one of the characters that on the blender cloud.
That is just a complete production ready rigged character
that you can just download for free and it's creative comments.
So you can just use it forever. It's yours
probably we're going to do the same treatment for snow over here.
I can see that happening.
Yeah,
let's see.
Mhm.
Yeah.
Not really happy with how few loops are here but
Oh
I think that's fine.
Going to re enable this surface modifier but I'm actually going to
put it below
the solidify modifier and on the slider solidify.
I'm going to activate the toggle only rim
which then just adds thickness
but it's not going to fill in the backside instead. It's just adding this
rim to it
and that's it
if that makes sense.
Uh I don't see the link to rain.
I see someone asked do you rick the character or does someone else do that?
Well for the
for the character rain you can
I can add it to the description but um you can go to the blender cloud and then there is a
um what is it called?
Uh Well there's a character section.
Um but it's like wait I I can just show you to be honest.
So
for go to the blender cloud,
there's a libraries section over here so you can just click here
and this is still like kind of the old
layout of the website but here you can fi interest
the characters and you can just click here on characters or see
all characters and here you can find a folder called rain.
And you can you can just download the character for free. Uh There's also
uh a bunch of other characters available so you can just kind of browse through them.
Most like most of them are just part of the
blender open movies that we've that we've done so far
but that's essentially it.
Let's see.
Mhm
mm.
Yeah.
Uh To be honest I don't care too much about the.
Read the apology
of the hair over here.
I think this is already looking pretty good.
I just wanted to make sure that none of these polls so over agencies that have more or
less than four edges are actually on the rim on the on the edge of um the topology,
otherwise it's gonna be really visible and kind of ugly.
Mhm.
Okay, so kind of happy with that. Um
So I'm actually going to hide
three topology collection.
The next thing I would like to get into
is actually just get the eyes and everything going.
So these guys are actually already pretty good. They are
pretty much directly copied from from rain.
Same as the teeth.
Although these are not, I don't think these are the rich apologized teeth. So
I want to actually quickly check
so I have right over here
and if I hide this
I can quickly check out the teeth objects and
wait, I think this is actually
I think these are pretty much exactly the teeth that I was using
as well as
ah come on
as well as the tongue.
Yeah, this is this is already everything I need.
So when I was doing the sculpt and especially the expression
tests I copied over the final teeth and tongue from rain.
So I'm just going to use this
and in case of the eyes
this is a bit different. So I made these eyes over here
purely as a preview for the animators.
So these look a bit different than the eyes that are going to be used for rendering.
They have they are a bit more flat,
they have like this little bit of a plateau for the pupil
and they have this little highlight over here
which is essentially just a sphere
scale down.
So
I would like to replace this
or at least have another solution and that is essentially going to be
this, I set up
so
I think I'm just going to
copy this exactly. So I'm just gonna
in this file control C
and over here.
I don't know, I hope this is not disappointing anyone that like I'm just
copy pasting objects from an already existing
free topology
but
oh here we go
but I can at least show you what I did with them so I can just like scale this down.
Um hum
Okay this is
let's see
actually I'm going to bring back the sculpt
Uh huh
00ops, Ayan, hit all the collections
Okay I'm going to copy the location of this I over here
and I'm going to pay a
said like I basically just press shift as cursive selection and I'm I'm
just going to go through the other eyes and say selection to Kherson
and now they're going to snap to the same position.
Here we go
mm
mhm
Yeah
yeah
mhm
uh huh
let's see
Yeah,
make sure going to disable
don't be confused about this. This is just my own menu.
I'm essentially toggling wire frames over here
and the object panel. So I have like wire frames per object,
but I just want to tackle between the sculpt and the written apology.
There's like some details here missing, but don't worry,
I'm going to get those back.
Um
Yeah,
although there are a couple of areas that I would like to tweak a bit
now that I see the comparison.
I can do that in a moment.
Mm
huh, interesting.
Mhm.
Well,
mhm.
Uh this is interesting.
Mhm.
Okay,
let's finish with the ice. I'm getting sidetracked. I'm sorry.
Yeah,
but it's just mainly that they are not the right scale.
Do I still have the scale values in here?
Not just one?
Oh, and
a little bit of rotation,
interesting
along the z axis. That doesn't owe. It does actually make sense.
I'm going to copy that
and put it in here on these objects as well.
There we go. I want these eyes to be exactly the same.
And then I'm going to scale up
these guys
and I want to I basically have these two objects over here
and these are the
I here in the middle which is essentially just
like a sphere and then with this part here
extruded inwards
and then it just really extruded in to show the pupil. I think I can actually like
20.
Does it have materials? No.
Okay.
And then I have a second object over here and that is
basically coming from the same original sphere object and it's just the
cornea that has like a little bit of a bulge over here
at the center.
And this is the actual outer. I it has a bit of a distance from the Inner one.
And if you scale this to match the islets,
you should be careful that the outer side,
the cornea, the transparent one is actually the one touching the eyelids.
Um,
okay, so uh, see questions. How many police is the final sculpt?
Um, I'm not sure, to be honest. I don't really care. Uh,
if it's, I guess like, oh, it just crashed. Oh,
okay. Let's bring blender back.
Okay.
Snow. When was the last safe?
That was
basically now. So let's open.
Mm
42.
Yeah, I just saved just before the crash. I'm really glad.
Um,
how many police? Okay, I go to the sculpt
And I check this is 2.3 million.
Uh,
so
yeah,
that's basically it.
And yeah, I was using multi arrest but only for the final um, detailing just
a little bit. But most of the way I just did it with the re measure.
Um,
why do you have the gizmos? Um,
I am actually using my own came up where I'm just switching between the tools.
So that's why the gizmos are visible.
If you were wondering
um,
uh, recycling is good. Yes, I agree.
Absolutely. So
let's see
actually want to also duplicate this object over here.
We have snapping enabled and bring it to the re topology as well because
oh,
because this i
is actually also going to be really useful later on.
Mhm.
What is this? Oh, it's struck from the from the grease pencil.
Okay, these are still missing. Uh Well they have a mirror modifier but they need to
actually get married over to the center, which is
why I have like an empty
in the center of the world, which is just called center
and I can just use that object as center point to mirror them across,
saves me a bit of time and I get to keep the origin of the object to rotate them around
around their own origin.
Uh then why do you have the christmas if you don't use them?
I do use them just not all the time.
Um If I would like move this around, I have the tool set to like dragging that,
it's just using the active tool, so I can just drag anywhere and it's just moving it,
but whenever I want to move it across, a specific access, I just click on the access.
So
I like that's what I'm using the gizmos for.
I could also just use the gizmos all the time, but to be honest, that is not efficient,
like just clicking anywhere.
