Transcripts
1. Introduction Trailer: Name is Marcus Emilio. I'm a freelance character artist working in the game industry, and I will be your
instructor in this course. In this course, you
will learn how to make an advanced
stylist character, starting from a simple sphere as a way to finish character. This course will
cover many topics, but the main ones
are as follows. Creating a prepar
character phase, creating the character body
along with anatomy tips, creating cloths and armor
elements inside ZRush, poly modeling in CRs, creating optimized ree
topology for games, creating efficient UVs,
basic rigging for posing. Creating high quality textures, doing the final rendering
and composition. This course shows the
full process on how to make a trey slag character
completely in real time. The only times we
use time lapses is during extremely
repetitive processes. As for the programs that
we're going to use, we're going to use sibls to
make the high poly model, blender to do dietpology
jobs, and rigging, substance bender
for ditexturing, photoshop to fix baking issues, and Verbose TolbgFive
for the rendering. We're going to start by
looking at a reference, and then going to zeros
and from a sphere, we will make the
blackout of the face and the body and then refine
everything inside SIRs. Once the high body is done, we will export everything to Blender to start doing
the topology and Ubis. After that, we use Susan
Spinter to do all the textures, along with MarmosaeTolba five to do the composition
and rendering. These schools will
have a total of 55 hours of video content, showcasing the entire process
of creating this character. At the end, I feel
confident that you will know how to make your own
three character models. Although this course is
mostly in real time, there are a couple of band apses for super repetitive processes. Also, all the source file for the content we
create will be included. Now, this course is
started more towards intermediate artists
who already have a basic understanding of
the progress mentioned. If you are an absolute beginner, I do recommend you to watch
first introduction courses, especially on Cirsbnder
and Substance Painter. This course will also come with auto generated subtitles in English, Chinese, and Spanish. I hope that you will enjoy this course and that
will be useful for you.
2. 01 Creating The Head: So let's start the
head. All right. The first thing that
we're going to do is to make some sort of a jaw. Let's make a jaw, a jaw shape. Now, we're going to mask
here beneath our head, Make like knee a neck
shape like this. Let refine a bit
more the shapes. Now here, there is a plain change in the
back of our head. We have a plain change here. Like you can see in this image. Let me see here, you can see there is
a plane change here, and let's make this head shape. All right. So let's
start making All right. Like this. Make
the plain change. On the front view, let's see how this looks. The narrower here. On the top view,
the head looks like a neck with the narrower pad folding to the
front to the face. Well, let's make that
egg shape like this. Alright. Now I'm going to define more the jaw and
add a ear because they are really important to define the proportions
adjust the perspective. All right. The ears are super important to define the proportions
of the face. I always like to put them at the beginning
of the process. All right. Continue
refining a bit more. Let's make a bit more
narrower the neck. Alright. From all angles, this looks. All right. Now, the eyes,
where are the eyes? The eyes are going to be in the middle of the head
with the transpose line, we're going to measure
from the top to the shin. And in the middle of this
line will be the eyes. Alright, like this. This is the eye socket. Let's let me use the age bonish to just define
some plan changes here. Now, I want to carve
a bit more here because the face is
not it's not flat. The face is not flat like this. The face has a curve. It's not flat. A curve
like that, yeah. Now, from the eyes
the heir to the jaw, I'm going to carve like this. Going to carve like this to make some sort of
a muscular shape. Refine a bit more the ears. Right? Let's tweak this part a bit more to make some
sort of of a nose. A bit nervous the face. Let's make a bit pointing the
shin 'cause she's a female. All right. A bit pointing. I think that's good. A
bit mac rab the neck. All right. Now,
let's make the nose. Where are the nose? The nose will be
in the middle of this distance will be
the bottom of the nose. Around here is the nose. Let's make some volume
to represent that. All right. Sort of nose. Like this. Carve a bit
more in the eye sockets. Alright, let's make
some mouth volume because here will be the mouth when we crank
up the resolution. Alright. Perfect. Alright, let's make
some bony landmarks that I really like to
put at the beginning, help me with the
anatomy of the head. Let's make some temporal
bone here. Temporal bone. Let's fine the forehead, at some frontal eminence.
Let's put it a bit. I think I put it too much. I see she she has a
really big big brain, so let's make it less big. Alright. I see the concept. I'm not looking too much to the concept right now
because we are at the beginning stages of
this model of this head. I'm going to look more at
the concept later when we going to polish our face. Right. Right. Now, I will feel again this gap with the
temporal muscle here. Let's make a bit of a
corner here in the eyes. Alright. A bit more volume
here, maybe. All right. Let me push this a bit deep. Maybe with a bit of
an angle, the years. Let's pf a bit more here to eliminate that
were volume there. Let's refined to more
the school shape. Let me carve here a
little bit just to mark the trapecus muscle and a little bit of the neck muscle that has a really long name that I don't want to pronounce now. Alright, I think the
neck is a bit long. Let's we're finding a
bit more here, the nose. That save is always
important to save. If you don't save, then so many times that zebras have
saved me from the crashes. Alright, now, I'm going to I'm going to crank up the
resolution of our model. I'm going to select the 56 resolution of
Dynamesh and let's dynamesh. Now, I'm going to make the nasal label fat pad fill this gap that
we have make here. The Nat fat pad goes around
here and ends around here. Let's fill this a bit more. All right. With
the age porridge, refine the shape a bit. Now with the age porridge, I'm going to make some planes
on the nose like this. Alright. Let's find a
bit more than nose. Let's fill the eye sockets with some eye volume to represent
where the eyes will be. And as you can see,
just with this volume, the face start to
look like a face. Add a bit of this fat pad that we have on the
top of our eyes. Alright. Now I'm going to
mask a bit here, and then I will carve like this. And the hi just to mark
some sort of a cheek bone. Alright let's see if our ear is in the same
height as our nose. You can see it's a bit higher. Let's make it a bit lower. Maybe longer also. Let's carve here in the ears. Start making anatomy
of the ears. I'm not going to
define it too much in this resolution. All right. It may make a bit narrower, the neck, a bit
too much, I think. All right. Perfect.
Let's define more here. It's a bit smooth. Reduce the frontal lamins. We perchin Define bit more displaying
changes here. Alright. I think that in our concept, the eyes are a bit a bit bigger. But we can deal with that later. Just make all the face features
now and then we are going to tweak them to make it
look more like the concept. Right. See if I can
make it a bit bigger. I'm going to use the Gizmo. Let's select this option here, local symmetry and
make it a bit bigger. Now, I'm going to
carve here just to define more the I anatomy. More here. Now, it starting to look like
she has the eyes closed. Let's see, from this ankle
to see how this is looking. I think she looks a bit walid
with not too much fail. Make a bit cheeks. This thing she was looking. Bc she doesn't look that thing. H. Also, you have to know the ears
are in the middle of this distance are in the
middle of this distance. As you can see, my ears
are a bit to the back. So I have fixed it now. In the females, the
jaw angle is around 100 145 around that angle. In the males are
90 degree angle. Because she's a female, I would make it a bit
wider angle like this. And also, this part, the ja corner will be on the
same height as the mouth. I think this here
is a bit too much. Alright. Let's make the
face a bit smaller. To refine more over
shape of our head. Let me make this just to make a bit more evident the nasal label fat pad and this f pad just
to separate those. These fat pad, this
nasal y fat pad. And here will be the cheekbone. I will define a bit more planes just with the dumb
standard like this. I fu with it all right. Now, I will crank up
the solution even more. I will put it in the 128
around that number 128. All right. And let's make it. Let's define more the nose shapes. The nose shape. We make this plane a bit more evident and make
with the He polish, a bit floter here. I really like to have really strong plain
changes, plain change here. I how is looking on the front. You see, I have some
reference of the style. So references are also mine. Like this style also
have a reference. I using various references to achieve some sort of personal style that I really like mixing it with
the concept style. I define a bit more
the neck muscle, a bit of the throat. It's moody more defining
more the ear shape. I will make my clay buildup. I will make it that don't
affect the back part. Just clicking back face mask just to find more
these shapes here. Make this part of this
that look like a Y. Et's make more her, I think.'s a bit more here. Right? A bit around there. That's perfect. Now let's see
if I can continue refining more the ice. Let me see. It's looking weird now, I know. You're looking a bit weird, but this will look
good, eventually. Just trust me,
trust the process. This will look good. The only thing that you have
to do is trust the process. Find more plains and
let's make the mouth. Oh, I make the mouth pimple. I will first carve
with a damp standard the corners of the mouth and where are the
corners of the mouth. I always or always know usually I put them in the
middle of our eyes. Maybe they can be a bit
a bit inner like this, like in the corner of our eyes. We put, that a bit
of a wall mold. We carve the corners. Then I will join those
two corners with line with carve like this in the corners carbon
now with the clay buildup. We define more the lower lip. Let's see from the bottom
view what this looks. Make rounder. Let's make this temple here. You find even more than one lap. Now with the damp standard, I'm going to define
the upper lip. Like this, and with
the Move brush, I will give it more
shape. Shape like this. Let's fill this gap that
was looking a bit weird. Alright. Let's make the thing here that we all
have on our heads. Alright, now let's
define the lower lip. We find the lower lip like this. And now we have to know that the lower lip is not
is not like this. Please don't make it like this. The upper lip will be always more forward
than the lower lip. Alright. Now you can see,
it's kind of mold. We have to continue tweak
it to make it look nicer. Let's make this pin shape that
we all have on our mouth, connecting these
two shapes here. Car a bit more. Let me see my
references that I have. Se a bit All right. Continue. Always watch
your references. They are always
important. All right. Find a bit more the mouth Let's make it. Corners a bit. Let's find this plane here with edge polish and a
bit of the damned standard. Make it from the far. Oh, it's looking a bit weird, but this will look
good eventually. Just trust me. Trust
the process, please. Make more of this. Let's mark again, the
lane changes. Alright. I can see let's make the
chin a bit narrower. Now looking on to
the bottom view. Make it thinner than this os see no from here, let's make this let's pronouns. This eyebrow bridge here. A bit less pronose. We make the nose a
bit thinner also. I see how this looks
from these ankles? Define one this
again. All right. Are you cleaner at this, Mark? Alright. Let's
continue this model. It's looking a bit weird. I know that this will look good. Something like that
you have to know that even on professional, the first minutes of our school scooped
will be a bit tedious. The things that we will not look always
nice at the beginning, but with the time, the
things will look nice. Bit thinner here. Maybe the
eyes a bit lower or not, maybe not a bit whiter. Maybe a Mt a bit more the head. Let's see, the
concept and reference a proper way to make
this a biter chicks et's see how she looks. We define more display here. Maybe not that strong. Let's make this less white. Move that part a bit. The safe. Make the neck muscle a
bit more inner like this. Alright, I think that our
head's spooning bit better now. Alright. Now I
will make the ice. A paint, and then sphere. Here we have another
subtle in this tab here, in the tool menu
that you can access there here in the
top bar of fibs. You can find it here. If you don't have this bar, just click here and
then click this icon. Now, here, let's click in Subto and then select this
sphere subtle the Gizmo. Just make a bit more model. Also another thing that I
really like to make to make the model real life
size intent matters. I always like to put
this in ten like this. Now, if we select our transpose line these
units that you can see here, now they are equal
to centimeters. Now, the real life eyes from the real human are
around 2.5 centimeters. But since his stylized, they will be bigger. Let's make it 2.5 centimeters. At the beginning, if we
need we can make it bigger. That's not a big deal. Let's see. That's crazy. There will be placed
here around here. Yeah. And let's mirror it to the other part that
user mirror and weld. This case, it doesn't
work because we have this local symmetry active that's from active dat and
press again mirror and weld. Alright. Let's active again this option. I think they are
more for our head. Let's make up it pig. And let's start making our ice. Alright, let's wrap
the eyelids around our eyeballs 'cause that's the way that the eyes are made. Our eyelids are wrapped
around the eyeball. Right. Alright, let's open her eyes. How we are going to make that. Just we're going to draw
with the dump standard, the eye shape like this. On the top, we have
three plane changes. The first code like
this, then like that. And finishing with
this. All right. Let's make it a bit more like a cut cut shape
like this, maybe. Looking well I know
this will look good. Please trust me. Don't
lose the fate of me. Don't lose it, please. Let's carve with the
dam standard, the ice. Right. Let's make this better. Same with that we throw with the mouth at the
lower the lower lip cannot go like that crossing getting forward
than the upper lip. The same thing
happens to the eyes. The upper lip will
be more forward than the lower lower eyelid. All right. It's
looking weird. I know. Just trust me. Let's make
it a bit more like that. The eyes at the beginning
always are h bit of trouble because they
always look weird. My baby a bit more like that. A is more here. We find more this
round round shapes. Or like this. I think that it's turning a
bit better, maybe. Let's make this part here, a bit of this fat pad
of the lower eyelid. All right. Me define a bit
more again the separation. Here, I always like to have this a bit define at
least at the beginning. This just help me with
the overall pace. Me place correctly the fat pads. I will smooth it again. Alright. Alright, let's see. Home
is based on the cost. Let's make a bit of
this fold that we have on top of our
eyes like this. This fold is really important
to make the lights. The eyes could look Now, it's starting to
look better now. All right. I think
this is turning good. Make a Weller this fat pot here. Perfect. Let's see how this
looks with a bit of iris. I'm just masking it, and then I will
inverse the mask just clicking with control outside
the object like this. And then with the inside brush, this one here or
this one inflate where is going to find it now, but with the inside brush, we're going to
inflate a bit more to make this cornea shape. And then just for the
provisional eyes, I'm going to just fill with a bit of a gray color like this. And then I will put
with me a bit more. And then I will put this
boy plastic material that you can find here in
the material tap here, where you here, you can find it. Now with the plastic material selected here in
the matadl channel, we're going to click there
and then fill up yet. That way, our mesh will have the material that
we have selected. Now, let's go back to
our previous material. All right. Now it's looking more alive. That way we can work
better with the chaps cause we can see it a bit
on context with the eyes. Let's carve a bit more here. Let's carve more here the nose. Let's make the nose
a bit concave. This avid thinner,
maybe not a thin, but something like this. With the ag polish, let's continue refining some fs. Ma to see how she looks death. Let's continue finding
more these shapes. More and more the
shapes. It's safe. I think that she can have
a bit of of modern nose. Let's see, the nose wings
more not that much. Find more than nostrils. I fine again no shape. Let me see my references. B. Alright, let's make it. I always suggest you to always
look at your references. They are always good stuff to have on your other
monitor or on the side. That's with H push the
five more displaying under the DG here,
the five more, Dy. Alright. Something we're finding here a bit less pronounced, no. Right. I think it's
looking really nice. Is looking. I think
that's really good. Alright. Let's make the ears a bit less pronounced. 'cause she before she was looking more maybe
like a monkey. Let's make this part of the ear, this why part, a bit pronounced
a bit more like this. P will be under the other part. The ear's a bit complex, a bit of a complex area. Let me see if I can show you
some sort of what I mean? All right, let's see
how the ear works. As you can see, our ears
has a bit of a Y shape. So you can see a bit of a
Y shape that comes here. Then we have this pump
here in this part. And we have another pump here. And this part goes
all the way through here under this why shape
like that, as you can see, that's the same thing I'm
trying to do in the school, trying to find those shapes to make them as you can see, we have the pump. We have the pump here and the
other pump here. All right. I also saw that we have a
bit of a weird mouth shape. Let's try to fix that. Make it more appealing,
at least for me. I think there's something
weird in my wound. A. Let's continue
making this mouth. A little more
appealing, I think. Alright, let's see the
concept, how is looking. Alright. Let's continue
finding the mouth. From the pinon let's
see how it is looking. Let's make this a bit
more pronounced. Maybe. Let's find more the
Mo pinbll here. Let's see how it is looking
in different angles. Let's build this a bit more. Is looking well in this part. Alright. Okay. Perfect. Birth g. Let's see what is
looking from the far bill. Mm. Let's I think there's a lot of things that we can improve. A bit wider than the nose, man. Let's put nouns here. A bit smarter. The shin a more sharp. Don't say like that. Let's mask the eyes and
bring down the eyebrow. A bit like that. Bit like this. And we will have a bit more
unnatural look for our face. All right. If I mow
the planes, nose. It's looking a bit weird. But we can it's super weird. Alright. All right. Mm. Ticking. There's a lot of clicking and iterations on my
scolding process. I just look from the far from the closed view and top
bottom and all that thing. Also, I would practice
that I like to do is just to let rest the model at
least for a few minutes, like five, 10 minutes, and then go back to it. And when we look back our model, we can see a lot
of issues that we haven't seen before
because our eyes tend to because our eyes tend to get used to how
the model is looking. And if we leave
the model rest and our eyes rest away
from the model, we will have a fresh
view of model, and that way we can spot
things that are weird. That's what happened
with me later. I just let rest for
a few minutes this. And now we are making the stuff. All right. Let me
smooth this out a bit. This more. Always to have in mind that the eyelid thickness has
to be constant through the way here and also the lower lip or
lip, lower pallet. Win let's see how thats look. This inverted view Alright. Is looking good. We have to still make the eyebrows and the
hair just to have a full context of how
our face is looking. Also, when we do some
sibs to our face, will continue tweaking
it to make it to her best version possible. Alright. All right, what
do we have on the mouth? Let's see. A bit of
anatomy of the mouth. Here, as you can see
in this reference, we have some bumps like
this one in the middle. And the bump on the lower lip
is divided into like this, as you can see, we have a bit of a ridge, as
you can see here. The bump goes through this, and then there is a bridge here. In the upper lip, we have three pumps, two on the side, and one in the middle. As you can see here, this one, and here is the other two
bumps on the lower lip. And here will be the
other two bumps here. Alright, as you can see, I already have
made some of them. Some people don't have the
pumps here a bit to pronounce. I also don't like to
pronounce them too much, but let's pronounce it a bit. Make the overall shape
of our mouth er. To get it weird, I need more
resolution to continue. Refining this face. Alright, before we crank
up the resolution, I'm going to make some eyebrows. How we are going to
make the eyebrows. Is. We just going to mask some basic eyebrow
shape like this. And then in the subtle palette, the subtle tab, we're
going to press extract. But before pressing extract, I always like to make
the thickness zero. Now, our extraction will
have just one phase. As you can see here,
there's nothing here and it's just one phase. Now I'm going to inflate and then I'm going to press the mesh with
the body count of 0.1. Right. Then I will do
some polish by features, maybe, or polish, normal polish
and with more the shakes. In the concept, the eyebrows
doesn't appear too much. So let's make from ourselves, let's improvise some
eyebrows form or shape. Let see with the pinch brush, I'm going to pinch this part. All right. Now, I'm going to make
the eyebrows darker. Let's use the same color
as we use for the IDs. Well, let's always have in mind that if you use this
material channel, the thing that will be applied when we tres fill up jet
will be the material. So we have to change back to the RGB to apply the
color like this. Now we have our applied. I think that it can be
a bit darker like this. Now with the a brow, we have a bit more of context
of what is happening. You have a bit more
of a dog pressure. Let's make it less
aggressive. Like this. Continue refining stuff. All right. Let's make the use a bit less refining this log. A more the nose shape. I think that we have
a point that we can rank up the solution. Let's say first. And
going to crank up your solution king
maybe 200 up to 24. I think that this will be nice. Find more the shapes of the mouth that we
just see earlier. The two dimples, the impulse, the pumps here, the
pump on the front on the middle of our upper lip and the other two bumps here. It's smoothed a bit to
make it less visible. Let's feel. It's part a bit more. It's looking a bit wed. It's for me. Go to feel it. Looking a bit weird. Alright. I think
he's looking nice. Let's continue working. L make transition a bit sharper. I find more this sin boll here. We're finding more the no shape. Let's find it. All right with the He bodies and just flattening the part. Let's smut it. Must. Let's refer more ear shape. The y parts. Y E. Okay. This. Alright, I
think it's looking nice. We can also put a bit of eyelashes to see her with eyelash for women that's
really important to have. Let's see, let's
use this IMM curve. I always like to select
this one, this white strap. And then with a big cursor size, we going to make a strap that
goes under the upper lip. Upper eyelid, Let's make it. And now we are going to use split mask point
just to separate the eyelashes from the head because now they are
merge that's separate it. All right, let's make
the eyelashes dark. And let's improve the shape. I'm going to use the pinch brush to make this part thinner, a bit of a mix of
pinch moose brush. Now a bit of inflate Make
thicker from this part. I don't like it to be
thinner in thick parts. Right. This little mode here is
the transpart mode that you can find here. That's just is for you to be able to see through
models that are in your way. Let's find more. You can see it's looking
a lot better now. Okay. A lot better. Let's keep continuing
requiring the eye shapes. I need a bit more carving
more here inside. Inside the eye Right. Let's see. Perfect. A bit
more definition here. In the back of our ear, too. Bit more definition. One more bit of this
precious muscle. All right. Now I think the ears are
a bit lower on our nose. Yeah, as you can see, that makes the ears less big.
They are too big. Make this way. Nice. A bit smaller
the ears like these. Perfect. Perfect. All right. Alright, I think we
are in a good place. We leave for now the head we continue making the
blockout of our body. And then we're going to keep
refining more the head, adding a blockout of the hair to see now full context
how the faith will look. And you in the next video,
3. 01 Creating The Body Blockout Part1: Right guy. So let's continue with the
blockout of the body. The first thing that
we're going to do is to measure the proportions
that she has. So let's see it comes it. It's a measure with the head, the proportion that she has. So here I have a rapid version of the image
that you can create just clicking in this image to
duplicating C, contrib. Now we are going to go
image selection crop image. So here you can wrap your image until the
head is just visible. Then click Enter.
So let's measure. So 12 Uh, O. Five, six, seven and 7.5 heads she has. But for the 5.5, we're going to use this. So you can see here how all the places of the body goes along
with the proportions. Well let's start making it. We're going to append a plane a plane then with
the transparent mode, you are clicking this option
with the go transparency, the option below
the transparent. We're going to match the height of this plane
to the height of the head. So let's put this edge on the top on the top edge of the head and then put
the gizmo on that place. And then we're going to make
it the length of the head. Now, we're going to put this to the side and we're
going to duplicate it. It is one point 0.5
heads here two, three, four, five, six, seven and 7.5. Now for better readability, we are going to make
it with auto groups. So each plane has
their own polygroup. You can find that option here in polygroup and then ato groups. So now that we have our
proportions already established, we are going to append a sphere. Now we're going to
make the blockout. So now with our sphere
already appended, let me just hide the planes
let's make the sphere 1.5 heads like this cause that's around the normal
height that thorax has. I let's make it a bit
flat in the axis. Maybe a bit small. And now we're going
to place it here. All right. So let's make some simplified
version of the torax. You can see this
has some shapes, and we are going to make it simplified without the
ribs and all the stuff. So we're going to carve here to make kind of the
mirror to the reference. Now we're going to
with a dam standard, make these plane changes. All right. So now we're going to do this and carve even
more with the back part. Alright, we have our products. Now we are going
to duplicate it. Again, and what is
it for the abdomen? Let's it on this
part for the pelvis. Move it a bit. Alright.
Let's look it this a bit. She's a female. The female has the pelvis wider than the males. Let's make the
pelvis a bit wire. Let's make some
volume for the ***. Alright. Wrap this
just to make some. As shape? All right. I'm just marking
with a standard. So landmarks, one
landmarks for the pelvis. Like this part. So,
let's continue. Make some lumbar muscle bid. Right, let's continue
with the blockout. Let's use this primitive brush. I can do this one. Let's With this brush, we can append directly on
the model this sphere. And with this, we're going to make the shoulders
and this cupula. So let's make some capula and shoulders shape
of like this. Right. Looking a bit weird
'cause we miss we still missing some parts that really need to go together
for this to look well. Right? Alright, so now let's
make the clavicle. The clavicle has end of like this shape that
comes like this. Let's make something similar. Alright, we are going to
use the curve tooth brush. And then we are
going to try to make this shape that I have here. So let's see. Let's refine more
this volume here. Make it look a bit right. Right. Let me erase this. Now, we have some
sort of holders, a clavicle, atras, an abdomen, but we're still missing
the trapeceus muscle that is really important for
the neck part to look right. We're going to use this
same brush, the curve tube. And from here to the clavicle, like this, we're going
to make the tube. Let's accept the curve. And now let's make
some trapacous shape. Tapacous comes from here
from the head here, and goes with the
clavicle like this. And this goes all the way down. I still more solution. Me it look good. But you can kind of see
the shape that it has. We are going to
refine this later. All right. Let's make some arms shapes. We can use the
curve top or we can just duplicate some spheres. Let's duplicate some spheres. But this let's make it. Make it long. Let me use the local symmetry. Make it long of like this. And now the arms the elbow will be around this
area here where is an angle change from
the pelvis to the ribs. Alright, let's duplicate this. Make the forearm. All right. And now we have
some sort of arms. Let's refine tweak this and
make a bit better forearm. Right. Make some indications
of the muscles that there radio brachialis. So I will try to make kind of this shape that we have here, and I I paint doesn't work. All right, let me
use a draw here. All right, we're
going to try to make this kind of shape
for the forearm with this sort like this and the
lower part more like this. You can see the highest point of this outer part is on the highest point in
this part is kind of is. So it's more like a diagonal. If you draw a line from this point to this
point is a diagonal. Well, let's make something
similar here, make it. You can see highest point here. And then the highest point of the arch end of like this with polish I'm going
to make it here. All right. Let's tweak the arm. This hooper arm. Stick it. It's more All right. With more this warm use H
bodies to make it more flat. Like more the shoulder. I think it's a bit weird. We can make the arm
the arms bigger. I think they are too small. We make them the simple
not use. We are a wealth. And now let's put this
ism here. Mask them. But what? Mask them. As I hate sirs. All right. And now let's make them
bigger, some sort like this. Now, you can see the elbow is more aligned with the
angle change here. Let me make the arms a
bit paint like this. Make some more indication
for the muscles. More indication of the
muscles like this? Let's carve where the ulna is. Right, this is just
some basic indications for the anatomy
that will be there. Let's refine this shape more. They are a bit weird right now. Alright, we need to
make the chest muscle. How we can make the chest. Let's make another sphere
here with sphere brush. Let's make two spheres. Let's make this shape. There will be from the scapula to here and we'll go
kind of like this. And that will go
under the shoulder and above the bicep like this. Let me raise this. Let me raise this. Let's make it. It
we'll go like this. I'm here. Here's the clavicle. The clavicle to
under the shoulder. And that's like this. All right. Perfect. I they
are big too much. Make it a bit less. We more the shoulders. Um weld, right? All right, so for the
muscles of the shoulder. They will go from this
part of the clavicle. From the altoid will
be from this part of the clavicle to around here. So let's make some indications. Let me f more this shape here. Make some bowling
for the triceps. That we can more this part. That we are dealt with. A more shape to the scapula. Alright, let's make
now some latissimus sorci that we can make it
with the curve brush too. Then we go from
here to this part. So it. I work with of soup, but let's make it. It will go like this. Alright. All right, perfect. Make some shape. This is for the back muscle. Let me from the side, wrap this, make
more volume here. Because if we see
it from the side, it don't go playing like that. Most of the time,
this will go more more like this that you can
see here, more like this. Let me try. They use
the drop brush here. They will go more like this. I'm trying to achieve that shape that like
S shape that we have we can eat more like
this and we hide the march. We finding more the pelvis bit more of us. Alright. In these scapulas are way
too high. Make it lower. We get bit more All right. That's on high. The forearm. Let's continue with the model. A bit looking a bit weird now. I don't sink, make
the way thinner. The pelvis a bit
maybe not wider. Maybe it can be a bit wider. Here, the shoulders maybe
can be more narrower. Alright. These chap. It's Break the torax a bit. Alright. Think the
arms, the chip, the the bited part, it's looking a bit weed. Trying to tweak it a bit
more like this. Alright. I'm I'm seeing that our
body's looking a bit more. Let's see if our
proportions are right. They seem and they
are not right. Yeah, the body is Really small. Let's make it bigger. Make it bigger sin in
this is good enough. A bit more. I think that's good enough. Right. Continue
refining the parts. You make some up volume here, up volume. Make more. A crutch. Right. Let's make another sphere to make the polum for
the serratus muscle. Make another sphere here. We're going to make
a volume here. That's for the serratus. And let's place it here. This serratus muscle is this
one that you can see here. I'm making this volume
to represent that. Alright. We'll make some bits. Some feet, legs. We're going to use
another sphere. We go to place it. Make
it longer with white. Maybe like this. Less white. Separated each
other with each other. A me off the dynamic out rush. Alright, how are the feet made? I going to try to achieve this that we can
see here. These shapes. You can see if we draw a
line from here to here, is a diagonal from here to
here is also the diagonal. It's important to Well,
let's try to make it. The widest part of this femur pad is kind
of like this here. Let's make a line
from here to here. I mean, is a point here. It's like a line like that. Alright. I think there are 20. Let's make the other
part for the the leg. Let me see if my
proportions are right. No, they are not. And this is looking really
weird right now. Distrust me. I know my anatomy. Wicked. See the knees will be in the sect next round
here will be the knees. I try to make this neck good. Let's make another sphere
we go in the knee area. Y like this. All right. And that's like this,
yeah. It's a bit more. Here. Oops. With a weld. Let's shape these parts more sponge on the pipe with
old water than these parts. Hmm. Alright. Looking more like a little leg. Yeah. Make this line here represent
the bone that goes there. Wow. Let me draw a line here to represent the muscles
that are in the calf, the calf muscles
here, in the back. Right, make better the
shades of the legs. Alright. Let's see. Same looking a bit weird still. I think the body maybe
too thick on the legs. Maybe we can address that later. We do more tricks here. We can more make
this volume here. All right. Makes the femoral muscles a bit. Is an indication of them. Now this is looking better. But I think that
the legs are too thick for what we
have in the concept. Maybe, let's make
them a bit thinner. Maybe just doing this. Maybe a make the all like a simple group work better. Maybe we can make a
bit longer than leg. Or smaller the body. We make a bit small. The body. That's a bit, not too
much. I think that's good. Yeah, that's good. Now, I see that the
knees are way down. Let's make a bit make
the knee a bit up. All right. Make those shapes. You see, from the side, the leg is not flat. The leg goes more like a ness. You can see that there are
so many shape on the body. You can see the legs net. The body here is an N too. There are so many
shape in the body. We try to make them right. It puts a bit Ax and
legs, bit la. Yeah. Let me now work on
the *** muscle. Right. That muscle has, like, some sort of a butterfly
shape like this. I only try to
achieve that a bit. Not too much 'cause
she's a female. The female doesn't have
that butterfly shape so defined 'cause they have fat, more fat than the males that
tend to soft the shape. Right. Let's define more
this. Muscles here. Oh, you can see that we start
having some sort of a body. Now, let's make some
indications for the bits. Let's make another sphere. Alright, bit longer. The feet will be a
half sigh of the calf. End of like this. Yeah,
I think that's good. Alright. Make some
indication of them. Let me use the click brush here, we are going to
press Control Shift, and then we're going to select the click brush of their perspectives and
just clip it here. All right. Let's make the fit
point more outwards, make it look more natural. I forget the perspective. Now, what are the shape
that I'm trying to achieve? I'm trying to achieve some sort of this shape, what the fit. We can make it more stylized like this shape
that we have here. But I'm not going to
make the fingers now. I'm just going to make
the overall shape. All right. So let's
try to make them. Take this part of the fit. Inner inner here. It's wider in this part. Maybe more like this. That's powerful bit. I think we need to
do another clip. Like this. I think
that's good enough. So feet here. All right. I think the legs
are way, way long. Make it more like
that. How they there. And they are so thick. Yeah. The calf are really thick. So let's make them
less thick inflate them with a inflate
brush, pressing out. You'll see make that. Then let's just the move brush
to make them less thick. They are really thick. Right. More thing. It's more thinner? More the overall shape. Let me see if the feet
are the half size. Okay, think now they
are too big the fit. Let's make it more molar. Let's something like this. Check if they are the
half size of the calf. Just a little bit more here and then think
they are good enough. Yeah. But more in these parts to indicate the
muscles that we have here. I mean patella All right. More here to indicate more. Find more this walk out here. All right. I think
this part is too sin. All right. Alright, perfect. You're from all uncles. All this is looking. It's looking a bit weird.
Here. Let's move it. We are going to make it better
in the refining stage of the blockout He
makes some bad fear. Make it better
than me. Maybe it. Alright. Alright. Let's continue refining. Make the shapes
better for the leg. I have in mind that for the alve if you see
them or from the back, there will be the muscles here will be in the
yaga like that. Like this, the
highest point will be upwards and the lower
point will be inner. All right. Make a line just to
indicate the apps. Make them. They
indicate more. Benny.
4. 02 Creating The Body Blockout Part2: Alright. You can more the belly. Let's try to make
this a bit wider. It's a thinner. You have some medication
for the ox Oflx. It is a bit more white. All right. Let me make the fit a bit shorter
here match. The proportions. Now, let's make some
lookout for the hunts. And they're going to make the
fingers now in this stage. But I will make them later. Just a paint a here. Make it. And let's make some general
shape for the hunt. I'm just trying to make the general shape
it's a general shape. As you can see here, I'm
going to make a thumb, and then I'm going to make
some general shape here. What I'm going to make
a shape like this. So let's try to make it. Let's make the thump. And now let's make
the other part. Pave a bit more for the palm. Let me isolate this. All right. All I'm here. I mask please make the
other part of the palm. All right. This
is a bit too big. Big, not thick. The inch this a bit. We'll do some shape. Just make indication. We're going to refine
the hands later. Let's make better. Please longer the fingers. I to find more the
shapes. The pattings. All right. All right. Let's see if the hands
are the proper size. The hands are around the same size of the
face. I think, right. So I think they are good
enough. Or else now. Maybe we can make the arms
a bit wider like these. The hands, not the arms. All right. Like more
twigs to the hand. Let me see the proportions if
our proportions are right. Oh, let's see. Let's measure. We have our proportions
board here. I come to use the transpose line to check the proportions. You can see the
shoulders are a bit higher and the middle
part of the second head. Um, like this, our
shoulders are right. The elbows will be
in a bit lower than the middle part of
the third head. Yeah. The belly bottom will be in the bottom part of
the third head we have. Here, the crutch will be around the bottom part of
the fourth head. And I think we need to make
the hands a bit bigger. Maybe. Let's see, the knees, they are around the heath thick. And the other things
right. All right. I think we just need to make
the hands a bit bigger. I like this. And hearing the forearm, looking a bit weird. I think this part is so thin. Right to make this part
a bit more better. Make some elbow shape here. Dgate more. With the elbow here will be. All right, I think that's
better. This it something. Change the select Brush. The mask this. Let's make the arms
up bit to the side. Let's twig shoulders
Bk more these furs. Do it more the scapula. It's art over. I think that this is
a bit too too thin. Like more volume for the
chest that pep We have to spend time here in the
blockout stage because if we don't have
a proper blockout later in the next stages, we'll be at head edge running to refine the shapes that wasn't
good from the beginning. Or let's try to make everything
good from the beginning. And then we are going to go to the next steps like refining, adding more anatomy
and that stuff. I'll try to make
everything right from now. Right, let me grab
the head and put it here to make the neck header. It'll be crap. Clavicles,
move a bit upper like that. Let's make neck muscles here. I will go to the center of the claticles sternum
that is this part here. A et's smooth it. A bit. Right. Let's see silt. Oh, looking I think
it's looking nice. Let me see that coset. Maybe we can make the
bs here a bit wider. Maybe? Not too much. Wang, I don't want her
to be so muscular. Alright. Let's make the
trapecus a bit better. I think I need a really
more solution for the trapezius model
to like work better. Now, let's make. The pops. We're going to make another
sphere for the books. They are like balloon water. You can see here in this part, they are like a balloon
filled filled with water. And let's make, like
this shape here. And from the bottom on, they would be pointing outwards, as you can see in
this reference. But let's try to achieve that. I like a balloon. Let's make
the shape that we just saw. Like, like this, let me uncheck the back face mask
for the clay buildup brush. Let them standard out
from the bottom on. Make them point out This is looking weird, I know. We have to like every
angle to make sure that all shades are working
nice in all angles. I let me see. It's a bit. Maybe a bit
bigger whoop because why not? Bigger? It's better,
I think. Alright. I tweak a bit more
the vectoral shape. Is a bit closer together. Alright. It's a bit smaller. And it is more out All right. Perfect. So, I think that we are in a good
spot for the blockout. In the next video, we are going to
continue refining even more this blockout. So see you in the next video.
5. 01 Refining The Body Blockout Part1: Alright, guys, so let's continue the refining
of the body. So what we're going to do now is we are going
to dynamze it with a low resolution and start refining and tweaking
the bones and the forms, making some twigs to the
anatomy, making them better. So start. Let's make around 32
with the resolution. Perfect, they say. Now I'm going to smooth. Smooth it a bit to get rid of those sharps shapes that the beginning of
the blockout has. So let's start making it. Just moving out and shake making them look more soft because
we are making a female. The female doesn't have that sharp transition
between the muscles. Like you can see here, you can see that this
woman doesn't have those sharp transition
between the muscles. And even in this body, you can see that
everything is soft. Well, I'm trying to make
this with this body. I will try to make
this everything soft. So let's let's start
smoothing out. All right. A little bit more. All right. Then it
starts in the body. I'm going to fill this cap because we don't
have that oil there. We have a skin and stuff that goes over there and fill it. Right? The neck area, we
are going to make it better when we attach
the head with the body. All right. Well, let's start
this bit of smoothing. All right. Let's five more tilt. One thing that you need to
have in mind is is that we have a little bit of empty
space in the shoulder area because the pectoral muscle goes from here and end up
under the shoulder. And the altoid muscle of the shoulder start here in
the clavicle and goes like that and leave empty space where just the skin and that
make some sort of a hole. Try to achieve that
let me erase this. Alright. He will leave like some
sort of a hole here. Let's make the shoulder a bit. A bit more muscular. It's a bit, not much. He's not a body builder. Right. Let's make a line here for
the mark where the spine is. Let's mood them out a bit. Let's make the latissimus
psi a little bit. B here. All right. Perfect. So, here in the neck, we have a tendinous area that will not get big even
if the muscles are big, that patch will not get big. And here, the only thing that we're going to see is the spine. One of the vertebra
will show up here like a make sure to make it. I being a muscular
people, that is visible. Alright, let's continue. Et's go now to the knee area. Let's refine this,
a little bit here, a little bit more here. Because cheese, we're
making a stylized body, let's just make the
knee like this. Just simplifying these shapes, and this will look good. All right. And from this part here
that there is a bone. We have a muscle that goes from this point to
this point like that. And this make kind of
a volume at the front. No, it's important to past that. Let me make the leg a bit
more thin. All right. Make sure that you're doing muscle on your calf as
this dial that points the lower point is inner and
let's make this part here. And these body landmarks will be the opposide of
wind muscle here. They will be on the
opposide direction. The eradonal Like you see here, the muscle goes here, and this part will go like that. Raise this. All right. Let's continue. Let's make
the achilles tendon. Yeah. It's important to have it. Make the leg look good. All right. Let's make
sort of a line here. In this part will be a muscle that's called sartous muscle. It goes from this point of the pelvis all way
down to here is, I think it's the longest muscle
that we have in our body. Goes like that. Let's make. Make some boy and then we're
going to smooth it out. Philip. Did you
see my reference? Oh, we have your reference. Don't you either
monitor or on the side? I really recommend you
to get your monitors. It's really useful to
have two monitors. All right. I'm just trying to make define the femoral muscles
a little bit more. Alright. All right. Let's use H polish here. Ooh. Find more the shape of
the femoral muscle. Perfect. C more
here in this part. Alright, let's make now an indication for
the quadrset muffle. I will have. They will go
like this ind up like this. There will be one head. In this part will be one head. In this part will
be another head, and here will be another head. Let's try to make it.
Let's try to make it. I will just draw with
the dumb standard brush. Oh, the muscle will go. And then I will just mood I add some volume here
here and there. Not much. I don't want to make
air to muscular, even we can just smooth it out, and that will even look good. Here we have another
muscle as cold like that. Well, this goes from here, this oil to here. Let's make this grease
that we have in our bad. But just make it
around the middle. Also, the female has a kind of fat deposits below the butt. Let's try to make it. Like that. All right. All right. So let's add a bit little bit
more of fat in this area. Make it more soft. I think it's muscular right now. Right. Just make it less. So for the butt muscle, the tus maximus, the shape is like a butterfly
that you can see here. It's like kind of a butterfly. Uh that's that muse B. You can see here. It's
kind of a butterfly. And so, extration goes like
that. Let's try to make it. But in the females, they have a lot more
of fat than the males, so that will not be
that strong or or hard. If we just make indication
of it will be enough. All right. Perfect. Let's
make the belly bottom. The belly bottom is around the
6. 02 Refining The Body Blockout Part2: It's around the third head. The bottom of the third head. As you can see,
it's around there. It's really useful to have in proportions placed like this. I really like to do that
in every model I do. Right. Let's make the two dimples
that we have here in the back, make some sort of a hard
shape and then smooth it out. These points are really, really important.
A bony landmarks. We continue finding this
taking this part like that because we have also
a tendinous area that goes over the
lumbar muscles. And here will be our
lates store side. Tip will be the tendon
of the latissimus store below that tendinous area
will be the lumbar muscle. It's muted a bit, a bit. Not too much. I
adds bit more fat. Because of the erratis
muscle that we have here, the Serrato muscle will push the latin strchi and we
make kind of a volume here. It's important to have it. Make better the back spread a bit more of the
volume of the latsenpfa. It goes under the arm
here to the armpit. All right. So let's
see which are the muscles that
are in our Apula. I think we have around
three muscles here. We have the teres mea that
goes also under scapula. We have the infraspinatus. That is not too visible on thin people and women,
but muscular people. Also also muscular women, it can be noticeable. Though we have also
the des minor here, and also we have the real
Del toy around here. Well, let's make those
volumes a little bit, not make them too noticeable. Let's make the real deltoid. Add mayor o because the infraspinatus will
not be that visible here. All right. Let's mode it. Let's make the how the
trapecous muffle goes. It goes from here like this. Like this, this kind of the
shape that I trying to make. And this litrapsus muscle attach in the front
to the clavicle. It will go over here, attaching all these parts, it being to the
clavicle. Like this. That's important
to have in mind. The trapezan Muslim doesn't
only attach with this part. It goes all the
way to Eclatical. David, let's continue. Base line here, some
sort of a penchon. Let's make kind of
the volume here, but not that much.
Let's get it out. Let even think. I
stress the mirror well because I want to have
a middle line to look better those middle forms
that are in the middle line. All right. Right. Perfect. It's carve a little bit more in the crest
here in the pops. Perfect. I think
it's looking good. It's something.
7. 03 Refining The Body Blockout Part3: Let's continue with the with
the muscle on the arms, how they go and how they
connect. Let's see. All the deltoid goes. A deltoid will goes
like this kind of. Here, we have our
middle deltoid. Yeah, we have our real deltoid and then our front deltoid here. And we have our trapeus
trape triceps muscle here. We make it better right
around here. Our bicep. And in this part, we will have the
brachialis muscle between the bicep
and the tricep. And then from this part here, we'll go the brachioradialis
muscle like this. Then we have our tensor
muscle of the arms. So let's try to make them. Raise this. All right. Let's try to make that profile
view of arm like this. This is the pteradialis. It will we have our deltoids. Like this, here we have our middle front
and we are deltoid. But it just a Alright, he will be our brachialis. Just a bit and make little
bit better than the planes. The planes of the bis
Lake this window. W shape there? The bicep will go under the
pectoral muscle like this. So the muscle the bicep will
not go under the shoulder. It will go under the pectoral
muscle. Remember that? Very important. Alright,
let's feel this more. A little bit not too much. Just we have fat skin and all that stuff that we
cover a little bit there. And right for the shoulders, we have around
three plain changes like that I like to do. Alright. Perfect. Alright. Let's make again this. I think that we will
need more resolution. We keep scoping well. But I will crank up
the resolution later. All right. We have
some problems here. What funny stuff there. So, let's make the tricep
how the tricep shapes are. They are like these. Like a house that one
part is form like this, here, we have one
head of the tricep, here we have another
head of the tricep. And here in this part, we have the third head of the tricep. At all these part
is just tandem. At the triceps goes
between the shoulder at the head mayor here
we ca the tricep. So let's make it. Maybe some indication
because I don't want to make the arm to define. I just want to put the muscle, have the decation
but not that fine. Like things, maybe. I third head of
the trist we have our our I forgot the name of that bony
landmark. All right. Make better the brachioradialis. Perfect. Smooth it a bit. Let's here to separate
Isp on Wil Alright. Let me see my
reference. How it goes. Perfect. Nobody that bad. Maybe not that Guy. Right here, we have another
muscle that's called cones mussen in this part. And then we will have the
extensor digitorium here. And then this part will
be the extensor naris. And this I think it's called
extensor Radialis abs. I actually forgot the name
will be around there. We need more solution. But let's put some of the
tum and just met it out. I don't see that
big problem there. All right. Perfect. We have
another bony landmark that is at the point of the
ulna that we have here. It's really important to have this bonny landmark
here. We all have it. Let's make these bits. Let's define more the shape. Let me see my proportions. Maybe the elbow can be
a little bit lower. Bits not much like. I think, a little bit more
like that. That's safe.
8. 04 Refining The Body Blockout Part4: All right. I think
that we are ready to crank up even
more the resolution. We'll just gonna
add more bits and more detail to the body. Let's make it up to
maybe 64 in a Mnh. Yeah. I'm not working
too much here. But let's try make
abdominal stuff. Let's see how the
abdominal muscle goes. Then see that they are not
squares like this. Let me. They are not squares like
this, as you can see. They have shape, though it's important to have
those shapes to make the abdominal muscle
look natural. And also, we have some asymmetrical stuff
in our abdominals. So if you are making
a realistic stuff, it's really important to make asymmetry on your
abdominal muscles. You can see how
they go. All right. I'm trying to make more
visible the hip cape here. Perfect. Go down here. This is the obliques. The oblique M over here. Let's put some volume here. That could watch. There's
a little bit of volume. If female has a bit of wet down there,
there's a little bit. M it. More. Right. So let's start making traps. Tapatios not us. I'm really confused
with etrapen's name. It's a rat's muscle here. Is atuss kind of like finger like fingers
that goes like that. It's better. We'll have a ram full
of this that's visible. It will continue under
the latissimus dorsi, but will only have more visible. Don't let strike, put the volume and just smooth
it out just a little make the other
oblite muscle that goes between those
shapes that we have mat. The eratus muscle
will go like this. And then we have oblique
muscle that would go between these two
points, the abdominal part. So that's why I'm
trying to make. Let me erase this. Let me put this muscles here and right. Let's not make the grip
cage opening dear to Y. All right. Mod it out a little bit
more deep these parts. Alright. In the
mid of smoothing,
9. 05 Refining The Body Blockout Part5: And I'm sure well,
let's make it. So dominal muscles
here, six pack. And then these lower parts, I don't want to
mark them too much, just a little bit. Not too much. If this
line here is called, I think that what's called
the Alva line of Of sing. I really forgot it. Alright. Perfect. To make more. These parts
let's carve a little bit. Then we are going to smooth. Maybe even put some fat here. You can make the
transition there. Batts Eat let's set
the shoulder muscles, a less big dirapecus vessel. Let's defy more to
plant or it goes. Right. Perfect. Liking the stuff. Let's make and again, the ancon muscle and
this grease here. Here is the ulna car little bit of bottom
here and there. So. All right. A little bit more. I was muting. It went low. Maybe it is a little
bit higher. Alright. Let me see where shoulders. Let me just purify it. Shoulders not the elbows. Sorry. I just confused the
names. Really sorry for that. Being seeing they
are in a good place. Imes part sear wider. It less this part of the
sep. Imes is more like that. Make the abducten
muscle pop out more. All right. Make the queens go
on the way to her. I put a little bit more of mass. Here in the police area. All right. Perfect. I think we are good
to go. All right. All right. It's a bit more flat starts. Let's put some indication
of the finger. Just some indications. Off. Where the W to be? Alright. Let you find more this time. A little bit more. Let's see the fit. I think the fit is nice. She have the feet showing up, so we will have to
make fingers there. Often, if the character
use butts or choose, we will not make the fingers, we just going to make the
general bool of the fit, but in this case, she has
the fingers showing up, so we have to make the
finger of the fit. Right, let's find more. Let's go landmark. Maybe this park not that long. All right. Me indication from where
it's gonna be a finger of the heat Alright. Let's feel this part. Make it more soft. Slime more in slime
more the belly bottom. All right. Let's make it bit more to
find these lines here. He used the pinch
brush with alt. Alright. Maybe not that much. Is back a little bit. No it out, not that much. The females often has
a bit of fat here. Even if they are thin, they tend to have more
fat storage in the area. That's what I'm trying to get All right. You think work with gold? Ben seeing. Alright. Think we
are good to go. Like shake. I'm seeing here. I
think we are good. Maybe push this
idle bit forward. Yeah. So in the next video, we are going to continue finding more this lockout or this body. We're going to start making
the hand and the fit. And we see if we can also
attach face to the body. So, see you in the next video.
10. 06 Refining The Body Blockout Part6: Alright, guys, so let's
start doing the hands. The first thing that
we're going to do for the hands is to separate them because we want more resolution and the body to make
the hands well, so let's click and split. Bit hidden. And now I'm going to separate fingers part
because I don't want it, but I want them to
have the reference for for the lengths
of the fingers. Let's move after
them just in case. So let's bin meas it to
a higher resolution, maybe 128 would be nice. Is here W it up. Make kind of shape around here. Because as you can see here, we have kind of a
shape like this. This is what I want
to get for the palm. Alright. And then this is kind of what I want
to get for the palm. Right? Well it's just
to define some planes. And now we are going
to use a tuxes right? So, let's make the
middle finger. The middle the middle
finger will be around the same it's the
same length as the palm. So let's make it around here, maybe a bit thin, a bit thicker, thin. Yeah. Let's set it. And now let's place
it where it belongs. Around here. I think it
should be a bit thicker, maybe like this, working nice. Alright. Right now,
let's shape it. Make some body landmark
for the phalanx B. That making a basic
shape. All right. What I want to get here is the placement of where the
joints of the fingers are. As you can see the
point like this. So I will try to achieve this at the point
all the way up, let's try to get it
around here, maybe. Yeah. All right. All right. I think that's nice. I think we need to
make them bigger, maybe just a bit more. Yeah, let's duplicate it
to make the index finger. I will scale it down and
use local symmetry foodies. Set it down at it. Alright. Perfect. All that's good for now. Let's duplicate this again
to make the ring finger. All right. And now let's duplicate it
again form the pinky finger. The pinky finger will be around the lengths of the palans. Uh, will be around here. Forking? That's fork. Oh what? All right, so it
will be around here. Pinky finger will
be around this will be that phalanx or that
joint of the finger. Let me erase this.
And let's continue. We still need to shape more the end for
this to look right. I just I am placing
the fingers Alright. Maybe the pinky finger
can be a bit thicker. Maybe not. It's let's remove. Let's remove boiling from
the sides from here. Make them better. They think the palm
is way too big now. Maybe we can print it
bit. Maybe like this. Let's bring down the finger. Now, I think the fingers are
really huge. Let me think. Let's see my reference. Scale them a bit down
and make the pump a bit larger like this.
Smooth it a bit. This pump is good
thick or right now. Let's make it better. Make it inner. I still have to scoop alm. Let's remove ckness
from this part. A bit more of
thickness here also. Making it less thick. Think that like this would be nice let me
see in full context. And looking. Maybe we'll still need
to do a lot more of work right now. Alright. Let me use fac face mask
or the clay BilockR? Maybe put tendon the
tendons of the hands, place them for guide Alright, let me start the scope the palm. So what I'm looking for when
I'm scoping a palm is this. I divide the palm
in three areas, as you can see, I divide
the palm in three areas. Is thumb part. This pinky finger or part where is near
to the pinky finger. This is the part that is
near to the thumb and the third part that is
on top of the palm. And then here will
be like some sort of a concave concave space, that will have a shape
from of a triangle. So that's what I
looking for here. Let's try to make it. Maybe we can make this a bit shorter. And let's start with this. I will draw the triangle first, and then I will carve these two volumes
and add a bit more here make a volume
that is on top. The top side. I shape more this stump it's
looking really ugly. Looking really ugly. Jesus Christ. All right. And to make it better. One of the things that is difficult on doing on the
human body is the hands. The hands are really
not too difficult, but they are difficult
to do to get them well. So let's spend a bit of time here because we want
beautiful hands. This is not looking
good. Alright. I think I will have to pose
pose better with fingers. Makes them a bit thinner, maybe like this, I
think, or maybe not. Let's see. Maybe it makes
them a bit shorter inside. Yeah. I think that's
looking better in it? Make them a bit
thinner. Not that good. It's a bit. Let's see. Alright, let me save. Alright. Maybe with the inflate brush, we can bring down the
thickness, sin, and click. I think that's looking
way better now. Yeah, let's see from the
far from this angle, this is looking really ugly. H better. Alright. Alright. Are more the joint
parts of the thumb. Here, I want to get
the thumb part. I want to get like this shape. Like this shape that
we have here is like, here we have our thumb. This will be some
sort of like this. And then it will go down. I mean that shape that
concave shape on the nail. So let's try to get it. I like this. Maybe knock that wrong. Let's make this less thick. Maybe a bit more of
landmark of the joint. A bit more of volume, the tip, the finger. Alright. Looking better moot
always see your reference. I recommend you
that important to watch your reference. Right. Maybe you can do this. I will first go to
click out word. Make this less white, maybe and move fingers and place them closer. Like this, maybe. Yeah. Also, you just worried to know the palm here and
the knuckle area. The knuckle area will be
lower than the foam area. What I mean is this. I mean, if I have a good
preference for this. Um let me see. Well, let me try to draw it. I palm here, we have the knuckle area that is
this, here is the knuckle. I just can't see where is placed the knuckle and where the
fold of the skin begin. But that's what I mean, the
knuckle area is lower than the fold of the skin
of the finger here. I try to make it. Make it. This, maybe we can
isolate this and do this. Is a bit too thick, I think. Try to smooth it. All right. Let me remove a bit of volume in this part and also in this part. That's I recommend you to
see all angles to make the hand well this
part is looking odd. Let's put the ulna
bony landmark. Right. I wasn't scooting
in the other area. So let's do this a
mirror and weld here. And now we have our
symmetry again. Alright. Let's see. Right. Let's make a bit more noticeable the bony
landmark of Dona. The una bone, it's the
bone that is closer to the pink side of the hand off the pinky
finger side of the hand. Alright. Always watch your
reference I think that we are in a place that we can we can do another
dynamish higher resolution. Maybe 200. Dynam. All right. Let's smooth. It's shapes more
removed from shapes. Away think that thumb is
really long in this area. Let's bring it
closer to the palm. Oh, my God. Where is
I'm right here we go. Maybe more close to the palm
and maybe more like this. I think this is better. A more higher. Like this. Alright. Mode it out. Remove a bit of the off the booling
that was left there. Add a bit more
booling. Mood it more. Oh Take it. Water. Let's see. I think we can make it
more so dump finger. All right. Let's see from this angle, the hand Let's move this area and make the fold. All right. Maybe I can move
to the side a bit like this. Alright. Maybe this I can
move it it like this. Alright, maybe make the
finger here a bit shorter. All right. Let's see how this is looking in
the full context. We are going to put a more
relaxed a more relaxed pose for the for the arm. Let me see the size. All right. The hand will be around
the same size of the base. I think we can make it
a bit big bit more big. I always use the local pose
and local symmetry for this. A little bit bigger.
A bit better. Alright, I think
that's nice for now. Let's make the knuckles here. These two knuckles from
the ring finger and the pinky finger will
be not that noticeable. The more noticeable ones will be the middle and
the index finger. Make the tendons of the fingers. Then we go like this. Let's smooth them. Just to make them
barely noticeable. All right. Here we have two tendons. We come from this joint, and one we will go around
here and the other one. Let me show you. If I get a good
reference, let me see. Alright, I don't get it. Well, one of the tendons
will be around here, and the other one will go
with the other tendons. But it's molded out this
make a bit of a A here, and then smooth it
out because they left a bit of empty
space around there. Alright. Let's carve more here this part. Let me isolate the hand. We can do this. Do
some more shaping. It is the tendon that we have that not all the people have it, but it's good to put it. Like that area look more
realistic and more natural. And these ones are
the tendon from the flexor one from the
flexor muscles. Right? Let's align them with the arm. We need to put a
more relaxed pose. But I will make it later. Let's eg. The d of the joint
here, those lines. What it a bit maybe
not that thick. There also the fingers here. Always watch that jaw that line is aligned with
the knuckle, with the joint. We a bit too much, not lose shape and
a bit of detail. Let's make things a bit
more pointing like this. The same shape that we have here maybe make a bit more subtle in this area to get away from the oxy shape that we have
on the tip of our and here. Alright. P a bit
more and see who is looking from
this side. Alright. Maybe we can wrap some areas to line more with
the angles of the head. Move parts another
part. Alright. All right. Let's finish this part here. All right. Make this less thick because
that doesn't look that good. That's what I'm doing
here trying to remove that those volumes do
not make that much. All right. Let's make the pinky finger more
pointy and less pink. Now we are our hands
looking better. Right to shape it more. All right. S, we have a
bit of discrepancy here. Make a bit lower that area. Right, I think that's good. All right. Right make more
visible the knuckles. Is a bit the smooth. All right. Let's see
from four angles. Let's make make more
visible the bone here. One that we have in
our palm. All right. And now in the two fingers, we have two of these
lines like this. And in these other two
index the pinky finger, we only have one. Let's make more good at a
bit more pf a bit more here. And now let's make
the fold that we have in this area of the thumb. We have a fold that comes like this from spear Spear I
always like to put it. It makes the hand more natural
and a bit more realistic. This is just skin
that is folding. It can be like this. One coming from the thump and other one coming from this size. Alright. Alex bit more Yeah. A little bit more in this area. Alright. More south east forth. And let's make the
lines of our hand. I will try to make these
lines now that we all have. So let's start with the
first line, this top one. I'll be around here. The other one will
be around here, maybe with some lines
going like this. Maybe we can smooth
it out a bit. Put it out more sngth of the smooth brush. Alright. Bit more
of its fold here. And now let's pose the hand
to make it more relax. Let me see if I can
find you image for the pose that we are
going to make with the hand because it's a
relaxed pose for now. Let me I thought
I have one here. Uh we will try to make
it more like this. So let's try I will use
this lasso salt brush. I will hide this one with alt. A let's use the lasso mask and then invert the mask and use the transpose line to move the fingers and mask each
joint fold it nicely. Alright. A here maybe. Yeah. One a bit a bit. Now, let's remove or not. Let's remove these ones. Just d it, not let. All right. Let's post this
part to the transpose line. I not that much, I just dt. But now, let's
update this joint, and then the joint. It's a bit. I like this. Oh. Just aligned, er, the finger. Try that again. Right. I like this. All right. We can also try to make
them a bit closer. Let's make this one. Just a bit, not too much. Let's mask it around the joint. Make it more than like this. I think that I bend it too much. Maybe not that much. We can just put a little bit. Just a little bit. I don't want it to bend to
bend it too much. A bit more. And now let's pose
the pinky finger. All right. Let me just move a bit more, the pinky finger at it
again like this. Alright. I think it's too much still. Maybe not at lunch this time, maybe just a bit like this. I see I'd get it
right. My taste. That would be nice. We can also move a hand
more like this a bit more closer. All right. Make it more natural. Alright. Mode it. So here we have our hands. Is a bit. Shorter. Yeah.
