eventually I continued by rita apologizing the neck and shoulders.
The shoulder does seem a bit tricky if you want to do it right,
continue the circular patch of the neck up until the collarbones.
I already started adding rough cylinders for the arms at this point.
Make sure
the amount of loops is relatively low and even
from there there's the shoulder plate,
square patch being excluded from it
with a circular loop going around it into the armpits and back into itself.
I already started connecting the patches and limbs,
but you could keep them separate for now and
just keep plotting out the general edge flow.
You can also find the file of the final written apology in the asset directory if
you want to keep it on the side as reference or just have a closer look
down the chest and the back. It's essentially just a big square patch.
Don't try to put too much effort into the body
as it's probably being covered by clothes later on.
There's no need to put all the muscle structures into the edge flow.
The amount of loops on the back is at this point insanely high.
So I decided to kill a few loops that are coming from
the face on the back of the head into a little graveyard.
Just hide a loop to put up a little roadblock for selection
and then slide some loops into each other to create arcs.
In this case I just modeled the arcs manually, which is also valid.
There's many different workflows of how you can
read apologize as many different tools available.
I did already create a rough start for the arms since I wanted the shoulder to
properly connect immediately
for your first time or if you want to be careful,
I can recommend keeping all the limbs as
separate measures until the topology is done on them
eventually.
Then you will notice that they won't connect well
because they have probably not an equal number of loops
to connect
at this point since they're still separate,
it will be easier to remove or add extra
loops to make everything line up with everything else.
If everything is connected from the start you will have loops that go through the
entire body and that will be harder to adjust when you add or remove loops
since they might go all the way up to the face.
The only region that I often keep separate until it aligns perfectly with the rest
are the hands.
I still find them tricky and
in this model I was lucky that the loops lined almost perfectly by the end.
Here is actually a rare moment where I still
adjusted the sculpt to relax the arm of it.
This was also before the post brushes or transform tools were added to sculpt mode.
So I had to do it in edit mode.
I just did all of this to get a bit of a more
better a post something a bit more relaxed.
An important note for rita apologizing the limbs is that there should
be at least three loops available to make joints rotate correctly.
Otherwise they're going to just lose their shape while deforming.
In my case the pool account of the arm is already so dense,
it's hard to not have three loops available, but it's good to mention since
since this will really become important for the fingers. To name an example,
I can recommend to start out very low with the
amount of faces and work your way up in detail.
The way I did it here in the time lapses became way too dense, too fast
so it became a bit more difficult to manage later on
for the knees and elbows. I also like to add an extra insect in the faces.
This way it adds an extra circular loop to pronounce the shape.
Well, if they are in that style,
you could just exclude a big tube for the rest of the torso.
But I decided to also add a little
definition to the breasts with some circular loops.
I did this by extruding the area in words and then grid filling the cap.
The whole thing with the circular loops is
probably unnecessary
because in the worst case scenario, the
geometry will just end up being hidden below the clothes anyway,
but it will give you some more consistent
volume and a nicer shape which will be better
overall, nicer reference for the clothes above it
to create the basic legs. I used the same workflow as with the arms basically
the arms also started to be a bit in the way.
So I clipped the view port visibility by using the shortcut old B.
Remember it's important that the topology helps
to find the shape of the original sculpt
in the case of the but for example, the topology is not perfect for this,
but I wanted the loops to stay overall
circular around the leg without adding additional poles
when read apologizing the jeans later on, this was not really possible,
which ended up in a more complex topology
but I will get more into that once we get there,
try to straighten the loops going around the torso. Arms and legs.
Since this will make the defamation
in the rig definitely a bit easier and clean.
I didn't pay much attention to the feet since they
will be completely covered and replaced by the shoes,
they only function really as a baseline volume reference for the shoes and socks.
This is also the only place where intentionally
allowed six poles and triangles to be.
So essentially it's a little graveyard
also as a tip sometimes
to restructure
the topology of the surface.
I'd like to fill in many faces together into one single and gone and then
use the knife to war and joining edges with J to create loops more freely.
The engines also nice roadblocks for loop cuts and loops. Elections,
which is a nice bonus.
I also created an inset for both the bulging bones on the ankle
for the hands.
It's also generally good to start with a cube,
add loops and shape it into the general palm of the hand. As the first basic shape,
you definitely need
at least a circular loop around the thumb along the palm.
The rest can be more square patches,
add fingers from there with either cylinders,
cubes or by just directly excluding out parts of the palm,
ideally keep all elements of the hand as separate
objects for now and stitch them back later on.
Also make sure to add some circular loops around the base of the fingers.
Then add three loops at least for every joint
for the deformation of the finger.
And if the shape has some extra details like hard corners,
add some more loops to support those creases
at this point, the finger might have way more loops coming in
than the hand, so add some arcs
to loop
them back into the finger.
This art can also pronounce the shape of the knuckles a little bit.
Try to keep both sides of the palm consistent in the amount of loops.
Otherwise, it will be hard to connect the fingers
right now.
It's just about adding all the needed topology and getting the same shapes
increases as in the original sculpt
the fingernails can be created by in setting the faces.
Just add enough loops to make the crease
and nails well defined.
Once one finger is done
duplicated to create the other ones.
The fingers can mostly be recycled to create the thumb as well.
Just make sure the loops lead nicely back into each other
and that everything connects well without adding too many additional poles.
Once it came to actually connecting the hand to the rest of the arm,
I still kept them as separate objects for now
use the snapping to advertise is to align each loop before merging them
this way,
it's easier to plan out the merging and make
sure the amount of connecting loops is the same.
In almost all cases you won't have the same amount of edge loops
to correct this,
it's common to add some diamonds on the palm of
the hand or any other area that won't deform that much
to generally redirect or kill some loops.
In my case,
I was able to redirect the loops I added to
define the hard edges on the fingers and the hand
and then lead them back into each other.
Don't shy away from redirecting loops on the hand or
even adding new ones on the arm if they don't match
in the end, joined the two objects and merge.
The vertex is by using auto, merge,
editing and snapping or merged by distance or even bridging the
two open boundary loops and then removing one of them.
There's many different ways of how you can bridge these two areas.
I again added some vertex colors afterwards. To illustrate the patch is better.
After this, I continue to tweak the topology a little bit.
In the next video,
I'll go over some more of the cleanup and transferring
the original volumes of the sculpt to the rich apology.