It's just way faster, but I don't want to like click anywhere and then just press X Z.
Shift Z. And then like
figure out what access I am. I'm actually using its
no
uh I think this is just a bit more convenient
um
Getting a bit sidetracked,
bringing back the sculpt.
Here we go.
You can hide the ice.
I can hide also the face.
Um
Well to be honest, I would like
to tweak the red apology over here bit.
It's uh
yeah
they will hidden wire
and that is
mm
wait let's just
disable this.
I'm going to actually go to Scotland.
Uh I'm going to enable wire frames on this object again
although in Scotland it is really not easily visible.
I but
let's see,
slight relax up wrong side,
slight relax. And I want to just like tweak this
to have this bit more narrow down over here.
Uh huh.
Yeah
because there's like this um this sharp area over here on
the the eye corners.
Okay,
smooth this out a bit. Going to
decrease the strength of the brush to be honest. Just a little bit.
Okay now I want to move this edge a bit further inwards
and the main reason for that is
to highlight that hard edge a bit more to um increase this edge
we're here on the
on the brow just a bit
and then there was the same thing over here to be honest.
Um
Mhm.
Like this
you can also snap.
Mhm.
I'm not super happy how the crease for here is actually this edge,
but then I'm treating this crease as the actual this edge as the actual increase.
Um
I think it's fine. It's just not, I wish this would be the same edge.
Uh
are the center of that entire crease.
Yeah.
Let's see.
There we go.
Um
You
how can I enable the option to toggle X ray and overlays from pressing Z.
Oh this oh this is actually uh you can find it in the preferences key map.
And over here there is a taco called extra shading pie menu items. Well, okay.
It used to be called just extra shading pie menu.
Uh I think
and this just adds these two extra options to the Z. Pie menu,
which I think is super helpful.
It also frees up the
the shortcuts for all to see and shifty and I just
set them to be something else like shifty for me.
Toggling the wireframe
overlay over here.
An old sea is just opening like my own little menu and that's it.
Um
Mhm.
Okay.
Mhm.
Um I shouldn't really tweak the anthropology that much anymore over here.
But one thing I would also still like to change is
I kind of neglected that. This is also a hard edge.
Yeah.
Mhm.
Which is a bit unfortunate because it's also it also has a poll right here,
but to be honest,
I don't care too much right now. I think this is fine. It's just the jaw.
Um
So I can push these a bit closer together.
So
wait. Uh
Mhm.
So these are like um keeping that
crease when when everything is getting subdivided.
Mhm.
Now I can like
Mhm.
Okay,
smoothness and push this a bit inwards.
Yeah.
Okay.
Yeah.
Kind of like this.
Yeah this is like the one part that I'm really not happy with, but at least it's just
my little aspect,
it's nothing too major.
A bit of a perfectionist is driving me right now
just because I want to fix all the mistakes.
Even the little ones I made with rain
snow is supposed to be just a bit cleaner.
Mhm.
It's the second time around.
Uh
Yeah.
Okay.
Yeah.
Yeah,
I think I'm fine if the ears are going to lose a bit of definition,
it would take still quite a bit of effort to get that
to get all of that detail into the re topology
so I might just leave it.
Yeah.
Mhm.
Okay,
I'm already pretty happy with this, so I'm just going to hide it.
Uh huh.
Yeah, let's start with the hair.
So
I'm actually going to set the three D cursor somewhere here.
Mhm.
And just create a new plane object. Let's just do that. I'm going to scale it down
and again I'm gonna pretty much copy the same set up as before.
Only I'm going to going to skip the mirror modifier.
So I'm going to add a shrink wrap modifier.
set this to
target normal project
set the target to be the hair
and a subdivision surface modifier
just as I'm disabling it. And
uh in edit mode and then I'm also going
to add the solidify modifier for that shading tweak,
which I really like.
So just minus
0.2
like that.
And enable
in edit mode. Hidden eye opener. Yeah, this is fine.
And then also enable the in front toggle
and also by a frame.
So that
Okay, I think the normal to actually inverted shift in
inside. There we go.
Okay, so the main thing I actually want to do is
I would like to keep these these loops kind of like as straight as possible.
I'm actually going to change the color over here
to make this
tom
like this.
Okay, so ideally I would of course want this to be like a kind of straight grit.
This will just get the optimal outcome in terms of like keeping the volume,
It's going to be nice and clean, but I can't really get that.
I want to also follow
the shape of the object. So ideally it should these loops over here
should follow
these lines
to really like when it's subdivided.
I don't need a lot of loops to catch these
shapes and I can really easily crease these lines.
Uh and I wouldn't like maybe
go this far with uh do doesn't work um
with
with keeping the line straight, but maybe like kind of more like this,
so it's twisting a little bit
but not too much. So
this is the ideal scenario and for now I'm also going to keep this really low
um
What I'm also going to do is I'm going
to separate all of this into separate separate objects,
so in this case I can focus
um
a bit more
on this part.
Mm
so I can just isolate these two theoretically
and just work on them or at least
what the hell?
Mhm,
mhm.
Um
Yeah
okay, I'm actually going to name the objects now, this is getting a bit uh
I just thought it's geo
snow
um
head start your apology
and this is
geo
dash snow thoughts.
Yeah.
Uh underscore
Yeah, not read the apology.
Here we go.
Feel
there's snow
and the score,
it's a bit of a naming scheme
going on from the movies, so it's
here.
Um
clump
clumps,
not treat ecology.
Mhm
mhm.
Here we go.
Yeah.
Mhm
mm
Yeah,
so this is just like a bit of an example of like how I would just extrude this.
Oh
like this, I'm actually going to hide
these over here,
so kind of like this, I can then just like
oh the screen cast keys add on is disabled again. He didn't notice. Sorry?
Yeah,
okay,
so you could just
keep
adding more geometry like this.
Okay,
it's actually like I'm just going to add like
all of this
mm
like this Okay, I'm also going to
hide all of fees guys,
let's get rid of all of them. I just want to focus on this one clump.
Kind of like this, so it's like relatively straight going through the entire thing.
It's not to twisting.
Mhm
mm
There we go
over here, there's a bit of a break in it.
Just fill this. I don't care too much about triangles right now.
These can be really easily
resolved later on. I also like right now it's
a very minimal poly count. It's almost it's almost like a game asset low poli
mhm
Oh
mhm
and that's just because I want to get the bare minimum in here
that I need.
Yeah,
no,
thank you.
There we go.
Like this.
Mhm
mm
mhm
shouldn't take too long,
but this is going to be a bit more of a repetitive step.
Yeah,
that's for sure
because
this is not like um
like uh with a face,
there are parts where I can just like add a grit
and it's just going to be completely filled by it.
There's not much to think about here.
Every loop
I would say. It's pretty much precious.
Yeah,
at least in this step.
Mm
come on.
Here we go.
Will you bake normal maps and stuff? Or just rely on the apology for normals.
I see someone ask uh I'm not going to bake normal maps,
that is more of a game asset thing.
Um
Yeah,
what? There's also not really the need for it. The character is stylized enough.
The detail level is low enough
that I can just get away with having everything in the topology
or anything that I can't get just in the topology I'm going to add via
um
via bump maps like fine, like high frequency details or
maybe even displacement maps, but
hopefully it won't come to that.
Let's go.
Yeah.
Mhm.
Okay.
I'm getting close.
Mhm.
Yeah.
Go.
Yeah.
Mhm.
Yeah.
Okay.
Mhm.
Yeah.
Mm.
Yeah,
this might actually just be the hair written apology stream, I'm sorry. Um
Okay, this is fine. This is fine. It's just a visible surface.
Mhm.
You can just also still
slide some of these edges around.
Make that.
Now the next thing I want is some of these are like flat surfaces.
Others are bulging like you can really see it here.
Like this surface is bulging outwards and justify.
This is not enough topology to support that.
If it would subdivide this, it would all fall apart. So I need at least
one extra loop in here
for that bulge.
Mhm.
See
also going to slide
some of this a bit more around
here we go.
Okay, same thing here.
Pretty much
same thing here.
Um
yep.
Also here
and here
this also needs a mulch.
This already has some topology
for mulch.
Perfect.
Okay.
And then this one as well
and this should also resolve some of these
triangle situations that I've built in here.
Some of them.
Maybe most of them.
Yeah.
Mm.
Mm hmm.
Mhm
mm.
Here we go.
Okay. And then the next thing is I have these hard edges going on here.
Like
these guys
uh might actually show it based on this,
like this is going all the way over here, this one as well.
And these are really just like hard edges between these volumes that need to be
visible once subdivided. So I am going to just bevel this
and I'm going to add like one segment in the middle
and that's it.
Yeah.
I'm also going to check again with rain. Let's come on,
wow, Brenda crashed again.
Did it?
Mhm,
wow. No, no, it didn't. I don't know why it's turning black. That's a bit weird.
Um
so if I look at
rains hair over here, what did I do?
I think I did pretty much the same thing.
Yeah.
Only that I beveled it
only once,
like
Only with one segment.
Well, that's fine too.
Um
C could
remove this.
Yeah.
Mhm.
No.
Yeah.
Can I like this as long as I have like
at least two edges close to one another
to crease an edge.
That's exactly what I need.
So I could just like uh shade the smooth. So this is just basically my context menu
contests.
Yeah, this is what I mean,
like at the moment I subdivide it,
it's keeping that like hard edge and there's also another loop
over here to keep the curvature of the surface alive.
Yeah.
Mhm.
Mhm
Yeah.
Okay.
Yeah,
pretty much. Same thing going on over here.
Only that I'm going to travel this hedge
and this one
mhm
mhm.
Here we go.
And then also this one gets a bevel.
Yeah.
And then
the heart decrease over there should still be visible.
Of course this is kind of where it starts to get tricky.
Mm
Yeah,
yeah,
because eventually
all of these groups are going to
lead
back into each other.
Mhm,
mm.
Mhm
That should be fine.
Mhm.
Mhm
mm
Okay, same thing over here.
Yeah,
only maybe I can,
I'm going to try to bevel these.
Mhm
This is no where it becomes tricky again.
Mhm
Okay.
Mhm
Uh huh.
Mhm,
mhm.
Mhm
Yeah,
it doesn't need to be super clean but it should at least still
dynamic sense.
Mhm
Oh damn it.
Yeah.
Mhm
mhm
add a loop over here,
Connect these two matches.
Uh huh.
Not a huge fan of this.
Lead into each other.
Wasn't too great in the sculpt either.
Maybe I can just
mm
can emerge these.
Mm hmm.
It's pretty tricky.
Uh
wait, I'm just gonna delete this.
Yeah, I'm really, really not happy with what I'm doing right now over here.
This is not supposed to be this hard,
but maybe I'm also just following
the sculpt to strictly
Yeah,
it's just a lot of loops going in here.
Um
does the, I see a question,
does the topology matter for the hair clubs if they are not going to deform?
Uh the thing is they might um
uh they might deform but they are not going to animate that much. So uh the main thing,
the main target with this re topology is really just to capture
the form.
That's it. Um
that's why like, I don't want to be honest,
I don't want to spend too much time on this part
right here because it does feel a bit like wasted effort
since
yeah,
this really won't matter.
Uh let's see.
Mhm,
mhm.
Since it is not going to deform much,
I could just
slide this in here,
merge this and kill this loop right there.
Mhm
um same thing really here could just slide these two into each other
and reduce the amount of loops
Yeah.
Right,
yeah,
come on.
Mhm.
Same thing here,
although I shouldn't overdo it,
but I think in this case it is kind of warranted.
Mm
Okay.
Yeah,
yeah,
wow,
this is a bit messy but
maybe it's fine
from my mother.
Okay.
Mhm
Yeah,
at least I'm going to maybe redo up
reach with this section.
Oh, come on,
true,
yeah,
mhm
it is a bit
stupid painful to be honest.
Um
yeah,
I didn't expect that like from the sculpt that I did that,
I would have like these points were like a lot of the lines are going into one another
that
mm
uh Yeah
yeah
yeah,
should have planned a bit more towards this
Good Morning
home
Yeah
mm
Yeah this looks
it looks fat,
What am I doing? Um
Yes
yeah, I wish this would actually come out a bit better but again
this is just the hair, these are just the hair clumps,
I don't care too much about them
but I actually also rushed it a bit to be honest.
If I now just select these two objects
and isolate them,
I
want to focus a bit more on this.
Mhm
I should have spent a bit more time just laying out the entire thing and then
beveling certain edges
once they are ready
now I have all of this topology to
shuffle around,
that's a bit of that's my fault
girl.
But now I'm in the middle of it now there's no going back
so
can move some of this more around
mm
Like this
Yeah
mhm
Yeah
mhm
Oh
yeah.
Morning
Yeah
okay let's continue. I'm going to just bevel this
right?
Uh Yeah, I'm going to double this
mhm
It's already
fine.
The devil this too.
Oh
that's all
like this
and then once you have two triangles next to each other you
can just make a quad out of it and it's fine.
Like this
same thing here, like I can just select all of these edges like this one
and bevel
can slide this one in here
actually let's just do this,
this will become
one.
Actually,
I'm gonna rip this.
Yeah,
yeah,
here we go.
Mm
mhm.
Uh huh.
Yeah.
Mhm
Mhm.
Uh huh.
Okay, so
it's only like a couple edges over here that I'd still like to change a bit.
Mm.
Mm hmm.
Mhm.
Here we go.
Yeah,
yeah.
Mm
Yeah.
Mm
Yeah.
Mm
Okay, yep, this is looking good and I can just slip these this edge over here.
Mhm
And have a lot to
basically it
so
it works.
Yeah.
Okay,
so it compares to the other sculpted objects. It's actually really close.
So now it is,
it is a bit of a game of
kind of repeating this. So
okay,
I remember when I did the
the time lapses for rain,
I was actually just
make uh like the, when I did the tutorials for rain and the stylist character
ah workflow,
I was actually just
making a bit of a time lapse out of this,
but if you have any questions,
I'm already here, so
and I'm going to stay,
stick around for a while
so you can just tag me in the comments or like tech blend of studio in the comments.
Okay.
Yeah.
Okay.
God.
Yeah.
Mhm.
Yeah.
Mhm
Yeah.
Mm
Yeah, there won't be a lot of uh commentary for this.
Yeah,
yeah,
I think I basically already set
most things about the harry topology.
I just hope like this is not going to take too long
um
Yeah,
because after this there is supposed to be the body right, apology
um question, can you use the same read apology for other hair uh chunks or part of it?
Um Not really,
I kind of sculpted them all a bit individually
so it won't be easy to repurpose it directly.
What I can do
is I can um
I can like go through this chunk as much as possible,
like just laying out the most basic loops like
I'm doing right now and before beveling it,
I can just move on to the next one
and then eventually I will have all of them
kind of in the same level of completion done
and then I can bevel them all of them
and that was just at least
give me a bit more perspective.
I can keep track of what my progress is on all of them, how they compare.
Okay,
but I wanted to at least finish one of them to show like an example of
where I'm going with this.
Yeah.
Mhm
Yeah,
there we go.
Um question by Pat, I've been told that having an open
smash
open mesh is a no goal, but look at you.
Well,
it always depends
the thing. That's the thing,
an open mesh, where
where is the geometry open
to be honest, for the cirque lumps, One side is never going to be shown
the bottom side of the clumps? Uh you won't ever see it, so why not leave it open?
There's nothing
really bad about it.
Um
I also did the same on the hatred apology the
in our eyes they will at some point just be open
because you're never going to unless you're actually at some point going to remove
the eyes and you will be able to see the inner eye socket.
You don't need the inner eye,
the inner eye socket.
So the same thing for the nose holds potentially,
they can just leave lead into a into an empty geometry or the throat.
Yes.
Um
do you have any tips for rita apology?
Well,
I'm constantly dropping tips as much as I can
uh if you want to know anything specific,
uh you could just ask away for
rep topology tips
just generally.
Um
I don't know basically everything. I went over in the first couple of streams,
I would say
ah
I went over a lot.
Here we go.
Mhm.
Another question, a pain that I have never been able to get away from
is using
the occasional
triangle
in my modeling at the intersection,
at the intersecting sharp angles. They use triangles or tress.
I do sometimes use triangles. Yes,
I think it's uh sorry,
I think it's actually a
a great habit to always only use squats,
especially once you when you start learning written apology,
but
if you've ever seen like uh
great apology
for except like for example, Pixar characters,
they know where they can make their written
apology messy and where it should be clean.
So like at some point I was like seeing screenshots of like how they
do ears and it's just like there's just an end gone in the middle
uh just right there where you wouldn't see it
where it wouldn't cause any problems and it's insane.
So
I use sometimes and guns and I do use some uh triangle sometimes but it is
very uncommon.
They can be useful mainly for just at some point
not having to bother about.
Yeah.
Mhm
figuring out where a certain look should go
if it can just disappear somewhere in a crease or something
and you just put a little and go on there or triangle, that's fine.
But you just have to make sure what your render engine can actually take.
There was a time when
and guns were not supported for blender. So
also if you import like your written apology to other software,
make sure that handguns are supported.
I see a bunch of questions pop up.
Uh
how do you set up the control, showing the witch it.
Ah
I have a custom key map enabled right now
where I'm just switching between the tools over here,
you can just right click on any of them and say
to add shortcut. So all of my shortcuts actually
switching between the tools.
Um
The software looks differently.
Why I do have a bit of a custom theme,
but it's like I changed very little so it is mostly still the same.
Yeah.
Okay, so uh I am actually going to just repeat these steps.
Mhm.
Okay,
so now I'm just going to again duplicate this face over here,
separate this into its own object
and pick this hair clump as targets
like that.
Oh
yeah,
perfect.
Uh More questions.
How do you set up the control, showing the widget? Yeah, I already answered that. Um
uh Oh wait, you're not doing it the way I thought you were
now, I'm lost. Oh sorry,
should scroll down
uh after the model is created.
I want to use this model for my game development in Unity
and find the bones aren't working as it works in blender.
Do you have any suggestions for me? Yes, I do did notice.
I mean I'm not a rigor but I did also notice that
armatures between different programs are tend actually
to look at work very differently.
They have a different logics to them. So
you can look up,
there should be plenty of resources online.
Maybe also in game forums like uh pollen counts
on how to export your characters to Unity.
I think if you have made them in a blender, maybe it's best to just
Mhm.
To essentially just export the animation,
but I'm not sure. Uh
Yeah,
another question is character modeling and rigging hard,
kinda there's there's a lot to learn but
I
I mean I don't know it's like
I've been doing it for a while so like it's like
anything is hard if you don't know how to do it.
But
yeah.
Uh I would say like just go at it and learn more about it. I think you can get a lot
um
you can do a lot already with very minimal
amount of knowledge in terms of modeling with rigging.
It's a bit more tricky
there. I
like
I personally have a very limited knowledge in rigging and I do know that
the ceiling is pretty much endless on what you can do in that department
but in that case like you can already do quite a bit with the rigging basics.
As long as you have someone to show you how to actually do it
or like a really good tutorial, there's plenty of courses online
even with a basic understanding of freaking I think you can get quite a bit
uh
of interesting stuff going.
Um
Do you know anyone who starts with a cage
with good topology and then sculpts detailed to bake,
This is what I do and I don't know if there's a good practice.
Um
Well you mean as in just repurposing an already existing topology. I
I mean I've I've I've seen a lot of people doing that and I think
it is actually a really good practice of just if you already have a head sculpt
that is
in the rough style and proportions that you want to go for
then why not repurpose it really like deform it into the
into the design that you're going for
and then
you already have a good apology. You can add details on top
if that's what you're asking. Sorry
if you've seen the previous stream.
I did a bit of an extreme version of that
um where I was sculpting the sheep character called Michelle
from Cosmos laundry right? It's like
the original version of frank
and I just sculpt that Michelle from from the
actual frank sheep model from the movie Cosmos laundromat.
So it's like a heavy re sculpting but it's kind of showing that it's possible.
Yeah.
Mhm.
God.
Yeah.
Mhm.
Uh what tablet are you using? I'm using an uh welcome into us, what is it into us? five
I think it is like
looking at it right now it says
into a five touch although I'm using various different tablets to be honest.
Um
My opinion is kind of just go for the most basic thing
at home like for my own projects, I'm just using uh
uh
a way come in towards Bluetooth medium size
and that is religious.
The most basic functionality and it's exactly what I need. I don't need.
All the touch functionality is millions of levels in
pressure sensitivity and all and all that stuff.
Even a screen is kind of operated I think it's
it's
it is
giving you
some advantage but it is actually quite uncomfortable to work with
mhm
advice for upcoming young animators. I don't know, I'm not an animator to be honest.
Maybe there could be at some point an animator stream
that would be fun.
Um How much time do I have still have a good amount of time?
Mhm
mhm
Okay,
is this looking good
kinda
I
might have overdone it a bit
With this one.
I do need to go a bit further around the reader apology on this side
might actually be visible
but I just need to do it a bit
like this
should be good enough. Let's see
yeah should be good enough. Okay
so now I already got three clumps, read apologized
two more over here to go and then these guys and with this
I did actually duplicate them so I can save a bit of time.
Yeah,
so I can just,
let's see,
it's like this clump over here
isolate these
And continue with this one.
Yeah
you see some more questions,
you can also tag me the attack blender studio
directly and I can see the questions more easily.
Um
or you can also there's also plenty of people actually
in the chat answering questions and I always really like it
uh makes it a bit awesome. More of a conversation among you guys.
Well
yeah
mm
mhm
it is interesting that like this would be actually like a really relaxing task for
me of just oh I got a few hours to just read apologize The more
like monotonous points
of the character but for me it is actually kind of relaxing.
Um But now that I'm actually streaming it I'm like oh man
I gotta make this somehow a bit more entertaining. Just
this is this is
way too boring.
Well I hope it's not and I do like when you
like ask questions then I can at least do also something
with that time
in addition to getting through this point
of the anthropology.
And I do see some questions
as a beginner. What will
be your advice to start with
the beginning of to what creed apology?
Um
Mhm.
Well I mean the best tip usually for big business and I mean
it's more one of the more essential parts in red apology is that
you should always use squats
even though
people are breaking that rule,
you should break it only if you know what you're doing.
But try to make evenly sized quads everywhere with a nice flow
so that the edges are kind of like aligned with
the form of the object.
Yeah.
Um
Why didn't you flip the last street apology?
Mhm.
Well I mean
if you mean flip like flip these clumps to the other side,
I wouldn't do that because they have their own distinct direction
and it's going to look very obviously mirrored across
but I'm not exactly sure if that's what you mean? Sorry.
There we go.
Yeah.
Um
Mhm.
Yeah.
Okay,
how many time, how much time does it usually take to model the whole character,
what kind of depends? Um
Mhm.
But like
I would say like at least a week
like this character is much more time
expensive and like in a in a week I mean like as in full time
but
um snow over here, I'm gonna
model them over a much longer time period because I only got two hours every week.
Um
uh Some of the questions are actually slipping by
uh
like modeling, rigging etcetera. Uh for beginners. Oh uh
advice for beginners. I don't know like there's so much to it, it's like
modeling and rigging. I mean first of all these are very different fields in three D.
So giving advice on one of them is probably
not really going to be helpful for the other,
so I'm not exactly sure.
Yeah.
Okay.
Yeah.
Um
as a beginner, should we model first or what else?
Well modeling is kind of,
I would say one of the more approachable um fields in three D.
Like
you can very quickly get into modeling,
whereas rigging requires with more technical knowledge,
I would say maybe probably sculpting as the beginner of friendliest part of three D.
Like because it is a much more creative free approach I would say
mm,
let's see
um
does anyone uh does anyone should focus into three D.
Designing character modeling if you have a huge interest on animation
because lots of freelancing work ask for both of them,
thank you
for both of them. Um Well you should have uh some essential knowledge in three D.
Design or like character design for animation.
There's actually a lot of knowledge going into animation but there is plenty
of animators who don't have a deep knowledge in modeling I would say
so, I don't think they are necessarily required, you are allowed to specialize but
Maybe for like getting into three D.
It is beneficial to learn a bit of everything just
so you have a bit of a full full picture
uh union. I like watching you being able to
uh surfing after an error or bug goes on, I feel less alone when it happens to me.
Oh thank you.
I wish like these um streams would go all
really smoothly but there's always an issue popping up,
We're just kind of part of my job anyway because
I am always working with very in development versions of blender,
so I am fully expecting things to not work suddenly anymore.
Mhm
mhm.
Mhm.
Here we go,
this is done,
yep, another clump, right, apologized. Um what do you think about streaming art?
Should there be more out there? Because I think there are way too less streaming art.
Well I
um
well I think I'm not too much into watching streams myself to be honest,
so I'm not exactly sure on what the landscape of streaming art right now is but.
Mhm.
Uh Yeah.
Well I like there to be a variety.
I think it's already kind of weird that I'm uh I'm streaming written apology.
Uh I love that Sergei at the blender studio is
is streaming um actually actual blender development that is special.
That is that is worth gold. It's super good.
It's just you don't see that sort of stuff.
Mhm.
Uh
uh
How do you think your process compares to a bigger picture?
Like studio process for character creation?
I think there are like pretty significant differences. Probably.
Uh First of all I think for like bigger
studios there are a bit more efficient workflows.
Probably also with automation
and also outsourcing I guess.
But.
Mhm.
That also kind of comes down to the tools.
I think it's still really valuable like
read apologizing something really by hand like
kind of how I am doing it right now just because you really get
a deep under deeper understanding of what is required for anthropology.
Mm
uh It is also very much possible to just reuse models and slap them onto a new design
and
really optimize.
But I think there is something
mm hmm.
Something kind of fun about doing it manually.
But I also wouldn't mind if it's a bit more optimized.
It's like an add on floating around for blender or like at least um
I forgot the name of the guy but I always see it like on on facebook like twitter,
it's like um on using an existing topology and then wrapping it around a
new design which is really interesting that can save a lot of time potentially.
Um
I think I also kind of
skipped some questions why game developers use dries.
Um Oh that's an interesting question.
Especially for anthropology.
So why do game developer why game engines use triangles?
And
the reason for that is like at least one of the reasons that I found is just
um in the end when you're rendering your uh topology,
it's always going to be triangles no matter what.
Like even if you render in cycles it's going to end up as triangles while rendering.
So
the main reason why you use quotes is
once you actually subdivide the geometry,
it becomes way more predictable how that is going to look like.
Like when you subdivide quads, it's really quite beautiful and easy, simple,
but subdividing triangles is not going to work.
Um We're not going to work well
the thing is in game engines,
it's typically not required to subdivide geometry and instead it's
more focused on optimizing for the game engine for the rendering
and what you typically do is you bake normal maps
and normal maps are a bit of a tricky thing,
you want to have them as predictable as possible.
Normal maps are kind of varying a bit from engine to engine. And
also while just during the baking process,
if everything is already a triangle the same way,
how it is going to be in the render engine,
it is going to be very predictable how the normal map
is going to come out or like any map that you're,
that you're baking if it's already triangles.
Yeah, it just becomes more predictable.
I had issues where I was baking out normal maps for
for gaming projects
where, because it was all quads,
it just suddenly I had the situation where I was making a normal map
and during the normal map baking it would triangulate my geometry for rendering,
but then once I triangulated it myself and exported it to the engine,
it actually triangulated it the other way around,
like uh the edges were aligned differently
and that just suddenly breaks the normal maps,
like,
and it's so interesting, so
it actually, like for game engines,
it means that you don't need to worry too much about placing poles and like
and and guns and triangles, because in the end it's all going to be triangulated,
so there's a bit more freedom in that.
Um
but yeah, eventually it all needs to be triangles, which can become a bit messy.
I still don't quite understand how rigorous actually
managing that,
but
I also haven't worked much for game projects to be honest.
Um
uh Julian, that's the craft and art behind the magic on the screen? Uh
I'm missing a bit of context to that message. Have you heard of j mesh tools?
If so, what do you think of it? I actually need to google that. Uh
and I don't have
I don't have a lot of time left, to be honest,
I'd actually focus a bit more on this, but wait now, I'm gonna quickly google J mesh.
Mhm.
Shemesh tools.
What is that? Is it like hard surfacing?
Uh hard surface modeling?
Cool.
Uh It's adds,
nope, I'm not going to do it.
Go to focus on the task at hand. Sorry,
maybe you ought to add a bit more context.
I'm not familiar with it.
Um Do you have any experience working on games?
Only really one project, I would say like
during my apprenticeship, uh we did actually work on a mobile gaming,
like a mobile game project,
and they are because I was like, really free to experiment with, like,
a lot of the assets and the characters
and especially the baking, like, not very few of us actually had experience,
I would say, like, almost none of us had experience in creating game assets.
So I was like, doing a lot of research in what is actually important for that,
but also figuring out a lot of things by trial and error.
Just suddenly realizing.
I remember that like,
that moment where I suddenly realized why just based on me messing up,
why it's actually important that the model,
that the models are triangulated before baking textures.
Um I wish someone told me that
I they're probably still like gaps in my knowledge and that's why I was
I would actually love to at some point work on a game project again,
especially with
like other people who are experienced with it.
There's so much to learn.
Just on the technical side. On an art side.
I would say my knowledge on a lot of things is actually pretty limited.
There's still so much left to do.
Yeah.
Uh
Union. It was related to what you read apology.
Okay, I need to scroll off such as sorry.
Oh, okay. Thank you.
Um How dense the written apology should be as much as it needs to be.
Um I would say for film
probably also gains. Nowadays there's not like that much of a limit
in terms of how much geometry you can afford.
So I would say go all out.
But still we topology is about
landing on the
on the most optimal amount of loops. So don't overdo it.
It's just add as many loops as you need
to capture the forms that you have.
And that's it.
I mean for game projects that would also be
a bit more different because you can subdivide but
that is
the
most essential part of it. Just capturing the silhouette and the shapes.
Um
Yeah,
Jamie's tools is both heart surface but also
very good sculpting tools on the channel,
there's a sculpting feature video.
Well I'm going to check it out uh now I actually have it in
the browser on the background so I am going to check it out.
Thank you very much.
I I do think it's fascinating what people are doing with add ons,
like even if I'm not going to use them much, just that whole community aspect of it,
that people are just
like whatever blender is officially lacking right now,
just because there's so much to do.
Um
people in the community will just take it upon themselves
to
add more functionality and I think that is quite beautiful
um
plan to see, but it is better a freelancer or work with us.
Is it better to work freelance or in a studio?
Um Well, there are advantages and disadvantages to either. I would say personally
I I didn't work freelance yet,
I kind of like resisted it because I do absolutely love working in the studio.
And the main reason for that is just purely for the fact that
um just the sense of working in a team is stronger, You're right there locally,
you're probably there in the studio for longer
and you get to really be part of the team and with the people with a freelancer,
you kind of always like going from job to job, which
offers probably a bit more variety
and you actually get to pick
the really interesting projects that you want to work on.
So you actually have a lot of control over
what you want to do,
as long as someone is providing the work. But
if you can choose, it's amazing.
You're not
bound to what a studio
has said to you as tasks and a project.
Um
Yeah.
Mm
I saw a reign of question are using a
video apology add on or just
Yeah, are you using a written apology add on?
I'm using just
default blender.
Okay,
I think I got this also.
And now all of the main clumps are
we apologized?
Mhm.
Okay,
now it's it's going into detailing.
I think like in general, the pollen count is pretty similar.
Like I at least want the same kind of density across all of these clumps.
Um So I can now just go in here
and just do the same thing I did before. Just maybe now a bit faster.
So I just like select all of these edges.
Like this one, this one
um
This one over here,
it's going all the way around,
yep.
Um
like this
oh wait,
I'm already going to mark them as a seem just so I don't lose the selection.
It's a neat little trick that I sometimes like to use
um
because I am not quite happy with this.
Wait,
I
think.
Okay, so it's going all the way over here.
Yeah, like this. Okay, now I can like
clear the shop over here. I can select lunch uh
edge that I marked as a scene
with shift G. I can say select similar crease.
Oh,
weight shift G.
It's like some of the seam and then I can just clear
the seam and I have all of these edges selected again.
Um Now I can just like loop selector. These guys looks like this one, not that one.
Mhm.
Here we go.
Um
yep, yep, this is looking good. All of these. I want to have beveled.
So now I can just select,
can just switch the bevel tool and just bevel them and there we go.
I'm going to add some more troops over here
for keeping the volume intact on these bigger surfaces.
Um
And now it's just a bit of a game of cleaning up the topology and this is just
to get rid of some of the triangles essentially. That's basically at.
Mhm.
Like that.
Yeah.
Um
This is kind of bad.
Uh So I typically would want to avoid
um vortices with more than five connected edges,
but in this case maybe it's fine.
I'm gonna I'm gonna still try to avoid it.
I can't help myself.
Yeah.
Um
so now it's a bit more
spread out.
Mm hmm
mm
mm.
Mhm
mm
mm hmm.
Mhm.
It's a lot of polls right next to each other, but it should be fine.
I'm just going to enable the subdivision surface modifier.
So I can actually see this a bit better as a preview.
I'm also going to add a loop over here.
Mhm
And again over here I might just
slide some of these edges into each other
to get rid of some of these loops
where it's the most dense
like this.
Okay, I kind of neglected the chat a bit. Sorry. Um
Let's see,
blender as a software gets really exciting when artists realized that blender is
literally their software team up with developers and you can do anything.
That is so true.
Um
It is really amazing like how much you can actually do with the software.
Also just people.
I mean I I am quite amazed sometimes when I look at like add ons
uh that make blend are pretty much look like a completely different software
just to focus like just to really optimize it for a very specific task.
And I mean just because of the license of blender, if you haven't didn't know it.
Like it's
all of these adults are actually free by default. It's like
you can buy them.
But what you're actually buying is more like an easy way to download them.
Like
the source code is available for free by default and it has to be,
it's all part of the same license that blender has.
Mhm.
Of course
I do like that. Like
you can at least
ah
you can buy the add on which of course supports the adult developer.
Mm
in general. I love that.
Like also just like with any website that supports
like a way of getting something for free.
But then also there's a tipping system on top
where you can just give them money anyways.
Super nice.
Okay
so there's only one little bit of a messy part
but that clump is completed.
Um
Yes, like a bunch of questions accumulated. Uh
Do you use reference for sculpting, definitely. Yes.
Do you use reference images for sculpting? Yes. Um
Yeah
get help is a good source for erin's. Yes it is.
Um Any reason you prefer old. HD select instead of the a toggle.
Um I do remember when this was brought up in the studio
of like we were working on since we were working on spring
and
we were like
it was right at that time when Campbell was introducing the minimal
blender key map of just getting rid of a lot of shortcuts.
Especially really complicated ones
and just really making the key map more simple
and open for customization which I really love.
Um
But then we were like
kind of examining our workflows and a lot of us have this experience.
We're like we're like when we want to de select
something or like make sure everything is de selected.
We would press a
uh and then like we would press a bunch of times just to make
sure everything is really dis elected even if like like we press a and a
again and then again and then again and like it was really un intuitive
and it just caused a lot of button presses where none were really necessary.
So we introduced this option to um um at first
like I mean it is still an option that like
you can either double tap a or you can press
a to de select.
And I in my opinion the old a
shortcut is just more elegant,
it's introducing a second shortcut. Yes, but
uh
it's just making it more predictable
if you're actually de selecting or not
and especially when sculpting, I remember when the view port was really slow
um and just de selecting everything or selecting something is going to have
a loading time in itself and then it just becomes a waiting game
and I'm really glad that's gone.
Yeah.
Mhm.
Uh
there we go
some questions.
Uh
Mhm.
Yeah
there we go.
Okay, I created some more edges here just because I want it
to make sure
but this actually continues all the way to the end.
Okay now I can just select all of the
I was shift g
select seems
I'm going to clear the seams and I'm going to
bevel them.
Okay
now I'm going to add some more loops over here for the volumes
so their curvature is also still
intact.
This
yeah,
maybe not for this one
and now I have a lot of loops and now it's just about cleaning up cleaning this up a bit
shouldn't take too long,
mm
not a huge fan of this.
Yeah
maybe I can
well I can do is I can
search these lines
yeah
yeah.
Whoa
whoa whoa hold on
let's undo this, gonna merge these
two triangles into one.
Uh What?
Ah
taking just
march these,
get this up here.
Yeah.
Mhm.
Okay it's great, I'm just going to add another edge over here
so this all continuous nicely.
Mhm.
Yeah.
Here we go.
Yeah.
Oh
right.
Uh I see a bunch of questions pop up, do you need to study animation or just
do it, how we see it? Um
uh is it nice if we like choose animation as an occupation advice?
Um Well there is the possibility to study it personally.
I didn't study, I had an apprenticeship
which had a lot more practical
um
Like
I I got a lot more practical experience in working in three D. Out of that
but
I started as it started as just a hobby and
if you put a lot of time into learning three D.
By yourself or even like take courses just on your own time,
I would say that's already a huge step
and you can get really far with it.
Mhm.
Yeah we go
Mhm.
Yeah
okay.
Mhm.
Looking at this tree topology,
it's just at some point it just becomes uh
it just becomes a puzzle and nothing more like I
at times I don't even see the hair in this
like
it is just
mhm
A massive hunk of
edges.
Mhm.
This place,
thank you
like this. Okay,
enable all the modifiers again
uh you can notice that there is a bit of
volume loss in general for the anthropology right now,
but I am eventually going to show you how to fix that.
Oh, this edge was supposed to be beveled.
Yeah.
Mhm.
Mhm,
mm hmm.
Mhm.
Some more questions because some say it's a waste of time, waste of time to study.
Um
it could be. But
yeah,
it also kind of depends on what country you live, it's like
and you know and like at least in Germany where I'm from,
it's a bit more approachable.
You can get actually very easily money from the government to study
without having like a lot of debt.
But
uh
it is in general.
Yes,
I would say like the practical experience is more
valuable but what you get from studying is time
and social contacts
and
I mean I guess you would get that in a lot of uh
in a lot of situations,
I don't know, not much is actually drawing me to study.
Mhm.
To be honest.
Okay,
I think this is pretty much done.
Nice.
Okay, now
next club
uh
is it good to use matte caps for sculpting. Yes, I would say absolutely.
The studio lighting is also nice but
uh it is
not offering a lot of detail and the matte caps are
just providing a lot of sir for a lot of um
a lot of contrasts in the
the shading
and you can just see your forms and your surface details much more clearly.
Um
Is there any course on animation just for the hobbyist who's starting
for? Sure?
There must be,
I mean there's like plenty of beginner animation tutorials out there,
but a full on like dedicated course. Um
I mean we do have animation tutorials and like of
course on the blended cloud and people are like,
you can comment there and you can get answers, but
um I'm not sure on like a like a curriculum,
like like something like really dedicated that's costing also more money.
Of course.
Again, I'm like
in terms of animation, I'm I'm not an animator, so I'm not fully sure on that.
Yeah.
Mhm.
Um
uh is it uh thanks a nice job by the way. Thank you.
Um Are you going to use the soul mart to fix it?
Not sure what you mean.
So mart,
would you advise a beginner me animator to start as
a freelancer and start getting hired in the studio?
Considering the current situation of pandemic.
I mean
whole office is definitely
a better way to go right now. Anyway, it's like
that's where most people are going to be ads
um
but probably as a beginner starting out,
I
I really love uh I loved what was going on on
webs on websites and platforms like our tele
um
which was
really kind of like a creative platform for kick starting
projects where everyone just works together in their free time.
And that's where I also got a bit more experience and also like a little bit more
contacts in the industry
by just working with people in my own free time on
really interesting creative projects. So I guess like
if I look at like my road of like how I
learned three d.
The best way to start is like to just
uh kinda have it as a hobby by yourself,
get some artworks out there and just kind of get a good
grip on the tools and just learn bit by yourself and also from others.
And then eventually once you have like some skills acquired
you get you like reach out and work with others online
and to some really fun and creative projects
and then that just like
that just really kick starts your portfolio as well.
There's like a bunch of work that I had from like these
uh projects that I did in my free time that really
helped me to get the job here at the blender studio.
Remember?
Yeah.
Um
What is your favorite and least favorite part of the three D.
Character creation process and why?
Uh Favorite is probably still sculpting just figuring out the three D.
Design and that's not going to change. Probably least favorite
at least in what I'm usually working on. Um
probably
surfacing. So uh
texture painting and shading but that is also easy
to change my opinion on that is very easy
to change because the main reason why I am so turned off by it is really just that the
um
that like at least in terms of shading that kind of changed already because the main
reason why I turned off while I was turned off by that is because cycles slow.
I don't like uh waiting for a render to be finished.
I think that is the most boring part of the entire character creation.
But now with the V. That is more easier than that is easier than ever. So
I'm already way more excited on
shading snow
then I would have been for other projects in the past.
But texture painting is still a bit of a pain to
be honest and I don't think that's like a secret.
I think everyone is kind of aware that texture painting needs a lot of work
but that is already starting to shift a bit as well.
If you if you've seen the development for scalp vertex
colors just getting a new brush engine and a new
a new system for that in place is already
heavily increasing the fund that you can have
with that sort of thing with that system.
Um
See you.
Yeah.
Oh I still need to add like some looks over here for the volumes.
Mhm
Yeah,
like this,
that's fine. Um
Yeah
uh Union in your written apology tutorials,
you talk about flow of the mesh and how you want to redirect loops in it.
It's understanding the mesh a matter of theory or experience.
Um Well I would say mainly experience, it's like the way I describe it,
especially my tutorials,
it's like how how my thought process is kind of going um with that, so
different people have
a different thought process and how they think about topology
and I think you probably like anyone is going to develop a bit of their own
but it's essentially just solving a puzzle
and the way on how you think on solving that puzzle,
like your approach is going to be defined by you.
Yeah.
Uh huh
And not by me,
the only thing I can do is like to maybe help
gain some more understanding on how to maybe think about it.
Yeah.
Mhm
Let's see.
Oh
yeah,
I think that's done
this part,
yep,
awesome, so I can just get out here out of here and you go on artificial surface. Uh
No, I wasn't done
at
this point.
Here we go.
Maybe
yeah,
now
should be done.
Okay,
solidified to inflate it and fix volume.
Um
Oh
uh no, I actually have a different approach on how to fix the loss of volume.
Uh huh
but I'm going to get to that eventually, maybe in the next stream
because I'm already, I'm already really going over time to be honest.
Um I'm going to finish this last
um
when I finish this last clump and then I'm done for today.
Um
is it possible to make a shot
movies all by myself? Yeah kind of,
I mean you can make a movie by yourself, it's a lot of work
but it's possible there are plenty of people
online who are sharing their work on how they made a movie all by themselves.
But you need a lot of knowledge on how to
make movies and all these different aspects on making movies.
It's a lot of work.
Mhm.
Okay.
Same thing here, having some loops for extra volume.
Oh
here we go.
Okay.
Mhm.
Yeah
yeah,
there we go.
Mhm.
Mhm
mm.
Yeah.
Uh
Yes, you can make a short tv series of movies by yourself.
Yes, can you recommend any sculpting project for intermediate sculptor?
Um
I don't know like one thing I did a lot and I do think it's actually kind of helpful,
especially if you want to focus more on the sculpting part and not
figuring out a complete
original character design is just too
find a really nice concept online that you like
ask the concept artists if you can
make a three D. Version of that and
and interpret that design into three D. Using the sculpting tools,
I think that is already like a really interesting really
uh educational exercise of just learning the sculpting tools themselves.
So that's actually something I can really recommend.
Let's see you.
Yeah.
Mhm.
Yeah I think this is also done.
Perfect. So now
I just bring back all of these objects over here.
Let's see.
Hair, eyes
and the head.
Here we go.
Yeah.
Okay.
Can also enable us which surface modifier on this object
and here we go.
This is already
much more progress on the right apology can actually total in front and all of these.
I also have the
oh
I also have the
eyes,
there's like little objects missing but this is already more progress.
There are other objects still missing. Of course like these guys
but you get the gist now this is like still pretty much the same workflow
and I'm probably just going to repeat that exactly how I did their um
Yeah okay.
I want to want to try something.
Can I go into edit mode on all of these objects,
wow.
Yeah.
Oh well
this has been a lot. I can also still answer some questions.
Um
What's your favorite muscle?
I I don't know at first I was confused because I thought
you were making up a get turns out it snows here.
It looks very nice. Thank you. So
this should be most of it.
There's still like little poets missing but
I hope that was also still worth watching
even for like more of a static object like this.
Although this is a point that I would like rather more
like kind of autumn eyes if that would be possible.
Um
uh already uh already curious to see how you do it on the next stream.
Thanks um thank you very much for watching.
Okay, so I'm going to call it a day for this, so
next time
I'm going to finish up the hair
and then it is pretty much going to just go into
read a polishing, read, apologizing the rest of the body. So
uh really just starting with the main uh
basically just connecting the head
with all the other elements kind, I would probably just read,
apologize them kind of step by step as
their own elements and then merge them together
and then eventually
ah
carry on with the clothing
for the only object that I would skip is
essentially just the shoes because I already read,
apologize them,
these are the same shoes as I did for rain
and
so it's mainly just going to be about the pants shirt and the body
so you can look forward to that next thursday.
Um,
last question, the HP
has the year is done and unwrapped
the HP.
Um no, nothing has ups yet.
Thank you for taking the time to answer all of our questions in such a great detail.
Um great work on snow's hair and your real hair is perfect
I guess. Well, thank you very much.
Actually, I need to go to barber,
so thank you everyone for watching and I will see you next time.