A bit shorter also. And here we have our ends. We can also put the nails. We can try to put it now. But I think we need
more resolution for it. That's right. Let's see how it's looking from the fore body. Let me see a proportion of
the forearm. All right. The forearm should be around
the same size of the arm. I mean, this part here should
be around the same size to the shoulder joint of the
the arm where the bicep is, maybe, let's make it a bit more shorter like this. Alright. It's safe. And now
let's put some fingers. Let me move this more like this. Alright, let's put some nails. No some fingers, some nails. I maybe misspell it. All right. So the nails will start at the middle part of
the final phalanx. You see, at the middle part around here will be
the start of the nail. We can shape it. Let me see if I can
find you a preference. We can shape it like this. You can see, like a new
shape around this area. Make this shape around and then that flat round part,
and then the flatbre. And make it more
round like this. Let's use the dam standard to make it sharper
at the corner. Then the same brush to carve more under the nail,
make it pop out. All right. Let's make the same process
in the other fingers. Let me remove perspective
for nil. All right. The same method that
sunder for the corner, and then for the
carve under the nail, the nail will start at the
middle part of the phalanx. Maybe refine more these shapes. Like more of pulling
on the nail. We will have to refine more these parts when we
have more revolution. Alright, maybe a bit
smooth. All right. Let's make it and the other
fingers a bit of a nail here. I'm stand to make it sharper and then
carve under the nail. Make this more round. Alright. Make this
a bit more flat. Okay. They how this
looking from the far, looking a bit clear. That's right. Shape look good. Alright. You can add a bit
of folding in this part. Make illusion that the nail
is coming out under the skin. Coming out from under the skin, right? Looking better, I think. Yep. Looking better? That's safe. All right. Let's make the other fingers. All right. That's
carve in this area. Makes the fingernails
bit better. Alright, let's do the
final fingernail. Pinky one, pink
finger one will be the same process of using
the dam standard brush and make things sharper I All right. Right to make each ER. We need more solution
for the arm for the end. All right. Let's
floating better. Let's attach the
end to the body. What we're going to do is, well, we need to first
if we don't have to do more tweaks because
our body will have a lot of resolution that will be hard to control the shapes. But it should find
more the body, maybe. Refine a bit more. Is on Is muscle here and smooth. A bit more smooth here. Alright. It all here. All right. Perfect. At more twigs. Make the shapes better. Smooth it out this bit. And also this part here. Alright, so let's
attach the toms. We have 224 for the solution. We want to put the
same value here. But first, let's go to the
part merge and merge down. Merge and 12, two, two, one. Allow. Now it's
dyna mesh it in 24, not lose solution on our hand. Now we have a lot of polygons. That's what I was floating
about that we have a lot of resolution on our body once we dynamie it
in that resolution. Bit of smoothing,
making the shapes move. We can use this make a bit more fier Finer
height Like that one, maybe be fine belly bottom. Once we have the bits with
fingers and all the stuff, we are going to attach the
head and then run a si mesh. And after that, we
are going to start locking out the class. We're going to start
locking out the class, all these pieces, the armor
pieces and all this stuff. And then once we lock
out those shape, we're going to start
making the sword. So let me just do a
little bit more of work. From this on more like this. Bits. Maybe a bit
thinner in this area. Alright. We bit more. My 210 times here. Me spill. Alright, Lake more of refining. To make this night error. We need a lot more
resolution for the hands. But we're going to
address that later. Alright, guys. Well let's
leave it in this page. And in the next video, I will start the fifth. And after we finish the fifth, we are going to
attach the head with the body and then start doing the blockout
for the clause, the blockout for the hair. And after we have
done those blockouts, we're going to start doing
the blockout for our sword. So, did you in the next video
11. 07 Refining The Body Blockout Part7: All right guys. So let's continue
with this body. We're going to we're
going to make the fifth and we'll see if we can attach
the head with the body, or we're going to do some
overall tweaks to the shape. I think that need
to be improved. Let's see, I think this arm here maybe can be improved
more the shape, for arm I think that can
be improved a lot more. I don't like it, it's
looking. Well, let's see. Maybe adding more work here do not make that
we'd look conceal it. Alright. Let's see. I guess I'm wondering if we need to make the hands bigger or not. Yeah, I think the hands
are too tiny. Too small. No, maybe we can try making
it making them bigger. Alright. Let's see. And or to make them bigger or just
a bit at much see. I think the tigger is better. Well, it's right to make a bit of the
plain in the scapular. Mark more this part of the chaplain sheets
a bit make this much So some smoothing. Here. A more smoothing. Here in the pt. Man. Here. Let's do it there for now, the
trip for the body. Oh, let's make the fit. I'm going to make the fit. The first thing that
we're going to do is to separate the feet from the body. We're going to separate
them. The heading. And then we are going
to use this brush that comes with some fits because I don't want to
make them from scratch, so we're going to
make them from here. It should be in old version. This brush should be default
in old version of cbrush. So maybe we can try to
use this as a base, and then continue
working from there. Let's try to place them. Nice. See. All right. Alright. Let's see. The feet should be the
half size of the calve. I think these feet
are a bit big, maybe a bit smaller. I think that work. That's how the fits
with the blockout. Let's see who just looking. Maybe just a bit bigger. Yeah. Let's try to shape
them a bit more, write them. S shape them. Since I have Bferen for theft. I'm going to try to add those shapes that
you can see here. I will be focusing more in
the shapes that we have here. Is this shape. We have some concave space here. I mean, so for the finger,
you can see how they go. When they go, they go like this. No, all that stuff, I wasn't going to be making That's better, Tim. Okay. Right, the add a bit more of explosion.
We control them. Let's remove a bit here, add a bit more of mass here. If it makes this a bit bigger. I think the I think the the fingers need
a bit more of volume. Yeah? Let's go a bit more here. I'm more this part, let's remove the perspective. Or now. Alright. Well, let's shape the fingers. I will be shaping the
finger kind of like this in this image, and see the pink
and small round, one more pointing, slightly
pointy square and wet shaped. I try to make that use the ftopli that we can be
found here in this part. But Alright. Is brush allowed to move things that without affecting
the other part that are not connected directly with the area that you are
selecting with the brush. Alright. Continue shaping this. Make them more like normal fit. It's Let's see taking shape now. Make this a bit pointy, but not that much make. Yeah. Let's make inky finger will be a bit round. All right. So let's try to make
the other shapes that we can found here. These shapes of the
fingers in the top area. Let's make start. Let's start from the thumb
and find those thing changes. We have to see we can have a bit more
resolution for this. We can also use the He polish
define more the planes. It's a bit thicker, right. Alright. A bit weird. We're shape. Let's try to. Alright, let's continue
with the other ones. Something I like to
do is end of this. Maybe we can through
this or maybe not. Sometimes it works,
sometimes it not. It doesn't work. Alright. All right. Let's continue.
12. 08 Refining The Body Blockout Part8: We'll continue this. All right. All right. And make that define multi
plane changes the fingers. Let's make the other one
using g polish to define those plain plans. Right. And then for the last one will
be only one visible here. Like this. You can try
to add a bit more mask. Let's make the clay
builder with a face mask. Right? Right. It's good to have a bit of
separation in the fingers. So it will be here for the
trigger to reach them. Alright, let's try to add
more podium out here. So rices where the
things are joint. It will be a big one. All right. Let's continue. Let me see my reference. Mike is. This can be. I Alright. Watching preference, it's always important to watch. With reference, I will not
be tired of saying that. B important to watch
your eyes. All right. Alright, it's moving more
mass in this area. A bit. Bit of crease here. Maybe it's part a
bit more like this. I think right, we need
to make the net marks. I think it's the ankle, all in English. The ankles. Alright, like this
aculetendon more visible. M out a bit try to keep it warm. Alright, let's make the tendons bit with a dam stander
and smoothing them out. Is a bit. Alright. I Right, perfect. We have some basic bits. And we need really more
solution to make them better. I don't want to keep
working with this topology. You can see if Seb wonky
this topology is helping me. Strike merge. I fits with the with the body. We can try do something safe. What is, this one
doesn't kT doesn't work. Let's mesh down. And with a big resolution, we're going to die and mess it. Maybe 300 or 300. This maybe can work. Yeah, it works nicely. Give me some ver
shape. All right. Let's try to smooth
this smooth this. We really need to do the
serie mesh process now. We have a little hole. For these types of holes, we can here close holes. You can see it fixed. Let me see close
hole. Where is it? Worth it? Here a bit more. All right. We need we really need the remains. We're going to make it now. First, we need to We need to
attach the head to the body. We have some merged vertex. Try to delete them, then do a close hold. In general, making his checks. You can also watch D
six for reference. Because if you
have phantom fits, you can use them reference. Instead of looking
image from Internet, you have a real
real life reference in front of you
that you can use. All right. Right at a bit more volume, try to refine these parts more. Baby. Alright, leave it like that. I'll try to attach
the head to the body. Let me duplicate the
head, duplicate the body. We're going to delete
them later, but not now. I just want to have
them as a cup. So we're going to merge
the head with the body. Let's do a merge down. And now let's do a peak dynamis maybe 320 All right. This is how measured. I the producing bag. Let's mode the
neck section here. Alright. Let's see the feet if they
are not wear or freight. Now we can do some syrmsh we're going to make
symesh will be easy. Okay, we're going
to duplicate this. Let's this, and then
we're going to use this brush here that is it
comes with zebrs from default. Syrmsh kite, the s. I'm
going to make the kites like this one guide here,
another guite here. Another following kind of all the topology flows in a
good topology environment. And a good topology character, the plate of the faith flows, and then another guide that comes from like
this in that area. So let's continue. Make the Wild it. La another guide or
the mouth itself. Or let's make one
that comes from the nose to the shin like this. Trying to imitate the
Nsega fold around there. All right. Let's make one for the eyes. Another one for the eyes. The the eyelid and
all that stuff. Alright, let's make another one comes from the shin and goes up to the
forehead like this. And now we are going to
use this option here. In geometry, you can go down
and click Use fully paint. And we're going
to paint the head with this color that automatic automatically in our brush. Is what going to do is we'll add more solution to the face than the other parts of the body. So now with this met, let's make a pig Pyramsh maybe. There's no 15. Right
in the syrmsh. It will take a while,
so let me pause. Alright, the serums is finished. Let's see how the
topology is now. I think it's kind
of I can't work, maybe we will have some
troubles in this area here, but I don't think that's
a big of a problem. Whatever, we're going to make another model with
now food topology. We're going to do aphtpology
of the body early. But for now, we're going
to keep this su mesh. It's your measured body. You do more tweaks, more refinement and start
working on the clothing, walk out and all that stuff. Let's do one subdivision. Let's get visible
only these two, this is the measured body and
the other dynaasured body. See. Body mesh. And Body mesh. Let's hide the ice. All right. Only to visible. Now, let's let the remesh. Why going to do a project
O without the color? Reject O. All right. Let's see how this went. Let's do another subdivision,
another reject O. See. I think this will
be enough for now. Now we have our feet
attach it with the body, and the head, also attach it. Well let's make more twigs. Let's hi hide the eyes, the eyebrows, and the eyelashes. Alright, let me see if
we can find some oppose. Make her a bit more alive. Make with a darker color with
this GB channel selected. Do I feel up yet? His Nice. Let's make a darker one. Alright, I think that can work. Just to make the eye more alive. Right now, we can
do a lot more of improvement to the to the body. Maybe more twigs here and there. It's here and there. Right. It's M. He's a bit better,
more volume there. It it heals more like thing. Alright. Shape his knee a bit more All right. Make this more like this. It's more of cause here we have the
medial epicondyle and here is the
lateral epicondyle. So when the arm is straight, this will make a line. This will make a line. And when the hand is bent, we'll make kind of a triangle. Right. More twits. It mark twigs, mark
more the muscles. Maybe we can also mark
more the shoulder muscles. Maybe make this
more stronger here. More like this area. With the pectoral
look that much, like you can make the clavicles more W the
plane change more noticeable? If it is part so which now
try to work on the face. It's smooth. Mark more the ss. We find more the corners. We can fit its shape here. Make the two bumps of the
lower lip more visible. So. Et's make change here more visibles. Alright. Let's carve here the nosetirl. Let's define more this nose. Alright. All right. Move this part to make it
not that pixel lighted. Here, we can make this eye
all here, more pronounced. Now, let's make the corner of
the lower lip more sharper. All right. Let's make some. Like them. Area here. Oh, right. It's more risk. Here in the lower eyelid. A from the dum. All right. Make. If you want more angry or name. All right. All right. Now we can maybe can try
to do some hair lockout. Let's try to do it.
Let's a paint here. With this logging
here, see color. We're going to activate it. And then another window
will be will appear. And with this
window, we can color pick colors that are
not inside cebrus. Like, I can color pick the colors that are from my
Puref like I'm doing here. I color picking the hair. And now am I going to do a peel object to the
sphere where that we just append Let's
carve, start carving. Alright. Let's make Alright. Let's make, like, these
two Um, I hate this. Alright, let's try to make
this thing here first, and then we're going
to make fun part. And the last we're going
to make this part, Lou. No, let's try to make it. I think I will separate
the hair in three parts. So strike with the Mfros I'm
going to select at curve. It can be found. I
think it can be found. I don't remember. Or it's found in stroke. Oh. Well, if you are using my Z CY, you can find it up here. So, let's continue
making this straw a bit, like the general flow. And with this brush, let's try to shape
the these hair parts. Let's try to make
this hole here. Move the apples. Even the front view, it can be light ds. We put it again, the chive. We can try to to do this. Think it. A bit. Let's make this wall up. Maybe we can add a bit
of transition here. Let's make exert few. Alright, we have a shape here. We can also let's
do a semis with a low resolution, maybe 60 56. Right? Is there
something there quick? Uh let's continue taking kind of the volumes
that we have here. Maybe the front part
is not symmetrical. So let's try to improvise
all the front parts look. If it's not symmetrical, let's see we have own parts. Here rape me. These shapes. Then we have We have this part going like. Let's try to rank
up the resolution. Alright, I think it better now. Just to define how the air
is working in this area. Alright. Then let's try to make another hair I think Maybe All right. Flowing. It's right to work more
on the silhouette. Baby. Tk here. Right to make this. Now we have to work
in the back part. A moment I will do
it. Give me a stick. Alright, let's try to
work the back parts. Let's make the big
shape that is kind of like this, maybe. Kind of like this.
The big shape. Let's make this warm. Not that long this back part. Let's remove the aqua curve. What Acucurf does is, you can see I have
my mfroHT goes. It's more like this
rounding shape. With the aqua curve, it
goes pointing like this. It can help to move
parts like this point more better than if we are using a fro without the aqua
curve and see how this goes. A have for their function. So what are useful in
different scenarios? Right way. Is part like this? And to get right shades
that we have here. If we can make back part and to get good
silhouette from the front, we don't have a front view, so we have to improvise it. Alright. Let's start making those
strands like these strands. Maybe make one like this here. Let's try to make another
one that goes up here. We wolf like this Maybe. We have one that goes maybe
like this. In this area. All right. Continue making this. If we decide, we
can make metrical. A I don't like it how the hair is going on on the front feel very hard to get a good looking cigarette with this hair
makes it look nice. A bit hard, you know. Is can be more. Like this. I more stick to the same then these parts
can be more white. What I'm trying to do
is to get some sort of looking piled on the
side of the head. Just hang on getting some
one that looked good. I and do more. Adding a bit more
of strengths here. We need to get a good
looking sile body air on the front view. Getting any one that looks good. We are going to need
to parate parts. Work more freely. We have another run. We're going to use fo
for this strength. Made it dip thinner. Or not this but is
thicker dip thinner. Let's make some sharp angles. They make but more thin mid make it look nice. This ran here of pick the Is picking with this Brand
making the cigarette. We're separate the strength. Maybe we can make that part that we have raise more to the side. We like this. This is your trying. This is just some
sort of prior error. I'm just experimenting
with this area to make it to make it look nice. It is just a weird
type of hair, maybe. I think inside, the side
looks kind of good, but in the front,
though, it doesn't. So that's bothering me. Find a good looking silhouette
on the front, the head. It's Really weird right now. We. I make this bigger. A more like this. Maybe we can we're getting
something good now. A weird shape, but I
think it is working now. Maybe we can always
change it later. This is just a blockout. It will not be by any
means the final shape. Right. Make this lower part Babe. Without a curve. Takes
a bit of a deep here. Like this a bit nicer. I also can make more
stuff like that here. All right. It's theory. We're I this is not working in that
part. Let's consult C. Remove it. Et me see how the head looks. It's even. I not
that much. Alright. I think I will leave
this video around here. We'll be continuing with
the rest of the character. We're going to start
making the the clothing. Now in the next video, and we'll continue with
the air blockout later. We're going to refine
it and make it final. This will be will be
not by any means. The final form of the head, this is just like
an tch of the hair. So let's in the next video.
13. 09 Refining The Body Blockout Part9: Alright, guys. In this video, what I will going to do is
refining more the face. I think I need to do more
refining on the face before going to the
blockout of the clothing. Maybe I will do also some refining when
the air is cooked. So let's do it. This maybe will be a
short video. Let's start. So the first thing I'm seeing here is maybe we need to
make the eyes bigger. I have a layer here. This was just because I did some little
adjustments off camera. So you can see the adjustments
I have done out camera. Let me bao Alright. Let's start. I think
the eyes can be a little bit bigger just
to make it more stylish. You like this. Keep in mind
to use the local symmetry. Maybe a bit. A bit. Maybe like this. Alright. Maybe the brain he has
too much pain, maybe. All right. It's shape better. The eyes. Also keep looking into references
that you have. Maybe we can also
make the nose a bit smaller because we
made the ice gear. We have to compensate
that in other areas. That that much. Who knows I still looking eer My taste. Didn't completely liking her. I working on this? Maybe we can make the
eyeball bigger, awesome. The eye shape is pulling me out. All right. Let's see. Let me some weird thing here. Let me raise this. Be we don't need them. Maybe we should do is try to make the eyes a bit
lower maybe like this. Make the face a bit smller
a bit, not too much. Let's see if our
proportions haven't broken. They're a bit talking, but that doesn't matter. Et's see from this
angle she's making. Maybe we can make part more parts more like this. Make her the front of the
face a bit more cool. I think is looking better now. It's at as awesome. A Right. We can make the ground
a bit longer, in. From the far, she's looking sports kids. We can All right. Maybe can be in. That a bit mass in this area. That's why you should look in all angles
when you're smoking because you can have
volumes like that that in and you
don't see it later. Well, that's why I like to
keep looking in all angles. Just in case we have
some of those dims. Alright. You can make this index
and the ring finger a bit molar something they this part out at point All right. I should they can
be a bit more like this. Is the difference?
Yeah, they can be absolutely more like more
uppedd than as for me. The portions of the bits to thempa to the body.
I think they are. Alright. We a keep tweaking the face. Right. I have a perfect data. I turn it off Yeah. I think she's looking better. These are just small tweaks I'm doing just to improve
the overall shape. And I'm using a specific
reference right now. It's more like I'm using more artistic freedom
in these parts. And my feeling of if it's
looking appealing or not, at least for my taste. Right I the eyes a bit a little
much rotated size. We can't make it like this. It's a bit cross. Alright. Split from this angle. Right. I think she need
a bit more Mass in this recorder bill et's see with the hair. Maybe we can make
something here. I will separate the
hair in three locks. I'm gonna use the
lazos and legs. I will separate
these front part. To from the side part
from the back lit hidden. And this side part part. I separated from the back side. Now I will dynam it. It's like this. As into grazing. This one, too will dynamic. All right. And this one also aradya. I'm just removing,
like some parts that extends our waist waste polygons
as good as I like that. Let's mesh it. Because if we leave
these type of polygons, it will cause problems. As you can see, we leave I
wear off and I don't want to. I go delete them and In mesh. So I have more freedom now
working with the shapes. Let's see how it looks better. All right. Experimenting with a shape here. Trying to see if I
find something that looks at this strand here. I kind of has some strand
like in this area. Is and again, All right. Maybe
not as much here. A we can erase these parts here, M it more. MbO living. Yes. Or more more
silt on the phone. This is just experimenting
with a shake here. Trying to find something that
I think that goods for now. Mm. I think this looks white, maybe. Maybe it is a bit more pointing. Here also baby, yeah. And this part, too. Let's remove what you're saying. Hello here. It's a big one. Alright I think
that would be nice. Alright, we have
some air blockout. I that is not completely
like the coset. Will we make it more
like the coset later? At least have irradl
shapes of the concept. Alright. Let's keep. Working
on the pace maybe. Maybe we can as this. Okay. Nice about. More. Alright. Let refine a bit
more the ear part. E Maybe that was a bit too Right. Maybe we can n plane. See how it looks like that. I completely like it. Like more with the
plane changes. Make the neck a bit more thin. I sparks on the bad. Here. Baby hair. H. Alright. Let me make low where eyelashes. I'm going to use the M warf here this MM cf and going
to use this white strap. Make a bit of a lower Eyse bit. Fever Alright I'm
going to separate it with this gray
this gray color. Then I will use the pinch
brrush to make it more pointy. There's some insiders
to not make it so thin. To place this eyanch All right. That's see. I think it's looking
way better now. Wever we maybe we
need to keep finding we can. It's a bit more fun. Make the Wag. Not that si Make
more of a junk face. You can shake the face. We can make these lines here. Just that line. All right. We may make a bit in
the bridge of the nose. Of the eyes. It made them a bit the eye the the eyelashes
and see, this is working. It is good for the eye. That's week a bit more
this It nowhere in how it was looking
before, how it looking. At a bit more of solution
more of cleaner. It like bio Right. Is refining more d. I eye fall shape here. Alright. Tour on the eyelashes again
and turn on the hair. Alright. Maybe this
part is too low. We can make it
warm up like this. Facing now the hair,
it's looking nice. Maybe this What? Maybe D me see fabric
morph saturated. Yeah, why not? I
that looks good. Or maybe not. B raised a kid space here. I write. Let's say something. Let me use another what cup? Maybe we can use as you see all the shallow parts her. A these are all subtle
changes that I'm doing just to improve
the overall shape because I want to have
something that I feel that is in a good stage before I can pass to the other
to the other part. Mining here All right. Miss something. If
I'm doing this, this loop on the front. Mm. It's something that
I'm not liking it for or the ownershipe of the fence. In this part, I'm doing
more the sync with my intuition more than using
specific reference for this. Yeah, this I want this shape. Now, that's round this shape. That's ripe to egg that. Without destroying
the other shake with this with the hair. I think it's looking better now. Alright, let's put better
the neck muscles here. The neck muscle comes
from the back of the ear, all the way to the sternum, and in the middle
part of the neck, it divides in two, and this
part goes to the clavicle. Alright. Let me more patience. Let me see my Oh it's looking my proportion scale. I think it works. It's just for me, she has a
bit of multiple pleasures. Alright. With more subtle
changes here and there. They are too subtle. Even more defining
this line here. In the concept, she has
kind of a line line these cards and
trying to make it. Also defining long shapes
here with a dam standard. It's making more Ish these five. All right, I'm going
to carve here. Will you find this mo more? Now, let's find some food here. Make the turn a bit
more lose like this. All right. A bit. That's safe always
important to save. David here. David the ***. Not that Long. Looking up by reference. All right. Let me see if I can do
more changes on the face. Improve more the
shape of the face. Maybe the nostril,
that's what you can do. It more scarf here and there. I just bit more more like this. And this parts more like this. All right. Perfect. Ve. If you don't want to make this like little changes I'm doing, you can just skip this video and just go with the other ones. Like starting cutting
the clothing. Love help. This is just I
want to paint a bit more. I'm doing these little twixsing these twix just to improve
the overall shape. All right. Let's see the hands. Maybe we can make more
define the nails. Bit more of definition here. Let me isolate the hands. Alright. All right. Let's continue
with the other fingers. Because they are
now a bit blurry. Just want to find them more. O ramp. All right. This is just a boring process. You know, this video is a bit boring because I'm not speaking too much or explaining too
much the things I'm doing. It's better just to watch
what I'm doing than me explaining it because most
of the tweets I'm doing, they are just tuition. Reining in the moment. I'm not following a
specific reference. I just using my experience
making other characters, try to convey
something good here. Alright. Lance finger here. Maybe we can also have
to make the toenails. Maybe we can make them later. Or maybe we can do it now. Well, I think I
will do it later. Why more mold. And win more. We take more sin the calf Alright With more sin. Like. Well, rise. Something
sook in the air now. He that beat. Yeah. Maybe we can add just add that that part. That's too much. Let's do some control C. Oh, or not. I think this part
too much right now. Alright. I think that's a worn now. Um big here in the back. It's smoothing. Darpening here. Ike a bit more to find the
separation of the vertebra. More smoothing here and there. It more folds here. All right. If you want to make the
nipples on one more, you need to have in mind that the nipples
are not looking forward. They are not like this. The nipples looks
more like this. I don't look straight
to the front. I don't look straight
to the front. They look to the
side. More like that. You can see it's
looking people's just put in there
where they should be. The the breath look
natural. Bit more natural. We just can put some indication, but not define it too much. Alright. All right. I I think we can leave it in this
words right now. So in the next video, we should be starting
the blockout of the clothes and accessories
and all the stuff. I'll see you in the next video.
14. 01 Blockout Out Our Clothing Part1: Alright, guys. So in this video, we are going to start the
blockout of our clothing. Let me bring up your references. So we're going to
start the blockout of all these clothing here. We are going to start with this part first,
with this part. And then we're going to
continue with the jacket and that stuff gonna start. White fody. For this part, I'm going
to use the masking method. I'm going to use mask Lasso. And then I'm going to
make a similar shape that she has maybe see me now? Raise part of M facts that are not really
relevant. All right. Making the spot more
like a swimsuit. We more like this.
They have for fat. Angle Here. All right. I think they should
work for now. Let's remove more. If this mask it's open more. The breast area more like this. And we move more on the shoulders. We like this. Can be nice. Is one
let's put it like this. Let's remove more
here and more here. It's just making like kind
of a Wimsut pim suit shape. Alright. Let's eth. This stuff. All right. So now what we are going
to do is here in strat. We're going to make
the thickness zero, zero, and then we're
going to press extract. Is we make kind of of a mesh with the
shape that's the mass. But we press extract and
then it's important to press acect to accept the shape that the
extraction created. If we don't press accept, it's just simply
going to delete. Let's see. Alright. I think we can work with this. This inflated a bit. All right. And now we're going
to use the ser mesh, before we can add end of
this type of shape here. Make it look more like welding and make it
not that in tight. It is. Right. Builds dolphin.
15. 02 Blockout Out Our Clothing Part2: All right. Let's continue here. Um, what we're going to
do is delete this part. Let's isolate this and delete this part. There's a death here. And then we're going to use
the polish by features here. Maybe we can grab this
and push it to the side. Maybe not. Mm. Alright. Now, what we're going to do
is we'll do a smash with a body count of 1,000 here. Let's see what this gift cost? All right, let's wait
for this to finish. And this gives us this geometry that's
in the middle part, it's a bit wonky. All right. Let's fix these areas that are
looking really weird. We have some weird geometry. Let's stage this point here. I'm using the Emulor
you can find it. Here. Here you can find it. And if you go over
vertex to press space, you can see that you
have a menu here where you can find a lot of actions that you can
do with a vertex. My case, I'm using stage, and this is just for well
to do vertex together. That's what I'm doing here. Now let's continue here. This is a really troubled area. So what we're going to do is
to wrap it and push it to the right side because
if you push it to the left side and
press mir and well, you will have now super weird geometry
that will not be useful. What we want to do is
to delete this part, so push it to the right
side without symmetry, then press mirror and weld. So we have delete that area, and now we're going
to do another S mesh. Alright, now we have a plane geometry that
we can form with. All these parts
really don't like it. Maybe we can stitch
these together here. Right. All right. So let's use the C
Color atom from rush. And now we're going
to color pick. We're going to color
pick the color of that part of the concept. Like the and then go
to do a field uptick. So let's push the parts that
are clipping with the body. Alright. Let's shape this part. We look more at the concept. Alright. Let's make it. More like this. I'm
going to active the double side option
that you can find it here in display properties
where you can find it. You activate, and
what this will do is make the other side
of the polygon visible. If you have one side polygon like this that is just really a plane that doesn't
have any thickness, and you press double, you can see the two sides
of the vertex of the plane. If you deactivate it, you see that the other
side is just invisible. Well, let's continue
with this. All right. I think that we can make the
breast a bit close together. Let's make it. Excuse me a sec, refining the
shakes the pack a bit more. And now let's make the breast. Los together. Let's
remove the mats. Alright, let's go to
the first subdivision. Let's use the lasso. And let's mask the breast. Remove the mask from
the head. All right. Let's make it. Let's
mask this area, remove the wanted mask. And let's invert the mask. Maybe do one right click. Let's see what we can do here. I think it's better
for us to use here the kism All right. Make it this gem. Let's make something big here. I some mask that we
have bit of were asking Make sure do not make it too close
because this will happen. And we don't want
that to happen. Maybe it's manor ground, we can make it close together. Inflate. Right. Now let's more visible the Let's make
visible ship here. I'm making it closer
because here the breast of here is looking that
they are close together. So let's make it like that. And here, let's push it. Match the new position
of the press Right. Let's con up the
resolution of the party. Right. Perfect. Let's make these part. Let's start. Maybe a pido ish. Dark bluish would be nice. Maybe maybe more
grayish, bluish. Oh. I think that would be nice. Right? So, let's make now kind of jacket mesh
for us to work with. It would be easy.
We are just going to we do simple masking. Let's use the mask
glass of brush. And then on the middle
of the upper arm, let's mask like this here. All right. With the mask pain, let's erase the middle portion. More of the middle portion. Right. And now we are going
to extract like before. Extract. All right,
inflate a bit. Alright, so let's make a quick su mache to get rid
of this amount of ometry. Maybe we can do lemon, the silk consts here. I don't think it's good enough. Let's see. Let's inflated M. I really don't want
this Fia here. I really don't like it. Let's see if we can
rest this part. You can see that we have
some weird geometry, let's erase this polygon using the sea modular rest over
pura cursor over the polygon, and then let's space, delete and just let's click it. Right now, what
we're going to do is to make a new space
between the stuff to close that hole
using the same brush in monorO the edge, press space, and then use
reach and g the two edges. Right. But before now, we're going to need to do another math because we have really
wonky geometry. This is kind of better. Let's make this more flat. A jacket is not
attached to the skin. It's loose. So it
doesn't have scene that has the same shape as the body here in
these loosen parts. Let's make another mesh. Here. Give me a stick. Slide more of these parts. Let's make another sir
mesh. Natural right? Let's use now this
brush slice brush. Be we want a good loop of geometry co around the
shoulder area to get better these sharp transitions here and these nice
***** part here. So let's use this slice curve. Now let's let's
make it like this. Press out to make another continue the
curve and release it. As we're going to see, it
will make a soldier group. Let's mirror it and
then mirror and weld. Now, what we want to do is
use keep grooks that is here in the geometry area here down the irs part
in the Crimge part, we can press keep grooks
and then do a sr mesh, will keep the polygroup
that we have created and make it more more nicely. Keeping a good loop between the two ones
in the two polygroups. Now we can make these parts
nice and sharp as they come We can try color pick the color
from the concept to light it with the mesh. All right. Now, let's make sharp this part. We want them sharp,
not not round. Let's delete these two polygons. And then we are going to
use on top of an edge, let's break the space and
then extrude edge edge here. And we're going to
struch the edge. We have some weird
bubbles here. All right. Now we have this sharp
transition here, this part. If you press this one and
form in a round shape, let's do kind of the same
in the neck area we don't want a round shape there. You put back the lasso and let's extrude the edges. Alright. This Now, what we can do is make better the neck neck
parts here that we have now and make trying to match the
shape of the jacket. All right. So, let's use aqulos
to manipulate better better the clothes yes. All right. Egg it a bit lower. Ek the mold back or All right. So now I think we can
make another sims. Like now. I think that will be nice to
another sir mesh because we have stretched bodons here that we don't want
to another smash. Mm Let's do another one. I think this. This
one will be nice. But now we have
again these parts. Well, we can leave it like
this. Doesn't matter too much. We can fix it as we did before. But let's have good
meshed apology before doing another fix, not lose time again. Let's make this charp And
then let's make this part. Me up and more like this in the size All right. Let's mache. These parts better? Alright. Now is
It's taking shape. It's having fun at night. Maybe we can make
this more backwards. And we have this sensation here. We can make this next
part, another olive book. Let's look it. It's isolated. Here. Isolate it. Right. If you press with the
lazos net on top of an edge, you can isonate edge
loop like this. As you can see, you
can isolate edge loop. If you press the control
have with lasso net, an edge, you can isolate it. Let's be and press ton W. Right. Et's do up the syrums with the p
Kip groups activate. Alright, let's make
it a bit lower. I think this would be nice. Let's put again
these parts sharp. That's the thing that the kip groups make
the sharp parts round. Sometimes it's good, but
this time is at that handy. All right. Let's make
this part up again and make the step here. See how we can do it? Maybe we can use these two. These two loosen flops
here to make that step. See how we can do it. We can use the modior then
extrude these ones. Used against moder
and this time, I'm going to use insert
to insert ane trope. And now on top of
hypertex let's use Stitch well these
two polygs here. Now we have that step. We have the jacket. Then All right. All right. Let's make that part sharper. We also need this leaf be more more thick maybe longer. Let's use my mask glaser. Here. Just a bit not too much. Maybe like this would be nice. We don't have enough ometry. Let's add it manually and not do another sir mesh because
I don't want to destroy the thing that I have done is add globe here with
the insert atyn. Right. Right? Now, let's make some volume here. Maybe a bit of volume. Yes. Put some indication
of some shapes and stuff that is happening here. Alright. Now, let's make we can
make this middle strap and then this cloth here that hanging over the strap. What we're going to do now
is duplicate the body, make it to the first
subdivision, deli it higher, and now we're going to use the rap white strap brush here. And remove symmetry. And if you press a chief while making the fourth and
putting outside the mesh, you can create this
round closed loop that goes around the mesh, can use it to our advantage. Alright, let's not
do this method. You can use it sometimes, but sometimes it's it's spooky. Let's not use that method. Let's use another method. It's with the mask
las mask one area. Let's refine a bit
more the mask. And then we can use
the extract here. In fate, put it this time
to the lowest solution. We have these nice big polygons that we can manipulate either. Let's do another sushi
mesh, maybe rotten one. Another one. Mm. It's
much geometry for me. Let's see here in town geometry, we can select half here,
to another supermatch. Maybe another one. Another one. It's not changing. So, let's try to Let's leave like this. I use the gizmo, make it more more thin, maybe. Let's make it. And now let's shape it more. With this, we able to wrap
around the waist area. Like this. Your patterns are clear. All right. Let's use
the polish ferns. Let's remove the
middle edge looks. We do not have that
weird concave shape. Alright. Let's color pick
the core for these frap. I think I didn't apply
the color for the jackup. Let's apply it now. All right. Now we can use again C C modor
and use extrude polygons. Extrude the mesh to
make it with thickness. Alright. A bit warm. Now, here, we can make the mesh with the hanging clown toting
part in this middle part. All right. What we can do is
use the mask in mask just a portion of
the belly like this. And now let's use extract. Applied it. Right. Do a syrums with 0.1. Let's shape it a bit pattern. Now with the GiSmo we can make it longer like this. Make it longer. All right. It's a bit below the mean. It's a bit, maybe but not
too much. I like this. And then do pos p figures. Make the corners sharper
for the sil map well. Let's make with 0.1.
Let's do another one. Alright, let's make whit whiter
Alright. Here we have it. But as you can see here, in this part, is not where. It has kind of a triangle shape. What we can do in this case
is slice rush slice wolf, and then slice this part like this and delete
a new polygoop. Now we have this triangle shape and do another suzimj this
time without symmetry. So we have no a triangle
shape with a good ology. It's fix its desire. It Alright. Let's go pick the
corner for this punt. And it's the same of
the swimsuit part. It's more like. Now, what we have to do is to add the shapes that she has in her chest here. Let's try to add them
some basic forms. This time, let's use this mesh that we have
duplicated without subdivisions. And now this time let's use
the white strap and make the one strap that
are in this area. Let's separate. It must point here. And now let's put the
color of the wrap. If you're on weld, you have if you want your mirror and weld to mirror the mesh, you need to have the
active of local symmetry. If you have this active, what it will make is your mesh like this and
you don't want that now. Now, let's active it
do weld all right. Make it longer. Thanks. Let's push
it more these parts. All right. Shape it more. Let's try to shape
more this part here. We have kind of fine
dentation here. So detention line here. Make it looks more
like a close glove. Right? Let's continue
shaping this part. And now what we want to do is to make this leather part here
is the same process masking, studing, doing all this stuff. Let's make it. Get
a simple masking. Let's mask from this part. Like this around the
back around here. Then going back, like this. Alright. Maybe we
can make it both. Oh, a bit upper. Let's extract it, right? What do you have
done here, whatever. Airs puppet. Oh, let's first inflate. Let me restart to rush because we have made something
weird here in the top bar. I will bath you
in just a second. Alright, we are back. So we
have now mix this up par. So with the mask crated, you are going to
do a 0.1 s mesh. You have good topology
to work with. Other one. Alright. Alright, let's bring
back our clothing. At the undercloth. We do
Folder folder. All right. I'll be in the undersut. Oh jacket. Perfect. Let's inflate this. Right. Make this
part more like this. Let's make the straps
bit thicker, maybe. Just a bit munch. Let's remove some
of these oligons. You make statopol simpler
to control it better. All right. So we have this kind of rhomboid shape or square shape that can be easily
done ending object, like a Ring three
D or any object. Let's make it. Rotate 90 degrees. And now in this icon here, we're going to click it and then select your Ring three D option. Now we are going to reduce
the resolution to four. Now you can see that we
have the same shape here. And we can rotate it again
80 degrees. All right. And put it in place
where it belongs. I put some white color on it. Alright. Let's put the lenal
color here. And this part. Let's Let's add the apology. Yeah. We have control. It's inflated a bit. Alright, I baked
it a bit smaller. Et's make more like this? Maybe let's inflat
it just a bit. I'm not. Mm. We can make This part
going more upwards. The concept is
kind of like this. Like, it's works like that. Make this up. And it's wrapped going
to that worship. This part too. Alright. Et's make now these shades here. What we can do is
what we can do for this bar is make a tube. Here, we have a tube. Let's press the icon
and now select a cube. Let's remove this
resolution from the height. And now we're going to
make it more like this. I All right. Let's rotate it. Rotate it more. Let's try to not lose the
gizmo aligned with the mesh. Let's put it here.
Paint the color. Sometimes f white. Icing here is nice. Make it a bit longer,
maybe. Maybe not. What we can do now is to maybe can put two
more polygons here. And now we can mask. And let's match this
and push it. We part? Let's do one thing first. Let's max the middle parts. Make it more like this. And now we can mask
the middle ones here, and push it down. Make that kind of
a round shape that we just All right, maybe a bit met wall Itrapsthin like this. Alright. Let's make this
part a bit more like this. Or let me use the mask here. Mask, that edge look. Or Let's use scale here. Let scale O potions. Let's scale down these
parts. I would like. Now, we have this
kind of shape here. Let's mirror it the other side. Alright. We have it. Mm. Yeah. Maybe we can make this jacket it longer here on the back also. All right. It's far. Work this a bit more
sharper in the Mingo. Right. All right. Let's leave this part. At this point in the next video, we're going to continue
with this bandage art this color stuff
and continue with the robot arm as this will
be a bit complex to do. It maybe we took some
So videos to do? So ideo in the next video.
16. 03 Creating Accessories Blockout: Alright, guys, so let's continue with floating
of this model. So, we're going to continue
making these accessories, this hanging accessory that we have in the
strap on the neck. We also will be making these
containers that she has. And maybe we can also
do in this video these bandages that she has
in her arm and her leg. And later we'll be gonna addressing this robot
arm and robot legs. Also, we have to
make this kind of loading that looks
like some sort of a reped dress or
something like that. Let's continue. Let's make first this neck neck accessory that will be kind
of easy to make. So let's start. Let's
hide the jacket. Now we're going to
mask in the neck iron, using the mask pin gonna mask. I think this can be nice, maybe a bit thicker. All right. Now with this part Musket, we're going to go to subto
and then do an extraction. Upset. Extraction with
zero with zero thickness. So we have just a one
plane, one side plane. Now, let's do a Sri mesh
with low weight resolution. Alright, Let's inflate it a bit. Perfect. Perfect. Let
me say. All right. Now, let's make this by removing all the
loops that we have in the middle so this doesn't
have any concave shape. Now, what we can do is let's see how this if
we do a pose by fetters. Right. Let's do a
poly by fetters. Perfect. Now, let's incite
it a bit more, maybe. And use the simular brush and then go over a
polygon, press space, and then extrude all polygons to do to make some thickness. And right. Let me use metal material
for these metal parts. Let's put the metal material
in all the metal parts. All right. I think I extracted
some weird part, I forgot to clean the mask that we had on
the body, as you can see. Just remember to clean the mask before doing
another extraction. Inflate it a bit more and
maybe let's let the thickness, and maybe inflate it just a bit more and do the thickening. Like this on right. I think that's nice. Let's make it lower, maybe bee bee inflation All right. I think this is good.
Let's put some loops. Alright. Let's see
how this looks with the dynamics of division
just by pressing the. It's a dynamics of
division, just press shift. We need some supporting
W to fold shape. Nice. Or what we can also do instead of adding loops
to hold the shape. We can go to here
in herometrycress, and then press crease. This will make the edges sharp. And this will fold the shape. Also, we can play with
the level of the crease. The higher the level, the sharper the edge. So let's make it
kind of level two. Also, we have to play
with the subdivisions. If this is increase Level two, we have to crank up the
solution to four or three. To have this nice edge
without being lucer sharp. All right. You can make another. What is by pitons? Right. So let's make the handing
part of the color, this circle piece
that is kind of more like more like a oigan stuff. Let's see how we can make it. Let's hide taste to see. Alright. Let's start
making that part. We're going to mask again. Remember to clean the
previous previous mask. Now we're going to mask
again, do extraction. Okay. Now we're going to make this flat with the He
polish person out. We can make this flat. Alright. All right. Now we're going to Sims with the lowest
subdivision. Like this. Make this a bit bigger, maybe. Let's move maybe another one place it in the
covered position. Let's make this kind of shape. It's not fully circular shape. Oh, let's make some sort
of circular shape over it. Now, let's make
the thickness with the thin molaor and the shoot
option and the polygo menu. The polygon o menu.
Ready my bed. Alright. We have this honored
baby's not that big. I think we have to make
the color a bit lower. If it's too high. It seems Mm. Maybe we have to lay with
the precious muscles here. All right. You see pit? Let's abolish by ftrins. Let's make the edges sharper
with the Cris option. Make the Cris level two. Rank off the smooth
the resolution. Alright. Um I think these Cris parts
can be done just sculpting. So let's address
that part later. Now, let's put some
metal material there. All right. Let's bring back the jacket. All right, we have
that color part. Now, let's make this
strap accessory that we have here that will
be kind of easy to do. So now let's paint a cylinder. In what we 90 degrees. All right. Then this
icon, let's click it. And then select
cylinder treating. So we have this this
these options here, we can open or maybe not. Let's let's not open it up now. It just reduce the resolution of the side to make you
make a bit thinner. All right. Let's put it in the strap part. All right. All right. Maybe we can
duplicate it or not. I think this is this will be easier to duplicate this mesh. Let's do Control Shift B
to duplicate the mesh, and then make it bigger, let's go again to here, praising W and open this here. Make it bigger, make it thinner. We have a hole. You can see we're
making this hole here. And now the art will be easier
to do instead of having all the things in one in
one piece of geometry. Let's make this part inner. All right. So, let's use here. We have completely
symmetric all the parts. Let's call to transform
active symmetry and click it in this icon
here, the royal symmetry. Make it for E how this working. Also use local
symmetry for this. We have to change the axis. Let's see if this is working in the Y axis is not working. Let's see if this
working in the axis. Let's see, is working now. So let's put some loops here. Let's use air in the insert
use multiple tropes. Have this and seem Alright. Now delete things. You go back to let. All right. You're going to have a completely great g p without too much inclination. Let's see, multiply
a trip again. Alright, here we have a
perfect straight extrunb. So let's go back to this
menu and select pebble. We're going to pebble this
edge maybe to this point. And then we're going to extrude it by selecting here in
the polygon actions, strip and instead
of all polygons, let's slate either of
polyloop or here polygopO. Let's use polyloop
for this for now. You see here that we
have a yellow line. This is telling us the
direction of the loop. Like, if the line is
pointing to this part, the part that will be extruded will be this loop, you can see. If this putting
pointing to this part, the part that will
be extruded will be the green part, you
can see, all right. So let's extrude it
down like this, maybe. The thing creates. Let reduce this label
and crank up in a solution of these smooth
subdivisions. All right. Maybe we can make this part and reduce the whole a bit. Let's mask here. Using the lazo mask. Smash this part. And with the keys,
let's press out and the blue blue part. And this will scale all the
parts but the sea axis. All right. Maybe not that much, just a bit. All right. Let's put the metal material. And let's color peak
with the C Color on. Let's color pick the orange
part, the center here. Let's change the
material channel to the RGB channel. All right. We can also maybe try some materials here
for the orange parts. Let's put the material it
in and press feel up in. Go to fold material. But we have now this tape here. So now let's make
let's make these here. But first, let's crack up the size of these
parts a bit more. Maybe here is too more. Let's make it bigger. Remember to use the imetry
and the local symmetry. These to work nicely. Maybe this big will be nice. I think? Maybe yeah maybe a bit smaller
a bit off. Right. Let's save. And now
let's make this f here. Let's make first this part
that's going around strap. Just let's duplicate this strap. And we select lasso, select everything but one loop. All right. Here, we have selected
everything but this. Look, let's see if we don't
have unwanted polygons. I let's delete hidden and
then inflate it a bit. Let's change the
color of this part. All right. Let's kind of grayish fat. The RGB Shao? All right. Now, let's extrude. You can use here polyub or
polygons and extrude a bit. We have kind of this shape here. So what we're going to
do next is to do bit k You have two. Before that, let's make
it a bit thinner a bit and then duplicate
it and put it in place. All right. And let's remove this
part from the other side. She then has it. The other side. I'll let's hide that
part and then delete in and make some creases. Here reduce the crease level. Let's reduce it to one and
crack off the solution here. Alright. We have some weird issues. Let's go to the edge
action and select this Cris option here
and then select complete and just do a lack in this part to make this the buy well
because if we don't have it, we'll be opening
this weird of here that it doesn't
really working well. So let's have this gust here. And now we have the we
have these parts here. Let's put some polygons. Support more the shape. Let's put some
polygons here, too. We can also mix the crease and poly a polygons pour the chips. Alright. Some polymdi. All right. Oh, let's make the cylindrical
part that we have here. Let's make this first.
As will be easy to do. Let's make Let's
go to another pin. Kidssk I have to clean this file to
make it more readable. Let me go to another pool here. And let's make a
cylinder Cylinder, e. Alright. And then let's rest here
again in the gizmo, spread this icon and then
select the cylinder treaty. We have in this
square shape from the previous accessory
that we did. So let's crap that
solution more, maybe 16, here, 16. All right. Let's
rotate it ID degrees. Let's close the hole
in the middle part. Make it a bit longer. And now let's start
making this stuff here. We can put some edge looks. All right. Some edge
loops like this. And then the leg let's
extrude poly loop. And with the yellow pointing
pointing to this loop here. Let's extrude it
a bit, like this. Let's extrude it this part. Also. Let's make
another poly loop here and then bevel it. Perfect. And then
extrude All right, we have some basic
shape for this. Maybe this part, not that thick. Right? Let's make. It's part a bit taller. Let's extrude this
center part to have this This looking like
this anti jagal flame. I can run My do something here. This seems like it's
kind of like this. This kind of shape in this part, this kind of, like, like, is this going like this? So, let's try to make it. Late all this stuff. What can we do? Let's
delete this loop here. And then we're going to mask this part with the mask lassop. Here, let's mask it, and then remove the mask
on the other parts, inverse the mask and
just bring it up maybe not that more Alright. Baby like this can be nice. All right. And then we're going to
extrude this part again. Good. Alright. Let's remove the pollo
action to a poly. And to create this y
selection is just easy. Just press and click on
a polygon, and then just And then just drag
the cursor over the polygons to
select them on right. And now we can extrude
this part here. Maybe not that much, maybe just a bit
here. All right. And then we can make
these edge looks here. I support this shape. As you can see. Let's make them
here and here also. In this part too. Here here. Me polyens Now, we have this this linder part. Let's make the middle part
like that yellow color. Let's color pick it. All right. Let's color
pick the grayish color. Let's fill it with a grain, and let's select this part and add this upper part
here, and we did. Yellow selected, let's
make a f object. Alright. So we have this art maybe you can make it more name on bright. Well, I'm right. Let's make this open part. It's just will be
it will be easier. Just make cylinder. Make it little
adhere to the icon. Left cylinder treating. Yet it with the grayish color. Make it a bit bigger, a bit bigger, more like this. And then let's extrude
this part here. Mask it. Make it thinner and
make it longer. A bit thinner. All right? It is not that much. Let's del this trip. Alright, let's make
it a bit more longer. Put it more like this. Let's goner pick it here
and fill it with the pole, maybe a bit lighter. All right. And this part, what
we can do to make it is we can do some stuff to make that rhion. We can put insert loop. Let's put three like this. And then here in
the point action, let's use this
action here split. Split the edge, vertex into a full perfect
circle and then use the extrude polypops action, extrude polygrapO and we can extrude and make it right. Kind of, like, like this. All right, is not that right. That's just trying to
make it Grether pot. Alright. Let's put some
polynoms here with support. Is shape. Let's grease and remove
reduce a crease resolution. Let's remove some
unwanted greases here in with the molar brush. Let's go to the crease part, and then change to
edge single edge here. Then press out and click. A, click on them wanted
grises. I'll click. I'll click and I'll I'll click and crank
up the solution here. We can make a crease here. Right? Let's put some edges. We can also make this bigger. Let's remove this part and make this part a bit
bigger like this. Even a bit longer. Longer, Nate. On the right, let's reduce, reduce this part here. Right. Perfect. Well, we have this
version, isn't there? I see done. All right. So we have the
first linder part. Maybe we can make it a
bit longer or not we can make the base a bit big. All right. Let's move this
one look a ki again. Alright. So now we have to make this other cylindrical object is a bit more complicated
than the other one. Maybe we gonna need 22
cylinders for this. He also here we can separate this yellow part
from the grayish part. We can do it. Let's do it. Just select this yellow
part and do a split hidden. And here with the
make something wrong. Make sure that it's just the yellow part
that is selected. You don't want other part
to be selected also. Let's outer groups,
hide this part, and then delete hidden
because we have it in another subto or. All right. I think we
don't have lower parts. Just remove just
the yellow parts. And with this, we can do a close whole operation with the convex whole here
up up all right. I took some edges
and there we go. We have another cylinder done here that would
be useful to make the other ones Art start making this cylinder here. What we can do it. Make it in folder. Would it plicate the ello part. And let's make the
other lender part. All right. We this duplicate it, let's use the Gizmo and
press control and rack it. Have some hidden mesh. Let's just do a it
and then again, we just press control
and drag the Gizmo. Make a duplication
of our abet Right. Let's press the
split musket point. This will split the point
that are not musket. All right. Let's color pick the
gray color here. Alright, perfect. Now what we can do now is
remove the center part because we're going to extrude
it again because I don't want that center part to make these weird
shapes here better. I right. Let's duplicate it again. Make it a bit longer. Here it is looking
it here or like, try to I'm trying to match the proportion
of the other cylinder. Right. Let's hide the
previous cylinder here. And let's make this
were off here. Let's make this part with the symmetry activated. Let's go here and transform
and change the axis. Let's. Yeah. All right. Let's make this part here. Let's see if we can turn
off this perspective. And here we can make mask here, and here we can make that part, as you can see, and here the lower parts make
this this wave. Here. We can make it like this. Maybe taking this a bit on the right. All right, perfect. All right. Now, let's
close this hold here. We closing. Let's do this. Let's do an
extrusion poly and wait. Another poly p. Let's flip it. Then we can remove internal polygons
with the leg lasso. If we press on edge, this will hide that polylopR?
That's what I want. I want to hike
polylop us this one. And here also, is this selecting Let me shake Alright. Let's delete it. Right now, let's close it here, close, conducts hole,
and press close. Here also. Here. Here.
Alright, perfect. Let's make this part. It's a big pocket.
Let's extrude it. Yeah, let's extrude it a bit with your single poly A right. Let's remove this edge here. Make enough bubble bubble edge. Make it a bit lower. Then we're going to
extrude it again. Right, extrude. Not too much. Make here another edge loop. All right. Here we
can bevel this. And then extrude
this polylop inner, add another polyloopRmove this to and add some supporting
edge loops here. And now we need to make
kind of bebag here also. Well, let's make it. In babel, and there we go. Let's do some rises here, and reduce decrease
level and crank up more the resolution of st. We can also make
crises between two polyps. Pressing this crease PG right. Let's make this a bit thinner. Right. You know this mask this lower for All right. Now, let's add crease here also. With the strip complete. We have this harp. Sharp edge there. And now
let's make this art here. Just like the previous one. Here we can make
another shilling there. Take it molar. Let's do some musket. And now let's make a shape. Right. Let me color pick the
column. All right. A bit lighter, right end of this shape. Let's remove this polyen and
extrude using single poly. The other up. All right, let's remove this flu. Add another polytope. And here also. All right. Let add
two more polyps here. Make this kind of
weird shape here, and then select oolons
using old or maybe four. And we extrude with
a single poly. Let's extrude them. Mask that extruded
extruded part. All right. And then we're going to shrink it on this axi like
this, like this. Alright. Or right, let's rotated. On Let's put again
the polynuclear. Like this in the middle. Let's make some more. Let's put another
polynucion on here. And here we have the blockout
for the cylinder parts. Now, to add up them
to the model itself, let's do merge visible here, merge visible in both cylinders. Let me put the second
one in another folder. Right, let's bring back the first one and
merge cible again. Here we have our cylinders
that we can here copy and then go back to our
model and rest paste. What we have here, make them in a folder to
have more organization. And make them bigger. And let's put it in
place where they belong. We a bit smaller. Yeah. All right. Stuff like this. Let's do the same process
to the other cylinder here. Copying. Cb. Press paste. Make it bigger with the
kismu and put it in place. What Oh, I think I got confused. Let's delete this. Let's copy this one hoping. Alright, paste it. Make it bigger and
put it in place. Alright. I just messed
up the placement. This one should be here, and this one should be here. Let's put this in
the cord right. Position. All right. Then let's put it in
the correct position. Yeah. Perfect. Now we have them you get her
with the models here. So the video is a
bit too long now. So in the next video, we're going to start
making these bandages. And the next one, we're going to maybe start
making some blockout for these arms and legs part. So see you in the next video.
17. 04 Creating Bandages Blockout: Alright, guys, so
let's continue. With this model, now we're going to start
doing the bandages. But before that, let me do some quick adjustments
on the face. I saw that we can do. Maybe we can make the
ice a bit separate. Let me see move teams. Let see if they are enough. All right. That be separate. Not too much because we want we see 11 eye between the two. We don't want to break
the proportion here. We want one I of distance
between the two eyes. It'd be one e of distance.
We don't want to break that. I'm just separating it a bit, trying to keep that proportion. We don't make it look too weird. There are cases that we can break that proportion
and the model we look we look nice,
but in this case, I'm trying to not break Alright, let's put the care back. Maybe we can make a bit lower let's see how
this looking like that. Maybe not looking too good. See All right. I think that can be and now for now. Alright. Let's lift the face for now, and let's continue
with the bandages. Let's do first the one
that are on the hand. First, let's remove
the symmetry because this arm and this leg will not have the bandages
So let's start. How are we going to
make these bandages? We're going to make
them by masking. So let's use the masking lazo. And here you can see
that we have kind of three we have kind
of three big ones. Let's make first
these three big ones, and then we're going to make those little ones here and here. Also we will try to make these hanging bandages
here. So let's start. Let's make first three
ones. Three pick ones. Maybe this can be
kind of diagonal. Maybe maybe let's
make it a bit open. The arm near to the
here the wrist. All right. Mask them. Now we're going to extract them. Then once stracted, we can
adjust size and everything. Right, let's extract
them, stretch, accept. Let's put them on a
new folder or right, so let's inflat them. Remember to remove the mask. Inflate them and do sir mesh
in the lowest resolution. All right. Let's
do an auto work. Let's do another steal image. Because we want these
nice straight polyps. Let's do another autowork to have a poly oop in each
individual bandage. It All right. So let's try to shape
it like we have here. Let's usemos topology.
Move topological. Let's try to shape it. Now, the hand is
looking more like this. And from here, let's try it with the stuff how we can
see in the reference. But let's forget to put it. This should be a bit bigger
like this is not that much. Maybe here can be like this. Right. We're making an
illusion like it is a continuous bandage that
is going around the arm, but this is just some sort of of cylindrical shapes
that give deletion of that. We don't need necessarily to do a bandage that is
going around the arm. All right. All right. Since this is good
enough for now. Let's make this over here. And now let's make these
little ones here and here. We can duplicate one of those. Let's code here.
W control, press. Let's click the Gizmo
and just drag it. Alright. We have there. Let's make this
part more like tins when under this banda sheet. You can also make this a
bit bigger with inflate. Let's also color pick the
color of the bandages here. With this scolor atom, we're going to drag the floor picker to one of these colors here
and then set colors. All right, and then let's
fill the it with that color. Well. And here for the for this part, let's do the same thing as
the lower part. C grade. Clated with the gis
Machondro and just give it the shape as
it has in the coset. I sort of beans. Let me just isolate these
parts in a pave that but in the middle C grade. Perfet this is with
the mouth one now. We can also do thickness
with the C modern polygons. Thickness here, flip. If you give thickness
to something, it will always going
to flip the normal, as you can see, in this case. If your model is
looking like this, just click on flip here. I think that Imam is
here in the properties. You can see here
the flip bottom. O let's from tiny All right. We have our first
pair of bandages. We can inflate them a bit and separate them
from each other. Let's make also
crease and creases. The edges make this decrease
label to one for me right. Now, let's make this part here. This is like hanging from here. So, how we can make that. Alright, let's see. We need to make these parts. This maybe have two of those. And then one big strap here. Let's seeing. Let me think. Let's first make the hanging
part with the AM curve here. Let's select the white
strap and just drive it. Here. Makes a bit bigger to match the size of
these other scrubs. Make feels like this, fill with a f and
we can make chips. Let's remove the middle
Bloop just to have more conc well to the
main main shape. I think this part is
going more around here. Make it like this. Right? Because I'm making it like
that because it's going from this part at this part called correspond to
this part in the arm, not to the pump side of the arm. The other side. So
let's continue. Let's add some Holk
to start making those other caps that we can see and sort of this one, maybe. Let's make these bid thinner here. All right. Now, let's make this part here. I think we can move
this here and around. I'm seeing that round. Here, maybe. Maybe. And this is more like it has 22 straps instead of a big one. This is more like
maybe like this, maybe a bit thinner
with other shape. Let me see like this. All right. More like
this this part shorter. It's going to be more under
the other one. All right. So let's make this part here. Let's use in this case, we can use cylinder, yeah. Let's go here. Rag it. Move it to the
part that we want. Let's move the cylinder
here to the bandage folder. And now let's press this icon, express the cylinder treating. You have more control
over this part. Let's have a cylinder
has a control and then duplicate it. All right. So now let's delete
the middle part. N. Pick it double and delete
this other part here. Field. Now we're going to make it
a bit more flat like this. Maybe bring it from here. So something like this. Then we can move it. The part that we want here. Let's try to not lose the nicely positioned Imo to have perfect control
over this shape. All right. Let's mask this here. Make it. Well, flat. Let's the mask with it. Make it more flat like this
and more like this, maybe. Let's mask this. All right. Let's make it a bit more
like this and put it here. Duplicate it and put it in
the other side like this. Alright. So let's make a middle part that we evolution
that's all stuff. It's just one wrap. Let's use this control cylinder
here, duplicate it again. Remove the middle part. This time we're not going
to delete anything more. Just shrink it, make it
smaller and bit flatter. Alright. All right. Let's make it in
the middle part. And here, let's duplicate
it and stain it again. Ape to make this go grab around these two parts. Looks a bit bigger these part. Let's go back to this object. Tap it. Let's use the
most topological rush. Alright. Perfect. Maybe we can lift these like thens. Maybe made it a bit bitten. Bit. Any them for bits. I is what if I can
interpret this part. But let's make some
sickness here. And est. Check the double, a flip. If you have the
double active and then you do an extraction, this will not show that
the normals are flipped, so you have to check the
double and then do a flip. Normals to make the stuff
always have in mind that part because
the reverse normals can cause some
trouble sometimes. All right. Make it more like tins. All right. Perfect. Alright. So now we have the arm bandages that the cust,
they look bigger. Let's try to make them bigger. Let's try to make them bigger. Let's use this icon beer. And we select elect
lasso's going to select the parts
that's going to move and unshake
the other parts. Let's make them a bigger
masks off ages like this, we will have to shape again. With this will be
able to match nicely. The arm shape before arm shape. Maybe like this will be
pod Ways Maybe lets. Let's shape it again. Let's do a auto group here and split these two
ones on the main part. Let's shape it. Always watch the model on the angles. Well, right? Let's spological. And shape it more right? I want to grab this cart. It's musty. I have
more control over it. I could never mod this part. As this one It's more known. All right. Right. I think this is better.
Yeah, I think so. It is better looking
more like the coset. It better the straps. Make this more ring. All right. To shaping it. Or fried. Let's unmask the ones
that are masked and move them if this activated and
let's check the main part. Let's place this
where it belongs. And both this part, maybe a Okay. What right. Maybe we can make a strap
a bit longer like this. Right. A bit thicker. Let me. Safe first. It then with the inponO right. Perfect. Right. Let's continue making the
other ones on the leg. She has a lot of
bunches at the leg. Now these will
maybe take a while. We can also do another method here in
the leg just to save time that consists in masking. Let's mask here. Mask the leg. Let's do an extraction. So now let's use
the slice of brush. Make all the groups that follows the bandages that we want to make It's I'm just removing some excess
of polygrams here. Let's remove it just with you. All right. All right. With a slice of here
we can make also kind of of bandages shapes. As you can see, we
are making bandages poly polyglps that then we can extract and make like
them like bandages. All right. Let me make
this part more like this. All right. We will have to clean some of this part by hand.
Also this part. As we can mix this with the mask brush to make
some extra bandages. Let's use this method just
to make most of them, and then we make some specific ones with the
mask instruction method. Let's make ones here. Have a enough here. Make it more inclined
it's more inclined. Here you have big part that has enough I like some sort of book they make this part der. And this has two sandwiches
going like this. All right. Let's continue making trying
to make these shapes, following the number of
bandages that we have here. And let's make the one. Of course, we have to tweak the shapes to
better match the coset. But here, I'm just making
the overall shakes. Let's make this art
here. All right. We make that p. Let's make this to you. It's more like one here, another one here and
one incline like this. Then we have one that goes around the knee area like this. Another one maybe like this. A right. Let's make the ones
that are on the feet. Here, we have two of them. We have another king. Here, we have a big chunk. Let me make it a bit smaller. Here, you have to have space. Then we're going to continue ticking the chakes and we
can make this a bit upper. We like this when around
the half of the calve, Let's make them there
in more like 50s. And then this part goes
more like like this. And then we have more strength. Then let's make one let's go let's mache these one All right. So we can start the lead. Now we can start leading the
ones that we don't want. Alright, let me change
my color. All right. Let me see. We have some gaps. Here. We can make this while we're going to start. We can tap. Let's
inflate them a bit. We have better view. So maybe we can delete this one. Here. Just leave it like it
is Deleas this one here. This one also or not. Still it. Just isolate this one
and press to you, merge make it one polygn
so we don't have to at it. Let's delete the whole
polygy Let's lit. Do spot fulsome. And now here, let's remove this
exy of polyunse by hand using the mass clam. All right. All right. So mask by features. Perfect. Now, what we
can do is press here. Symes, let's press
keep groups and do a quite large
resolution, maybe 1.5. Let's do the Symes, and let's see what it gives us. We're fry kind of decent one. It's pretty decent. Maybe, let me see if this
look with another sing. This looks better. In my opinion, let's delete these parts here
that are not looking good. Let's use the delete option
here in the modeler. Do delete these
unwanted polygons? Right. We want to separate
the toe part. So what we can do is
press here the simular. And here in the pin action, let's do a slice mesh. You connect the pin
point here like this. Now we can delete these two. And let's do it again to connect this one here
and delete the middle. Now, let's stitch this point to this point and delete
the middle edge here. And let's isolate
these two and then do an automx we have
them separated. Okay. All right. So let's put a
quarter at the up. And let's do panel loop. Where is the panel loop? You may ask here
under the edge oop. Let's press this bottom. But first, let's adjust a loop, maybe two and press panel loops. A right adjust thickness. Maybe a bit thicker. The elevation and let's see
how this looks in film. Elevation. Right we will need to adjust will need to adjust these parts. Let's adjust them now. But they are clipping through, and we don't want that. All right. We're going to
delete this middle part. I don't really like. Maybe we can delete these
parts here. I see something. It starts looking
before. Alright. I we can put before
doing the poly. The funny loops, let's put
another another polygon here. Let's do it in the funnel loops. The inflation me. I don't want that part.
I really don't want that word to be opening, let's stitch the
part here to be lit. That part that I don't
really want are right. Let's do. And that's here. Let's seal the butter loops. So we have them the par better. Right. Let's just the bandages. Or right. Perfect. Let's make these
parts Federov Joseph. A Alright. Perfect. Let's say. And let's try to shape the shape better than these bandages. Maybe more like things. It's height is well spart. You have better access
to the bandages. Let's make them overlap. One like this. W that give more dilution of off straps. Let's mask to make more thickness here one more
thickness in each part. I'm masking it. All right. Here, we want this to be big this curve because the need to
overlap this part here. Let's make it what All right. Let's make this bad
under the purple. But you'll be under this
but above this part. Let's make it quickly. All right. Let's delete this one
and use this one. Make one that falls
maybe under ankles. Make this et's make this more like this, less stake. A mate here. It's sicker. Right. Is part should be thicker. Politic. Let's use the select wrap. So I can that better without
selecting just poly loops. Sometimes it's annoying to use the select lab and
it's just keeping selecting the plyloops Yeah, maybe we can make
it more like this. And this one maybe more like not see how it look. Let's say it like
things look better. I'm following the concept, but I'm also using some a bit of artistic freedom to
place the advantages, but it's not completely
like the concept, but I'm trying to make it close. All right. Mask this put. Right. Let's mask it. We keep being. All right. Go to the knee art. The knee, we have Let's try to shape them. Right. A trying to shake better parts here. All right. Y et's see how this. After this five, when I need. I've not one that goes
more like in this isle. I go more like like this. Let's do another outworks. We make these parts with
another poly group. White? Naked. No. Like things. And this small town. Is part will be a bit. But you don't know Right. Let's save. Always.
Remember to save your progress in
case Gibbs crashes. You don't lose too
much progress. I really hate when I lose progress because cebrus
decided to crash that day. And that specific moment, we hate that it's stowy part, make it a bit thicker. Make it a bit thicker and right. Let's see we burst the mask. All right. Orting right. It makes it more
like this in Taria. A We have to address a big part also. If the video is taking
a bit too long, but let's try to finish these parts
before ending the video. Try to do quickly. End up like this. Maybe. Oh, like It's not that much. All right. Let's make this part. Um this pipe we have two. So let's delite that make this big Would be bigger like this. Is this part for food?
Would be bigger. Let's make some rises. What is it is rises to
poly polish or not. It's just noting all my stuff. So let's delete the
creases here in creas We're going to make
the creases later not now. All right. No Bies. Art. More All right. Let's make this
isolate this. Mask it. Make it curve on right, mask it again, and shape
it more like this. Much a bit more the concept. All right. Yeah,
this will go under the bandage here. All right. Et's make it finger and make
him go under this strap. Perfect. Okay. The If it. I think that we are in a good
place to leave it for now. The next video, we're
going to continue making this this clot here. And then we can maybe start blocking out the
robot arms and leg. I'll see you in the next video.
18. 05 Face Refinements And Cloth Blocking: Alright, guys. So in this video, we're going to continue the blockout of this
piece of cloth that she has in the hanging
from the waist, this piece of cloth. And also, we are going to
do a few fixes on the face. So twigs that we're going to do. So let's begin with
the face first. Let's hide the the hair. All right. So when
I saw her again, once I open this model again, I saw something that
could be changed. Like maybe make the
nose a bit longer. I'm kind of like. Let's see. I think there is nice. And also remove these sharp sharp
transitions on the nose. All right. Something like
this. Would be nice. It's a bit Alright. It's more round. C. Also you need to make the head a bit a bit thinner from the side of
the head around here, we're going to make it thinner. Is a bit. Let's
see from the top. It's cranium shaped
looking really weird. Alright. This I think the cranium is a bit. Maybe something like pinch
would be nice. Alright. Let's remove a bit of
mass on this part. Let's add a bit more on pins. Alright. Now I
think it's better. They move more mass
in these areas. Alright. Let's see from the far, let's add a bit. Or suf here to make the
bony parts a bit more suf. Cause the female has
soft base sitters, let's try to make them off. Not that noticeable. Alright. All right. Let's see what else we can do? Mm. Maybe we cannot. We can mask here. Asking run here and maybe we can take this part of the town. Just a little bit, not too much. Let's say who is looking with the eyelashes
than all this. Let's go back and go
forward, all right. Add a bit more of
nuts in these parts. The fat pad on top of the eye. Alright. Let's a bit more find
kind of some shape. But this time not make
sharp stuff here. Maybe we can find this
part of it more here, we can push this in Mm fright. Let me remove the eyebrows. Maybe make some harp
hard stuff here. Right. It's mols. A bit is boring landmark. Mod it just a bit. Not much. Y right, let's see how
she looks with the hair. Let's put the eyebrows. She's looking better now. Maybe we can make
the hair a bit up. A twig more parts a bit sharper. This now the attus
make come sharp, move with the move rush. All right. It's around
the middle of the. It's in front. Alright. I think the face is
looking a lot better now. I see how he was looking at
the beginning. Really weird. And now hows looking
now a lot better, in my opinion. All right. That's why you should
last the model. And then when you go back, you will see stuff that
you wasn't before. That's really helpful. When you're doing the model, because you often see errors or things
that can be changed and make a huge
improvement on the model. Just I'm doing some refining. It's a big a big deal here. Right? Let me see
from all the light. I'm just going to
move this bear here, change the light position so I can see benter the volumes. We can see here web
weird stuff opening. Right. I see from the sleep. A from the dot? On the bottom again,
not that much. Art here can be a bit less strong. Right. Let's put it back where it
was around this position. I think it's really better now. Also, I think that we
need to do another C mesh because I'm having some
trouble with some. We are omging in the nose. And some of these
we're stuck here. But let's see if we
need to do that r mesh. But for now, I think
we can leave at the faith for now and
focus on the cloth part. Well, let's save.
And then let's start doing this cloth part. Alright. Well, let's see how
we can start that. Alright. So I think we can I guys
let me do some changes. It removes makes things a bit. That much. I think that we can mask a
little portion here if this. And then we can extract
with zero thickness. Then do a sir mesh with the
lower subdivision. All right. Let's seal this cap
at was in the butt. Let's do another syrmsh. Another one because I want these straight edge loops where in the middle,
we don't have them. Let's make it. We have those straight
edge loops on the middle. That's what I want,
right or right. We have straight edge loops. So what I'm going to do now
is to delete the middle ones. Rounds. Let's use the lasso. Let's move the lazy symmetry. Lazy mouse, lacing symmetry. Alright, it hidden. We can delete one more here. Now, we want to mask this
edge here, mask it off. Right now, let's use the Gizmo. Let's drag it down near
the sheet around here. Let's make them
bigger around here, maybe a All right. Having some troubles, yeah. Let's make it where it was. And now let's use NDC Mlinar. Let's use instead multiple ops. So we can add multiple ups at
once. That's what we want. All right. I think
that would be nice. Let's save and reset
the body move. Now, let's make this match
the shape of the body. Let me remove the dynamic
from the my brush. Alright. Now, I think we can start
shaping the lot piece. You can start shaping it. This clocks a bit weird. So it seems like
this part is like a different fabric or here is a big This part is a big rib, something like this
maybe or something that goes to the belt and goes down. We can try and make this
part more like this. Let's see how that looks. So now let's it will
be a bit difficult, at least for me to add
shaping from these parts. What we're going to do is
subdivide this and then draw the shape of the
fabric that we want to do with the mask rush. Here, let's subdivide,
change the color. All right. And now with
the mask and brush left. Raw. End of the shape that we want. All right, from spew. Go around. Here, I'm just going to
draw a overall shape. The Ob entre that's what I
want like this, maybe down. We can shape it better later
when we have extraction. We can move things around
and make them better. Alright. All right. I think from here, this goes all the way up. Like this. Let's make this part also what? Let's mask this A and now let's make
the other part, the side part here. Let me do some movement here, maybe this part goes
something like that. And here we can
make some of this All right. Mask. Perfect. May make it dqart a bit bigger, and then let's do an extraction
with zero thickness. Right? A sect. Let's hide the other parts. Right. We half this. Let's do syrmeg
without symmetry. Let's add a bit of a high
count for the solution. Let's hear what this give us. All right, those. The geometry, maybe we
can work with that, or maybe we can do
another supermesh. All right, is way better
geometry to work with. Let me delete this
triangle here. And here is another
triangle, stitch. All right. Let me see more triangles? Body and one triangles
in this mess, at least. All right. So we want to make this part hanging over the belt,
right to make it. We can mask with a
mask laser this time. We can mask then
invert the mask. And now let's bring this
up Let's mask again. And we're going to use
the transpose line, align in this position and
then srtate that's like this. Let's use the at curve or the move brush to move
better the polygons. Now let's make them a bit more like the All right. It's not that good group
right now and young. Let's we can make it better. It should be hanging. Let's remove the
aquacor from the. We'll be hanging maybe a bit let you move topological o. Right? Right? I think that will be
better if we just made this part separate from the main body of this clause part and to be wiser instead of
trying to do it this way. We can just excuse
it like this is going below these closed bars. Yeah, I think that
I could do that. Be easier instead of trying
to make it in this way. So we're going to separate
the mesh from this point. Let's hide it. Let's hide this part. Let's do a split here, but we have to
separate and we are not at touch with
this other geometry. And now we can do another
mesh to fix some stuff. Like. Perfect. Always save in case
your ibrs crash, I really hate when
my bros crash, so I tend to save a lot. I have lost a lot of war. By that I really hate it. Because who wants
to lose war a full? Right to do remesh
for these parts. Maybe we can just add a
bit more sponym here, with up these parts. All right. This is a lot. One. I think this is fair. Let's try to stick with
this quality for now. Right. So let's try to make the shape that we can
see on the coset. Make this more paint like this right and
make this part. Each makes this part a
bit more round. Mm hm. It more round like this. So if we do a subdivision, this one will not be that sharp. We can see here, it's not
that sharp in this part. All right. Hollywood. To be able to select this peer. Alright, now we need to
think how this will work. Aaron So of shake. Like this. I fight. Now, let's try to
add to add the color that he has in that clothing is like the
same color of the jacket. So let's color pick here with C and then do a real object. N flow part. That's right to work here now. Make this a bit
away from the body. And now let's try to make
what we can see in the coset. In this part, we also
have to do some word. Well, let's do it
first in this part. Right. A B to make this wave hanging ford. All right. Then we have, Some sharp angle. Yeah. So you can see what I'm looking. We have some sharp angle here. Maybe let's make this a bit up. A bit more down. We
have that sharp angle. Let's make these
parts chart also. Right, makes this
part open. Right. Let me rest the character. Let's do some save. Now, let's try to work. Alright, let's make
something like this. I'm feeling let's right
to make this kind of rip? The cloth, internal ribs. We're going to make it later. Well, let's untight stuff. Try to add start adding this wabe both the cloth. Make this feel make this part feel more
like a cloth piece. I can add All right. So in this part, it's cold. And like things down. Allright. I think we need
to each these points here. All right. Is more like an. Let's stroke some edges here. That's better press
here, Stroud. Edge root. Just root one edge or we
can set it from here. Alright. Earl sex. Here my gizmo. Let's bring the Gizmo
to shape this part. Then let's add some Egg shook. Er fex. Let's make some beach. Hang in full there. Thank, this a bit go grass. Right. Let's give some variation here. Perfect. Now, let's make because here in this big spike
is another off going on. Something like it's
kind of to make. I'll be kind of difficult. Let's see if we
can do a su mesh. Let's say first. Let's
do another serums. Maybe with a higher
resolution, let's a bit. Higher. So it is a lot better. Let's delay this
polygon one this right? Oh, now that's try to make
this parapntic this time, it's le Ming from here. Was it miming pinch. But it's not working. Right one, so let's delete
that these polygoms here. Make that triangle for
and we can see there. Let's each mesh these polyms. And now let's remove
the crises because the slice mesh make the
edges with creases, and I don't want those
unwanted crises. Here on geometry, let's go
to Cris and then increase O. And then just shape
it a bit better. Maybe we can stitch two
more pulling here and make this part look better. Oh, right? Make this a bit more tab and it's smooth. Is part here. We have some basic shape
or our dress skirt, whatever this part islove part. And now let's make
dipintment in this part. It's kind of. Let's
see it from O shape. Let's see here, let's
move the Acucurve. Move this right. I think that we need
another syrimgO not, we just delete
these poybons here. Perfect. All right, I want to
make this shape here. That's what I'm trying to do. But I see that this
is more like like a want here,
something like this. Then All right. Perfect. All right. We can make it a
bit more saturated. Maybe also we can
do another smash. Let's do a quick save and
then do another syms. You know, we have
some weird ame ring. And she's not really the best. And Everyone like these tho Maybe we can add
more eggs here just to support those eggs. So bubbles here. Soft
these those charpsO there. All right. Let's see how this is
looking with the body. Let's make this a bit
larger from the p. Let's remove Beck girth
remove this dynamic stuff. It's a bit more
larger. Is part also. Alright. So now we kind of have it that shape, make it more like Okay. Night. I can see that is going to have some
weird transitions here. Try to make something similar, although I don't
think this part can work in three D. I
really got confused. This part. I see,
we can solve that. Alright, I think we can leave it just like this
at least for now. Later, we can see
how we can tackle. In This area, it is a bit
of a problematic area. This looks like it's another
piece of cloth hanging on or is a bit form
piece of cloth there. It's a really weird part. So let's tackle this part later. So for now, let's
leave that piece like we have now some more. Mis. Also because this is going this is going
through the bells, we can make these parts
separated from this cloth part, so we can work separated from
this and these other piece. I think that will be
something wise to do for now. Let's just make that later. Do a final a final revision. Maybe we can add
the whole that we saw that she has a rest. If we can we can do
something on here. Let this and make this one like Oriano
maybe not a fish. Maybe you can just do
something like this. Then just delete that part and stitch these two points here and these two points Here All right. And just don't have
these parts here, we can do with the slice mesh. We can slice slice that
part here and then delete this loop and
then do increase all. But we don't have those
unwanted creases over there. I have this. I am wering but let's
don't bother right now. All right. Like, it's a bit thinner. Bit molar. All right. So Well, let's continue
in the next video. In the next video, we're going
to start the blockout of this robot arm and the lectarm. Maybe I'm going to
split the two into separate videos
because I think it will be a bit of a long videos. So in the next video.
19. 06 Robot Arm Blockout Part1: Alright, guys. So in this video, we are going to continue
making this robot arm here. So let's start. Alright. The first thing that we're going to do
is to copy the model. Here, we're going to
select copy, clicking. And then we're going to go to another subto and we're
going to paste the model, so we can work now in
a clean environment. Without all dot dot
sus here. All right. So the next thing that we're going to do
is to delete the body, but we are going to
leave an arm invisible. So let's fix. Let's delete the body. We leave an arm, all right. Let's just bring it down or up We put it in the middle.
Lower and the higher. Let's ring also the jacket. It's a bit a portion of
the jacket. Let's copy it. Alright. We're
going to paste it, and we are going to let
this portion of the jacket. Alright. Just in case you have a full context because if robot
arm goes over the jacket. Alright, so we are
going to select here to move every big object. Let's put the floor
to see the axis, why we want to put them in
the middle here around here. We have this
symmetric. Let's see. Maybe something. Let's add a cylinder just thin. Just to see if the
arm can go under it. I think around here
would be nice. Alright, let's hide that jacket. So we're going to start
extracting mess here. So let's create this Let's
create its first mesh. Right? We're going to mask. How you mask pin. We're going to mask. Then we are going
to extract it here, upset. Inflate a bit. Put the lowest resolution
on the serving math. Let's do a polish by filters. Alright. This is kind of convex. Maybe some round shape, try to make it to sort
of roundish shade. Let's also make it
symmetrical like this. Let's try to make
that roundish shape. This looks like also
that it has it has kind of a edge that um I have, like an edge that
goes like this. Let's try to put it
also. All right. Something like this
maybe could be nice. We can mask this edge
here by selecting Sim, then going here in mask
Edge rod complete. But we can move. Is
edge here freely. I will have some
weird stuff here. Let's delete those edge roots. Right. Perfs. Let's make it more roundish. All right. Perfe. Let's inflate it more. Let me see the jacket
we can do here. We also have to mop to modify
the jacket in the here. We need to make them it bigger. Us the cops, they look really more they look more
big and we have here. But I want to do that later when we put in place the block
out of the robot arm, Let's put the armour into
a white or, differentiate. All right. L a bit. Have more full context. What is happening here. Right? No. This has kind of
off a pecous shape here. Fight make it all. We're going
to delete some polygons. Let's see which
polygons we can delete. The in the middle. Then we're going to drag the
other polygons to the side. All right. We also have another ratio
rapacious shape here. Let's do it all. Let's add a edge here and delete
these two licos. All right. Dave? Perfect. I right. Maybe we can put some thickness. Let's do extrude polymes. A bit of thickness
here. All right. Maybe polish by features. No, that's much. Division
Nyamic subdivisions. Let's see, put some creases. Chris. Reduce the crease level and increase the
most subdivision. Right? Perfect. I think the shape should
be a bit more wider here. Make it a bit more
wider and less. All right. Let's put another edger here. Make this charter. As we can crease
that edge rap here. But I don't think that solos. Good enough for
chancer. Alright. We can do Wise by
fibbings and again, egg a but in a bit choc Maybe
not that much on the side. All right. Perfect. It's gonna be a bit more like this maybe. It's gonna be bigger. Wrong here, just don't look. That don't look like in
that triangle shape, so let's make it more
straight here back. All right.
20. 07 Robot Arm Blockout Part2: Right. An ki here. Make it more. That it doesn't clip
through the arm. French right here. All right. This part
here maybe can be like Mayabo doing
something like this. All right, so let me see
if it creates that issue. What does it gives us. It makes this more round. No night. Mmm. Maybe not. We can leave it. That. Yeah, I think we can now. All right. So let's put this wheel shape. Let's just add a cylinder,
cylinder trivine. Let's make it this
type of cylinder with the gizmo and just
rotate it increase. Make it a bit
thinner, bit bigger, and put it in place where it belongs and when here All right. More. Like this. Let's put some chips. Pour one this. We can use. The rises Well, not from now. Let's make this piece here. You know, Make this
big chunk of piece. I think we are going to do that. Maybe with dynamesh
maybe it'll be easier to lock out that
part just with Dynamesh. So how we are going to
make that part with Dynamesh will be easy will
be kind of the same process. We're going to extract the mask. Oh, it's raw. A mask here. Right. End of this shape. Ola's Oh, the other there. The other stuff here. All right, let's go
back to the mask. Right. We're going to extract reaction. Let's make it symmetrical. Maybe we don't care about if it's intersecting with the arm because we're going
to delete the arm, so that will not
be a big problem because I want to keep the joint position later
and we are reading. We don't have much problem. Oh. Um, here you have moved that without cleaning the
mask. What a shame. Let's remove the mask, Mol meter camine bans. I think, yeah. The. Let's add bit of pool like this. Yeah, in the mask border. Let's I think that
may be masking. Here, we're going
to select this to and just select the border
and the mask by feature. We're going to inflate inside and then we're
going to do a dynamesh. First, let's use the
back face masking. All right. So let's start shaping this. Let's draw maybe where these shapes would
be. The drawing. Maybe something like this. Here Like this. Let's remove this part. We are going to delete
that part later. But now. Right? Continue.
Filling ten bottom. Let's bring these bars down. All right. Let me use we must select here. Another another dynas. Let's do it a bit bigger the dynamish more
solution to work with. Wait? What we have is has come
down with a pebble. We're going to address
that later not now. Just wait a bit. We're going to make it later. Give more pollen. All right. Oh, now, let's add those kind of
pebbles that it has. Thing like this. Let's
put some lazy mouse. Art adding this type of shape. S just go more like
that. Alright. Let the tren dynamic
make those parts. What? Right? Age polish is time. The difference between age
polish and trin dynamic is that dynamic is more
aggressive, as you can see. I like to use that when I want to remove some pigs
that are looking weird. All right. W more polum here. Well. You'll A this part also. Also flat. All right. Let's put more olim here. Make the part flat. All right. Now, what we're going
to do is choose the Make these parts dinner like this. I will dynamesh. All right. Perfect. Make it a bit more fine
with more age polish. If we decorate this a
bit from the upper part. Let's use the trindynamic here. Maybe the trindynamic. I mean
the lip brush. We can mask. These part. Then they wear the mask
and use the trend dynamic. A tren dynamic now
the clip brush. Then we have the straight. Also put in here to you don't imitate where
the border should be. Then later we're going to look refine refine and start cleaning up the dams up NMS mesh here. Let's just for a moment. Let's. Light. Make some bones. Perfect. Let me. Make this more like this
to print better. This. Let's also took the cake, cylinder, make it smler. But she has, like, more smaller cylinder here. Let's split that. Make it symmetrical here. And we're going to do some bebo. Spark in bacon, like this. It big the peppon
maybe like this. Think that would be nice. Add more edge loops. Pour this shake. Right, bit sller maybe like. Bigger that. Let's also um, wrap. Is mesh made. Let it move forward. Maybe award. Maybe a bit smaller. What might? So now is when we're
going to start breaking some some stuff as they
make this a bit bigger. We like that's nice. So what we want to do now
is to make this piece here. You want to make
this piece here now. So, let's mask that part
right with the mask lesson. Okay. Well, right? Wrapped. Be well. Let's hide for now. Make it a bit bigger
and start shaping it. The shape that it has. Right? I'm part of it. Bigger. I think we
can do a remain here. The lowest solution. All right. It's safe. Right, perfect. Try to make that and
where shape that it has. Not that full where he also has a bit but where you shake. Right, this line this part. With that, I think this piece
should be a lot bigger. Looks too small right now. Make it. Let's make it bigger. All right. And like this. Clean up, run there. A big like this. Ahh. Alright. A like this. And make this part also big. Taking fill from here all
right to assume a dyna mesh and start polishing this up right. So it's a lot better. Now, let's try to add
this lack of here, like some sort of
transition mesh between this mesh and this other mesh. It's polished more. Let's make that part there. Let's see, I think we
can just duplicate this mesh and delete
the unwanted part. Aw. Let's remove the lazy
mouth from the select. Here, here and here, it them. Inflate it. Make it. Black. Let's make
this upper part here, bit with a dark gray. This black. Let's go the white con. They just put this in place
where this should be. I'm saying like here, it would make that
piece bit light. Maybe, yeah. I also with some thickness here. When I visualize that. It puts some creases. Right, reduce increase level. Increase the subdivision level. What's right? Let's remove this middle wreath. All right. Let's see how this is looking with the dynamic subdivisions. All right. It is more this a bit flat here, we can do some some
curve or maybe not flat All right. This part is more. We have some missing
missing prices here. Let's add them. These missing pass straight edge afmEfanr more like this. Maybe. All right. A Oh, right? Perfect. Let's do some thickness
here with all the bit. With quite as thickness. Let's mesh the needle a part. Moses let's make this
part more light. Yes. A bit more. I think The needle part can be maybe pointing. Can go up pointing. Not that much. All right. Alright. Now let's see
how this is looking. Let's add some crises. It to the crease level. I've increased the subdivision
dynamic subdivision level. Is my crises. Alright. Let's remove
the cris from here. Well, right. Let's make the thickness more Bak Night. Something like this
should be nine for now. Make this with even thickness. Ise this mesh. And this mesh. It's Right. Get some thickness here. We can get some sickness. I All right. Perfect. I'm just polishing more
this shape that we have. Do. Is, you know, parts part. This lighting stuff, maybe we can make it
later where we're going to start refining the blockout and make this with some masking. This part also can
be done like that. I mean. Which is
your parts here. Big this. We little squeezes here. They think should be nice now. Right. All right. Make some set like this. F to make some Eden thickness. Perfect. So, let's add this black stuff
here and this other stuff. I think it black
art is more like some sort of cylinder
so like it like that. Add a cylinder here. Bring it down. Bring it forward. With this type of
cinder with the m and this cone, rotate it. Make it thinner. Make it longer. Bit thinner, thinner, Ake it kind of lack. Let's crease it. Reduce increasing level,
increase the Naticdlon. Let's also add some
additional edge loops to support better the shapes. All right. P. Let's see where the arm.
Let's make this part. Let's make this part
smaller in length. I something like
here maybe can work. When right's move is arm. Perfect. All right. Maybe we can make this
move forward like this. The shape here is a bit wonky. Let's try to make that. Even I think that can work or now. All right. Let's now add this feeling
there are more here. We can just duplicate
this until shifty, move it down, hell
it, make it bigger. L it down, make it white, and remove these
additional egops here. Involve allots let's remove
decreases, increase all. We have this, make it bigger. You tongue bit or break. Add an egg op and mask it with a
soup complete. Musket. Make it bigger like
this. Alright. Now we can add those reporting age groups
where they need to be. Around here, these are the goals that I
want to keep char. On right, make it a
bit lower bit smaller. My like this. On right. Strive to make this. I two. I need more I. Papen. So now we have these
basic arm shapes. I think we can do more work in this upper upper arm age is more like thin waving
or like tins, it's make this more round. We can decrease the
resolution a bit. We have more control
over the shape. All right. And this
should be bigger. But here should be bigger. This part here also
should be bigger, and this will be also bigger. Right? Make it bigger. Move it. Bit down bigger, a bit white. I think this snob
more in the center. H. Let's merge those two cylinders. We can you touch them later. Merge down just to have better
view of what's happening. Right. Perfect. Let's polish this. All right. Add a little more pooling here. It is a bit thinner. All right. This can also be a bit Meta. Let's do lip this
with a clip brush. Maybe I is more like Is that. This can work for now. I some fine now. L in the shape. All right. So in the next video, we're going to continue
with the hand parts. So you in the next video.
21. 08 Robot Arm Blockout Part3: Alright, guys. So in this video, we're going to continue
with the hand part. So, the first thing that
we're gonna do is to try to make this base P mesh. Then we're going to add
this to this knuckle stuff. Well let's start working. Well, let's let me raise this. Let's make this palm mesh first. So this is kind of like this. It's mask. All right. Bit of masking. I run here, maybe. All right. Mask is pomart. All right, let's mask it. He files this kind of shape like medieval and armor
or something like that. Maybe like a glove. All right.'s mask a bit more. Maybe we can mask
these parts here. Not that much here, not
that much also here. But right now, we're going to extract extract with
zero thickness and inflate a syrmag maybe
with 0.3 resolution. Really? Yeah, that's
good. It's stuff here. Alright. So let's start
adding the other parts. Maybe let's make some
thickness for this. Let me add some cruises. Reese freeze level t
of four subdivision. All right. We can bring this W is point. Well, we can make
this longer later. Right. So now let's make this
off he is knuckle stuff. It's more like a pyramid shape. It's more like a pyramid shape, you can see more like
some sort of pyramid. Something like this. Let's try to make it. Oh, we can make that
shape. It's easy. We can paint a
sphere or an image. Then we're going to select here this icon and press
this concrete shape. Then we're going to decrease the resolution from
this side of four. Maybe decrease the
solution here just a bit. And then we're going
to make it flat. Not too much flat. We want
some thickness in this, but not too much. He this could work. 90 degrees. All right. So we have here our shape. Now we can shape it. All right. This is more in
the concept, it's more round. So let's try to
make it more round. Right just give me a thick. Let's make this part
sharp. All right. Adopt this part sharp. It's also. Let's make
it sharp. All right. We have the s. Let's try
to make this more round. Here. This They make this symmetrical. All right. It's a bit more
round here in the parts. Alright, perfect. Let's see how this looks
without these parts. All right. Take it more like me. Perfect. This is more like the shape
that we have on the knuckles. As you can see, make it a bit more rounds
adn solution here, so we can move them. Make it relish, can
these soften looks. Right. All right. No that much. I think this is enough for now. It's more kind of like the
shape that we have here. I mean, we can make this
a bit chaperOr not. Maybe we can leave it
like this. All right. Alright, so let's
see how this looks. Oh, I forgot to to
off the symmetry. Well, let's do something first. I don't like to have this
straight This part here. So let me do some thickness
in this back part. Let's do extrude. Oh, let's select something. All right. Let's do extrusion. All right. So I want this
kind of thickness here. So let's put it
where it belongs. Let me just do some color
pick to add the color. Um color pick here. Right. Perfect. All right. Let's put this where it is
something around here, maybe. Now with control press, we're going to it and that
will duplicate the mesh. You will see in just a sec, though, press control, drag it, and you will see that the
mesh will be duplicated. And that way we can put
it where it needs to be. I round here as to
again, control, drag it. Move it and place it All right. Move it again. All
right. Lace it. If we can make this bit smaller. All right. We have some knuckles here. Let's make this a bit
harp in this part. All right. So now let's make finger armors sick. Well, let's make this kind
of finger armor stuff. Let's start with the thump. We have here some some
chips that we can make. Let's start with this part. We're going to use
the same exact metal as we do with the pump stuff. We're going to mask and then stractate extract
with zero thickness. Extract, accept, right, inflate, remove the mask
and then inflate. We're going to do this time
0.1 mesh, I'm saving now. And let's start shaping this up. Let's do another serums. We have some weird geometry. Let's start making
this shape here. It's a bit weird shape,
but we can make it. In here, we have some extra extra stuff
that we maybe don't want. Where is it? D. All right. Maybe we can delete that part and
do another surmise. We can add this Loop here. All right, Let's the lady and
do another camsh All right. Another one. This is giving
me some weird stuff. Maybe we can stitch this here. Stitch it with the sea modeler. All right. Then then let's do another thickness,
and quitrtion. Extrusion Alright. Perfect. Let's grease. Alright, so let's start making the thumb part.
Something like this. It has some angular shapes. Try to make some
angular shape here. Let's make this
part a bit thinner. Maybe we can do another siumes. We have better
geometry in this area. Let's continue. It's looking kind of nice. All right. Let's
try to make the w. I don't think we really
need to make these parts. In the other side,
well, we can try it. Make it a bit angular here. Right? Perfect. Go and then extrude
there's a bit. All right. So, we need to make these parts. It's more like another kind
of pyramid shape, maybe. A bit wheeler shape. So That's right. Make it. Maybe we
can grab one of these puke it, lead on mask. Then we can place it
where it should be. Around here. Oh, I'm thinking I wear
around here. Right? Let's make it big. Now, let's use the
transpose muster to get the current orientation, maybe, make it a bit longer. Bit longer here. Bit longer or right. Let's place it again. It's not that long. All right, maybe
something like this can be nice. All right. This part, I think we
gnate a char part here, but it also has some
fine changes here. So let's try to make them too. Alright. Let's add
a middle portion. Let's remove these two.
Now, let's try to make. We don't have symmetry now, but let's try to
make those parts. We can just delete, delete this and try to
make if parts there. I think it would be better
if we have symmetry. But let's just do it like this way to
make it symmetrical. All right, let's
make this part harp. This part also sharp. Now we have some weird
stuff happening. What? All right. What is it? Well, right now we have the finger stuff that is the same the same color
as this. All right. Let's the column. Perfect. Let's do some creases. L prese do a crease level. All right. Oven,
maybe some freezes. Do decrease level. Maybe we don't need
freezes increase oak. And here, maybe we can reduce
even more decrease level, make this a bit thicker. Maybe you can up
again, decrease level. I think that's good. Right. So let's try to make this
in the middle like this. All right. Thing I don't really like is the straight apple here
and making some pinching. I don't really like that part. How we can fix that. Maybe we can make this part a square that use the slice mesh. There also the slice mesh. All right. Now, let's try to stitch some of the kanedf Alright. Now, let's delete
the extra polyculs. Here. Let's stitch this to
delete this and let's put the base actions into nothing
so it will not do anything. In the polygon action, right, because here I don't want
to accidentally delete a polygon or extrude some face. I don't want that now.
Let's increase that part. So we have bas leans made the same thing
in the lower portion. Let's use amdeler with here with a slice mesh let's
what we have here. Here, it is not. With slide
mesh so let's start Alright. Perfect. What right,
let's start stitching. Yeah, let's stitch all of these. Now, let's start deleting the
phases that we don't want. All right. So we have this as as square and we'll want part. And now here, let me just believe these polygons to have better control
over this phonine. Alright. All right, let's
again, this stuff. We have a bit better or cleaner. Those parts, maybe we
can remove the creases. But we don't have
too much pinching. Alright. All right, perfect. Hello. Let's start doing the finger armor
here, finger stuff. Let's try to make it has
something like this, and the top will be
something like this. This will be the finger armor, and this kind of will be
the tip of the finger. Still. Let's try to make it. We are going to duplicate
not duplicates. I mean extract the finger maybe, we can strat here. Here's the late extraction. Low sickness, upset,
inflate just a bit with the lowest solution for the serumes's
do a cerumes of. So let's do another serames
we have some weird polygons. Perfect. Moly a bit. That's a bit, I mean. All right. You can also try to make the
finger stuff symmetrical, in another sutt I
mean in another two. So we can sit symmetrical in all the
fingers. Try to do that. Oop this go another. Let's go back here. Let's grab the hand
Opie paste it. Now, let's move what? All let's it in. Alright. Let's move
the hand and make it symmetrical kind of
Alright let's put it in the center and let's do a mirror on weld
without the local stuff. This is kind of kind of scary, I know, looks like
those alien things. Those more falling things. Well, trust me,
this wouldn't look. This will work. So
let's work with this. Looking really
weird but trust me. Just trust me,
please. I'm crazy. Extract Inflate? What? I didn't make extraction
extract upset. Inflate? Do C mesh with the
low subdivision. Alright. We have
EmetricalEmetrical. Geometry. Alright. Let's try to make some shape
here. So shape. Now we can maybe
delete some of these polyconsT make place for the the knuckle
part here, maybe. We can test it. Let's copy this. Let's paste it here. So we can test test it. Let's remove the
symmetry. All right. All right. Looking kind of a good thing. I But this is more
like a roll arm. So I think this will be
thinner, maybe like this. So let's try to not make it take This is supposed
to go under the arm. Let's see how this will let All right. I think we will like this the stuff it coping. Right here. Wasted. All right. Now, let's put
it where it needs to be. Measure weld. Let's put it where it
should be. All right. We have a bit more context
of what's happening here. This is saving half a
bit more of context. Maybe we can bring this more up. Let's Alright. Let's see how this wool This wool flex All right. Well, let's try to delete this. Make some space for this to be? Tasting this. This is just trying never
seeing what and work or the design of this finger because here is not too defined. So here we are, like,
designing together, create something kind of
good Maybe that could work. All right. Here. You can even leave it
like that on right. Or maybe we can make like
some some finger joints here. Let's try to make it
a bit more thinner because it is a robot finger. It's not too much
of a finger armor. It's more like a robot finger. All right. So we're going to paint Oh, let me this. This will work. Let's do the winder here. Rotate it 90 degrees. Make it thinner. Let's place it where the joint should be. Maybe around here. I think that can work. Let's remove the hand. I think I remove
much of polygons. Let's. Then they dip this again. Right. Let's work better to see where finger joints can
be a bit thinner. This part maybe not that not that long. All right. So here, maybe we can duplicate thing like
this, then separate it. And now I want the lower part
to be on the upper part. Let's rotate it. Let's
do some mirror and well. But this time, with the Y as, but it's not working. Um something's not working here. Let see where she's butted. Oh, I think it's working, but it is the other part. All right. Let's delete that. Let's use the local symmetry. Let's do a mirror
and quilt like this. This is what we want. We don't want this
middle portion here. Alright. Let's delete that. Then do a slice
mesh another mirror well but this side with
the g at Mid right. Bottom right. I'll be around well this time
without the local geometry. Let's delete these
two polygons here. All right. And now let's delete these extra polygons
in this area. What a fact. Sebrh is behaving well now. I have fear full of this rash. That's why I'm saving too much. All right. Let's do an increase
all. All right. So we have this piece for free. Let's bring again the hand and let's place it
where it should be. And Let's use the dance post line. And now let's make it. What? That's what I want. It's really weird. I don't know why it's
making those behaviors. Um, because I had the Y symmetry active, it should be nice now. I get a bit smaller. Right. Oh, we have some weird
stuff happening here. Let's do some extrusions. Root. All right, and root. Right? Extrusion is
not working well, so let's just bridge. Perfect. Let's make it more that can be better together in a way that can be
better together, right? Maybe something like
Feels. Maybe not. Maybe. Maybe that can work. And here, it can be likes. All right. Maybe we can make
this finger joint bigger where it is to be seen from the bottom is
more like like that. All right. Still some polymo here. Maybe. These two. Maybe not two, maybe one and
be nice for this purpose. Alnight. Let's do
the same thing here. Let's delete this here
and delete these two. And now let's move it. Now, let's see how this will bend because we're
going to wreck this. We want this to bend well. We're not too much. Weird stuff happening. All right. Now, let's make the
tip of the finger. Let's duplicate this
joint and place it where it should
be. All right. All right. We need to delete
another polygons here. Deleit Now, let's
move it like this. All right. Now, let's
make a tip of the finger. It will be
straightforward. Make it. It's just a simple
mask like this. Strat, upset, inflate,
maybe not that much. But the lows Did you
measure geometry? Alright. Let's do
maybe another one. Right now we can hide the hand. Where is the hand?
The hide the hand. Oh. Let me see something. It's a hand a tip. You can make this thinner
rotate it like this to be more align
where the finger is All right. Perfect. Right to put the finger
joints in the place. Let's make visible the tip. And we're going to
delete some stuff also like this two
here, the lick. Let's make this wider. All right, here too. Still it's the right. Like it wider. So here we have the
finger robot fingers. All right. Maybe we can try to see
we can make sparks. Like this. Oh this will bend. All right. We depending
from here on this point. Neither I think this
is a bit too big. Et's use this. You see how this will bend. All right. I don't want
this stuff happening here. That will not be good. Let's make it instead
more like this. Oh, it's not symmetrical. Let's do a mirror on weld, and let's continue making this. All right. So this would move better now. Well, we can lim it like that. You know, have to want
it too much this part. Alright. So, let's
do some thickness. Something like
this can work here thickness, lip thickness, lip. Right? Let's duputate the
finger joint to the other part. Maybe we can also do
like some cylinders. Let's do set loops. Let's knit this. Maybe not. Just lit it. Let's make this moler
and wider inside. Fill more the caps and not
make the finger too hollow, pebble the sides and
put some off there. Here also we're going to pebble. Pebbles. Let's put supporting the troops. Alright. After supporting a chops here, let's do the same thing here. Perfect. So it's not looking that hollow. So we can duplicate this? The other finger Alright. I. Let me the other joint
up the other finger. All right. It's a lot better. Let me hide that hip
to see if the enters. Other thing that we can
do is just to merge. Let's do that and just going
to let one of these joints. A make all the joints the same. All right, merge down. And we can duplicate
it everywhere we want. Like here, for example, let's put again this stuff and here. All right. If we can make it it's modern. It's part of it more
like this. All right. So maybe now we can do some
some copy of this mesh. Let's do some merge visible. And here we can start copying
the finger to the hand. Let's delete this mesh, and let's start
coping the fingers. Let me delete some
measures that I have here. Now, let's paste it. I think we need to put a
hand off in one folder. And what we have done
here with the phone. Alright. Where is
the hand stuff? All right. Perfect. So let's start
coping the finger. Oh. All right. Ltratate it. I did the kivs and
put it in place. All right. Put it in place. We can we will have to do some extra work on the arm area. All right. All right, I think it
is in a good place or it will not be
off from that part, the joint will be more
here and the knuckle, not there, we made the finger to We chart ins. But if I find then the joint will not
be perfect goals anymore. Let's see what we can do. All right. I think that we will need
to make this part shorter. Here a bit short. Y. All right. Make this a bit. Modern. A bit tricky to do. All right. This
speed is quite long. But let's try to finish
at least the fingers. Right, let's put
it. Not that big. Alright. Let's just
leave it like that. I Alright. Perfect. Let's do
another plication. Y. All right, I think
we will have to do some rotations here, maybe, but not now. Let's do the last
one. The thump. We're going to address the
stump in the next video. This video is quite long now. All right. We have our robot fingers laced. Perfect. As in the white, thick. Let's see from the
from the four. The two sums. Big
here and there. We have to sell those caps
just with some fill mesh. Alright. All right, so let's
leave the video here. In the next video,
we're going to address the sump part and doing some finish touch touches to the out. And then we are going to
start making the fifth part. I think the fifth will be
easier to do because we don't have a hand there. So C in the next video. H.
22. 09 Robot Arm Blockout Part4: White guys. So in this video, we are going to continue with the hand making
the thump and also we'll see if we can
also make the leg, what is start the leg. So let's begin with this. But before making the thumb, we need to fix the
fingers because I feel like the fingers
are a bit too thick. So we need to fix that. Though, how we're going to fix that will be relatively easy. Let's go here out of groups. This auto group option
is around here, polygroups and you will
see it auto groups. So let's go with
the middle finger. That's the one that
looks too much thick. Let's make it one
flooding group. And now let's use
the transpose line. Like you can see, we're going to just track the transpose along the middle the middle loop that goes all the
way to the finger. And now we're going
to press T and then here we're going to
heal it to make it thinner. All right. Perfect. Also,
let's try to rotate it because I feel like the orientation
is not too good. We will have to
rotate the fingers. Let's use the transpose
the auto groups here. And now let's start
rotating the fingers. All right. Let's use, in this case, the Gizmo. And now let's start rotating. Let's add this. This two mask this. Now we're going to rotate it
to align with the finger. Something like this. More align. Less and hide that. Well, that right. Inverse the flection. And here we have our finger. All right. Maybe we can try to put
it better around here. I think. Perfect. Woman. The middle the middle
finger was too thick. But we can also try to make
the other ones less thick. And we need also to rotate more the
fingers like this one, and maybe just this one. This is looking kind of good. So let's keep fixing
the other ones. Make them a bit less let's say. Let's potty and right here. I put line, then press
and scale it down. All right. Sell it. At. This rotation is a bit mi Right. Next, this is nine for now OO finger is a bit were made. We will need to check that. In the other hand to fix it. But now let's just focus here. All right. We may also try I think we
should make the middle finger, maybe use a bit thinner? Maybe not. We see. All right, try to make
one au a bit thinner. Alright. Why do you like this inner All right. Rotate it in bits. And then we're going to rotate
it here from this point. Let's use then. And then we're going
to use the the mod Allright then we're going
to rotate it in place. Went here. Yeah. Let's remove the lazy mouth from the mask. And now let's Potatoes
makes the alignment a bit better. All right. Let's see if the mingle
is the pinky finger. It's also some modifications. Let's hide the arm, all right. Next not. The pinky finger is nice. All right. So, we need to make the thump. We can make the thumb
if you may ask. Well, we kind of try to
duplicate one of these. Like maybe this one. This mascot. Use the gizmo,
chondral ragged sear and it's a bit weird
right now, I know. But we're going to
donate some parts to make this finger match the s so let's try to hide this. And here, we're going to delete
these ones delete, right? All right. And here now, I think
we will need to make maybe a bit bigger a bit. And put it in place. Let's see how this looks. I think it's looking
kind of nice. But I I did some mistakes. I delete these ones here. Let's split this because
I like how it is now. Let's remove all. And then here, we have our finger Yeah. Perfect. Alright. Maybe we can make it cleaner
like this or maybe not. A bit. I All right. Let's hide, be arm. Strike to make this much better. These or here. And now we need to make I was to fill these
gaps that we have here. I was thinking maybe going here, deleting one of these looks. Let's use the Claso and
press edge like this. Let's remove one bit. Well, we don't have a clear
way to delete in this part. So let's the delete
option on the plyonctons. Delete these ones. Maybe we are complicating
Img it too much. Let's just consol C and select this one and just
do a delete heading. Now here we're going to select the closed covex
whole Make this. This is looking very weird. So let's make it
just one poly loop, one polygroup then extrude poly group O, make an extrusion. It's selected. Make it a bit thinner. It's flat. There we go. There we go. This is not the best
way to fill the gap, but I think maybe that
work and maybe not. See how it looks. Mmm. Maybe we can make some bridge here between the fingers, right? Fill those caps? Alright, let's delete
the other parts. Let's have the other part. Let's make it double. Let's try to see how we can make some some bridge
between the fingers. Maybe Let's use a breach here. Breech. Those caps. Right to make it
one polygon, white. Right. Rich. Now, let's try to make them only looks. In the middle. Maybe. All right. Now let's make some thickness. To. Oh poigon. Right. At my smooks. Make it a bit thinner
on the middle. I think it is kind of nice. But we still need to
seal those caps here. Let's try to use the
same metal before maybe. Here, we can make it. CopexO up, right? Let's make this one polyloup. Here we're going
to extrattrat now. Extrude polyloupO like tees. So we have that
lot and here also. One All right. And we have here lose. And in the fingers also,
let's try to make it. All right. All right. Let's make them one poop, then extrude it grease. Let's remove some creases. Like here, we can remove it. The ocean can be removed. It's not looking good, maybe. Is it just try try an error? Just to see which is the
best way to make this? Maybe that could work. Alright. Alright, Garf. Here, also, we need to
fill this gap here. I close that. Or maybe we just make a sphere, put it there as a feel up yet. This can also work. I don't want to met with
the topology of this part. Let's just do this and
forget about this. Right. This is filling the hole. Alright. It's filling the honk. But right now, I think
we can put this in place with the
mesh of the cuter. So in order to do that, we are going to hide
this part and then do a merge psible here
we have our mesh. Maybe it's a bit weird still
this not looking good. Let's go back where is the mesh, and let's flip the normals. Let's see which other
polyculs has lipid normals. Let's do another merge visible. Here, we have it. All right. Let's copy this. Let's go here to the mesh. And then we are
going to haste it. Paste it under the main body. Paste. All right. Now, let's use the gizmo
to put this in place. All right. Make it a little more, try to match the fingers. 'Cause we need the
fingers to be matching. Let's use here transport line. I think it is more
precise for this tas. All right. I think the
fingers are matching now. Maybe here. I think
this is nice. Let's see from this view. I think this is looking good. All right. So let's
gonna hi this. And let's make this part go under the arm the robot arm, all right, like this. Ah Alright. Here. Make this go under and make
this a bit bigger here. It's within flat brush. I'm just adding volume
here because it needs a bit need a
bit more of volume. All right. They still need to
make better folds. What that will be
in the refinement stage of the high body. For now, let's one thing
about to compact falls. Let's just try to
make some putts. All right. Here. And do something here. These part is a bit
like paint over. Like Um Like this one, maybe. Um, no, I don't want to
exclude it now with nothing. And here street
polyp. All right. It's not excluding everything. It's a bit weird
when this happens. Ithing Sometimes Blender is a bit both Debra is a bit bobby. Sorry. I bra not
working coractly now. I'm just confusing
names. Really sorry. All right. See mother don't
want to work now. I hate when that happens. His just don't want
to work nicely. Let me see if we teach the We make this work nice. It's not working nice again. And right. That's safe. And let's see how we can
work around with this. Let's use the gizmo
right to make it h bit pens like this, what I want to do. Maybe something like this. Let's see if we can do some bubble here.
To another pebble. Oh, this is bad here. Let me see if everything's
moving nice. Right? Let's make it bigger. Make it faint. Let's do some bubbles. Let's make this scale
where it's scale, all right. You complete. Let's scale this up. Now, let's bring this down with the slice that
you complete. All right. Eble. Perfect. All right. Best mask is try to make it
more like this. Maybe will not work nice, but who knows? Mmm. I think that what we are doing
now will not work, really. So let's consult see. All right here. Let's just
consult see everything. Maybe to American wealth. All right. Right to make this more
more sharp transition. Here. All right. Make it more like this. Right. All right. Perfect. Make this editing more. Here. All right. And here we can do some stuff. The concept, you can
see that she has, like, this stuff this looking
like a strap that goes under the sleeve and goes
outside and then bend over. I try to do something similar. In order to do that, we can duplicate the jacket. We're going to do
something fancy now, duplicate the jacket. Now hide this part. Let's just hi two of
those volumes here. Lead hidden. Then we're going to extrude
it on right, it's safe. It's inflated. Now we're going to delete
delete the middle part here. But this part here now. And then let's delete dose. All right. Inflated
a bit more, maybe. And here, let's make it a
bit a bit longer maybe. Alright. We have it. Do some extrusion here. Thickness of polygons. And sickness and right. Perfect. Let's do some
thickness on the jacket, too. Perfet Let's crease the troops crease the older part. Right, let's reduce
the crease level and crank up the subdivision levels. Dynamic subdivision level. Let's fix this part
here. All right. And here we are going to hide. The other hand because
we don't want it now, at least for now, right? We're going to delete that
arm later, but not now. Maybe we can even
delete that hand in the in the cryptopology stage, we can make all the body, and then we can
delete the other arm. It's not a big deal. All right. We have our robot arm in place. Well let's now try to
start this robot leg. We're going to make
the upper portion we will need to make interior
like in another tool, I think, because I want
symmetry on the shoes, also on the calve. Yeah, we will need to
make that in another too. Let's copy the body. Let's go to another tool. Based. Alright. On
high everything. Now let's move
this to the center of the room and try
to make this and Bird All right. I like it. Let's do it again. I think
I just did some rotations. At. All right. Or maybe we can make
this high part in the ear and the calf and
the feet and the poll. I think that or
not. Let's think. Alright, let's just make
the leg armor, another two. And right. Let's begin with
this let's mask. This is more pi dial.
Let's try to make that. It's mask like
this in this part, to make the ti armour. I here to leave
spins for the pd, you can make some Suff here. We can make it like
this in this part. I marks like this carpet. Alright. It's a bit with
a sharp Plain change. Here, also, we can
make it like that. With some sharp changes. And now let's press extrap
with zero thickness. Alright. Let's do a Sri mesh
with the lowest resolution. It's taking too long. Alright. It's not the best spring mesh. Let's war up solution a bit. Maybe here can be nice in 0.5. Well, it's good work, maybe. The strike makes the
fit a bit thicker. Alright. Let me just
change the colors. So grayish. So right. Let's remove some
of the anatomy. I want this to be flat. I want this to be flat. I don't want any anatomy
form popping up. Alright. So here we are going
to make a calve. Let's see how we can make
the calve. All right. I think for the
calf, we can make some dynamesh blockout
as we did with the hand. Let's try to make it right here. Let's do some
extraction, inflate. Then let's do a dynamesh. M right, we have
our dynamesh here. Let's do a mirror and well
to make it symmetrical. Let's make this with
local symmetry. Around weld right Perfect. All right. And now let's try to keep
it if the shapes that this has this cow part has like this here
with a clip rows here. We can make that
something like this. All right. But I think we
will need to place every part individually in
the with the character. I think so. Yeah. Let's
try to make this side off. It's like um it goes and make it. Like that, maybe. And in the refinement stage, we can make it a cylinder
with some cylinders. I just want the overall shape for now All right. I have the cylinders. More like the Alright, let's make with the tm
standard, some clinches. Take something like
this and be nice. Perfect. Like, it's
a bit thinner. Let's make some Perko got
here as we have in the cast. Do we like this? Oh,
does it mean anything? Let us. B clip. Framed suit, let's see how
the trim suit will work here. It's not working really nice. Let's use just the clip. Perko brush. Without, right? I think that looks a
bit better. All right. Let's make some indication where the whole what
the knee joint will be. Let's try to erase
this portion here. All right. Perfect. Perfect. Let's
delete this here. All right. Make these habisHw that part. All right. So now let's try
to make the under part here. Right, let me bring
back the leg. I think that will be around up maybe this will be
around here. L dry. Let see, it is. We'll go more like this and the cos like
the like this here. And here we can make some indications where
the empty stays would be. Let's mask these areas here. Let's bring back the the let Let's bring down. All right. Maybe we can go here and make something
similar in the back par. And then just mask
this portion here. All right. Something like this, maybe. All right. It's not
that much fier. Not looking too
much to come yet. This feet should be
a bit thinner, also. It should be thinner.
Not thinner. Oh, going to bring
the reference back. Alright. Let's trim back this. I don't want that
part. All right. Now, I'm going to trim this. That's the one I was supposedly
to trim at the start. But I forgot about that initial plan and
then do the other stuff. But we have to it now. All right. So we have kind of the shapes that
we want this part. All right. Perfect. I think we can leave
this video here. In the next video, we are
going to start making the fit, the road fit, and
continue the leg walkout. So you in the next video.
23. 10 Robot Leg Blockout: Alright, guys. So in this video, we are going to continue
with the robot leg. We need to do now some
bonding of the feet. Then we're going to refine
a bit more this piece, this coff piece, and a
bit more this piece also. But before doing all of that, let's do some tweaks
here in the body. Alright. Let's do some twists. We're going to make this
but less sharp, the. And to make that less sharp, maybe mark some of the atenla bone that
we have in our knees. Maybe something like this, make the feet a bit more realistic than knee
bit more realistic. Alright. Maybe
that's and the nine Alright so now let's
continue with the feet here. Right. In the concept, the feet looks like
it's symmetrical, so we have to make
something symmetrical here. Let's strat these
pins here, extract. All right. Let's high. The 40. Let's make it Entriclen
without the local stuff. Maybe with the local
stuff here. All right. Looking really
weird now, I know. Looking super super
weird, but don't worry. Going to fix that
in just a minute. And what I did
here was to remove let all the floating geometry that will cause some trouble. I just did auto groups, and then I select leg dimes, and then I did the let healing. That way we don't have
loading geometry. So now let's do a dynamesh. All right. Let's
start sketching. The fit design that use
black face mask, right? So let's see how is the design. Let me move this a bit
to the right. All right. Let's make the parts up. Let me this part a bit likes. Maybe we can exaggerate a
bit more calf muscle here. Let's make a design
that these hats here. Let's see if we can
make something change maybe something like
this would be nice. A. Perfect. All right. Maybe this war is looking. Nice. Alright. Now, let's continue
with the fit here. Perfect. We're to add some volume. Let me add some volume here, and then I'm going to trim that. But first, let me
remove the floor. Right? Oh, right. Let's add some volume here. Now what I'm going to do
will be the clip brush here. You clip this part and make
it lot other dyna mesh. And now I can start doing
some sketches with the feet. Let's make this a bit wider. Maybe this part not that much, but this part can
be wider ful too. All right. Right. Maybe
this parts not at one. If it is gonna be
inner here. All right. Right. Let's try to define some planes. Like here, we have this piece. Let me use these days the latex. We have some piece here. All right. I think we're going to
need more solution. But let's see what we can
do with this solution, and then we're
going to crank up. Solution more. Let's not wrong where these black parts will be a
shape that they will have. And we can frame it
a bit more or write. Now we can make part a bit better. Okay. It seems like it has
some plane change here. Right to replicate that. Let's do a higher resolution
dynamics maybe 200. All right. Yeah, I
think this is better. Ol. Oh, right? It's mark. Um I change it here. Five more. Which part
is the black part. It has some like this
here. All right. Part is more like this, maybe. All right. Perfect. Maybe. Mm see what we can do here. Looking more like it's
a bit round here. It's some roundish. Get it here. Right here in the back. We don't see. We
do see the back, but let's try to make something. Let's be bit it's volume. And then let's try to make
enough of a design here. Maybe just, it's
kind of shape here. Maybe let's try to replicate
these two shape here. Maybe that'll be
something like All right. Here, I'm just trying to to translate this
design into three d, then we're going to
start extracting elf. Right to make some cation here. Maybe like that. All right. Perfect. I think it's can be a bit less. Is can be more maybe with
this plan change here. I think that's looking better. All right. All right. Et's try to shape it more. Get some better
shakes here. Right. Strike your mark. Is part here. It's looking
more like like this. Something like that. All right. This is like that. Long, more like this on right. Perfect. We need the outer part. I see that part is like some it's a bit separated so we can mask
where that part will be. Use the Naso. Something like
this should be nice enough. Alright. Let's use a mask pen and start masking. This is looking like it's
called agonal line here. You can see it's
looking some agonal in this call like pins. All right. Let's
rack this. Rock. Oh, this is too much. This too much. Let's delete this. Alright. Let's do a extraction with zero thickness. Rack upset. Alright. Now, let's
inflate this just a bit. Start making this shape. Let's do a dynamic. Alright. Make some limes here. We also need those cylinders
here. Let's make it. Right now, they are just
two cylinders there. Let's use ready here, here. Get it down with the gizmo. With this icon, let's select it. Then sight cylinder three. Alright. Let's rotate
it 90 degrees. Perfect. Alright. This
is awesome, all night. Uh, something like
this would be enough. And here, let's place it. I think if we make this just
like this would be nice. Now, let me move this
a little bit more. Maybe not that much.
Yeah. I would be nice. Right. Let's be with more likes. Um I think this should
be nice right now. Let me see how this looking
with the rest of the body. Let's let me hide this part. We spins. All right, but we need to
make these parts a bit wider, maybe a bit shorter
like this. A bit wider. Alright. I think this is enough. No. And here we can do a dip. Let's remove this
perspective for now. Here we can do some
clip like this. And add some design, maybe something like
this in this part. This is more like
some artistic freedom because we don't have a babe, we can guess by our own what
the back Biell will be. There is something like
this will be if you could. All right. Let's now start
making the cylinders. Here, we're going to
use the modeler brush. Let me say first. All right. Now, we're going to do a pebble like this. A little pebble. Then we're going
to add a H loop. We're going to select this
with Alt and then to extrude single body because we
have this polygon selected with At use a single body, we're going to extrude the selection that we
have made like this. And now let's do a see here, where is scale holy group
O, Um, working properly? Um, here, polygon
polygon center, I think. Alright here. Working up. Perfect. Let me hide
this part. All right. We have that part made. Maybe it is a bit
wider, maybe not. I think we're going
to we're going to need deporate that and
make it a bit iono. But let's see how this looks. Um I think, yeah, maybe we will need to make this a bit more taiono
and just duplicate it in case we don't
want make that tao A. Let's remove the middle part and do some close
convex hole here. And then we're
going to add group. All right. Let's add some supporting
polys here. Like this. Perfect. All right,
here, too. All right. Now, let's make these polygons. Oh these cylinders a
bit diagonal like this. I think it looks better. Alright. Let's continue
with this a bit lower, a bit wider like that. And here we have some
stuff happening. It's looking more like this is going more like
like this on right. Let's add some
plain change here. Let's remove. Dacu turf. Add some plain change. Alright. Let's use
again dacturv. The move banter these parts. Let me fill these gaps and
polish it with DH polish. Alright. I think we need to add
more resolution here, maybe 200. All right. Let's try to make the outer parts even evenly distributed,
something like this. These kernels can be like this. All right. Let's see if they can
get free dynamic. Make this or like this. All right. Let's match. Is it better. All right. Here Perfect. Make this a bit more you
learn all like this. And the parts looking
for flat right now. So I think we will
need to add a bit more of volume and not make
that part too flat. Let's try at some stuff here. Maybe we can ap this nice stins I have messed parts like. Just let's fix it with smols
and with the edge polich. Alright. All right. Perfect. All right. Maybe here, it's going to
be part of the black art here with some claim change, something like this, maybe. All right. Here, we can make some
plain change here. Maybe make this part a bit thinner like this. Very knock every week and just
maze part here bit wider. Symmetry. And then we can do one
plane change here. Pert. On right. I mean make this part a
bit more even distributed. Let's use the clip. Of brush on right. Let's mask this lower portion and do a clip brush like this. Make this more flat on right, let's fix this an All right. So we are having something now. Let's polish these parts, maybe make some
plain change here. All right. Perfect. Let's try to add this like some design like this has. Here. Let's use the lazy mouse. Maybe more bit more a bit smaller. Go up. I like this should be enough. Maybe even we can
add some volume in this part by let's play first and then
do an inflation here. Maybe not. Maybe it is move, we can move it like
that and then do a dynamisme let's define again its part. Well, great. Let's try to make
the same plane. All right. Perfect. Here we have something. Maybe this part can be a
bit more excluded the back. But a bit more interest
on that back part. All right. We have
something now. We have the feet pit
sketch of the feet. Let's now try to improve
the type part here. We don't have a clear view
of what's happening here. So let's try to make
that part a bit simpler. Like, we can see that this part have this round part here. Let's try to make that. Let me move the thigh part to the right to the left. Allright. All right. Let's make this art Break. Perfect. Maybe we can do some deletion here. I something. Let's make it double. All right. This is a bit a trouble area. All right. Let's unhie these bars here
and delete the other ones. Perfect. It's looking a bit weird let's make this
part of it thinner. Maybe something like
this should work. We're not having
much of asymmetry. Let's at the floor
again and try to make the piece in the center of him. In the center of the scene. I'm thinking. Like here maybe. Now we have big just a bit less we have more
accurate symmetry. All right. Mm. I really don't like it. I'm liking the part here. I think we have to make
this a dynamic to we don't have work with coploty and just start
sketching these parts. Let's do what dynamesh here at. We have some weird
stuff happening. Let's remove the
lights and does. Let's remove the trouby areas. Alright. So dynam. Perfect. Let's
smooth everything. Perfect. Now here we have something
like something like this. Baby here, too. I like things. And then here we have some
make things a bit smaller. All right. And here we have this
a bit round dish. Let's choose the clip
circle center and then do a clip like this
invert the clip with out. And we're going to have this
round lip that we can work with trying to integrate that part into the mesh. Does look better. All right. Let's one more song off here. Perfect. A let's remove the floor for now. And here we have kind
of of these parts. We still need to
do some work here. Let me now. Let's see. We can make some ings
here in the back. I don't think the planes
here in the front will work. And let's just unsee
the planes that were in the back and let's make this
part a bit more round. All right. So as you can see, we
can do the treat sketch, and then we can just extract
extract and to re mesh. So we're going to strat later. This is just like
a treaty sketch. Maybe we will start refining the feed once we get
into the refining stage. In that stage, we're going
to start rating the pieces, picking that the
final high polyms that we are going to use. Let's remove his At here. All right. Let's do
the same thing here. All right. Anais. Perfect. We have the fill here. Let's see how it is looking
with the With the body. Now, we need to make
this entropies here. Is shape, I think
will be easier to make it when we get into
the refining stage. But I think we could
try to make it now. Let's see how we can make that. All right, let's make a sphere. Let's bring it down
with this icon. Let's make a pretty cylinder
rotated 90 degrees. Make it bigger. Alright. Let's make that a bit more down. Aber here. I think what we need to
do is make this part, a bit thicker, as you can see, its way thicker
here in the cott. Now, let's make
these parts here. A bit thicker. All right. It's thicker here. A mask. Sparks. Alright. I will take care I think this
should be enough. Maybe a bit less. We'll see. All right. Let's make this
a bit thinner or right. So here you can try to make a bit shorter,
maybe like here. And we need to make
some stuff here. Let's make this a
bit less thicker. Let's do some Russians. Let's add one edge loop
here with symmetry. As you can see, this is
going like some stepped. Like, here comes the plane. Other plane, another
plane, another plane. Let's try to make that like ps. Alright. It's Let's select those parts. Oh. All right. Let's do extraction. Extraction now true. Right here. Perfect. Now, let's add another sulu delete
this one to have, like, this kind of bro. We can mask this patch here and make it a
bit taper like this. Alright. Now we can add
another slope here. If it's something like this. And extrude this down. Let me strew it with
another edge oop. You can strew with another
edge loop just pressing while you have still
clicked your mouse. All right. And then do scale here couple group O
with polychor center. All right. Let's see. Let's add some
important edge loops. All right. Now, let's try to make
this middle piece. Let's see what we can do. Maybe we can select these
pieces and then do inset. Here, and do an extraction. Smooth inset with another plybuo
extraction, poly group. All right. Maybe that can be molar, maybe something like this. Let's slide Let's slide this light a bit like that
to make this model right. Let's do the root polyrupo. Make it a bit deep, maybe with another polyup. We can scale it down now, scale to make this kind of taper off Alright, let's make that harper. Let's do another inset here
to make like poten sup there. Right? We have made
kind of that fish. Let's control C to make
this part of it roundish. Like here, slide that fish with sliding the point
action which model. Let's do the operation again. Maybe this time not that
deep, maybe like this. And then the scale
group O polygon center. All right. Insert here. I set in this area or right, then add the other shots. I think that should
be nice for now. I Alright. Let me just quickly polish these parts. All right. It's some skin, Anspinmody. All right. Perfect. Let's make this part sharp. All right. We can try and put
this block out a robot leg with the other with the rest of the character to
see what is looking. Copy here merge
visible, all right. Here we have our merged. Leg let's copy it now, copy. And then let's go here
to the character, and then pace operation. All right now, let's move. Let's move. Let place where that should be. Alright. They may try to match the
orientation of the leg. I think what we have what
we need to do is to make the feet pointing upwards. I mean, put into the eye. I may hide these part, see what's happening in the back area right. I think we will need to reach
this part by hand here make this match leg but let's try to match
the upper portion. The lower portion, we don't care about it because we're going
to delete that part anyways. So we can do this now here. We can hide that part and hide
this part here. Or right. So here we have our feet. Perfect. Our robot fit. Maybe we can make
these parts here a bit a bit upper with something
like this to match where the knee joint is a bit more because our knee joint
in the robot 50 a bit lower where the joint
in the left knee is. Let's just try to fix
this with scotrs here. I don't care too much about this part because this
is not a final mesh. Let's try to fix that also
in here in this part here. Try to see where is the knee
joint and try make it there. All right. Let's face this up. And let's mask a portion here, make a part up. Also I say like it's
warming Perfect. The seeing if we can make
also these off parts, call parts, a bit upper, also, all right, perfect. So here we have end of the blockout of our robot leg. So in the next video, we are going to do we're going
to start doing this word. We're going to start making
the blockout of this sword. So see you in the next video.
24. 11 Sword Blockout Part1: Alright, guys, so in this video, we're going to start
making the sword. So it's start. But before that, let me do some things cause I
have noticed that these two cylinder
stuff are a bit more on the front than on the
side as we have here. So I'm going to move these cylinder parts
more to the front. Let's do it. Real quick. Oh, let's remove. Alright, real quick. Yeah. Let's move one here, maybe around here, yeah? Right? Just grab the other
one and move it too. Like there is something
like this will be nice. Alright. Now let's
move these parts here. Let's mask one and move it for right. Perfect. Let me move this a bit down. And this a bit also down. Maybe it is one
more to the side. Maybe one can be like that? Right? Well let's
start the fourth. The first thing that I'm
going to do with the fourth is to guess maybe, which is the size of the sword. As you can see, it's really big. I think it is about the
same height as the body, a maybe a little
bit less less big, maybe a bit shorter. So let's you start
it's a paint, a cube. All right. Let me make a folder for that. Port. Alright. And let's make click here
and grab this type of cube. Let's remove maybe 22 edge
loops around this part. Make it a bit flat, a bit like this. And then just make it big. Maybe it can be
around this height. I don't I really want to make the sword the same
height as the body, maybe that will look a bit off. Maybe just a little bit shorter, maybe like like this. Maybe a bit bigger.
That can work. Maybe. Alright, now, let's copy this and paste it
in another tool. Alright, so let's
start editing this. Then we remove these
two parts. All right. Let's make this a bit
flat and a bit wider. All right. So we have like four
sections here in the sword. We have the plate, the handle, this part here, and then we have this tank here. All right. So let's
start trying to make the basic shape that we can see here of the
blade and the top. All right. We remove that middle part. Make this easier to control. All right. Now, see. Maybe we can make it
is with symmetry, but the axis will be the S. The C, all right. And now let's take local
symmetry to have symmetry here. Perfect. Let's find a
sword a little bit, maybe not that much. They can look a bit broken. Me atoms maybe dynamic right? I mean, We use a base. I mean not. I'm dropping a nice. Let's use the transpose
or this. And what? We can miss a bit. All right. Let's safe. Now let's right make
this middle part. Separate a handle from the blade is like some some cube
and use a cube for this. All right, using a cube. Let me move the blade
to the center of the wall here or go
do it here on right. Perfect. I mean, right. This will be around. A bit below the middle,
maybe rounds here. A bit right let's
make it a cube. Make it smaller with
flatter. Alright. Perfect. As you can see
here, this has, like, this type of shape, something like I
like this, maybe. Try to replicate that. Right, let's see
how we can do it. Let me remove some edge loops. We have more control
over this. All right. Let's move. Let's
remove the mineral. Alright, let's move
this one around here. Let me make this a bit
a bit smaller and a bit Carters be good. It like things right. Make this habit more
inside like this. Let's make things a bit more up. And let's remove this one. Right. I really think that this is a nice for now. I think so. Let's do a bubble here. All right. When
you have a pebble. Let's add some extra
here for the chakes. If you want right now, we have separated the glad
part from the under part. Alright, so I think that
I will separate from this entire mesh
to plate to have more freedom working with it. Let me think about that. Yeah, maybe I will do that. Then let's make this
transparent at edge here and hide this other
part and click split hidden. We have this part leaded. Now we're going to bridge with the C modeler and on the
edge actions. All right. Perfect. Um here. Reach it from here all right. Perfect. Now it's rich. Alright? Let's do the same thing here. Perfect. I perfect. All right. So let's try to add
this cylinder part. Let's put a cylinder
on cylinder. Now, let's make it this type of cylinder with the gismo Alright. Make it a bit bigger. Makes it a bit longer. Burn up at one, maybe. Right. I think we can make
this a bit ger. Maybe it's a bit shorter. Let's make this. Let's put extra here and then do an extraction Extrude.
What it looked here? Me kind of this this part here. A right. Maybe that part can
be a bit smaller maybe like this.
Maybe not that much. Let me mask this and make this part a bit more
thick. Or right. We can also make the
entire plate here. A A bit why like this. Maybe not. Maybe that's
much not that why. Use green. And be good cornell. All right. I think it was a idea
to separate the lake. But we will see right have some basic
shape of the plate here. Let's see what we can do next. Let's try to do these
two parts here. So, let's try to make
this lower part. Here. Let's add another one, like, fill and then set
without this lower portion. Like this. My add
another one like this. All right. Now we're
going to duplicate this and delete hidden
on the duplication. So we have this packet piece
and the original piece. All right. Perfect. Let's extrude
it all polygons. We have that lower part here. Let's make this part
a bit more tajabono. Let's remove the polyoop on raid and make that
part a bit more daino. Perfect. All right. It adds some more
edge loops, maybe. And is this to support
better the shade. Right. Let's add a crease here
with the modeler here, edge, and do a crease. Perfect. So let's try to make
this upper portion here. It looks a bit a bit weird, but try to make it. I think that we can make
that from a cylinder. So let's make a cylinder. Make it up. Alright, let's
make that cylinder this type. With the ismo right. Perfect. So what we need to do now this is more
like experimentation. Maybe we can we can extrude let me add are here. Edge around this
area. All right. Now we can extrude
this part here. Let's select a body
and extrude this part. All right. Now we need to extrude this other part, maybe. Bit weird I don't like to
have this this star here. Maybe we can put a poly
and delete polygons here. The d is led right And then we can breach the cap here. All right. Reach. Perfect. Let's see if we
can do the same thing here. All right. Perfect. Then bridge here. Perfect. All right. But I
think that we can make that upper
part a bit easier. The oar. Let's see what we can
do with that arc. A bit weird to make. We can mask here. Make this up a bit. And here. Mm. I need this this with a atup. Let's do slice,
mesh in this arc. Alright. Now we have some triangle here. We can just add
another edge there. But it slice manche. Now, it is a triangle. I mean a quad. Now, is a quad. Let me do some Perfect. Let's remove this stuff here. All right. I remove the crises and Cris. And now we can move
this more like that, and you can see this
is a wad up here. So now let's try to do again
we wanted to do before. Not looking that nice. Mm. Maybe. What? Where's my I think I messed up. This lower part here. What is it? You think
I messed up that part. I wait? Let's just extrude it. This part here needs to be a
bit wider, more like this. Et's add more solution here. And then add another crease. All right. Perfect. Yet another edge loop here. Upper part, a bit a bit weird. Maybe we can screw it. If it's easier than I think. I'm just complicating myself. Maybe that's an option
that would happen. You know what? I'm just going. Fizzy way. I'm
going to name this. Make this up like this,
to another dynamesh. And then I will trim with
slip parts like this. And another part here, maybe like like this here. Perfect. Let's do
another dynamos. And then a part. Or like this and
another like that. A bit weird shape. All right. Let me make this
a bit later here. All right. So what I'm going to do is wry and make
them only groups. Or we can just mask this. We can mask this. Yeah. Then do let me remove
this wanted mask here. What? All right. Then do an extraction
with zero thickness. All right. Now we can use the slice curve
to make some colic loops. All right. It should
be different polygrpR? I should be another polyrup
and this another one. And this entire thing
will be another one. So let's do a the mesh. Let's see how this looks
with the lowest subdivision. With the lowest resolution, I forgot to turn on
the keep groups right. It's just not looking good. Let's increase the fluton. Maybe let's do another one. This is really wonky. I'm not liking it, really. I don't liking this shape
here or this geometry. I don't think this can be
the real solution for this. Let me think a bit.
All right, guys. So what I did here was a bit of a simple stuff.
So let's go back. I selected the top part, and then I delete it. Then I have mask these parts
without these being closed. So I don't have
the limitation of that part that we have before. So let's make this up
just a little bit, then try to make
those diagonal stuff. Make also a rub here. Trying to find the shapes. Alright. Now, here
I'm just trying to find more the shapes
like this part here. You can see and here I put another edge loop here
to have a bit more solution here and to make this a bit more like I want maybe because you
can see here this part, that part here on the top, what was what I wanted to do. Alright. Let's continue. I turn on the double view and start bridging the gap here. You can see, I started
reaching the gap. Then I made a middle
edge loop and finishing the
closing of this gap. Alright. I think that's good
enough for now in this back. Let's do a Cris reduce
a crease level. Rak up the resolution here. Alright. Here, let's do Crit photo. Let's see. We can make that
part a bit more sharp. Someone else make it too. All right. This is
not really crispy or. Maybe here or maybe not. That's looking good. We can
leave it like that for now. Or right, we have that part. Let's make this part
here be dicing. Just let's select. What? Right? I don't want this. Things. All right. Alexa leg this
cylinder. Let's copy it. Move it. Remove.
The wanted part. Move part. All right. I'm going to
remove the middle part. 'cause I just want
these parts to be maybe making this
a bit more like this. And the top part
maybe a bit flat. Alright. Perfect. Let's bring this down a babe. Alright. Perfect. And then do an extrusion. Extrude polytons. Oh, it's not symmetrical. Strewed here, extruded
all polyms. O polyos. All right. Let make
it a bit more fake. Like this. Perfect. Trees. I keep the crease
level two and increase the subdivision
subdivision level. Alright, let's make this
part sharp with a crease. That's creasing here. I grease this catch. That isn't going to be creased. Is a peg know why this part don't
want to be creased. Oh that's a bug here. Let's do it by like this
and then going back this piece down like
this lot again. Alright. Maybe we can mix this
a bit like this. Right. Perfect. Right? We can remove this
edge loop here. Make that part round and maybe add some
more edge loop here. I don't really like the
harp look on the top. Let's see if we can make
this a bit more round. Or. I we like to keep that round arch here. And I do a subdivision. I kind of like that round
shape that they take. You can see and I don't
like that shape here. They can be good for this
part to work nicely. We can make it bigger. A bit thinner. A
inflated or read it. Let's a quick save or right. Here we have the sword is
taking shape now. Taking form. That you can see. Is word. It's looking a bit larger. Let's make word here, plate a bit longer or right. So now I think we can do
is this orange part here. That will be easy. We can duplicate this mesh. Then we can, right? Make this a bit more
canner like this, maybe. Also, maybe a bit shorter. Blade. Let's make it. The orange parts a bit thinner. And let's maybe Let's
do something thin. Let's slide. Let's look complete here. Let's see how this looks. Because I don't want to delete Politans like maybe a portion. Alright. Perfect. And what I was looking for, but not completely it. Maybe we can do we run
well with the seats. That's slide. Those these
polygons here also. All right. Here, too. All right. Let's see. Holidays looking. We can make displayed a bit here, a bit. Alright. Maybe do a rise. Perfect. Let's add some egg soup here. Pour more the shapes. One night. Let's make this ad.
More prominent. Maybe not that much. Right, let's make it
with other color. Let's color pik here, let's color pik of
orange, yellow. A right. And let's fill it
with that colour. Perfect. Alright, now let's make this hook shape here
on the on the tip. Maybe this can be more
and go like this, maybe. I would work. Maybe not. That's a thing the trick. We part or right. So let's start making
this indentation here. You can see that
there is two layers, this yellow part, a darkt one, and a grayish one. Alright. Let's duplicate this and make
one of those a dark gray right make the dark gray a bit inner I think I messed up something. This will be a bit
white right here. Hart. All right. Now, let's try to make those shapes here. Around. Let's try to
make this part first. I right around maybe that ball. Maybe more rounds here. Seeing this. Good. Let me Ionate this and then we add Etro and
then do a Q mesh here. Ingle polling. O white. I qui's really hate this modern is like a journal. I want that to be straight. Great. Let's make it straight. Let's make that part straight. Okay. All right. All right, so let's
do the again the KMs. I bit better now. And
where I did that? Oh, my God, I did
it. The gray part. I'm done. Let's just hide that. Make it whiter. And let me unpick the gray. Whiter, let's fill with white. Make this part. Let's white
and make it gray right. So we have fix it. Now we need to make this part of it more two. I like this. All right, let's do
a rise rise here. Rise, let's reduce
the crease level and crank up the resolution. A right. Too. Perfect.
Here in the great park, we don't have a much. Let me remove the tip
part here. All right. It in. I don't see we will need that much sprich dose here. Perfect. All right. So let's start making
these steps here. All right. I go around
here with this start. So let g all of these polygams
and then do another tush. Here, right. Then I will add
another polylop here. Mm. Maybe it's a troop here and be a bit in less like this. All right. Perfect. Let's add
another poly loop here. Then do another step here. The um a bit buggy. All right. Now, let's do
another cris as we have. And those steps. Let's make these parts
more than you want. Like this on fried. Let's also try to make these parts more that
you're gonna know again. And right, perfect. Now, let's add some maybe. Let's try to add a strip here. Feel the empty polyton fields. All right. As you can see now, the plate taking more and more shape now. I think we need to make these parts B wide is like
this with the last song. Make this part, more like you can make
it more white also. All right. But now it's not
looking not like that. Maybe just make Let me select we select
just this portion here and make it more
like this can be nice. And this part as here. All right. At some edge loops. And now I think it's nice. All right. So let's leave this video here. In the next video, we will
keep working on the sword. I'll see you in the next video.
25. 12 Sword Blockout Part2: Alright, guys. So in this video, we're going to
continue with a sword. Here, but I just want to
let you know that I have update my brush to
the 2025 version. This version has a tool that will be really
useful for us in the process of making this model that is
the dynamic symmetry. You can see we had before
the local symmetry. But now we have a
dynamic symmetry. That means that we
can have symmetry in any angle like this one, as you can see, in this angle, I can have symmetry. See, start working, we
have to turn on this. And now, as you can see,
I have my symmetry. Perfectly done. So I can work with symmetry without need to go to another tool and
make the symmetrical. So that would be a
really time table. So we're going to use
that tool later when we're going to start
refining the mesh. So let's continue with the
sort that we have here. All right. Mm. All right. Let's continue. We need to make now
this tank part. It will be really
straightforward. Let's make first this
big this big tank, and then we are
going to continue making those stuff here. Let a paint a cylinder,
a pint cylinder. Now, we're going to move it
where it lungs. Alright. Now we're going to
select that icon and select this cylinder. Let's make it bigger, a bit bigger and a
bit bigger, right. It's less big. Seem maybe just a little bit, maybe that and a bit down. Maybe around here,
which would be nice. Maybe maybe around here. I see would be nice. Right? Let's pebble this part. Um, right here, let's
pebble. Perfect. Let me add another
loop here and use the scale option in the X actions with
the simola complete. White. Let me add just real quick, another look here and
another here, right. Perfect. My add some
loops. Support the shape. Perfect now. We we need to make
the other parts. Let's duplicate this and
just select this part. Just select that circle. All right. Now we're going
to strat this string. Polygons. Polygons, right. Make this cylinder here. Oh, now I'm making
this tiny part. So, let's shoot it a bit more. Alright, let's add some Hollops. Move this one. Maybe
here would be nice. And now let's do an extrusion. Extrude. Hollop and right. I made this Les big. All right. So now we're
going to slide the slide. This edge loop here.
I should complete. Alright. Perfect. Oh, here. We have that nice
Aiono playing here. Now, let's add some
more edge loops. Perfet Right? Let me see. Let's add another one here. So now we have this
part. All right. Now, let's make that other
part that is just cylinder. Let's duplicate this. Now, let's just light this Here go. Alright. It's not latin. All right. The lit. And then do another excursion. Another group O.
Another extrusion. And let's make this
part a bit thinner. Maybe like this,
maybe a bit bigger. All right. I think
that should be nice. And now let's make
some babel here. We just a little bit
of babel another edge. Perfect. All right. Let's push this in
a bit. All right. Here, there are so
much cylinders. But whatever, let's duplicate
the cylinder again. Let's move it forward. Make it thinner and a
bit shorter like this. Maybe we can make it with make it a bit like this. And then we can add
another aggro here. Alright. Let me erase this one. Mando aq mesh. A around here, aq mesh with olelop. It's not working really nice. Let me see if the
extrude works here. It's not working. Machines not working. This is a trouble. M A trouble, yeah. So in this case, let's add another edge look here and let's make this
thinner like this. All right. But I mean, not that thin around
here should be nice and select this color
for this part and this part. And let me add the same white
color to the other part. Alright. Now, we need to make
this curve in there. But first, let me move. Just a tank art around here, maybe should be good enough. Let me a bit a bit up
up down right. Right. Let's make this part here. Okay. Let's just
locate this cont. We have it located. It's working. All right
now, it's working. I may move this facing rise the cylinder till it
gets to the handle part. And we can make it like this. All right. Maybe we can also make this handle part
a bit bigger, maybe. Maybe just a bit. A bit. Alright. All right. Let's continue here. Let's make these
parts more thin. So this can can be here. Can be a touch in that part. Like here in the concept. But we can also make this
a bit thinner, right. Perfect. Let's make
it here, thinner. Maybe not. Go it back. Alright. Let's make this bigger. You can see it's a bit
more long the conceits. All right. Let me
just erase all of this One of those out there. Make this around here and
then do an extrusion. Good. All right. You body with the lighting. Perfect, like before.
Let's add another edge leave around these areas
to explore this shape. Or the right. Some
edgelps here and there. All right. An loop, another loop. Another one. Another one is this one. All right. Saving. Remember,
always save your project. All right. So how
are we going to make that curve shape here? Maybe make this a bit longer We can make it by hand, maybe or let me something here. Yeah, let's just make
a cylinder here. But let me think about this. Let's make a cylinder. Let's make a stack of cylinder. And now we can lace
one cylinder here, mask around here, maybe. Make this less long. Here, you can mask these two and move the other cylinder up
and rotate it 90 degrees. Alright. This part also, we're going to rotate it maybe 45 degrees and make
it a bit bigger. Alright. Maybe this part less thick. Around there, I think
it should work nicely. Lets bubble it rerollsr. Let me select the lasso Brush. Make that more like this here. And make this one a
bit bigger. All right. Natally, we need to
make this f here. Yeah, I think this
should be a bit a bit less Less long here. All right. This is just an end. Makes this a bit longer. Maybe here, we can
Make a natural here. Maybe a bit. Down this. Make a natural. Let's shot this. All right. We it a bit. And then this looks
like it has a pebble. So let's make a pebble
there with wrong on right. Perfect. I so let's look to support this shape. And here, it looks like
it's rotating like this. So, let's make it here. Alright. And let's save
before doing this part. Now, we're going to inflate this part here. All right. Maybe we can make this
a bit more parts by doing this make these parts a bit longer. It looks longer here
in the concept, maybe here would be nice. It's a sly, please. Bart right. Let's make it gray or a bit
darker than the other parts. It is dark gray. And now, let's do
something here. Let pebble all of this. Let me slice this
edge and then pebble. Ibn not that. Here All right. I think a bit O here. Not that much. That much. Alright. Let's do a pebble. Alright. Let me move these bas. I'll bit up. These bars I
bit more in the middle. Maybe this can be like this. All right. Now we're going
to let's make this a bit less big around here. All right, now we're going to exporting this edge
roots like this. Let's add a middle middle age. And let's add more
solution part. Has Me solution to make this rounder. Now we're going to mask
just the middle part. Let's see an inflation gain. All right. Let me reduce the
wooden density. These we parts. Just a bit. Just a
tiny bit. All right. Let's rank up the density again. Let's do some twigs
give it more shade. Right, we have on
the middle one. Multis again. Let me make that
middle portion here. Let me pedal this a bit. Add some looks Insert. Maybe we can do Right. It's remove these birds here. Perfect. Here, do It's remove those birdies And here also. Wait. We have messed up. Here. All right. Now, let's like that. All right, maybe we can do
another inclonmve All right. Let's just pinch to
pinch these parts. So damn standard
to make it paper All right. Is putting
it's basically made. This part can be also
done in sculpting. I think it would be easier if I made that just with sculpting. But let's make it like this. So later, other stuff
will be easier. Like, we can reuse
this topology for the low polymse that
way saves time. Right. All right. Let's make this part that should be easier. Right let's duplicate this mesh. You support this.
Duplicate it. All right. Let's chose delete these
pass and delete the rest. All right. Delete the rest. Now we're going to strew
maybe instead of struing, we can inflate it and then add a middle loop and then
bevel this rounds here. Now we can select
this part here. And then we can delete it right. And the vertices
we can slide it, make that round shape and then do an extrusion
with polygons. All right. Lip it. And let's put some rises
maybe instead of in. We can do crises here. We right Perfect. You can remove the crease
around here. Perfect. Now, this will be nice. Let me see how this looks doused with disappointing looks. Let's see. This
will look better. Alright. And Mm hmm. I don't like this edge here. We're having the same error
that I don't really like. I just decrease it for now. O. To put the shape, we will need to draw
some stuff here. Special to put in a loop. Let's do it. Why not? Let's just delete the thickness. And then we can
use slice mesh to draw to draw this pattern
here around the shape. Et's do something that
will be a lot easier. Let's go back before deleting. Let's Let's do inset. Alright, we have that nice
supporting edge loop. Alright. Now here, we're going to the
leak the middle portion. Leak. So now, it should be nice. It suppose should be done. Lip it and then add
the supporting looks. Ice. Same or even worse. Well, let's lit here. Do an extrusion. Take it. Let's at the middle part. Slice. Like Alright. Let's try the metal die. Will you make this. Alright. Now, let's do them the part. All right. Around here. And then do a mirror and
weld with C axids and let's each some polygons in
leather like these two and then delete the
wanted ligans right here. I still all of these
polygons here. All right. Now let's delete the creases. Now, is this supposed clean
to be nice and clean? I think it's better. I All right. I think that's
that's better there, but the problem is still there. Maybe we can make it down I may frank up the
severe or bright. I don't like those pinches. Let's just continue
with other parts. Let's make this part here.
That should be easy. Let's duplicate this. Now let's just
select this portion, move it and inflate it. Let me remove this one. And let's find out
the shape that it has something around B. I think this should be enough. All right. Let me remove this one to half or let's just delete these two
and then do a pebble here. A pebble. Now, let's
do an extrusion. Alright, flip. Now, let's extrude this part. You have that top part. And now let's add some
supporting edge ops. He around random sports. Alright. Let's add more porting ge ops. I all right? I think that ours is really
big and maybe, yeah, I think. But our tank is really big. Let's make it less big. Let's make it smaller. Maybe around here
should be nice. Wait. I have some mask. All right. Make it smaller. And this should be around here. I will be more or two. Let me do something real quick. Make this a bit modern not a bit in the concept. All right. Let's make this. Let's bring it down a bit. And then part let's
move it more like this. We let's move it more
like this and just mask this face and let's move it. All right. What this
now is a bid to dig. Alright. Maybe we can just try
to make this curve. Maybe around here. All right. Doing some tweaks here. True? All right. I think that's better. All right. Let's see
what else we can do. All right. We can also try to
do this up here. Let's see how we can do that. We can just use
another cylinder here. And right. Make it
like this. Rotate it. Make it smarter. And now let's make it a
bit longer, a bit smaller. Let me same All right. A bit less egg. And from here, we can extrude
with the gizmo like this. All right. And and rotate it more Or. Now, let's make the lower part. Yeah. Or right. This looking more to
this angle maybe. Right? We need to move it. Night is is far. All right. I think that that
part should be nice. Enough. We should
take this just a bit. Perfect. Let's add
some spontaneous look. All right. Here, also. Off. All right. And maybe here up. And also the tips around here. Around here. Perfect. Let me remove this too. Let's see. We can improve this I think it's All right. Let's add again.
Fortunate loops. 91 here. Perfect. Let's add this disc that will
be just another cylinder. Alright. I'm wrong here. Maybe make it. Make this part darker and this with
a tiny lighter brain. A little bit all right. Now we need to make
this other part here. Let's just duplicate
this cylinder. I bring it to the tank part. Rotate it. Let's see how we can place it. Alright. Perfect. Let's see
what bebo here. Let's add more poltyaps And here before that, let's do this quick loop here. Let's just uplicate this part. Then we're going to
add another render. And now let's delete
the other one. Alright. Let's close all here with close convex O. Let's do some Bbbles. And let's add more off here. Perfect. So we have most of the parts. Maybe there is some
little stuff at this left like this tiny stuff. But that will be
really easy to make. Maybe we can make this
part real quick Located. Located. Alright. Now, let's just Let those two parts. Another one. I half
messed up something. All right. Um, Alright. Make it a polygrp. Lo Alright. Let's select everything, know the poly group that we
have made, then the lid, and then do an extrusion
with all like this. Add some creases. Alright. Perfect. So now we have some
blockout of the sword. We can make the other stuff like this tiny stuff and the other
out here in the next video. Also, this stuff maybe will
be done in the refining pole. So in the next video, we're going to continue
maybe just doing those little pieces and start
refining the character. Now that we have made almost all the blockout
for our character. So I think that we are
in a position that we can start doing the refining. So she doing the next video.
26. 01 Start Refining Our Blockout Part1: All right, guys. In this video, we're going to start making the refining
of the character. And also, we are going to finish the blocking sword
that is something, some little stuff
that is left to do. Like this stuff here that's
scrapping around the handle. And this little piece here, you should start making
first the handle stuff. How we going to do that
will be really easy. Let's select the handle. Duplicate it. Now,
we're going to use the slice hoof here. And then we're going to
start slicing each segment, like this bit smaller without a dynamic
upte for right. Right, maybe count I'll
be around eight, maybe. We have six here. We want more And I think like this
would be enough. So what we're going to
do now is to delete the other parts that are not the polygroups that we
have made to delete that. Also, we're going to delete this middle age group
here that we don't one. All right. Now let's go to geometry, loop here, and then
do some panel oops. Let's reduce this slider
here to around two. And let's play with
the thickness. Let's see the result
that it gives us now. Let's turn off the polish. All right. Panalp that's
increase thickness. Maybe a bit more. I think
that can be enough. For now, let's col or pick
the color from the coset. Alright. I apply it model. Maybe we can make the color
a bit more saturated. Saturation here maybe a bit more saturated and maybe a
bit more warm here. It's a bit motion today, then. Let's color right. It's applied. Is this pink. I have a better contrast, right. All right, maybe a bit
a bit darker, maybe. Let's see. Or not. Let's leave leave it like that. Or right. So we have to
block out of the sees here, add some polylpes the
In the handle parts, maybe one here and one here. And we have to do the
same thing also here. Oh no. Let's leave it like this. I think that it makes it
make shape like that. My opinion, but it always
can be changed later. Let's say I have the
same opinion later. But let's continue
with a little piece. Is little piece here will
be kind of easy to lose. Let's select let me see. We can use the Hmm. And we can use a capital shape. I think you can use a
capsule shape here. Make it a dark gray, this type of grain. Make it molar or right place it where it should be All right. Let's copy this.
Make it smaller. Let's separate it
with another object. Alright, we have
this stuff here. Let's make it bigger like this. Alright, perfect. Around here should be good. All right. I think this should work for the purposes
of this wire. All right. We can do
some bebing here, do some bebo here also. Then here, we can do maybe some inset here. Let's select the
standard method. Let's do an inset
around here, maybe. Now, we're going to extrude this new polygroup
that is created. Let's select here extruding the polygonaction with modular, single poly, a single poly, and then polygroupO polygroupOe. Maybe some something like this. Let's copy this orange
color and select this polygrop and then we'll opt it to put that
orange color there. Right, we have created that
little piece really quickly. It was an easy one. Maybe we can make it a
bit thicker around here. Is. So now we have around all
the parts of the sword made. So now we can start
refining the character. We can start making
the high body. So let's start with the
simplest stuff first, that will be around be this dark cloth will be kind of easy to
make. It safe first. Alright. All right. So let's start fining
the dark cloth. So the first thing that I
will do is to make it some thickness here or
poly and do sickness. The glue flip. All right. So we have here some sickness. Maybe we can do here and
add some creases with a crease level of one rise and then crease
poly glue border. All right, because I don't want wanted rises
around this area. I don't want that. That's why I selected the Chris
Body view border. Now we can maybe do
polish by features smooth all the lovely
effect that was appearing. Let me hide the jacket. Fix this clipping stuff, the pad the shoulder around
this leather stuff part here. Right. Or white perfect. Then we can make
this leather stuff a bit a bit separated
from the plus. Let's do a thickness
for that leather stuff. All right. Perfect. Let's do
the same thing. Acres with a poly decreased
level of one or right. So now to bring back the jacket. Now we want to apply the
dynamic subdivisions. That would be pretty easy. We're going to go
to here and then where sit dynamic sud here
and then apply subdivisions. So the subdivisions are applied. And let's start
doing some finance. Like bathing we can do Oulge Maybe like this. Maybe some ols I
mean, not like films. Maybe something. Maybe
it's a symmetric. Here, maybe. Something. All right. Is a part that is forming a
lot when she bend the body. Maybe some fault are created. Damn standard. Right? Let's do finance here to
folds in this area. And reducing the resolution, we control a weight shifting. We can reduce the
solution at the syms. Something like that. Maybe we can do another
stuff like this. This represents
some tension folds around the breast area. Right? Now, let me see the back area. Let me hide that part. Maybe here, we can
do some folds also. Greiner like that. Yes. So small stuff here. Can be good. Right. Start making
the golden stuff. We're going to make
them with masking. Let's use the mask pin. Let's start masking the
shape of these bolden lines. Right, let me hide this jacket so we can have better view
of what we are doing. Alright, start making
on the back face mask. All right. Let me turn off also
the the poly paint. I get white. All right. So we have better view of
what is happening here. We a bit more close. I'm seeing like
this, maybe. Right. We can end these
parts like this, this area on right. Et's do the the other part. Maybe let's bring back the
jacket, where sit jacket. We have two parts here
that are kind of visible. Let's mark those part first before before doing a rest. All right. Let's mark the last one here. Let's hide the jacket again. And let's mask that
area. Those shapes. Yeah, around here. Maybe a All right. Perfect. All right. Let's see how it will
with the jacket. Let's make the lower
part, this part here. I the jacket again. His comes around Let's do some fixings here
before doing that card. Maybe making this a bit more
parallel to the first line. Right. Let's make
the other line here. It's like this is going
under the leather part. Maybe something like this. This is a Let's make this stuff a bit longer. All right, Perfect. It's not looking too parallel. Maybe we can pull back
the jacket, let step in. Show more of the breast both. I mess my tablet. I did some stuff. We're here. By accident.
The control scene. All right? I think we need
to make this stuff a bit bicker something like this. Here also. Once we strat them, we can play with the shapes. Better than now. Just want to have a good
foundation before distraction. Maybe this is more
like this work. All right. Stuff. But right, let's just
left that part up that, and let's focus another part. Oh, I seem like this part is going under the legal part
and making this shape. This is, like, a
continuous shape here. Let's try to do that, too. Let's find this part like this. Here. All right. Strong Grapes. Right, perfect. Right? Let's draw
the other shapes. It's something I like. Is weird stuff here and
it's connected around here. That part means this part. We can refine more the shade
later when we strat it. All right. Now, let's make these pelvis
belly lines in that part. Alright. Try to make that
parallel to the border. All right. And now, let's make the rhomboid
babe in this area. Something like like
this would be nice. All right. A bit bigger. All right. I think that would be enough or now let's
save this verse. All right. Now, we're
going to do an extraction. Here we extraction,
dtraction here, extract. Little thickness.
Rect accept right. Well we have shapes here. These parts that lead all those wanted polyubs it all and then
do with symmetry, seri mesh, maybe
let's leave it in 2.2 0.1 resolution. All right. I think that maybe it's kind of go let's see if looks if
we do multipy features. All right. A bit lower,
maybe looking better. Maybe let's see how
this looks a bit lower. And better, more we can have
more control with this. We have some stuff here. All right. Now,
let's inflate this. And now let's go. A doing some shaping. Let me delete some
problematic polygons. Take, these parts, let's delete this polygon
this polygon. Here we're going to
delete that here this what else in this part, let's let I hooligan
here, all right. It's those polygons that
we don't want or write. We can start working now. Let's bring back the poly
paint or the dark cloth. And now let's start
shaping this. A bit more like agar like this. Let's add some golden
material here. Yeah, material filled up. Right. Ithing like this B. Let's work in these parts too. Make this Di jagonu
I'm using the move topological because
I don't want to move other far than the
what I'm working on. Let's make this symmetrical too. A symmetrical null
at the Jagan I mean, make this more the Yau u. So it has kind of a continuity Right. We can do auto groups and then
do a mirror and weld. So we can mask and use the
pinch brush to make that lets take on right at work in this tape here. Got it hidden. All right. And make this Javano matching the angle of this line. Let me delete those
middle edge group and then we're going
to add them back later or as the angle or rights at again those trooks. Perfect. All right. All right. Maybe Not that golden
material. Let's see. Material we out there. Maybe we can leave it without material and
then just gave it. So color here,
something like this. Stry to make the upper
art a bit more parallel. All right. Alright. It's work. Now. Are you? Make did the ameral stop you? All right. Now, let's shape. It's part better. This part is more thin. Maybe something like this. White. Is upper part part here. It's a bit more down
a bit more down. From here, maybe. This is some weird
shapes here. On right. Let's stitch these mopere
that are very weird looking. Alright. Each it's up in here. Lift this. Then the
split here all right. So now we can make that part thinner and we spark more sharp. Although this is a bit bad. Let's delete this polygon here, and then we're going
to move this polygon. We thinner the shape. And we are distorting
less the mesh. Make it a bit more more thinner. All right. Perfect. Let's see how this looking with
the rest. All right. Let's work on the lower. Symbol here. Let's
make these parts. Day All right. Let's make the
other parts Dayao. Alright, let me ask this. Make it a bit parallel
to the other one. This more Diana right. Now, here, let's
delete some boy looks. Give this one can go away. What this one can
go away, right. And then we can delete
some other parts. Maybe the All right. We have this ovoid shape here. All right. Now that
we have symbols, we can do thickness. It's at thickness here with the modular polygon actions,
extrude all polygons. And now we have created rated
some thickness for them. Now here, we're going to do is with a rise level
of two or right. Maybe a dynamic of
division level right do, what is the features and
bring back some arts. Alright. Great. All right. So we leave it like
this in this video, the next video, we're going to continue with the other part. All right. In the next video, we're going to continue with these parts and then
start maybe making the finment of the
jacket and the jacket and the like some dress piece. And so, so let's do
it in the next video.
27. 02 Start Refining Our Blockout Part2: Alright, guys. So let's continue with the
finding of this model. We're going to continue
this plot here. So let's start. Before that, I just want to tell
you that I have done some quick
changes out of camera, like, making this stuff
here a bit thinner, the opening of the
here a bit wider. The pot holds a bit wider. But those are really easy to make stuff.
I just make them. I make thinner these lines
just with a pinch brush. I mask it and then did a pinching to make them a
bit thinner or narrower. Right, let's continue
this piece of cloth here. Let's see, we're
going to make this. You can see this has some bools. Also, it has some invols here. Let's start making it. Just start making the thickness here thickness or polygons. Make some thickness
here, slip. All right. Now, we can do some cress with a crest
level of one, all right. And let's add here
subdivision level of two. Maybe we can do more atrops here if it is a bit
more of solution. Let's see what is looking
with decreased level of tea. I think I like more prisle
love too in this in this mash. Then we add some feel
weak. Love here. And then I will add another
crease. Wrong here. Sketch right. Make that part a bit charper. Alright. We safe. Quick? Now I just way till the end. So now we're going to apply
the dynamic subdivisions. Then we're going to
start start folds. Like, fold. Let's tread the solution a bit. Start doing boge like
she has around here. Like if this is compressing the strap
or something like that. Something like this. Let's make transparent.
All right. What's happening here? Call right. Let's make it some
fall here and there. Oh. Maybe we can do. Like like this, maybe here? No. Okay, how do this look? All right. I think I
would con maybe or not. No, I think I will not keep that to just an
experiment I was doing, see if that will look better. I think I will just leave
it like this in this part. And it'll be enough. Maybe it'll be enough. All right. It is hanging from here, so not hanging from oil. It's a bit straight. So some rib here. Like fold the cloth. Make it. Let's use the attic roof. Make kind of this rib Bag Alright. Tweets, all right. All right. All right. We can start now making symbols. Making them. Alright. Make this. And we love here. I think that should
be the digger. We just a bit. I seem like this will be enough. Now we're going to
make the two ones that are on sides.
These ones here. Right? Man ones. They're going niche
something niche ins maybe. Make the point. The end point here a bit. No wor All right. Hm. They think that we are
making something bad. Let's make this a bit. Wearing these part
and this part should be the same white here around. Here maybe would be. And around here should be the part. All right. Make a bit sharp. The the mask a bit sharper. Or. Let's make the last one. That one is a bit it's a bit more long big
part is not that long. And the other part
will be the long part. It goes kind of like this here. It will be ter this area. All right. Maybe we need to do some s here. All right. Let's continue
with this. Perfect. I think we can start working
from here from here. This is still need more
refining refining. Alright. Let's strat it. Where it studs here with
zero sns as Alright. Let's go to the mesh that
we have straw Where is it? Right here. Now, we're
going to do we remesh. Let's do kind of
maybe 1.1 solution. Maybe it warm a bit lower. Maybe a bit more lower. This could work. Let's delete some
some bad poisons that will cause some trouble. I forgot that this has, but I think we can
address that later. Alright. Well. Let me just think. Let's separate this. Is or not now. I messed up something. Do you think Alright. Let's do an inflation. Perfect. Now, I want to rate the Because I'm going
to do something. Let's do slice here. Because I want to
separate these pieces. Now we can do a serums with
proves activated or not. We can well, we can do it. I don't really like
what's happening there. Let's separate lead. Yeah, I'll let's
do the. Let's go here and Symes syrmese options. Let's click and halve. All right, not giving
to good results.'s if we can get some good results, maybe we can make a butt
a bit more sharper. Alright, maybe another one. Another one, I think, because I want these polygons
here to be like that, maybe we can do another one. We can achieve a result. This one, no. I shake syrmsh sometimes. It's not giving what I want. But we can maybe with let's see. Maybe we can stay with
Alright let's go here. And let's do syrmsh also. Let's remove kits. And here I want to
do something us. I want this to be pointy. Alright. Alright. Let's do
another mirror on weld. Let's do a a measure. This is deleting our points All right. Maybe let's do again
the SIR mesh to see if this end up giving
us what we want. But this is not
giving it we can. Well, I think we can
work around with this. We can do another sir mesh. Maybe it should be good enough for us for now. Alright. Let's make this more like this? Perfect. All right. All right, we can separate
the tips here also. Round here, split. And we have this splitted or right And let's merge
everything down. Let's first safe. If we do something
wrong, we can go back. Alright, let's do
mirror down where it's mirror down or
mirror down, merge down. Sorry, my bad Merged
here, merge out. Right. No one, and
last one, all right. So let's do auto groups, iter and well Alright. So we can start tweaking
the shape of pins. Make it what we want. I bid more angular,
more parallel. All right. This stuff will go
more like this part. And this will go more like this. These pieces, baby,
should be a bit smaller. A bit smaller, maybe a bit up. Alright. Let's mask again those pieces. Maybe a bit more like this. All right. Let's keep
refining the shape. Maybe it's not acting the shape of the concept. Right. It buns. It's gone down. Right. Make it a bit more sharp. On the right? Let's start working
the lower one. Maybe a bit rise it, a bit more. And let's start
tweaking the shape. On right. It should be a bit long too. Maybe like nice. Let's wich here a bit more to make that
a bit more parallel. Maybe, let's make
this wall a bit more clean land and let's mask this again and bring
it down next year will be good cause this part is kind of aligned
with this edge here. Alright. Let's keep tweaking this shape. Alright, let's do the last one. Let's match it. And let's start shaping it. All right. Let's make this a
bit more thinner. All right. Okay. Perfect. Maybe it is a bit more up. Maybe it is one, two W more up. Round here, maybe,
yeah. All right. Maybe we can start making
some thicknetsTknes for that. Here a bit of thickness. And let's do some cree. Here. Let's bring
down the level to two and the dynamic
solution to four. And now let's push
it in the class. All right. Let's
push it. Perfect. All right. Let me
add some crease here because I want
this part to be sharp. Perfect. A All right. Let's do some polish
write features. But first, I want to add
some creases in this area. In this other area ing
and some creases here. Polish why features again. All right. Symmetry. Because
this part here is not symmetrical and start tweaking the shape match the
surface of the class. All right. Push this more here. All right. Push this a bit more. Right. I'm saving now.
Alright, let's see. Looking at maybe a
bit of fatto here, maybe like okay up here. I on right? Parch. I want to note that straight. All right. What we can do now, maybe we can start adding those creases here on this
stuff on this metal piece. D here would be kind of icy. Let's do some cress first. Let's reduce the crease
level to two and crank up the solution on the
dynamic subdivision. Now, let's add the Eps here
around here, maybe, yeah. Maybe more inner maybe not. Maybe a bit more
like should be nice. Now, let's do some
beveling with the simular. I click it drag the pebble, and now let's do a click. And in moder we apply same
pbble that we did before. Now let's do extrusion here, extrude this like this. Then let's add another edge
here and remove these two. Let's do the same thing here
and move these two here. Perfect. All right. We have those details
in the strap here. Perfect. Alright. Let's add maybe the two bolts that this metal piece has here. These bolts. Let's go
here and let's grab. Maybe I think for length. It's not the roof, I
think. Yeah, it is one. Let's selective and let's drag it and then controls
control and drag it again. And now push this
Let's max statue. Now let's push it in and right to a mirror
and weld Perfect. Est counter pick the material and then upla all
the mesh right. Perfect. Here we can do some creases. Let me separate this part. Then you can organize this part a bit better. Right. It's brick with all the
leather pieces that are there. All right. Here we should be There should be also the symbols. The symbol should be in the underclass
group. And this one. Alright. All right. Let's
bring back crops. Now let's separate.
Put it herding. And let's do some creases here. I crease. Lab of two. Right. That should be enough. Let's add some crises. Here. Alright. Maybe
I went around here. Perfect. Let's soon
is complete. A. Now we can merge
the two ones here. Merge them. Now, let's pick this a bit more match
the strap angle. I like it. Now, with the part
that is scrapping around this metal piece
would be really easy to do. Bring this under right. Duplicate this mesh. Now we're going to add Old here. And then with the
last select brush, we're going to hide
these polygons and then delete the other ones. And now we're going
to inflate this. All right. Perfect. That means remove that one. Now we're going to make
some thickness of polygons. Lip. Let's color pick the
potter of the leather, and then apply
remove that metal. With flat color here
with this material, if you apply this material
to an object that we do will apply like out
configuration of the material, you see if I change material, the material change
on old stuff. That's because the
flat color material is applied to all the mesh. But if you see the metal, here, it doesn't change because this has the metal
material applied to it. All right. Perfect. Let's do some crises. Let's Well, let's throw
a Cris bonded up here, all right. Glous working. This will be in two. This
is full, right, perfect. Let's add this lino. One here or one here
at the pebbles, and then the extrusions right. Now, let's insert here. Another one here. And there we go. Perfect. Armed right. We can add here some crises. Let's add the Cris here
actually complete these areas. Perfect. Alright. Let's see what else we can do. Maybe we can add
those slide here. Those line will be applied. Sculpting eight the first
thinks the res level, maybe 21. I be nice four Maybe just one. I think one would be enough. All right. Make this thing under
the leather right. Let me say things first. Alright. Let's hide the jacket. And now here let's remove
these wanted creases. Perfect. Now what I can do, I would apply the
dynamic subdivisions. And now we're going to
make the lines open. 'stune on the lazy
mounds. All right. And now let's start
making the shape here. As you can see, the shapes
are maybe and this one. It's right to make all around. Maybe more like this. Maybe more like this, yeah. And this one is going
more like this. Oh, here, we can do
some maybe some design. It will not be seen too much. Maybe we can just
ant these two lines. That's it. 'cause
that's too boring. Let's do some cool
design here, maybe. Maybe let me put
lazy mouse and here. Alright. Perfect. Bring back this jacket. Now we have that letter I made there We can also we can fit a bit
the corners with the dynamic dynamic
dynamic here. Make it a bit more beaten up. Maybe add a bit more
detail to those parts. And what? Maybe a bit of damage.
Do you remove this? Maybe a little bit of damage
here here and there, maybe. Maybe not in that part. I think that can be a
bit like that for now. Alright. Alright, I will
leave this video. In the next video, we're
going to start making the refining of this
class, this green class. I'll see you in the next video.
28. 03 Refining The Jacket Part1: Alright, guys, so we are going to continue
with the refining. In this per, we're
going to continue with a green cloth. So let's begin. Let's start by doing some
thickness for the dress. S here with the
semodorEtrud of polygons. Let's do some thickness
here. Perfect. Alright. A little bit more. Just
a little bit here. Yeah. Let's go here and
then just do a click. We apply the same thickness
in this mesh and this mesh. Alright, let's remove the
double and do a flip here. Remove the double
check. Alright. So we have thickness. So we can start
doing some stuff. Oh, so I think I'm
going to make this a bit bigger to match it better cost hard
because this part is, like, a bit bigger, maybe. I make it a bit know more something
more like this. All right. On the price list. Let me we apply
the same sickness. We did in the lower class. S just do a click and slip it. Alright, I think this
work Here increase. I will increase. Let's try to apply the creases manually because there are some angles that I don't
want the creas to be. And there's just a few
creases that I really want. There's some specific areas. All right. Remove it creases there. All right. They here, we can
add some creases. Alright. Let's fix this clipping
in the back by just moving it with
the movers Right. Now, let's apply
these subdivisions. Here we're going to go to dynamic subdivisions
and then apply. Now we can scope freely. As you can see, we can hold now. So let's try match the concept. This having, like, this stuff
and then a big fall here. I will try to do that. But also if I can add
other fools by myself. It has, like, oh, I forgot to remove
the these trees here. I don't really like this
crease in this part. All right. Supply can increase
the subdivisions. Now, let's start
doing those folds. I have reduced the
subdivision level to be able to work on with
more control with the mesh. And be able to shape better the genital shape or
the genertal form. Right. It's looking like
something like this. You make things a
bit bigger here. Not looking good. We can isolate this Right. Trying to match the concept. But making this looking good
from all angles a bit hard. We can make this
even even bigger. Maybe or maybe not. We can make the
shoulders a bit bigger. Shoulders there. Jacket. This is a bit more red, maybe. And this should be more wide. Maybe this is straight. At here is not looking too good. All right. All right. Let's add some
compression falls here. She kind of has some compression folds as
you can see here. Et's stay real quick. All right, let's continue. Trying to match like
the general shape here, try to catch the seluet Right at some compression
folds on the back. Here, two. A white clean grade for car to attend the polymodeling stage. And seem here. That's not a big of a deal. We can do it with the Tam
standard with the lazy mouse, increase the lazy mouse rises
and then do some line here. Perfect. Right. And maybe we can add boom here. It is parts. Right. Maybe we can end with
a bit more noticeable, maybe with the clay
looks here, mas mouse. So this can show more. All right. Et's do some smoothing. Here. Nice. Perfect. With the pinch brush. Then do something here. Right. Let's try to add other fall here 'cause she kind of has other falls
going down here. I'm just trying to add
this this hole here. Let's see if we succeed
in the task here. I'm adding these big holds
with low resolution with a low level with a low subdivision
level because it's easier to control the shapes. The bigger the resolution, the difficult is to
control the big shapes. So that's why the bigger
revolution are used more for the tiling and that stuff because it's a bit harder to
control the shapes. Right here with the nuts with
the highest subdivision. Let's add stroke here
to sharpen more. Is hard here. Right? He is having like a motor maybe. Fold maybe. I like this. I think we're here. I' really like that. Right. This is a bit concave. We like to make
this more convex. Maybe if washing it down. I think this is too much, maybe a bit less. Just a bit. I think that Wood maybe. Oh Right. We can add this took part. Thinks looking better
with that crease. Okay. Let's try to add some other stuff here. Maybe. These stuff are maybe some creativity,
freedom I'm taking. Maybe some fall here. I don't think that looks too bad just to make it more illusion that
this is a piece of cloth. All right. The bag is full. I sense. We can just live with
these greases here. Also, let's add maybe
like two tiny folds. I always like to add
maybe in the parts because here we have the caplas and then some empty space here. And I like to add maybe
this like two folds. It's part. Because the tocabulas making the anticipate part to be a
bit hens with some tension. Alright. Let's add these fold
here in the neck area. Let's use the buildup, and then we're going to add
some shape and volume here. Well then, let's first apply this back face mask
to the play buildup. Full the back part. It doesn't affect when we do a stroke. The way around here
would be nice. Let's you thinking am standard, and then some smoothing. All right. Perfect. We can make this part a bit
bigger with the under rod. Just to add a bit more volume. Maybe pulling this up. Make it a bit bigger. Alright. Yeah, kind of works. Y. All right. Perfect. Now, let's add the
recess here. These lines. Let's use the standard
brush with the lazy mouse, a high lazy mouse. Now, let me first
save morph target. And let's draw chakes here. Then down. Go down, maybe. They bring the preparen
so you can see. This go down. And then this turns this point. Here. And then the
torne around this part. All right. This not part. All right. And then the torn. Perfect. I can try to
draw this pattern here. All right. If we can reduce the lazy radius, Let's see. Liking it with me. We try to do these
parts just few times. Mybe like that, will be enough. Mm. If we will have to
pull some parts up because they are too close to the same parts. All right. Perfect. Setting some a bit of a sharp border in this line. We should have used the
orb cracks for this task. I think it was the
orb craft cracks. What this Okay. Right. Right now, let's try to
add this metal stuff. For these two little ones, I'm just going to maybe a paint or strat here. Let's strut. So little square let's see here. What is it? Extract
o upset, right. Let's first do serums with
the lowest resolution. All right. Let's do another one. All right, this is
not looking too good. Let's just wrap some
ware or tube here. And then remove the st here. And we can do another thing. Maybe instead of a cube, we can select a
reduce these parts to four parts also and
make it a bit flat. And maybe. We can Oh. We can shape it match the reference
a bit better. Alright, this is saving? Always save your files, please. And maybe we can do
something like this. Alright. I think you have
noticed already. But I'm using the dynamic
imetry to make this. It's a really useful stuff. We make this white. Alright. Maybe also we can delete
these plywos here. And then do an extrusion. It's a bit cleaner. Let's see how this
behave because I want to burn this Alright. Perfect. We have
this shape here. I think that maybe we part would be better,
maybe another subdivision. Let me use the apocrat here. Maybe we can refine this thin line All right. You're trying to refine
this pattern here. It's so So mag potish. Let's make this stuff here symmetrical with
mirror and weld. Alright. Let's duplicate this
little part here. And right, let's turn on
the local symmetry and the activse the dynamic
subdivision, make this motor. Put it around here a bit longer. Around this part
should be good enough. All right. Now let's do this pattern
here, the shoulder. You see, we have
this pattern here. So let's try to do that. Let me leave the reference here so you can see
what I'm doing. Let's use the mask
pen All right, let's mask and remove the
mask in some areas, shape it. Better the form. Alright. Let's do the lower one. It's something like this. And this lower one is following the line of this diagonal stuff. Maybe something like
this it bit thinner. Maybe this part. I think
that part can be like that. Alright. Now let's add some extra pieces here. Right. Perfect. Let's do the same
thing on the other side. A round smear maybe
should be enough. Perfect. Think that's good
enough for now. Let's do an extraction
with zero thickness. Dripped, a set, right. Now let's do a sish with
the lowest subdivision. With lowest resolution, sorry. Right? Maybe another one.
Maybe another one. Maybe another one. Let me
remove some On polygons, I don't really like
these ones here. All right. Let's make this a bit
bit top the cloth. Let's move topological. I make the shape
that it had before. Is the diurnal shape All right. Shape. Perfect. He also shape. Perfect. Let's shape these parts
a little bit over. Let we remove. These polygons here. They are not that good. Alright. Right. And let's shape this
part, also, Yeah. Right. But we have missed the
Important stuff and design. These two Djanal stuff
should be aligned. I almost forgot that There completely in
existent in this side. Let me move this part more to the side so I can
make this a bit more the jabono and try to make these two ones
match with the line. All right. Maybe around here. I think that's good
enough, maybe? Alright, perfect. Let's reduce the inflation.
Now, let's save. All right. Now with the syn motor, let's do extrude all ligans. All right. Lips you can sing this little
piece is a bit on the air. All right. Let's add some creases. Let's reduce the
crease level and crank up the subdivision level. Yeah. Subdivision level. Alright. Perfect. Right. If we can add a metal
material to that part. Here I just pick
the fel material. You can do that by just clicking the material tab and just
dragging the coser to the material that you want
to color pick and then just relieve the the coser. Now let's do a fill object with the material
channel activated. All right, this part
also. All right. Go back first the
basic material. As you can see, we
have the jacket. I almost forgot to
put this bottom. Find this part sp
just real quick. We can do some creases
with a crease of two, as subdivision of four, we can add some oligons here. Support better the shake. Hereoso maybe. Yeah. Perfect. Maybe this part is a bit Jona. Try to make this bit great. All right. And maybe now which
cannot here where it sit. Big is here. You can at this off
and make it like some butane color
pick pin colour. Then just apply it there. And they do something here. I think we have the
stuff. M made air. Right? So I think I will
leave the video here. In the next video, we're
going to continue with this dress part and maybe start the waist trap and even try to start these bandages to
see you in the next video.
29. 04 Refining The Jacket Part2: Alright, guys. So in this video, we're going to continue with the lower class.
Here the screen one. And also, maybe we can continue or start
making the straps. Also, I have noticed
that I forgot to add these tubes that are behind the forearm though
we need to make them also. So let's start.
Let's start first, making the back
tubes that are here. Alright, let's use
the curve tooth where it said C
tooth, all right. And let's write to make them. Or something like this,
maybe should work. I would like to make it a bit bigger so we have
less resolution. And then we're going to
do a split musket point and then flay them to
make them thinner. Around here, maybe. Alright. You see, this is around sport. I have activated
the level symmetry. It will be around here. All right. Maybe a bit on the sides
visible on the silhouette. Maybe with some negative
space can be nice. Just read better the SiluettOr. Maybe this could work. Oh, right. We're going to copy this
and make the other tube. But it's just in this arm. So I have deleted the
tube on the other arm. All right. All right. Maybe something like
this to be nice. Y. Right now, we're
going to copy. We're going to copy this. Make the second tubes. All right. Around here. This is kind of under
the other tube. So let's try to
make it like that over kind something like this. Maybe this tubes
going around here. All right. Perfect. So I'm going to color pick
this gray and fill with that gray that those tubes and also I am creating
a new folder. Put inside the robotic arm and all the pieces
that belongs to that. So now let's create these little cylinders that
are connecting with the arm. That would be really easy. Let's get this rush and
maybe the cylinder. Yeah. And then it's just dragging them and
putting them in place. Alright. Let's make it motor place it where it will be
nice round here, maybe. Then we can tweak
deposition of this tube. It's duplicated
before duplicate it, I'm just going to
delete some loops here. Because I want that
amount of geometry here. Alright. I don't want that
amount of geometry. Let's do split
match points right. And now we can duplicate
this to the other part. Maybe before that,
we can do a bubble. Run here, maybe.
Let's duplicate it. A run here also. Let's put it here on top. All right. Around here. And in these parts too. Perfect. Let's put this in the middle of the tube
to make this part. Right. We can make it a bit longer. And around in the middle. Perfect. We can also add
another pebble here. Perfect. And then now we can duplicate it to the
other tube around here. Nice. So now I want to tweak the shape to make them go on the tubes. Do they match the
tubes location? And n These maybe. Right. Perfect. And we can use the most
topological brush around here. Perfect. All right. Nice. All right, we have these
tubes here in place. Maybe we can do pick. I really like that
reddish color. So I'm going to color
pick one of these. Alright. These are better. Perfect. So the save. And
then we can start making the other the other part, refining the other parts. Right? Let's continue with this here. Let's do some creases here. And creases in level two, with a dynamic
subdivision of four. Now we're going to clean these
unwanted creases that may be generated in some
areas of the mesh. I don't want them because those cows pinches that are really
annoying to work with. Right. So we can start. We can start dividing the mesh, maybe making the
refinements this bar. All right. There is some compression here. This is going under the strap. All right. Perfect. This concave convex. Right. Try to avoid this round
off in this angle. Right now, I'm using the
keeper for the move brush. You'll be able to move more
precisely the class around. Right. Oh, as you can see, I leave
one of the creases here. But they're ready
made and pinches. All right. And what? Let's make these
falls a bit sharper. Is a bit. Maybe. Alright. Let's start with this part also. Let's do the same thing. Res
with subdivision of two. Let's see. Let's now remove
the unwanted crises. Alright. Perfect. I will apply the subdivisions. Just to abolish by fetters. All right. Perfect. Now, we can start
working on this. Oh, g. I forgot to remove
the one from here. Al night. A shaping this it
in the concept. Something like this, maybe. Maybe this is like this. Perfect. Trying to mimic the shape
here and the star here. Also, let's try to add
some mother changes, plan changes here, maybe
some subtle plain changes. There. All right. Perfect. Now we're going to
make the other. Here we can make maybe some some whip cloth by
pulling this like this. And we can pinch the sieving. Or not forming too
much the geometry. Alright. I'm making them like this
because I forgot to put them in the in the lower
subdivision first. So making them like this. It easier. Also, we have to be aware of the deformation and topology. We will need to make some
topology of this we cannot use. The low subdivision has
our low polypology stage. All right. It is something like this. A bit oddly. Well, now let's start making the Let's start
making the fold here. They do alto groups, right, so we can hidelyPolop. Poly sorry. Alright. Now we can start making folks. Alright. Maybe some compression here. All right. Let's mask this. All right. I think I just going
to remove this one. And with the edge
bodies and just adding again, it's flat. I think the sickness part. Because with the smooth brush, we made them by
accident, round again. But I don't want this
part to be round. I want this part to be flat. All right. So now let me do some fast here. All right. Perfect. And now we can try to make
this golden stuff here. We can try to make them now, but we can also make them
in the texturing part. So let's see if this doesn't work when we're
going to start texturing, we are just going to
make them straight up in the texturing part
with some pro strokes and all that stuff because
this maybe a bit pixelated, and that will not be good. So, but we can try. We don't lose anything. Just trying this. So let's see. We can make the masking or
let's use the mask Rush let's start making the
pattern around here. All right. This will be cut in this part. Alright, maybe
we'll go like this. All right. I'm not respecting the
upset from the border. Alright. Let's
continue with this. Aby spar can be like this. All right. All right. I'm not sure if this
need to have one here. Maybe we can. No, I
don't think that will work. Let me think. All right. So I end up doing this just drawing a bit
here and a bit here. Like, if this is cut, but this is a bit
of a weird shape for was like this to have
this kind of pattern, took some liberty and
draw it like that, just to make some
of illusion, maybe. Now we're going to extract here with zero thickness,
Strack. All right. And from here, we're
going to make a ser mesh. It maybe a loaf solution, maybe one would be nice. I think maybe another another We're having
some wanted stuff. Let's do auto groups. Let's start. Item parts. And right now I'm going to delete these polygons here
because I don't want them. Polygons here are
right here also. These ones. And these
ones here are perfect. Here, too. These ones are right. And here it is nice. No less delete hidden. And then we can do
an inflate and start shaping the dove right. I'm just doing some
refinement on the shape. All right. Perfect. So refinements
on the shape. Hard, maybe cost. And like that, let me pick this
yellowish color. Maybe you can take
this with this part maybe and bring this down a bit. All right. Let's add
some polygroups. All right. So let's make this
like this, baby. Perfect. All right. Let me remove some
more guns there. Let me remove these middle ones. All right. And also here. I think that's good
enough here in this part. All right. So we can do some extrusion
to make the thickness. Here extrude or right lip. Then we can do some creases, the creases risier
with a crease level of two and smooth subdivision
of or or white. Perfect. Right. Perfect. Right. If we can try to add
maybe some metal. Where is the metal? Metal?
What is it? Measure metal one. Heavy metal one. Yeah. Ws here with MRB that we apply the RGB
color and the material. Let's do a field object. Right. Perfect. Let's do the ones that are here. As you can see, we
have two of them, a tiny one and a bigger one. Let's try to make them. And right, let's isolate this. And this will be wight forward. Maybe we can duplicate
this we delete higher, delete higher or right. Delete higher, and we can grab this edge loop,
maybe two of them. Right, let's grab two
and delete hidden. Now we're going to
make some group by normals that R in the
polygroup section, where is it around here,
groups binrmal here. So we can isolate
these polygons on top. Deleiddenr. We have them let's do
maybe some inflation. Right. Now, what
we're going to do is to start making the ones. The bigger and the tiny
ones, but maybe first, I'm just shaping this let's have better shape. So tweaking. I All right. Perfect. All right. All right now for the tiny one, I'm just going to
add one loop here. And then I'm going to delete
Olopie in up all right. You have the bigger
one and the tiny one. Make it in just an instant. Now, what I'm going
to do is make some thickness or
polygons or right, flip, and then do some creases also here a crease level of two. Right. Let me move these
creases here or right. Perfect. All right. All right and lines. So we have now the these
lines on the clause. All right. We can crank up the
solution even more. Maybe increased level of string. It seems that's better. Let's do it here also. All right. Straight to shape, better this. Let me do a freeze
here in this corner. Alright, perfect. All right. So what we can do now, let's do this color. That will be really
straightforward. All right. Let me make this
color a bit thicker. And this sticker. All right. Now we're going
to add a bit more of lopsia make it
more of resolution. Maybe one would be enough. Now I'm going to apply the dynamic subdivisions and
maybe with the edge polish, start doing some beating on the surface to make the
illusion that this is a metal that is made by blacksmith with his
hammer and hiss. Maybe in the edges, we can start adding some
late arts without symmetry. Bit a bit the edges, make a bit more dilution
of a warm metal. Right. All right. Perfect. Now here, we're going to
do kind of the same thing. Apply the dynamic
subdivisions and then with the edge polish start plash
in the surface right. Now, I'm going to
use the Orak brush. That's a brush that
is free on Google, you can search for them, type in OCA Crush and
you will find it. Right. Let me increase the intensity. Maybe the lazy mouse to it off or maybe a bit
higher than lazy. Right. This has kind
of a pentagonic shape. If we can make the shape of
this a bit. Like a pentagon. Awesome. Maybe
something like this. Where is the orcax right? Motor. Doing some tries. All right. I don't like
this part, really. Without symmetry, we can make
it look a bit more natural. I'm really liking this part. All right. I think I would just living like this and maybe start doing some eating
here and there with the dynamic tron
dynamic this time. All right. Oh, no. Right? All right, let's see what
else we can do in this video. Well, I think I will
leave the video here. In the next video,
we're going to start making the wraps and the bandages to see
you in the next video.
30. 05 Refining The Bandages: Alright, guys. So in this, we're going to continue
with straps on the bandages and maybe doing some
more is on the bottle. So let's start, strap. Hello, as you can see, here, in the straps, it has, like, some sort of pattern. It has some diagonal lines going across each other and
creating this rhomboid shape. So that's what we're going to
try to do. So let's start. Let me raise this real
quick. All right. So we're going to do it
by hand because I didn't find a solution to
do it automatically. So let's start seeing. Let's apply the
dynamic subdivisions. Let me see the chris they see
that fit without creases, right, let me erase
all the creases. All right. So let's apply
the dynamic subdivision. Apply all right. Let's divide it a bit more. I think we need a bit more
solution, a bit more even. I think this is good
enough. All right. Let's increase the lazy
mouse and try to do it. I think it's more inclintd. And let's try to do it
with event space Let's see from this point or some sort like this. Yeah. All right, so let's
continue. All right. Perfect. Hmm. I think that will work. Maybe not. Do you think this
is to offset this part here, a bit of set Let me see if I do it like this. I think we have to make them a bit more inclinated let's see. All right, I end up doing
this with symmetry right now because I want this pattern to be
all around the strap. If we do with symmetry, then we're going to make some symmetrical stuff
here. I don't want that. We were living like that. But let's see a bit
more inclinated. Yeah, I think that
this could work. Maybe et's see. All right. Yeah, it's working, yeah. It's more center. Let's continue with this. All right, I want to
get him some books. Right, perfect. Let's continue. On right. Now let's connect. On right, we kind of
have this pattern. I can work a bit
more in this part. Taking this line going on
the sickness part, too. Alright. The old and the
bottom part. Okay. All right. Perfect. So let's do some CR, maybe some details. Apply the subdivisions. Right. Maybe a few
more subdivisions. And then with the tree
dynamic, we went to bid up, abate the corners. Some of bid. Bit it up. Right. Perfect. I look right. A bit, not too much. I don't want to make
this part to beat it up. Alright. Then now we can start
with advantages. The advantages will be
really straightforward. It will just be doing some
folds. So straight folds. And that will not be
a bit of a problem. Folds like this to give the illusion of glass
wrapping around. All right. So we have to do it with all
the bandages that we have. And when we finish
with the bandages, we can start quarting on the
word parts and on the hair, but that will be the last thing that we're going to do hair. All right. I just doing some straight
path. Straight fold. It's not too much science here. This is just to give
the user of a clause. I look right. Perfect. Here. I was thinking that maybe we can when we made the low poly, we can bake these bandages
in with the body. So we don't have to make extra geometry for this
because this is not mixing too much of a
motion fact changes. So maybe we can do that, but we will see All right. Perfect. Let's continue. Let me select here and brush the brushing the
smooth directional. I think that will be useful. What smooth directional does is it will smooth in the
direction of your throat. So sometimes that is useful when you want to
smooth in some direction, but you don't want the other
angles to be smoothed. It can be really useful. Well, right. One more forbes here and there. Perfect. Oh, my favor
she's a bit buggy. Alright, let's continue. All right. Perfect. We can do some tweaks in parts
or Avoid sleeping. Let's see if these bandages are flipping through the
body. All right. Let me hide the dress hard. We can put it in the
folder. All right. Let's put all the pieces inside. Perfect. This stuff,
we can delete it. We don't need this anymore. Right. And let's hide the lower part just to see if it's
clipping in some angle. Right. Let's go here to this park now. All right. Perfect. Is clipping. We going to fix that later. Let's put all the fold in the bandages before All right. Maybe something like
that in the part. Perfect. This is a bit boring
process, I know. A, you can skip this
part if you want. No, you can stay
with me doing this. It's really a
monotonous process. Of adding folds here and there. Here, because this
is a tension point, maybe we don't I will not
have fault in this part. I mean, the fault will
not reach this point here because the tension point
would be something like this. You can say I'm not making
the folds going to a part. I think the name is Ankle maybe, yeah. The ankle part. Perfect. In this part, we can add some more folds. Perfect. Let's add some
few more folds here. I let's remove the perspective because sometimes it gives some problems with the
force of the stroke. Right? Just to left to do. All right. And this will be the
last for the leg. Alright. Now we can go and fix the clipping parts here with
the move topological brush. Perfect. Alright, we have to do more folds on the
bandages on the hand. Let's do it real quick. But this is saving. All right. Maybe we can do maybe some
class here, maybe. Like this. It'd be nice to bring some
detail to the advantages. Athing like that. Maybe
another part A and beef. Maybe here or two. Perfect. All right. Let's add some folds here. Right, where is it? Apply the
dynamic sub divion here or apply and let's start going default something like this. I moving with the directional. We have a clean mesh, maybe. All right. Perfect. Here rightight to do t. All right. See. Right. Let's do some fold. And here also. All right. We have made some
falls here and there. I greasing them a bit with
a dam standard, maybe. You give it more sharp look,
at least in this part. I have some clipping. Alright. We can add some creases
with them standard. Default, maybe. Subtle creases. Yes. Alright. And subtle creases here. Maybe that could work, maybe, yeah. Maybe not. I don't think so.
Maybe just a few once. And a bit smoothing. All right. So I have something. Let's apply the supivisions and let's do some
compression folds here. Any work. Let's do the same here.
Compression folds. Perfect. All right. Maybe this part is a bit much. Maybe let's do some
control seething. I will remove this little part. I don't really
liking it that much. Right? Perfect. Right. But let's see
what else is ribbon par. Maybe we can do it better. Have it were the context is
not too clear what's there. I just decide to give
it like some ribbon. Maybe we can see something. This is just
experiment I'm doing. Let me see how this looks
without the ribbon there. Something like this, maybe. The thing that comes at not
to look here what's there. Maybe we can just
leave it like this. Because the ribbon, I think it was looking a bit ridiculous. Just do the wings here. I would not fold. Sorry. My head's a
bit messy right now. So auto groups, all right? And few folds. All right. And folds. Here and there. I Perfect. All right. Well, we have the bandages. We can do some more work. Maybe we can start the
refinement of this part. Yeah. I would like to have
this orange part in a separate subto Don let's
do it. Split hidden. All right. And here also, st hidden. And here, I'm going to
close this part with close in the edge
actions and convex hole. This will create this type
of star we close that part. All right. Let's do some feel object. I don't want this to be filled. Oh, I think I messed
up something. Yeah, I messed up
something in there. Right? Do they close hold again. And here I don't want
these parts on top. Perfect. Now let's do What? Tubes. All right. Let's do all fill object with
this reddish color. Now we're going to do the same
thing with the cloth here. W a bit buggy. I'm a bit scared of this crashing because is tend to crash when
something is buggy. I don't really like
that situation, right? Here is working nicely. And let's see here,
maybe we have Oh, right? I have dumb hidden stuff. What's happening here. Um, let's see, let's
do a close hole. It close it there. I don't want this type
of topology. Mmm. Avery now is fix it. What's happening? Sometimes
Zebra's really bugging. They hate when that happens. This is not hidden
for some reason. But it's deleting the
other the other stuff. I don't want to
fit those deleted. Oh, what? We have double bird disease. What? Maybe here
with well points, a big well distance. We can try to fix that maybe here without
the groups. Oh no. Seeing what we can do in
two groups. All right. Let's just delete
the other double. Maybe now it will
close nicely, right. Working great. Perfect. Let's see if we don't
have double verses here. All right, we don't
have it. Perfect. All right. Let's continue with
this. Here. We can do some creases in level two. All right. Perfect.
Let me apply it. Now we can do maybe some bidding with the dip a bit of
texture to the surface. Fitting with the edge polish, ring a bit of a bit of texture. And a bit of detail
to the surface, not make it too flat. Maybe here in the corner
a bit of bidding. Alright. You are too. Maybe you're not that
sng the beating up? Maybe just a bit subtle. All right. It's a bit subtle. Maybe here we can make some
scratches the corners. We hear seal scratches. And here also on the top, we can make beating up. We separate that it hidden. All right. We have the separated. All right. Perfect. Alright, let's continue
with the other part. We separate the parto. Perfect. Now, let's
do some rises, maybe. Here, please. With two and four here. Maybe that gris too much. I saking this part
we need crises. So let's apply those
the subdivisions. Alright. Let's try to do some
fitting up to the surface. Perfect. Yeah. There's a bit, maybe not much. You at some sort of a hole. Maybe some scratches again. All right. Here, we're going to add some creases in
two and four here. Right, apply. Let's do some bidding up. This is just a real quick
way to add some details to the mesh When the
mesh is a bit flat. Alright. All right. So we have this. We have this bus
refine it. Let's see. We can start now
with the robot legs. There's nothing left to refine. You have the jackets, the spars, the straps, the
bandages. So, yeah. I think will be time to
start refining the robarms. But that will be for the
next video go see you there.
31. 06 Refining The Robot Arm: Alright, guys, so let's
continue with the robot arm. No, the first thing
that I'm going to do is to separate the arm into more should though
I can work nicely. Also, as I told you before, we're going to use
dynamic symmetry from Sibrus 2025 in local symmetry, you will find a little bottom
here that says dynamic. That's only available
in the Cibrus 2024 and fibrous 2025
version, I think. Do you do it. If you have a lower version, you can work from the other from here from the tool that
we made asymmetrical. You can work from
here and then do a merge visible and copy and paste and then place
it where it should be. Let's start. Let me
first let me align the Geismo where in the middle to have the
full symmetry. All right. So I'm going to separate
some stuff like the hands. I don't want the hands
to be to be with the rest of the arm
select this all right. Now we're going to
do a split heading. Here we have the hand and also I want to do something with this
bar so I will separate. Yeah. All right. Separate these. All of these
pieces will be separate p. Is part ocean Alright. So let's separate this
in another should do. In this part it and split right. So here, what are
we going to do? We want to do a symergingpt. But before, as you can see, I think you can make a bit a
bit bigger this part, maybe. Like maybe like this and
work at bigger than here. Maybe that's too much,
I think. Alright. Alright, so let's
do the si mash. But before that, we're
going to do something. Clean this mesh we have goods
we have to do some polynp. But we're going to do the
polygroups in some special way. That will be using polygrup it, this don that comes for
the foul in the rush. But first, we need
make the mesh white and then draw with
a dark poli paint, all the corners that
we want. We keep hard. Like this art here. I want this to be hard. And what it does
inside the area here, this would be another polygroup. I'd be a different
polygroup from this part. This is really handy
to clean meshes. With this to clean the
blockout the dynamic blockout. All right. Let's draw. Let's draw here, too. Bit. I think that parts
can stay like that. Maybe not. Let's see. Maybe another drawing
here, right perfect. So now let's do polygrup it. Here, let's select. And here see plating, poly group from Polypane. Here polygroup. Oh, it's not the stuff I want. All right. It's here a
polygroup from polyp. Alright. This is not
black enough, maybe. I made something wrong. Let's see. What's happening? Make sure that the black
is 100% black and not a grayish color because that could cause some problems
that we don't want. As you can see, we've
got some problems. All right. Maybe now it should work. Group piping. As you can see,
now it's working. Now, what we're going to
do is to do a CR mesh that keep groups activated.
Now this should work. Oh. Not liking this. Maybe we can make this stuff a
bit symmetrical. And then we can rotate it back. Just let me see the number. And if I 25, right, let's do the r mesh. It's symmetry. All right. Let's see. Let's do another one. Maybe with a lower solution. Not doing good. Let me make these two
poly looks the same, and then do something, right. We can move the parts
do another one. Maybe it's go work. All right. Maybe we can do some Chris
by polygroups where easy. Easier, and there's
Chris polygroups we have hard edges and
all the plyr porters. Then I make division in four. All right. Let's do polish by feeders. All right. Let's see if we do
another sr mesh. This is a lot better now. Let's do the same thing.
Polygroup Cris by polygropR. A here. I think this is good enough. So let's rotate it
back to its position. It was, I think 25. Alright. But now we
have to line that again back to the robed arm. Alright. Let me bring them to a place that I can have
the full symmetry. But we should have
symmetry in this piece. Something first.
It may rotate it back here in the center, it should be right. The five. Perfect. I think
here should be good. Or not round here, maybe. Sing nice. I think this would be nice now. Right. Let's bring back
the grayish color that it has with the color. We're going to pick
that. Try again. All right. Around
this reddish p. Perfect. So we have cleaned that dynamesh stuff so I think that for
the robotic leg, I think I will just do it
straight in the symmetrical, the symmetrical
subto symmetrical. I don't we need to do some
CC rems and some stuff, and it will be some trouble
because as you don't see, the dynamic symmetry doesn't support the C remage
with symmetry. That can be a bit of
a pain as All right. So let's start doing some some subdivisions
and adding some pieces, right, or maybe here, we can do something. But if you have
already your topo symmetrical, you
can work with it. That's not a problem. But you can see I have my topo with a center line that I
can align with my gizmo. You have a full symmetrical, it may inflate this bit. Right. So here, V, spring back to two, and this to four. Right, this part to
autumn and four. Perfect. Maybe this part we
can inflate it a bit. Okay. And right, let me
bring back this right. And this part also, we
don't ask Chris here. The hands, we have to do
something with the hands because I think we have to
align it better with the hand. All right. You can see we need to
still align it better. Let's do it real quick. Let's use the
transpose line maybe. Right. Perfect. You can see this finger is a
bit upset offset, all right? L is No. And put it where it
should. All right. This finger is also offset. Right, smask it and
then bring back strach both line and move it it's
aligned with the hand o. All right. And then exit this finger. I think that, that
finger is aligned. But that pinky
finger should not. So let's align it. Right. Let's bring back
the transport line here. Right. And then align it better. Hold the right. Perfect. So we can do the same
thing that we did before. Let me hide the arms back right. Here the creases in two and the dynamic
subdivision in four. I think that we want to make the fingers
separate subt also. I think a, the
fingers here can be separate subt with the joints. It in. All right.
So we have this. So let's start doing
some this healing. All right. Here. It has, like, some sort of a pebble. We can do a pebble here. Let's see if this type
of pebble will work. I think we can do it also
with the scooting metal. It doesn't necessarily
can be done with this. All right. We can do maybe
some crises also. Hold this corner right. I All right. Let's apply before that. Let's be safe with
a quick save pi. All right. Now, we are going
to apply the subdivisions. Alright, let's apply them here. Now, with the edge polish, let's polish something here. Right? Remember to
turn on the tablet, they use tablet bottom. I think that is here, maybe. We forgot where that bottom was. It should be outlet here. Here in preferences in
tablet you can find it. Sometimes it's handy
if you don't want the outlet pressure to work. Sometimes it's not. But because I wanted a full
100% plate with no fall off, I just turn it off. But right now I'm
policing a interface. A little bit to give it some beating find
this shape here. Alright. This has a tent here. We can do it. With the
trend dynamic, maybe. Maybe with some tubes, and smoothing and adding some corners with
the dam standard. It has some other stuff part. As you can see,
it has this part, and then these two.
Strike to add them. I here is big. This has another one. Around here, I think. Do some collagen quite. You can do some rat here, Aby. I'm seeing it. Like this maybe
can work in these parts. Perfect. Here. I think we can leave it
that part for the final. Now, let's work in this part. Let's apply the subdivisions. Now, let's start working. Alright, let's do with the
edge polish and polishing. Here there. Perfect. Right. So now we can do is to add these two stuff here that can be done with
the layer brush. Where is sick? Layer brush. Layer. Here in stroke. We're going to actiive
the what's here? Lazy mouse, back track, line, and snap track, and then we're going to
increase to 100% s intensity. I shouldn't say, we
can make this type of detail really fast and easy. A right? We can also, it's not
adding the pool paint. You can say, Oh, we've
messed something here. Oh. Alright, now it's working. We can add the detail
with some poly paint. Try to make it parallel. All right. And then do beating
up here, maybe. Just the age polish. It's a bit. Open these parts a little
bit more. I smoothing. So scratch around this part. Maybe another scratch here. All right. Back. It can fit a bit this corner
with the trend dynamic. We add a bit more detail there. Perfect. And in these parts,
we can do something. It's not in the concept,
but we can try to do it. Light box, and brush, we can find a trim hole, the trim fodder,
the trim bowl here, we can try to do it. So v has an indication for that to go like that, maybe. I think that could work.
And in this part also. Alright. Perfect. A, let's try to translate this. Let's to see what
it give us not. Right? Perfect. There's a bit more
polishing in the surface. All right. We can try and add the metal
material to this part. All right. We can add it here too. All right. So it seems more finished. Now here, what we can do. We need to add this
type of detail. This can be done releasing. This part can be done the
same way as this this part. And that we'll be making it with some masking
and some extrusion. So let's start it. All right. Let's first
apply the subdivisions. Now what we want to do let me bring this down. Around. Here, maybe
tate is 90 degrees. I have asymmetry in
this part or not. I don't want to
lose them position, so I can rotate it back and have the full
symmetry in this part. Right. Left mask here. A bit cle here, maybe a circle. And this will be a bit thinner. And this budget will go down. But one thing that is puggy
me that is not center, I will just remove symmetry and then try
to being quick here. Remove this. I will try to make
it this straight. I see. Not this. Right. You can do this trick with
the lazy mouse activated. So you press your cussre
press your coser, and then you press
chief for the masking, just prescontle for them. You have the mask
brush activated, press and then shift, and then you have to release the shift button in order for this to apply.
You don't see. Perfect. But now, it's not more
center in this part. I think I will have to redo Oh doing something here,
maybe around here. I think it would be nice. I think I would have
to redo this circle. Right, let's put the circle
more in this part. Perfect. I think this circle
is a bit too big. Let's just erase it
and just try it again. A bit less big. Alright. Maybe more like this. A bit more like Oh. Bit more like this. I
think that could work. So now let's invert the mask. And one thing that we can
do is to save always save a project because es
can crash anytime. Oh, I don't want
to lose progress. So now we can do negative
inflation like this, even not a bit, so we don't have some problems in this part. All right. And we can ink that part with
this orange color. Right. You see, we have
that part already made. Here, we can maybe do
some smoothing to get rid of these messes going
through each other. Right. So smoothing. Perfect. We can do another subdivision. Perfect. Right? Now, we have
to make these pots here. What? We're going to make
it. Let's first stay from worth target. Now let's use the lazy mouse. Press shift to have this
line maybe with a bit less. Let's see that a work. Let's bring this all the way down and let me save
the size of the brush. Let me save it. I'm just
taking a screens of it because I want to do that exact line in the
other in this part. And I want the line to
be the same thickness. So now let's use
the morph brush. What is it morph? And get rid of center
because in that part will be this hole maybe around. Maybe around here. Me in
the mid maybe around here. Alright, now let's
use the same brush, the layer brush. What is it? Layer here. Right. And let's do the hole that we had. It some black or in it. All right. Oh, I think that line
in this bar will not be necessary because we
have all these tubes. Alright, perfect. So now we can do some He polishing and start binding
up a bit the surface. Yeah, I'm doing this biting
up with the trin dynamic. Let's use the He polish. And now let's do some
stuff here on the surface. Alright. Perfect. All right. Let's apply the
subdivations in these ops. Also. Maybe do some bubble here. All right. Perfect. Now let's apply. Division, give me a second. This is a bit long. Mass are complete. O here, I will rank this up a bit. Alright. What? Oh, let's apply the subdivisions. Right. Let me move this. Maybe we can add even some
til with a dime standard, something like this,
maybe it can be nice. Here also. Let's do an outer group, so I can let each All right. Perfect. Let's do the same
thing with the part. Let's do some creases,
with body group, level in two, and it
in four and apply. Let's color pick the material
and apply it here, too. Alright. Well, we are having the robot
arm made really quickly. Nzing. All right. The remaining part is the palm. It is really straightforward. All right. So let's start the pam. Let separate these two,
it hidden or right. And now we have
just these pieces. I want this. I want all the pieces
to be separated really. Is part to be separated. And this knuckle stuff
will be also separated. Perfect. Now here, we can apply
the subdivisions without worrying much
with the other parts. They do some polishing here. Perfect. We can do some stuff
here, maybe not. Just folishing this. In this part, we have some
indentation. Let's do it. Look. B grab is the mask rush with back
face mask activated, and then draw the shape
that it has in this part. Around here, maybe. Yeah, maybe a bit more pointy. I mean maybe like this, a bit bigger, maybe. I think like this can
be nice sell this part. Let me raise this part. Maybe it back just a
bit Sharpen. It sk. Right now, let's do here we
can use the move rush maybe. Just a bit like this. Maybe the bo I hand. Let's smooth this part. Alright. Perfect. Et's see how this end up. Perfet. All right. We can do cress here to make
this part a bit more flat. Right. All right. So now let's make these
two presentation here. You can do it the
same way as before. With the layer brush here. A bit wrap this very
stone and dry dry. A big bitter. And
in the other part. All right. David.
Update. And there. I think that Image
should be nice. Let's see from the far. I think that's nice.
Perfect. All right. Now we can do some place for
the novel to be doing this. All right. Let's do it again. Perfect. And again. And the last one will
be here in the pinky. Perfect. So it's it's the
metal material back. I plied it all the pieces in the hand the fingers
and knuckles. Right. The spot is missing the
metal material right there. So as you can see, we have the hand. We can do a few tweaks before
going to the robot leg. But it's basically done. I forgot to be here. We can add maybe some little. The eb here. So extrusion with polyp. Insert in the middle, right. Now, here in the insert. Let's remove these
two and then add some supporting ginybe
that work or maybe not. I don't think so. C, and
just leave it like that. I think that we can leave the robot harm here
and start doing the robot do she
join the next video?
32. 07 Refining The Robot Leg Part1: Alright, guys, so in this video, we're going to start refining the robot leg. Oh, let's start. The first thing that
I gonna do is to make start refining
the tight part, the tight part I'm
going to separate. Yeah. Let me do some alta roots. And then I'm going to separate. All right, split heading. Perfect. In this calve a part, I will work on that in the symmetrical here because
it needs to be s remeshed, and dynamic symmetry doesn't support the s mesh right now. But this piece is not it's
not fully symmetrical. So here I don't care about
the symmetrical topology. So, let's start making
this. All right. Let's see. I what we can do is we can mask and strike, or we can use the polygrupt. Let's use that right here
with the black color. Let's fill it with white first, and then some black color. I disable the tablet
though it's fully black. It may increase the
lazy mouse, all right. And now I'm going to
draw some lines on the corner to make
my polygroup area. All right. Now here, too. Right? Alright. All right. It. All right. Here. Perfect. Now we can do a
polygrupt here polygrup from polypint Alright May I say? Alright let's see. Is this
work. It doesn't work. Why? This is kind
of boggy sometimes, or it's not working there. All right. Plyrupd from popint. I still don't get
the poly drops. That's where right? I don't know why this
is supposed to work? Yeah. Right in fact now
it's working, right? So we're going to we're going to erase this part
here on top the leak. I think I will keep
this other here. Right, so now we're going to
do some Let's see remesh. Let's say, keep
groups around here, the same maybe here.
That would be nice. Oh, I just realize that we maybe need some more polygroups here for these
corners. All right. Now let's do the Sri meshed. Let's wait, fill this
finish. Alright. So we have this. Let's fill
with this dish cuner and right let me use the symmetrical of. All right. All right. Smoothing. Just a little bit. Let's see how this
looks from the back. Um, I the dress green
cloth or fright. Looking good. Now what we can do is to do some extrusion to make some
thickness with this bad. Extrude lip. And now we are going to
do some creases here. Perfect. Freeze of two, and dynamic
subdivision of four. Nice. Let me remove these wraps. Where are they I All right. Acceptance. All right, perfect. This is creeping
through. Not good. All right. Let's
continue. All right. Let's do some polish by feeders. Perfect. Here, we have some rubble. Me just move this a
little bit to not modify the outside and make this a bit more rounder. It doesn't have the crises. Let's do a res by
polygynic here. All right. Let me do something real quick. I will delete these polygons. Oh, this is spiral. That's not good. You
have in your mesh. Um Iy mesh, sometimes do that. That's not good. Then I will just do this. All right. It. And now I will do a
close convex hole, though I don't have that
interfering pool there. Now I have this
stuff going on here. I really like this.
Making some pinches. Maybe this should
be nice, you know. Perfect. Just polishing
this a little bit. All right. Let's make this a bit
wider avoid the clipping. Perfect. Now, as you can
see in the coset, we have this kind of green
orange yellow piece here. So let's do it. It's
just a really easy one. We want just mask here. Really easy mask. And then we extract it. Strate with zero
sickness, right? Perfect. Where is extraction? That's right. Let's do a serum mesh with
the lowest solution. Let's do another
one. Another one. Let's not giving to
co salt right now. I save, gives us a good result. It's kind of put. Let's remove some polygons here. All right. The slide is. Perfect. Now I will inflate it and then shape it as Cindy comes it. I
will shape it like that. Right. Losing. Now we can do some extrusion. Perfect. A bit bigger maybe. All right. And now let's add this yellowish color and some
tizzes to keep it sharp. We all right, two and four here. All right. Really easy one. Maybe we can do some bebo. Here, we can do
some bubbles here. This is sometimes it's a bit annoying how the
Bble works inside Crush. Let's add Criss manually. All right. Chris we person. Here and here. And the bars to Criss. EarthctPolish by features. And here also we'll add a fool I will delete these
polygons and add them again. Great. Square doesn't have rises. Perfect. Now, it
has some crises. Now let me add again
these body parts. All right. I'm here, too. Perfect. So, we
can bring back the under flat and the accessories,
the cylinder stuff. All right. Let's put the same material as in the arm that
metal material. We left it. All right. Let me copy the arm color. Right? So let's apply the
subdivision so we can start working on
policing the Nicely. I. I'm just using the edge polish to make its parts a
bit more squarish. Make like a corner and
not make it a round. I forgot to turn on
again the tablet. That's why I was getting that
wrong response of my brush. All right. He polish. Here I'm there.
Alright. Smoothing. You see the cosets? If we can make it a bit bigger. Maybe more like this. Perfect. Just a bit of heating
up on the surface. A little bit will
not be that bad. Make a bit more
interesting the surface. A bit of smoothing. Not that strong right. Now, let's start working on
the calf and the knee area. We're going to start making
this part of the robot leg. Well, let's start. I think the
knee is basically on here. We separate the knee. Alright. Big. Perfect. I will start working on the clf here. This would be really
straightforward. I'm just making another folder. For this arc. And what we're going to do is to separate the sides from the
main object and then do some polygroups
with the polygrup then from there start
start refining. Let's mask here. Masking All right. Now, we're going to do a
split and sket point here, split musket point, all right. So we have the side stuff here. Now, let's do a mask
by features bolder. I think this is in the masking the masking
tab here. You see? Yeah. Well, I'm just
self selecting bolder and then do a mask by features. Then I will do some thickness. The dynamesh to work
nine. All right. Now, let's do some
dynamics here. Maybe some smoothing, some
edge polish this part. Maybe some close holes. Perfect. And let's go back here to
the main body of the calf. And now let's do another
mask by features. Right. And now let's increase
this part here and push it in I'll be like that. Now let's do a dynamesh. Let's do the same thing
with the age polish. Do your polishing a bit. This part, maybe some
close holes if needed. Alright. Perfect. We have the two parts separated. So how we are going to clean
that will be really easy. Let me just refine more
the shape to fill the gap. Right? Maybe a bit more of
polishing on top. All right. So. Now, what we're
going to do is to do another polish by fetters,
a polish perfuse. Poly group it. All right. Let's use the brush to draw some black color here. Let me make a bit bigger
solution for the dynamesh. All right. Polygroup here, I want another polygroup
coin around here. All right. All right, let's see, I
think we can work with these two ones. I think so. Let's do poly group from
Polypaint it's not working. Good. Let's recast
this lag stuff. My do another one.
Now it's working. Let's just select
these two ones. Then do a delete hidden. Maybe you have select this. These two and the's hidden. All right. Davin, let's
wait just a little bit. All right. Now, let's do Oge by features, and with the lowest subdivision, some syms by groups, maybe a little bit higher. Perfect. Um Let's do another one to see. Right. It's not very good. Let's see here mainly. This is kind of decent. Let's think we can
work with this. Let's do a polish by feeders. Right. Abe another mesh. It a bit lower. I think this is better. Perfect. Now, what I'm going
to do is to do some extrusion with all poisons. Yeah. Perfect. Now I'm
going to slip the normals, and then with the geese book, I'm going to make
this part lead. Here with local symmetry. We'll make this part flat. Oh. Alright. Perfect. We have that art let's
do some creases. Brees with two and four here. These were polygrops? Right. Yeah, we're going to do
some polygrooks here, too. It'll be kind of the same
process with white here. Dum Dum colors. There. A bit of black here
in the corners. All right. Perfect. All right. Let's do another
pollen root here. All right, baby. Another one here. Perfect. And here we can make
this like this. Alright. Perfect. Right? I think that's all. Let's do some polygrops. All right, where
is polygrupPlypnt. And it's not worked. Is wired or not polygruped. Let's do some dynamic
with a higher resolution. And now let's draw
again the plaque here. Et's do another plt grouping. Now it's working. But
here it doesn't work. Alright. Alright right. Let's do another one here. A. All right. Here some more. And here also All right. Let's do another poly group it. I think now it's working, yeah. Alright. I just going to make
some slice here, separate these two polyprops. Right, and here also. Then merge around well. All right. Now, what I'm going to do is let's
check something here. Not in the center. What I'm going to do is to do a Sri mesh with a
bit high resolution. Y. Let's see how this is working,
maybe another one. And this should give
us some good food. As you can see, this is
it's pretty good, indeed. You can work with this. Now, let's do a pres by polyops. Write another tres. This level two, and
this Oh Perfect. But we have now the net with some good topology. What more detail. All right. I'm just trying to
make the fabric wider for the joint
be able inside. All right, perfect. Now, let's apply subdivisions. Let me just let me not. Let's apply the subdivision nub. All right. Now, let's start
doing some stuff here. I want this to be like
a plane in this part. Maybe a maybe a
bit of smoothing. Bit of age polish. All right. Let me make some orners there. All right. Bit of polishing. All right. I met more edge polish. Perfect. Now, let's do the stuff
here with the orbed cracks. Here that scrunk up
the seam density. All right. And here in the back ocean. Oh, I would have to leave again. I just messed up. I brush size. Right in the back too. Perfect. A bit more of edge polishing. Now, let's do the lines
that are on the side. These lines here as what
we're going to do now. But first, it seems
like it's a bit iron, a bit more narrower. A bit nacer here. This is a bit wider
in that part. Maybe something more like this, this part can Perfect. Let's do some lines here. All right. Perfect. We start doing the
lines on the side. Let me store more target and
prepare the layer brush. Make this part here. Where is the layer brush. All right. And in your lazy mouse a
track line is not too pass. It's on 100. Now it's working
maybe a bit less. Yeah, I think that
should be enough. A bit, maybe a bit stronger.'s
a little bit more. I think that this maybe
just a little bit. Alright. Let's do the lines. It goes around around here. Maybe something like this. A bit wider the line. Alright. Now, let's use the morph target, morph part and be able to use
the snap the layer brush. A bit higher. Maybe a. Perfect. If it's here, we can
add another line. Right. And this part, maybe it can
be also with a plane change. Something pure. Y. Perfect. All right. So we have the main
body, the calve. Let's do side one that will
be really straightforward. Let's apply the subdivisions. And now I think a bit that we can do the
lines right ahead. O cracks. And these lines goes something
like this shape like this. Try to replicate it. Something like like this, maybe or more target. Alright. Maybe not. Maybe
not in that part. Try again. Maybe.
That could work. Alright. Perfect. Let's do that detail here. Little layer brush again
and some black color. It's on the sides. Maybe we can just get rid of these corners
with age coolish. Maybe. All right. It's a bit of edge
polish, a little bit. All right. Perfect. Now we can add that
tail around here. Ithing like this. A bit more Diana. And right? I think this would be
enough for this part. Squash it in all angles to see if there is something that maybe need will be refined. All right. We have that
part. It's pretty made. So we need to start
defining the fed part. But that will be kind
of a long process. So I will leave that
part for the next video. So see you in the next one.
33. 08 Refining The Robot Leg Part2: Alright, guys, so let's
continue with the fit. The first thing that I'm
going to do with the fit is to separate each part
into a different sub doo. You can see this is just
an old piece of mesh. But what we're
going to do now is to separate the piece that conforms this mesh and make each part that
is conform the fit. Alright. So let's start. Let me separate this first. I'm just going to mask it
like this. Going to mask it. All right. A quick mask here. And then I will do
lit sket points here. Perfect. And the fit is here. Let me put it in a folder. All right. Perfect. Now I will do some mask by features with
the borders selected. Then I will move the borders
just a little bit like this for the serial
mesh for the dynamesh, sorry, w to work well. All right. Perfect. Moving. Now, let's continue
with the other parts. Here, this front piece. I'm thinking about
doing this front piece a different different piece of geometry because that's
what seems in the con set. Maybe we can do that. Let's make it another piece of geometry. Alright. I musket points. Now, let's do this part. This will be another piece. Perfect. Just a quick mask. All right. Mask. Now let's
mask this underpar. Let me use the back
face mask and right. I I'm looking for is there any white area
left in this mask right. But let's do a
split mask points. And right now let's continue
with this piece here. Perfect. All right. Separate masket now is just left this part to
separate it right. Another mask point hidden. Now, for this part,
they're going to do is mask by feature
with borders. And now let's drag the borders. No, I left this part, right? Something like this. Just for the for the
dynamics, work a bit better? So it can make the close
holes that the dynamesh does. It better, right. Now, as to the dynamesh Alright. Let me can this part
with some slip brush. Or with the knife
brrush we can do it. Knife brrush here. All right. Let's clean this part a bit more it a little bit more here? Or right? Not working metrically. A mirror and weld. I see if the fit is
doing that same thing. All right. Here we are well. The last one is this. Alright. Now, let's
continue with this part. Let's do some edge polish. To clean this part. Alright. Here do. Let's use age polish to create
some planes head there. Alright. That's close
holds. Alright. Oh. Let's start cleaning
these parts also. Yeah. We're going to do the dynamesh. Dynamesh right? Perfect. And after we do
the cleaning part, what we're going to do is to do the polygrupt to make poly groups and then
do the final re mesh. Wait. I'm doing some much polish here. Hey, we try to make this uneven space and
the thickness parts. Right. Let me do some Let me a
slip brush in this part. All right. Now it's working
nice with perspective. Flip brush. All right. Right? Let's do this dynam here. All right. And tames. And now we have
also that part there. Alright. Concept, we can
make this part of it. No, like that. No. Let's
clean this part with H poise. Alright. Perfect. All right. Let's do
the dynamesh here. Mass by features
with plans pivta. All right. Let's do the dynamesh. Perfect. Let me
clean this part with a clip rush here a bit here, and this part also. A little bit here.
Perfect. Alright. We can make better
this plain change. Alright. Perfect. We can mask this part and
then do an inverse clip. Oh, this geometry here
to that part like this. Perfect. All right. I may clean more this part. All right. Let's do the
Dyna mentioned this part. Perfect. All right. All right, perfect. Let me leave more
this part here. Oh, we have probably
some trouble here. Maybe we can fill this gap with a clay brush and then
do more cleaning again. All right. This better. Maybe a bit of edge
polish would be nice here, too. Edge polish. Perfect. Now we have the stuff separated. This part is empty in the coset. So we can rim that. Perfect. Or right. We'll have each part separated. Well let's continue with this part that part
will be easier to do. We can just do a selection with the labs let rush and
then do a split heading. And that will be it for this part with
hiding and dynamesh, and it's part to some
dynamesh or right. We can do mass pack features,
write another dynamesh. Perfect. Now, let's do the Let's do the poly tropes. Here, perfect. All right. Oh, I don't have them on
each part. All right. So, let's fill this fill this
with white off the tablet. And then let's start drawing the black
color on the corners. All right. These parts, maybe. But
I think in this piece, we don't need those poly groups. I think so. Maybe we can do
just a straight up Siri mesh. That should be good enough. We can do a
projection. All right. Let's do a projection
history here. One sold, project project
history, another one. And another one, maybe, yeah. And then some smoothing. And this is enough us It's just this part going Perfect. Spots. I want to
keep some planes. So I will need to do
they polygroup it. Here, I want the
polygroups here, so maybe more here. Another one here and
feel more in this part. Perfect. And here also. And this should be good enough to give us different
polygroups perfect. Now let's do a polygroup
a safe mash, kid meat. Alright. We can do another one. Perfect. Well. Let me do another one. All right, this is better. Let's do here a Chris polygroup with a Cris line of two and
dynamic subdivision of four, now let's polish by features. Perfect. You can push this Alright. Let me mask this part. Push these parts back. Perfect. All right. Let me see. But we can make this
like in this part right. It's more polished by features. It's now a bit concave. I don't want that. Alright,
let's see what we can do. Right. We can make this a bit charter, this edge a bit more
of what is my fetters. Alright. Perfect. We can turn down the risk level. I think this should be
good enough for now. Alright, we can start
working on this piece now. Let's do some cleaning. Perfect. We can feel this again. I'm cleaning more
with a clip brush. All right. Now he's saving. Give me a sec. Give me a saving for
this Dave. Perfect. Some close holes here. Oh, it's not working nice. This is bad. But that can be fixed with
more dynamesh, as you see. This part also, let
me mask this part and then do an inverse clip here. Perfect. But I want this to
be Tayana. Nice. All right. We can write to make a bit
of a plain change here. I'm pushing this a bit in All right. What I'm doing now, I'm just trying to define
the planes of this piece. All right. I think this
is good enough for now? I'll start doing colors here. I want that holy group here, another one here, another
one in this part. Another one here. So more here in this part. Nice. A little bit here. Another one is this part. I'm just drying the black color on all the corners of the shade. Now, let's do a polyrupd. This should be enough. Nice. These part
is it doesn't want to draw put the
polygroups right. This should be good enough. Let's do a polygroup. This image with key
groups, right? Perfect. Let's do another one. This kips. Oh, I saw some error here. Alright. In this part also, there is a bit of error. Let's do another polygrap. So all these pieces
should be different. Let's do a mirror and weld. And now a SR mesh. Perfect. I think this is good enough. Yeah, this is better. Perfect. Let's do crises with
the Cris polygroup. Let's leave this in
one and this in four. And now let's do
polish by fetters. Maybe this can be in two,
increased level. Right. Let's see how this is working. Perfect. Right. Nice. Let me do some clip here
to make that part flat. All right. Now we're going to repeat
the same process on the other on the other parts. But I want this just
to be one edge here. All right. Let me mask this part. All right. Now
let's do it. Come. I'm sleeping. Make
this part flat. All right. We can take this a bit, bring this up a bit. And let's try to fix this. All right, perfect. Better. Now, let's do the
same process here. Let's draw the black
color on each corner. This is just a
repetitive process. I'm just doing the same
process and all the pieces. Perfect. Another polygrap here. Another one here. Another
one here. Perfect. A little bit here,
and this one here. It should be good enough. I Perfect. Let's do the polygroup. All right. Now let's do a serum mesh we keep
polygroups activated. Alright. Let's do another one. I think this is better.
Give another one. Nowadays one, it
doesn't work in nice. I like this polygon here. Let's see how we can fix that. Please stitch the here. Let's see if we can do another only group if
we stitch these two. Another right now
it's working nicely. Polygroups they seem maybe two, and this seem four,
or this is in one. Let's put this in one, perfect. Let's do a polish
polish by features. Now, let's do a lip
here on the sole. Alright, perfect. Let's do some eping with
this parch. Perfect. And a little bit here on top. Let me mask this part here. All right. What? I don't want to wear
mask. All right. I should work nicely. Let's do another poly group. Or right here. What I did was
another polish bay feeders. Perfect. All right. We can
do this easier now. It will be really
straightforward. Draw the color
around the corner. Perfect. Maybe we can do
some leaning here. Perfect. A bit bigger strokes. So the polygrupd
doesn't make books. All right, let's
do the polygrupid. Right? Another Siri mesh. Another one. Is it working nice? Let's do a crease here. It is in two in four. Maybe it is maybe one or Right. Perfect. This part is not centered. All right. Now, here, what we can do, give me a sec, just to
see if this work nicely. Perfect. Maybe we can erase
these polygons here. Perfect now. Fine. All right. Now with this piece, what
we can do is just do a weak mask on the surface
and then do an extraction. And some sir mesh. All right. Tough mask here. Perfect. All right. Let's
do the extraction. Right with zero thickness. Accept. Now, let's
use the slice brush. Make some different pole groups. I want a different one here. Let's do mir around weld. Alright. And another
one here in this part. Perfect. Well, I'll be stack. Nice. I merro weld again. So, let's flu match with
keep roots activated. Maybe this is too
low of a solution. Mlle not. Alright. Let's
put this back in place. All right, perfect. I forgot to turn on
the the symmetry. Perfect. So stuff here. A All right. Perfect. Nice. Don't forget the back. Tablet. Now, what we can do
is to hide the other one and then do some extrusion
to make some sickness. At some extrusion with the sea modeler of polygons
and make some sickness here. I sleep. And then add some crises with two
and this in four. Perfect. And here
should be a creas also. Nice. Here two. Another cris Perfect. Let me shrink this part here. All right. Perfect. Let me bring back this a bit. And now let's put some
creases in these polygons. All right. This part. Let's do I cleaning. With a toothbrush. All right. Maybe it is a bit
more like this. Alright. Cleaning here? Perfect. Nice. A bit here. Nice. Perfect. All right. So, let's add more color on the on the corners to make more polygroups.
This is saving again. All right. Let's do some colors. In these parts. Alright. But Here a bit. And here also just a bit. All right. Let's
do polygroup it. Now they should give
us more polygroups. Let's do another polygroup it. Now it's working nice. Let's do the syrmsh
the kip roots. Right. Let's see. Another one. Maybe a bit lower. With subdivisions. Bit lower. There's the solution, right? It's a bit lower. I think this should be
good enough. Maybe not. Something is weird here. Something is really weird. This part is not making the
polygroups of that is here. Let's see. I just want right
now, it's working. But this piece again, doesn't make the polyups
the polygups right. Perfect. I want this
part to be more flat. Perfect. Now, it's
working nicely. Not working nicely. Look up here. But
what's happening? All right. Now should work nice. Alright. I don't know why this is
happening in this part. Alright, this should be
good enough for now. We have some clothing pieces. Still hidden. All right. Let's do some crises. Two. And this is four. Let's apply some
manual crises here. And then some H and
polish be feeders. Maybe this is let's
leave that in one. Alright. Let's bring
back the used tablet. Now this will be good enough. For this piece All right. Maybe this part. A bit. W? What if I will make
that is your curf. A bit. Let's see what he's looking. I don't like too much. Well, let's leave
that part flat. Alright. So all the bay feeders. All right. We got
almost all the pieces. Let's do this last one. This will just be some quick
masking and extraction. Just a quick one. All right. So masking with zero
sickness. Zero segments? A right Let's do some polygroups
with the slice brush. All right. Now, let's do a
remesh Wi Whoops. All right. Perfect. The sin and bring
back the corners. Nice. Here's some lip. Now, let's do extrusion. Maybe we can stitch this part
together with two polygons. Now, let's do some
crustion here. Perfect. Let's hide the other one. P. And this should
be good enough. Let's do some creases
and crease polygrps. This in two, this in
four and polish here. I forgot to make some freezes
here and maybe here also. Alright. Now should work nice. Perfect. Oh, I forgot that this was
intended to be more like this. I should be more like
like this maybe. Do some refining of this
shape. My bit more like this. As you can see in the cam set, the shape is more
like I'm doing now. Alfect. All right. Alright. A bit more edge polished. Um, I miss the polish
wake fitters. All right. Another polish by feeders. And now we have all
the pieces made. So in the next video,
it's just applying all the subdivisions and
doing maybe some scratches and a little bit of edge polish, some parts that will
be it for the robot. So next video.
34. 09 Finish Refining The Robot Leg And Sword: On Radke, let's continue
with the robot lake. In this period, what
we're going to do is to finish the refining
of the robot leg, and maybe we can start
refining the four. So let's begin. What
I'm going to do first is start adding the colors
that it has in the coset. So let's color pick here. Let's color pick
the colors, right. Maybe a little brighter,
maybe this one. This one will be for this
part and maybe a dark for the sole right here. This color should be
the same in here, here, and here maybe a bit pink I think this should
be good enough. Perfect. All right. No, this grayish. But these parts are right. I think the same
color is here also. Let's put the color there, and let's put some grayish color maybe this one will
be the same here. Apply also the material. The material is the metal one. Let's apply that
material here also. And right Perfect. Let me seeing other
part is left, apply the material. All right. Here. And here. Perfect. I want this
to be more gray. Maybe a bit more grayish, or, a bit brighter.
All right perfect. This should be a
little bit darker. This pesier maybe a little
bit darker and like this. Perfect. And this should
be a lot brighter. This part here will
be a lot brighter. Maybe these colors apply this brighter color
and on the ps. Now let's apply
this orange color. Let me color pick from
other part of the model. Let's see away from here. Perfect. Let's select this part and then apply the colors right. Let's do some twits here. Maybe some smoothing. I think we did too much of a bit forgetting
up on the surface. Now, the surface
is a bit lovely. I don't like that too much. Oh, let's smooth this a bit. Make it less less
uneven the surface. Alright. Here is something that
I don't really like. I will push this part
more to the backside. Alright. I think this
will be good enough. Alright. Now, let's see if I can
bring back this corner here. Really will redo this part. L. Did higher, and I
will redo that part, maybe polish my features, erase all the sins
that were left. And then the lit higher. All right. Perfect. Now let's redo it. Let's apply the
dynamic subdivisions. Now we're going to make
the lines the or cracks. Let's increase the intensity, maybe just a little bit
and the lazy mouse. And now let's try to
draw the pattern that it had in this part. Is is something like
like this, baby. Perfect. All right. Now, let's add the detail, the capsule detail. Your brush. Let's increase it to
100 her lazy mouse. Let's put it in backtrack
line and snap to. And let's put the
color in black. And now it's this
should be should work. It's not working. Why? It's
not. Now it's working. That's where. What? Maybe the brushes bugged. Let me do a receipt or brush. All right. Is this
doesn't even work. Let's do the same
thing here, straw. But track, line slept. This is working weird now. It is working. This doesn't work on the other
subtle for some reason. Mm. We let me see what's happening. And then I will continue
with the video. Alright, guys, sadly, I wasn't able to figure
out what's happening. So what I will do is just to use Alpha that I got from there. This is just a simple
absol Alpha that you can find anywhere in Google. So let's write to place it. Is this one to work? O. Oh here. All right, perfect. Let's reduce this focal shift. All right. Maybe increase
a bit the intensity. All right. And maybe add some color. And this is a bit
faster than the other than the other way. Maybe a bit bigger. They think a bit
bigger is good enough. All right. I think that's
good enough for now. But first, let me
store it is more tired and then store
another one just in case, all right, maybe a bit more like this or write. So now let's start applying
the dynamic subdivisions. All right. You geometry dynamic
subdivisions. I will do apply here. Apply, apply, apply
more applies. Write. Apply and apply. I think everything
should be applied now. All right. All right. Now I think we can
leave it like that. We do some heating up on the sole because
the sole part is always in contact
with the ground that will make some
bits on the corner. Here, maybe some scratches. A few scratches here. Another one here.
Just few scratches. Maybe even here, we can still adding more
beating in the corner. Here, too. Just a little
bit not too much. All right. Perfect. Oh oh. B. Right. Here living like that and here. Just feel rates also. And some beating
up on the corner. Perfect. All right. Maybe not
that much in this art. They just a bit. All right. I think
this should be enough? In this partir, this is too much that picking up
is too symmetrical. Let's remove that symmetry. Alright. I think that should
be good enough for now? Maybe some age bodies here. Nice. All right. Which plane is he here? Just to refine that shape. I here also. Make this
part a bit more flat. Perfect. All right. So I think this is good to go. Let's do a merge visible. But before, let me hide this
tight bar and this knee bar. Right now, I will
do a merge visible. Here merge merge visible. And here we should
have our feet. Alright. Let's do a copy here. And then we're going to back to our model and place it Taste. All right. Let me add a folder
for the fit to be. All right. We have
our robot leg? Let's move it in place into
alge with the other one. Let me move the
other one and just trying to align with the knee. Baby here. The thing here should be nice. Alright. It should
be good enough. Let's try to refine this. This will just be
really straightforward. This will be just here, copy this color and the color and material,
I will apply it. And then I will apply
also the orange, this yellowish
orange color here. Let's hide these polygons, Let's select this polyttle pair and then do a feel object, and then we're
going to apply the same We're going to apply
the same color here, but I think that should
be a black color. So let's apply a
black. All right. Let's select these polygons. I will make it another
polygroup here space. Polygroup single poly. Because we have
this selected that will apply a new
polygroup the white part. And now I will apply the
black color, all right. Perfect. Now, we can do we can apply
the dynamic subdivisions. In here, we have our model. Perfect. Maybe here we can add another detail because I see this field a
little bit flat. Here, what I'm doing is just
doing some edge polish. Quick one. Alright. Well, I'm trying to
see if I can level up this change I just want to make it cohesive
with the red doct form because we have this plane and then this turns
into a core stuff. And that's a bit weird. All right. Let's see. I don't liking it. Let's do a control He. All right, let's
see what we can do? Maybe we can do some
plans here and here. H. Alright. Let's see how this look
with the rest of the fit. It is not looking good. We'll do another controversy. Well, I think we will
leave it just like this. If it is hoop work. Then or maybe not. Another thing that we
can do maybe is just to turn this corner into a curve to removing the sharp
transition that it has. Alright. Sing this inner
solution for that part. All right. I think this should be
good enough for now. I'm just smoothing the surface. All right. Now here, maybe we can add a bit of a detail
with the cracks, maybe line that goes
around the feet. There is some line here that
goes kind of like this. Maybe maybe we can make
it more angular here and then sharp move something like this to see
if this will work. Mm. Et's see. Because I want something there, 'cause I feel this is too empty. Maybe will work. Yeah. I think this is good enough. Perfect. All right. We have almost
all the pieces fine. What is left is the
sword and the hair. You let's start
making the sword. All right. So let's
start the sword. Let's apply maybe
the same material, the same metal material. Here. All right. We all up yet. Well here fill more films. All right. This is for visualization
here inside of fs. Well later we're going to make a better material
in substance fainter. All right. So let's apply the subdivisions. First, let's apply them here, because this has some patterns that we're going
to make right now. Let's tune off the symmetry, and then we're going
to use the lasso, the leg The lasso is a lasso. And then we're going
to make these shapes with so the first shape is kind of let me
use the lazy mouse. Kind of like. Like this, maybe? Yeah. Maybe, yeah. All right. Maybe
something like this. Let me just crank up the
resolution a bit more. All right. Perfect. I just shaping this. Much better what I want. All right. Let's do
the other shape. And the last one is
just a tiny one. Maybe like this. All right. Let's now use the mask pin
to do a better job here. Let me do something. Ah. Alright. There was a method,
too. I forgot that. So let's do with this the mask pen right to refine the shade. Yeah. I mean, right? A bit less. If you sport. Oh. It's not the same. I should be symmetrical
now? All right. Do you see the
proportion of that? From the far bow. I think this should be a bit thicker and this should
be a bit more parallel with the diagonol a
little bit more thicker. Alright, let me use the lazy
mouse on the mask brush. I bit more pattern,
a little bit more. I think this should
be good enough. Alright. All right. Let's
continue. All right. Trying to make this straight.
Straight as possible. All right. It's
not very straight. Yeah, we can do some up here. Little bit here. Let's clean this part. This part also. Alright. Et's inverse the mask, and now what we're going to do is let's try to do this here. Scale with all press
in the Y axis. We're going to drag the
mouse to make this scale. Alright. But since you can see something is happening, it's happening. Let's see. Maybe we
can live it like this. Spot. I think, yeah, that looks good. Maybe let's hide a
little bit this arc. All right. And maybe do some
smoothing on the corners. The edges here. Perfect. It should be good enough. All right. Trying to make this a bit
sharper in this part. All right. Let me try to make this a bit better maybe
put a planar brush. What is the planar Planar here. Alright. That doesn't work very nice. All right, let me just
use the H polish here. Perfect. So let's apply sub divisons here. Maybe maybe no, not nomo. Let's increase the poly density. Just a little bit. All right. Or let's do this just to
have more even edges, insert multiple edge loops. All right. Now apply here. This doesn't need much refining. Let's do the same thing. Here. Maybe here we
can add creases. Where is the res or right in 24. Maybe we can add a bit more of edges Perfect. Here, too. A little bit more agents.
In this part also. Maybe not here. I forgot to apply the same
metal material in this part. Right. Okay. Apply the
subdivisions here. Here. And now let's do
some folds, maybe. Represent that this
is something that is wrapped around the handle. Something like this. Maybe it can be a good
symmetry that will not be too much as All right. Let's do some variations
in the shape. Perfect. All right. Here, too, as a subdivisions. Here, maybe we can add some ratchet because
it is a sword. We can add some scratches
here and there. It should be colliding
a lot with swords. I will make some scratches. Why not add some few scratches or start pending
to get a weapon? On fright, I will do something here. I will use a plum in that
called cleaning tool utility, just to apply all the
dynamic subdivision on each subtle visible subto. Wow. What happened? This something very strange. Okay. Let me first save. I don't want this to crash. Then first. All right. Now I will
delete this one. I try to do another right
now this is working. So we have all our dynamic
subdivision applied. All right. I mean not too much. This should work. Enough? Here, maybe we can add
a little bit of rise. Here, maybe some bubble, then some extrusion
here, insert. Then delete these two soups we have these little rise there. I All right. Perfect. Let me do
something here. All right. How it
should be nice? Oh. No, it's nice. But what I did here. Right. A weekend add some subdivision. Maybe put some fitting
up the corners. All right. The sword doesn't need too
much of refining path. Of refining paths, sorry. All right. By here. Is has some blind tear. Maybe with the earth
cracks would be nice. Something like this. Let me
do some morph morph target. Alright. Let me use
the morph brush. Where is it? Morph brush. Here. Morph these parts and
clean the line a little bit. I all right. There is one little piece that is I forgot to make that is a little a
little capsule shape here. It will be really
straightforward. Let's to locate this. Now we're going to delete the
higher subdivisions. We're going to select these oligons until it's heaten and do some
extrusion here. All right. And now we can do the Let me see. Alright. We can do here some
sliding with the S modular. Now it's working nice. Let's add some
supporting edge look. And then let's apply this arc lar Here we can each
these polygons. Why not stitching each here. All right. Here, also I want this
polygon to be stitch here. All right. So now we have
big capsule shaped made. Let's do some babel. And then add some
supporting root here. Perfect. Maybe we can build
the supporting soot. Let me just select
this and then do a scale polygroupO polygon
center just to scale down this red polygrup Maybe not
and leave it like it was, and that should be nice. Maybe do some activations. Alright. We cannot the babble by hand. Yeah. All right. Let's do some polishing. Anything that I say
like that. All right. I think there is not too much of finding that we
have to do sores. Maybe here on this
part of the handle, you can do some bidding. A bit of bidding up here. Maybe a few scratches this part. Y. All right. Now, what I'm going
to do is to do a merge pricible and
then up this into the where we have all the pieces
of our model and then do some taste here and
just moving it the side I do the size just a bit. And here we go. Let me just apply the epo
material to all the soil. Alright. And there we go. We have the sword and the leg. The last thing that is left
to be refined is the hair. The hair, we're going to
refine it in the next video. So see you there.
35. 10 Refining The Hair Part1: Alright, guys, in this video, we're going to start
refining the hair. So let's start. Let's hide slow. And now, how we
are going to make the hair will be really
straightforward. I will use the core tubes. And then I will scope over the tubes that
we are going to make. So I will make each strand
as a single separate tube. So let's start. Alright. Let's start with this first. Then you go to pick
the color of the hair. And then it's just placing nicely where this
hair strength is. I'm smoothing to make
it Barder more pointy. My we can also do
some All right. Maybe we can also we can
make some split hidden. Perfect. Just let me
do something here. I will group the hair in
one folder. All right. And grouping this and now here we have our
your strength separated. Like we are refining. I will use It curve to get a bit better fall off while
using the mouth brush. Alright. Perfect. Oh, I will do another Wolk. Yeah. Perfect. I will
do a little one here. Let me put it in place. All right. Around here, maybe it is a bit quinty
With the bench brush, we can make it a bit pointy. All right. Perfect. Let's
make the other one. This yellow one, I think
we can just duplicate this one and then just put it
in place end up like this. Now I'm using the
inflate brush to inflate the tip. All right. Let's do auto group. So I have different poly
drip in each hair strength. I will hide just a
big. Just to see. Always looking a hair
without a loot underneath. Alright. It's a
bit ticking a bit. All right, let's
do the other one. It will be a bit bigger
hair strand here. Maybe not a big. Maybe here would be in Airs. Right. All right. Then once we place all the
tubes or all the hair stands, we are going to start
sculpting on top of it to give it the detail
of stylized hair. This is a method I like to do
this type of stylized hair. This is kind of the one
that I use in my project all the non All right. We still need to make more bs. I think this this
place is immeasurable. I think, yeah, I think here, let's not use the
symmetry for now. All right. All right. All right. We'll put this here. I'm using the dynamics
subdivision to see how this looks
with divisions. Make it a bit smooth. Alright. That little here. Perfect. That's the meal. This size, and then we're going to
start making the other side. Here, we can use
the symmetry. Yeah. Well let's use it. A. Alright. This makes the hair strand that are on the side these ones. Perfect. I think this is a
bit bigger, right? I think this should work. Let's use the aqua cools. Perfect. I have removed
the aquacul again. And now I'm just trying
to place it nicely. Ran too much, it comes
in and the blockout. Well, right? I think we missed one Erstrand. Yeah, this one Longo
symmetry. Is Erstrand here? Perfect. Right, let me split
this because for an accident I made
the tooth with attached with the subto
So what I will do is to merge this hair strand and all the hair
strand together here, merge and merge down. Okay. So we have it. It should be more
like this, maybe. It's a really
straightforward process. There is nothing fancy here. Just adding flower tubes and then scolding
on top of them. Following the flow
of the hair also. In fact we hide the
front part of the hair. And this one's here. We can try to make some spoting without
subdivisions just to make some lanes defined. We have to find them a bit more. Let me find the a bit. Perfect. Let me pinch this more. Alright. Let's make these cards
with dynamics edition. Perfect. All right. And we can make
here this type of line, make it a bit more angular. Now, let's start making the hair strand for the back of the head. It will be a bit
difficult to make. Since the hair, the back is
a bit spiky, as you can see. But All right. Let's start. I think I will start with
the main with a big one. We kind of this. I will place it
around in the middle. Then they split sket points. Then I will place it
around here, maybe. Just to have this point right? Now, what I will do is to start adding the air
strand on top of it. Maybe this one I'm also following the concept, not just the blockout. I'm trying to follow
the concept, Irvine. Right from this view, we have another air strand that goes around here, a big one. And they use the age curve, it kind of like a bit
sharp in this part. But the silhouette is merging
with this air strand. And I don't like that. One day the slid will be mixed. I think that's why I
make it like this. Or maybe we can make it a bit more noticeable
from the side. Not too much because
the arette on the front is not very
good on this part. All right. Perfect. Let me see. Maybe we can also change the
position of this her son. So we can have more freedom with this tier Alright. Let's make the ones on the side. Here, I'm going to
use the asymmetry. Maybe its ones here. There's a fuel here. Perfect. Let me hide the block out there. And then I will just
write to shape it. And write seeing All right, perfect. All right. Let me make this a bit
more like this and then start adding more
hair strand here. Maybe a little one here. Alright. Let me see without the blockout All right the half. I'm saving it. Let's continue. We can make the one. Um. A bit smaller. Oh. Mineral world here.
A bit symmetrical. And and let me merge it with the rest
of the hair sta here. Let me write this
do not lip the ear. All right. Start making these ones. Let me hide the jacket because I don't have too much
space to work with. Al right here, I
will not make it symmetrical because if
I make it symmetrical, will be too noticeable
the symmetry. And I don't want that. Myb we can make a bit one
molar and then one bigger. I or got again to
merge this All right. There's been one here. Hang up, please. Perfet Now, what will make one bit bigger
in the middle, maybe. Let me make it bigger here. Perfet a bit fuller h. Well, right. Let me
make the lower one a bit the base a bit higher of the lower one
around here, maybe. A bit higher. Around here should
be nice enough. Let's keep working on this. Let me make known one here. Form. Maybe it is a bit
smller the other one. Trying to give it a
bit of variation. We can add another one
here. It's too big. All right. Here Perfect. We can make it. One thing one
thing outside. I like this. Yeah. Perfect. Let's keep with this. Let me make a bit
bigger ones here. I think you can
reuse some of them, I will separate these
ones with split hidden, and then I will do a mirror
and weld or I have I have symmetrical and
then I will merge that one again and
then do Autograps. Let me remove the lockout. You see them better and then
do more variation here. Perfect. I Alright, let's try to make some
little ones here. Maybe just a few few ones. A bit little here. I took a bit more
sal web. We a hair. Oh All right. You can refine it later when we got most of the strand placed. We can do one here. Maybe we end of like this. Perfect. We make this a bit. Bigger hair. We'll make another
hair strand here. With a giving trying to
give it a bit more filled. I just reposition tioning
some of the hair strands. Here, we can make another one. I I'm thinking like this, maybe, it'd be good. All right. Let's make a few
more here, maybe. Maybe a big one. So we can close the edge. Here you can do something. I'm just trying to
close this batch here. All right. Let me make
this a bit more centered. From here, maybe. Because this is too
much push to the side. I want this point in
more on the center. Perfect. All right. I think we can make these
things a bit bigger, since because something
like this to hide a bit the ears because the ears are not showing
too much on the concept. Alright, let me hide the
one and then mess them. Perfect. Well, maybe that's too much. I don't like the
silhouette on the front. I won't live the United States. Maybe here, we can we can do something with this out here. I think, yeah. Perfect. Let's do one
more hair strand in this part everyone that
is going from here, from the origin
point of the hair, kind of, something like this. N here, let me add
another edge loop on on this tube to have a bit more resolution and
make some cold All right. All right. I will do more twigs, maybe. Perfect. A bit of ticking
in this bar here. Trying to get interesting salts. I don't really like the silett giving this hair strand hair. I will push it a bit down 'cause I don't want
that silver looking weird. I think something more
like this should be nice. I can push it a bit more. This one here, maybe just a bit. Let's see again. I've
been doing some contl C. I can push it down. Oh. A bit here. I really like this hair strand, but it's in the cosets. See what we can do with this. I think that with a
bit more sharp shape, it's working a bit better. Yeah, maybe we can
leave the video here. In the next video, we're
going to start making more refinements to
the hair shape. Right. S with a jacket. Where is the jacket.
Here jacket. Perfect. So on the next video, we're going to do more tweaks and maybe start
the school t of the video. So, see you in the next one.
36. 11 Refining The Hair Part2: All right guys in this video, what we're going to do is
to keep improving the shape of the hair. Don't let it start. I was experimenting a bit with how we can make
the silhouette better. And then I realized that if we move our hair more to
the middle like this, maybe, this would
be better, maybe. Yeah. And also, we can move
this a bit to the side, a bit, something like this. All right. Let's
make this a bit. Bring this down a bit. Perfect. It should be a bit more angular. Alright. I think
it's kind of better. Also, we need to
do more twigs to the overall shape of the fat part because it's
looking a bit messy. But before, let me
do some twigs here. I just a bit. Alright. Perfect. You know, let's try
to do some twigs and the shape is a bit messing. Not too pleasing
to look. Alright. Maybe we can move this
just at it like this. This one here. Maybe it can go with
a bit of fur up here, maybe a bit more like this
fact Let me hide the jacket. Jacket. All right. And also, let's
add a bit more of small hair strands here just
to fill those empty spaces. I was a little bit of
those here and there. This can be a bit longer. Is a bit shorter. Sack out roots here. All right. Maybe
it's a bit shorter. Perfect. Also we need more hair strands in this part of the hair do. Maybe we can duplicate this one, make it smaller, and
change the shape of it. Well, right, let's
see from this view, what this is looking I'm doing this because it
feels a bit empty here. All right. Maybe
it's a bit water. Perfect. All right. Let's see what else
we can do here. And we can change a bit. The way this is learning. It's like this. Here a bit
more curve this one here. And let's mount to groups. Mike? But now I think or not. I was thinking that we maybe will need another hair
strand to fill this gap, or I think that will
not be necessary. What I see is like in this part, it has maybe a little hair
strand coming out around here. Maybe we can add add it. If this is not too overcharged I think there is no space for a
little hair shut here. Or maybe. We need to stem. Making silt on the
side of its rounder. Maybe can maybe we can not add this
hair shine there. And we can keep it
like it is right now. All right. I think
trying to do more twits. Maybe here we will need to
fill this cap this part. There is a bit of a cap there. On right. This is deforming too much like eight. Maybe this one and just
move it like that. Oh. Alright. We try to refine the
shape more as a whole. We sailing. Or right in this soon. Looking at it
through. All right. Here we can try to make stuff, a bit more pointing
with this big point, a bit more Earthquake. All right. Let's see. All right. The move this a bit back. This part maybe should
be a bit more like this a bit more thick on
the lower part, right? A bit bigger here. Perfect. If this strand here
is a bit too similar, we can change the shape. Something like this
should be nice. This one here. I point is flat that will
cause some trouble later on. Ib we can use the ace curve. E. All right. I think now we are ready
to start the sculpting. But what I'm going to do
before start the sculpting, I will do maybe some s remesh
because as you can see, we have two elongated oligons
that will cause trouble. Why would we try to
school on top of them? So to avoid that, what I'm going to do is to
do let me separate this one, when this is on the front part, let me merge with
the back part here. Is the back part, and
this is the other one. All right. Let's merge down. Perfect. Alright. I think this would be nice now. So here, let's do
some subdivisions. Then we're going to delete
lower and maybe try to do maybe a yu mesh
in 1.3, maybe. Let's see what this give us. Right? It's quite decent. Perfect. In this back
part also serum mesh. The lower, maybe a bigger
solution I all right. I think that should be nice. Let's do nautogroups
and here also togroups. Now we can start scope
them freely with more even polycons With
not too much deformation. Let me make these ones one polygrup because
they are symmetrical. Well, let's start
subdividing now. There's a few
subdivisions, maybe? No, the brush that I'm going
to use for this task would be the I forgot the name, where sit slash Rush here. I think the one is lunch
I think it's this one. Yeah. Let me see. Oh, it's not the
one that I want. Or it's this one. Yeah. It's the brush
that I like to use, most of the time when
when I'm clting the hair. Let's start maybe
doing some strokes. Alright. Right, let me use
the lazy mouse with a bit of big lazy radius. And let's make the size of
the brush a bit smaller. Possible for the smooth brush. I will use the
smooth diectional. Let me see. Smooth directional is this one. Where is it smooth
directional here. Perfect. And this will smooth
in just one direction, the direction of your
stroke, you can see. Perfect. I have
clean stroke here. Maybe let's do another one. I was. I think this should
be nice. All right. I also use the edge
polish and the standard. Just to refine more the shape. What I'm doing here is just
using a bit of freedom. This is not exactly
like the coset, but I think it's looking nice. All right. Start shaping the ones here. Maybe we can make it a bit lower the resolution and start
shaping it more like this. Taking two planes on the side. Let's do it in all the potions. I mean in all the
air front here. Here, I want more than
changes in this part. Alright. Let's say Hot is looking. All right. Let's do the one here. I will do the same thing here. I want a plane change
in this part, too. Right, maybe we can use the damp standards to
refine more the corners. Let's do the same thing here. There some dime standard. So things here and there. All right. Perfect. Let me find more these
parts. Just a bit. Alright. Let's keep
providing this. Just a little bit more. All right, here, too. Perfect. A bit more refining. Yeah. In this part, I would
make as in the other one making planes on
the side like this. All right. Just a little
bit. All right, perfect. Let's Refining a bit more
with the damn standard, but let's wait till
this rush stave. All right. Let's
keep refining with the damn standard,
this lane change. This corner. All right, here,
too, a bit little. Alright. All right, perfect. Now we can maybe start experimenting a little bit of how the hair strength,
maybe will look. Then some strokes
maybe that would work. I'm using the dam standard now. Maybe we can use also
the last last slash. We can just buzz and see what
gives us the best result. Alright. Let me see. Now, let me see
with the standard. Yeah. All right. You can add a little bit here. Is a tiny one, maybe another tiny one here. Maybe not. Absolutely. C. Let me do some control C. Alright, let's repeat that part. I mean. Let's use the slash require. We can mix the two of them. Alright, let's see here. What we can do in this part. I like that was
looking with a latch. I'm just trying to follow
to follow the flow of the hair strength here when
I'm adding this rolls. Here, we can use
the the age polish. Perfect, maybe we can
add a little bit here. W right. I think that's looking nice. I'll let's do the one here, a bit more of age polish here. Make it a bit sharp. Maybe we can leave it like
that or maybe not, let's see. If we had a bit of
a standard here. Just a little bit here. Login. Alright. Yeah, I think that's
looking nice. And here, let's refine
a bit more this part. Let me move the Acucuve
for the move rush. Over here, we can also do
more wigs with the standard. All right. I'm just trying to add again
this thing change here. But with the lower subdivision, the detail is not affected. I think that will
be nigh enough. O. Alright. Let's make this little one here. Let's subdivide it. The lid, add the
lid lower and do a little symesh it is with 0.1 of resolution
in the sy mesh. Yeah, this is nice.
Let's subdivide it. And let's try to make
it more like the coset. A something like this. Yeah. I try to imitate the shape here. Maybe standard here to make two planes and also here
to make that plane, I'll separate these two planes. Alright. Perfect. Let's keep whining. Let's add the color of the hair because
this doesn't have it. Let's do a feel objet. We feel up and feel up. Let me add again the jacket. Jacket here. Perfect. Alright. I think that part can be We can leave it
like that for now. Now, let's focus in the park. Is would be the
longer. All right. So subdivisions. Now
what I'm going to do is to define a bit of planes like
pins with a dam standard. I let me see the
fold of the hair. Let me maybe move
this one a bit up. I think this would be nice. Yeah, maybe. I
think that's nice. Alright. Let me do
more stuff here. A bit more stuff. All right. Each one here. If you try to do a stroke and
the stroke doesn't apply, it's maybe the
mass is invisible, though you have to remove
the the mass by hand, and maybe that should
fix that error. Perfect. Let's do a little warm. Alright. Perfect. Here, two. Trying to follow the flow of
the shape of the hair sand. Perfect. Here, too. It's here. It's a little one also have it. Alright. Perfect. Nice. I think that's what is left is this one and the big
one here in the middle. Let's do some dap just in case. Just in case Zebras
crashed. All right. Now I want to try
to do the big one. I think I will divide
this big one in two planes, something like this. This is looking in the rest of the the heir strands. I'm doing it because I want
this date to be point. All right. Maybe a bit more like this. And now I'm doing some H polish. Make a bit more flat.
These planes here. Let me see with the rest of the hair. All right. Now we can maybe start
doing some stuff. With the slash brush
and with a slash brush. And with the damp standard, let's see. As looking. Perfect. Anyway one more subdivision ne. You are toes see how we can
put it. Maybe not there. Maybe here. No. Mm. I don't. Maybe this part should work. Maybe here, we can add
some damn standard. Yeah. Perfect. Here, let's use this slash
brush. It's too big. Alright. Make do some he polishing here. Perfect. Reto. Is lash brush. Maybe just a bit
shorter than usual. Like this shops. All right. Maybe
in this part also, we can add others lash. Perfect. All right. Let's try to
add more lashes here. Until I face. All right. Ittle bit of age polishing. Perfect. I think we can leave some once without the slash. Rush? I think yeah. Also, I'm repositioning
some stuff. Maybe here we can add a
bit of dump standard here. Perfect. Without
fresh punishing. Lot more planes
there? All right. Yeah, maybe we can make
this a bit longer. All right. Let's see what else we can add maybe a bit
more of lash here. Hey. A bit. This is a monotonous process. So it's a bit boring. I know. All right. I just trying to add that detail. If you don't want
to add that detail, you can just you can just do sometimes standard
here to define some planes, and then do the edge polishing. I really like the detail of
that gift is lash brush. It kind of give more
complexity to the hair. Is the method that I used
in my project called the nun I used the process
for making the hair. Alright. But then here, we
can add a bit of slash h. All right. And also, we can make this a
bit more pointy like this. We give more silhouette on the side, more
interesting silhouette. Perfect. I think this is nice. Et me do the last one here. All right. Let me see hair with the jacket. Maybe with a sword on the side. Alright. I think the hair is
looking good enough. If there are any changes, I will make another video
of doing more the shape. But now I want to add a bit of a basic skin color just to
see more finalized product. And also I will give
a bit of thickness to the eyebrows here a
bit of thickness. And you can add just
a little creas here. Ss. All right. Maybe in one and
this in three maybe. A bit of alfi features. Alright. I think that's looking nice. Now, what I'm going to do
is to add a bit of color. I will color pick the
skin tone that she has in the com set and try
to fill it with it. Maybe just steak a bit of color. All right. A bit more brighter. A bit with a bit more
of red on it or not. Um Bt hard. Wine the perfect or I think we just a
little bit darker. I mean a little bit
darker. I like this? I mean, not looking
too too dark. I think this one should be nice. A Or may use this material skin shade
to see better the colors. Right? I think this skin
color can work for us now. Now, let's use a bit of red. There is a really
interesting reference that I will use now. Let me see. Where is it? The reference that I want
to show you All right, I will use this reference for making the color of the face. As you can see this is how that the colors are distributed
around the face. You can see that the red is more on the cheeks
and the meaty part, as you can see, is more
on the meaty parts. Also, the yellowish is in the placed and are more
close to the bone. And this bluish tone is like where the bear will
be, something like that. I like to use this yellow stone also on the shin because there is the
shin is close to the bone. And also, in real life, the colors are a bit mix. It's not like a solid red and then a solid yellow
and then a solid blue. It's more like a mix
of all in some places, there is a color that is more predominant
than the other one. I will color pick this color
and make it a bit reddish. And here I will
select the spray, and then I will remove
this slide here. I will make it zero.
And then we're going to start making maybe reduce
the algae intensity. Maybe add a bit of red on the
cheek area on the ear also. All right. Here, maybe. This is just a basic
extreme for the face. In the substance painter, we're going to make a bit better better texture
for the hair, for the face, sorry,
and for the hair also. Let's add a bit of
red on every part. But the red should be a bit
predominant on the cheek, a little bit on the nose maybe. All right. A at O. Um let me add this order to the white spots here. All right. Let's continue adding the
red on the middy part. Maybe here in the breast, a little bit on the shoulder, a little bit more, the bicep. In the latissimus doors I here a little bit everywhere
in the goats. Here, just spraying this
reddish stone all the model a little the miki parts being a little bit predominant. I focus focusing too much on the body because it will
be covered by the flaps. I want more focus on the face. Now, we can this a little bit. Now we can use the the
Let me do something. I think the places skin
color is a bit reddish. Here, you can find a tab
that's called poly paint. And here you can
adjust the colors. What is it? Adjust colors. Maybe moving a bit. That reddish tone. I think it's better maybe, Yeah. I remove it just a bit more. A bit of red here. Now, I will make
my color yellow. The star spraying this yellowish on the bony landmarks,
the bony parts, like here in the forehead, a little bit, in the shin, a little bit more
on the clavicle. Maybe not that strong. All right here on the elbow on this art
there on the knee, maybe. I think I forgot to make
the nails of the feet. You have to make it it's the same process
as h in the hand. All right. Add a little bit of glue, maybe. Is a little bit.
Be it's looking. It's a little bit of blue. I don't want this
these red stuff here in the shake to be
more too much dominant. The set. Where is
the mset Alright. Let me see with this material. Let me make it a bit brighter. Here in modifiers. We can make it a bit brighter. You see better in the corners. Let me go wipe to stein shade. Let's make the leap color. I mean, is something like
this the color and comes it it's too too yellow. I don't think that old
war pruned here. I right. Let me remove that rush in
the spray and go back to dot. I do add this lip
stch of cutter. Maybe not. Let's make it a bit on
the red side wrong here. This is looking way better. One thing that you
should have in mind when you're making lips, painting the lips is
in the middle part here is a bit more
darker the color, a bit more dark like this because there is a
bit of shadow and stuff makes the lip a bit
more dark in this part. All right. We can
diffuse this a bit. Alright. A a little bit
of red on here and there. On the eyes. Let's add a
little bit of file liner. And also will make the eyelashes
a bit darker, like this. Then I will add a little
bit of fine liner here. It increase the lazy mouse. Maybe we can add a little
bit of file liner here. All right. And maybe not. Maybe it's up the eyeliner
that we need now. It's a little bit of maybe it's a little bit of eye shadow. Let me remove the hair for
now. I will hide the hair. Lay that little f shadow here. I think this should be nice. Alright, perfect. Et's make the laci mole
part a little bit reddish. A bit more pink and reddish. If something like this
should be nice. Perfect. We'll make all these
bars at the same color. Alright. Let's bring
back the hair. We can try to make also
the color of the eye. That will be really
straightforward. Subdivisions. Here in masking. That's where is the masking. Let's make this white. Make this white. Go. Now here, I'm going
to mask again. All right. Now, I
will invert the mask and add this orange
the darker one. I will cool picket
tackle one here. Let me save as in
case the crashes. Alright. Maybe I little bit less
a bit more circular. Alright. Let's filled
with this darker color. At a bit darker right? No, I will color pick a
bit brighter color here. I still bright for male? Makes this color a
bit brighter here. A bit more tar, maybe. All right. Now we'll
spread the color like this with a lighter one. Not in light. Right here, maybe it is working better. I will make end of
this light here. Make a bit of
dilution of this of anidea Maybe we can make
this a bit brighter. All right. I will not be the
final eye also. This is just a playholer that
I want to have kind of to visualize the final product
that we get at the end. And now here will make this
color a little bit dark. And then I will change
this to drag make the pubio around here, maybe. Maybe we can adjust the colors. Make it a little a little
bit more saturated, maybe. Maybe not a little
bit more saturate. Or light sin be
better, maybe not. But see Just a bit more of contrast
here, maybe. All right. Let me do something before making the p.
I will make it again. A bit more centered. Not good. Looking a bit scary,
a bit uncanning. Um a bit more uncanny. I will place with this rack
dot without the lazy mouse. See around here, maybe. Let me see where WPP was around here, maybe. I do mixing. Yeah, something like
that. Now let's add. Let's just color here, maybe a little bit
more intensity and RGB conference. Alright. Let's add a little bit
of tar of black color. It's not a perfect circle. That's why I was getting some weird distortion
and weird stuff. Other ones we make
the final eyes that will be a perfect circle. And we go back these two dots. And now let's draw
a little bit of this bit occlusion of the eye. I All right. So I think there is, you know, more twigs, maybe. I think we can start working
on this hypology part. But before that,
we will need to do something to prepare
the mesh to be imported in a treaty software
because right now it's 9,090 million polygons. It's quite heavy. So well 90 mill polygon, sorry. So let's see final look. The fab. Mm. Maybe I think the eyes are a
bit too much randll. Let me see something here. The ice, let me make them
a bit less saturated. Maybe Little less saturation. I think that's working better. All right. Let's see
it with the sword. A little bit of tricking
on the eye position. All right. So I think that we
are ready to go now. If there any change, I will make another video just working off
on those changes. I'll see you in the next video.
37. 01 Preparing For Retopology: Alright, guys, in this video, we're going to prepare the model for exposing to
our three package. In my case, I will use the lender is a free program that you can download
for free Internet. So what we need to do
first before exporting, as you can see, is around
19 million polygons. So we have to decimate
the model first. But before that, I will export a version of this model with no with the lowest division of all the pieces because
we can save some time. Releasing some of the pieces
that we have made by hand, like maybe some of these
pieces around here. These hard surface stuff,
we can reuse them. Why topology, reuse this, maybe this can be reused. Is clean topology. We can use that. Maybe here, here and there, we will have to do some
phytopology there. Here in the Sword, we can reuse almost everything
on the sword. So I'm going to do is
to export everything. Maybe I will export the model without the
sword and then I will export the sword separately. So let's start, right. Here, I will go here and see plating effects export
and visible here. Now I will export the the model with the
lowest subdivision. Alright, create
another five here. I will call Fd gear Lowest sub division. And I will export that. All right is exporting it. Alright, we have
our model exported. So I will go to the
fe tool set right, and I will do the same sync
with O here in this bottom. And I will export this in
its lowest subdivision. Let me just see. I would like to put this
on ten because that would be this will set the
scale of the model in real life scale
in centimeters. So let's export this to Right. Well, let's wait for
this to export or right. Now we can start making
the estimations. Right? Oh, hi. All right. So let's start. What are we going to do
with the estimations? I will open this plugin tab. I will pin it here. And here on the simation master, I will click and use and keep poly paint because I want
the colors that I have made to be saved to be used
as maybe an ID map later. And I will just thing. Now what we need to do is to pre process all
the models that we have. This will take some
time so the best. Basically, what
I'm going to do is to go through all the models and click here in
preprocess current because the preprocess
O is very buggy. If you have a model that has the same name here,
it will not work. So I prefer to use the
preprocess current. So let's do it. I will do a few ones, and then I will pause the recording to do the rest because
it's the same process. So let's start here in the body with this
use keep polypin. Let's do some pre process
current. All right. This is analyzing the mesh, and you will see
this bar filling up As a thing that I think I forgot is
to go here, do something. I mean, wait for this to end. Before that, before doing the IP process for
the detimation, I would like to go here
and Trim tool utility. I think that's an ad that
is also free or Sirus. You can search for it in. And I will do a
dynamic subdivision to subdivisions. I
will click here. That will make all the dynamic
subdivision that we have. I will convert it to subdivisions
to normal subdivisions. You can see our model is
bring up on polygons. All right. So we have a really
heavy Mil maybe. So now we can keep
going with the process. Alright, I have preprocess this. We'll preprocess this one. All right, here. The process. Perfect. Right. This is height. That's just the blockout. Here, that's the robot leg. Yeah, preprocess. Maybe
will take a while. All right. Let's wait
for this to finish. All right, it's
almost finishing. I may do all the
pieces in this folder, and then I will pause the
transmission, the recording, and I will do the rest of the
objects. Let's keep going. And now this the
last one s squaren. All right. Perfect. Now, I will pause the recording, and I will get
back to you when I finish duple process
O the model. Alright, guys, so I have
pre process all the model. So now what we're
going to do is going through all the subtolsth
all the measures. And now this time doing
decimate current. Here in the percentage
of the estimation, you can change the percentage that the estimation will go. Like here, we go to around 20% of the of the polyicon
that the mo has. So this is 2 million polygons. This will go to the
20% of 2 million. So let's start
doing the process. I will do a few ones, and then I will pause again because it's really
monotonous process. Yeah. All right. Decimated. All right. All right. Let me something. What I will do, I will
delete the parts that are hidden because I think that because of that,
this didn't work. We delete them. Maybe we can just have maybe
little stuff here. Just to have a bit
more of a clean cut. Just to have a bit
of a clean cut here. All right. You can sing. Alright. Let's do
a delete hearing. A night I deleted, I will do another
preprocessed current Because we have
changed the topology. All right. This is
almost finishing. Al right now, let's do
the decimate current. Now, it work. As you can see, from 2 million it go down to 400 as the but seeing you guys the
apology a bit messed up, but that will not be a problem. This will just be the source of the detail that
we're going to make. So let's keep doing the same thing to
the all other parts. W right. Isimat current. Here. That's items
the Blackfoot mesh. S, no. Oh, I press wrong butt Alright
has finished to process. I present that for action. I was meant to press
the current one. All right. I'll decimated.
Let's keep going. Desimate current. Decimate current. All right. Decimate decimate. This is really, really faster
than the previous step, the process is really faster. Let's stick decimating. And in this way, we made the model lighter though our program doesn't crash
when we import it there. Like, maybe the splendor
doesn't support much polygons. That's why I decimating this. It's already decimated,
I think, yeah. If I see something, Your Honor. Alright. Let's keep doing this. Oh, what happened? Oh, we have the same name here. That's a problem.
I don't know why Crush made soup tools
with the same name. We'll have to
process this again. All right. Now let's
do a decimation. Perfect. Let's see if
this is going well, its not we do another I rename this we process and
then decimate current. Perfect. So. A right? What? I did. Ah. Let me look in mash. Alright, I will do
another process here. Decimation perfect. Here, let me see if this working or M is working nicely there. All right, let me see
where it is advantages. I'll have to make
another process. Alright, now I
decimation current. Right here more decimations. Let's see what part
this made. All right. Let's keep doing the same thing. Oh, now you put it
again. All right. What is the All right.
Desi made current. Oh, here preprocess. All right. Here, too. It's thick. All right.
I work nightly. This has another this name. All right. Another process decimation. I made another folder. I got to rename All right. You processes made current. Here will be the same stuff. All right. Where I was was here. Yeah. All right. So, I will do the same stuff
in all the measures again. I will and I will get
back to you later. Alright, I have decimated
all the pieces here. So now we are going to do the same thing with
the sword here. Maybe maybe we can leave
it like that also. S I will do something here. I will do the toal utility, clean all the dynamic
subdivisions. All right. Oh, here, I'm not. All right. It was around her Here. I will do some high. And now I will do the dynam
the painful utility here. Ryan will go all through
all this stuff. Alright. I think that we can leave the sort like it
is. It's not too heavy. Alright. So now, what we're
going to do is to export this high poly mesh to our treaty package
here in so sport. Let me do something
real quick here. W. Lo deep. Yeah, no, I don't
want to play this. I will move all of those there. Alright. Save this here. If
this a bit too heavy, 13 million solvents, this
will take a while to save. I will pass here, and I will back when this finish
to save the file. Alright, the model
is already exported. Now I will exports sort here. Sort here this sugar now. Right here visible export, right. Here word. Perfect. I will pause again right now I have exported the
sort and the model. Now I will import it in the treaty package
here in Blender, 4.2 0.1. I will go here, import FBX. We'll go through here. Where it. Give me
a sec. Alright. This will take a while
because it's a bit heavy, so this will take the minutes
I will pause. All right. Though now we have our model in our treaty package ready
to be re apologize. I also have imported disorb so let's prepare the scene
to re topologize. But what I'm going to do is
make a new collection here. While call this high, and then I will put the
high poly stuff inside, and then I will change
the color to red. Is it for more organized. Now, I will make another
collection here. I will name it low. And now I will put the ring
color to the collection. Now I will make another
collection inside that one. And now in this one, I will name it to re reusable. Yeah, reusable. Usable stuff, maybe. All right. And here I will import
the measures that we have the lowest subdivision
that we have exported before. Like this one, it will
be imported real quick. Let me make another collection here for the for this mesh
to be more organized, right. I will make another one. I will call it so
four X here is forth. All right. Let me put
it here. Perfect. No, as you can see, we have the low subdivision
of all the models here, and there are a lot of
things that we can use. Maybe we can even
reuse some topology of this jacket. Or maybe not. Maybe we can do the interior
topologize of the jacket. If you want to say fine, you can use you can reuse some topology of
the yu mesh jacket. It just needs few cleaning. But I think that I will
do it from scratch. Here, too, I think it's
a nice topology, really. Maybe if you clean up
and it's ready to go. Here also, maybe it's
really dense dense mesh. We need to do manual work. We need to do the
topology from scratch. The thing that we can reuse really are the strap
as you can see, is a really nice topology here. These ones, we will need
to make them from scratch, maybe it will not be too hard to make these pieces
from scratch, really. These cylinder can be
reused as they are now. They are because we make
them by hand inside sebush. That's the benefit to
make the poly moodeling. We can reuse the same mesh
as we made at the low poly. Yeah, we need to make from
scratch all the robots. Yeah. I will make this
from scratch also. Yeah, I think maybe we can reuse some of these bandages
or maybe enough. I think that I will
reuse all of those. This part will need more maybe, this we need some pyspology
the hand part, the arm. We can reuse this model here. The joints can be
re used also here, you can see it is
really nice topology. The joint here, Awesome. These tubes can be
reused. Awesome. Yeah. Just maybe some removing
of some edges here. But I think this can be maybe um I think I will make from scratch the
topology of the piece here, of the entire arm here. Let me see. This piece, maybe I think that
we need somepology really. And these pieces here, maybe just some cleaning up to reduce the polycunt
of these pieces, and also the joints
can be reused. All right. Yeah, there are a lot of
things that can be reused. In the body, we need to make the topology of
the body from scratch. I will show you how to make a topology of
the body next video. So see you in the next one.
38. 02 Face Retopology Part1: Alright, guys, in this video, what we're going to do is to
start the phase topology. As you can see, I have done some rough drawing of where
the essential loops are. The son loops are the edge
loop that will serve to support the face deformation on the plan shapes or
in the face rib. So let's start. As you can see, we have loop that goes down
around the nasal label fold, another edge loop that
goes around the mouth, another one around the eyes, a bit there on the eye also. This goes around the two eyes, like a mask,
something like that. This go around the entire face
and the go around the ear. This really easy. So what we're going
to do is to go here. I will make another collection. I will call this and we topple. And now I will make
a plane plane here. Sec. We're going to make a plane. We're going to make it smaller. All right. Let's
bring it forward. I'm rotating it. Now, what I'm going to do is to put
a mirror modifier on it. Here, we're going to
mirror. All right. As you can see, we
have the mirror playing the other side. Now, I'm going to
press clipping. Here on top in this top bar, I will press this magnet icon, and here I will select
face and face project. This will enable the face to stick on the
surface that we have. Now here, I will
click in this icon, this square icon, and f display, I will press in front. Though our mesh is
always in front. So now, what I will be using is an addon that is called speed fretboOlessing that I will do. You can do it in
blender vanilla, but this is a good add on
that saved me a bit of time of going through this icon and then pressing
here and that stuff. I have all my options here so I can quickly
access to them. Let's start and we'll
make this shred. Edge first is always a good thing to start
with big polygons. And then we will add
more density if needed. So let's take some polygon here and pressing E to
extrude the polygons. I think, right. Perfect. I will make polygons that are
around these parts. Alright. All right. This would be a really
monotonous process. I will show you how I made the face and I will
explain you how I make essential edge loops
that are on the on the body. And then I will do
some tie lasses because this is a really
monotonous process, and I don't want
to bore you with my with my weird narrations. Sogeni All right,
we have our nose. Yeah. We have our superb. Now, I will make the e one. Something that you need
to have in mind when doing the topology
of the eye and of the mouth is to have
the same number of polygons on the top eyelid
and in the lower eyelid. So when the eye is closed, everything match perfectly, and there is no gap. All right. I'm not paying too much
attention for this to be connected right now. I will fix that later. All right. All right. Let's see. We have one, two, three, four, five, six, seven, eight. All right. We have
eight ones here. One, 23, four, five, six, seven, eight, and this should
be a stitch here. All right. Let me see. One, two, three, four, five, six, then, eight, one, two, three, four, five, six, then eight. Perfect. It's perfect. They move a little bit. These pllons match
the corner of the. All right. Perfect. Now I will make a big one
here, another circle troop. What we can do is just
to elect the border and just extrude them like this. All right. Perfect. So we're having the other
up here. Perfect. So let's start making
the nasal label fold here support that part. I will extrude this one. And then maybe maybe not. I don't want these to
be each now. All right. I will separate them. And then I will start making the topology of the
nasal label fold here. As I said, I'm not paying too much attention
if the edge loops, the poly count of the edge match because I will fix that later. I should want to at the edge loop or we Perfect. All right. So we have
now our edge loop here. So I will make the edge loop
or the mouth around here. Ling Alright All right. We have around one, two, three, four. All right. One, two, three, and
four here. All right. But we have the so that
are around the mouth. So let's start making
the one that goes around the face from the shin here, oh. All right. The shin here, I will make a big boy bums here
just to save time. We can add more
density there anytime. All right. Perfect. All right. Now I will make the
poly the poly loop that are around the ear, around here. I would like to have
a polygon here in this pot to support better the shape of the other
part of the ear, maybe around here, maybe. Perfect. All right. You can see the drawing
that I did this really rough. Not very precise. I will do something here. I want this like this. Um it's months. Alright, let's continue. Perfect. All right. Around. Let see W
this rounding spot. Perfect. All right. Now what is left is just
to fill these phases. I will remove the
annotation that I did. So now we can start fishing
these and filling the gaps. I think that we can
pitch this around here. All right. Now, for the topology of
the nose in this part will be something like this up. I will make up a su that goes
around the around the nose. Now I want another extra here. Perfect. All right. Ah. I'm getting some error, we think. Ping. All right. Something that I
forgot to mention you, if you do not have
this addon activated, this atom comes with a blender. It's called to
activate it because that atom will allow
you to just press F by selecting a pertex
and you will make a face that's really
helpful, as you can see. All right. I want it to be
more easy in part all right. At last at last, and then fill this
gap, all right. Now I want a bit of a edge loop here that goes around
the nose, the nose sell. Alright. I think that's a bit too dense. All right. Yeah, they are a bit dense. We'll stitch these once, yeah. Arm right. We'll remove the, maybe. Perfect. Now, I will add another
edge loop here. The purpos what I think
when I do de rtpogy is to try to get most of the silhouette of
the mesh as possible. As you can see, I
had a bit of the silting going out of the
mesh that we are making. And I just added a syrup here to try to catch
better that salt. All right. Let's try to feel this. Maybe we can do
something like this, but I don't really like it. Because we have some problems. Alright.
39. 03 Face Retopology Part2: Or what, guys, let's continue. So in this spot, I will add another
edge loop here. Maybe I will add a
few more stuff here, fill that gap, and maybe we
need another edge loop there. We have this closed. Now, in order to connect
these ones here, I think that I will just
add few more stuff here. As you can see, I added two. So I will add more around here. Yeah. Perfect. Now I will
breach this stuff here. Now we can start
adding edge loops. Reach these two polyops A right. Let me feel this gap here. Perfect. We have a lot of geometry going through the nose. And that's really much, maybe. Let's see what we can
do about that later. All right. Let me bring this perfect. Let's see. Let's start bridging
these oligons here. Maybe another one here. You can add more Eggops here. Perfect. All right. Let me add another up here. To reach these two here. All right. So I will need to this part
being something like this. And yeah, I think we have
too much polygons going up, let me do something here. Maybe we can solve this one. It's a bit too necessary. Let's see what else
we can delete. I think that's enough, maybe. I will do something here. I will extrude this in
word, like nameset. And now I will click this in statistics to see how many
polygons I'm selecting. As you can see, I have 18
verse is not an equal number. Maybe we can add
another one here. Now I have inverted selecting. So we can do something here. We can go here and then do a great fill to close that gap. I think this is enough. Alright. Perfect. Alright. Let me fix this real quick. I think that's enough for now. All right. Let's continue here. So in this part, let me make slides a bit. All right. All right. And here we
need to do something about that to create
another oligon here. All right. This, I will extrude it. And this one, I will start
to make this shape to reduce the polycunt
from here also. And I think that's enough.
Yeah, that's enough. I will slide it down and then
add another edge loop here. We'll be able to
close that. Perfect. All right. Let me move this to make a bit more
squarish the polygons. All right. Okay. Something that I would like
to have is this part here. Maybe we can add two
polygon here so I can I can have this
shape of the topology. Perfect. Alright. Let's slide this a bit. So now, I will start
reaching this piece here. Perfect. We need
another edge loop going there. Maybe
we can do this. And now we have an end on there. Let me think about
what we can do here. I mean, we can delete this. I'm gonna bridge the perfectly. All right. Let me kind of relax
the polygon here. All right. Salting think that we have
much polygons on the else. Maybe. All right. Let's keep working on this. I'm just filling the gaps
between the seige loops. And to follow also kind
of these edge loops. And then, like in this
part here will be just a feeling just put
polygons there to fill the gap. All right. We can do this here maybe. We'll do something here. We'll add another one. So we have places where we
can connect these polygon. Perfect. All right. I will close this part. Let's add another issue
here and another one. Maybe hang out. Yeah. Something that is really helpful is the smooth
brush in the scoot mow. Yeah. This is just a
normal scoot brush in the smooth brush in the
scoot mow that you can find here or going
in this icon here. You can select scoot
mow and then select the smooth brush just to smooth the vertex
and relax them. And what I did to have
the wireframe display on my school mode is just going here and then click
on wireframe. You can see this will
activate the wireframe. All right. But after
moves the birds, you will have to stick
them again to the surface because they will be not
stitched the surface, so you will have to do it again manually Well, let's continue. I think we can have
another polygon here. Perfect. All right. Here, what we can do. Let's see. Let's see
what we can do here. All right. Mm. How many parts is this has? I don't really like this maybe we can add
another edge loop and try to I see. Let's see. And the nice most. I don't really like
it on my this part. Et's see what we can do. Doing the topology is kind
of like doing some puzzle. Yeah. It's a bit tricky
sometimes because they need to cigure out the best way
possible of doing that part. Most the just fill up quick. All right. Now I will stitch
this again to the surface. Yeah. Perfect. All right. I think we can add polygons here,
and that's it. Yeah, it's looking a lot better. Alright. So we have supporting age loops. All right. So's continuing with this. I will merge the two. Maybe add another.
Let's look here. Another one here. You can see I'm just doing
some genetic filling here, adding polygons,
because in this part, it's just that there's no
there is nothing fancy there. Let's just fill this
out with hooligans. All right. We'll add
another polygon here. Perfect. Another one. All right. Now, this has kind of something before adding
the subs. All right. Around this number. I'm gonna at that. And now I have a problem. I will dissolve that
one and stay with this. Maybe we can dissolve a few of these to have a bit of
better polycon there. I don't want to
go too crazy with the polycon here we
have a lot of it. Mm. Let me see what we
can do in this part. Maybe we can redirect this polygon here. All right. Let's see. And add another one here. What I did. I added
two poly ice creams. I want to add more
polygons in this pot. Alright. I think this
is better than before. Yeah. Let me smoothe this real quick. Perfect. Then I will stitch this
again to the surface. Now here, I will start connecting these ligans right. Perfect. I just sliding this. We have more space to add
more egg loops around here. All right. We need
to smooth this also. Maybe we can add
another Egg loop here. All right, another one here. We can close this. Not like much that art
we can do a merge. There Perfect. I will do some smoothing. We need a lot of
smoothing in this part. Something that you
can do also is to add a string crap modifier, shrinrap modifier and selecting the eye poly body and put
this above the surface. So you can this will stitch again the polygons to the
surface. I will apply it. All right. Maybe we can do something here. I will do some relaxing vertex. Here, if you click the
right click and select the smooth vertices and
rank up these to 500, will be smoothed in
this really nice way. Perfect. Let me do maybe we can
do the same thing here, selecting these hooligans, and then do the smooth
vertices again. And there we go. I here also. Perfect. All right. I can HD in the center. All right. Let me see if I can
remove this polygon here. We had a lot of polygons
going on the nose. And I don't want to have
that many polygons there. Okay. Maybe we can put this again like this. All right. I think this should work for now. Oh, what? Alright. Perfect. Now we have better body
count on the nose. So here I will do this inset the lips a bit. Maybe something like this. Um when this are right. Perfect. We have one polygon
x right here. All right. I can put this like this. And then I will add more here. But we have the
topology of the lips. In the eye will be
something similar. I will do some inset, make the eyelid thickness. Perfect. All right. E. Here in the eyelid, we can do another inset,
maybe another one, and I will just do a poll here, a big star because that
place will never be seen, and I will do
submerge at center. This part will not be a problem because that
part will never be seen. I don't want to increase
the polycun in this area, but we can do that ink there. All right. Perfect. Let me bring this here. All right. Alright. All right. So we have the
topology of the face. In the next video, we are going to keep going with the topology of the
head to cover this up. And then the video after that, I will talk about the essential loops
on the body and then will be a time lapse of how I do the filling between the SAN loops because that will be the same
process all over. The same process that I did here will be applied to all the body. So see you in the next one.
40. 04 Face Retopology Part3: Alright, guys, this video will be a really
straightforward one. I will just be continuing
the topology of the head and maybe doing
some work here on the neck. So let's start. I will just extrude one here, and I will cover the head
around this part, right. Also, I will tune off
the in front upsion but. Because I weigh this atom, it give me the tipleshading. I don't very sure of how to
get that without the atom, but you can work nicely
with the in front option. All right. No, I will here
is a bit much of polygons. Maybe we can do something here. I don't want to bring
that much of a polygon there. Let me see. We can bring this
up a bit right. We have less polygons
going up in this area. Maybe this would work. Yeah. Let me do
some moving here. Alright. Okay. Right. Now, I will just keep filling this gap here with
more polygons. All right. Well, not another atrop here. I will connect the ear
with the rest of the face. Alright. Something like this
maybe should work. Mm I should work right. Now here, I will start
doing dipology of the year. The year is a bit complex place. To do dipology is
really complex form. So let's see what we
can do with that. Hopefully it will
turn out really well. All right. Now I want this to be up here. Right? Alright. I will try to get the
form of this shape here. I will add another
elope in this area. I add a little ones here. I will strew this part
and I will be this. I'm just trying to
get the shape right. I think it should
be nice one now. Now in this part, I'm gonna
do kind of the same thing. All right. All right. All right. Here, I want something. I want some polygons
going around this place to take the
form of this Y shape. Maybe, I think that's nice. Here all want. So polygons we around here. Perfect. We'll add
another edge loop. Maybe it's a bit not too well. All right. All right. Now, I will insert this, make the topology for
this cavity here. I will keep making more oligons better catch the form and the
salt of the shapes. All right. The ears are really complex one. I will or maybe not, maybe it. Maybe just add another
edge look here. Perfect. I will want
another edge in this far. This I will merge it, and then I will make
another phase in that area. Look here right. Perfect. Alright. I'm just trying to get everything without using angles. All these for the but the body, the triangles and the
topology for games, are they are used really mostly for the
really low body stuff, but also for the A games, it uses the triangles. The thing that you
need to be aware when if you are
using triangles on your model is that
you are not placing them on the sizes
that will deform. Like, example, the elbow or
the knee or places like that, you should not have any
triangles in that part. At least you need to
have a clear edge loop. If you're going to add maybe
triangles in that area, maybe to get some folds that are happening in the elbow area and you need to add triangles
to get the shape right. Then you should at least
have a clear edge loop. I mean, a clear polyloopF that to deform well. Alright. I will continue with this. Trying to figure
out the best way to make this part work nicely. Alright. Maybe another one here. Yeah. Perfect.
Maybe. Ithing here. I will add another
up here. Perfect. This one will be like this. Alright. Let's see what
we can do in this part. Let safe. All right. All right. I need this to go
around this area. All right. And now maybe we can feel this. In this way, we adding another edge here
and merging these two. I think that's nice maybe. I don't feel like
that far too much. All right. Let's see. Let's see what we can do. I think interface, the ear is the most difficult part
to do difficultly. A bit complex and very
tedious. Make it. Alright, I will just
close this hole. Then I will do some great fill. Alright, great feel. I think that's nice enough. Oh, right. Let's see. Mm. We'll create another
polygon here. And in this part, I think I will just keep
going with the polygons. All right. We're having some wanted
tiny polygons in this part. I want this hooligan
to be happening. Let me think what we can do. Mm. Let's go to one other area. All right. Maybe here. And that I mean, u That same. Alright. I'll merge these two. Perfect. Now, I will
merge this this part. Alright. I just want to kill these
two edge loops here. All right. Every time
go around this area. Perfect. Et's see what we can
do, part. Let me. You'll need that phase, and then I will just
add more phases there. It's part. It's not
an equal number. An even number I mean. Alright, let's see. Maybe we can add
another strip here. Maybe not. That's
much in that place. Maybe one here.
And then we can do some fill just to
fill that gap there. Maybe we can do
another great fill. Let me see here great feel. Additional more
possibilities. All right. Let me try to make this
apology a bit more even by hand here a
little bit more even. All right. Let me save go quick. Alright. This part is a bit
complex to do. We have tiny polygon
here that I don't really like much. Maybe we can. Oh, I don't know why, but when I tune on the in front, the magnets, this magnet stuff
doesn't work really well. So I tune that off. I think I will do some
reduction in this part of polygons in this way. All right. Let me think. Maybe we can get this
edge loaf going through here going through here and
then merging with these two. I think, yeah. Perfect. Alright. All right. Perfect. We're having a bit of
nasty imagery here. Let me try to bring
some pieces here. Trying to move the thing
that we made another place. Maybe Sia should be good. And this and this
should be everything what? In that area. Perfect. So we need to close this gap. I will do kind of the same
streak it did before. But now we are having
a six edge vertex. I don't want to
have that six edge. There there should be
another solution here. Do you think we can do Maybe I'm seeing like this. Nice. Um, this part is a
really complex one. Just need to close this gap. Lets see with the great
feel. What this gave us. Oh, this will a better solution. Same Blender. I think we
should work very nice. All right. I think that
should work nicely. Now we have to make
it back of the ear. All right. You make one here, maybe another one here. All right. I will need another
polygon here. Perfect. All right. And here another one
here. You all the got? Alright. Perfect. Now I will just merge this part. We have a edge look that can
go around here and I can add another edge in this part
to have more geometry to get a bit better silhouett here, we can add a bit of this streak, reduce the polycunt Alright But they are having some trouble maybe and not a polygon
this part just siluet. But we are having
a triangle there. But the body, I don't
want triangles. The only triangles I will
use for the body will be just these ones
but for the close. Maybe we kind of use some
triangles on the folds. It will not be a big of a deal. Alright. Let's see
what we can do. Alright. All right. That we have the ear
and let's apologize. I think that should work. Icing see that we turn
off the object wireframe. Alright. Now, let's
complete the phase. We'll just bring this
down real quick. Then I will add more polygons. This part, I see that
is really dense. It's really dens
par. A, let's see. What happened if I leak? We have an end gun there. And I don't want that end
gun to be happening right. We don't want that end
gun to be happening. So let's do some control seeing. Alright. Let's see. All right. Let me try to get
better this part. I don't want that many ligans
in the back of the head. All right. But we
have quite a bit. Algons In this part that
I don't really want. Maybe we can do some production like this, maybe something. All right Perfect. That we cannot maybe
to war this car. Just be on the cab. Perfect. Let me do some mouse. I'm smoothing here. But I think I still
think that we have a lot of pool on the
back of the head. Alright. I Alright. Let me sing. I am ling like that for now. Let me focus on closing
the head completely. I will grab this and make it a bit lat and just
feeling this part. All right. I will merge these two. We need to feel
bring these parts. I want to fill that right. Now, I need to I need
this to be better. I I viable. But I need quite a few ligans
going on here. Alright. Let's see
what we can do. I we have some places that are really dense and then some places that
are not a tense. I don't really like that. I would want these to be even number on the
back of the head. But we have a bit of a big tense of
polygons in this part. I don't like that. We can
do another injunction. We can remove these ones. Yeah. That's not ideal to do. But since I just want
to make this done. It can be helpful.
Mainly just to sex time and not to hurt our heads tige maybe
some smoothing. Yeah, a lot better body
count in that area. Give me a sec and freezing
the body was selected. Alright. Now we are having too much
poly bonds going down. In this part will be
covered by the hair. We can do some
reductions here, too. Maybe we can delete digs. All right. I will extrude this. Then I will do
this in this part. This type of expression, it will reduce the amount of polygons that are
going with the head. All right. Now we can close this. Let me make this
a bit more even. All right. Let me try to make this
part a bit more even And these part also they
are a bit rectangular. All right. We are having a bit of a
trouble this part. See if we can solve it. All right. Perfect. Is right. I will want some
hooligans going. Even if I can just close this. I want some polygons here. All right. I will do shrink crap
here and find it here, but I will click to
shrink crab these parts. I can do some smoothing. Perfect. All right. It's smoothing. I think maybe we have a lot
of plecans around the mouth. I'm not a big fan of that. But we can of that later. All right. I will
apply the shrimp crap. Now in the middle part,
I will just move it to the center for stitch again, see if we can fix the amount of polygons that
are going down with Mu. I don't really want that
amount of polygons there. Maybe we can delete
a few of those. All right. Was right. I don't feel like not having a matching number of
polygons on the mouth. I think I will just
let like it is or now. Or the back of the head,
I think it is good. But All right. Now, let's try to make the neck. All right. The amount of polygonrad
will go down. The sing will be a lot, so we have to do some
reductions there. Were having this polygon. I would want better
this to be in this part rather than
being in the other part. Alright. Perfect. I think that should
be good enough. It makes them off here. I will just try to fill
these with some polygons. Alright. We'll have to do some
prototion in this sa. Because we're having a lot
of polygon going down. All right. I think I will do the
reduction in this area here so we can bring
these up a bit and just connecting
these two bird eggs and then dissolving
the middle ones. Be sure that you have a pole or a project with five stars
in the middle Edge op. That's a bit of important thing that you
need to have in mind. So you can add a
really nice eggep in the middle
without any trouble. Alright. Perfect. Let me see in front
what this is giving us. Maybe it's good, yeah. I think I will do
another reduction in the middle of the night or
maybe here near the flatc. All right. Here. It's Nice. So I will do another shin crap and then
add some polyen here. Quite a few egg lups. But the stitch to the surface, and then I will do
some smoothing. Abe Uh, Syncrap. Alright, let me do
something here. So smooth vertex in
500. That's better. As you can see, we have a lot of polygons going down the face. I'm not a big fan of that. Let me accept Shnrop. I'm not a big fan of having that amount of
polygons on the neck. That's not really good. I will just some polygons here. What is this?
What's really ness. Maybe we can do I smoothing. Try to see if those
polygons are worth it. Alright. Perfect. All right. I think I will do some
production in this area. Maybe we can do another
one, maybe in sport. Moving to polygons here. H. Alright. This is turning better. Maybe we can even move
this adoption here. I think it is way better. Alright. Perfect. All right. So I think I will leave this video here
in the next video, I will explain the extensionless
H loops on the body, and then I will do something of how I theretopo on the body. I the same process I did
on the face and the head, it will be applied
to all the body. Maybe in the hands, I will write it
again in real time. I'll see you in the next video.
41. 05 Body Retopology Part1: Alright, guys. In this video, I will show you how I
croplogize the body. Also I have done some really
rough drawing again of where the essential
edge loops of the body should be kind of. Let's start. Let me duplicate a polygon
from the base here. I will separate it having
different objects. Let me call this head for now. And then from this, I will start rooting
some vol guns right. I will duplicate this again, and then I will try to
make this loop here. This will be a loop that
will be going around the shoulder to give proper deformation when this is shrigedTs a really
important one. You have the topology, this loop really important. If you want to keep
your rigor happy, I commend you to have
this type of topology here. All right. Let me see. I always like to keep
this chicle stuff, cylinders and circle stuff
with an equal number. Like 12 here, we have 12 verts. I think that's kind of nice. Maybe we cannot be more maybe one here and one down maybe just to have
a bit more density. All right. All right, perfect. Let me as this a bit more. All right. Perfet. Now I will just verge these two. All right. Reach them. And now I will make
this loop here. This is a loop that goes around the pectoral
in the male body. But since this is a female body, we have the breast and we need to do some special topology there to hold the
shape of the breast. So I will put the topology
under the breast. Right, and something like this. And this polygons sup
here will go around the shoulder also like this, to pour a bit better in
formation of the shoulder and to get the most of the silhouette of the
shoulder possible. Alright. Now I will continue the sub All right,
perfect. Here down. In the waist part, we need another up that goes around the
leg and the gluts. For the same reason, we have this edge be going
around the shoulder. I be the same reason here. I support better the
formation of the leg. So, as you can see, I'm
just making big polygons, and then I will just start adding more topology if needed. Yeah. Alright. Perfect. All right. Here we go. We have a bit of
big Polons here. Let me see again
the te sound right. So, let's start frilling
this up with some polons. We also need to merge
the head with the body. We will do that later. Well, I think that would be a good practice
to have that now. Just to not break our heads later when we
have everything set up. I think we better make it
now because we still need to make mortaplin Let me see. Yeah, we apply the shin grab
I will merge these two. Alright. March. Now, I will see how I will
merge the head with the body. As you can see, we need
maybe another edge appear. Maybe this can go like
this in this part. Here in the clavicle. We will do some production. Using the same
trick I have using before doing this,
something similar, yeah. Perfect. Maybe I add another beer. Maybe we can merge this. Alright. Perfect. Now I will merge these two. We'll need another slope here. All right. We have to delete these colons. I think we have some podge extra that I don't really
like much, to be honest. This can be good. It's. I really want that
polygon there. Maybe we can do some
reduction in this part also. But because I don't want that many polygons
going down there. Every here in this part,
we can do something. All right. I'll get. Perfect. We'll make this a bit modern. Then we have a bit
better body count here. All right. Perfect. Let me think. So I will start making more
polygons in these parts. Maybe another shape here. Perfect. All right. Let me see that we need
to close this part. Maybe we can bring
these like that. Maybe merge these two. So we are having some troubles. Maybe another strip
here, perfect. Alright. Making the a bit
moder We French. So what we have here. Mm. Let's see. Alright. Correct. This part is really H. I need another pounding on here because that part
was too rectangular. Alright. Maybe we
can delete this one and maybe bring
these down bit. All right. So we have I don't like this. Here. I don't like to do too
much reductions, really. If I do this, maybe
we can do something like maybe we can do something like
this in this part. Here come Wong. But I still have a bit of
a trouble in this part. Alright, let me see. I will go to my feed stop and we'll just most these a bit. Then add a shrink crab modifier. You can find it here, type
Shin crab and we open, and you have to put
this mode above surface and select the
target mesh that you have. I mean, due topology. Your high pod All right. I think this should work nicely. All right. We have merged the
head with the body, so we can continue
working on this. It may do the holder. Alright. Perfect. Let's see sing. I need a polygon, a polloop goes under
the armpit around here. Alright. I need a colligan here. I polian Like Perfet Then I will just add
another one around here. And we can merge
these two, right. And here, I will merge, reach, I mean, these
polygons here. I have a completely closed look. That area will apply again
the shrink crap polyfier. We do something here. Sometimes the middle
let you look messed up. All right. I will not do edges here. And then with the Perfect. Here, we add three. I mean, three, yeah. Perfect. Right, I will save. All right. We have a lot of polygon coming out
from the back, but little ones coming
from the front, so I will add two more. Let me see, we have
16 polygon here. I don't really like that. I think there is a
space to add annole more here. So we have 18. But we also need more
polygons in this area. I will add two more maybe. I just want to have
an even number here in the vertex stuff. So now we have
twinning in that area. Well, let's see what
we can do here. I think that we can merge
this one. All right. Maybe at maybe three and start filling this gap,
something like this. Here, we have nine. I will also do the
same thing here. Y. All right. We have 11. Alright. Let me just
keep filling this. Alright, maybe we can
delete one poly on there. But we have eight. Here we have six. And see, maybe we can
make this a bit down, bring that a bit down. All right. This part
can add another here. But we have eight
involves of the parts. All right. We can close this. We can see how we can
connect nicely this part. All right. Add another one and just
fill this close the gap. Then I will do some smoothing. Here. Perfect. Actually made. No, I will add another
hincrop because I want the stuff to
stick to the surface. When When you're using
the smoothe brush, the mesh tend to just separate from the surface
of the high body. It's a bit annoying because in another programs like
Maya, that doesn't happen. But I just prefer blender. Use blender because for me, it's more comfortable
do the things. We'll safe again. All right. So let's do
the impressed area. Maybe we can fill this here. All right. We can fill this. This will be just really
straightforward stuff. A here. Alright. Perfect. And we'll add
another edge look here. Perfect. We'll add
another one here. All right. Maybe some more
smoothing. All right. Let me remove this mate to manipulate it in
the middle edge look. Alright. So here, I will show
this and I want to have ice loop that goes
around the body in this part. They something. Let me
apply the shring prep. Yeah. Okay. Alright. Okay. Right. No fit. Here. Now for the breast area, I just want to have edge
loops that are like a circle. And the circle lopes, you will see if you example. I will just want to
have this type of edge loops in the breast area just to support
better the shape. Alright. Then we can add
another edge loop. I mean, maybe
connect this thing. And then I will just keep
connecting the edge. Looks Perfect. Here also. Maybe we can add up here. I want the middle
up to go through here and connect in this part. So here I will just start
separating the edge root. All right. Let's see if I can catch
this shape nicely. Alright. Maybe
another shape here. Maybe we'll need to two here. Nice. Other one here and maybe closing the
look in this part. Alright. Here, we can do some
pebble. Maybe not. Maybe not a pebble, but we can add trp there let
me add another shrinkrab. Perfect. All right. Adding more polygons. A All right. I'll save again. Now what I want is to connect
the middle ones here. And now let's see how
we can connect this. Aye here we need to roots and then do
some connection here. AdopT area. Perfect. Now let's
connect the breast. Let me apply the
Shinkrab. All right. Let me do some smoothing
with a shin crab. So we have better behavior. My here, we can add
another egg up. Yeah. As part, we can add another one to support
better the formations. All right. Let's see here. You can do
something set like this. I will apply the shin trap
again and activate the magnet. Here, I want this to
be a perfect circle. In tools, I think, where is it? In Eddie we have the loop tools. This is a addon that comes with a blender from default
get set make this better. We have something here. Here in preferences, you type
Lokuls and you can find it. If you don't find it
and you are in the 4.2 0.1 version of flinder, you can type it here in get
extensions Los and you will find it to so that's in edits, and you can press circle, and that will make the Vs that you are selecting
a perfect circle. That's really handy.
It saves you a lot of time and give you precision
on what you're doing. Super handy to have that All right. I may just slice,
light this edge. Right. Here, we have 14 vertex, so I can do some grid fill. It may increase. It may here maybe this
oft can make it vertical. All right. Act. We have made it a
body for the breast. My add another pair. All right. Safe again. And now I will connect Oh, press the hi Poly. Something that I suggest you to do that I
haven't done is here where I sit here in this filter icon select
this courser icon here, so you don't select by accident, any of the Poly but you got
to see I have selected it. But in theory,
that will save you from selecting the
high poly and maybe crushing your lender if your
high body is too heavy. Or here, I will just
keep extruding. I will tune off the magnet. And then here in speed, I will add another shin crab. You can add it here too, also. Add another shinrab. And then I will
just extrude down because I don't want to do
polygon by polygon there. All right. Let me see in fuzz. Like, listen. All right. Ah, I mess it up again. Here. Alright. Oh. Alright, perfect. I will do some pebble here. I will add a few edge loops. Maybe some smoothing also. Wake up smoothing. Alright. In the middle A. You see the face just in case we have messed up
something up there. And now I want a niche loop
that goes around the pelvis, going from here and
connecting in this part. I will do that exact same thing without thinking too much
the polyca from there. I will apply the shin crap we have messed up
something here. All right. All right. Let's continue doing this. I will activate the
magnet again and just keep making extrusions. And then I will connect up here. Alright. A safe. All right. Sing. We can connect here. We at a polygon there. Ozone. See here. Polygon here. Perfect. I right. See what we can do. B part. I don't want to bring
that poly cool there. I will just work
on the back side. All right. Another edge here. Alright. Just reach those. They have a lot of
falls in these flowers. Let's see. All right. I will ct these ones. Perfect. I will make
this a bit narrower just to have space to work with these polygons
and the parts. All right. Perfect. We'll add another
issue here to have better better play
con there and here. Alright, let's work
on the back side. A little shrip here. Perfect. I'm just connecting the stuff. Baby here, we cannot. No shop. Right. Alright, we have something
here I don't really like. And we can solve that
just connecting, adding shing here and a more and just connecting this. Maybe Oh, maybe some smoothing
and then shrinrap here. Just smooth well. All right. Let me apply the shin crop. We remove the magnet again. So we can work condi
meal troop better. All right. Activate
again, the magnet. And remove the in front, right. All right. So we have basically
the torso done. Let's work on making
the legs in this part. Let's see. Maybe here, we can do something
with something like this. We'll add pogons All right. Let's see. All right. Try to get kind of shape. Is part. All right. Anyone can bring this a bit. Something similar to this. Maybe just maintain around
and then deactivating this another crop and adding few egg loops in this part. He were having too much ages I think that will not
be too much a problem. Let me do some smoothing again. Smoothing? Well smoothing. A right. More smoothing. All right. I now we apply the shing crab and just
keep working on this. Now, without the shing crap
and with this deactivated. I will again extrude because the leg is basically just a big cylinder
with some polygons. The most of the polygon
will be on the knee area because in that place
we need more density. But the gan the rigor
can deform well at area. On the joints, usually we
have more dennty up polygons. I don't worry too much about
having the other leg because that's can be removed
later when we finish with the topogy, we can delete those parts. All right we a shrink crap
I'm having this stuff there. I don't feel liking
don't like this. What? Let's see. We can solve that just
by adding few ships. Um, We're having
some trouble here. Maybe I can burn this d off just to focus on
working on this leg. All right. Now here, I will
apply the shin crap. Right. And here I will want this edge
here go around this area, the place that will be beform Alright. Not having the in front. Oh, yeah. A Perfect. Will not another. All right, I will
slide like this. It's big. And I
want to move that. I will add another sub down. Here and the knee, I will do inside with bottom. I mean, the y bottom, all right. I forgot to right. We're having this A in. Let me apply another
shrink crab. Snrabr. Maybe some smoothing. Here. I want a bit of smoothing. Maybe not too much in area, oh. Alright. F fights. Mice Another issue here? Another one here, maybe. Yeah. Maybe. This. Another
smooth thing. As Maybe here, we can Emilik do
some more smoothing. W just strain to
be high. Alright. But here, we have a lot more
polygons that we have than the tie Maybe we can remove you. Maybe this should
be enough. Alright. I think the ties are good
as they are right now. Maybe you can delete
just one or maybe two of those All right. Let me just me the par a bit. Real quick. All right. Perfet. And we can remove
another one here. We're trying to keep all
the count as close as possible between the
height and the col. Alright. I just using the wrap
bra from blender Putin. Alright, I think this
should work nicely. Maybe we can add another mayor. Alright. I think that is more than
enough for the work there. All right. The hand would be the arm
would be the same process. The same process I did here
would be the same on the arm. So maybe I will do
that off camera, and then I will go
back to you once I going to start
making the leg and the hand those'll see
you in the next video.
42. 06 Body Retopology Part2: All right guys in this video, we will continue with the body. As you can see, I have the arm. The arm was the exact same
workflow I did on the leg. It was just extruding from
here from this edge loop. I just extrude this to this point and then add
a shrimp crap modifier, and then I added
some polyleps Here, I did an inset on the elbow. So what is left for the
body is to make the hand, the feet, and the mouth
bag that we haven't made, but we're going to
make them at the end. So let me just pick
something here. We'll pick. All right. Perfect. I see one part still
have much polygons. I don't really like to have that many polygons
in the cf area, but I will figure out
how I can fix that. All right. So let's
start making the hand. The head is a bit of
a complex area to do the topology is
really complex. I will just fix something here. So now I will make five cylinders with
eight faces right here, a cylinder will make it smaller. Oh, I forgot to
change the phases. That's here a
cylinder right here. I will put the eight. We make this molar. And then Okay. After slipping, right. I will move them to the fingers. Alright, something around here. All right. Something
around here. Perfect. I will delete the caps here, and then I will start
extruding the polygons. Here, right. I would like to have them. You have a pase pointing to
the round of the finger. Now I will start
struding in each joint. All right. Run here also. Perfect. All right. Maybe just a bit
like this in this p. Now, I will make this
finger like this. Then I will close this. I will do a name set on to this. And then I will do a grid
fill let me add two edges here because I want
to clean Alright. That's not what I want.
This is what I want. Alright. Now we can add a
shrink crab modifier to this, and that will shrink
to the sulfa Alright. Let me fix these lions that are sticking in some places that they are not
supposed to stick. All right. So what I will do now is start coping the finger that we have made with
the other fingers. And let me turn off
the shrimp crap. I will do the exact
same thing here. I will duplicate
them. All right. All right. Here. Aye here I can change to normal to try to flatten this out. Alright. Perfect. I will keep duplicating this. All right. And amar. Yeah. A P. This is a method that it saved me a lot of
time instead of doing each polygon by
hand in each finger that usually take a
lot of time to do. I don't like to do
that. I just copy and paste the finger, one finger, then
use some train crap just to stick the
polygons to the surface. Sorry, that's what my dog. Alright. Let's continue. All right. I make haste the here, maybe we can change where the
joint will be around here. Perfect. All right. So here, I will
duplicate this one, and then I will paste
it in the tmp Here. And I will delete
these phases here. Perfect. Allright. Really nice and quickly
finger pathology here. Now, I will p the shin crap because if
we need to do some fixing, the polygons are sticking
in some weird places. Very, very weird places. Yeah. But here with
a bit of fixing, it should work now. Alright. Perfect. Here, we have this
weird polygon. You need to make it good. You don't have this in
front, right? Perfect. All right. So now I will start making some bubbles
in the joint arb. I will I will make a
babble of around here. Perfect. Oh, we're having really, really weird stuff happening. All right. And then I will add polygons in these
areas of the finger. Just one edge All right. Just to hold better
the the shape. Now, I will connect. I think that we and
apply the shrimp crop. But let's see what we can do. Before that, I want to
stick reach the faces here. The faces that are going with this middle edge rope
that we have created, it's really important to have this middle edge rope because that edge loop will serve
as a sem line when we are making the UBs boy and you can see I
misplace those polygons. This would be around here. It should be these ones. All right. Now I have them. And here, it should be nice. All right. Really clean. Perfect. These two. I will add another rope in the middle in the
middle around here. Perfect. Now, I will extrude this
like this. You can see. Perfect. And this part also
will extrude it. And then I will keep
extruding this part right. I will reach this
gap here. All right. Perfect. All right. The thing All right. Try to make the polys. You are a bit closer together. Maybe. All right. Maybe in this area, we can do inset to have more polygon there to work
with something like this. It may do something form here. Ping this polygon. I will activate topology, this will do that. Only the connected
topology will be affected. Something like this. I think that's nice
enough for now. And here, too. All right. Now, I will keep selecting
these polyons and I will add some inset just to have a bit more resolution in the
knuckles of these fingers. Something like this
should be perfect. Maybe some smoothing
should be nice. This place. Maybe a bit of zing. A bit smoothing here also. All right. Or smoking. But though we also know
where the naple are. It will be helpful when
we start making the rig. We will do a basic one
with the difi to pose, you know, to pose our caracter. We'll do the same thing here, of the inset perfect, and then some smoothing. Alright, perfect. I will save. All right. So now
what we going to do is to start start making some reductions
on this topology. I don't want all the topology
going down to the forearm. What I will do is to merge this polygon center
or something like this. At center here at
center, perfect. Here also at center at
center, and at center. Alright. I will delete this middle edge here,
not the edge loops. I mean, this middle edge. I will do some
dissolve edges here. It will be a quad. It will not
be an angle or a triangle. Here also will delete it or
in this case, dissolve it. We have a bit of extra apology to work with between the hands. That's always nice to have. Alright. What? No, right. We have to make something weird. Now, I will catch it. We have some nice
edge looks around. That's pretty nice
to have All right. So let me try to make these
polygons a bit better. Say something like this. Alright. All right. A bit better like this. Perfect. Now, I will connect the middle
edge of the coins around the end to this middle
edge of the thumb. All right here, bridge
Bridge sps right. We'll add maybe a
few more edges. No, it's just matter of I
start filling the gaps. We have basically the important thing
that is the fingers. So I will make some polyp like this to hold better these
fat pads on the head. Something like
this will be nice. Oh, I connected in
the wrong place. All right. Here.
Perfect. All right. So I will start filling
the gap between them. No. Alright here. Let me do something, okay. I did a merge by distance
just to see if I had some were vertices
around my model. So double verticas that's
really bad to have. Alright. Let's keep
checking this. I will bridge this lion ski. Mm. I need something here. I don't want this
here to happen. But we need more to pull in
those areas what we can do. Let's see if we can solve this awful I really need a
bit of tag in this area. But it's giving more
density around here. I think that's fully bad. I see. But this is still is not giving
me what I want in place. Maybe we will need more density. I don't want to keep adding
more topology there. Maybe around there or not. I don't want that. Maybe here. I think this should
be nice in this part. All right, let me push
this around here. All right. You started distributing
these edges. Maybe some smoothing in the tip. Maybe an in front.
Empty form here. Oh, having some bugs here. Am purchases with
500 would be nice. Oh, we are having some stuff. Really bad stuff happening. We can do some. We can
apply the shin crap here. And try to fix those by hand. Oh. For some reason when I
put the mesh in front, the magnet just bug. I don't really like that. All right. Just try to fix the
tip the finger. So here, we can start making
more polygons to fill this. Here, I want another
maybe another polygon to support this other edge root, this other fat pad,
the side of the hand. It would be a really basic one. Let me see where is
this poll loop going. But I don't want to
close that there. Maybe this will make some vital. I don't think it will be
too bad in this area. Let's see it is making
a bit of vitals. But at some time it's really
inevitable to have a spiral, where you don't want
to have spiral or in these cylindrical arts, that you can see, I have clean edge loops going
around the mesh. If I had a spiral and
I add an edge loop, this will going up and up
and up and up like spiral and will fill the entire model
just by adding one edge, and that's not really good. That's a really
bad thing to have. So let's try to just not have spirals on
the cling carpus. But here, maybe we
can have a sum. If that means you support the
shape feather in the spar, well, we can take the risk. All right. Perfect. Now, I can build this. Oh, let me remove this one. It. Alright. Now, what I will
do is to connect these two ligansO
another o here. Let me connect these ones. Maybe start adding more
polygons in these part. I'm here. Another one here. Ly start filling this. We have some polygons in this area. Alright. Right. Let's see what we can do. Let's make again, Alright. It's already safe.
Here we have one, two, three, four, five edges. Five. And we can start posting them. As you can see, we have a lot
of stuff going down here. That's really good. We do something here we add more
etches, maybe around here. Because I want more more
density there, maybe. Yeah, let me add
another shrink crab. The shing crab, shing
grab, where is it here? Shrinrab you can find it here. Thing here, we need to feel this also.This will be just a
really straightforward. We'll be just adding edges
and edges of orleans. Alright. We can delete this. For now, we have here one, two, three, four, just four edges
and two edges here. All right. Let's
start filling this. Perfect. I always do some
quick fill here. Perfect. And here also, I want to fill the I will like this one because I
want clean edges. Do edges here or
start filling this? We're going to do some
smoothing right now. Let me finish
merging these ones. Here. Perfect. So, let's start making
some smoothing aria. All right. More smoothing here. We need to feel, try to fill this
gap. Really bad. Be more smooth. Really anyone. All right, turn
off the in front. Let's see how many
polygle this have. It has 12 polygons. Let's safe. Maybe we can do writ field. Let's see what this give us. What the resolution of the writ field is
Let me see this. I don't really like that. It's too big. A nice, let me see. Oh. But I don't like that part. Mm. But I think that
should work. Maybe. I think I will
leave it like that here or any vertex I have. And here I have 13. That's not an even number.
I don't really like that. I don't like non even
numbers on my edge loops, where I can add another one
without destroying my mesh. Let me here. Here, also, I have now I have a number
in the hand in the leg. Let me do some smoothing. Around this area. Perfect. Well, why is this not making
my topology step. Alright. Perfect. I smoothing here, or I have
14 edges in this part. That's nice that's safe again. Now, from here, we can
do some reductions. Alright, I need to do
some healing to make this flat to try to align these to the forearm. Maybe add another shop here. Perfect. So where we can add
oligons we can produce them. Here we have 14,
here we have 22. In total, we have
to reduce around a maybe around seven
polygons, I think. The mats are not my strong pot. Well, let's see. We can
start by reducing the one. Take place. So we have now 20. Alright. We need, let's see, what
else? Maybe here also. Now we have 18. We need to produce two more
organs, maybe here on. Now we have big steam. And let me keep filling this. Maybe here. Now we have 14. This is perfectly made. Let's do some smoothing. All right. This is perfect. We'll add another slope here. Right to have a bit of more density in the
joint of the grist. All right. So we need to
make the ***** topology. Let me save. Maybe we can do I can add another another
shrink wrap here, another edge loop in this area. The some smoothing,
additional smoothing here. Maybe we can here,
we can delete one of these povitns that's the benefit to have Oh
I'm clean edge up there. I have my edges nicely made. I made nicely. We got some weird stuff here. I will delete this segment because I don't really
like the way this is pin. I want this to
stitch around here. All right. Let's see what we can do here. All right. I still need some oligon. You can add another one here. Okay, feel this. Real quick. Maybe deleting these
ones and merge the here. I really like that part. I need more density of
polygons in this area. But how we can achieve
that without adding extra as there I Alright. I don't I don't really
want to add more. It just goes up. I want to keep this clean. Maybe this should work. Oh, this is really messy. Maybe some smoothing. All right. Let's see. For me, the important edge
loop is this one. And now we are having
a good topogi in this area because
this one was going much inside the palm,
and I don't want that. I want this to be separated in the Ubisth this can
be grab it nicely. And we have weird stuff
happening in this area. Maybe we can delete
this and this. And this also. Alright. But we have a triangle here, and we have an gun in far. I don't really like that gun. Let me do some control seeing Alright. I think I will leave
it like this, maybe. I don't really like to have
this rake in the edge rip. Oh, boy. Oh, boy. It's too much
thinking. This part. Let's see if we merge these two at
center here. All right. We're having a pole that is
really big, big edges there. I don't want to have
sit at six edges. Uh I don't cut it like that. Idea. Mm. Let me delete
all these parts. Just to have a better idea
of how I will achieve this. We can do some It's
really complex. I want these to be
stick together. But I want this edge look. But I don't want to
have a thick edge here. Let let that All right. Let's sing and add
another iglop here. Can we merge these two. Art adding more polygons. All right. Here, we have the polyny. Let's do a grit view. You see what this gives us. It's kind of nice also. Re nice, indeed. Smoothing? All right. But here, we have some problems. Let's see what the
grit field dog does. It's kind of nice, yeah. Is mousing here. But I don't big fan
of having that. There, we can do
some reproduction. It's quart, maybe. We can merge this. And here we can close this. But I got gain the
six full edge. Look. Maybe in this area
should be nice. Six. Another 61. Oh, boy. I may do something real quick. I will just move that
part to this point. And here I will make different option per
ft, maybe so smoothing. Alright. I want an etop that
gos around this part. Maybe we can delete this goop. And I see. This is just trying
to make nice. The best way to hand possible. But I want some
resolution in this part. This too flat. All right, let's see. We have seven there.
We got seven. If we do this, we got a riango All right. Got apps now. I just want one. All right. Let me smoothe this at. All right. I hate when that happens. Alright. Here. Maybe let's see what we
can do, maybe a great deal. You see what this give?
Yeah, that's nice. Perfectly De. Some smoothing. That should be it. All these parts would
be good enough. We have nice edge
loops in this area. We pour the formation a
few more in these parts. A few more in these parts, I mean, here, all right. Maybe some more smoothing. Perfect. All right. I think the hand
is good to go now. So the next thing that we're
going to do is the fit, but we will make them
in the next video. And also in the next video, if we have time, will
be making the mouth. It's really easy and
fast stuff to do. But we need to do something
inside Zebras also. We need to project
back the model into this new topology because
I really like to have the high poly with the nice
topology inside Zebras so we can do some
modifications if needed, also we can open
the mouth to avoid some weird baking errors
around the mouth. So I will do that. In the next video, we're going to continue
with the feet and the malt pack and do some
fixing inside the brush. So see you in the next video.
43. 07 Body Retopology Part3: Alright, guys, in this video, we're going to make the topology of the fit and the mouth back. So let's start real quick. Let's start here. Let me see how many
polygons I have here. I have 18 vertets. So what I going to do now I was thinking that
maybe I can reduce the ply edge flow around this area by doing
some productions, maybe. Here. I can do some productions. Alright. Because I think that was too much tensity in that area
that is not really needed. So give me a second. I have this activated. Alright, I should work now. Now I should have 16 vertex, but I want to reduce
more in this area also. Let me see where I can do it. Let me. Maybe not. Maybe maybe,
I need to reduce. Maybe these two around
here, maybe, yeah. I think this will be nice. Now I have 14 regs left. All right. I think this is better for the resolution there in the cla. So it's more even the polygons. All right. All right, so let's
start the peak. I will start by
extruding some of these. Here, I'm going to make kind of this shape to hold
the ankle shape. I think this is called
the ankle, yeah. I had another one here. Here, I will do fame. Let me see on right. I will do the same here. All right. Per. I think I will add
another oligon there to have those
shapes well done. I will extrude these down. I will add another edge. All right. More polygons here. Few more, maybe three. And that will be nice. Reps here and three more here, and then just fill the
gap between those. All right. Perfect. I will merge or bridge
these polygons down here. Maybe with two edges. I mean do something here
merge by dicen All right. Perfect. All right. Now I will do some inset to have more
density in this part. The So inset here. We'll delete these ones. Alright. But I think that I'm going
to do maybe that in the end, at the end, maybe. Or not. I think it will be as it is now. So I will keep
rooting the polygons. All right, maybe something here. Perfect. I will add another
polygon in this area. More polygons here.
Another one here. Yeah. Perfect. All right. All right. Let's keep going with this. All right. I will add maybe two more. And then I will strok
this edge more here. All right. We need more space here. All right. I will add another groups
and just fill these gaps. Here on the so I will do
kind of the same thing. Alright, I will add more collidons where I
need more collagens. Alright, you're
filling these with F. All right. Perfect. We have here 16. We need to do the fingers. I was going to make
the fingers would be kind of the same thing
that we did with. Well I think I will make
the cylinder here by hand. And then I will
duplicate it, right? All right. All right, let's keep going. Maybe these are around parts. Let me put this back to Global. Maybe another gl here and just fill in this
gap on the finger. Here I will do some what fill. All right. Now, I will add a shrimp crab. I do something here. All right. I will
add a shrink crap. What I did was just
to select again the reference update that is
my high poly in this atom. If if you are not
using this atom, when you add the shrink crap, you will have to select
the reference upjate. I will show you. Here,
you can see target, you select your reference upjt. So let's keep going. All right. This is pretty fast
topology and defeat. All right. I will deactivate
defeat opology I mean, the the shrink wrap modifier. Sorry. Maybe making a bit narrower and a bit
better shaped. All right. Another one here. And
this I will tupicate it around the other finger. All right. Around the other finger. Like here, for example. And the final one pinky finger. All right. Let me
align the polygons. Alright. I will activate again shin crap. You can see we have
something that we need to fix before applying
the Shing crap. In places. All right. Here. All right. Alright. Let's keep finding this. I will add another
edge loop here. Lo pour better dish
around this shape. All right. And also. But remember to add
these supportss looks. I mean, yeah, in the
joints, a finger. Around this area. Perfect. We'll keep adding more
polygons on the fingers, just to hold better addition. Maybe here on the tip. Alright. Let me connect them right here. And this should be right. The middle edge loop that goes around the fingers in this is the thing edge
rope that I want. We have thoughts that could be a thin line once we
start doing the Bs. This is making me the face
in a way that I don't want. Alright, now it's working. Perfect and feel safe. Alright, let's keep going. Let me fix this tip of
the finger looking weird. Alright. Perfect. A All right. Let me try to keep
this a bit rounder. All right. Maybe here we can
add another egg op. Yeah. All right. I will apply the
shrink wrap now. Let me do some more fixes. Yeah. A All right. Well, let's apply
the shrink wrap. Now I will merge. We'll try merge or
bridge the fingers with the other part of the
fish like we did on the on All right. Yeah, another one here. All right, perfect. All right. Also here. Perfect. I will add another
edge look in this area. Try to merge these polygons. Alright. Perfect. Enough here. Let's
see what we have. Right? This can be merged. Alright. A You know, right, very nice. We do some we add or a
another shrimp crap. I will add more
eggelops in this area. And now I will do
some smoothing. Alright. Perfect. Here, we need to add
also more pegans. We are having some
stuff and we are stuff. It's pan out the All right. Let's see. Now we have this amount
of polygon going down. We can do some reductions. Let me think I want this
and this to be here. Wait a minute. Let me sing. All right here, this can enter. And this one will
be around here. Perfect. Now I can do more
smoothing in this area. And now we have the fit
topology nicely made. Nicely perfect. All right. A more smoothing. Perfect. Now, let's start
making the mouth back. Will be really quick
one will come here. I will apply the shin crap
and ask if again the mirror, check for the middle
edge loop to not be messed up, all right. Now I will select the
mouth edge loop here, and then I will
extrude it inward and then I will scale
up in the C axis. If we do some manual work, we find more this
shape here, All right. You find a bit better shape. All right. Perfect. All right. And now I will keep putting maybe make this one in the Y axis and
just keep struting the inwards maybe one
more Just one more, and then I will make
it anwere and then do the losing here these parts. Alright. All right. Aenter here and a center here. Perfect. We'll add more
polygons in this area. Maybe you can do some
smoothing. All right. A bit of smoothing in this area just to give
it a better shape. Maybe an inflation here. All right. All right, perfect. I was
using the draw brush to make a bit of volume with the
control bottom rest. Well, let me fix again
the middle edge. Alright. So we have, basically the the body made. Here's a you have the
body made. All right. So basically, when we
start making the UBS and we make the
UBS for the body, we are going to be exporting it back to ibrush
and then projecting the details to have the high poly with this
topology in brush, so I can do more stuff
like opening the mouth in both the high body
and the low body and avoid some weird baking
issues that can happen. Let me do maybe here. I will do some Ebo. Alright. A bit bigger one. All right. So if you have your mouth
closed while you are baking, it can happen some weird stuff. No, that's what I'm going to do. I will when I made the UB, I will get back
the mesh to brush. So I think that we can start
working on the clothing. Let me see what we have here. Let me hide the old body. So there are things
that we can reuse. Really. I think that for these, I will just merge them or
it's not too necessary here. They're not taking
too much space. What we need to do
really is to do some cleaning because
for the low poly, we don't need those
supporting edge loops. This is good. And here, the one are good, too. You will need to do the
distoble of the jacket and the red part the robot
leg and the robot arm. Maybe here for the
joint of the robot arm. We really need to do here
the finger and the joint, we really need to do a
lot of cleaning here. It's too much polygons. A lot of polygons here. I don't want that many
polygons in this part. So I'll see you in the next
video in the next video, we're going to start making the topology of the clothing and the cleaning of the
meshes that we are going to reuse. So see you there.
44. 08 Body Retopology Part4: All right, guys, in this video, we're going to start making
the topology of the clothing, and we're going to see which
meshes we're going to reuse. So let's start right. I'm not going to use
these type of meshes because they will be
baked in the texture. I'm going to use maybe I
didn't know about this, but I don't really
know what that pieces. I see the hand. I don't want the robot hand, the robot arm, anything
of the robot arm. Maybe maybe we can
reuse some things here. Maybe just doing some rita p. This is really clean, though. This is pretty clean. I think we can reuse
that maybe just doing some cleaning because it is maybe we can kind of hole here. That's a bit of cleaning. Alright. Little bit. Also the fingers, I think we can reuse them doing some cleaning, also in the joint area
and on the finger itself, because they have they
are really dense. I don't want that amount
of density there. Let's see, I don't want
this stuff. All right. I don't want the
rubber leg right now. Because I will make I will
make a fully opdy for them. Let's see, I think the joint of the knee on the robot
leg, we can reuse them. Okay. Let me make it
visible. I don't need this. Also, this stuff here. This stuff, bandages. I'm thinking what I'm
going to do with them. And I think that maybe
we can reuse them. Maybe not. A bit
tricky question. Use them or not. Here, I don't want this piece. Maybe another thing
that we can do is just to let it bake in the mesh, but they are giving some salt. I don't want to use that
salt that make the bandages. Mm, this is a tricky question. I think we can
reuse the bandages. Maybe just doing
some cleaning and removing the inner bars
will be good enough. Maybe not. We'll
have to see here. Also, Here, I think I'm going to do
topology in these two badages. See this mit, this is very easy. This can be reused. Yeah. Just to merge. I just need to merge the middle stuff with
the rest of the mesh. This cylindrical stuff
also can be reused. I'm just going to clean some
vertex and some edges there. All right. Let's see here. I don't want this forearm. I mean, this can be used, but not art here. I don't want this. I need more oligons this area. Maybe like bi a mound. I think that should be nice. Here, there is too
much of density. Of polygon, we need
to do some cleanup. Also here, there are a lot
of density in these parts. I think we can do a full
ptopology on these tubes to add these cylindrical
metal pieces. Alright. Here. Yeah, we can leave it like that, removing the middle part. I mean, the inner part. And this can be lit like this. And this, I will just filt this dug the bot
because there will be bake in Alright the hair a tricky question, because we can leave
it like that, maybe. And also, we can do
some topology there. Do a full topology and making the old hair
strand a single mesh. That can be also an option. Or we can leave it like
this and start making the UVs for each individual
hair strand individually. That can be an option, also. Alright. I don't want
the thread part. Here, maybe we can
do some cleanup. In these parts, I will
also do some cleanup. Alright. This can be reused. Maybe just do some rework, some fixes and the topology. In this, I I will have to do a full topology
of that part, that piece. And here, let's see, maybe we can use it. Maybe we can use
it as a base and just do some cleanup on the topology and the
knife will use the strap. Alright. I think we are
being a good place to start making the pre topology. But here is something
that is left. I want this trap. I just need to
remove some edges. Alright, let me say. And now I will select everything and I will move it another part. Alright. We've got a lot of things. I don't really in there a lot that many mass
are really necessary. But I don't mention
it. All right. I don't think I will
reuse that d. Well, do some pretropology instead. And here, let me do
this real quick. Alright. Uh All right. Let's see. Let's do some control sting, and now I will apply the
edges around this area. Then I will delete
the middle and then I will do
maybe some refill. I don't really like
this. It's not flat. Maybe we can make it
flat and see. Is normal. A here. Here, D and then Zero maybe
that will make this flat. That's making it flat. I don't really like
that for either. Let's see what we can do. I want this to be flat, so we'll make it flat. Another option that we can do is just make this a
pole, and that's it. You know, we can
make some triangles because this will
not be the form. And I want to keep
this optimized All right. And then just legans
then the cap. Let me see. Here some properties. Here's split normals. All right. Let me see. I really like it. Alright, let me
do another thing. It's kind of funny because
it's not really easy ease. Maybe a center. I don't want to I don't like that type of
smoothing that this is giving. Maybe. Let's see. We can do some moss Mob angle. I see. Let me do some magnet here
and put it into vertex. Make this stuff the height. Those polygons. Right. Oh, my. This is a
more complex area that I thought at the beginning. I will add this stuff here. Oh. U. All right. I don't like that. I'm still hating. That's hating. Right. H. Maybe we need to do some physipology
of that piece. All right, here, let's
go to this wrap. I will delete these
polygons. I said yes. They are extra density
that I don't want. This all be deleted. All right here, I start
working on this piece. Maybe we can delete this one and this one There are extra pieces. We don't really need them. And maybe here, we can merge these two to keep this more optimized. Because this is a
real time mesh. It will not be subdivided, and these pieces will
not be the form. We can use tangles to make
this stuff better and more optimized All right. I'll delete this. This one also. I could go here. We delete the middle ones. We don't really need them. All right. Perfect. Maybe not. The I think I leave the inner part, here, we can delete
some stuff like all of these eggs here. All right. Let me do some here's
custom split normal. All right. Maybe we can add move by
angle, increase the angle. I think this is good
enough. I really like that. Alright. I will not reuse that. Let's do some work in this part. This is almost completely good. But I don't want these
triangles to be there. I will remove the thickness
and the inner part. And here. Let's see. What we can do in this part
to get rid of that triangle. All right. I really
like this too much. Let me bring back the
high poly pieces. Just to stitch to the
surface. All right face. A chef Oh right here, I will use some mirror modifier. Remove the remove all
of these polygons, then add a mirror modifier. Let's see how we can
How we can fix that. Alright. Hi. This stuff. Perfect. You can reach those. Right? I need another polygon here. Maybe two. H. All right. But I still getting a triangle? Yeah, I will not get that
triangle. All right. I think I will just
leave it like this. I will not bother too
much about this part. All right, I will
apply the mirror. And then I will do I'm solidified and only the rim
I don't want the inner part. Around here could be nice. All right. Perfect. I mean, here they go
some split nulls. Yeah, we clean this. Alright, good enough. I think we can keep
the poly count. We here, when none there. Mbe this part also need
a lot of cleaning. I will remove these
vertical edges to give it a more
simple ol count. All right. Perfect. All right. I think that's nice. But
also, let's go here. We've got a lot of
lidons in this part. Right. Perfect. Yo. On right. I have selected one at Armand here in that. Let's keep selecting
these pieces. On right here also. Y. You also. Perfect. I think this would go. Let me remove these
middle edges. This is perfect. All right. Let's see here. I think
we can reuse this lots. And so, yeah. This can be reused. Maybe just removing
some live some else. I All right. A messing you can maybe remove. But I want to keep
the corbatol fair. I think we can leave it
this piece like that. We not too much changes. Let's see the clothing increal. There are a lot of piece
of pieces that I don't like off topology
that I don't like. Let me remove the thickness, and then I will
remove the inside. I say, Alright, I will
delete the inside, and then I will start
doing some cleaning. With the class. All right. Perfect. I will delete the middle part just doing
work and focusing one side. Will apply a mirror. All right. Let me merge the
middle of the tube. All right. Perfect. Now, let's see what we
can do in the pieces. I don't want this.
It can be merged. This is good there. All right. And see? Let me also see something here. Brace. Face orientation. Right. Everything's good. I just want to see there
was film flip at normals. All right. This part is good, but this one not. I don't like each part. I want this to be a
continuous circle. And we have continuous
circle, I mean not. All right, delete
those pieces here. The meshes. We can delete some edges here
and not just one. We close the gap. All right. Oh, a decent. Perfect. Yeah. Alright. In this part, we got we don't have too much density because we have a lot of
density in this part, but not in the front part. I don't really like that. Try to add something there. More density. All right. Let me remove one
of these. Perfect. We'll move this
more to this side. Alright. This part, I will move it down maybe, all right. Now we can do better stuff here. Now it's better the density
in this area a lot better. All right. All right. Let's see here what we can do with this maybe
just removing this edge. I will treat this part. All right. We add some stuff here. I don't want to add this
amount of polon there. Let's see. Maybe we can do something here. Or maybe not. That can be also good action. Just to keep the
polycon a bit simple. Well, I'm right. This part there's not
too much to drink. Maybe just lighting. I'm removing some extra edges. Here, we can remove another one. Just extra stuff. I All right. I think this is Good enough
now? Yeah, I think so. Maybe just getting a bit better. The cigarette catching
a bit apology. These areas. I don't want
to know too much inlet. Or right. These maybe can be
removed or not. All right. Let me add some shinkrab. All right, let me sing. Shrink crab. Perfect. No, I can walk a bit more easy. Maybe we can, maybe not. If you see me too much quiet this stuff
I'm thinking on this. While I'm making this
is a real time stuff. I'm making the
stuff on the March. Alright. Perfect. I think this is good to go now. Now, what I'm going
to I will try to do is to get these folds
right in the low folding. I will do that using the knife, brush and making some triangles. The thing that I will
not do is to destroy maybe the flow of the edge loop by doing
some weird triangle. I will do some four
triangles like this just to keep the shape. As you can see, the
flow is still there. I just cut in half a quad. Just to force the
triangulation in that area. Maybe here, we can
do something catch better the silhouette
of this fold. Right here, we have a and gun. It's not really
good to have that. Maybe we can do some merge. Now we have destroyed
the edge flow. Let's see. What we can do in this case. I can leave it like this.
Another pick up a deal. Let's see if I don't
have another hand gun, we can keep holding this. The top All right. Perfect. There are some fold that
can be leave it like that, like these back folds. I just will leave it like that. Just do the baking, patch them. It's just on the big folds that I want to
have the topology. I as I said, again, this is a real time. This will not be subdivided, so we can use triangle. Maybe another one here. It's a gun, I don't
want that thing gone. Alright. Let's see. I think this is good though. All right. Let me see. This shrink crap is
not working very well. I move this. I'm not another one. It's working now? I will move this stuff up. Catch better. In this part. Right? While I'm making this topology, is kind of the same of the body. Here in the shoulder, I want
to have the chic edge loops, but for the formation
to be nice. And this to have a cylindrical
stuff without spirals. I don't really like spirals. I think this is ready to go. Let me apply the shrink wrap. And now, we'll apply the mirror, and I will add some solidify and
then the solidify here, make the thickness. Perfect. We can apply it. Bata will
be like that just in case. Let's see what else we
can do anthropology. All right. In this piece, I think that I
will just delete this part. And maybe the inner
part of this. I will just delete it. All right. We need to make a full
topology of that piece. See this area. We got some
weird stuff happening here. Yeah. That center, and I
think it nice now? I got some vertex that
was not merchai center. Let's see here just a week
weak crutpology here. We'll duplicate
this separate it. I don't want this
topology, really. And I will get the high
poly high everything. And here I just want this mesh. Right. Perfect. This will be the part. And now I will add
another mirror. And here I just want
to keep Let's see. I want to keep the polygons
that we have here. Maybe we can do sometraction of these
polygons and try to use it in that mesh in selection, right. Let me bring these to another collection or
I can work nicely with them right here now we can delete the
polygon that we need. Because I want to have
a similar poly count. In this part, what did the formation to be good
and to avoid clipping. All right. Perfect. I think I will
delete these ones. I Perfect. I want to have a Etch loop. Those around this hole. I will try to do that. Alright. To pull you here.
Sorry, I'm too quiet. This is just really
monotonous pathing. I'm just lacing polygons. I try to keep the shape of the All right. Perfect. All right. I think that I will
merge with Bligan. Right. I feel peace. I think I will just leave
a little triangle there. All right. Perfect. And you can delete
the middle one. I mean, not. Let's see. Everything that we go I
need more polygums in this really elongated
rectangles. All right. Oh. Perfect. Trying to connect these parts. An. Now I will connect these two polyms Let me
see then these ones. But we got We got
many polymers there. We can delete the middle
one here and just connect these two and
then connect the rest. We are going to go with this undersup All right. Let's go to the breast
area. Let me save. I want to have neg
loop that goes around this breasts like this. And now I will just shoot
more polygons, fill the gap. Ray to follow the troop. Perfect. Maybe another polygon
here, here, more kids. More stuff. Here. Nice. Right. Fat. I think this is good. They see how this with the rest. Of the body. Where is the body? I
think I missed the body. Oh, it's all head. We've got some clipping through I see. I think that instead of
adding more polygons there, I will just push this stuff
out with the deformed brush. Maybe just push this
out a little bit. And here we need more polygons. Let's continue with
theology of this piece. I need more polygons in
this part. And also here All right. I think this go go. Let's keep filling
this piece here. I'm here right. Mm. And keep moving the bird seed. You give it a better
where you shape. Alright. I will try to have
also net in this bar. I like this. I will add more polygons later. Just want to complete
the loop. Quick, quick. Now I will add more
maybe at the end, the we fill these caps Alright. Here, I will move this a bit. Let's see. We'll
keep struding this. You have three here. Or right. Perfect. This column go down and amid these other edges here. All right. Perfect. We'll add another troop here. And more agents here to
get better this part. My another one here. Maybe this can be lighted a bit. All right. I want to redirect at
that top Nowhere else. Want to rect it tick? Around here. Perfect. And this is good to go now. Let me do some smoothing. All right. So
smooth antics area. Why the Shrink Krab
is not working now? I don't like it how how the Shinkrap behave is
working out. Oh, my. I have to stick everything
to the surface. A All right. We apply shrinprop. Maybe adding density
in this part. Alright. I think for this piece, we
don't need an inner edges. We can leave it
just with the ring. Right, let me see
what we have here. I see these clippings, they can be left in, maybe not. I don't want this to be
clipping here and here. As these parts. And depressed also. All right. Let's do some solidify. I think I'm going to do the solidify with the inner edges. And then I will just delete the ones that
will not be seen, and I will just leave the
ones that are on the breast. All right, let me see.
What else we can do? We try to avoid clipping
in these parts. A right. Let me just add
another a strap there. We'll have a bit more than sitting up All right. More authentity the brain sun. Not fight. On right. Perfect. Let me remove the
in front on right. So here we have the undersut Alright. I'll name the
jacket also jacket Low. We can do that at the end. But I also like to
do it at this stage. Alright, here we
have some trouble, Aldo me to. So pebble. And just to try to keep
away those clippings. It right Right. Alright. We can do more stuff
on the Bandage. But I will leave
the big video here. They'll see you in the next one.
45. 09 Body Retopology Part5: Alright, guys, so let's
continue with this model. Oh, that's something
else. Let's see. Here, I think that I
will remove this part. That's, it's not really needed. All right. You remove some more edges, maybe we can add few edges
here sport a bit better. The normal maybe or maybe that's much too
much only going to learn. Remove them. Something that
I like to use often we get a clean mesh is to use the here edded normal
smooth biango. I will give a nice
a nice smoothing. Yeah. You can add manually the places that
you want to be smoothed. Like this one, just
click in the edge mode, link with right click and
then press Mark sharp. Won't do the same thing here. I don't want these many
polygons around this area. Alright. All right. Let me
remove a bit of those. We got more polygons.
We remove them. Alright. So now I will do these
ones and we also remove. Now I will do the normo biangle we have the clean mouse, the clean shading there. Though here, we need
to do the topologen. This will be a really easy one. Let me hide it and just let me do with the high poly
version of that piece. Alright. Let me select one lion here. Now I will stick to the sulface. Perfect. Now, select and split. Alright. Let me let this. And now here I will just do some really quick
apology for this. It's a really simple mesh. Alright, maybe some mirror. Alright. I can do this. Like this, having some edge loop that goes around the edges like this. All right, maybe we can add few more ligans to support
better the round shape, something like this, maybe. Perfect. I of the magnet. Because I want to move this now without this to be stick to the surface just to have a
bit more freedom or right. Now I will do some solidify. All right, here,
solidify and then just increase this Perfect. It may I peaking
will do something. It doesn't. Alright. Let me apply the solidify. Perfect. Now I have
to get better. Oh. So you can see if you apply the solidify before the mirror, you will get internal phases. This is really bad to
have in your model. So what I will do I will
just delete them to get rid of those right now, I will speak to
surface faces here. All right. Okay. Fact. Let me move this
without the magnet. All right. I think this
is good enough right now. All right. Is it shading
shading exactly where. Let me move the
customs with normals, and they should be better. Alright. Alf Now, let's see what else I think we can leave it
with those polygons there. All right. We have do some work. So let's start making
the robot harm topology. All right. I will hide the body. Then I will delect some polygon
somewhere like this one. All right. P selection here. I will remove the solidify and I will use this as a
starting point to make the body of the robot arm. Let me stick this
to the surface. All right, let me
change the name. Perfect. Now, I will select
the robot arm piss. Let me do first this part, and then this maybe we can do this first because
that's easier. Let's do that first. I will
duplicate this and separate. All right here in the
joint, we can reuse it. I will maybe just delete few ligans here as you can see we have a lot of polygons here. Those are necessary polygons.
You can delete them. All right. Let's see. H Alright, let me do something. Here, I will slide this down. I will put the magnet
into Vertex mode. So we have perfectly aligned this poly
loop with this one. I will do the same thing here. Perfect. So now I will select this height and then delete
those polygons here, then do some on hight. And then select these
two polyops and then press here in edge, the breach edge ops bottom. And now we have br those
polygons there, perfect. Thanks. So let's start
working on this piece. This should be an
easy one. All right. Let's put this but
base here and project, Las project here or right. I will try to keep
this symmetrical. Right. Let's add some polygons. Let's do the same thing here. One, three, and four. Let me extrude this one. All right. Perfect. He also. I just want to get
this symmetrical. All right. Perfect. Right?'s extrude. Malgans Now I will just extrude this one
to close those edges. All right. I will stroke this one here, and then this one and then just add more polygons
in those areas. Alright. All right. All right. A. All right. All right, perfect. Now, we can do something here. We cannot solidify. Let's add it. Solidify now. Now, let's make some thickness. Now I will apply the solidify. Perfect. And then I will stick the internal faces to
the internal parts. Perfect. I just want to get these
polygons on the border. I'll not lose too
much this week. Maybe in some places
we will need to move them without the magnet. All right. We are moving this
without the magnet, just to get energy part and not to lose too
much seluet All right, here oso this part. Perfect. Now in this part, I will do some
bebo. I like this. And now with the
magnet activated, I will put these polygons
into this corner here. This pebble corner that we
have made in the high poly. Alright. A. All right. Let me mood this better the
board, better the shapes. Alright, let me do
some pebble here. A more polygons to
work with this area. Alright, I think
this part is done. We got it. All right. Let's start making
the robot arm, then. Let me select these
measures here. All right. And now I will
start strding some polygons. Let me cut this in
how. All right. I want this to be
symmetrical, too. I'm not I know this
from the mirror because we use the mirror, we will need to move this
object in the object mode. And that will be a
bit of a pin on that. So I will just do the
stuff in each side and not worry much about
the origin point and the local transformations. All right here five. W five. Yeah, I'll
go do five too. Alright well drink for five. Now, I will just
keep putting this. I not want the polygon
to go into this hole. All right. Here are two. And we'll reach and then
add another polygon there. We have swear, all right. And we have even polygon, that means that we
have the matricu. Let me just keep putting this
to fill this upper part. Maybe here we can do some netrop that goes
around this edge. Allright. Let's keep adding more polygons. Yeah, I will add more
lgn toco. Perfect. Nice. All right. Let me add this one to support a bit better
shape in this area. I think that we are
good like this. I think what I will do
because I don't want to have too much density
in that area will be just maybe use some triangle here in this part to
get a bit more density. Three here will be perfect. Let me bring back this Alright. Then we have more or here. Well, right. Let's keep
adding more polygons. That's extrude part. All right, nice. All right. Right. Now, I will shrew this down just to save time and do and to do these
parts quickly. This one, too. These ones. And this
back piece here. Let me do some corrections here. All right. No, I will just fill the
gaps between those polygons. All right. Now, with a knife brush, I will raise this art here. All right. And now let's enter. And let me stick this
to the suprase again. All right. They're almost there. Maybe we can add
another hooligan lil here just to support a
bit better this arch. B right? We have those steps
in the model. All right. Let's keep going. We cannot feel more edges. Maybe or I think
that would be good. And now for the to
close this gap here, I will just extrude this
in words, just like this. And then I will stick this to the surface and make this
a bit more round there. And to follow the
whole edge All right. I will extrude this in
words again like this. And now I will stew it again, move it, and then press them, and then at center just
to close this hole. Alright. But we have made, I forgot this part. Let's do it really quick. Alright. I like it. All right. Here. Fat I will just keep
struing this close the gap Now I will just extrude the inwards. Maybe like this and do it again. I do at center at
center, all right. We have our mesh made. Let's do some normal
smooth biangle Maybe we can increase
the smooth angle. H. Alright. I think this is good enough. All right. Let me select this
and then do some sharp in the plating
that I want to be sharp. Like those areas. Maybe in this part also. Alright. I don't want the
sharpness in this edge. All right. Let's look the
sharpness in these parts also. All right. I think I will
do the same thing here. Mark Sharp. All right. Let's see what else? Oh, write the hand. We can do some productions here. I let's see. Let me just select
of these solve. I want this to be merged. No, no, no. I think this part will be just easier to do it from
scratch, really. Maybe this stuff can work. But we got some spirals are
that are not really good. Maybe I can delete these pins
and then connect these two. Let me bring back the
high body. All right. Let me hi everything else. And now we can work
nicely in this part. All right. We have some guns. Maybe we can add
another polygon here. All right. We got more stuff in this area. Let me delete those stuff. F at least this one. All right. Let me add another
edge loop here. I just delete the middle stuff. Alright, let's see. We got some weird stuff. A on right. We got some weird stuff here. And maybe we can just close
this with the right angle. On right in this area, I will also saw some edges. Perfect. Oh, I need poly onion this far. Pork feather that shape. Right, so now we have
a lot of engins. We can just get rid of those
doing some angles here. This will be the quick, easiest and fastest way to get rid of those Perfect. Let me see if we have
another places that are more than four You can go here to select and
then select all by trade, places by size, and then here you select
trading the form. As you can see, we don't
have more and guns. But we still need to see what we're going
to do in this part. I think that I will just
add an extra edge here. An extra edge, right, and then just move this around make a bit more
space for the polygon. Right now, it's just s.
Here, I will delete this. And here I will do at center, and here also at center. Maybe we can do a bit
of an inset thing. It's a little bit perfect. Then we are done with. Let me do some dear fission
split normals. There we go. Here, I will try to
get better this part. All right. Maybe we can merge these two. I think so, yeah. Perfect. The pack with the eye podding just
to do some more fixes. Perfect. Let me do some deform. I want this to be on top of
the mesh and round this part. In this part also Perfect. We can do another norms
mouse weighted Mul biangle And then just
increase the value. All right. I will add some harps in
this area. Mark sharp. Sharp. All right. All right. I'll
select all of these. Mark Sharp. Alright here, we need to
do a lot of cleaning. Well Well, well, let me see. But Yeah. Let me remove this one. I will do dissolving. All right. Let me
get the high pi. All right. I think
that I will delete internal pass here pass. All right. Let me do something here real
quick with the high body. I just want this to be inside. I feel like this. Perfect. Now I will extrude this
with the magnet activated. I will stick with this surface. Let me do more
tweaking in the hypoic it's supposed to be
topology activated. All right. Get back. This piece. All right. Ct. Now, I will inset this again
res M and then at center. Or this part, I think
that will be the same. This part will be not in
because this piece is, like, part of the palm. We can just extrude
this and then do this again and do a merge at center that will not
be a bit of a deal. That will not ever be seen. All right. We need to do something here. I All right. What did you do? Do
some cleaning on the fingers where before that? Let me hide the fingers. Let me do something
here I will delete the cushion split
normals and then add normals mood Biamo
A almost perfect. Alright. Here, A will do the same thing. We'll delete the
custom flit normals. And maybe I think we can
delete some stuff here. Let me delete these
internal polygons. All right. Now, I will keep deleting
the internal polygons. I will get the magnet. I will put it in the vertex mode and then just
sliding this to get a perfect match with this loop. What was that? But I think we got some
weird stuff there. A right now it's working. I think I got some
internal bases there. Now I will do some ridgps here, reach and then reach her. Alright, now we have
those polygons based. Let me get back the body. All right, we almost have
the entire robot arm made. I think I will leave it in
this part in this video. And the next video, we're
going to keep working on the hand and maybe
start the robot leg. I'll see you in the next one.
46. 10 Body Retopology Part6: Alright, guys, so let's
continue with this model. What I'm going to do
now is to work on the fingers where they are here. What I will do is just to reduce the amount of
polygons that are here. So, let's begin. The first thing that I'm
going to do is separate each one into its own object. Is going to separate
another object. I'm pressing L let everything. Now I will press P
selection. All right. So now here, I will just delete some unnecessary polygons
that are here maybe. We can add another one here and delete this two in
this moles thing. All right. And here also. Let's see what else. All right. I think that should be enough. Let's go here,
delete these ones. Now delete these other ones. All right. I will delete this edge. Perfect. I think I will leave that there. I will do the same thing to
the all the finger parts. So this will be kind
of a time laps, yeah. So let's start making this. All right. All right, perfect. Let's see. What else can delete? I think I will leave that. Y. We'll add another edge. All right. Let's
keep going. Perfect. We'll leave these two or
not, they are necessary. Or maybe we can lead them and just make a
triangle maybe here. We can make a triangle. This will be aqua? And there will be
a triangle inside. We need these two. Fact. I Right. Things that I will delete
the inside of these meshes. Things I will never be seen. Maybe we can delete them. Right. Let's keep doing this. I think we got another finger. Let's continue with the rest. Alright. And Perfect. Well let this middle one. And that will be enough. But here, I have an gun that
we will have to address. Let me do the same thing here. I will add the gun
the triangle here. We'll delete this one. Alright. Let's keep going. I'd be doing the same
thing in both fingers. Alright. At. Right? No, we have more guns here. Be aware of that. We don't want to have an guns in our mesh that will
cause troubles. And we try to make
DUBs and other stuff. All right. Perfect. I think I would like
this. All right. Let's keep going with this. Let me add the triangle here. All right. We'll delete one. And now I will start
to delete more polyms. All right. I All right let me put some triangle here. I think that's enough, maybe. Maybe this finger,
we can get rid of this edge look and just put some triangle there to
support the shape like this. All right. Keep going. Perfect. And now here Perfect. I I may delete with polygons, also, maybe. I don't want to lose too
much of the curvature. I think I will leave them. Now, I will these ones and start working
on the other parts. Alright. W delete this All right, let's see. Perfect. And let me do something
again with bikin. All right. Now I will
lead these ones. Alright. A Alright. Let me keep deleting
these necessary polygons. All right. I think we finish here. Let's continue with this one. Perfect. But if this is too boring, you can skip this part. If you know the process now. This is completely real time, so maybe I'm struggled to think what to talk
while doing this. That's not my strong point, S. Alright. I put
delete the inside. Perfect. Let's continue here. Alright. Perfect. Perfect. And perfect here. Until we delete the
inside polygons. All right. If we
have finished here. Now, let's continue with this. At Alright. Maybe we can delete
this meal piece. Middle part. Yeah,
we can delete that. B go here also. Oh, I think I have
deleted the nuts. All right. I did it. Oh, I got and also kun here. I think it was this part. All right. Perfect. Let's keep
going with the other ones. Perfect. No. Skip deleting maybe we can get rid of
this edge loop here. All right, here, though. Let's delete this. Alright. Perfect. Perfect.
Let's continue. All right. So now we have Ds. Let me just delete
the inside part. It's completely unnecessary. This is just adding
unwanted polygons. Unnecessary polygons here. All right. Is are unnecessary. Perfect. Now I will do the leg by trade with the X ray mode
activated in the phase mode, the leg here and
select all by trade. Then pass by size
greater than four. So we got some en guns. Let's fix those. Right
here, we got an an gun. That's a great tool to see what are the
angles that we have. Which one are the angle? All right. Finish by size again. Alright, let's see. I got some weird stuff here. I think in this part, I delete the TDH that
wasn't meant to be deleted. All right. So let me do this real quick. I will connect these two here. And now I will add
another edge here. Then I will delete the
middle one, and there we go. Let's Skip fixing the errors. Oh we still got the error. Alright. Real quick. And here, perfect. Let me selects by size and just fix this gun and now we
are ready to go with this. Alright. Let's do something here. I will apply a smooth biangle and I will delete the
cism split normals. Because I want to
have my corners sharp and I don't want
to add more legens. So I will just do this
have my edges flat. Let me put some name. Alright. Let me change the
name of the joints. Perfect. Now I will start
working on the joints. As you remember, we got we have some wanted
polygons inside this. So what I will do
is just to select the inside polygons and then I will delete
them around here. All right. Maybe, another thing that
you can do is just to do one and then duplicate it
duplicate the other side. But I don't want to
do that because I don't want to reposition
everything again. Maybe we can do it. All right. Now I will let this or not. I will actiive the magnet
and then slide light this. Alright, and then I
will delete the middle. Alright. Then do some bridge edge looks. Edge, bridge. You can skip
this part if you want. Yes. You see the process if you want. You can stay here. Let me do some more refining and some more optimization here. Alright. Let me do the same
thing in this part. Alright. Perfect. Here, breach edge looks. And here, breach edge ops. Where is it? Alright?
That we have to do the same thing in
all the other joints. Maybe one thing that we can do maybe is just
to delete the rest. And then just bake
one of this joint. And once bake, we can duplicate it in the other joint positions. I think that we can do that will save us a lot
of time instead of doing this and then doing the B for all these joints,
that's really necessary. So I will do that same thing. I will delete the
rest the joints, and I will keep this one, which I'm going to bake when
we are in the baking stage, and then I will
duplicate it again to all the joint positions again. So let's leave it there. So now we have the
robot arm made. Maybe we can do now the dress part that we haven't made these ones where are they. Alright. This this Alright
let me delete this. As you can see in this part, I managed to get this good. I just I just did a
great field and then apply a smooth biangleRleas it. All right, let's do the
topology of the dress parts. I will be really
straightforward. Alright. I will hide this stuff because we are
not going to need them. Let me start with
this. Alright. Let me just select one
polygon somewhere. Face face project, right, and then I will borate. All right. I will now do the
dipole of this part. Come on, I would
delete the solidify. Let's play the polygons
nicely. Maybe we can do this. 'cause I don't want to put
those polygons by hand. We can do something here. Alright. In this
part, let me Alright. Let me apply the
mirror. Here, perfect. I will strok this while
this is not working. Right. Now it's working here we can do a triangle, board this shape a bit better. Oh, wait. I want to get this stuff, maybe. Alright. Let me see. If we can get it. I think, yeah, let me
do a triangle here. All right. Here I want something
like this met part. Alright. Perfect. So we can add another lidify to this part. All right. Here solidify. Perfect. Let's select. Oh, where is it? Oh. Alright, perfect. I will apply this solidify now. Nice. We have this middle stuff. I will do the back part. All right. Let's do it. I backward here. I will duplicate another
polygon and separate it. And then isolate the objects. I would delete the mirror. Alright. And now it's just extruding. Get the shapes right. Perfect. All right. I will do this type of big screwings because I
want to get this fast. And then I will add more density later because
I want to get this done. Alright. Perfect. All right. Maybe here, we can get this
thing in our topology. Alright. I'm thinking like maybe
something like this. Oh, here. Perfect. Here, I will do some just a triangle
to hold the shape. Perfect. Let's keep going. Alright. Perfect. All right. Oh, right. Let's keep going. I'm just trying to get the folds that are sculpted
in the topology. And then I will add
more density once we have the entire piece
in our topology. Morris and Perfect. Maybe here, we can
add a little egg up. I will just do some pangolvia in this part of all the shape. All right. Perfect. Let's get going. Alf. Here, I will add another edge. Every can be good as a quad. All right. We'll add
another edge here. Perfect. Now, let's just keep adding
more and more polygons. Here I can add another one. Old better the shape. Now I will add more
polygons in these parts. Alright. And now I will
do some shrimp crap. Perfect. Alright. Well apply the sycrap
and I will add a solidify solidify here. Oh, di fun. There we go. Let me delete this
just real quick. And then I will pitch these two. Just to add another
polygon to close that gap. Or right, I think we
have a toponge of this piece maybe another here. F Let's apply the solidify. All right. So we
got dressed pieces. We've got something we are
here. I don't want this piece. I would delete in this. The old one, not the new one that we have made in the video. Alright. Let's see. So I think we can start making the robot leg Or right
starts making the robot leg. Let's see. Alright. What stuff we can reuse
from the robot leg? Let me hide the body. We can use this knee joint. We'll name it. Join. No. Perfect. And I will
delete these extra et troops. Perfect. Because they are
unnecessary right now. I don't want those hooligans. Alright. Perfect. A, right. Nicely done. Let me add another
smooth bianglePerfect. And now we'll delete the
custom split normals. Let me increase just a bit. This All right. I think I will add some sharp. Here, Mark Sharp. Perfect. And here also. Mark Sharp. All right. In all these places, I will add some harp. Perfect. Mark sharp. We have the knee joint. And now we have to start
making the robot leg. Alright. I think that we can do the robot leg in the next
video or see you there.
47. 11 Body Retopology Part7: Alright, guys, so let's
start with the robot leg. This will be an easy one, I think. So let's start. The first thing that I'm going
to do is just to duplicate another polygon from
anywhere, separate it. And now I will rename
it Robot leg. By more. L. Now I will start
extruding polygons. Let me delete this smooth
biango for now. All right. Le start. Alright here, I want an edge loop that goes
around the corner. So I will make it. Alright, let's see. Perfect. I want an edge look
like this in this place. Perfect. Nice. All right. And then we close here. Let's just extrude again
here to get the shape. And now I will add more
polygons where it's needed connect the upper part
with the lower part here. All right. Let's apply
don't stop here. Perfect. All right. Let me do something
here. We can close this. I don't want to have
that polygon there. We do something here, all right. Perfect. Now, it's working. All right. Perfect. We can
pebble this or not. I think it's better just to
add more egg ropes by hand. Perfect. Let slice this line. Alright. All right. Let's see. We can do another edge loop
that goes around this area. Perfect. Let me do the same thing
in the other part. Make hidings for now. And here I want to get kind of the same polycn
from the other part. All right. One, two here. Three, four, five and six. Perfect. And close here. I will add another up here in the middle to hold the shape. Nice. All right. Perfect. I will do the same thing here. I will slide to what a middle edge loop to
fold better the shape. All right. Perfect. Now, here, we can close this. I will say first. Alright. Let's see. Em let's do some
struton Perfect. We maybe can add more
polygons in this part. Alright. We need one more. Perfect. Let's do the
same thing in this area. All right. Let's see. We need one more edge loop. I Aft. There we go. Let me add another shin crab. Perfect. Now I will apply the shin crab. Here, we do the inset to
get this thickness part. Alright. Perfect. No, I will keep spruting
this to the end of this. Something like this.
Perfect. Let me get in shape better because I want to close this hole like we
did in the high poly. All right. Extrude and then
merge at center. Maybe we can add a few more polygons,
and that will be it. Or the femor Alright. We got the femur Perfect. Now we can do the cough. Let's start working on the calf. We'll duplicate
again one polygon and place it on the calf. And now let's start
working in this suf. Before that, let
me do something. I will separate the
fit from the calf. Alright. Deduction. Alright. Keep working. I could be easy we do. Alright. I will try to make this
stuff asymmetrical. Alright. Let me do some more a tops here. Perfect. I All right. Perfect. We'll cut in the middle
to have that middle edge. Here, I will do some inset. Perfect. Now, let's see here. What
we can do in this piece. We can do more edge loop here
and then do some extrusion, scale it down, and then
do some great fill. I'm thinking like No. Like this. No. I don't like
this great feel. It's really wonky. I want this to be here
and here. Perfect. Now I will add more Los. Alright. Perfect. This is what I wanted. And All right. Let's keep working on this. This should be really
straightforward. Releasing propology here. All right. Perfect. All right. Yeah, so. Alright. Let me see. I want a
circled soup here. So, let's try to do it. Alright. Perfect. I Nice. All right, I will
keep struding this. Maybe here in the edit here. In the loops, make it a circle. A perfect circle. And then do some great fill. Or maybe before that, we can do some other extrusion
and do some great fill. All right. Now I will select this and then just duplicate
it to the other side. And now I will do some lip normals here
in mesh, normal flip. Let me do I do it again
here. Lip, all right. Here we have our apology
duplicated in the other side. E. All right. Perfect. All right, let me see what
we can do. We can do this. This part to close that All right. We'll extra this
again to this point. All right. I All right. Perfect. Now here, I will just keep excluding Like this. And then I will gridg these two. And then just keep
filling the gaps. Alright. Another up here. Perfect. Alright. Perfect. Let me add more
polygons in this area. Alright. Now our close is We'll close this here. Love quick. Alright. We're almost there. Oh, I forgot to tune on the magnet for my D. We've got something
bad here. All right. Let's keep adding more polygons. Here and here, perfect. Here, I will add match
loops, something. Let me add just a middle
one and then two more. We close this and
maybe here we can do some reduction of this piece at center and at
center, perfect. We don't need that many
polygons going down. We have some triangle here. I don't care too
much. All right. Let's see, from this part, what we have Let me remove the magnet just to make this a little bit better. All right. But here is something
that I don't want I don't want to have some
weird stuff in this area. I will add a triangle here. Just to support
better this shape. Alright. There we go. Nice. We have the cow done, eh? We can hide the coal. H. All right. Mm. I think we need to do a bit more work on the more. All right. Let me
save incremental. Perfect. Here, I got this really big polygon there that is really
bugging me out. All right. I will just confirm
this stick to the surface. All right. Let's see. All right now,
it's a bit better. There is also working out. We can just move this
a little bit here. Let me see if there
is another thing that is not really nice. Like in this part.
Alright. Now we can modify the no
polly accordingly. Let's stick the low poly
again to the surface. All right. You will have more big
ligans that I don't want. All right. I line. Let's see here. Perfect. I think this is good enough. All right. I'm just waking a bit. Yet in the vertices
to the surface, sometimes here in
blended we need to do that with a magnet. Because the string crab
sometimes it is really buggy and the shrin crab
doesn't stick automatically. We need to move the vertex, and then the magnet will stick that vertex
into the surface. So I think this is
good enough now. Kind of, we still got
some stuff there. All right, let's sing. Let me just move those
stuff out a little bit. Perfect. All right. So we got the calf, the femur, the middle joint. And now we can do the fit. You see where is the fit. I think it's this one
or this one. Yeah. W rename it. All right. Perfect. I will save. And now I
will duplicate again another polygon separate it with P. And now I will
isolate this f. All right. Perfect. I will extrude more polygons. Yeah, I will do a triangle. All right. Per pits. More stuff, more polygons. Maybe in this part,
instead of that, we cannot edge like this. All right. Perfect. A All right. Here. Perfect. Let's skip stewing this. Get the shapes right. Let me save. I will strew this again.
And these two also. Perfect. I will close
this shape here. Now, I will shoot it again and start
working on this shape. Alright. Let me save again. Alright. Or what. Oh. Let me do something
sow and here, let me delete the pace. And then the sow here. Then just connect
these two faces. Nine. All right. Perfect. I will just loas that area. We got some trouble here because that doesn't
supporting too well the shape. I think I will do this instead. It's making this a bit lower. And now I will bring this edge loop to see if I
can feather the shape. F. All right. The ing I don't want
these polygons here. Let me just put in
this like that. I will bevel just to have
more density work with. Alright. Safe. I will add three edge
loops in this part. Another edge loop here and
another one here, all right. Now, for this part, I will something here. I will screw this. And this also I will shoot this
something around here. And then I will do some
triangles in this part. And I will feel this. Perfect. Let's sing. Right? I think delay this. All right. This part, I would extrude this and then cry L seal this stuff here. Because I want this
hole just to be baked. I don't want to do more
topology for that middle stuff. And for the interior. I don't want to do that. I think it's just better let this bake. Those stuff All right. But now when it's
something here, hat were hard to work with. Let me stitch that. All right. Perfect. Oh what? All right, let's see. We can maybe do a triangle here. And then just lost this here. Perfect. I think it's good to have
a triangle on this part. Maybe. That right. Let's see here what we can do. I will try to do the same
thing I did in the other part. Alright. Perfect. Now we can save. Alright, I think we can continue in the next video.
I'll see you there.
48. 12 Body Retopology Part8: Alright, guys. So let's
continue with the robot fit. So let's see what we can do here and extrude
this around here. And this one, too. Here, we can add a triangle
for better this shape. Let's do the same thing here. All right. And a triangle here. Perfect. Alright. Let's sing. Let's extrude this down. Something like this, maybe. All right. Lee extrude
this a bit here. Then this down, too. Alright. There we go, let's do the
same thing in the other side. All right. Perfect. All right. All right. Nice. So, let's continue here. Let's screw this. We do this thing quickly. And faster. A right. Let's add a few more polyme
to support, better to shape. I think here we can
do some angles to reduce the licunt on the tip. I think that should be good. Alright here, I will
add more polygons. All right. Let's do this one. Perfect. All right. Let's do this one. All right. Perfect. Let me add few more here to support
better this shape. I think I will add
another edge loop there. All right. Perfect. Nice. I will need another edge
loop here for this part. Alright. All right, perfect. Let's keep extruding
these *****. All right. Let me take this
again to the surface. I see they were not on
top of the surface. Right. Let me fill
this cap here. I'm just trying to get most of the shapes
in the topology. But some of these
detail will not be in the topology will be in
the normal map later on. Alright. Let's see. Perfect. I added some triangle
there to close that cap without the need to
add more polyopsO polynoms. All right. If you were like a
cinematic model, you will not be able
to use triangles because the mesh will subdivide. And for subdivision modeling, these triangles are
not really good. I'm just using
triangles because this is a game ready character,
not a triangle. I mean, not a
cinematic character. That's why I'm using triangles. Triangles are not always bad. They are just bad if you
are doing up the modeling. In that case, they probably
will be a bit bad. But for this real time
stuff, it will not be bad. Alright. Let's keep struing this. Oh. All right. Let me add a few
more polygons here. Perfect. Now I will
close this here. Perfect. All right. Let me save. Let me see something here. All right. Let's continue. Perfect. And more polygons. Trying to get most
of the shades. All right. What? Let me do this ping
on there. All right. Let me delete this one too. I think we will need some
triangle in this part here. Get this shape right. The same thing here.
Alright. Perfect. Et's add more polynons here. All right. That. We need more. Alright, let me just shroud these
two these parts. Here, perfect. And here. Now, I will just keep struing
this to feel this cap here. All right. Perfect. All right. Let me feel this. Then we can extrude
this around here. All right. Let me keep extruding
and here down also. I will do the same thing here. Perfect one and we build this. Now, let's throw more plinon
sound to build those gaps. Alright. Perfect. If you want to see this fuzzer, you can crank up the
velocity of the video. I'm just doing this
real time. All right. I know that it's a
bit boring process. It's free topology. I like to topology, but it's unnecessary evil. Alright. Let's keep doing this here. Perfect. Let's
sing in this part. I'm saying here.
Let's fill this gap. All right. So we are close to
finish the robot leg. Let me just fill these gaps. Alright. Let's keep going. Let me safe. Alright. I will close this here. I turn off the magnet
just to get a bit better this card here right now, I will activate
again the magnet. Or maybe here. We can
just add one perfect. Now we can keep adding
phases to close that part. All right. Let's extrude this
up a bit molar here. It's molar here.
And then in art. All right. Perfect. And then here let
me do something quick about merge by distance. Alright. Here. Let's keep adding more polygons. Alright. Now we need to get this
cylinder in the mesh. Let's just duplicate 18 and then start lacing it
where it's needed. All right. Let's try to
get an even number here. Alright. Perfect. And here, let's see
the mouth of oligon we have N vertexes. I think that's nice. OightEtrude and then inset it. Perfect. Let me add another edge look who holds better this
shape in this part. But right. Perfect. All right. Now, I will just extrude
again and then inset into some grit fill around here. Alright, perfect. Let me just stick
that to the surface. Now, I will duplicate this, and then I will paste it
in the other there here. All right. We got something
some stuff here. Alright. Most of
the stuff are nice. Alright. Let me do
something here. We'll do some flip
normals here and mesh. Normals, flip. Alright. Let's keep going with it. Perfect. All right. All right, perfect. Let me add
some more polygons just to fill and net the cylindrical
part with the mesh. All right. Let me do
the same thing here. Perfect. Alright. Let's keep adding more polygons. Now, here I will connect. I will connect these polygons. Maybe we can add another
edge loop here. All right. We can just lose this All right. Perfect. I think this part, we
have a lot of polygons. Maybe here, we can reduce
that by just using some triangles to get rid of those extra polygons
in this part right. Let's think Perfect. I'm just adding
more polygons here. Maybe here, we can also
merge these and send it out. What by the distance. Perfect. Let's do
the same thing here. All right. Let me see. Alright. Perfect. Merge by distance. All right. Oh, what? Oh, we have
something weird here. You see, we have. Also that Oh, sake why is this not merging the polygons likely think they were
merged now. Alright. Perfect. No, they're working. All right. Let me just keep adding
more stuff here. Just to finish this robot
feed that is almost finished. All right here. I
will extrude this. Perfect. He perfect. I will add few polygons in this part in fold feather shape and to be able to
connect with a cylinder. Alright. Let me delete this one. Add some more polygons here. All right. I will add another snoop here. Now we can close this. Nice. Alright. Sliding this to get a bit better distributed
the polygons. Alright, let's see here. Let's see. We are
almost finishing this. Let's fill this gap. A right. All right, let's see. Perfect. All right. Nice. Now we just
need to connect. These ones, I will merge here this stuff to merge
by distance. All right. But why am I merge by distance
is not working prectly? That's where now it's working. Alright, let's see here. I will do the same thing here. It doesn't want to
work. Oh, my God. Let me do something here.
Let me crank up a bit. The distance of the merge
because I want to see if I have more clothing practices
don't wear in this mesh. I think so. I have
deleted some stuff. All right. Let's see. But it have been
have been deleted. I now was that. For some reason, my mind merge by distance
not working nightly now. Alright, I'll just keep
placing the polygons. All right. Let's close this up. All right. Perfect. All right. Now, I will
add amphiangol here. And then I will
just close it here. All right. We need now
to close this gap here. We'll do some great
fill. Nicely done. Alright, give me a
suck. Let's continue. This part will never be
seen because that will be under the robot of But I will just add some more polygons
to close the shape. I don't have holes. That will not be really good. All right. Let's just trying to keep
and close this shape here. I want here Aft. And here, too. Alright. We got something we are here. But this this Now,
this will work. All right. Always be careful the way you place
your polygons because you can have the errors like having double vertices
and all that stuff. So non mainful geometry, that's really bad to have
the non mainful geometry. All right. We'll just try to
keep the shape. Perfect. Alright, we
are almost there. Let me delete that triangle. All right. Now, I
will do some inset, and then some red fill. Let's move the upset. Let's get this right like this and we are ready
to go with the fit. Let me do something real quick. Maybe we have some
weird off here. Select all by trade. Where is it? That's all by trade and non
mainful geometry. All right. Me seeing all by
trade, interior faces. I just want to see if
we have weird stuff. Alright. I think
everything's nice. All right. We have done the robot feed, and now we have the
entire robot leg made. Let's see, this will be
the robot robot calve. And then the robot bit. Perfect. All right, here, let's delete. Oh, we have deleted. Maybe we can add
some mood Bangle. I get a bit better. The shapes on the smoothing. Alright. Let me say something. I'm going to add some
harps here, marked sharp. Let me do something
really quick. I think I saw something at is not really good in this part. Alright. Just trying to get this
to the corner again. All right. Nicely done. Let me add more sharp here. Maybe here. Awesome. But we got
something weird there. So more sharp. Did I see the merged by this and wasn't
working really nice now. So maybe I have more polygons
like that somewhere. All right. Let me see here. Just in case. All right. Is
everything is nice. So we can finish with
this more charts here. I want to keep these
transitions sharp. Alright. Though we have done robot leg, I think we can add another
merge biangle here. Let me just increase a
bit more this angle. A, like this. That would be it. That part. That
thing, Abe here also. Perfect. Almost nice. Want
to do something here. I don't want those sharp
lines in that brown area. I think that's nice
let Dave incremental. And now we got the robot
arm and the robot leg made. And now the only
thing that's left to do are the bandages, the eyelashes, the eyebrows, and the hair, and
then the sword. The sword would be a
really easy one to do. So let's made let's make
really quick the eyelashes. They will be really
straightforward. Alright let's go. I will
select some polygon here. I will select these polygons
because for the eyelashes, we need to have the same
polycon as the eyelid. So I will copy these, then do I will separate them. And now I will stick
that to the surface. It make just delete
those and then bring the the high poly. Perfect. Here. Alright,
let's place it. Perfect. Let me save. Alright. And this should be nice enough. Let me see with the rest
of the body. Alright. Let me just move
this real quick, match the position
of the bird disease. And that's good enough. But that upper eyelash, maybe we can add
solidify here, solidify. Perfect. Let me uncap this and just do little
solidify each part. It's a really little
one Or maybe we can even let that as a pain and
just pay paint over it. A solid color, maybe. We can do that instead of having that thickness
and the eyelash. That could be an option. Maybe not. I think this part. Alright. I think I will
leave it like a plane. I will leave it this like plane. Alright. Now, let's make the lower eyelash. All right. Let me separate this. Body. Upper eyelash. Eyelashes. Alright. Let's
keep going with this. The lower one should be
kind of the same principle. Let's start. Let's look at this. Let me do something
here real quick. I will just copy these
polygons, then separate them. Then using this the
topology in this part. All right. I think we can
solidify a little one. It's still too big. Maybe 015 will be nice enough. Maybe a bit thicker 0.7 maybe. Yeah. That should work. Let me make this a bit
thinner this area. All right. We'll add the same
solidify here. All right. Zero point. Let me. I'll be the
number from here. All right. Perfect. Nice. We can apply the
solidify. All right. And now we have our
eyelashes made. The eyebrows, I will just reduce the poly count and
delete the back faces. Let me just delete the
other one at some mirror. All right, where is it? Perfect. And now I
will just reduce the poly count of
the to get better. Optimization them. And see here, select
these polygons. All right. And now I will delete them. Perfect. Maybe we can
delete these too. My this one of them. Maybe not. All right. Let me
move this a bit. All right. Perfect. We nice. We got
our eyelashes and our eyebrows. Which
something here. Low. Low, perfect. Then
the lower eyelashes. Lower eyelashes. Alright. Low also. And then the eyebrows All right. This stuff, what is it? But wipe my mesh doesn't
have the border. That's weird. We can just start feeling this. All right. Perfect. And now in this area. Now this should be good
wipe now, all right. Let's see this one right. Perfect. So what is left is
the bandages and the hair. Let's see what we can do with
the bandages real quick. I think we can reuse them, reducing the poly count
and then reusing them. They are not really complex. Most of them are
just some cylinders. All right. So I will do that. I will reduce the
body count of them. Maybe here, we can
delete these two. Let me add something there. All right. Let me see here. I think we can
dissolve this one. But there is a thing that maybe will be bad when we
start making the bakes. Is that we maybe can have some baking error,
some the bandages. That's not good. Alright. Let's see. H. Hmm. What we can do
with the bandages. I think that to avoid
some baking errors, I will do some free
topology to get one mesh with the forms
because like we have here, we can get some
baking errors like this strap baking on top of
this one and vice versa. And I don't want that. Maybe
we can do it. Also here. Maybe with this one, we can do that, too. So let's keep working on these traps in the next
video so see you there.
49. 13 Hair Retopology Part1: Alright, guys, so let's
continue with this model. As you can see, I have done
some work out of camera. What I did was I just decided
to go with the bandages, leaving, like, like they are. I don't going to make, like, a full ppology on all the
pieces and making it one piece because I want them
to be separated like this. And to solve the problem that we're going to
get while baking, what I did was I separate all the bandages into
their own agte here, as you can see, and then I name it with a low suffix here. I did the same thing with
the high poly version. But in this one I name
it has in the suffix. So you can see legs
bandage one high. And with that, while
we are baking, substance painter will be
able to identify each bandage and will be able to bake the normals and all this stuff without any error on the baking. The thing that I did was just to delete the back hooligans. The one that I point
into the body. I just delete them because
they are unnecessary. So I will do the same thing here on the andages on the arm. So let's start working on them. So I will delete
the back ligans. All right. It will be pretty
straightforward. All right, Shing. Alright. Now, what I'm going to do will be make another collection. All right. Perfect. And now I will put all the bandages of inside it. And now here I will
select everything, and then I will do some E and by losing parts,
I will separate them. And now I will start
naming them like this arm bandage one
and the suffix low. I will do the same thing on
all the bandages on the arm. Maybe this is not the
best way to do it, but that's the way
this is the way that I just figure out that
will give me what I want. So let's do it. So here, we can separate these two into their
own single object. And once we bake everything, we can start joining
the objects to not have this amount of
separated objects in the sein. Alright, let's see here. Perfect. Here's the sticks. All right. Is the other stuck? Maybe we can do the same
thing on this part. I think so. We'll just separate these and just keep
naming them eight. And nine. Perfect. Now, I will do the
same thing on the high body. Let's go there, high poly here. I will create
another collection. Our bandages. Alright. All right. I'm doing that because I want
to be organized that. Just to hold all those
meshes and not make a mess. Alright. Let's see. Now we can separate
all these bandages, here, to the loosen parts, and here two P loosen parts. All right. We can start
naming this stuff. Let me see something. This is Oh, I think I did a mess kind of. Ah right, let's see. This will be the first one. I. Alright. Let me hide that.
This one will be the second Oh, right. Make sure that your name matches before the
high and low suffix. If there any error
on the naming, the substance painter will not recognize it and will
give you an error. So you will have to rename it and re export them to Cbrush. I mean to substance painter. Alright, this is
for bit too quick. Alright, here is the third one. Perfect. This is the fourth
one. Let's go there. Perfect. Let's
see. The last two, I think, all right here. This is the fixed
one Going right. I Ai Aft. Now, let's go with these parts. Where are they B right. This is the 61. Let's see. Here the six. Er ft. Let's go with
the other one here. All right. Here will
be the seven. Nice. And just left these two. This is the 81. Eight. Nice. And this is the 91. Perfect. So now we have
all the bandages made. So we can start maybe
making the hair now. We also need to make the ice. No, let's do it. Let me sing. Let me
hide the high body. And let me unhide the
and the yes. Let me see. I think we have some
boda yes that we can still do some optimization, maybe. I mean, not. Mm. I think I will
leave it like that. So watch live, but let the
hair is left and the eyes? I think so. If my
head is not bad, let me unhide everything
here. Hide this. Right here, we got some like duplication
of the undercloth. I will just delete that. Alright, perfect. Let me see with the
attributes. Perfect. You can see here with the
colors I just made IC brush. We can use this as a ID map
inside soups and finder. I think that's all that I need to do the
hair and the eyes. We can do the ice really quick. I like to do the ices in a
bit of a special manner. That maybe will not be
some real time eyes, but I like those because
inside marmoset, I like how they look. They will be kind of maybe
physical correct. Eyes, maybe. Not fully physical correct, but just kind of like one. I think they can work as
a real time game eyes. But eyes for games are made with some parallels maps
and all that stuff. But let's do the eyes
here or the eyes, but I can do it is
just select here, I will select 11 edge loop. And now I think
that's the middle? No, that's not the middle. I need the middle
edge loop here. Oh, right. I see the middle. You know, still the middle. I will just use that.
Then I will press Shift S cursor to select it to have each dicussor in
the center of the eye. Now, what I'm going to do is
just to make another sphere. They make it Bix then by eight. All right, I will
scale that down. All right. Now I will rotate
it 90 degrees, perfect. Maybe a bit of rotation,
a bit of angle. The eyes all right. Now, I will try to make. But before that, let me
just duplicate that because this other sphere will
be the cornea mesh. This would be eyeball Is maybe. And this one will
be I ball or Nia. Perfect. All right. Now here, I will
add I don't want. Alright. Yeah, I will
add some edge loop here. Get the IDs tie, maybe something like
this should be nice. And now I will just
maybe inset this. And with this with sphere mode,
the proportional editing. And now I will change the transform orientation to
local I will just move in the C axis to push that down to have kind
of that hole in the is. Let me push this a
bit up a bit forward. All right. I will add
another edge loop here. I will remove the
proportional editing because I want this
to be like some f, something like this
should be nice. Perfect. Let me do
some pebble here. Maybe another edge loop here. Just some some stuff
here, maybe, yeah. Perfect. All right. Let me do another one here. Nice. Let me see how this looks. This is can of nine. Yeah, I think that it's
going to work nicely. Maybe we can just
delete some edge loops. But are not really necessary. Abe this one here. Or maybe this one. All right. Perfect. I'm going
to add another what? What I have changed the naming. Oh, what I just duplicate
it the other I Oh, my God. This one is the one
that I want to rename. I admit just delete this one. Right and here I will
change the name. Let me hide this eyeball out. And now I should have,
we have messed up. Let me add another sphere here. Here, I will scale it down. And then I will just
rotate it 90 degrees. And now I need to
match the angle. Here, we can see the
angle that we have put. Angle, I will just copy it
and then just paste it. I will make this a
bit bigger, heat, it. But right now I will
add here another edge. And maybe we can scale it down just a bit
another one here. Because I want this to be Petrusion something like
this should be nice. Let me select the other one. All right. Here, I will activate again the
proportional editing, and now I will move it in the C axis and this
should be nice enough. This will be the cornea. Ornear right. Now, I will add mirror
modifier here mirror, and I will put the eye block out in the target mirror object. You have the eye mirror. Yeah, we add the
same thing mirror and then here mirror object, the eyeball, and
here we have it. So we have the eyes made. Let me unhide the body. And this stuff. What is this? All right. What are those are the hair. So we got here the
ice made nicely. All right. For like real time game, you will just need
anticorna mesh. You will put them in the middle. Then you will make the UVs. And the only that you will
need is just relax map. It's just like a high map. And you can work with that. I think I will not
show you that in the course because I like to make the ice like this
for my personal projects. Alright. Here, maybe we can
add uva and v. Let me crank up this a bit. Maybe, maybe here, too. Perfect. Or maybe
not. We have to see. Alright. Alright it sink
now we have made the ice. Then we can start
making the hair. Or the hair, I think
that I will going to make this front part
one single mesh. I think so, yeah. Let me put the hair in
another collection. Here. Hair. Let me sell like this one,
and put it there. Let me create
another collection. Um, and I will put
everything there. At that cose. These are
empty empty objects. Let me delete them. Alright. Here, I will just put
let me delete this or not. Let me put this here. And these ones, I will
put the air to here. We can hide these ones. And the ice also, I will put it there, and
we can have this work. But I will use the
hipolyversion. Alright. Let me hi downs. This is the high pony version. I will make another
collection here. All right. I put
everything there, and prefet Let me put this
in another collection. All of these will be in another collection
here. All right. So we can start
working on the hair. Alright. Let's see. Here. Let's make then let's start working with that. I think I will start here
using the mirror modifier. Once we get to the middle part, we will not able to use anymore the mirror because the
middle part is asymmetrical. Let me add a mirror
modifier here, where I sit mirror. All right. Let's start
working on this. Let me go here to my addon
then select the hair mesh. All right, I will
active the magnet and be active the
proportional editing. So we can start doing
some topology here. I will want to get the
seluet and trying to put the polygons following the flow of the hair like this. Alright, here, we can put another off. All right. Perfet Didn't see we lose a bit of volume
because we need to put a rope in this
area in this part. All right. Perfet All right. Maybe I can do something here. We can add another one hold
better this shape. Maybe not. There's something
weird that we don't. And we can add something around here to support
better that shape. Let me do this. Now it's
working better. Alright. Maybe here, we can
also put something. We part this shape here. Perfect. All right, nice. And seeing All right. Let me cut this part and then
merge this to the center. We still have losing. So the wet the hair. We can do this. Yeah. I think that will not be too visible. I think we can leave it this part like that and
just let it be. That detail, now let's start
moving through this side. Oh right. I want to follow the
flow of this hair. So I will put the
polygons in this way. Here, we can do it like this. That in. Alright. Perfect. And now here, let's see. And add another poly on
the discard. All right. And this cardon let
me move that in here. Another one here. Perfect. Let me put this Bango here,
close that shape. Alright, we can start moving up. I would put another limon
here and then just cut it with the knife brush. Alright. A fet. I oh, right. Let's keep going.
I will strew this. You'll get the root of the hair. I will actit the clipping. Perfect. This is nice.
Maybe we can move it. Like this. Alright, let's
keep extruding. Nice. Here we can add another one. And now I will do
some triangles here. Perfect. Add another a troop. Hold, better this
shape. All right. Nice. And now here
in the middle. Perfect. Well, losing a
bit of this corbatle. All right. I don't want to add more polygons in that area. Maybe what we can do is just add some polygons in this way. Hold better this shape. Perfect. Maybe we can add
more polygon here. All right here. Perfect. Nine. Let me shades. Let me seeing all
this is looking. Right let's continue. Continue with this.
Alright, perfect. I will just put a
triangle there. As you can see, we're
losing a bit of salet. All right. Let me try to get
this bill right here. By doing some edge
loop in this way, I will just put it here. Nice. Perfect. Alright. So we can now, we're not. Maybe, yeah. I think so. Let me say first. I will go to the backyard now. Right. And I will try to do
and close this edge loop. Let me do something here. I would adjust a triangle
in this part. Perfect. I don't want to
have spirals here. Though I will try to
not make spirals. I like spiral. Alright. This is good. Let sing here. Perfect. We have five. We can add another one here. Nicely done right. Let me close the and then
add a polygon in this area. But as you can see,
blended is triangulate them in the wrong way. So I will just put
triangles here. All right. Now this
should be. Good. I'm losing more
silhouette in this part. I will just put a polygon. And then I will just stick
this to the surface. Perfect. Let's keep going. Here
we feel everything. All right. Let me continue
with this. All right. Here, what I'm going
to do is to merge attenders here because this
one end into a triangle. So I will end this also into a triangle because I don't
want to move that upward. Alright, what we have here, we got some sll. Alright, let me something. And let me try to
close that part. Alright. Let's see what we can do here. Perfect. I think,
maybe add another one here and just close them. But we have eggs. Alright. Let me just close this. This way. Per pet. I will just leave it like that. I don't want to bother
too much with that stuff. Now we'll just close
this. Perfect. Let's continue. All right. Let me add another atop. More here. All right. Now we can close this at last. Alright, let me not do that. I will just put a triangle. Mini. But we got something here. I will delete this polygon. And then continuing filling
this with more stuff. W I'm right, trying get the most of the
silet as possible. All right. Let's see, we just
need to fill the gap. Perfect. All right. Let me fill this gap. Perfect. Now, I want to
do the same thing here. Perfect. Let me close this here. Perfect. I'm right. Alright, perfect. Let's see. I think in this part, let me add let me add
some triangle here. A triangle, I mean,
a match loop. Now I will just delete
that and put this. In these parts, I'm going to stitch that to
the surface again. Perfect. I'm here to all right, let's try fill the gap in this part also. All right. Right now, I will just put more polygons where
they where it's needed. Perfect. Now, what I'm going to do
is to save incremental. And now I will apply the mirror. 'cause we got some stuff
that is not asymmetrical. I mean, it's not symmetrical. Like here in this part. All right. Perfect. All right. You can see here, this is not really symmetrical
to the other part. We got some weird stuff here. It's not big of a problem. If we can add leak
is in these parts. Let me. This a bit
up. All right. Let me see here. I think everything is
okay. Let me hide. Let me move this down and let me hide the hair just to see
how this mesh is looking. All right. Let's bring back the high poly. Let's see. Let's see. We need to fill the other
areas like the one. All right. We'll add another
edge loop here. I try get these shapes. Perfect. Now I will put with
a knife Brush, another edge loop to get
the sil weet here. Perfect. All right. All right. Let's go here
and just lose this. Let me save. Let's go to the other area. All right, here, let's see what we can do
here. This part. Let me more legans All right. I will just merge this. I add another loop with an add. No more edge looks. Um, I don't think that
we need that here. Maybe I can just close this a triangle or ft Oh, just forgot to turn
on again the magnet. Perfect. Let's keep adding. More politans. Here, also. But I think I just press something that I want you to press and
did another phase. All right. Then we can add another edge slope
here to get this shape. Perfect. Alright. Let me save again. Let's go the other
hair strand here. Perfect. All right. Let's see here. Myb we
can close this this way. Let's keep adding more polons. I will need another
at loop here. We support better these shapes. Maybe not. Maybe here we can add another polyan not
for multi triangle. Be safe again. Perfect. Alright. Oh We'll add more polygons in this area here, too. Perfect. My be another one here. All right. We'll add another
edge loop here. O. Perfect. Let's go with the other air strand. Right. Here, I can close
this with a triangle. Perfect here. Also, All right. Let's see. We can just note this. All right. Perfect. Neither, we're going to tackle the back part of
this hair strange. I just want to get
the front part ready. Then later start working
on the other part. Alright. Let's see. Let me just keep adding more oligons All right. Let's see here. Perfect. Let me put some stuff here
the side of this hair strand. Now, just to left. Alright. More and more polygons. We'll add another
triangle, yeah. All right. Let's keep working on this. Oh, right. Nice. I think that for
the back part will be the exact same process
as the front part. Though that really
will be a thin labs. I know I didn't
make a thyme labs, but I think that will be as labs because it will be the same
process I'm doing now. All right. Let me just this. All right. Let me go now to
decide this part. Maybe we can do this. I think we can add
another net look here. Alfred, All right. Oh, yeah. Now, let's do the last one, but we still need work
on the back part. I think this back part, I will do it out of camera will be the same
process we did here. Just trying to not
make some spirals. Alright, let's go
to the other part. Perfect. Or stuff here. All right. Oh. Perfect. Here. More and more stuff. All right. Let's see. Let me a more polygrams. Perfect. All right. Let's add more stuff here. I think here we and
that in this way. Let's keep adding
more polygons here. Perfect. Oh, we need now more
density in this area. Perfect. All right. Perfect. Let's keep adding
these polygons. All right. All right, so this last part, the back part, I will
do it out of camera. It would be the
same exact process that I did in this part. I would just feel this trying
to not get any spirals. So see you in the next
video in the next video, we're going to be making
the back part of the hair.
50. 14 Hair Retopology Part2: Right, guys. In this video, we're going to continue
with the hair. Starts in the back of the hair. And this piece here. As I told you in
the previous video, I did this back
part out of camera. It was just the same
process I did this part, I just duplicate the same
process and did on this part. So we're going to continue
with the bad hair. I will do this hair strand, and then I will just mute
and start working on this because there are not too
much to rate in this part. It's the same process
all over the hair. So let me do this
just real quick. Right here. This will
be a really easy one. Let's continue. All right. Just a little bit more. And around here,
maybe we can end it. I think I will end it with
a single polygon there. Right? And this to be here. Then just just
extruding more extrude Alright More and more extruding. Perfect. Around here. Nice. My do something
real quick. Alright. Now I will close this. Alright. Let me see if we
don't lose much siluet. Maybe we lose kind of. Let me go here to
the speed double. Then let this one
and at shrimp crap. Alright, this should
be enough for the art. Alright, I'm going to
apply the shrink wrap. And now it's just the back
of the hair that's left. So I will mute, and I will start working
on the back of the hair. Lee you in the next video. I h
51. 15 Hair Retopology Part3: I
52. 16 Sword Retopology Part1: White guy. So let's
continue with the topology. As you see in the
previous video, we have made the try
topology of the hair. So now what is left to do is
the topology of the sword, which will be really
pretty s. So let's see. Let me hide my stuff, and let's see what
measures we can reuse from the robot
from the sort low poly. Oh, right, let's
see, because this is really very nice, indeed. Let's see. Obviously,
I will have to do some ptropology
on the sword here. In this part. Let me seeing. We can reuse this part also. I mean, we can reuse
almost everything here. All right because it is matching the polycon we can
stick them together. In this part also, we'll see, we can merge those of
the one single object. All right. Here,
let's see here, what? I think for this part, we can merge this
stuff together. And this part will
be another object. And this part is practically
done. All right. We need to do some prey
topology on the sort. I can see the
topology of the Oh. Yeah, we need to do some
topology of the sort. Let's see here the handle. I think for the handle, we need to do some
prey topology also. Maybe we can reuse this one
or maybe not. Right here. Let's see. I will reuse
the cylndrical parts, and then this part is part
of the handle the handle. I will do some topology on that. You see, I think we
can reuse this stuff here or right start working. Let me copy this and transfer
it to another collection. All right. Let me hide the other things. And let me put this into the
sore topology collection. Alright, now, let's
start working. I don't want these. I also don't want any of these. Alright, let's see
here what we can do. Hmm. We will have to do some
pre topology on this yes. Yeah. Let me hide it for now. Let me use yes. And now I will do
something here real quick. I will delete the
interior faces. Here, right. Now I will merge
these two perfect. Let me do some control E
and then delete these arcs. All right. You can delete them. This one, let me put the vertex mode
on the magnet and then use some add another edge loop and then slide it to get the
height of this part here. All right. So we can hide the other part and
delete this part, all right. Now, what is left, let me put some edge
loop around here. We can delete this
one and also let me slice this with that art and let me
delete this other one. And now we can start merging
the polygons here at last. At last at last at last, more a more simple
process perf Alright. Let me see here. Perfect. Also here. Nice. Here, we are almost
finishing this part. All right. Perfect. Let me do
something really quick here. All right. Perfect. Alright, so we have
this part now. I'm ready to go. Let me delete the
cusom split normals. All right. So we can work on the
other part, the tank part. All right. What is this? Um, and p. All right. What we can do here, we got
this piece also this piece. I don't want to interfere
with the topology of this piece and trying
to merge in this one. So what I will do, I will leave this piece
separated from the endcal piece. So let's start working
on this right. Let's see. Why let me merge. Oh. All right. Let me select this and hide it. Let me do with the
vertex mode, the magnet. All right. And here I will
delete interior pass. All right faces. As perfect row E, H, aces All right. Let me just these ones. Perfect. Let's see. All right. I have this in local, when this in Global. All right. Let's just start putting the vertex on the hide
of the other one. O maybe also what we can do is just doing this at last at last. At last, and we can
skip that other step. Last. Last. Alright, let's
keep go with this. Perfect. Almost there. What? Yeah. Thanks. All right. Few things left. Alright. Alright. I think
we're ready to go with this bias Perfect. Let me delete the custom
split normals. All right. Let's see with this other piece, you can do the same thing. I will just immerse
it and I will do some fontoE and then delete
those polygons. And now I will do
the same thing here. Perfect. Well delete these polygons. And now I will start
merging the polygon. All right. So we don't have to think
too much about doing the topology from
scratch because we have made this topology by hand inside sims, so
we can reuse that. There is no problem
on doing that. All right, let me delete this. We have made
something weird here. Alright at last. At last Oh, no, I mean, this at last, and this. Last I'm here at last. Perfect. Let's delete
the cusoms with normals. So we have that far ready
to go. Let's see here. Right here, we can delete some extra polygons
that it has these two. They are not needed. Let me see here. We don't
have those problems. Can delete those or maybe not. All right. Let's see here, I will add Oh, that is already there. Let me do something. I think, now that's ready to go. Let me let me merge it. And now I will do some deleting your phases. Phases here. All right. Perfect. Perfect. All right. So we got this. Now we need to do
something here. That we don't have it right now. Is to add a polygon on the
middle. Let me move it. Let me turn on again the magnet. I'm moving around here. And now I will add
another polygon, I'm moving around here, another edge loop again
moving around there. So now we can delete Mihds
and delete these phases. All right. And around here, we can delete from here to here. Select that and just delete it. Let me save. All right. Now, let's just merge
and merge polygons. Delete those egg oops. And now let's switch.
Perfect, at last, at last. All right. At last,
last, perfect. We will be the same process
in the lower part, right? Perfect. Around here also. Nice. Perfect. Let's see here. Mm. We can make this up a bit. I mean bring that up. Alright let's merge. Alright. Let's keep merging this. Nice. Excellent. All right. I think this is ready to go now. Right? Let's see. We need to merge
those things also. Nice and clear, too. Perfect. All right. Nicely done. All right. Excellent. Now I will delete the custom split normals and
we have the ready to go. There should not be any problem. Let me just add real quick some subdivision
modifier to see if we have any ap or any
bug in this model. Alright. All right, I will
delete again that fire. So we have the tank
piece ready to go. Alright. Perfect. Let me work a
little bit on this piece. Let's see what we have. Alright,
I will add some oligon. Let me tune on the magnets. Alright, let's see. We got some troubles. Let's see. I think we can add
more egg troops here and here and one
more in this area. Perfect. Because I want to reuse this All right. You can delete this off. Let me see where is it? This is something control. L here. All right. I will delete
these punigonsPerfect. H E, control E. All right. Perfect. Let me delete
those ones. Maybe not. I will slide this with the
magnets around this area. Perfect. And now I will eye this and delete
its interior part. So now we can start
merging this stuff. All right. At last, oh, I separated. Alright, now, it
should work at last. At last, last at last. Alright. But we
got some trouble. Mmm. Interesting. I'm getting something
weird here. Let me match these ones. Alright. We quick. For some reason, the number of bird seas are not
matching in this spot. Mm. That's weird. Maybe we can add or stuff here like the lower
part or, let's see. A All right, let me delete this one. Alright, I didn't need that. Perfect. All right at last. Alright, let's see here. Oh, what? Let me delete these two. They are unneeded and just
start merging these polygons. Look quick. And easy let me
say incremental or right. Perfect. And now this should be working. As metlyticus split normals, and this is ready to
go without problem. Alright, now we have
that piece done. We can hide that. We
can merge these pieces. Oh. Alright. Let's see here. Let's see what we cut here. At me the lead into your faces. All right. Perfect. Here, also. Base. All right. Well, let me start merging. I will add an edge loop
around this polygon. Perfect. No edge loop
around this other polygon. I but I think that there is ready
to load perfect. I will delete these
ones. All right. H. I will delete these ones. Perfect. And now we can start merging the right. Perfect. Just a bit more. Excellent.
I see here the same process. Alright. Excellent. Let's start working
on these pigs, also. All right. Alright, let's see. All right. Let's put this stuff on the
hide of the risase. It is part we need to do
that because we don't have local tile forms to be able
to move play them right. So I'm using the
magnet and sliding to constrain the slide to the
height of that vertex. All right. A variety. Perfect. Is ready to go. I delete this. Let me see here. Faces. Let
me see when we got here. I will do something quick. Perfect. Ready to go. It me delete the
customs flit normals. Alright, let's see here. We have 16 and 16 here, perfect. Let me see what we
can do this part. Let me do some inset. All right. Now, I will add a polygon
with the magnet Affect. I will delete these ones. Also here. I will delete These middle ones. And now I will start
merging these together. Perfect. Nice. All right. So we have these two made All right. Et's see what is left to do. We can reuse this one. Let me just maybe
delete the ligans. All right. Here, we can merge this. All right. Let me see I put de
leak these ones faces. All right. These faces, also. And let the last here. Let me something. Alright. Perfect. I will also leave the
middle stuff here. And now we can start
merging the polygons. All right. Let me do
something here real quick. Perfect. And we
can start merging. Excellent. All right. All right, here and here. More stuff. Excellent. All right. Here, I will just do some
fill with the F bottom. And this part is ready to go. All right. Let's see. This f is ready to go
from the beginning. We don't have to do too
much here and maybe just delete some stuff, but I think we can
leave it like this is. All right, what more? I think we can leave
it the rest as it is. All right. I just rename it. All right. Is what this. Um, All right. We already have this. Let's see what is those
parts, all right. We hide this. I think that we forget forgot
about this here. Alright. Et's merge this also. I think that for this piece, we will need to do some stuff. Yeah. Let me do it. Select from this point to this point and
just filling this. Perfect. All right. Just filling those gaps. Or what? All right. Now, Oh, we've got
something weird here. Admittedly, I just
forgot to do something. I just forgot to delete
the interior pass. We were making no my
pheometry if we don't remove the All right now, this should be working nicely. Alright, I will use some
triangles in that part. I don't care. Alright. Perfect. Also here. And here. Alright. Let me just
fill those cups. All right. Let me delete. I could split normals, and this is ready to go again. Alright. I don't want those pieces. Let me save incremental. All right. So what is left is just to
do some stuff in this area. I think that for this part, I will just reuse this
middle handle stuff. We delete those polygons here, and here I will
bring this up a bit. And this one or maybe we
can just delete that also. Alright. So for this part, we can place some ligans
with a magnet active. We can right place to the
height of these bandages on the sword to Perfect. All right, here and here. All right, this is ready to go. We can delete these ones here. All right. And now in this part, we can just make this a bit bigger. Also here. Oh, I forgot to
something before that. This polygamy would be
right, should be here. Perfect. Here. Also, I
will do the same thing. And now I will just
connect these two together just to make
this topology here. Without the need of
working too hard, get that piece done. Here, also, we need
to do something. Let's see what we can
do in this sport. I think that for that part, I will just bring
sort high body. I'm right in some city. L here. I want Corbatur In this area. Perfect. All right. What I did was I S, and this will inflate the mesh. But here, maybe we
need to do some fixes. Also here. Just with one. Alright. All right, let's see what we
can do in this part. Let me add another
oligon red chop. And then I will trace the biilut of that piece
with the knife brush. Alright. We got some guns. Perfect. All right. So we can delete those polygons. In part right here,
we have an angon. Here, also we got an angon. Let me do something
real quick here. All right. Perfect. And
also maybe not there. Let's see All right. My at center, maybe
it should work. And here, too, at center. Alright. Let me put this again to phase
and then face project and just try to fill that gap here. Perfect. All right. Let me delete this
polygon. I don't want it. All right. Let's see. Let delete that one we put another red joke Perfect. Maybe we can do this part. And no or not. Alright. Maybe we can just
close that like this. But I don't really
like that solution. There's something
here. All right. Also here, I will
the same thing. I will just reach them. Maybe we can just fill
these with some triangles. I don't worry much
about that part. And All right. Maybe here, we can use this. All right. Perfect. Let me put more polonon to form the triangulation
in this area. I think this or not. I forgot just to keep
filling the gap. All right. Perfect. All right. All right here, also. Now I will just reach the caps. But we got something
we are here. All right. So now, this should
be dame Ol count. Alright. Oh, I do something bad there. All right. Aft. Let's see. Alright. This is almost ready to go. Yeah. Maybe we'll close these
two holes. Or maybe not. We can leave it like that. Will not be too much problem. It's just clear the
some split normals. Alright. We got the handle done. Oh, I forgot this piece. Oh. Alright. Let's see. I think I will just leave
it for the next video. In the next video,
we're going to finish. You the Public of sort. Finally start doing some
Ubis seeing in the next one.
53. 17 Sword Retopology Part2: Alright, guys. In this video, we're going to
continue with a sword. It's just the blade
that is left to do. So let's finish this. See I will just copy some
plain somewhere else. I will press P
election. All right. Let me call this plate. Perfect. Now let me do
some synth quick here. All right. Perfect.
Now, what I'm going to do will be to add a mirror. All right. And I
will put the axis in the Y and press this bottle. What is it? Oh, I mean
in the D. In the C axis. Now it's working nicely. All right, perfect. I will turn on the magnet, and this should be
really straightforward. Let's see. Let me put
this in phase project. Alright. Perfect. Let me put this on in front, maybe into topology shading. If you don't have this, you can leave this in
in front, maybe. Alright. Oh, this should be enough. Let's see, I will extrude it. Alright. Let me leave it
around this area. Perfect. All right. All right. Let's
continue. Perfect. Just feel more extrude. All right. A little one here. And then the tip of this blade. Perfect. And that should be it. Alright, let's see, maybe we can add another
edge around this area. Alft. Oh, maybe not. I mean, that can be
baked in in the model. In the texture. I mean, Edge should not be big problem. Let's try to add some edge
looks here to fold that shape. Let's see. All right. One around here. And I need this going in this side. Alright. I will just delete
those polygons. We got something weird here. They hate something
for some reason, they merge by this and it's
not working correctly. All right. Now in this part, it would work perfectly. Alright. Let me
add another group. A ground here. Let me sing. Oh, we got something weird here. Let me delete that.
Oh, what is this? Let me merge this
at center. Perfect. I having a bit of trouble
trying to do this. Let me merge this
at last, right. I would delete those
polygons there. And I will delete
these oligons And now it should work perfectly without any
problem. All right? So, let's keep extruding this. I tune off the magnet
because I don't want this to be sticking anymore, manually placing it All right. This part may be a bit pointing. Nice, that should work. Alright, let's sing. Now we can extrude this. Let me do something. I will
active again the magnet. Alright. Perfect. And
I will just heap Oh, what But it's already extruded? What? Oh, we have
extruded everything. Oh. Alright. Let's do the same thing here. Perfect. Oh, we got
something weird here. Et's see what it is. All right. This should be around this area. Oh, let me do off the
clipping around this area. Alright. Let me bring this to this point. This should be enough. Perfect. And now this part would be
really straightforward. All right. All right, perfect. We can add another We can
add more edge loops here. All right. And tune on, again, the magnet and the clipping. All right. And just place these polygons nicely to get the right shape. Alright. Let me see
something here. I don't really like
this part here. I will just delete that. Mmm. Maybe what we can do is to
delete these two polygons. I will press B here to separate those polygons. All right. Now I will add another
edge loop in this area. Perfect. And then I
will just fill this. But as you can see, we don't have enough
polygons there. And I don't want to deal with
extra polygons that part. But maybe we can delete this, and there should not
be a bit of a problem. If I do that,
everything is the same, there's no big
impact on the shape. Alright. Oh, yes, there is Let me see
something. All right. Maybe we can add more
polygons in this area. Just a few more. All right. That's
something real quick. A I think this should work. Alright, so let's see
what we can do here. I want to get a
silhouette of this part. So I will trace that
with a knife rush. All right. The other one. The other one also. Perfect. I will close here. The ton. Let's see here also. All right. I think there
is one more or not. All right. But we still have
some troubles here. Let's connect these
two polygons. All right. So we can add another edge loop here
and connect these two. And two more in
this area and then connect these polygons
or the vertex. Right? Let fix some loose of silhouette
that we are having in this part of the plate right. Perfect. We still
having some issues. Seeing Alright. And here we need another sup. You support that
corbatu? Alright. It's supposed to
stick in the middle. Et me sing. Oh, no, no, I did
something to. I press F. All right. Right the same thing here. I will just add one and another
one here or maybe three. Perfect. I will
connect these ones. So we have quads. And now I will do some
inset for this shape. Let's delete this middle one. Let me face here. All right. And now let's merge
those at the center. And now we can start sticking these polyles
to the surface. Perfect. All right. Nicely done. Alright. Let's do the same thing on
the other areas around this. All right, let's
see this and now merge these ones at the center and also
placing the other off. Alright. Perfect. And just there just one left. Let's do this one real quick. Same process.
Leave, merge, lace. Alright. And that should be it. Right. Let me see
from the sides. We're getting
correctly the shapes. All right, let me
hide the high poly. And here, maybe we can delete or we have the
custom split normals. We can add some normals
mood biangles Alright. Let's see. Yeah. I don't really like that triangle
there. I don't really like it. Maybe what we can do
is just slide it up. And that should not be
a bit of a problem. I will just merge
this re disease. Alright. Let's see
how this looks. All right. I don't want those beaches to be
smoothed. Let's see here. Right. All right. Let me see something. They just increase
the angle or not. I'm just experimenting
right now. It's the best way of
making this part. All right. Let me see. Perfect. All right. Just placing this feather. Alright, there is one more here. Perfect. And now I think that should be enough
to support that shape. Alright. Now is good. Alright, we're good now. All right. So we have the sort nicely made. Maybe here, we can also add some smooth biangle working
almost perfectly here, too. Mood biango we have some custom pretty
normal there, right? Another smooth biango there. Maybe increase the
angle perfect. Also in these parts. All right. And for this part, I think that we can leave it
like that. I'm a bit lazy. I don't want to do more
work on the topology. So we can leave it just
like that and delete just the interior pass
because they are not needed. All right. This is, and
we are ready to go. So we have our board
perfectly done. Let me just fix this real quick. Alright. Let me see
the high pudding. Right here, we have
stuff. Let me do it. C. I need to get
this shape here. We'll add one here, and then we'll add
another triangle. Maybe not. Another up here. All right. We can push this to
this part. All right. And now this polygon
and also this one here. And now I will merge
this disease together. We're ready to go in this part. Or right? Let me save. Let me keep adding
more smooth biangle. Alright, maybe here also. I just like it to use them because once we make the bakes, I feel that my bakes are better since I started
using the smooth biangle. So I will use it here also. Maybe maybe that part doesn't
need the smooth palmbo. All right, so we have
the sort low poly. Perfect. So the
next step for us to keep progressing in this
model is to make the UBS. So I will start making the
UBS in the next video.
54. 01 Starting Uv Unwrapping Part1: Or, right, guys. In this video, we're going to start making
the UB for our model. So we are going to start
first with the body. So let's begin. Right?
The first thing I will do before making a UB is to make a new material, all
checker material. Now here, we're going to press if A and add
a checker texto. If you have the node
Grambler activated, I think for the 4.2 version of Blender is a is
there by default. You see this on, you
should activate. And now here with the shaker
texture note, selected, we're going to press Console
G and we put the UB into the vector and just crank up the scale and put the color into the
base color, all right. Let's go to the viper shading and we can start working
on this. All right. Now, I will start
making some seams. That stuff is for us to see
if there is any distortion. You can see we kind of is really distorted because we don't
have any UBS right now. So we can start placing
our UVs. All right. One tip that I going give you guys for placing the
seams is to place them in places that maybe it
will not be seen too much. Like in this area, I think that area is covered by the neck color or maybe
a bit upper here. Maybe I think that
area should be good to separate the head
mark Sm all right. Let's keep adding more stuff right from here to
here around this area, I will place another seam. I will cut from this point, maybe from this point, another seam perfect around this edge loop for the ears too. A maybe around this edge here mark seem right. