WEBVTT 0 00:00:04.240 --> 00:00:05.650 Hello. Hello. Hello. 1 00:00:06.340 --> 00:00:07.260 Yeah, 2 00:00:08.640 --> 00:00:11.660 welcome to another blender studio live stream. 3 00:00:12.340 --> 00:00:13.060 Okay 4 00:00:13.540 --> 00:00:14.350 so 5 00:00:14.940 --> 00:00:16.950 today it's going to be a bit different. 6 00:00:18.240 --> 00:00:20.160 Um so 7 00:00:20.640 --> 00:00:23.380 completely new characters or like completely new 8 00:00:23.380 --> 00:00:26.660 character for this dream new topic. 9 00:00:27.140 --> 00:00:30.290 The last few streams were on the, 10 00:00:30.300 --> 00:00:34.760 I was working on Michelle the sheep which was more sculpting oriented 11 00:00:36.040 --> 00:00:39.360 and now it's going to be back to read the apology. 12 00:00:40.640 --> 00:00:42.650 I see people can hear me awesome, 13 00:00:43.140 --> 00:00:44.460 I'll come to the stream. 14 00:00:45.640 --> 00:00:51.330 Okay, so this is a bit of a surprise announcement, the new character edition. 15 00:00:51.340 --> 00:00:57.660 Um so this is actually, I want to give a bit of context to this project. 16 00:00:59.040 --> 00:01:02.430 So um uh we actually also made like a 17 00:01:02.440 --> 00:01:06.160 on the blender cloud block post announcement on this. 18 00:01:06.170 --> 00:01:09.560 So essentially um the 19 00:01:09.940 --> 00:01:16.520 like two years ago I worked on the the blender cloud character of Rain which is 20 00:01:16.530 --> 00:01:21.060 a full open source rick that is available on the cloud for you to download. 21 00:01:21.540 --> 00:01:26.280 And ever since we started uh the production on this character, 22 00:01:26.280 --> 00:01:28.050 it was always clear that 23 00:01:28.640 --> 00:01:33.480 for, especially for animation purposes it makes sense to add a second character, 24 00:01:33.500 --> 00:01:35.790 especially if you want to animate like a scene, 25 00:01:35.790 --> 00:01:39.440 it makes sense to have two characters at the same time interacting with each other. 26 00:01:39.450 --> 00:01:40.960 So it was always a bit 27 00:01:41.340 --> 00:01:45.500 a plan to have two of them at the very least. 28 00:01:45.500 --> 00:01:49.810 And last year around june right before 29 00:01:49.810 --> 00:01:52.370 the product production of Sprite fright started, 30 00:01:52.380 --> 00:01:56.460 I had a bit of time to actually start working on this character, 31 00:01:56.470 --> 00:01:59.960 the second male character which we nicknamed snow. 32 00:02:00.440 --> 00:02:01.160 So 33 00:02:02.340 --> 00:02:07.230 uh so far the only thing I only had very limited time working on him 34 00:02:07.240 --> 00:02:12.080 and the only thing I really got to work on was the sculpting part. 35 00:02:12.090 --> 00:02:15.150 So figuring out the design. So 36 00:02:15.540 --> 00:02:17.250 all of this is actually available. 37 00:02:17.250 --> 00:02:22.390 I uploaded everything that I recorded and all the materials on the blender cloud. 38 00:02:22.390 --> 00:02:26.040 It's part of my stylist character workflow training course. 39 00:02:26.050 --> 00:02:29.550 So over here you could like find a bonus chapter 40 00:02:29.550 --> 00:02:32.850 which is called Snow with like additional time lapses, 41 00:02:32.860 --> 00:02:36.450 which is essentially just everything that I've done for the character so far. 42 00:02:36.940 --> 00:02:42.760 And also all the blend files and additional videos and screenshots that I've made. 43 00:02:42.760 --> 00:02:46.450 So you can just download the files and play around around with it. 44 00:02:46.460 --> 00:02:48.760 It's all available. So 45 00:02:49.440 --> 00:02:51.560 um but there's still lots to do. 46 00:02:52.040 --> 00:02:56.260 So the idea is to continue with a written apology 47 00:02:57.040 --> 00:02:59.260 and then go on from there into every 48 00:02:59.640 --> 00:03:02.550 topic essentially until the character is done. 49 00:03:04.140 --> 00:03:05.060 Ah 50 00:03:05.940 --> 00:03:06.140 Yeah, 51 00:03:08.240 --> 00:03:09.650 so um 52 00:03:10.140 --> 00:03:12.960 it's like a bunch of things that were already done. 53 00:03:12.970 --> 00:03:19.220 Um The sculpting of the character itself is essentially finished. 54 00:03:19.230 --> 00:03:23.960 Uh There were like similar design ideas behind the character as 55 00:03:23.960 --> 00:03:27.750 with rain to make the character easy easy to animate. 56 00:03:27.940 --> 00:03:31.310 All the clothing is relatively skin tight 57 00:03:31.640 --> 00:03:36.160 so there isn't like any extensive rigging or cloth simulation required. 58 00:03:36.640 --> 00:03:37.360 Um 59 00:03:37.740 --> 00:03:38.460 and 60 00:03:38.840 --> 00:03:43.460 after the general design was figured out, I also went into some expression testing. 61 00:03:43.470 --> 00:03:44.960 So there's actually 62 00:03:45.440 --> 00:03:48.260 a bunch of sculpts that I did of just like 63 00:03:48.840 --> 00:03:52.030 basic expressions but also some more elaborate ones of 64 00:03:52.030 --> 00:03:55.140 just figuring out a does this design actually work. 65 00:03:55.150 --> 00:03:55.950 So 66 00:03:56.440 --> 00:04:03.110 um all of this is already done. You can find more of this uh in the training course. 67 00:04:03.110 --> 00:04:08.460 I don't want to get into too much detail in for this. But the last thing I did is 68 00:04:08.840 --> 00:04:09.560 the post 69 00:04:09.940 --> 00:04:13.350 just posing him in sculpt mode with the new tools, 70 00:04:13.360 --> 00:04:18.250 essentially what I've already shown in the past streams and then 71 00:04:18.640 --> 00:04:20.560 putting them next to rain 72 00:04:20.940 --> 00:04:24.360 and seeing them side by side and seeing that everything works. 73 00:04:25.040 --> 00:04:25.960 Um 74 00:04:27.340 --> 00:04:31.480 Yes, also mike's comment, if you don't have any questions to me directly, 75 00:04:31.480 --> 00:04:34.860 you can tag me or like blender studio in the chat 76 00:04:35.440 --> 00:04:39.160 and I will see that more immediately. So 77 00:04:39.640 --> 00:04:40.450 um 78 00:04:40.940 --> 00:04:42.590 for the re topology, 79 00:04:42.600 --> 00:04:47.610 I want to go not too much into detail but still give like uh kind of 80 00:04:47.610 --> 00:04:51.900 a comprehensive um overview of my work flow 81 00:04:51.910 --> 00:04:54.560 of like how you would go about this because 82 00:04:55.040 --> 00:05:00.820 um I have a nice chance with this character of improving on my workflow a bit. 83 00:05:00.830 --> 00:05:03.680 I think with the character of rain. 84 00:05:03.690 --> 00:05:06.560 There were some mistakes I did with the written apology 85 00:05:07.040 --> 00:05:09.770 and I got to rectify them a bit in the 86 00:05:09.770 --> 00:05:12.460 training course with the tutorials that I've made for it. 87 00:05:12.840 --> 00:05:18.260 But even though the anthropology is solid, it's 88 00:05:19.040 --> 00:05:23.720 I I have the strong, I had the strong sense that it was too dense. 89 00:05:23.730 --> 00:05:27.000 One of the workflow problems that I had at the time is 90 00:05:27.000 --> 00:05:29.850 that I would start really with the fine details and then reach, 91 00:05:29.850 --> 00:05:33.650 apologize just everything in this really granular small approach 92 00:05:34.340 --> 00:05:38.960 and that ended up with a very high tense city written apology. 93 00:05:39.340 --> 00:05:40.150 Um 94 00:05:41.020 --> 00:05:41.750 and 95 00:05:42.340 --> 00:05:44.340 I want to do that a bit differently for Snow. 96 00:05:44.350 --> 00:05:47.460 I want to have a bit more control over the resolution 97 00:05:48.070 --> 00:05:50.360 and not go to 98 00:05:50.940 --> 00:05:51.920 overboard 99 00:05:52.170 --> 00:05:54.150 with the amount of geometry. 100 00:05:54.840 --> 00:05:58.760 Um but yeah, I want to give you also a bit of a nice 101 00:05:59.140 --> 00:05:59.460 okay 102 00:06:00.040 --> 00:06:02.760 um example of how 103 00:06:03.940 --> 00:06:07.740 um how to make like a really clean read apology for 104 00:06:07.740 --> 00:06:10.450 film production or how we would do it for the movie. 105 00:06:11.140 --> 00:06:13.200 Uh At least how I would go about it. 106 00:06:13.210 --> 00:06:17.290 So I already made a new collection over here called Snow Written apology. 107 00:06:17.300 --> 00:06:20.240 I'm going to use as the base of my real apology. 108 00:06:20.240 --> 00:06:21.660 I'm going to start with the head, 109 00:06:21.670 --> 00:06:25.500 especially the face because it's an interesting subject to show 110 00:06:25.500 --> 00:06:28.750 kind of like a bunch of the theory behind it. 111 00:06:29.240 --> 00:06:29.960 Um 112 00:06:30.640 --> 00:06:32.450 and then I just expand from there. 113 00:06:32.460 --> 00:06:36.390 But the head is also the most final piece over here because you 114 00:06:36.390 --> 00:06:40.810 can see some differences between the full body sculpt and the expression testing. 115 00:06:40.820 --> 00:06:43.810 And that is because from the expression tests, 116 00:06:43.810 --> 00:06:47.260 I noticed some things I wanted to tweak like 117 00:06:47.540 --> 00:06:50.490 little things like where the hairline is, but the most significant, 118 00:06:50.490 --> 00:06:53.660 it's just the height of the nose bridge and things like that, 119 00:06:53.940 --> 00:06:54.660 which 120 00:06:55.040 --> 00:06:58.490 uh it's small changes but they actually uh 121 00:06:58.500 --> 00:07:01.840 significantly increased the appeal for some expressions. 122 00:07:01.850 --> 00:07:04.160 And that's why having these 123 00:07:04.640 --> 00:07:07.380 uh this testing phase of just sculpting 124 00:07:07.380 --> 00:07:09.750 different expressions is actually so useful. 125 00:07:09.760 --> 00:07:12.560 You your stress testing your design. 126 00:07:13.040 --> 00:07:16.060 Um But that's why I'm gonna take this as the base. 127 00:07:16.640 --> 00:07:17.450 So 128 00:07:18.640 --> 00:07:23.940 I'm essentially just gonna just uh I'm gonna reset the cursor 129 00:07:23.940 --> 00:07:26.710 to the world origin and then from the side view, 130 00:07:26.710 --> 00:07:28.260 I'm just gonna move it over here. 131 00:07:28.640 --> 00:07:31.360 Uh Like let's just start over here. 132 00:07:31.370 --> 00:07:37.360 Generally I really like to start from the mouth because it's uh it's 133 00:07:38.040 --> 00:07:42.570 I don't know maybe it's uh from the earliest tutorials that I started watching 134 00:07:42.570 --> 00:07:46.370 where everyone was always starting from the mouth that I just stuck with it. 135 00:07:46.380 --> 00:07:50.360 But it's also kind of a pivotal area where you can easily expand from. 136 00:07:50.940 --> 00:07:57.750 Um So what I generally like to do is I like to polling model the entire anthropology. 137 00:07:58.140 --> 00:08:02.730 Um I also think a box modeling approach is really interesting where you 138 00:08:02.730 --> 00:08:06.750 would start from cube and just insert more loops to add more definition. 139 00:08:07.140 --> 00:08:07.760 But 140 00:08:08.240 --> 00:08:10.850 I want to show this a bit more step by step. 141 00:08:11.840 --> 00:08:12.560 So 142 00:08:13.140 --> 00:08:16.250 II an easy way to start is just from a plane. 143 00:08:16.260 --> 00:08:19.560 Just put it here and just put it right in front of the mouth. 144 00:08:20.040 --> 00:08:22.760 I can already go into edit mode. Actually, I'm gonna 145 00:08:23.140 --> 00:08:23.860 um 146 00:08:26.140 --> 00:08:30.640 Yeah, let's just keep the fade inactive geometry overlay. I think that's fine. 147 00:08:30.650 --> 00:08:32.030 I'm going to keep it at .3. 148 00:08:32.039 --> 00:08:35.950 It's just graying out all the other objects of it actually, and 149 00:08:38.240 --> 00:08:41.750 uh actually want to start the music, 150 00:08:42.340 --> 00:08:46.060 which I always forget about in the beginning, 151 00:08:46.540 --> 00:08:48.810 maybe I should update the playlist at some point. 152 00:08:48.810 --> 00:08:50.720 I want to add some more songs by the way, 153 00:08:50.720 --> 00:08:54.530 which you can also find in the in the description now, down below. 154 00:08:54.530 --> 00:08:57.160 So I actually added all the 155 00:08:57.640 --> 00:09:01.060 albums and bands that are like part of the playlist. 156 00:09:01.540 --> 00:09:07.290 So the first thing that I like to do is just to add a loop cut in the middle. 157 00:09:07.300 --> 00:09:12.160 So I'm just having it directly here in the middle. I'm gonna delete the other side 158 00:09:12.640 --> 00:09:16.360 and now I can add just a mirror modifier. 159 00:09:17.040 --> 00:09:18.450 Um 160 00:09:18.940 --> 00:09:22.990 This is the most essential modifier essentially to have here. 161 00:09:23.000 --> 00:09:29.410 Um in edit mode on this object, I'm going to enable the hidden wire overlay. 162 00:09:29.420 --> 00:09:30.460 That's just gonna 163 00:09:30.940 --> 00:09:36.570 uh set essentially the object that I'm in edit mode to kind of into a wireframe mode, 164 00:09:36.580 --> 00:09:39.610 but it's still obscuring itself, 165 00:09:39.620 --> 00:09:44.650 it's like almost like an ideal way of displaying your topology. 166 00:09:45.540 --> 00:09:51.150 Most disabling author, graphic proportional editing. So now I can 167 00:09:51.540 --> 00:09:54.690 I'm going to enable this button over here which is 168 00:09:54.690 --> 00:09:57.260 going to show the topology also on the other side. 169 00:09:59.140 --> 00:09:59.340 Yeah, 170 00:09:59.840 --> 00:10:03.120 and I'm going to enable clipping on the mirror modifier. 171 00:10:03.120 --> 00:10:07.160 So this doesn't happen constantly where it's just like 172 00:10:07.640 --> 00:10:13.160 it doesn't clip into the middle if it's enabled, it's always visible over there. 173 00:10:13.540 --> 00:10:18.760 I also on the re topology objects enable display as weight now, 174 00:10:18.770 --> 00:10:24.090 it's this struggle over here in front so it's always in front of all other objects. 175 00:10:24.100 --> 00:10:29.050 Um It's really useful for displaying your topology 176 00:10:29.340 --> 00:10:33.660 now. I don't have to worry about not seeing my rich polity object. 177 00:10:34.940 --> 00:10:41.570 Um And yes, I see the question. Uh will you be, will we be able to download it? 178 00:10:41.580 --> 00:10:44.860 Yes, I will make all the files available on the blender clout 179 00:10:45.340 --> 00:10:47.650 once, once it's finished, essentially. 180 00:10:48.040 --> 00:10:50.750 Uh Do you have a writable template for faces? 181 00:10:50.760 --> 00:10:56.700 Uh No, I kinda I just use my general modeling workspace. 182 00:10:56.710 --> 00:10:59.550 Um and there's just a couple of steps I need to 183 00:10:59.550 --> 00:11:02.760 do to like what I'm basically showing right now too. 184 00:11:03.140 --> 00:11:04.060 Ah 185 00:11:04.640 --> 00:11:07.340 make it more ideal to visualize the wreath, apology. 186 00:11:07.350 --> 00:11:12.230 Um I basically did everything I needed to do right now already. 187 00:11:12.240 --> 00:11:17.360 Just the hidden wire overlay and setting the object to be visible in front. 188 00:11:17.940 --> 00:11:18.800 Um 189 00:11:19.030 --> 00:11:19.860 The 190 00:11:20.440 --> 00:11:25.590 the only other thing left is essentially just the modifier set up so the 191 00:11:25.590 --> 00:11:31.330 mirror modifiers one thing but I also want to add a shrink wrap modifier. 192 00:11:31.340 --> 00:11:33.360 I'm going to set this to 193 00:11:33.740 --> 00:11:39.530 um target normal project which is usually I use project but it requires more setup. 194 00:11:39.540 --> 00:11:43.490 I think actually I'm going to use this as my new default. 195 00:11:43.500 --> 00:11:47.450 Uh I'm gonna set this to on surface which is perfect. 196 00:11:47.460 --> 00:11:49.660 Set the target to be this object over here 197 00:11:50.140 --> 00:11:51.020 and that's it. 198 00:11:51.030 --> 00:11:58.270 So now what this does is in addition to just the regular snapping on in edit mode, 199 00:11:58.280 --> 00:12:02.950 it just make sure it's always wrapped onto the sculpted object 200 00:12:03.740 --> 00:12:07.010 so it's always perfectly on the surface. 201 00:12:07.220 --> 00:12:11.170 And then the last thing I want to do is add a subdivision surface modifier, 202 00:12:11.170 --> 00:12:12.050 which is just 203 00:12:12.440 --> 00:12:14.750 subdividing the result for a 204 00:12:15.140 --> 00:12:17.060 smooth preview, which 205 00:12:18.190 --> 00:12:22.050 I usually keep to object mode. I don't want to have this enabled in edit mode. 206 00:12:22.940 --> 00:12:26.370 Um but yes, this is essentially everything I need. 207 00:12:26.380 --> 00:12:28.160 I'm going to get rid of the three D cursor. 208 00:12:28.740 --> 00:12:29.850 Um 209 00:12:30.340 --> 00:12:31.860 So 210 00:12:32.440 --> 00:12:35.560 this is the usual starting point. Um 211 00:12:35.940 --> 00:12:40.260 What I want to focus on at first is uh I can make some 212 00:12:40.260 --> 00:12:45.050 annotations of like the general thought process of how I go about the topology. 213 00:12:45.060 --> 00:12:51.410 So the most general thing you want to follow is the the edge flow. 214 00:12:51.420 --> 00:12:56.460 So it's just the general flow where these loops 215 00:12:56.740 --> 00:13:03.850 should go based on the forms that you have the shapes of the object, but also based on 216 00:13:04.240 --> 00:13:05.050 um 217 00:13:05.740 --> 00:13:09.250 based on the muscle movements that you would have a 218 00:13:09.640 --> 00:13:10.560 eventually. 219 00:13:11.240 --> 00:13:12.010 So 220 00:13:12.210 --> 00:13:15.050 I can already like draw around like some 221 00:13:15.540 --> 00:13:17.140 some of the most essential 222 00:13:17.440 --> 00:13:18.300 aspects 223 00:13:18.580 --> 00:13:20.550 of where those loops should go. 224 00:13:21.040 --> 00:13:21.250 Mhm. 225 00:13:21.740 --> 00:13:25.670 And essentially it's not too complicated. 226 00:13:25.680 --> 00:13:28.980 Like um the most, the most basic things are for example, 227 00:13:28.980 --> 00:13:34.130 like a loop around the mouth around the nasal nasal labial fold over here, 228 00:13:34.130 --> 00:13:34.850 which is like 229 00:13:35.440 --> 00:13:39.250 circling the nose and then the last line and then the chin 230 00:13:39.840 --> 00:13:40.560 and then yeah, 231 00:13:40.570 --> 00:13:42.580 you could for example have like a loop that 232 00:13:42.580 --> 00:13:47.160 is almost uh just looping around the face itself 233 00:13:47.940 --> 00:13:49.770 and just kind of framing it. 234 00:13:51.440 --> 00:13:54.920 And if you wanted to like there's various different approaches, 235 00:13:54.920 --> 00:13:56.900 but you could also in this case, 236 00:13:56.900 --> 00:14:01.180 add like another like mask loop around the around 237 00:14:01.180 --> 00:14:03.310 the brow which is then leading back into here. 238 00:14:03.310 --> 00:14:07.250 And then you get like a general flow of of your edges. 239 00:14:08.140 --> 00:14:09.900 I'm just going to call this. 240 00:14:11.340 --> 00:14:11.760 Come on, 241 00:14:12.640 --> 00:14:13.860 can I rename it? 242 00:14:14.340 --> 00:14:15.750 Double checking doesn't work. 243 00:14:18.640 --> 00:14:19.560 Uh 244 00:14:20.040 --> 00:14:24.450 Oh, control clicking. So edge flow. 245 00:14:25.540 --> 00:14:27.850 Um I can also make a new layer. 246 00:14:28.340 --> 00:14:29.150 Uh 247 00:14:30.240 --> 00:14:35.480 and this is the first uh the other important thing I actually usually focus on, 248 00:14:35.480 --> 00:14:37.760 especially when I start with the mouth and that is 249 00:14:38.140 --> 00:14:41.160 like having a certain minimum amount of looks. 250 00:14:41.740 --> 00:14:45.550 Um But I would also want to read the comments for a moment. 251 00:14:45.940 --> 00:14:51.260 Can you flip your camera? We can't see your shrink wrapped settings. Oh, thank you. 252 00:14:51.270 --> 00:14:53.670 Thank you for letting me know. I actually forgot about that. 253 00:14:53.680 --> 00:14:57.460 What I usually do is I marked like a little area over here 254 00:14:57.940 --> 00:14:58.620 as 255 00:14:58.820 --> 00:15:01.960 I don't put anything here, like 256 00:15:03.840 --> 00:15:05.250 kind of like this. 257 00:15:05.840 --> 00:15:06.650 But 258 00:15:07.040 --> 00:15:07.760 you know what? 259 00:15:08.640 --> 00:15:09.860 Um 260 00:15:11.740 --> 00:15:14.400 I might actually 261 00:15:15.340 --> 00:15:16.960 do something different. 262 00:15:19.040 --> 00:15:21.350 I don't need this much space over here. 263 00:15:21.840 --> 00:15:25.120 I could also just adjust the work space a little 264 00:15:25.120 --> 00:15:27.260 bit just to have this movie school over here. 265 00:15:27.260 --> 00:15:29.250 So all of my 266 00:15:29.840 --> 00:15:35.200 uh no preferences. Let's have the properties over here. 267 00:15:35.210 --> 00:15:39.560 So you always see the modifiers over here on the side. 268 00:15:40.040 --> 00:15:41.370 I hope this is helpful, 269 00:15:43.840 --> 00:15:45.340 but thanks for letting me know. 270 00:15:45.350 --> 00:15:50.260 So now I have like way more space for the outline, which is amazing. Um 271 00:15:51.040 --> 00:15:56.160 awesome. So what else is there outweighed other questions. Uh 272 00:15:57.040 --> 00:15:59.110 What do you do when there's a lot of polygons 273 00:15:59.120 --> 00:16:01.720 and it's lagging while you're trying to preview the animation? 274 00:16:01.730 --> 00:16:04.690 Uh Well, I'm not going to preview the animation right now, 275 00:16:04.690 --> 00:16:06.850 but the ideal scenario is to keep the 276 00:16:07.740 --> 00:16:10.980 to disable some modifiers for the report for the time being, 277 00:16:10.980 --> 00:16:12.060 to increase performance 278 00:16:12.540 --> 00:16:15.340 are using a vanilla version of blender or any extra plug ins. 279 00:16:15.350 --> 00:16:17.830 I'm going to use the vanilla version pretty much. 280 00:16:17.840 --> 00:16:21.760 Um There's some adults that I have enabled, like the F to add on. 281 00:16:21.770 --> 00:16:26.570 You can find that it's just a pre existing add on is already available. 282 00:16:26.580 --> 00:16:28.560 Like you can just search for 283 00:16:29.040 --> 00:16:30.560 wait, hold on, 284 00:16:30.940 --> 00:16:32.300 You can just search for F. 285 00:16:32.300 --> 00:16:36.850 two and there it is, this is the main one that I'm going to rely on. Other ones. 286 00:16:36.850 --> 00:16:40.360 It's just like the screen caps over here on the side. 287 00:16:40.840 --> 00:16:46.360 Um And like some custom menus, but they're not really that essential. Um 288 00:16:48.340 --> 00:16:50.860 But uh 289 00:16:51.940 --> 00:16:54.720 apart from that is also my custom theme which 290 00:16:54.720 --> 00:16:57.080 I finally put into the description if you're interested, 291 00:16:57.090 --> 00:16:58.150 but 292 00:16:58.640 --> 00:17:02.860 just so I don't have to explain every time how I made it. 293 00:17:03.240 --> 00:17:07.130 What do you think about doing a C. Loop on the eyes. 294 00:17:07.310 --> 00:17:08.849 Another continuous loop. 295 00:17:09.339 --> 00:17:12.550 I've seen some people not connect the loop at the ends of the ice. 296 00:17:12.940 --> 00:17:13.770 Well there's like 297 00:17:14.240 --> 00:17:14.960 um 298 00:17:15.440 --> 00:17:21.560 very there's different approaches and I would say that's it's more based on like 299 00:17:22.040 --> 00:17:24.540 the shape of the head and the style. 300 00:17:24.550 --> 00:17:29.560 Like also the more cartoony you would go the simpler the rich apology could be. So 301 00:17:30.040 --> 00:17:31.560 uh you could just 302 00:17:32.040 --> 00:17:34.560 keep it really simple. Uh 303 00:17:35.340 --> 00:17:39.060 And I don't think this, I wouldn't say this like a 304 00:17:39.440 --> 00:17:43.290 essential right or wrong way of doing re topology. 305 00:17:43.300 --> 00:17:46.840 It's all just dependent on what is required of the character, 306 00:17:46.850 --> 00:17:49.420 how much realism is actually in this character. 307 00:17:49.420 --> 00:17:52.760 And how much do you need to achieve with the written apology? 308 00:17:53.640 --> 00:17:54.450 Um 309 00:17:55.240 --> 00:17:58.360 If you're interested in more like how I sculpted this character, 310 00:17:58.360 --> 00:18:00.760 I have like all the time lapses on the blender clout 311 00:18:02.340 --> 00:18:05.140 but let's just actually jump more into it. 312 00:18:05.140 --> 00:18:10.370 So with I'm going to take now the mouth as an example for this. 313 00:18:10.380 --> 00:18:14.200 But essentially uh one of the things I learned from, 314 00:18:14.200 --> 00:18:17.370 like some of my research is um this is more 315 00:18:17.370 --> 00:18:20.060 related to if you're rigging later on with shaped piece. 316 00:18:20.060 --> 00:18:24.450 But I think it's it's still generally a great way of making a clean 317 00:18:24.740 --> 00:18:33.050 reach apology. It's um to have the right amount of loops for a nice articulation. 318 00:18:33.740 --> 00:18:39.670 Um So articulation is just like articulation areas like areas of 319 00:18:39.680 --> 00:18:42.310 the face that have to do a lot of deformation. 320 00:18:42.310 --> 00:18:44.350 Like especially for expressions. 321 00:18:44.360 --> 00:18:49.980 So you want to have enough loops to pull off any shape you want, any shape, 322 00:18:49.980 --> 00:18:53.660 you could possibly need any that the animators would require. 323 00:18:53.840 --> 00:18:55.990 So for that it's nice to have like 324 00:18:56.000 --> 00:19:00.930 three loops essentially as like enough curve handles, 325 00:19:00.940 --> 00:19:04.070 like almost like enough handles to pull off any shape. 326 00:19:04.080 --> 00:19:10.420 And then of course on the side these um the capping of point, like the the end loops, 327 00:19:10.430 --> 00:19:15.560 so you get like a mid to um like a left or right and an end 328 00:19:16.040 --> 00:19:18.860 and the same essentially also applies for 329 00:19:19.240 --> 00:19:20.050 um 330 00:19:20.440 --> 00:19:26.170 for the eyes. So this is the bare minimum that he would need in terms of loops. 331 00:19:26.740 --> 00:19:27.850 Um but 332 00:19:28.460 --> 00:19:32.770 it's still not enough, especially if you want to hit more 333 00:19:33.140 --> 00:19:36.470 detailed shapes on just one side of the mouth. 334 00:19:36.480 --> 00:19:39.850 So it's a nice nice way of capping it off, 335 00:19:39.850 --> 00:19:43.850 is to see like each of these main looks as like curve points, 336 00:19:44.240 --> 00:19:48.670 but then you also have to curve handles attached to it. 337 00:19:49.040 --> 00:19:56.060 So I would kind of like aimed for this minimum amount of loops pretty much always 338 00:19:56.540 --> 00:19:57.950 to just have like 339 00:19:58.440 --> 00:19:59.060 ah 340 00:19:59.740 --> 00:20:04.170 The Middle one with 2 extra proximity loops 341 00:20:04.740 --> 00:20:07.800 and then the right and the left one with two proximity loops. 342 00:20:07.800 --> 00:20:11.910 And then the end loop over here on the corner again with two loops, 343 00:20:11.910 --> 00:20:17.040 capping that off and that should give you the most amount of control for hitting 344 00:20:17.040 --> 00:20:19.710 pretty much any shape you want unless 345 00:20:19.710 --> 00:20:21.680 you have like some really special requirements, 346 00:20:21.680 --> 00:20:26.060 like having like some zigzagging mouth with sharp shapes or something like that. 347 00:20:26.540 --> 00:20:30.670 Um but in more realistic cases, I would say this is pretty much enough. 348 00:20:31.140 --> 00:20:34.260 Um and this is what I want to do right now, 349 00:20:35.640 --> 00:20:40.350 so I can just start this pretty roughly off just extruding 350 00:20:40.740 --> 00:20:42.060 these poets over here 351 00:20:43.740 --> 00:20:44.760 and just 352 00:20:48.240 --> 00:20:53.850 uh moving stuff around. I I generally like to use the tweak tool a lot 353 00:20:54.340 --> 00:20:57.910 for these sort of things like and also you might notice that I'm actually like, 354 00:20:57.920 --> 00:21:02.670 I'm still have like my own modified key map that switching to the tools 355 00:21:03.140 --> 00:21:05.660 instead of the classical operators, 356 00:21:06.940 --> 00:21:10.270 but it's not really required. So 357 00:21:11.240 --> 00:21:14.560 let's just do this essentially. This is just my starting point 358 00:21:14.940 --> 00:21:15.660 and 359 00:21:16.540 --> 00:21:20.860 So I already have the middle loop, I have the left and the right one 360 00:21:21.340 --> 00:21:26.980 and then I would theoretically over here have um the endpoint, 361 00:21:26.990 --> 00:21:29.350 I'm also going to enable this uh 362 00:21:29.740 --> 00:21:36.270 toggle over here which is called auto merge editing or like automatic verses. 363 00:21:36.940 --> 00:21:38.750 And it's just a helpful way of like if you 364 00:21:38.750 --> 00:21:42.110 would slide a loop or verdicts into another one, 365 00:21:42.120 --> 00:21:43.830 they would just immediately merge. 366 00:21:43.840 --> 00:21:44.770 So 367 00:21:45.240 --> 00:21:48.170 it's just a helpful little thing of saving some time 368 00:21:48.540 --> 00:21:49.880 and making it a bit more loose. 369 00:21:50.540 --> 00:21:51.350 Um 370 00:21:53.540 --> 00:21:55.410 well, see, I see another question, 371 00:21:55.410 --> 00:21:57.620 will this be this video be up after the 372 00:21:57.620 --> 00:21:59.680 livestream or will it be taken down afterwards? 373 00:21:59.680 --> 00:22:02.360 Best verses were actually planning to 374 00:22:02.840 --> 00:22:06.820 uh this is always going to be available on youtube, but you can also just, 375 00:22:06.830 --> 00:22:10.240 it will be also available on the blender cloud afterwards, 376 00:22:10.240 --> 00:22:11.860 which I think is pretty essential. 377 00:22:12.340 --> 00:22:15.270 It's a great companion piece to the 378 00:22:15.740 --> 00:22:19.060 of course and the already existing training videos that I've made. 379 00:22:19.740 --> 00:22:20.270 Okay, 380 00:22:20.740 --> 00:22:22.270 so we have 381 00:22:22.840 --> 00:22:24.760 all of the essential loops 382 00:22:25.140 --> 00:22:27.000 right now over here. 383 00:22:27.010 --> 00:22:27.940 So, 384 00:22:27.950 --> 00:22:30.580 uh one thing that I'm kind of missing over here 385 00:22:30.580 --> 00:22:33.860 and that is like something that I've been struggling with is 386 00:22:34.440 --> 00:22:35.270 um 387 00:22:36.140 --> 00:22:40.810 you want to keep both sides symmetrical uh the upper lip and the lower lip, 388 00:22:40.810 --> 00:22:45.730 same with the upper eyelid and the lower eyelid, if they, if the loops match, 389 00:22:45.740 --> 00:22:49.850 it's very easy to connect them and have them meet in the middle. 390 00:22:50.240 --> 00:22:54.010 So, but you want the same to be true for over here. 391 00:22:54.020 --> 00:22:56.070 And if I would make a loop cut over here, 392 00:22:56.080 --> 00:22:58.760 it will just redirect the loop to the upper side. 393 00:22:59.240 --> 00:23:02.910 That's not what I want. It's immediately making it asymmetrical. 394 00:23:02.920 --> 00:23:06.550 So what I like to do here is I'm just going to select these vortices, 395 00:23:06.550 --> 00:23:08.560 press J to split them 396 00:23:08.940 --> 00:23:09.850 and then 397 00:23:10.170 --> 00:23:11.460 I'm going to subdivide it 398 00:23:11.840 --> 00:23:15.910 by the way, this is just my own menu. It's essentially just quick favorites. 399 00:23:15.920 --> 00:23:20.770 Um but you can find usually all of this in the in the right click menu. 400 00:23:21.440 --> 00:23:24.910 Um Now this is a little trick that I often 401 00:23:24.910 --> 00:23:28.610 do and it's like essentially a two pole over here. 402 00:23:28.620 --> 00:23:33.260 It's a pole as a verte asi, that vertex that doesn't have 403 00:23:33.740 --> 00:23:35.360 four connected edges. 404 00:23:36.040 --> 00:23:38.600 Um but it only has two connected edges. 405 00:23:38.610 --> 00:23:39.740 And what it does, 406 00:23:39.750 --> 00:23:43.440 it would I'm going to make another annotation layer actually over here, 407 00:23:43.450 --> 00:23:45.460 I'm going to just make this one white, 408 00:23:46.040 --> 00:23:46.990 It's just 409 00:23:47.270 --> 00:23:48.160 the neutral one. 410 00:23:49.240 --> 00:23:53.400 Um So what this does is where usually the loop would 411 00:23:53.400 --> 00:23:56.970 be redirected down here if this would be a square, 412 00:23:56.980 --> 00:24:00.670 because it's just immediately redirects it just straight. 413 00:24:01.240 --> 00:24:06.060 It actually redirects it over here and back into the lower lip. 414 00:24:06.740 --> 00:24:11.270 And it's just a really nice way of keeping these loops connected and symmetrical 415 00:24:11.640 --> 00:24:15.150 and it's just saving me a bit of time and work. 416 00:24:15.160 --> 00:24:18.060 So now if I add a look over here, it's just immediately 417 00:24:18.640 --> 00:24:20.460 going to the other side. 418 00:24:21.140 --> 00:24:23.270 It's a nice little trick, 419 00:24:23.940 --> 00:24:30.270 but I can essentially already start with just adding the minimum amount of uh 420 00:24:30.640 --> 00:24:33.760 loops that I need for the mouth that I want. 421 00:24:34.240 --> 00:24:36.290 So I already have 422 00:24:36.500 --> 00:24:37.660 this part over here, 423 00:24:38.140 --> 00:24:40.660 theoretically then I would also need 424 00:24:41.140 --> 00:24:45.990 these two over here and now, that's essentially it. 425 00:24:46.000 --> 00:24:48.550 So I just need to disperse disperse them a bit more. 426 00:24:52.440 --> 00:24:58.280 So this is already giving me quite a bit of resolution, 427 00:24:58.290 --> 00:25:01.560 I think it's already a bit high, 428 00:25:02.140 --> 00:25:06.550 but this is the target that that I'm aiming for, 429 00:25:07.040 --> 00:25:13.850 so I can also arrange this loop a bit more to match up with the edge of the lips. 430 00:25:17.740 --> 00:25:18.270 Mhm 431 00:25:18.640 --> 00:25:18.850 mm 432 00:25:20.240 --> 00:25:20.450 mhm. 433 00:25:21.140 --> 00:25:22.070 Uh 434 00:25:22.250 --> 00:25:24.860 Yeah, you can just cut an edge loop with control are 435 00:25:25.240 --> 00:25:27.670 um I hope it's easy to follow. 436 00:25:28.440 --> 00:25:29.360 So 437 00:25:29.940 --> 00:25:34.920 from here on out it's actually kind of easy to expand from this, 438 00:25:34.930 --> 00:25:37.650 I can keep it as simple as this right now. 439 00:25:37.660 --> 00:25:40.460 And what I would actually like to do is 440 00:25:40.840 --> 00:25:41.950 to just 441 00:25:42.340 --> 00:25:46.000 I can just duplicate this face over you 442 00:25:46.110 --> 00:25:47.670 and I can just 443 00:25:49.440 --> 00:25:54.560 model this nasal labial fault over here. This extra loop that is going around 444 00:25:56.740 --> 00:25:58.550 like this, I can keep this, 445 00:25:58.560 --> 00:26:01.500 I I don't need to do this in like a really 446 00:26:01.500 --> 00:26:04.870 particular way of accounting exactly how many loops this is. 447 00:26:04.870 --> 00:26:09.060 I can make this really rough and simple like this 448 00:26:10.340 --> 00:26:12.260 uh and then I can detail it from there 449 00:26:13.340 --> 00:26:15.470 uh from there on out. 450 00:26:15.480 --> 00:26:21.770 I mean we would basically have a similar thing going on for the eyes. 451 00:26:23.240 --> 00:26:29.450 Uh maybe it's not the best idea to already go into the ice, but I can at least 452 00:26:30.840 --> 00:26:32.670 essentially repeat what I've done. 453 00:26:33.040 --> 00:26:33.850 So 454 00:26:35.840 --> 00:26:36.050 mhm. 455 00:26:37.040 --> 00:26:41.270 I would just, same with the mouth we have, 456 00:26:41.940 --> 00:26:43.770 I'm actually going to enable the 457 00:26:45.440 --> 00:26:46.850 this uh 458 00:26:47.340 --> 00:26:53.760 these lines again, but I love the inclusion of an opacity slider 459 00:26:54.540 --> 00:26:56.360 for these annotation layers. 460 00:26:56.940 --> 00:26:59.950 It's so simple, but it was really missing. 461 00:27:00.540 --> 00:27:02.270 I'm going to make them a bit thinner. 462 00:27:02.740 --> 00:27:08.670 So same here, we have the main amount of loops that I want to add 463 00:27:09.840 --> 00:27:12.560 which are then going to culminate over here 464 00:27:15.140 --> 00:27:16.200 on the corners, 465 00:27:17.240 --> 00:27:18.460 keeping it symmetrical 466 00:27:19.040 --> 00:27:21.480 for now, even though the eye is 467 00:27:22.340 --> 00:27:23.360 is actually 468 00:27:23.940 --> 00:27:24.860 open, 469 00:27:25.340 --> 00:27:26.960 I'm going to um 470 00:27:28.440 --> 00:27:28.950 yeah, 471 00:27:28.960 --> 00:27:33.960 I'm gonna just fill this in as if it's closed just to keep it symmetrical for now. 472 00:27:35.340 --> 00:27:35.670 Okay, 473 00:27:36.540 --> 00:27:37.850 keeping it like this. 474 00:27:38.740 --> 00:27:40.360 Okay, um 475 00:27:41.340 --> 00:27:44.850 then I can just extrude and immediately scale this 476 00:27:47.240 --> 00:27:50.670 to already put the loops in place for the islets. 477 00:27:54.540 --> 00:27:57.110 Now let's just remove the interfaces again 478 00:27:57.850 --> 00:28:03.360 and I have the main loops over here for the sites for the for the edges. 479 00:28:07.140 --> 00:28:08.270 Um 480 00:28:08.940 --> 00:28:13.560 and then I can add the supporting loops over here again actually, let me 481 00:28:15.240 --> 00:28:16.460 fill this in again, 482 00:28:17.540 --> 00:28:18.770 just in a simple way, 483 00:28:18.780 --> 00:28:22.950 just so I can like add these loops and I can add them 484 00:28:22.960 --> 00:28:26.660 on one side and it's also going to appear on the other side. 485 00:28:27.240 --> 00:28:27.440 Yeah, 486 00:28:27.840 --> 00:28:28.460 like this. 487 00:28:33.240 --> 00:28:35.960 Okay, I'm going to get rid of the 488 00:28:36.640 --> 00:28:37.770 annotation 489 00:28:38.540 --> 00:28:43.060 overlay annotation layers again actually let me just um 490 00:28:43.210 --> 00:28:45.460 I'm going I'm going to just hide them, 491 00:28:46.440 --> 00:28:47.060 that's fine. 492 00:28:47.840 --> 00:28:50.000 Okay, and I don't really need any more loops, 493 00:28:50.000 --> 00:28:53.660 I can just delete the in a heart over here again 494 00:28:56.040 --> 00:29:00.060 and I can just rearrange some of these bits, 495 00:29:01.140 --> 00:29:04.790 especially since the islets over here. 496 00:29:04.940 --> 00:29:07.170 The eyelid over here is getting a lot thinner 497 00:29:11.940 --> 00:29:12.960 kind of like this 498 00:29:16.940 --> 00:29:20.270 um but just like with modeling in general 499 00:29:21.040 --> 00:29:25.010 uh read apology is affected by this too. I said this in a previous life stream. 500 00:29:25.020 --> 00:29:26.550 It's a lot of nudging, 501 00:29:26.560 --> 00:29:31.370 although there are tools in blender now that will make this a lot easier, 502 00:29:31.370 --> 00:29:33.760 going more into detail 503 00:29:34.540 --> 00:29:39.550 once I add more elements that are connected, but I can keep this like this for now. 504 00:29:39.940 --> 00:29:42.650 Uh I can see already one issue, 505 00:29:42.660 --> 00:29:46.670 I have the mirror modifier over here but it's actually not centered, 506 00:29:46.680 --> 00:29:50.170 I can see that it's like uh 507 00:29:50.640 --> 00:29:51.770 it's mirroring somewhere 508 00:29:52.440 --> 00:29:53.270 different 509 00:29:53.640 --> 00:29:54.470 so 510 00:29:54.720 --> 00:29:56.550 I'm just going to apply the location 511 00:29:57.870 --> 00:29:59.420 and rotation, 512 00:29:59.600 --> 00:30:00.460 that was it. 513 00:30:00.840 --> 00:30:01.260 Okay 514 00:30:01.640 --> 00:30:06.860 if those values are just applied then it's just going to mirror it on the same 515 00:30:07.340 --> 00:30:10.360 and on the same axis as the world and since 516 00:30:10.360 --> 00:30:13.920 I aligned this head sculpt also with a world, 517 00:30:13.930 --> 00:30:15.050 that's ideal. 518 00:30:15.840 --> 00:30:16.670 Um 519 00:30:17.340 --> 00:30:19.860 So I can merge these over here. 520 00:30:20.340 --> 00:30:20.550 Mhm. 521 00:30:22.740 --> 00:30:23.550 Like this. 522 00:30:24.140 --> 00:30:24.670 Okay. 523 00:30:25.840 --> 00:30:27.160 Uh so 524 00:30:28.440 --> 00:30:30.940 to make this a bit easier for myself, 525 00:30:32.040 --> 00:30:33.060 I can 526 00:30:33.640 --> 00:30:35.860 I can mark scenes 527 00:30:36.840 --> 00:30:39.060 to essentially keep 528 00:30:39.640 --> 00:30:40.060 oh 529 00:30:41.340 --> 00:30:44.850 to essentially remember where my main loops are. 530 00:30:45.440 --> 00:30:46.270 So 531 00:30:47.240 --> 00:30:47.450 Mhm 532 00:30:48.340 --> 00:30:50.770 Essentially this one and 533 00:30:51.140 --> 00:30:51.770 this one, 534 00:30:53.040 --> 00:30:55.260 these are my articulation lines 535 00:30:56.740 --> 00:30:58.960 just so I don't forget. 536 00:31:00.940 --> 00:31:02.380 Okay, perfect. 537 00:31:02.510 --> 00:31:04.860 Same thing over here essentially. So 538 00:31:05.240 --> 00:31:07.360 we have like these loops over here 539 00:31:08.040 --> 00:31:08.740 and 540 00:31:11.140 --> 00:31:12.760 Maxine and that's it. 541 00:31:13.940 --> 00:31:16.960 It's just a nice little way of 542 00:31:18.840 --> 00:31:23.060 uh keeping in mind where my most important loops are for now. 543 00:31:23.740 --> 00:31:25.560 Um So 544 00:31:26.540 --> 00:31:31.850 where do we go from here? So one thing I could do is I could already start 545 00:31:32.440 --> 00:31:35.460 connecting some of these but I could also 546 00:31:35.500 --> 00:31:39.270 eventually I'm gonna land into more problems so 547 00:31:39.740 --> 00:31:43.670 um I'm going to bring the annotation alas back actually because 548 00:31:44.040 --> 00:31:48.270 another thing I want to note over here are 549 00:31:48.840 --> 00:31:49.140 thanks, 550 00:31:49.740 --> 00:31:51.200 we need to name this 551 00:31:55.040 --> 00:31:56.660 and this is going to be 552 00:31:57.040 --> 00:31:58.070 increases 553 00:32:01.640 --> 00:32:02.170 so 554 00:32:02.740 --> 00:32:09.070 increases are interesting because um I'm they're basically um there sometimes 555 00:32:09.070 --> 00:32:11.300 going to be fighting your edge loop a little bit, 556 00:32:11.310 --> 00:32:13.680 your edge flow a little bit. 557 00:32:13.690 --> 00:32:19.060 But they are very distinct shapes that you want to capture with a written apology. 558 00:32:19.540 --> 00:32:21.160 So for example, 559 00:32:21.540 --> 00:32:26.270 they are sharp areas over here on the eyelets 560 00:32:26.640 --> 00:32:28.460 or like around the nose. 561 00:32:29.840 --> 00:32:34.060 Like over here, you would really want to capture these creases in the topology, 562 00:32:34.440 --> 00:32:35.980 same thing really for 563 00:32:36.140 --> 00:32:36.860 the lips. 564 00:32:37.540 --> 00:32:37.860 Mhm 565 00:32:38.730 --> 00:32:39.340 And 566 00:32:39.890 --> 00:32:41.310 something that rain didn't have 567 00:32:41.500 --> 00:32:42.860 this pronounced chin. 568 00:32:43.240 --> 00:32:45.830 So it's like all of these little areas, 569 00:32:46.440 --> 00:32:47.670 sometimes 570 00:32:48.940 --> 00:32:49.960 they 571 00:32:50.440 --> 00:32:53.270 are also not visible from the start. 572 00:32:53.280 --> 00:32:55.930 So they are also like some, I would, 573 00:32:55.930 --> 00:33:00.010 I would call them secondary increases where they are going to 574 00:33:00.020 --> 00:33:03.300 be more pronounced the more it will go into animation. 575 00:33:03.310 --> 00:33:04.170 So let's say 576 00:33:04.640 --> 00:33:09.730 snow over here is going to smile or look really angry. 577 00:33:09.740 --> 00:33:14.690 They are going to be creases that appear based based on his expression. 578 00:33:14.690 --> 00:33:18.170 So for example, there would be one right here 579 00:33:18.640 --> 00:33:19.960 essentially 580 00:33:20.540 --> 00:33:21.350 um 581 00:33:21.740 --> 00:33:26.380 also this one would be more pronounced that are following the brow 582 00:33:26.390 --> 00:33:30.960 but that means that once the crease kind of appears over there, 583 00:33:30.960 --> 00:33:31.960 I actually can 584 00:33:33.540 --> 00:33:34.170 um 585 00:33:37.040 --> 00:33:37.650 let's see, 586 00:33:40.030 --> 00:33:43.350 I can actually go to that expression because I sculpted it already. 587 00:33:43.740 --> 00:33:46.530 So I already marked some of these down. 588 00:33:46.530 --> 00:33:50.350 So over here you can see them really on the brow where you, 589 00:33:50.360 --> 00:33:53.550 where I really want to have this crease over here here 590 00:33:53.560 --> 00:33:56.280 and some other creases are also going to be more pronounced, 591 00:33:56.280 --> 00:33:57.770 like the last line over here 592 00:33:58.440 --> 00:33:59.170 and 593 00:33:59.350 --> 00:34:04.350 that means I need to add enough loops for these creases to 594 00:34:04.840 --> 00:34:10.260 be able to appear using the rig later on. The same thing on the, 595 00:34:10.639 --> 00:34:14.860 on the forehead. There's this crease that I want to add. 596 00:34:15.739 --> 00:34:21.560 Um but other than that, there's not many more, it's like essentially all the basics. 597 00:34:22.040 --> 00:34:24.969 So let's just go back to frame one and continue 598 00:34:27.840 --> 00:34:28.260 okay, 599 00:34:30.739 --> 00:34:31.250 so 600 00:34:32.239 --> 00:34:32.469 mm 601 00:34:33.239 --> 00:34:35.370 um and for this to work, 602 00:34:35.380 --> 00:34:38.940 I essentially need to add like a center look 603 00:34:38.940 --> 00:34:43.639 over here and two additional loops to follow it. 604 00:34:43.650 --> 00:34:45.560 Like this can also be a bit more 605 00:34:46.239 --> 00:34:49.670 complicated with like more of a grid pattern. 606 00:34:49.850 --> 00:34:51.250 We have these loops 607 00:34:52.340 --> 00:34:53.860 not like circle around. 608 00:34:54.639 --> 00:34:55.469 Um 609 00:34:55.940 --> 00:34:57.760 but yes, that's essentially the idea. 610 00:34:59.140 --> 00:35:01.260 So these are going to be important 611 00:35:01.840 --> 00:35:02.560 and 612 00:35:03.240 --> 00:35:05.360 let's just continue with that. 613 00:35:06.340 --> 00:35:08.670 I'm going to bring back everything else. 614 00:35:08.680 --> 00:35:13.920 So I really want to have this over here on the last line. 615 00:35:13.930 --> 00:35:18.550 I can already start connecting some of these um like over here. 616 00:35:20.340 --> 00:35:20.540 Yeah. 617 00:35:22.560 --> 00:35:23.960 And 618 00:35:24.340 --> 00:35:24.550 mhm. 619 00:35:24.940 --> 00:35:29.810 I'm going to keep it simple for now, so I'm just gonna keep filling this in a bit. 620 00:35:29.820 --> 00:35:33.750 But just while keeping in mind what I want to do with this now here 621 00:35:33.750 --> 00:35:38.050 becomes a bit tricky because I want to have this crease over here for the 622 00:35:38.540 --> 00:35:39.470 for the chin 623 00:35:39.840 --> 00:35:41.650 and for that, I'm going to break 624 00:35:41.910 --> 00:35:46.050 this idealized clean topology a bit. I'm gonna actually 625 00:35:46.640 --> 00:35:56.260 slide this up and I would like to actually have something like this happen. 626 00:35:59.140 --> 00:35:59.470 Mm 627 00:36:00.130 --> 00:36:06.900 Well like I place a pole over here um to redirect this edge loop instead 628 00:36:06.900 --> 00:36:12.340 of going directly up into the lips it goes sideways and it kind of frames the 629 00:36:12.830 --> 00:36:13.670 um 630 00:36:14.100 --> 00:36:15.740 the chip 631 00:36:16.730 --> 00:36:18.590 and the same will happen down here. 632 00:36:23.530 --> 00:36:23.940 Yeah, 633 00:36:25.630 --> 00:36:28.880 I think I can just like fill it in really in a simple way. 634 00:36:28.890 --> 00:36:33.690 Uh Although I would like to I can just select this and just 635 00:36:33.700 --> 00:36:38.070 inside it and press B to exclude boundaries from the in setting. 636 00:36:38.080 --> 00:36:40.840 So I can just like get this extra loop in here. 637 00:36:41.330 --> 00:36:46.430 And the reason why I do this is is an interesting thing, 638 00:36:46.440 --> 00:36:50.810 like a general tip that I have for anthropology is you see these 639 00:36:50.810 --> 00:36:55.850 like vertex is over here that have like three or five connected edges. 640 00:36:56.630 --> 00:36:59.940 Don't place them directly on a crease. 641 00:36:59.950 --> 00:37:05.750 Try to place these on flat or like very even surfaces 642 00:37:05.760 --> 00:37:09.520 because these will be really visible once you subdivide it. 643 00:37:09.520 --> 00:37:12.740 And if they are supposed to highlight directly a crease, 644 00:37:13.130 --> 00:37:16.340 it's going to show some stretching. It's going to be a bit ugly. 645 00:37:16.730 --> 00:37:21.250 Um It's it's a small tweak but it's it's just a general 646 00:37:21.250 --> 00:37:27.350 workflow that I'm doing of just never allowing one of these polls 647 00:37:27.730 --> 00:37:30.390 to be directly on a crease. 648 00:37:30.400 --> 00:37:37.150 So in this case I have these polls over here and these two loops are 649 00:37:38.330 --> 00:37:40.140 essentially framing 650 00:37:40.720 --> 00:37:42.550 this crease right here, 651 00:37:43.430 --> 00:37:46.550 but the polls are not directly on the crease. 652 00:37:48.430 --> 00:37:49.350 Um 653 00:37:52.030 --> 00:37:56.160 Yes, I'm just sometimes checking the chat if there's anything going on. 654 00:37:56.630 --> 00:38:02.150 Um If you have questions to, to me directly attacked me in the chat again. 655 00:38:02.520 --> 00:38:03.240 Um 656 00:38:04.820 --> 00:38:10.250 before we pull it, does the model have edge loops that are hard to be evict? Um 657 00:38:10.720 --> 00:38:12.140 I mean before we topology, 658 00:38:12.140 --> 00:38:16.250 the topology can be as chaotic and nonsensical as you want, 659 00:38:16.250 --> 00:38:17.540 which is actually the case, 660 00:38:17.540 --> 00:38:22.200 like I can show you this and even though like I had to make 661 00:38:22.200 --> 00:38:27.040 some really fast and rough three topology to make the expression tests work. 662 00:38:27.620 --> 00:38:33.090 Um it's not pretty uh it's and it's like it has a lot of polls in it. 663 00:38:33.090 --> 00:38:35.450 It just goes in random directions sometimes. 664 00:38:35.820 --> 00:38:38.590 And the most important thing that I had for the three 665 00:38:38.590 --> 00:38:41.640 topology is just that the eyes and the mouth match up 666 00:38:42.120 --> 00:38:46.580 and then I just re projected all the sculpting details on, on on top. 667 00:38:46.580 --> 00:38:52.950 So it's just really messy. And with the rich apology that I'm doing right now, 668 00:38:53.620 --> 00:38:55.540 it's supposed to be much more clean. 669 00:38:57.320 --> 00:38:59.030 So I'm gonna also 670 00:39:00.920 --> 00:39:02.370 let's actually do this. 671 00:39:05.120 --> 00:39:07.990 I want to still mark things that seems just 672 00:39:07.990 --> 00:39:10.540 as a reminder of some of these important areas. 673 00:39:11.320 --> 00:39:12.640 I'm also going to 674 00:39:14.920 --> 00:39:16.580 clear these are scenes. 675 00:39:17.620 --> 00:39:19.030 Okay, this is looking better. 676 00:39:19.620 --> 00:39:20.750 Okay, 677 00:39:21.120 --> 00:39:23.830 still nudging things around. I think this is nice. 678 00:39:24.320 --> 00:39:25.150 Um 679 00:39:27.920 --> 00:39:29.030 So 680 00:39:29.720 --> 00:39:30.950 here's the thing 681 00:39:32.060 --> 00:39:34.150 essentially I could 682 00:39:35.820 --> 00:39:36.850 do this 683 00:39:36.970 --> 00:39:39.840 where I would place a hole over here. 684 00:39:40.820 --> 00:39:41.020 Yeah, 685 00:39:43.320 --> 00:39:46.580 I'm gonna do this for now just to see where it goes. 686 00:39:47.420 --> 00:39:52.040 It's like different approaches on how to how I've seen. People manage the upper lip. 687 00:39:53.320 --> 00:39:54.220 I kind of 688 00:39:54.440 --> 00:39:55.950 usually like to 689 00:39:56.420 --> 00:39:57.370 have like 690 00:39:57.490 --> 00:39:58.840 kind of like the 691 00:39:59.220 --> 00:40:02.240 circling area that goes around the lip. I have the, 692 00:40:02.610 --> 00:40:06.330 the nasal labial fold, like this entire area over here. 693 00:40:06.710 --> 00:40:10.160 And then the way of how I manage these is especially going into 694 00:40:10.160 --> 00:40:14.440 the nose that I would just add this small little patch over here, 695 00:40:14.910 --> 00:40:18.240 which is just making this all a bit easier. 696 00:40:18.810 --> 00:40:22.140 Um So that's why this poll is right over here. 697 00:40:25.310 --> 00:40:31.730 I'm going over some of this theory, but quickly, I hope this is making enough sense. 698 00:40:32.110 --> 00:40:35.830 Do you do this voluntarily or professional? Oh, nice question. 699 00:40:35.950 --> 00:40:36.820 Well, 700 00:40:37.310 --> 00:40:41.930 I mean this is my job. I do this professionally for the studio. 701 00:40:42.310 --> 00:40:47.350 Um but this character is like something I pitched and I 702 00:40:47.350 --> 00:40:51.240 wanted to make and I actually really enjoy a written apology 703 00:40:52.710 --> 00:40:53.330 um 704 00:40:53.710 --> 00:40:55.630 because it's a nice little puzzle. 705 00:40:56.010 --> 00:40:58.640 It's essentially posing a, solving a puzzle. 706 00:40:59.010 --> 00:40:59.520 Um 707 00:41:00.610 --> 00:41:03.770 uh and yes, I see the question, do you read apologize the body as well. 708 00:41:03.780 --> 00:41:05.000 I will get into that. 709 00:41:05.010 --> 00:41:10.420 So I will start with face today and then this will expand until I get to read, 710 00:41:10.420 --> 00:41:14.120 apologize the hair, the rest of the head, the body, 711 00:41:14.120 --> 00:41:18.350 the clothing and then once and once everything is really apologized. 712 00:41:18.360 --> 00:41:22.030 We will go into more areas like texture ring and shading and so on. 713 00:41:26.710 --> 00:41:31.240 Um So I'm gonna leave this right here like this for now 714 00:41:32.410 --> 00:41:35.030 and the nose 715 00:41:35.710 --> 00:41:36.820 now. That's interesting. 716 00:41:38.110 --> 00:41:38.310 Yeah. 717 00:41:41.610 --> 00:41:42.330 So 718 00:41:43.110 --> 00:41:46.640 can I established this edge loop over here to be 719 00:41:47.310 --> 00:41:48.330 um 720 00:41:48.910 --> 00:41:51.050 to be the center of the crease. 721 00:41:51.910 --> 00:41:53.940 So I'm going to follow through on that. 722 00:41:54.410 --> 00:41:57.740 It's going to remain the center of decrease all the way over here 723 00:41:59.210 --> 00:42:01.120 and just as well over here. 724 00:42:01.600 --> 00:42:06.310 And that means this loop over here is going to culminate right here. 725 00:42:06.700 --> 00:42:12.650 Just so I have this nice line over here. Follow exactly 726 00:42:14.450 --> 00:42:17.730 the shape of the, of the head. 727 00:42:18.100 --> 00:42:20.110 Well, here we go. 728 00:42:24.210 --> 00:42:25.590 Kind of like this. 729 00:42:26.300 --> 00:42:29.810 I think that should work. Um 730 00:42:30.500 --> 00:42:33.430 But this is going to be tricky because 731 00:42:33.800 --> 00:42:34.000 yeah, 732 00:42:36.700 --> 00:42:37.720 let's actually add 733 00:42:37.930 --> 00:42:38.730 one more over here. 734 00:42:42.000 --> 00:42:42.230 Oh, 735 00:42:45.800 --> 00:42:46.430 so 736 00:42:48.900 --> 00:42:49.320 Mhm. 737 00:42:50.800 --> 00:42:51.520 Again, 738 00:42:52.300 --> 00:42:54.610 I always want to have 739 00:42:57.200 --> 00:42:58.820 uh like 740 00:43:00.300 --> 00:43:04.400 the center of the crease not be connected to any polls. 741 00:43:04.410 --> 00:43:09.320 So I will I already added like this extra face look over here to gain some distance 742 00:43:09.900 --> 00:43:12.460 from from anything that are going to do on the nose. 743 00:43:13.100 --> 00:43:14.020 Um 744 00:43:15.500 --> 00:43:17.720 So let's just continue with that. 745 00:43:20.400 --> 00:43:20.730 Mhm. 746 00:43:21.100 --> 00:43:22.230 Okay. 747 00:43:23.000 --> 00:43:28.730 For the nose, I'm just gonna start to extrude this and scale it inwards 748 00:43:29.100 --> 00:43:30.510 like this. 749 00:43:31.000 --> 00:43:32.770 You can already see it's a bit messy because 750 00:43:32.770 --> 00:43:36.120 the shrink wrap modifiers just immediately shrink wrapping it onto 751 00:43:36.500 --> 00:43:37.380 the surface. 752 00:43:38.600 --> 00:43:41.420 So I need to nudge some of this around a bit. 753 00:43:43.000 --> 00:43:43.230 Mhm. 754 00:43:44.500 --> 00:43:47.260 At the bottom of the nose. That's going to become really trick. 755 00:43:47.270 --> 00:43:49.020 That's gonna be really tricky. 756 00:43:49.700 --> 00:43:49.930 Mhm. 757 00:43:54.900 --> 00:43:55.230 Okay, 758 00:44:00.000 --> 00:44:04.250 I think the nose is still one of the most tricky areas that are regularly. 759 00:44:04.250 --> 00:44:09.110 Just struggle a bit with um 760 00:44:09.890 --> 00:44:11.600 which is a bit of a shame. 761 00:44:13.990 --> 00:44:15.910 So 762 00:44:16.390 --> 00:44:18.310 um 763 00:44:18.990 --> 00:44:20.900 sculpted this is in this, 764 00:44:20.900 --> 00:44:22.970 in an interesting way where I've essentially to 765 00:44:22.970 --> 00:44:24.540 increase is right next to each other, 766 00:44:24.550 --> 00:44:26.510 It's not ideal. 767 00:44:26.990 --> 00:44:31.180 Um I'm also going to disable the mirror, modify for edit, 768 00:44:31.180 --> 00:44:37.220 not it's gonna make it a bit easier to see uh what I'm doing right now. 769 00:44:37.590 --> 00:44:45.210 Uh Yeah, like this. Okay, I'm already going to merge these two faces over here, 770 00:44:46.210 --> 00:44:50.940 add like to actually just to add a bit of definition to it. 771 00:44:50.950 --> 00:44:54.920 It's like the minimum amount, I think. 772 00:44:55.290 --> 00:44:58.410 Um Let's see. 773 00:45:01.990 --> 00:45:02.400 Yeah, 774 00:45:08.590 --> 00:45:11.500 the nose holes are also going to be really tricky. 775 00:45:11.990 --> 00:45:12.610 I mean, you can 776 00:45:13.190 --> 00:45:17.740 cover the nostrils with a face first and then inside it. Yes, 777 00:45:17.920 --> 00:45:19.720 I could like, I could just 778 00:45:20.190 --> 00:45:23.010 kind of like do something like this, where I first 779 00:45:23.390 --> 00:45:27.800 kind of like fill this in and then I just like inside it and 780 00:45:28.290 --> 00:45:32.180 um essentially move it in like this, 781 00:45:32.190 --> 00:45:36.870 but I'm not sure if that's going to highlight the shapes and the best way right now, 782 00:45:36.870 --> 00:45:37.710 so I'm gonna 783 00:45:38.990 --> 00:45:44.510 keep it like this for now. I have like an interesting flow going on over here 784 00:45:44.990 --> 00:45:49.310 and I want to capture that, It's not the easiest thing. 785 00:45:49.990 --> 00:45:50.700 Yeah. 786 00:45:54.290 --> 00:45:59.300 Okay, so I'm just gonna keep filling this in for a bit because 787 00:45:59.690 --> 00:46:02.640 it's just going to make it easier to look at this 788 00:46:03.680 --> 00:46:05.210 if I have it already. 789 00:46:07.380 --> 00:46:13.090 Yeah, because nothing is really going to change on this uh surface over here, 790 00:46:13.090 --> 00:46:16.410 this is going to remain mostly the same, but the nose hole 791 00:46:16.780 --> 00:46:18.600 that's gonna be tricky. 792 00:46:21.680 --> 00:46:24.290 Okay, go 793 00:46:24.780 --> 00:46:24.960 Yeah. 794 00:46:32.380 --> 00:46:33.780 Uh huh. 795 00:46:34.680 --> 00:46:37.710 I think I'm gonna 796 00:46:38.080 --> 00:46:38.290 mm 797 00:46:38.680 --> 00:46:44.590 it's a bit tricky because I really do have to creases over here right now, 798 00:46:46.180 --> 00:46:48.490 so if I want to follow my logic off 799 00:46:49.280 --> 00:46:52.200 having the polls never directly on increase, 800 00:46:52.210 --> 00:46:54.200 I would need to make some compromises here 801 00:46:57.680 --> 00:46:59.020 by adding more loops, 802 00:47:02.980 --> 00:47:03.490 let's see. 803 00:47:07.380 --> 00:47:07.590 Mhm. 804 00:47:08.440 --> 00:47:10.790 I can space some of this stuff a bit more out. 805 00:47:12.480 --> 00:47:12.710 Yeah. 806 00:47:14.780 --> 00:47:14.990 Mhm. 807 00:47:15.780 --> 00:47:18.000 That's fine. At least for now. 808 00:47:21.780 --> 00:47:22.190 Yeah. 809 00:47:25.680 --> 00:47:27.500 Now, to the interesting part, 810 00:47:28.980 --> 00:47:30.410 how do I capture this shape? 811 00:47:33.080 --> 00:47:35.090 Can actually do it? And 812 00:47:36.780 --> 00:47:39.410 in a relatively uncomplicated way, 813 00:47:42.180 --> 00:47:43.190 if emerged this, 814 00:47:43.780 --> 00:47:47.670 I want to have this extra look going around and kind of frame this. 815 00:47:54.680 --> 00:47:55.000 Mhm. 816 00:47:57.280 --> 00:47:58.430 I can try this, 817 00:48:11.870 --> 00:48:16.190 it's not ideal, but it could get me at least the shape that I want. 818 00:48:21.570 --> 00:48:23.090 Um 819 00:48:26.970 --> 00:48:28.070 Yeah, 820 00:48:30.770 --> 00:48:31.190 with me 821 00:48:31.570 --> 00:48:31.780 mm 822 00:48:32.370 --> 00:48:38.280 I can keep it like this for now. Um Again, I want to 823 00:48:38.970 --> 00:48:39.590 damn it. 824 00:48:40.070 --> 00:48:40.900 Um 825 00:48:41.370 --> 00:48:41.570 Yeah, 826 00:48:42.870 --> 00:48:46.990 so I had this one marked as my crease right now 827 00:48:48.200 --> 00:48:49.790 which is not ideal. 828 00:48:53.270 --> 00:48:58.090 It's a bit messy, I'm not gonna lie 829 00:48:59.370 --> 00:48:59.580 mm 830 00:49:00.370 --> 00:49:05.780 For now it's messy uh snapping, supported for edge slide and build, 831 00:49:05.780 --> 00:49:09.280 you're using no edge sliding doesn't snap 832 00:49:10.070 --> 00:49:11.390 and I think it's actually 833 00:49:11.970 --> 00:49:15.290 yes, in most cases it's good that it doesn't but 834 00:49:16.370 --> 00:49:17.090 um 835 00:49:17.470 --> 00:49:18.900 yeah sometimes it happens anyway 836 00:49:19.370 --> 00:49:24.500 On your scale of 1-20, how much do you like your job? 837 00:49:24.870 --> 00:49:27.370 I mean I like my job a lot. 838 00:49:27.380 --> 00:49:33.590 That's I'm really grateful for the opportunity of live streaming over here 839 00:49:34.470 --> 00:49:35.200 and 840 00:49:36.170 --> 00:49:36.890 I 841 00:49:39.070 --> 00:49:41.170 I think it's it's 842 00:49:42.270 --> 00:49:47.090 it's it's a lot of fun, I get to show some of this stuff that I that I um 843 00:49:47.470 --> 00:49:48.400 that I'm doing. 844 00:49:49.070 --> 00:49:53.750 Um it's definitely slowing me down and it's it's interesting 845 00:49:53.750 --> 00:49:56.690 that like I get to do this during the production 846 00:49:57.070 --> 00:50:01.890 of sprite right, but I'm really grateful for it. 847 00:50:03.160 --> 00:50:06.390 Okay, wait, I'm gonna merge this. 848 00:50:08.260 --> 00:50:10.390 Okay, 849 00:50:10.960 --> 00:50:11.680 again, 850 00:50:17.960 --> 00:50:18.980 um 851 00:50:22.860 --> 00:50:23.060 yeah, 852 00:50:28.660 --> 00:50:32.490 mm I want to actually try something which is 853 00:50:32.860 --> 00:50:36.580 no, I don't want to, I don't want to convert to any of this stuff, 854 00:50:37.060 --> 00:50:38.890 it's just it's going to be too visible. 855 00:50:40.160 --> 00:50:40.390 Mhm 856 00:50:42.860 --> 00:50:44.080 Yeah you too, 857 00:50:45.360 --> 00:50:46.580 I need to destroy 858 00:50:47.260 --> 00:50:49.570 what I did here in the nose hole a bit. 859 00:50:51.260 --> 00:50:51.480 Yeah, 860 00:50:52.760 --> 00:50:52.990 yeah, 861 00:50:56.960 --> 00:50:57.190 yeah. 862 00:50:57.660 --> 00:50:58.190 Okay, 863 00:51:01.060 --> 00:51:03.990 so what am I trying to achieve right now? 864 00:51:07.260 --> 00:51:13.490 I want to have all of these hard edges kind of captured in the topology over here, 865 00:51:14.260 --> 00:51:16.470 especially around the nose, that's the tricky 866 00:51:17.760 --> 00:51:23.580 for rain, I can ignore the problem and I want to learn a bit from from the things that 867 00:51:24.260 --> 00:51:26.570 did not work out on rain 868 00:51:27.760 --> 00:51:29.770 and do it a bit better for snow. 869 00:51:33.160 --> 00:51:33.390 Yeah 870 00:51:34.460 --> 00:51:34.690 mm 871 00:51:36.460 --> 00:51:36.690 yeah, 872 00:51:37.790 --> 00:51:40.490 I think this might actually work. 873 00:51:42.260 --> 00:51:42.490 Yeah, 874 00:51:45.260 --> 00:51:47.890 no these polls are terrible. 875 00:51:48.260 --> 00:51:50.480 Um wow, 876 00:51:54.760 --> 00:51:55.570 these ones, 877 00:51:55.960 --> 00:51:57.800 these are horrendous, 878 00:51:58.060 --> 00:51:59.080 I cannot keep them. 879 00:51:59.760 --> 00:51:59.990 Yeah. 880 00:52:01.150 --> 00:52:08.680 Uh it's just, it's six connected edges to one vertex and that is not going to work. 881 00:52:09.050 --> 00:52:12.260 So I actually need to split this off 882 00:52:14.150 --> 00:52:14.900 like this, 883 00:52:15.690 --> 00:52:17.560 this would relax it a bit more 884 00:52:18.150 --> 00:52:20.430 and I could like merge this 885 00:52:20.760 --> 00:52:21.980 and fill it in again 886 00:52:23.330 --> 00:52:24.680 and now it's at least 887 00:52:25.150 --> 00:52:29.200 uh it's five connected edges. I'm actually going to select this. 888 00:52:29.650 --> 00:52:33.760 And another little trick I like to do is in the view port display over here. 889 00:52:33.770 --> 00:52:36.570 I can enable wireframe for specific objects. 890 00:52:37.050 --> 00:52:37.260 Mhm 891 00:52:37.850 --> 00:52:41.210 And now it always shows the wireframe on this object. 892 00:52:41.220 --> 00:52:44.980 What's going to decrease the capacity of wire frames? 893 00:52:47.250 --> 00:52:47.480 Mm 894 00:52:48.350 --> 00:52:50.870 um still has 895 00:52:51.450 --> 00:52:57.480 with my logic not work out this still has six connected edges because 896 00:52:59.950 --> 00:53:00.670 mhm 897 00:53:01.450 --> 00:53:03.570 because I didn't actually change anything. 898 00:53:08.350 --> 00:53:08.560 Mhm. 899 00:53:12.550 --> 00:53:12.970 Mhm. 900 00:53:26.730 --> 00:53:30.070 I am going to delete this all together for now. 901 00:53:31.350 --> 00:53:31.550 Yeah. 902 00:53:32.150 --> 00:53:35.980 And the ah the ideal way that I see it is, 903 00:53:36.350 --> 00:53:37.480 it would be too 904 00:53:42.050 --> 00:53:43.680 to something like this 905 00:53:44.250 --> 00:53:47.150 where I have the look kind of like lead out for its 906 00:53:48.450 --> 00:53:48.770 yeah. 907 00:53:49.850 --> 00:53:50.060 Mhm 908 00:53:52.750 --> 00:53:53.350 Wait, 909 00:53:53.460 --> 00:53:55.680 so actually, oh there's face missing 910 00:53:56.750 --> 00:54:02.470 And I, I relaxed a bit now, that's actually like uh 25 polls over here. 911 00:54:03.040 --> 00:54:05.840 Uh can we make games in blender? 912 00:54:05.850 --> 00:54:06.860 Well, yes, 913 00:54:06.870 --> 00:54:12.460 uh blender is missing its game engine that it used to have but you can absolutely make 914 00:54:12.840 --> 00:54:16.670 a lot of the assets and animations that would go into 915 00:54:17.440 --> 00:54:18.460 game creation. 916 00:54:19.940 --> 00:54:22.160 Um 917 00:54:23.060 --> 00:54:27.740 you plan on doing a rigging life of this character, I actually don't know how to rig. 918 00:54:28.140 --> 00:54:31.770 Um So someone else would have to do that life, 919 00:54:31.780 --> 00:54:36.560 but it would be amazing um if we could do some 920 00:54:36.940 --> 00:54:42.650 more uh some more editorial content, we're just like presentation present, 921 00:54:42.660 --> 00:54:44.170 presenting our work 922 00:54:44.640 --> 00:54:47.740 on rigging and shading and all that stuff 923 00:54:48.440 --> 00:54:49.760 in this format. 924 00:54:50.140 --> 00:54:51.460 Okay, 925 00:54:53.740 --> 00:54:57.490 so I like this actually more like, 926 00:54:57.500 --> 00:55:01.200 maybe you can see what I'm going for with here with this like where 927 00:55:01.200 --> 00:55:05.670 this loop is kind of like framing the nose but only mostly on the top 928 00:55:06.040 --> 00:55:08.450 and then on the bottom, it's just kind of sliding in. 929 00:55:08.460 --> 00:55:14.970 Uh it's just that's just fitting the design of snows, knows a bit more. 930 00:55:17.540 --> 00:55:18.050 Mhm. 931 00:55:20.940 --> 00:55:21.170 Mhm. 932 00:55:21.840 --> 00:55:22.360 What? 933 00:55:23.340 --> 00:55:23.540 Yeah, 934 00:55:25.640 --> 00:55:28.250 but um 935 00:55:28.640 --> 00:55:30.110 I already see some issues 936 00:55:30.330 --> 00:55:33.050 popping up where like 937 00:55:35.240 --> 00:55:37.690 what if I would actually want to 938 00:55:37.920 --> 00:55:39.760 make a nose hole 939 00:55:41.290 --> 00:55:42.630 in that case? 940 00:55:48.840 --> 00:55:54.060 I think I might actually be able to do something like this. Uh 941 00:55:54.440 --> 00:55:54.670 Mhm. 942 00:55:55.840 --> 00:55:58.210 I don't actually want to add more edges over here, 943 00:55:58.210 --> 00:56:04.350 but I'm going just going to just do it for now just to see how this affects 944 00:56:06.830 --> 00:56:08.960 the topology 945 00:56:09.430 --> 00:56:11.850 because now I could just 946 00:56:13.730 --> 00:56:17.750 ah take these faces over here or maybe just this face 947 00:56:18.630 --> 00:56:22.740 and just extruded further in for the North Pole or maybe just leave it filled in 948 00:56:23.230 --> 00:56:24.460 for now, 949 00:56:24.830 --> 00:56:28.850 but this is getting a bit dense over here. Now, 950 00:56:29.530 --> 00:56:36.250 I'm spending a lot of time right now on the um on the nose, that's not good to be honest. 951 00:56:36.730 --> 00:56:40.740 Um Now I might actually try to do this trick 952 00:56:40.740 --> 00:56:44.850 where I just like sliding these two edges over here 953 00:56:45.820 --> 00:56:46.460 in 954 00:56:47.830 --> 00:56:51.850 and filling, just making a quarter out of these two faces. 955 00:56:52.530 --> 00:56:56.550 Make this just to reduce the amount of edges a bit. 956 00:56:57.930 --> 00:56:58.550 Mm 957 00:56:59.030 --> 00:56:59.750 let it go. 958 00:57:00.730 --> 00:57:01.960 Mm. 959 00:57:03.230 --> 00:57:04.040 Um 960 00:57:07.830 --> 00:57:12.540 Although to be honest, that was not very wise because 961 00:57:12.930 --> 00:57:17.250 I I terminated it really, really fall down over here. 962 00:57:17.830 --> 00:57:19.360 It's actually undo this. 963 00:57:23.230 --> 00:57:24.340 There we go. 964 00:57:29.630 --> 00:57:30.950 Mm hmm. 965 00:57:33.630 --> 00:57:33.840 Mhm. 966 00:57:34.730 --> 00:57:34.960 Mhm. 967 00:57:35.730 --> 00:57:37.650 I'm gonna try something 968 00:57:39.130 --> 00:57:40.840 um 969 00:57:42.030 --> 00:57:42.240 Mhm. 970 00:57:45.230 --> 00:57:45.460 Mhm. 971 00:57:46.030 --> 00:57:46.230 Yeah, 972 00:57:47.930 --> 00:57:49.890 can I? 973 00:57:51.730 --> 00:57:51.960 Mhm. 974 00:57:54.370 --> 00:57:56.050 Do something like this, 975 00:58:00.220 --> 00:58:01.730 That would be ideal. 976 00:58:03.120 --> 00:58:03.320 Yeah. 977 00:58:05.220 --> 00:58:06.150 Mm. 978 00:58:07.020 --> 00:58:07.440 Mm 979 00:58:08.320 --> 00:58:08.640 Yeah, 980 00:58:09.720 --> 00:58:10.950 pretty much kind of, 981 00:58:12.320 --> 00:58:14.950 I'm playing around a little bit, 982 00:58:14.960 --> 00:58:17.800 but uh this is at least getting rid of one of 983 00:58:17.800 --> 00:58:21.530 the loops and actually sending it somewhere where it's actually helpful, 984 00:58:21.920 --> 00:58:23.330 which is in the North Pole. 985 00:58:25.520 --> 00:58:30.650 Now I have a bit more resolution over here, it's a bit messy, but I can clean it up. 986 00:58:31.320 --> 00:58:32.250 Um 987 00:58:33.120 --> 00:58:33.330 Mhm 988 00:58:39.120 --> 00:58:39.500 Yeah, 989 00:58:41.420 --> 00:58:43.830 one thing I actually like to do is 990 00:58:44.420 --> 00:58:50.240 how important is it having a square and uniform sized faces for something like this? 991 00:58:50.620 --> 00:58:51.750 Very important. 992 00:58:52.120 --> 00:58:52.650 Um 993 00:58:53.320 --> 00:58:53.640 Yeah, 994 00:58:54.220 --> 00:58:54.750 it's, 995 00:58:55.820 --> 00:59:01.770 I would say like um like square is definitely important because it's 996 00:59:01.780 --> 00:59:08.330 um square faces have basically no stretching by themselves um when subdivided 997 00:59:09.620 --> 00:59:11.540 if you have a triangle or a ningun 998 00:59:11.920 --> 00:59:13.330 that's going to have some stretching 999 00:59:14.220 --> 00:59:14.840 but 1000 00:59:15.220 --> 00:59:20.650 for uniform, I'm not opposed to like having like 1001 00:59:21.020 --> 00:59:24.630 much more rectangular faces on the red topology, 1002 00:59:24.630 --> 00:59:27.040 as long as the shape is more consistent. 1003 00:59:27.620 --> 00:59:28.450 Like 1004 00:59:28.780 --> 00:59:33.140 you don't want your lowest resolution and your highest resolution to 1005 00:59:33.720 --> 00:59:36.960 like your subdivided resolution to look vastly different. 1006 00:59:36.970 --> 00:59:38.940 That's just gonna make it unpredictable. 1007 00:59:39.420 --> 00:59:40.530 Um 1008 00:59:41.120 --> 00:59:41.320 Yeah, 1009 00:59:41.920 --> 00:59:44.650 essentially what stretching us 1010 00:59:45.320 --> 00:59:51.140 um can you make a Vfx territorial? Not really. I think I'm 1011 00:59:51.720 --> 00:59:55.530 so I mean personally, I'm the wrong person for that, but 1012 00:59:55.920 --> 00:59:58.750 uh maybe someone else at the studios up for it. 1013 01:00:02.410 --> 01:00:02.640 Mhm, 1014 01:00:04.710 --> 01:00:04.940 mhm. 1015 01:00:06.030 --> 01:00:08.310 And at least for now it's not really planned. 1016 01:00:09.810 --> 01:00:09.860 I 1017 01:00:10.950 --> 01:00:15.630 wouldn't strictly say no, it's never going to happen, but 1018 01:00:16.010 --> 01:00:18.530 it's not on the radar right now, 1019 01:00:21.110 --> 01:00:21.530 wow. 1020 01:00:23.310 --> 01:00:23.630 Yeah. 1021 01:00:24.410 --> 01:00:24.730 Yeah. 1022 01:00:26.310 --> 01:00:26.640 Mhm. 1023 01:00:27.510 --> 01:00:28.830 Now this is interesting. 1024 01:00:32.410 --> 01:00:32.740 Mhm. 1025 01:00:34.490 --> 01:00:35.910 I have too many loops 1026 01:00:36.120 --> 01:00:37.820 theoretically going upwards. 1027 01:00:50.410 --> 01:00:50.640 Yeah, 1028 01:00:54.210 --> 01:00:55.440 I'm going to make a hole here. 1029 01:01:01.210 --> 01:01:01.830 Ah 1030 01:01:02.790 --> 01:01:06.640 I like having a hole in like some of the areas that you 1031 01:01:07.210 --> 01:01:08.140 wouldn't see 1032 01:01:09.210 --> 01:01:09.930 later on 1033 01:01:11.110 --> 01:01:12.730 because you actually get to 1034 01:01:13.410 --> 01:01:15.140 get rid of some loops in there. 1035 01:01:17.510 --> 01:01:17.740 Yeah, 1036 01:01:19.410 --> 01:01:22.830 I don't mind having like now an extra loop for the nose bridge, 1037 01:01:24.410 --> 01:01:25.130 but 1038 01:01:26.010 --> 01:01:27.530 I didn't want to have to 1039 01:01:31.810 --> 01:01:32.020 mhm 1040 01:01:35.310 --> 01:01:35.520 mm. 1041 01:01:36.510 --> 01:01:38.030 I feel like this resolution. 1042 01:01:40.710 --> 01:01:41.030 Okay, 1043 01:01:42.010 --> 01:01:45.520 now a lot of this stuff needs to be nudged around a bit more 1044 01:01:45.910 --> 01:01:46.630 um 1045 01:01:47.210 --> 01:01:50.030 but at least the structure itself, 1046 01:01:50.510 --> 01:01:51.430 it's kind of getting 1047 01:01:51.590 --> 01:01:52.640 where I wanted to be. 1048 01:01:53.510 --> 01:01:59.140 I can continue with some more areas, so for example, 1049 01:01:59.510 --> 01:02:00.430 can bring back 1050 01:02:00.800 --> 01:02:02.020 the annotation layers. 1051 01:02:03.200 --> 01:02:08.420 I can't capture the crisis, like at least the loops that go there. 1052 01:02:08.800 --> 01:02:09.520 Um 1053 01:02:09.900 --> 01:02:13.410 Oh yeah. I see questions on like about the pc that I'm using. 1054 01:02:13.410 --> 01:02:18.620 I have noted some specs down below in the in the video description. 1055 01:02:18.630 --> 01:02:20.520 So you can check it out over there. 1056 01:02:21.000 --> 01:02:25.430 But yes, I would like to actually continue with for example, the brow. 1057 01:02:25.800 --> 01:02:29.610 And one of the interesting things that I noticed with a brow is 1058 01:02:30.000 --> 01:02:32.120 one of the um 1059 01:02:32.800 --> 01:02:36.770 the brow is essentially also an articulation area. 1060 01:02:36.780 --> 01:02:41.730 Like you want to treat this as sort of a curve. 1061 01:02:42.100 --> 01:02:43.810 So you kind of have like 1062 01:02:44.310 --> 01:02:45.730 and points over here. 1063 01:02:47.700 --> 01:02:48.230 Um 1064 01:02:48.800 --> 01:02:56.620 And then also three curves to give you the most amount of freedom. Unlike 1065 01:02:57.300 --> 01:02:58.110 actually 1066 01:02:59.500 --> 01:03:00.610 um 1067 01:03:01.200 --> 01:03:02.960 deforming this in various ways. 1068 01:03:03.700 --> 01:03:07.770 It's actually interesting that like if you go to the to the course, 1069 01:03:07.780 --> 01:03:09.430 I also made like a bunch of 1070 01:03:09.900 --> 01:03:10.980 cheat sheets. 1071 01:03:11.100 --> 01:03:12.120 So. 1072 01:03:12.700 --> 01:03:12.930 Mhm. 1073 01:03:14.900 --> 01:03:15.930 To be honest, 1074 01:03:15.940 --> 01:03:22.430 it's like it's also something that I sometimes like to look at myself just because 1075 01:03:22.800 --> 01:03:26.540 it can be kind of helpful to remind myself on like what is 1076 01:03:27.000 --> 01:03:29.930 the more ideal anthropology 1077 01:03:30.300 --> 01:03:32.730 or like some of the theory on it 1078 01:03:33.800 --> 01:03:34.670 in this case. 1079 01:03:34.840 --> 01:03:35.230 Like 1080 01:03:35.900 --> 01:03:37.730 I had the feeling that like 1081 01:03:38.570 --> 01:03:40.330 these are actually too many loops. 1082 01:03:40.640 --> 01:03:41.230 Like 1083 01:03:41.900 --> 01:03:45.020 this is the bare minimum that I actually would need. 1084 01:03:45.500 --> 01:03:45.820 Mm 1085 01:03:48.000 --> 01:03:51.510 It's a fine if they miss a line with the articulation loops of the 1086 01:03:51.900 --> 01:03:53.070 of the eyes. 1087 01:03:54.300 --> 01:03:54.510 Mhm. 1088 01:03:55.200 --> 01:03:57.230 They don't need to match up directly. 1089 01:04:00.290 --> 01:04:05.110 Um So what about the inner mouth? I see the question. Um 1090 01:04:06.490 --> 01:04:07.050 Yes. 1091 01:04:07.060 --> 01:04:12.310 I also need to reach, apologize the inner mouth but that's easier to do afterwards. 1092 01:04:12.890 --> 01:04:16.010 Um 1093 01:04:16.690 --> 01:04:19.380 And also question, I need to purchase rain, Well, 1094 01:04:19.390 --> 01:04:23.800 rain and the like a lot of the content on the blender cloud is 1095 01:04:24.190 --> 01:04:30.570 uh like it's kind of behind the subscription service but it's still open source, 1096 01:04:30.570 --> 01:04:31.110 so if you, 1097 01:04:31.490 --> 01:04:36.620 even if you once had access to it and you downloaded it, you have it, you own it, 1098 01:04:36.630 --> 01:04:40.420 like you just, you don't need to pay any fees to it. 1099 01:04:40.790 --> 01:04:41.500 So 1100 01:04:41.610 --> 01:04:44.420 it's actually something I heard about a lot of like 1101 01:04:44.790 --> 01:04:47.720 characters that you could animate for, 1102 01:04:48.290 --> 01:04:50.160 that you could animate out there. 1103 01:04:50.170 --> 01:04:52.780 It's like they are hidden behind like 1104 01:04:52.780 --> 01:04:55.100 a subscription service or something like that. 1105 01:04:56.290 --> 01:04:57.410 That's that's really nice 1106 01:04:58.790 --> 01:05:00.010 or at least I don't like it. 1107 01:05:02.190 --> 01:05:02.610 Okay. 1108 01:05:03.490 --> 01:05:03.720 Yeah, 1109 01:05:04.590 --> 01:05:04.800 well, 1110 01:05:12.890 --> 01:05:13.720 so 1111 01:05:14.290 --> 01:05:17.310 what I'd like to do for the eyebrows 1112 01:05:17.790 --> 01:05:19.610 is that the topology 1113 01:05:19.990 --> 01:05:20.800 of 1114 01:05:23.290 --> 01:05:29.410 essentially the browse, the eyebrows are matching each other? So 1115 01:05:29.790 --> 01:05:30.210 joint, 1116 01:05:32.190 --> 01:05:34.800 here we go. It's more like this 1117 01:05:36.290 --> 01:05:42.270 if the topology of the eyebrows which is like all the hair and the eyebrows and so on. 1118 01:05:42.280 --> 01:05:44.810 Uh I'm not going to make a groom of it like 1119 01:05:45.190 --> 01:05:46.710 any hair simulation, 1120 01:05:46.980 --> 01:05:49.600 it's actually it is going to be 1121 01:05:50.190 --> 01:05:51.500 a hair mesh. 1122 01:05:53.290 --> 01:05:53.500 Mhm. 1123 01:05:54.590 --> 01:05:56.810 So that just makes it a bit easier, 1124 01:05:57.490 --> 01:06:03.160 but in any way it's not it's really helpful if your browse the topology 1125 01:06:03.160 --> 01:06:07.050 of the browse match up with the eyebrows so they can move in unison. 1126 01:06:07.060 --> 01:06:10.300 Makes it especially really easy for 1127 01:06:10.980 --> 01:06:11.600 um 1128 01:06:13.980 --> 01:06:16.290 for for animators. 1129 01:06:17.680 --> 01:06:19.990 Okay I'm going to actually hide 1130 01:06:21.180 --> 01:06:22.100 all of that again, 1131 01:06:27.080 --> 01:06:29.800 marquesa seems these are my important ones. 1132 01:06:31.180 --> 01:06:31.500 Thank you. 1133 01:06:32.580 --> 01:06:35.790 Using a mouse. No, I'm actually using a tablet right now. 1134 01:06:36.880 --> 01:06:40.290 I actually got so used to just always using a tablet 1135 01:06:40.290 --> 01:06:44.710 even though then there's not really optimized to doing that. 1136 01:06:47.380 --> 01:06:48.000 Okay, 1137 01:06:49.280 --> 01:06:53.500 I'm actually going to just skip ahead over here and just work on the jaw. 1138 01:06:54.080 --> 01:06:54.290 Okay. 1139 01:06:56.280 --> 01:06:56.490 Mhm. 1140 01:06:57.780 --> 01:06:59.960 So that's just actually, 1141 01:07:00.150 --> 01:07:02.490 I like to use the 1142 01:07:02.880 --> 01:07:05.460 extra cursor as well for this, 1143 01:07:05.610 --> 01:07:07.590 so I just need to click 1144 01:07:09.880 --> 01:07:10.750 um 1145 01:07:10.950 --> 01:07:11.710 let's see, 1146 01:07:17.080 --> 01:07:18.490 Here we go. 1147 01:07:19.080 --> 01:07:21.670 What kind of tap it screen on your screen? Well it's 1148 01:07:22.580 --> 01:07:27.100 it's uh it's just a regular drawing tablet, no screen attached. 1149 01:07:27.680 --> 01:07:31.600 I don't think you really need a screen. It's actually quite uncomfortable 1150 01:07:32.180 --> 01:07:37.090 in my opinion, not just in my opinion it's actually economically uncomfortable. 1151 01:07:37.100 --> 01:07:42.830 Um uh It takes quite a bit of effort setting it up 1152 01:07:42.830 --> 01:07:45.880 in a way that is not going to hurt your neck, 1153 01:07:45.880 --> 01:07:47.410 your back or your arms. 1154 01:07:50.780 --> 01:07:51.100 Mhm. 1155 01:07:57.180 --> 01:07:57.410 Yeah. 1156 01:07:59.380 --> 01:07:59.700 Uh huh. 1157 01:08:01.970 --> 01:08:02.600 Okay. 1158 01:08:02.610 --> 01:08:06.040 Um I'm gonna add enough loops to actually connect 1159 01:08:06.040 --> 01:08:09.590 all of this kinda at least down below. 1160 01:08:09.590 --> 01:08:11.290 I don't need to connect it yet. 1161 01:08:11.300 --> 01:08:14.590 I just want to have enough loops available to connect it. 1162 01:08:16.270 --> 01:08:18.600 I don't like this. 1163 01:08:19.569 --> 01:08:24.020 Um And then essentially the same thing on the browser. 1164 01:08:24.020 --> 01:08:26.100 I could also already connected actually 1165 01:08:29.170 --> 01:08:30.899 just to see if it matches up 1166 01:08:33.870 --> 01:08:34.189 mm 1167 01:08:34.870 --> 01:08:38.189 There we go, I can get rid of it again. 1168 01:08:40.670 --> 01:08:41.500 Okay. 1169 01:08:44.970 --> 01:08:48.000 30 years are going to be tricky. I'm looking forward to that. 1170 01:08:48.470 --> 01:08:50.090 So 1171 01:08:55.569 --> 01:08:57.490 I'm going to fill some of this stuff in 1172 01:08:58.470 --> 01:09:02.100 just forbid. But I am still planning to adjust it. 1173 01:09:02.569 --> 01:09:02.770 Yeah. 1174 01:09:03.170 --> 01:09:03.890 Um 1175 01:09:06.970 --> 01:09:11.790 so I need to remind myself right now on where exactly I put that line for. 1176 01:09:12.569 --> 01:09:15.250 Yes. Like this one over here. 1177 01:09:18.470 --> 01:09:18.670 Yeah. 1178 01:09:21.970 --> 01:09:23.790 So 1179 01:09:25.069 --> 01:09:26.000 this one problem. 1180 01:09:27.470 --> 01:09:27.670 Yeah. 1181 01:09:28.170 --> 01:09:28.399 Mhm. 1182 01:09:37.069 --> 01:09:37.899 Mm. 1183 01:09:41.270 --> 01:09:41.500 Yes. 1184 01:09:41.870 --> 01:09:42.290 Here. 1185 01:09:43.069 --> 01:09:43.399 Mm hmm. 1186 01:09:43.770 --> 01:09:45.180 Okay. 1187 01:09:47.569 --> 01:09:51.399 Actually I'm using the wrong annotation layer for this and until there's this one. 1188 01:09:56.470 --> 01:09:57.600 Okay, 1189 01:09:58.570 --> 01:09:59.400 um 1190 01:09:59.970 --> 01:10:03.140 simple questions in the development of blender, 1191 01:10:03.140 --> 01:10:06.670 do you plan to improve the display of the mesh for anthropology? 1192 01:10:06.680 --> 01:10:08.580 Like rita flow? Yes, 1193 01:10:08.960 --> 01:10:12.580 that is still plant. There were already prototypes in place actually, 1194 01:10:13.060 --> 01:10:15.970 but they weren't finished. The 1195 01:10:16.760 --> 01:10:21.980 the development goals kind of shifted elsewhere. But I think eventually 1196 01:10:22.360 --> 01:10:24.970 it is definitely in the best interests for 1197 01:10:25.360 --> 01:10:26.190 everyone 1198 01:10:26.560 --> 01:10:32.630 related to reach apology workflows to just at least improve the display of the mesh. 1199 01:10:32.640 --> 01:10:35.890 Um Question for union. Have you learned three D. 1200 01:10:35.890 --> 01:10:40.180 Modeling on blender or did you make a switch from another software? Well, 1201 01:10:40.760 --> 01:10:42.470 originally I started with blender 1202 01:10:42.860 --> 01:10:45.490 That was like 10 years ago then I switched 1203 01:10:45.490 --> 01:10:49.690 over to zebras for sculpting and soft image for modeling 1204 01:10:50.460 --> 01:10:54.490 then to Maya for a very brief period of time and 1205 01:10:54.490 --> 01:10:58.080 then back but on the side just kept working in blender. 1206 01:10:58.860 --> 01:11:01.820 Um But I'd still miss exercise 1207 01:11:01.950 --> 01:11:02.690 of it. 1208 01:11:03.160 --> 01:11:07.870 It's like little things in there that I wish blender would have 1209 01:11:11.560 --> 01:11:12.970 uh 1210 01:11:16.160 --> 01:11:16.480 Uh huh 1211 01:11:21.860 --> 01:11:25.690 So um how do I continue? I could 1212 01:11:27.960 --> 01:11:29.690 so I want to align 1213 01:11:29.820 --> 01:11:32.650 these looks over here, I think that makes sense. 1214 01:11:36.860 --> 01:11:40.970 Just kind of like this main loop that is kind of framing the face 1215 01:11:41.560 --> 01:11:43.180 to just have that in line 1216 01:11:43.960 --> 01:11:46.290 with the crease over here, 1217 01:11:46.960 --> 01:11:49.180 which means you also need to 1218 01:11:51.630 --> 01:11:53.780 Add like two loops next to it, 1219 01:11:53.890 --> 01:11:54.880 like these ones. 1220 01:11:58.760 --> 01:11:59.080 Mhm 1221 01:11:59.760 --> 01:11:59.970 Mhm 1222 01:12:03.550 --> 01:12:06.070 And this then already aligns with 1223 01:12:06.850 --> 01:12:10.410 with the brow, which I'm also just going to mark completely as a crease. 1224 01:12:10.410 --> 01:12:14.410 I want to remind myself that this is the the landmark 1225 01:12:14.410 --> 01:12:16.980 that I've said where the eyebrows are going to be placed. 1226 01:12:22.350 --> 01:12:25.260 Um I don't want to get into this part yet. 1227 01:12:26.250 --> 01:12:26.580 Okay, 1228 01:12:27.050 --> 01:12:29.190 I also don't want to connect to many pieces 1229 01:12:29.190 --> 01:12:31.870 yet because that's going to just become tricky, 1230 01:12:31.880 --> 01:12:32.570 but 1231 01:12:34.650 --> 01:12:37.580 just for laying out some of these things that can be, 1232 01:12:38.350 --> 01:12:40.870 can make it a bit easier to plan. 1233 01:12:41.650 --> 01:12:42.270 Okay, 1234 01:12:45.350 --> 01:12:48.290 the same thing over here, I have, I'm going to have a crease 1235 01:12:48.440 --> 01:12:49.070 right here, 1236 01:12:50.150 --> 01:12:52.970 so I need these two loops right next to them. 1237 01:12:55.050 --> 01:12:55.880 Um 1238 01:12:57.150 --> 01:13:00.870 Oh, thank you, you're awesome, I'm inspired by you, Thank you very much. 1239 01:13:01.250 --> 01:13:02.270 Um 1240 01:13:02.850 --> 01:13:06.880 How do you get to color a character like that? I reached late for the livestream. 1241 01:13:06.890 --> 01:13:10.740 Uh well uh the color is just from vertex colors. 1242 01:13:10.750 --> 01:13:14.270 This was actually before I started using sculpt vertex colors, 1243 01:13:14.280 --> 01:13:17.860 the experimental future that is available in the alpha version. 1244 01:13:17.870 --> 01:13:22.380 This is just I went to vertex paint mode and I just painted over it 1245 01:13:22.750 --> 01:13:23.580 and that's it. 1246 01:13:24.250 --> 01:13:29.170 Like if I just go to flat colors. This is essentially that if I remove cavity 1247 01:13:29.550 --> 01:13:31.340 it's just very simple colors. 1248 01:13:31.350 --> 01:13:36.390 And then studio lighting which is just my own little uh set up over here. 1249 01:13:36.400 --> 01:13:38.970 But you can also use midcaps if you wanted to. 1250 01:13:40.150 --> 01:13:46.570 Actually I could switch to E. T. I should actually. This is actually making it um 1251 01:13:47.050 --> 01:13:48.070 much more pretty 1252 01:13:49.950 --> 01:13:54.100 and it's not like it's getting less readable I would say like 1253 01:13:54.110 --> 01:13:56.880 this is fine but this is just popping a bit more. 1254 01:13:57.350 --> 01:14:00.670 Um But I do want to decrease the back line a bit. 1255 01:14:01.340 --> 01:14:02.060 Where is it? 1256 01:14:04.540 --> 01:14:05.460 Yes this one 1257 01:14:06.140 --> 01:14:08.960 Set this to six. No not this one. 1258 01:14:10.240 --> 01:14:10.770 Let's see 1259 01:14:12.540 --> 01:14:13.770 it's this one. 1260 01:14:15.140 --> 01:14:15.860 Six. 1261 01:14:16.340 --> 01:14:16.870 Here we go. 1262 01:14:17.740 --> 01:14:17.950 Mm. 1263 01:14:18.540 --> 01:14:21.870 Um Okay. Disabling extras again. 1264 01:14:26.440 --> 01:14:32.670 Um. Oh my God lots of questions. Um 1265 01:14:34.240 --> 01:14:39.120 It would be cool to get some variation on this character for animation with two men. 1266 01:14:39.940 --> 01:14:41.520 Oh yeah that is true. 1267 01:14:41.520 --> 01:14:44.090 It would actually be nice to um to for 1268 01:14:44.090 --> 01:14:48.230 example offer some various hairstyles to give some variety. 1269 01:14:48.230 --> 01:14:50.430 So you could technically it could theoretically use 1270 01:14:50.430 --> 01:14:52.960 the same rick twice for two different characters 1271 01:14:53.340 --> 01:14:54.770 but they just look mostly the same. 1272 01:14:55.140 --> 01:14:56.060 Um 1273 01:14:57.140 --> 01:15:01.160 And yes here is a separated mesh. I saw that question just a moment ago. 1274 01:15:02.040 --> 01:15:02.270 Yeah. 1275 01:15:02.740 --> 01:15:08.860 Um For the crease on the on the brow. This this is going to be interesting I think. 1276 01:15:09.540 --> 01:15:10.370 um 1277 01:15:11.240 --> 01:15:17.710 it's enough if I like Crosshatch, it's like I don't need to have like this, 1278 01:15:17.720 --> 01:15:22.590 this crease kind of go around that's just making the topology pretty complicated. 1279 01:15:22.600 --> 01:15:25.510 I can also just keep the relatively uncomplicated 1280 01:15:25.510 --> 01:15:27.660 structure that is that it has right now, 1281 01:15:27.670 --> 01:15:28.370 the edge flow 1282 01:15:28.840 --> 01:15:33.370 and just offer enough loops, loops that I can add a crease over here. 1283 01:15:34.140 --> 01:15:35.760 Um 1284 01:15:37.140 --> 01:15:37.370 Yeah, 1285 01:15:39.940 --> 01:15:43.260 but it is interesting that I'm running out of loops. 1286 01:15:44.240 --> 01:15:44.450 Mm 1287 01:15:45.640 --> 01:15:46.960 So 1288 01:15:48.440 --> 01:15:48.670 mm 1289 01:15:49.040 --> 01:15:52.370 my I might have actually overshot the mark a bit over here 1290 01:15:52.840 --> 01:15:54.550 or 1291 01:15:55.360 --> 01:15:59.060 I could change this a bit. I can I can add another loop over here. 1292 01:15:59.540 --> 01:16:00.560 So I have three. 1293 01:16:01.030 --> 01:16:01.960 This would make 1294 01:16:02.330 --> 01:16:03.950 this one decrease, 1295 01:16:05.230 --> 01:16:06.770 which would make a lot of sense. 1296 01:16:08.730 --> 01:16:11.850 Um then I can already connect these two. 1297 01:16:12.430 --> 01:16:16.060 It's getting a bit dense over here, but I think this is really necessary 1298 01:16:16.630 --> 01:16:19.030 and then I can just exclude this, 1299 01:16:19.210 --> 01:16:20.350 fill this in. 1300 01:16:21.430 --> 01:16:23.250 Um like this, 1301 01:16:25.330 --> 01:16:28.450 I can also add another loop over here in the middle of the brow. 1302 01:16:30.230 --> 01:16:33.350 Um especially if I want to. 1303 01:16:33.930 --> 01:16:34.140 Mhm 1304 01:16:35.730 --> 01:16:35.950 Yeah. 1305 01:16:36.630 --> 01:16:36.830 Yeah. 1306 01:16:37.630 --> 01:16:38.740 Let's see. 1307 01:16:39.530 --> 01:16:39.740 Mm 1308 01:16:40.430 --> 01:16:40.640 mhm 1309 01:16:41.630 --> 01:16:41.830 Yeah, 1310 01:16:43.030 --> 01:16:47.650 this would be also the crease and over here it would continue 1311 01:16:49.630 --> 01:16:51.150 like this. 1312 01:16:52.830 --> 01:16:55.440 I want to have this and then I would need 1313 01:16:55.450 --> 01:16:59.550 these extra loops over here to kind of frame them. 1314 01:17:02.230 --> 01:17:04.240 I hope that makes sense. Um 1315 01:17:07.630 --> 01:17:07.950 Uh huh 1316 01:17:08.330 --> 01:17:08.560 Yeah. 1317 01:17:09.330 --> 01:17:15.100 Again, if you have questions just tag blender studio in the comments. 1318 01:17:15.100 --> 01:17:16.650 It's easier for me to see them. 1319 01:17:18.830 --> 01:17:19.340 Okay, 1320 01:17:20.130 --> 01:17:27.250 so this is already getting a dense but I think it's 1321 01:17:27.250 --> 01:17:33.560 fine especially when compared to rain it's not too um abnormal. 1322 01:17:34.330 --> 01:17:37.450 I can already ex food and scale up 1323 01:17:38.830 --> 01:17:41.250 the region over here on the eyes. 1324 01:17:41.730 --> 01:17:43.350 I think that's actually a good idea. 1325 01:17:46.730 --> 01:17:47.060 Mhm. 1326 01:17:53.630 --> 01:17:54.660 Like this 1327 01:17:55.130 --> 01:17:55.460 it's 1328 01:17:56.830 --> 01:17:57.550 mm 1329 01:18:06.920 --> 01:18:07.150 Mhm. 1330 01:18:13.120 --> 01:18:13.440 Mhm. 1331 01:18:15.620 --> 01:18:16.240 Uh huh. 1332 01:18:26.220 --> 01:18:28.740 You're connecting this is going to be a bit of an issue. 1333 01:18:32.320 --> 01:18:37.030 I wonder if I can or if I should connect the crease over here 1334 01:18:38.120 --> 01:18:42.040 which would then ideally go directly into the corner of the eye. 1335 01:18:42.820 --> 01:18:44.640 So let's actually try that 1336 01:18:44.760 --> 01:18:45.640 can actually 1337 01:18:46.920 --> 01:18:48.450 Connect The two Crisis. 1338 01:18:51.620 --> 01:18:51.850 Mhm. 1339 01:18:54.020 --> 01:18:54.250 Mhm. 1340 01:18:54.820 --> 01:18:55.850 Like this 1341 01:19:01.120 --> 01:19:08.530 now I noticed that like I have like I have a lot of topology over here from the eye 1342 01:19:08.920 --> 01:19:13.490 um And leading that into the brow is adding a 1343 01:19:13.490 --> 01:19:16.440 lot of groups that I don't really need for the brow 1344 01:19:17.620 --> 01:19:18.540 but 1345 01:19:19.520 --> 01:19:21.440 probably that could be fine. 1346 01:19:22.020 --> 01:19:23.640 I'm gonna just try this. 1347 01:19:24.220 --> 01:19:24.630 Yeah, 1348 01:19:25.620 --> 01:19:29.430 filling it in to see if it actually matches up 1349 01:19:30.620 --> 01:19:31.940 and I think this is fine. 1350 01:19:32.920 --> 01:19:33.150 Yeah. 1351 01:19:35.220 --> 01:19:35.420 Yeah. 1352 01:19:35.920 --> 01:19:36.150 Yeah 1353 01:19:36.520 --> 01:19:37.490 kind of like this 1354 01:19:40.020 --> 01:19:40.250 yeah. 1355 01:19:47.820 --> 01:19:48.030 Mhm 1356 01:19:49.620 --> 01:19:49.850 mhm 1357 01:19:53.020 --> 01:19:53.530 mm 1358 01:19:54.220 --> 01:19:54.750 And 1359 01:19:55.120 --> 01:19:59.620 the further the brow area goes towards the outer edges over here, 1360 01:19:59.620 --> 01:20:03.330 I don't need to match it up exactly anymore. 1361 01:20:03.910 --> 01:20:04.330 Mm 1362 01:20:05.210 --> 01:20:08.800 One thing I kind of like to do is to go into sculpt mode for this, 1363 01:20:08.800 --> 01:20:11.540 I'm going to go back to solid view and 1364 01:20:11.910 --> 01:20:16.440 I'm actually going to disable this overlay. Um 1365 01:20:17.010 --> 01:20:21.010 And I like to just use the slight relax 1366 01:20:21.120 --> 01:20:23.740 uh slight relax brush blah. 1367 01:20:23.750 --> 01:20:28.230 Um to slide around anthropology but it's smooth it to relax it 1368 01:20:29.610 --> 01:20:29.820 mm. 1369 01:20:30.210 --> 01:20:30.440 Mhm. 1370 01:20:30.910 --> 01:20:31.880 Just a bit. 1371 01:20:32.050 --> 01:20:33.820 Um 1372 01:20:34.610 --> 01:20:36.570 What is the upcoming update of blender? 1373 01:20:36.580 --> 01:20:40.540 Well the next, I'm just reading some questions right now. It's the 1374 01:20:41.010 --> 01:20:43.460 The next update to blend. I mean that's 2.83. 1375 01:20:43.460 --> 01:20:46.320 There's going to be released notes about it when it comes out. 1376 01:20:47.110 --> 01:20:47.940 Um 1377 01:20:49.510 --> 01:20:54.130 When you are creasing does that serve a purpose beyond just the U. S. 1378 01:20:54.200 --> 01:20:57.220 I'm not sure what you mean. Well there are you can 1379 01:20:57.710 --> 01:21:02.720 increase the edges and that can have benefits for the for the written apology 1380 01:21:03.410 --> 01:21:05.830 but I wouldn't recommend it. 1381 01:21:06.310 --> 01:21:10.230 Um How high poly do you get? Usually 1382 01:21:10.710 --> 01:21:17.220 I try not to go to high poly but I also don't shy away from it if it's necessary. 1383 01:21:18.210 --> 01:21:19.130 Um 1384 01:21:21.110 --> 01:21:21.310 Yeah 1385 01:21:23.110 --> 01:21:27.540 uh scrolling is a bit difficult. Uh 1386 01:21:28.310 --> 01:21:32.530 How do we apply a material for a point of a mesh? 1387 01:21:33.310 --> 01:21:38.730 Sorry I don't know what you mean. Um Why do you need creases in a written apology? 1388 01:21:39.510 --> 01:21:40.130 Well 1389 01:21:41.010 --> 01:21:47.300 I mean uh with creases I don't mean like applying a crease to an edge. 1390 01:21:47.310 --> 01:21:49.040 Like what you would do with 1391 01:21:49.710 --> 01:21:50.540 um 1392 01:21:51.210 --> 01:21:53.730 uh like over here with shift E. 1393 01:21:55.510 --> 01:22:01.100 Or. Oh I think you mean seems um seems that just a reminder. 1394 01:22:01.110 --> 01:22:06.010 I'm just I'm just noting noting basically a little um 1395 01:22:06.700 --> 01:22:10.510 uh little bits of information about the re topology, 1396 01:22:10.520 --> 01:22:14.180 like what kind of important groups are in here and 1397 01:22:14.190 --> 01:22:17.120 the elements that I want to keep and preserve that. 1398 01:22:17.120 --> 01:22:18.820 I'm working around essentially. 1399 01:22:19.700 --> 01:22:20.620 Um 1400 01:22:21.100 --> 01:22:21.530 Yeah. 1401 01:22:22.100 --> 01:22:25.650 Is it better to reach apologize with such high pollen counts. 1402 01:22:25.660 --> 01:22:27.920 What would you do when you've reached the body? 1403 01:22:28.300 --> 01:22:29.260 Well yeah, 1404 01:22:29.270 --> 01:22:31.390 that's going to be a tricky subject and I'm going to 1405 01:22:31.390 --> 01:22:34.120 get to the influence and once I get to the body 1406 01:22:34.600 --> 01:22:40.920 but there's no way of getting around it. I want to have this poll account for the hit. 1407 01:22:41.800 --> 01:22:45.510 Um This is gonna give me the most amount of control. 1408 01:22:45.520 --> 01:22:50.320 Give the rigor and the animators the most amount of control later on. 1409 01:22:51.000 --> 01:22:52.020 I don't want to have 1410 01:22:52.400 --> 01:22:56.310 too few loops in here because it's not gonna be helpful. 1411 01:22:57.300 --> 01:22:57.500 Yeah. 1412 01:23:02.000 --> 01:23:02.230 Yeah. 1413 01:23:10.600 --> 01:23:11.220 Uh huh. 1414 01:23:15.600 --> 01:23:15.920 Yeah. 1415 01:23:21.200 --> 01:23:21.400 Yeah. 1416 01:23:23.900 --> 01:23:24.100 Yeah. 1417 01:23:24.500 --> 01:23:26.020 Mhm. 1418 01:23:26.800 --> 01:23:27.000 Yeah. 1419 01:23:27.400 --> 01:23:27.610 Mhm. 1420 01:23:32.500 --> 01:23:32.730 Mhm. 1421 01:23:34.500 --> 01:23:39.830 Yeah. This is not looking good but I can tweak that later on. 1422 01:23:40.800 --> 01:23:41.610 Um 1423 01:23:42.300 --> 01:23:42.510 mhm 1424 01:23:44.400 --> 01:23:44.600 Yeah. 1425 01:23:46.300 --> 01:23:46.500 Yeah. 1426 01:23:47.400 --> 01:23:51.410 I can also just oh can also just going to scope out 1427 01:23:51.420 --> 01:23:59.820 and just move around some of this geometry a bit and smooth it 1428 01:24:00.390 --> 01:24:03.950 specifically using the slight relax brush. I really like this. 1429 01:24:04.150 --> 01:24:05.310 I really like doing this 1430 01:24:05.990 --> 01:24:09.880 now here. It's getting a bit tricky. I have a lot of topology over here 1431 01:24:10.080 --> 01:24:11.420 in the brow area 1432 01:24:12.290 --> 01:24:14.300 which I still think I need 1433 01:24:15.090 --> 01:24:18.300 but it's a lot, 1434 01:24:18.790 --> 01:24:21.420 it's actually too much for 1435 01:24:22.390 --> 01:24:25.920 wait. I want to see the other side. 1436 01:24:26.050 --> 01:24:26.620 There we go. 1437 01:24:27.490 --> 01:24:32.020 It's actually too much going into the rest of the face. 1438 01:24:32.790 --> 01:24:35.250 I could try to like 1439 01:24:35.460 --> 01:24:39.480 add it over here but I don't think this is really helpful. 1440 01:24:43.190 --> 01:24:44.290 Thank you. Yeah, 1441 01:24:44.690 --> 01:24:45.840 look at this, this is 1442 01:24:46.990 --> 01:24:47.200 Mhm. 1443 01:24:47.590 --> 01:24:53.310 I can I can try it, I'm not gonna say no to it immediately. 1444 01:24:57.590 --> 01:24:57.800 Mhm. 1445 01:25:00.490 --> 01:25:00.700 Mhm. 1446 01:25:02.890 --> 01:25:09.310 Because I could also use these loops for highlighting the creases in the surface. 1447 01:25:09.690 --> 01:25:09.920 Yeah. 1448 01:25:12.790 --> 01:25:13.020 Mhm. 1449 01:25:13.990 --> 01:25:14.200 Mhm. 1450 01:25:15.790 --> 01:25:16.110 Yeah. 1451 01:25:16.790 --> 01:25:17.620 Mhm. 1452 01:25:19.190 --> 01:25:19.700 And 1453 01:25:24.990 --> 01:25:25.830 like this, 1454 01:25:27.990 --> 01:25:28.190 Yeah. 1455 01:25:29.490 --> 01:25:29.690 Yeah. 1456 01:25:30.690 --> 01:25:31.620 Uh 1457 01:25:32.090 --> 01:25:36.850 uh are you using a mouse or tablet? A tablet, but sometimes also a mouse. 1458 01:25:36.850 --> 01:25:40.910 I have one right here on the side, but mostly right now I'm just using a 1459 01:25:41.460 --> 01:25:43.420 regular drawing tablet. 1460 01:25:43.990 --> 01:25:44.920 Um 1461 01:25:46.690 --> 01:25:49.510 uh would it not be the same as working 1462 01:25:49.510 --> 01:25:53.370 with half the polygons then applying a subdivision also? 1463 01:25:53.370 --> 01:25:56.880 How are you getting the polygons to stick to the face and scott mod? 1464 01:25:56.890 --> 01:25:57.910 Uh Well, 1465 01:25:57.920 --> 01:26:03.900 I'm getting it to stick to the face and scott more because I I have the modifiers 1466 01:26:04.380 --> 01:26:06.090 visible in scalp mode. 1467 01:26:06.310 --> 01:26:10.710 There's just a shrink wrap modify and it's just shrink wrapping it back onto the face 1468 01:26:11.280 --> 01:26:17.020 and subdividing the rich apologize the rich apology to 1469 01:26:17.020 --> 01:26:21.560 get more resolution is not a good solution. 1470 01:26:21.570 --> 01:26:25.200 It's actually like it's if you 1471 01:26:25.580 --> 01:26:26.300 um 1472 01:26:26.680 --> 01:26:29.090 if it's about getting more topology, 1473 01:26:29.090 --> 01:26:33.990 like you should just taylor ideally taylor the topology 1474 01:26:34.000 --> 01:26:36.720 to have the least amount of topology necessary. 1475 01:26:36.730 --> 01:26:39.780 The fact that you're the just subdividing, 1476 01:26:39.780 --> 01:26:42.900 it is not going to give you much more control or 1477 01:26:43.380 --> 01:26:48.470 it might actually give you a lot more loops than you would realistically need. 1478 01:26:48.480 --> 01:26:50.100 So, adding, 1479 01:26:50.120 --> 01:26:55.000 I'm punching the microphone at exactly the amount of loops you want to 1480 01:26:55.000 --> 01:27:02.100 have and not more subdividing should have a different uh different purpose. 1481 01:27:05.580 --> 01:27:07.710 So um 1482 01:27:08.280 --> 01:27:11.450 have you ever tried using universal mesh for several characters? 1483 01:27:11.450 --> 01:27:13.510 Say anthropology layout with different proportional 1484 01:27:13.510 --> 01:27:16.450 step for different proportions type? 1485 01:27:16.460 --> 01:27:18.300 Uh Yes, 1486 01:27:18.780 --> 01:27:23.620 and it's difficult like if you as long as the 1487 01:27:23.630 --> 01:27:26.480 head proportions and the style is pretty much the same, 1488 01:27:26.480 --> 01:27:27.580 you can get away with it. 1489 01:27:27.590 --> 01:27:29.900 I think that's actually a really good time saver, 1490 01:27:30.280 --> 01:27:31.350 but 1491 01:27:31.620 --> 01:27:32.400 it's tricky 1492 01:27:32.980 --> 01:27:33.820 for this case. 1493 01:27:33.830 --> 01:27:38.550 I could not use reuse rains topology or any of the other open movie characters. 1494 01:27:38.550 --> 01:27:41.710 I want to tailor this specifically to this character. 1495 01:27:42.580 --> 01:27:43.300 Um 1496 01:27:43.880 --> 01:27:46.810 Can you tell how to make a one minute animation? 1497 01:27:47.180 --> 01:27:49.700 Uh No, 1498 01:27:51.180 --> 01:27:59.810 but we can make about 10 seconds. Right. Uh I I'm not an animator. Uh So I don't know. 1499 01:28:00.970 --> 01:28:06.070 Um Are there plans to put slight relax into the modeling tap? 1500 01:28:06.080 --> 01:28:08.100 I'm constantly switching to you to use it. 1501 01:28:09.170 --> 01:28:09.790 Well. 1502 01:28:10.370 --> 01:28:10.600 Mhm. 1503 01:28:11.770 --> 01:28:12.720 Yes, 1504 01:28:12.730 --> 01:28:15.600 it would be ideal to like the slide relax 1505 01:28:15.610 --> 01:28:20.190 brush in general is a really amazing modeling tool. 1506 01:28:20.670 --> 01:28:23.530 And having that available in edit mode as well is 1507 01:28:24.770 --> 01:28:26.500 is the ideal scenario 1508 01:28:28.070 --> 01:28:33.290 at least a simplified version of it. So yes, that would be great. 1509 01:28:34.170 --> 01:28:40.400 Um to disable the subdivision surface modifier to not see like a smooth result 1510 01:28:40.770 --> 01:28:46.100 And in Scotland I can just smooth over this a bit with a slight flex brush. 1511 01:28:51.370 --> 01:28:51.600 Mhm 1512 01:28:52.370 --> 01:28:52.600 mm. 1513 01:28:53.370 --> 01:28:55.240 Oh you should not do this. 1514 01:29:01.970 --> 01:29:02.150 Yeah. 1515 01:29:06.670 --> 01:29:08.500 Uh 1516 01:29:10.370 --> 01:29:10.600 Yeah. 1517 01:29:11.970 --> 01:29:12.180 Mhm. 1518 01:29:12.570 --> 01:29:12.770 Yeah. 1519 01:29:13.870 --> 01:29:17.440 Oh, I see a question. How do you enable the face filling function? 1520 01:29:17.440 --> 01:29:20.820 You're using the whole time? It's the f to add on. 1521 01:29:20.830 --> 01:29:25.190 It's actually it's actually uh in blender by default. 1522 01:29:25.190 --> 01:29:27.400 You just need to enable it in the adult section. 1523 01:29:27.870 --> 01:29:28.100 Yeah. 1524 01:29:28.670 --> 01:29:28.900 Mhm 1525 01:29:32.470 --> 01:29:33.190 mm hmm. 1526 01:29:42.670 --> 01:29:42.900 Yeah. 1527 01:29:44.570 --> 01:29:47.330 Going to disabled face sets and I want to see this 1528 01:29:48.370 --> 01:29:49.180 um 1529 01:29:50.770 --> 01:29:51.100 mm 1530 01:29:53.470 --> 01:29:55.600 Yeah, I need to push this up. 1531 01:29:56.870 --> 01:29:57.250 Hold 1532 01:29:57.440 --> 01:29:57.500 on. 1533 01:29:59.570 --> 01:30:03.920 I would love the slight relax brush to be available in edit mode. 1534 01:30:03.970 --> 01:30:06.470 It's the only one that I'm really using. 1535 01:30:07.260 --> 01:30:11.480 It's the only reason why I'm switching to sculpt mode really 1536 01:30:11.860 --> 01:30:12.190 hold 1537 01:30:12.960 --> 01:30:14.070 so 1538 01:30:14.760 --> 01:30:16.290 but there are 1539 01:30:16.860 --> 01:30:18.290 uh deeper 1540 01:30:18.660 --> 01:30:21.480 changes that should be done to the wreath, apology. Work floor 1541 01:30:25.260 --> 01:30:25.490 here. 1542 01:30:25.490 --> 01:30:30.920 It's interesting like now I have like a lot of loops from the eyes and I don't 1543 01:30:30.920 --> 01:30:35.080 want to just add more loops over here because they are going to go into the mouth. 1544 01:30:35.090 --> 01:30:36.480 And I already have the 1545 01:30:37.060 --> 01:30:41.980 optimal amount of loops for the mouth. I don't want to add more just unnecessarily. 1546 01:30:42.460 --> 01:30:47.130 So adding loops over here for example is a way of a 1547 01:30:47.140 --> 01:30:50.190 better idea because I don't mind having more loops in the nose. 1548 01:30:50.760 --> 01:30:52.470 This is actually really helpful. 1549 01:30:53.560 --> 01:30:54.190 Mm 1550 01:30:55.960 --> 01:31:01.980 So we're just gonna fill this in. It can look a bit ugly for now. 1551 01:31:02.460 --> 01:31:04.140 Like this. 1552 01:31:04.560 --> 01:31:04.790 Mhm. 1553 01:31:05.960 --> 01:31:06.190 Yeah. 1554 01:31:07.260 --> 01:31:11.260 And I should also now, like from time to time, 1555 01:31:11.260 --> 01:31:14.370 I like to just duplicate to duplicate and apply the shrink 1556 01:31:14.370 --> 01:31:18.290 wrap modifier because then everything just snaps back to the surface 1557 01:31:18.760 --> 01:31:21.440 can make sure that I can just like sculpt on this 1558 01:31:21.450 --> 01:31:25.480 and it's not going to deform in any really weird ways. 1559 01:31:26.060 --> 01:31:26.380 Mhm. 1560 01:31:27.160 --> 01:31:28.590 Uh Out loops. 1561 01:31:30.660 --> 01:31:30.980 Uh huh. 1562 01:31:31.460 --> 01:31:31.690 You know? 1563 01:31:32.760 --> 01:31:36.870 Okay. Just smoothing over the nose a bit to distribute this geometry a bit. 1564 01:31:38.860 --> 01:31:39.340 I like that. 1565 01:31:39.340 --> 01:31:42.200 I don't have to do this with a regular 1566 01:31:42.200 --> 01:31:45.580 edit mode features because it would take so long. 1567 01:31:45.590 --> 01:31:48.680 Uh I see way more questions. 1568 01:31:49.060 --> 01:31:49.870 Um 1569 01:31:52.460 --> 01:31:57.330 uh I was wondering why are some edges red and some black? 1570 01:31:57.340 --> 01:32:01.040 Well by default I just would be black but I'm marking some of them as 1571 01:32:01.040 --> 01:32:06.660 seems with control E and then Mark seem just as a reminder for myself. 1572 01:32:06.660 --> 01:32:09.520 Where do I have my creases? Where do I have my main patches? 1573 01:32:09.520 --> 01:32:11.980 And really important loops that I want to keep? 1574 01:32:12.650 --> 01:32:13.480 Um 1575 01:32:14.050 --> 01:32:15.910 earlier in the in the stream. 1576 01:32:15.910 --> 01:32:17.890 I was explaining why I was selling some of 1577 01:32:17.890 --> 01:32:22.350 these like they're basically like our main articulation loops. 1578 01:32:22.350 --> 01:32:24.370 I want to have to get some control 1579 01:32:25.050 --> 01:32:27.660 um to give some control to the rigor 1580 01:32:28.250 --> 01:32:33.980 later on and some creases that I want to have in their um 1581 01:32:34.650 --> 01:32:34.880 Yeah. 1582 01:32:35.450 --> 01:32:39.330 Where did you learn to read? Apologize lots of people. 1583 01:32:39.340 --> 01:32:43.410 It's essentially like uh knowledge that I accumulated over the years. 1584 01:32:43.420 --> 01:32:50.390 Part of it from like um like mentors and people that from 1585 01:32:50.390 --> 01:32:54.670 my um from when I was an apprentice at a three D. 1586 01:32:54.680 --> 01:32:57.980 Studio at a three D. Animation studio for advertisement 1587 01:32:58.150 --> 01:33:00.600 then like also other coworkers yet blender? 1588 01:33:00.610 --> 01:33:06.970 And also just from research looking up for example, brian Tyndall, um who's like 1589 01:33:07.550 --> 01:33:11.640 really amazing written apology a guy and 1590 01:33:11.640 --> 01:33:15.170 like articulation artists working for for Pixar. 1591 01:33:15.650 --> 01:33:16.270 It's, 1592 01:33:16.850 --> 01:33:19.500 it's really insightful just looking at all of their stuff 1593 01:33:19.500 --> 01:33:21.840 and you can really learn a lot reaching out. 1594 01:33:21.850 --> 01:33:22.580 Um 1595 01:33:23.150 --> 01:33:26.770 and they typically also have like books and tutorial content. 1596 01:33:27.450 --> 01:33:28.080 Um 1597 01:33:28.950 --> 01:33:32.340 there were some talks about written apology mode, heard problem mentioning it. 1598 01:33:32.350 --> 01:33:36.660 So that could be a cool solution. Yes. Um 1599 01:33:37.650 --> 01:33:40.720 I don't know like a written apology mode is still something 1600 01:33:40.720 --> 01:33:45.000 that I am a bit lukewarm towards to be honest, 1601 01:33:45.010 --> 01:33:50.970 because it would just duplicate a lot of functionality that is already an edit mode. 1602 01:33:51.550 --> 01:33:54.580 But I also see the benefits to it. So 1603 01:33:55.150 --> 01:33:55.980 I wouldn't, 1604 01:33:56.350 --> 01:34:01.660 I don't think it would be totally out of the question, like it makes sense. 1605 01:34:02.540 --> 01:34:06.350 But I would rather want to see also solutions explored where you 1606 01:34:06.350 --> 01:34:10.950 would have a written apology workspace and then the settings in, 1607 01:34:10.960 --> 01:34:18.560 in in the view port and an edit mode are just more accessible towards that workflow. 1608 01:34:20.940 --> 01:34:22.050 Mm hmm. 1609 01:34:28.040 --> 01:34:30.560 Okay, now 1610 01:34:32.040 --> 01:34:36.060 I'm actually going to mark some of these. Um 1611 01:34:37.540 --> 01:34:37.810 Yeah, 1612 01:34:40.340 --> 01:34:40.530 yeah, 1613 01:34:40.940 --> 01:34:47.170 yeah. I don't want to mark the crisis over here as seems I'm gonna 1614 01:34:47.540 --> 01:34:49.520 clear theme 1615 01:34:49.630 --> 01:34:51.590 and I'm going to mark them as sharps 1616 01:34:51.720 --> 01:34:52.550 now they're blue. 1617 01:34:53.040 --> 01:34:54.310 It's perfect. 1618 01:34:54.320 --> 01:35:01.910 So it's just an easier way of recognizing, hey, where are my uh where are my creases? 1619 01:35:01.910 --> 01:35:06.770 and the red lines are than just my important loops. Um 1620 01:35:07.440 --> 01:35:12.450 like the articulation lines and 1621 01:35:13.240 --> 01:35:14.460 just uh 1622 01:35:16.140 --> 01:35:16.460 Mhm. 1623 01:35:16.940 --> 01:35:20.450 The main patches that I want to keep that I want to have in here. 1624 01:35:24.240 --> 01:35:24.440 Yeah. 1625 01:35:25.740 --> 01:35:25.950 Mhm. 1626 01:35:29.540 --> 01:35:31.270 Thank you. 1627 01:35:32.640 --> 01:35:35.250 Okay, I want to change something over here. 1628 01:35:35.260 --> 01:35:37.560 There's like lots of loops going around here. 1629 01:35:38.540 --> 01:35:40.060 I wonder if I can 1630 01:35:40.540 --> 01:35:43.270 add another look over here without much worry 1631 01:35:45.550 --> 01:35:48.700 and then just fill this in like this, 1632 01:35:49.240 --> 01:35:51.460 You get rid of one. 1633 01:35:54.740 --> 01:35:55.960 No, 1634 01:35:56.940 --> 01:35:58.950 no, probably not. 1635 01:36:00.430 --> 01:36:03.150 It's getting really hot. Really dense store. 1636 01:36:03.770 --> 01:36:04.760 I don't like it. 1637 01:36:10.230 --> 01:36:15.110 Well actually it should work like I can just slide this in, move this one up. 1638 01:36:15.120 --> 01:36:20.550 Even if this loop is like supporting a crease over here. Oh no, it is decrease 1639 01:36:21.030 --> 01:36:22.350 now. I can't do this. 1640 01:36:23.530 --> 01:36:26.460 I don't want to have a poll on a crease. 1641 01:36:26.830 --> 01:36:27.060 Mhm. 1642 01:36:27.430 --> 01:36:29.250 So I'm going to keep it like this, 1643 01:36:30.030 --> 01:36:30.240 you can 1644 01:36:33.530 --> 01:36:34.640 that's just gonna 1645 01:36:35.030 --> 01:36:37.440 call some unnecessary stretching. 1646 01:36:38.530 --> 01:36:40.240 So 1647 01:36:41.130 --> 01:36:41.330 yeah. 1648 01:36:42.030 --> 01:36:46.350 Ah this is so dense over here. I don't like it. 1649 01:36:48.730 --> 01:36:48.960 Mhm. 1650 01:36:49.630 --> 01:36:49.860 Yeah. 1651 01:36:50.630 --> 01:36:50.840 Mhm 1652 01:36:52.830 --> 01:36:53.150 mm. 1653 01:36:57.330 --> 01:36:57.560 Mhm. 1654 01:36:58.230 --> 01:36:58.460 Mhm. 1655 01:37:03.830 --> 01:37:04.060 Okay. 1656 01:37:05.830 --> 01:37:06.060 Mhm. 1657 01:37:06.830 --> 01:37:07.060 Mhm. 1658 01:37:09.360 --> 01:37:11.240 If I can do something like this. 1659 01:37:12.530 --> 01:37:12.730 Yeah, 1660 01:37:13.630 --> 01:37:14.250 can like 1661 01:37:14.730 --> 01:37:15.060 mhm 1662 01:37:15.430 --> 01:37:17.480 push this around a bit. 1663 01:37:19.430 --> 01:37:20.350 Yeah. 1664 01:37:22.330 --> 01:37:22.560 What? 1665 01:37:23.130 --> 01:37:24.140 Uh huh. 1666 01:37:24.930 --> 01:37:28.950 Can you turn a loop back on itself? 1667 01:37:29.330 --> 01:37:32.720 Uh Well that is the main goal that like whatever loops 1668 01:37:32.730 --> 01:37:37.300 I create here that they always lead back into themselves. 1669 01:37:37.310 --> 01:37:43.150 Try to never spiral a loop out of control that's just gonna lead to bad things? 1670 01:37:43.530 --> 01:37:44.150 Um 1671 01:37:44.530 --> 01:37:50.250 my ideal. I really love it when a loop is really 1672 01:37:50.630 --> 01:37:55.150 leading back into itself in a way that it forms like a very self contained patch 1673 01:37:55.630 --> 01:37:58.560 but that is sometimes not 1674 01:37:59.030 --> 01:38:04.150 possible to achieve. Its not possible to keep it always like that. 1675 01:38:04.820 --> 01:38:05.440 Um 1676 01:38:06.120 --> 01:38:11.310 Hey good to be able to tune in if I may add something to the conversation 1677 01:38:11.490 --> 01:38:15.190 that poorly about the above the lip fields, a little misplaced 1678 01:38:15.690 --> 01:38:16.650 above the lip. 1679 01:38:17.320 --> 01:38:17.520 Yeah. 1680 01:38:18.220 --> 01:38:19.440 Um 1681 01:38:20.120 --> 01:38:25.620 I mean the lips is they're still going to be adjusted but maybe I should do that now, 1682 01:38:25.630 --> 01:38:26.820 let's just do it now. 1683 01:38:26.830 --> 01:38:31.420 Um So one of the things I would like to do is just to add like 1684 01:38:31.430 --> 01:38:38.170 two loops over here to frame the edge of the lip because this is a crease. 1685 01:38:38.180 --> 01:38:39.850 This is a sharp line 1686 01:38:40.100 --> 01:38:41.030 and I want to 1687 01:38:41.420 --> 01:38:44.150 have topology here too. 1688 01:38:44.520 --> 01:38:46.350 Support the sharp line. 1689 01:38:47.020 --> 01:38:47.550 Yeah 1690 01:38:48.720 --> 01:38:54.730 like this maybe not so much anymore towards the edge of 1691 01:38:54.730 --> 01:38:58.440 the mouth so I can just fan this out of it 1692 01:39:00.220 --> 01:39:02.650 but definitely 1693 01:39:03.220 --> 01:39:06.150 towards over here I want to have this sharp 1694 01:39:06.620 --> 01:39:10.410 so if I go into object mode and enable the subdivision surface modifier, 1695 01:39:10.410 --> 01:39:12.650 you can see it is now a sharp line. 1696 01:39:13.420 --> 01:39:17.250 Now I can add like two more loops over here 1697 01:39:17.620 --> 01:39:18.640 in the middle 1698 01:39:19.120 --> 01:39:20.350 to fill 1699 01:39:20.540 --> 01:39:22.840 the lips a bit more with volume. 1700 01:39:23.520 --> 01:39:25.540 Um And to save me some time. 1701 01:39:25.540 --> 01:39:29.150 I'm just going to duplicate and apply the shrinker modifier. 1702 01:39:30.020 --> 01:39:30.940 Um 1703 01:39:34.820 --> 01:39:35.540 You should 1704 01:39:35.920 --> 01:39:37.240 uh Wait. 1705 01:39:38.020 --> 01:39:38.730 Uh huh 1706 01:39:39.920 --> 01:39:45.530 I see some more questions how you make these lines on the faith. Well 1707 01:39:46.020 --> 01:39:46.250 okay. 1708 01:39:46.820 --> 01:39:49.610 Oh you mean? I don't know what you mean? Like the yellow ones. 1709 01:39:49.610 --> 01:39:54.630 That's the uh the fuck up the name. Blue cut tool. 1710 01:39:54.640 --> 01:39:57.400 And these lines I marked them with control E. 1711 01:39:57.400 --> 01:40:02.120 As seems and as sharps just as like a way of annotating the model. 1712 01:40:02.710 --> 01:40:07.120 Um You should bevel the edges of the lip or something. It looks quite sharp. 1713 01:40:07.710 --> 01:40:08.540 Um 1714 01:40:09.210 --> 01:40:14.540 Maybe beveling. Uh Sometimes I find it a bit unpredictable what it actually does. 1715 01:40:14.550 --> 01:40:17.460 If I bevel this, it would create too sharp edges. 1716 01:40:17.460 --> 01:40:20.330 It would just destroy my annotation. So 1717 01:40:21.810 --> 01:40:26.650 I generally like to just cut in edge loops with control our uh 1718 01:40:26.660 --> 01:40:31.320 but I will add as many loops and as I need to to make 1719 01:40:32.210 --> 01:40:34.820 the sharp lines really sharp 1720 01:40:36.410 --> 01:40:39.320 as sharp as necessary a sense essentially. 1721 01:40:40.010 --> 01:40:41.030 Um 1722 01:40:42.310 --> 01:40:46.150 Are you going to do a hair simulation or just keep them a mesh? 1723 01:40:46.160 --> 01:40:48.330 I'm going to also read apologize the hair. 1724 01:40:48.910 --> 01:40:51.750 It is definitely planned, so everything will be read, 1725 01:40:51.750 --> 01:40:59.750 apologized not just the face but also just uh the entire body and outfit. 1726 01:40:59.760 --> 01:41:03.040 So all of this is going to be done. 1727 01:41:03.410 --> 01:41:06.730 So let's just continue over here. 1728 01:41:07.410 --> 01:41:09.030 I'm gonna continue on tv. 1729 01:41:10.010 --> 01:41:11.540 I want to use even more 1730 01:41:11.910 --> 01:41:15.910 for great apology which is modeling task in general. 1731 01:41:15.910 --> 01:41:20.370 I think it's really pretty but I'm going to disabled sampling I think. 1732 01:41:20.380 --> 01:41:24.200 Or at least keep it on like let's keep it on six samples, 1733 01:41:24.210 --> 01:41:29.540 so it's moving a bit while navigating, but it's not like constantly sampling. 1734 01:41:30.610 --> 01:41:32.530 Um 1735 01:41:33.410 --> 01:41:37.130 Why you don't use three to put every re top floor? Similar adults? 1736 01:41:37.140 --> 01:41:39.420 Well I did use some read apology adults, 1737 01:41:39.420 --> 01:41:44.700 but I wanted to um I wanted to show a vanilla workflow, 1738 01:41:44.710 --> 01:41:47.500 like how do you use blender without any adults? 1739 01:41:47.510 --> 01:41:48.520 I think using 1740 01:41:48.670 --> 01:41:52.730 a full flow is actually like a valid approach. It can save some time, but 1741 01:41:53.410 --> 01:41:54.340 think like the 1742 01:41:54.530 --> 01:41:55.880 main modeling features of 1743 01:41:56.070 --> 01:41:57.540 of Glenda all 1744 01:41:58.210 --> 01:41:58.830 uh 1745 01:41:59.710 --> 01:42:02.110 they're fine for this workflow. 1746 01:42:02.500 --> 01:42:08.230 Um But right now I'm doing it a bit slow intentionally also just to 1747 01:42:09.200 --> 01:42:11.370 be able to comment a bit more on it. 1748 01:42:12.700 --> 01:42:12.910 Mhm. 1749 01:42:13.600 --> 01:42:13.830 Mhm. 1750 01:42:14.600 --> 01:42:17.920 Okay, here we go. 1751 01:42:18.300 --> 01:42:18.920 So 1752 01:42:19.800 --> 01:42:22.330 the cheeks, they're going to be difficult. 1753 01:42:22.340 --> 01:42:24.490 Uh They they look always a bit difficult, 1754 01:42:24.490 --> 01:42:29.200 but they're actually quite simple in theory because it is really just 1755 01:42:29.200 --> 01:42:32.910 about making a kind of like a square patch out of it. 1756 01:42:33.300 --> 01:42:34.280 So 1757 01:42:34.420 --> 01:42:37.410 I could now just really 1758 01:42:39.600 --> 01:42:43.860 extrude this upwards. Like this, 1759 01:42:44.620 --> 01:42:47.330 let's add some edge loops over here. 1760 01:42:48.900 --> 01:42:50.940 And essentially, 1761 01:42:51.600 --> 01:42:51.830 yeah, 1762 01:42:55.200 --> 01:42:58.850 this is like the big square patch um which Adams 1763 01:42:58.860 --> 01:43:01.620 you're using to display the shortcuts on the report. 1764 01:43:01.630 --> 01:43:07.320 It's the screen cast keys, add on, it's like I have it over here. Screen cast keys. 1765 01:43:08.300 --> 01:43:10.330 It's it's a really nice add on, 1766 01:43:10.800 --> 01:43:13.020 you can find it on github 1767 01:43:13.500 --> 01:43:17.610 just google for screen cast keys blender and then buy 1768 01:43:17.620 --> 01:43:23.010 new t uh that's just in general the best version. 1769 01:43:23.700 --> 01:43:27.420 Uh will you be adding bones during the stream as well now? 1770 01:43:27.900 --> 01:43:29.010 Uh 1771 01:43:30.100 --> 01:43:31.390 that's not really necessary. 1772 01:43:31.400 --> 01:43:36.010 Vanilla workflow is really good to show great work to thank you. Um 1773 01:43:36.700 --> 01:43:42.770 I am strongly in favor of like especially if 1774 01:43:42.770 --> 01:43:45.510 it helps your own workflow to use blender adults, 1775 01:43:45.520 --> 01:43:48.470 I'm using it to like I'm using the pie menu editor 1776 01:43:48.470 --> 01:43:53.310 to make like some more costs uh far more customized adults, 1777 01:43:53.320 --> 01:43:55.720 but also because it's not the best in python, 1778 01:43:56.000 --> 01:43:59.330 it's just giving me a bit of an interface to make that more easily. 1779 01:43:59.900 --> 01:44:01.120 But um 1780 01:44:01.490 --> 01:44:05.120 adults can be helpful and I like the open um 1781 01:44:05.990 --> 01:44:10.380 uh like culture of blender of like everyone 1782 01:44:10.380 --> 01:44:12.880 just making and providing and sharing anyone. 1783 01:44:12.890 --> 01:44:14.710 It's really nice. 1784 01:44:15.890 --> 01:44:16.420 Uh huh 1785 01:44:16.990 --> 01:44:17.190 Yeah, 1786 01:44:17.790 --> 01:44:20.550 let's see how do I do this? 1787 01:44:21.390 --> 01:44:22.410 Mm. 1788 01:44:23.990 --> 01:44:24.200 Mhm. 1789 01:44:31.090 --> 01:44:31.300 Mhm 1790 01:44:33.490 --> 01:44:34.620 mm. 1791 01:44:35.190 --> 01:44:35.420 Yeah. 1792 01:44:36.690 --> 01:44:36.920 Yes, 1793 01:44:38.190 --> 01:44:38.420 mm. 1794 01:44:39.690 --> 01:44:39.920 Mhm. 1795 01:44:40.890 --> 01:44:46.800 I think I want to be honest to be to have at least one loop 1796 01:44:47.290 --> 01:44:49.830 lead back in here. 1797 01:44:50.390 --> 01:44:50.620 Yeah. 1798 01:44:51.890 --> 01:44:52.120 Mhm. 1799 01:44:54.990 --> 01:44:56.010 Just to get 1800 01:44:57.390 --> 01:45:01.200 just so I don't have all of the loops over here, go down to the cheek 1801 01:45:02.890 --> 01:45:05.800 but I am fully prepared for just 1802 01:45:06.590 --> 01:45:09.310 adding more loops in here. I think that's fine. 1803 01:45:09.890 --> 01:45:11.020 Mhm 1804 01:45:18.490 --> 01:45:18.700 mhm 1805 01:45:19.500 --> 01:45:20.210 And a girl, 1806 01:45:22.590 --> 01:45:25.920 I'm just going to fill this in like really dirty 1807 01:45:27.690 --> 01:45:28.620 um 1808 01:45:29.490 --> 01:45:30.550 not like this 1809 01:45:30.740 --> 01:45:31.200 right, 1810 01:45:32.690 --> 01:45:38.420 just to see how many loops I would really realistically need even to fill this in 1811 01:45:40.690 --> 01:45:43.420 and to see if this is actually fine, 1812 01:45:44.090 --> 01:45:46.490 like I can do this in a really quick and dirty way. 1813 01:45:46.490 --> 01:45:52.010 Like this is really dirty but now I can still go into sculpt mode 1814 01:45:52.690 --> 01:45:57.610 and with a slight relax brush just smooth over it. 1815 01:45:59.690 --> 01:45:59.920 Yeah, 1816 01:46:00.280 --> 01:46:01.000 like this 1817 01:46:01.820 --> 01:46:03.590 and it's looking already much better. 1818 01:46:04.380 --> 01:46:04.580 Yeah. 1819 01:46:05.080 --> 01:46:05.310 Mhm. 1820 01:46:05.980 --> 01:46:09.310 But I am not necessarily a big fan of how 1821 01:46:09.880 --> 01:46:10.900 density is. 1822 01:46:11.780 --> 01:46:14.900 It was actually one of the things I wanted to avoid. 1823 01:46:15.480 --> 01:46:15.710 Okay. 1824 01:46:16.280 --> 01:46:17.090 But 1825 01:46:18.080 --> 01:46:18.310 yeah, 1826 01:46:18.780 --> 01:46:22.310 uh if it's if it can't be avoided, I'm also fine with it. 1827 01:46:22.680 --> 01:46:24.990 Okay, let's just apply weight 1828 01:46:25.480 --> 01:46:27.340 duplicate and apply 1829 01:46:27.980 --> 01:46:29.560 the shrink wrap, modify again. 1830 01:46:31.070 --> 01:46:31.610 Very good. 1831 01:46:32.680 --> 01:46:33.400 Uh 1832 01:46:33.880 --> 01:46:34.090 mhm 1833 01:46:34.480 --> 01:46:34.810 mm 1834 01:46:35.680 --> 01:46:41.490 Another question I meant whether you're going to turn the hair into a particle 1835 01:46:41.490 --> 01:46:44.760 simulation or just keep it as a mesh and thanks for the awesome work. 1836 01:46:44.770 --> 01:46:45.740 Thank you very much. 1837 01:46:45.750 --> 01:46:50.500 Um Right now it's really just a sculpt but I would really apologize it. 1838 01:46:50.500 --> 01:46:53.190 So it's a cleaned up version, still a mesh 1839 01:46:53.670 --> 01:46:57.000 and I would never add a particle simulation to it. 1840 01:46:57.480 --> 01:46:58.250 Um 1841 01:47:00.380 --> 01:47:01.330 So, 1842 01:47:01.340 --> 01:47:04.210 I mean that's still a possibility eventually to make a particle 1843 01:47:04.210 --> 01:47:06.400 simulation but that's not really in the plan right now. 1844 01:47:06.980 --> 01:47:07.600 Ah 1845 01:47:07.980 --> 01:47:12.090 Can we use blender add on? Can we use blender on Androids? 1846 01:47:12.650 --> 01:47:15.600 I'm not sure. I never tried, 1847 01:47:16.080 --> 01:47:20.300 I don't think it's really supported but it could be um 1848 01:47:20.310 --> 01:47:24.070 So it's having loops that don't spiral or cross themselves? 1849 01:47:24.080 --> 01:47:26.890 Important for later stages of character development or is 1850 01:47:26.890 --> 01:47:29.330 it just for the sake of the modeler. 1851 01:47:29.340 --> 01:47:30.210 Well 1852 01:47:30.980 --> 01:47:34.370 it is for the same sanity of the model, but also for the rigor 1853 01:47:34.730 --> 01:47:35.300 like 1854 01:47:35.680 --> 01:47:39.700 uh spiralling loops are going to 1855 01:47:40.380 --> 01:47:43.840 uh generally increase the amount of loops that 1856 01:47:43.840 --> 01:47:46.820 you're going to have to an unnecessary degree, 1857 01:47:46.830 --> 01:47:49.310 so it's actually good to keep them 1858 01:47:49.980 --> 01:47:52.500 away from your model as much as possible. 1859 01:47:55.980 --> 01:47:56.810 Mm hmm. 1860 01:47:57.380 --> 01:47:59.900 Okay, so I have to square patch over here. 1861 01:48:04.370 --> 01:48:06.100 I think that should be fine. 1862 01:48:07.070 --> 01:48:07.280 Yes, 1863 01:48:08.770 --> 01:48:12.000 but I'm not necessarily super happy with 1864 01:48:13.970 --> 01:48:16.600 with the resolution of it. It's a lot. 1865 01:48:19.670 --> 01:48:21.290 I think that could be improved. 1866 01:48:26.070 --> 01:48:26.270 Yeah. 1867 01:48:29.070 --> 01:48:29.270 Yeah. 1868 01:48:36.370 --> 01:48:37.090 See 1869 01:48:42.120 --> 01:48:42.380 yeah, 1870 01:48:45.070 --> 01:48:47.290 what time is it anyway? Oh wow, 1871 01:48:47.670 --> 01:48:49.290 okay. I'm getting um 1872 01:48:49.670 --> 01:48:53.520 close to the end of today's stream anyway. 1873 01:48:53.530 --> 01:49:01.690 I'm gonna continue a bit with a face but I'm already kinda happy with the progress. 1874 01:49:02.870 --> 01:49:06.100 Um I'm going to remove the 1875 01:49:07.070 --> 01:49:08.410 the red 1876 01:49:08.600 --> 01:49:09.890 seems over here. 1877 01:49:12.070 --> 01:49:14.190 I don't need that visual clutter actually 1878 01:49:14.870 --> 01:49:15.680 um 1879 01:49:26.370 --> 01:49:26.790 mm 1880 01:49:29.070 --> 01:49:31.500 I think I can actually get rid of this one. 1881 01:49:32.570 --> 01:49:33.020 Yeah, 1882 01:49:40.170 --> 01:49:41.690 it's actually cut 1883 01:49:42.270 --> 01:49:43.290 Another one in here. 1884 01:49:48.470 --> 01:49:48.680 Mm 1885 01:49:57.070 --> 01:49:58.000 mhm. 1886 01:50:01.160 --> 01:50:05.570 I want to get the amount of loops down as much as possible. 1887 01:50:08.160 --> 01:50:08.360 Yeah, 1888 01:50:09.760 --> 01:50:12.480 it's definitely going to be one of my goals right now. 1889 01:50:13.960 --> 01:50:14.760 This is 1890 01:50:17.360 --> 01:50:18.880 say large right now 1891 01:50:25.760 --> 01:50:26.730 when I could 1892 01:50:26.900 --> 01:50:28.790 just for now add like 1893 01:50:29.460 --> 01:50:32.280 compromise over here with like little diamond quads, 1894 01:50:33.360 --> 01:50:35.280 but I'm not too happy about that. I can 1895 01:50:35.710 --> 01:50:36.980 add a whole for it. 1896 01:50:40.560 --> 01:50:40.790 Okay. 1897 01:50:42.160 --> 01:50:42.360 Yeah, 1898 01:50:47.060 --> 01:50:47.290 yeah, 1899 01:50:48.560 --> 01:50:49.970 let's see. 1900 01:50:54.960 --> 01:50:55.190 Mhm. 1901 01:50:57.760 --> 01:51:01.290 I'm doing a surprising amount of cleanup, even though it's not necessary yet? 1902 01:51:02.260 --> 01:51:02.980 Um 1903 01:51:03.860 --> 01:51:06.230 I also see some questions that I missed. 1904 01:51:06.760 --> 01:51:11.380 Have you tried to make your own hyper realistic portrait blender? No 1905 01:51:12.360 --> 01:51:13.470 no not yet. 1906 01:51:15.860 --> 01:51:16.070 Mhm 1907 01:51:17.160 --> 01:51:17.970 Let's see. 1908 01:51:22.360 --> 01:51:22.570 Okay. 1909 01:51:23.860 --> 01:51:26.790 Really? Not happy about this whole area. 1910 01:51:29.760 --> 01:51:30.080 Yeah. 1911 01:51:31.160 --> 01:51:31.360 Yeah 1912 01:51:36.860 --> 01:51:37.690 let's see you. 1913 01:51:41.560 --> 01:51:41.790 Mhm. 1914 01:51:48.060 --> 01:51:48.290 Yeah 1915 01:52:03.950 --> 01:52:04.160 mm. 1916 01:52:06.350 --> 01:52:10.560 Another question this is just for showing technical purposes 1917 01:52:10.560 --> 01:52:12.990 or will you do something with your good work? 1918 01:52:13.000 --> 01:52:16.740 Well the idea is to eventually wants to re topology is done of 1919 01:52:16.750 --> 01:52:20.320 this character the complete character to go 1920 01:52:20.330 --> 01:52:24.380 further into UV unwrapping texture and shading 1921 01:52:24.750 --> 01:52:25.470 and 1922 01:52:26.750 --> 01:52:29.270 also just rendering and presenting the 1923 01:52:29.280 --> 01:52:32.100 character in an interesting way but eventually 1924 01:52:32.450 --> 01:52:33.880 the character should be 1925 01:52:34.350 --> 01:52:39.270 um rigged and added to the to the clouds character library 1926 01:52:39.650 --> 01:52:44.520 so you can actually access that they are downloaded animated and all the 1927 01:52:44.520 --> 01:52:47.980 files should be available and so on what I'm doing right now. 1928 01:52:50.050 --> 01:52:50.250 Yeah. 1929 01:52:50.850 --> 01:52:51.480 Mhm. 1930 01:52:52.950 --> 01:52:54.170 Uh huh 1931 01:52:56.250 --> 01:52:58.170 let's see you. 1932 01:52:59.250 --> 01:53:00.380 This is interesting. 1933 01:53:01.350 --> 01:53:02.760 I think I would want to 1934 01:53:03.250 --> 01:53:04.770 push this down 1935 01:53:06.050 --> 01:53:10.370 just to match the shapes a bit more over here 1936 01:53:11.250 --> 01:53:15.860 by the way, I turned the object right now via a shortcut into a wireframe object. 1937 01:53:15.910 --> 01:53:18.570 You can find that here and display as wire 1938 01:53:18.950 --> 01:53:21.380 or by default it's displayed as textured. 1939 01:53:21.850 --> 01:53:22.980 So if it's wire 1940 01:53:23.550 --> 01:53:24.170 then 1941 01:53:25.450 --> 01:53:28.630 it's just making it a bit easier for me right now to see 1942 01:53:28.800 --> 01:53:32.580 the underlying object in the underlying sculpt in sculpt mode 1943 01:53:33.550 --> 01:53:36.270 while still being able to sculpt on the beach apology. 1944 01:53:37.150 --> 01:53:37.380 Mhm 1945 01:53:39.250 --> 01:53:40.070 Like this 1946 01:53:40.950 --> 01:53:42.480 um 1947 01:53:42.950 --> 01:53:43.160 Mhm. 1948 01:53:47.550 --> 01:53:53.790 What is the first character you have designed? I don't know to be honest. 1949 01:53:53.800 --> 01:53:54.980 Not right now. 1950 01:53:55.350 --> 01:53:55.980 It's been a while. 1951 01:53:59.050 --> 01:53:59.250 Yeah. 1952 01:54:03.240 --> 01:54:03.450 Mhm 1953 01:54:04.040 --> 01:54:04.760 Okay. 1954 01:54:07.340 --> 01:54:07.550 Mhm 1955 01:54:11.740 --> 01:54:11.950 Okay. 1956 01:54:13.040 --> 01:54:13.270 Mhm. 1957 01:54:18.040 --> 01:54:18.270 Mhm. 1958 01:54:19.240 --> 01:54:20.860 Mhm. 1959 01:54:21.450 --> 01:54:23.960 In general, this is looking fine. 1960 01:54:24.740 --> 01:54:27.870 I would like this to have a bit more distance 1961 01:54:28.340 --> 01:54:32.170 for here. So it matches to shape a bit more of the cheekbone. 1962 01:54:32.640 --> 01:54:32.870 Mhm. 1963 01:54:33.240 --> 01:54:39.870 And this is gonna be tricky. I want to have the line follow this shape over here 1964 01:54:40.240 --> 01:54:44.130 and this is actually not just any line, it's actually a crease. 1965 01:54:44.140 --> 01:54:50.260 So I'm gonna actually mark it as such over here. This is a crease, 1966 01:54:51.140 --> 01:54:52.270 which I want to keep, 1967 01:54:53.140 --> 01:54:53.370 Yeah. 1968 01:54:54.240 --> 01:54:54.450 Okay, 1969 01:54:54.840 --> 01:54:58.950 okay. So how do I manage that? 1970 01:55:01.440 --> 01:55:01.670 Yeah, 1971 01:55:03.440 --> 01:55:04.670 mm hmm 1972 01:55:14.900 --> 01:55:17.660 I have a feeling this is going to be very tricky 1973 01:55:24.940 --> 01:55:28.900 because if I can match up the loops of the, the end point over here on the, 1974 01:55:28.910 --> 01:55:31.170 on the eye with this crease, 1975 01:55:31.940 --> 01:55:33.260 that would be ideal. 1976 01:55:37.440 --> 01:55:38.550 Mm Let's see. 1977 01:55:39.540 --> 01:55:40.370 Oh boy. 1978 01:55:43.440 --> 01:55:43.670 Yeah. 1979 01:55:45.440 --> 01:55:46.270 Mm 1980 01:55:48.240 --> 01:55:49.370 Can I, 1981 01:55:54.640 --> 01:55:55.820 can I merge these? 1982 01:55:56.190 --> 01:55:57.160 I want to get the 1983 01:55:58.240 --> 01:55:58.660 thank you. 1984 01:55:59.340 --> 01:56:01.460 Uh it's not 1985 01:56:02.230 --> 01:56:04.840 deal, but I couldn't manage. 1986 01:56:10.730 --> 01:56:10.960 Mhm 1987 01:56:11.430 --> 01:56:11.630 Yeah, 1988 01:56:12.130 --> 01:56:12.330 yeah. 1989 01:56:14.630 --> 01:56:14.840 Mhm, 1990 01:56:20.330 --> 01:56:22.340 wow. No, this does not work. 1991 01:56:35.530 --> 01:56:38.650 This is now where the puzzle is getting kind of interesting. 1992 01:56:39.930 --> 01:56:43.460 Do you know if the rigging will be streamed? No, I'm not sure. 1993 01:56:43.830 --> 01:56:44.460 Um 1994 01:56:54.430 --> 01:56:56.350 I don't like where this 1995 01:56:58.230 --> 01:56:59.150 sleeping. 1996 01:57:03.330 --> 01:57:04.040 Uh huh, 1997 01:57:24.130 --> 01:57:24.460 mm hmm. 1998 01:57:34.330 --> 01:57:34.840 Mhm 1999 01:57:39.730 --> 01:57:40.340 Yeah, 2000 01:57:40.340 --> 01:57:42.470 I'm just experimenting right now on how I could 2001 01:57:42.470 --> 01:57:46.220 fill these areas without adding a lot of loops. 2002 01:57:52.660 --> 01:57:56.350 I mean the easiest way is to just like really to lead it into the cheek 2003 01:57:56.360 --> 01:57:59.230 because this but there's already so much going 2004 01:57:59.230 --> 01:58:03.230 on there that it's just a bit overkill, 2005 01:58:12.020 --> 01:58:12.740 wow. 2006 01:58:13.120 --> 01:58:13.350 Yeah. 2007 01:58:18.920 --> 01:58:19.640 Mhm. 2008 01:58:22.020 --> 01:58:22.250 Mhm. 2009 01:58:22.620 --> 01:58:25.040 Don't like this idea. 2010 01:58:26.120 --> 01:58:26.350 Yeah. 2011 01:58:28.520 --> 01:58:29.350 Home Home. 2012 01:58:33.420 --> 01:58:33.650 Okay. 2013 01:58:35.320 --> 01:58:36.150 Find Home. 2014 01:58:36.720 --> 01:58:37.250 Mm 2015 01:58:40.440 --> 01:58:44.940 I should say if I haven't saved in an eternity. Um 2016 01:58:45.620 --> 01:58:45.850 Mhm. 2017 01:58:46.220 --> 01:58:46.540 Two 2018 01:58:47.620 --> 01:58:48.750 mm 2019 01:58:49.320 --> 01:58:52.350 uh is that he played 2020 01:58:52.720 --> 01:58:56.040 versions in blender? Sorry, I don't understand. 2021 01:58:56.520 --> 01:58:56.750 Mhm. 2022 01:58:57.120 --> 01:59:02.940 Um How many hours have you spent making a complete character? Richter texture? 2023 01:59:02.950 --> 01:59:04.530 Well depends on the character. 2024 01:59:05.120 --> 01:59:10.340 Uh There's like some simpler characters where we spent like a week or like 2025 01:59:10.720 --> 01:59:11.740 a couple of weeks. 2026 01:59:12.320 --> 01:59:12.520 Yeah. 2027 01:59:13.020 --> 01:59:18.840 Um like for example the settlers project but then rain for example what's an entire 2028 01:59:19.220 --> 01:59:22.250 almost like a research project that took, 2029 01:59:23.620 --> 01:59:24.430 it took like 2030 01:59:24.920 --> 01:59:26.840 1 1/2 a couple months 2031 01:59:29.720 --> 01:59:33.730 but it's essentially like making the main character of your movie 2032 01:59:33.730 --> 01:59:36.440 so it makes sense that it takes a lot of time. 2033 01:59:36.920 --> 01:59:38.030 Um 2034 01:59:38.420 --> 01:59:38.650 Mhm. 2035 01:59:50.320 --> 01:59:51.150 Yeah. 2036 01:59:53.020 --> 01:59:53.250 Mhm. 2037 01:59:57.820 --> 01:59:58.650 Yeah, 2038 02:00:01.110 --> 02:00:05.980 I'm I remember disappointed that like with a written apology right now I 2039 02:00:05.990 --> 02:00:11.220 didn't get to lead the loops really nicely into like very organized patches, 2040 02:00:12.510 --> 02:00:13.320 but 2041 02:00:15.580 --> 02:00:16.630 that's fine. 2042 02:00:18.410 --> 02:00:19.330 It's still 2043 02:00:20.410 --> 02:00:21.630 uh huh 2044 02:00:22.110 --> 02:00:26.130 apology. It's still itself should still work the way it does right now. 2045 02:00:46.410 --> 02:00:46.610 Yeah. 2046 02:00:49.910 --> 02:00:50.110 Yeah. 2047 02:00:53.410 --> 02:00:53.620 Mhm. 2048 02:00:55.210 --> 02:00:55.440 Yeah. 2049 02:00:59.910 --> 02:01:00.120 Okay. 2050 02:01:16.110 --> 02:01:16.320 Mhm. 2051 02:01:23.810 --> 02:01:24.040 Yeah. 2052 02:01:24.510 --> 02:01:24.710 Yeah. 2053 02:01:30.810 --> 02:01:31.040 Yeah. 2054 02:01:34.710 --> 02:01:34.940 Yeah. 2055 02:01:38.410 --> 02:01:38.610 Yeah. 2056 02:01:51.510 --> 02:01:54.160 I think mostly everything is kind of here 2057 02:01:54.390 --> 02:01:55.620 at least for the face. 2058 02:01:57.210 --> 02:02:01.620 Of course the best way to test this is to just like enable the 2059 02:02:02.000 --> 02:02:05.050 subdivision surface modifier and to see how it looks. 2060 02:02:06.200 --> 02:02:07.610 In comparison to 2061 02:02:08.450 --> 02:02:09.920 the sculpt underneath. 2062 02:02:12.900 --> 02:02:15.510 There's also something weird going on over here. 2063 02:02:18.600 --> 02:02:19.320 What is that? 2064 02:02:29.600 --> 02:02:30.410 That's weird. 2065 02:02:39.100 --> 02:02:42.520 Oh there's a there's a face that was hidden. 2066 02:02:42.900 --> 02:02:43.320 Okay, 2067 02:02:43.800 --> 02:02:44.420 here we go. 2068 02:02:46.500 --> 02:02:48.580 So just this mask this 2069 02:02:49.600 --> 02:02:52.720 this part of the rich apology. How much does it match up? 2070 02:02:56.600 --> 02:02:58.520 I think it does fairly well. 2071 02:03:01.200 --> 02:03:01.400 Yeah, 2072 02:03:02.200 --> 02:03:05.690 the most important thing is that it captures not necessarily 2073 02:03:05.690 --> 02:03:08.650 the main volumes because that's something I can fix afterwards. 2074 02:03:08.650 --> 02:03:10.330 But the crisis 2075 02:03:11.100 --> 02:03:14.590 especially around the eyes, I think it does a pretty good job. 2076 02:03:14.590 --> 02:03:20.910 It could be sharper over here so I could just nudge this further in 2077 02:03:23.300 --> 02:03:25.240 and interestingly enough that is 2078 02:03:25.800 --> 02:03:26.730 no, 2079 02:03:28.500 --> 02:03:33.720 well I would have to add at least one edge over here as like the counterpart 2080 02:03:37.460 --> 02:03:41.120 really just to make this crease visible. 2081 02:03:42.200 --> 02:03:47.420 Might actually make it to visible right now but can be soft and 2082 02:03:52.400 --> 02:03:56.410 yeah, is looking good 2083 02:03:56.810 --> 02:03:57.620 and then 2084 02:03:58.000 --> 02:03:58.180 yeah, 2085 02:03:59.200 --> 02:04:02.200 someone is drilling. 2086 02:04:03.990 --> 02:04:05.830 I hope that's not audible 2087 02:04:06.050 --> 02:04:07.800 in the stream. 2088 02:04:10.190 --> 02:04:10.420 Mhm. 2089 02:04:14.690 --> 02:04:15.110 Okay. 2090 02:04:15.690 --> 02:04:15.920 Okay. 2091 02:04:16.390 --> 02:04:17.100 Uh huh. 2092 02:04:19.290 --> 02:04:20.990 His nose so big. Yes, 2093 02:04:21.490 --> 02:04:25.620 that was definitely part of the design. I wanted to give him a bigger nose than rain. 2094 02:04:26.290 --> 02:04:27.350 Um 2095 02:04:27.510 --> 02:04:29.520 I think the design of the nose is pretty fun. 2096 02:04:29.890 --> 02:04:31.920 Uh huh. 2097 02:04:33.690 --> 02:04:34.020 Mhm. 2098 02:04:37.590 --> 02:04:37.770 Yeah, 2099 02:04:41.290 --> 02:04:44.090 like there's certain aspects of the character designs that 2100 02:04:44.090 --> 02:04:47.660 are exaggerated between these different characters for rain. 2101 02:04:47.660 --> 02:04:52.510 It was really supposed to be the brow and her eyebrows. 2102 02:04:53.090 --> 02:04:55.240 She has a really pronounced brow 2103 02:04:56.190 --> 02:04:58.700 for him. It was definitely more than nose 2104 02:04:59.080 --> 02:05:00.420 and chin. 2105 02:05:05.990 --> 02:05:07.210 Okay. 2106 02:05:17.490 --> 02:05:18.620 Uh huh. 2107 02:05:19.390 --> 02:05:24.700 How do I make this work in the best way I could like 2108 02:05:25.190 --> 02:05:26.420 push this up. 2109 02:05:28.090 --> 02:05:28.300 Mhm. 2110 02:05:28.890 --> 02:05:29.120 Mhm. 2111 02:05:31.590 --> 02:05:31.920 Mhm. 2112 02:05:32.990 --> 02:05:36.020 These groups are close enough to each other that they could 2113 02:05:36.390 --> 02:05:41.370 uh that they could pinch together and form that crease without having like 2114 02:05:41.380 --> 02:05:48.120 a severe loss of volume around on the on the other sides. 2115 02:05:48.990 --> 02:05:49.190 Yeah, 2116 02:05:50.990 --> 02:05:51.800 could work. 2117 02:05:57.290 --> 02:05:57.520 Uh huh 2118 02:06:01.980 --> 02:06:02.400 mm. 2119 02:06:02.980 --> 02:06:03.210 Mhm. 2120 02:06:04.880 --> 02:06:05.090 Okay. 2121 02:06:08.930 --> 02:06:09.900 And 2122 02:06:11.070 --> 02:06:13.960 I assume the eyebrows are separate geometry. 2123 02:06:13.970 --> 02:06:16.760 If so is it tricky to make it not disappear 2124 02:06:16.760 --> 02:06:19.800 into the face or something when freaking or deforming? 2125 02:06:20.180 --> 02:06:23.300 That is a really good question. Um 2126 02:06:23.880 --> 02:06:25.470 To avoid that, 2127 02:06:25.470 --> 02:06:32.490 what I always try to do is to have like the topology over here on the eyebrows. 2128 02:06:32.880 --> 02:06:35.370 This is the topology of the face but it 2129 02:06:35.370 --> 02:06:39.500 should match up with the eyebrows as much as possible 2130 02:06:40.080 --> 02:06:43.500 except for the outer parts of a here word which has become too tiny. 2131 02:06:43.980 --> 02:06:49.750 But what that offers us is if we make an eyebrow geometry, 2132 02:06:49.760 --> 02:06:52.520 it can have the same amount of loops at this 2133 02:06:52.530 --> 02:06:55.590 at the same place and then they can move together 2134 02:06:55.980 --> 02:06:58.310 without a real effort to the rigging. 2135 02:07:00.380 --> 02:07:02.000 So that just makes it easier. 2136 02:07:20.180 --> 02:07:22.240 I think there's already looking pretty good. 2137 02:07:23.580 --> 02:07:24.300 Um 2138 02:07:30.880 --> 02:07:34.090 Of course there's like other elements missing 2139 02:07:34.090 --> 02:07:36.420 like for example read apologizing the ears, 2140 02:07:36.430 --> 02:07:40.500 the neck and all that stuff but I think I'll leave that to another stream. 2141 02:07:41.180 --> 02:07:45.880 Um that would be done in the next part, finishing up the rest of the head. 2142 02:07:45.890 --> 02:07:47.500 I just want to double check 2143 02:07:48.180 --> 02:07:50.900 on these facial elements like 2144 02:07:51.380 --> 02:07:55.600 the nose for example, like I just left a hole in here for now 2145 02:07:56.380 --> 02:07:57.210 and 2146 02:07:58.080 --> 02:08:01.530 I could finish up the eyes. That's something I could do at least. 2147 02:08:01.540 --> 02:08:06.000 Um Not going into the inner. I like the thickness of the eyelids and such. 2148 02:08:07.270 --> 02:08:07.600 Um 2149 02:08:08.470 --> 02:08:10.180 Actually it's let's do it anyway, 2150 02:08:10.670 --> 02:08:12.100 that's the least I can do. 2151 02:08:12.570 --> 02:08:12.900 Mm 2152 02:08:13.770 --> 02:08:16.790 So I can just like extrude and scale this in 2153 02:08:20.470 --> 02:08:21.340 like this. 2154 02:08:23.070 --> 02:08:24.600 And then I kind of get the 2155 02:08:25.170 --> 02:08:26.900 the inner islets 2156 02:08:27.470 --> 02:08:30.100 and don't shy away from making them thick 2157 02:08:30.570 --> 02:08:33.320 eyelids are actually really thick if you look at them. 2158 02:08:33.330 --> 02:08:36.090 Uh Like from an anatomical standpoint 2159 02:08:37.570 --> 02:08:40.040 of course I might need to have to adjust the distance to 2160 02:08:40.040 --> 02:08:43.000 the eyes so they don't have to clip into each other. 2161 02:08:43.470 --> 02:08:44.100 Um 2162 02:08:44.570 --> 02:08:45.730 But something like this 2163 02:08:46.170 --> 02:08:48.900 uh actually hit 2164 02:08:49.870 --> 02:08:51.280 so uh 2165 02:08:51.670 --> 02:08:53.890 the I object. There we go. 2166 02:08:55.370 --> 02:08:55.600 Mhm. 2167 02:08:56.170 --> 02:08:57.130 Like this. 2168 02:08:57.570 --> 02:08:57.900 Mhm. 2169 02:08:59.470 --> 02:09:00.690 Kind of like this. 2170 02:09:02.370 --> 02:09:02.600 Okay. 2171 02:09:03.570 --> 02:09:03.900 Okay 2172 02:09:04.470 --> 02:09:05.160 and then 2173 02:09:06.170 --> 02:09:08.940 I need a certain amount of loops 2174 02:09:09.110 --> 02:09:10.280 and 2175 02:09:10.770 --> 02:09:13.730 wait. There's actually some more questions I should also 2176 02:09:14.040 --> 02:09:15.600 answer those. Are you 2177 02:09:16.170 --> 02:09:21.180 a T. Four a post on a post type of person? Well uh 2178 02:09:21.970 --> 02:09:23.100 I've tried 2179 02:09:23.670 --> 02:09:26.280 a few different resting poses 2180 02:09:26.870 --> 02:09:29.390 throughout the different productions we had. And 2181 02:09:29.770 --> 02:09:34.600 the most popular for the animators is generally the T. Polls 2182 02:09:35.070 --> 02:09:41.470 just because it's making uh rotation values on bones and all that, all that stuff. 2183 02:09:41.470 --> 02:09:45.000 Much easier to manage. So if you want to give 2184 02:09:45.470 --> 02:09:48.100 animators, less of a headache, go for typos. 2185 02:09:48.390 --> 02:09:49.900 But for sculpting 2186 02:09:50.570 --> 02:09:56.390 in general, I actually am now moving away from T. Or a pulse is completely 2187 02:09:57.070 --> 02:10:02.380 I want when I'm sculpting character on a design perspective just 2188 02:10:02.860 --> 02:10:04.780 finding the character design, 2189 02:10:05.160 --> 02:10:07.470 I'm going to just post them with the arm stone 2190 02:10:07.960 --> 02:10:13.410 in the in the most relaxed way, a natural way as possible. 2191 02:10:13.890 --> 02:10:14.790 I don't want to 2192 02:10:15.460 --> 02:10:18.230 I don't want to do the design to be 2193 02:10:18.350 --> 02:10:21.480 less readable because of technicals 2194 02:10:22.160 --> 02:10:24.470 specifics 2195 02:10:25.160 --> 02:10:31.790 something that's a problem that we ran into a few times now. 2196 02:10:34.660 --> 02:10:34.870 Mhm. 2197 02:10:35.860 --> 02:10:41.580 But yes, the eyelids, I already have this edge loop over here and I would like to add 2198 02:10:43.460 --> 02:10:47.780 At least like yeah like three more. 2199 02:10:49.760 --> 02:10:54.020 And these three are just enough like if the I should ever close 2200 02:10:54.030 --> 02:10:58.320 but there's enough loops to keep the volume of the eyelids intact. 2201 02:10:58.330 --> 02:11:00.040 Like the the islets could have a bit of 2202 02:11:00.040 --> 02:11:03.550 curvature and actually wrapped nicely around the eye. 2203 02:11:03.560 --> 02:11:06.740 But then also these two loops are a nice counter 2204 02:11:06.740 --> 02:11:10.580 piece to the creases that we're going to have here. 2205 02:11:10.860 --> 02:11:12.980 I'm going to add one more over there as well. 2206 02:11:13.860 --> 02:11:16.680 And this is going to also be marked as a sharp 2207 02:11:17.150 --> 02:11:19.370 and this just makes more sense now. 2208 02:11:21.360 --> 02:11:21.780 Um 2209 02:11:22.660 --> 02:11:26.210 So I have these two loops over here for this crease and these two loops for 2210 02:11:26.210 --> 02:11:32.880 this crease and these four uh these uh four looks over here can be used for 2211 02:11:33.360 --> 02:11:33.860 Uh huh 2212 02:11:35.560 --> 02:11:37.230 For when the eye closes. 2213 02:11:38.660 --> 02:11:41.180 That's a general. It's a really good rule of thumb. 2214 02:11:45.160 --> 02:11:48.370 Um the year I'm going to do that in the next dream. 2215 02:11:49.560 --> 02:11:50.580 I think 2216 02:11:52.760 --> 02:11:56.150 I am pretty happy with how this looks. 2217 02:11:58.060 --> 02:12:03.580 The temple area is gonna be tricky. I think I need to figure this out this out next time 2218 02:12:05.050 --> 02:12:08.750 I know that I messed up the temple area but on the rain, 2219 02:12:08.750 --> 02:12:11.670 read apology and I want to fix that mistake. 2220 02:12:12.450 --> 02:12:14.830 But let's just have a look at this again. 2221 02:12:16.150 --> 02:12:20.380 I'm actually going to switch to a madcap so I can see the surface curvature even more. 2222 02:12:20.850 --> 02:12:21.870 So if I 2223 02:12:22.450 --> 02:12:23.970 switch between 2224 02:12:25.050 --> 02:12:31.970 the face and the rich apology exist like this hide and hide. 2225 02:12:31.980 --> 02:12:39.100 Think the lip crease could be sharper. It's losing a bit of volume right now. 2226 02:12:39.110 --> 02:12:45.870 Same thing for the um for the chin and same thing over here. 2227 02:12:46.910 --> 02:12:50.700 But other than that, it should actually be good. 2228 02:12:51.550 --> 02:12:55.690 It's capturing most of the details. But yes, the lip that is 2229 02:12:56.130 --> 02:12:57.160 That is actually a thing. 2230 02:12:57.650 --> 02:12:57.880 Yeah. 2231 02:12:58.650 --> 02:13:01.980 So I'm going to slide these up 2232 02:13:03.750 --> 02:13:05.440 more towards this. 2233 02:13:06.250 --> 02:13:06.390 Yeah, 2234 02:13:07.350 --> 02:13:10.980 critical point over there. Why I want that crease. Same thing over here. 2235 02:13:11.450 --> 02:13:13.070 No, 2236 02:13:14.950 --> 02:13:19.170 the closer they hook this edge over here, the sharper the crease is going to be. 2237 02:13:20.650 --> 02:13:23.860 And over here I'm actually going to add another loop. 2238 02:13:23.870 --> 02:13:30.270 So this one can be, I can slide this further upwards and this one can rest 2239 02:13:30.850 --> 02:13:32.470 a bit more snuck 2240 02:13:33.650 --> 02:13:35.870 on this crease over here. 2241 02:13:41.950 --> 02:13:42.160 Mm 2242 02:13:45.150 --> 02:13:45.870 That 2243 02:13:47.950 --> 02:13:50.040 and now I have this like this crease over here. 2244 02:13:50.040 --> 02:13:52.950 Much better captured as well as on the lips. 2245 02:13:52.960 --> 02:13:57.620 There's a general loss of volume but that can be fixed another way afterwards. 2246 02:13:57.630 --> 02:13:59.980 Once I'm happy with the general reach apology 2247 02:14:00.440 --> 02:14:01.460 um 2248 02:14:02.340 --> 02:14:04.730 When will be the next dream? I'm gonna do this weekly, 2249 02:14:05.000 --> 02:14:07.260 each Thursday at 4:00. 2250 02:14:07.740 --> 02:14:08.550 I 2251 02:14:09.040 --> 02:14:10.870 kind of settled on that time 2252 02:14:11.440 --> 02:14:12.460 in general now. 2253 02:14:13.040 --> 02:14:13.760 Um 2254 02:14:15.340 --> 02:14:16.660 but yes, 2255 02:14:17.540 --> 02:14:19.180 if you're hungry for more, 2256 02:14:19.180 --> 02:14:23.170 there's also the time lapses of the sculpting progress on the blender clouds. 2257 02:14:23.740 --> 02:14:26.370 Um but more on the re topology 2258 02:14:26.740 --> 02:14:33.860 can also be found there like the topology of the character rain but for snow, 2259 02:14:33.860 --> 02:14:35.300 you would have to wait for a bit. 2260 02:14:35.300 --> 02:14:38.330 I'm going to show the basically everything else 2261 02:14:38.330 --> 02:14:41.260 that's left to do for creating this character life 2262 02:14:43.740 --> 02:14:46.370 is making it as accessible as possible. 2263 02:14:48.640 --> 02:14:49.560 Um 2264 02:14:52.640 --> 02:14:56.450 I'm going to quickly just for a short time hide the 2265 02:14:56.460 --> 02:14:59.450 seams and sharps just to have a look at the red apology 2266 02:15:00.140 --> 02:15:03.260 and I think this is actually looking pretty good. 2267 02:15:04.340 --> 02:15:04.540 Yeah. 2268 02:15:10.040 --> 02:15:12.580 You think it could be tweaked in a couple areas. 2269 02:15:13.140 --> 02:15:18.170 Not too happy with how some of these loops actually like where they lead 2270 02:15:19.040 --> 02:15:22.060 but none of it is nonsensical. It's all 2271 02:15:24.540 --> 02:15:25.040 yeah, 2272 02:15:25.440 --> 02:15:27.360 it's all kind of nice and symmetrical 2273 02:15:28.340 --> 02:15:32.080 and even though some areas like over here are a bit dense, 2274 02:15:32.090 --> 02:15:35.830 it's not like there are any more dense than any other area of the face. 2275 02:15:35.830 --> 02:15:37.370 So should be fine. 2276 02:15:38.340 --> 02:15:42.660 And I have just enough loops for every major crease that I want to have 2277 02:15:43.040 --> 02:15:45.070 available for animation. 2278 02:15:49.040 --> 02:15:50.660 Yes. 2279 02:15:53.440 --> 02:15:56.230 Yeah, that should basically be it for now. 2280 02:15:56.240 --> 02:16:00.260 Uh I'm going to end the stream here so I hope you have really enjoyed this. 2281 02:16:00.260 --> 02:16:03.160 I'm just quickly checking for any more questions. 2282 02:16:03.170 --> 02:16:06.870 Another shrink wrap, duplicate apply. Might be smart before quitting. Ha ha! 2283 02:16:07.640 --> 02:16:13.270 That's a good tip. Okay, I'm gonna actually do it shifty control a bam 2284 02:16:14.040 --> 02:16:14.870 so 2285 02:16:15.640 --> 02:16:17.860 now we can actually see how this compares. 2286 02:16:19.120 --> 02:16:20.960 I think this is pretty good progress. 2287 02:16:23.640 --> 02:16:24.270 Okay 2288 02:16:24.720 --> 02:16:28.270 then I'll see you next time. Thank you very much for joining 2289 02:16:29.170 --> 02:16:30.560 and have a good day.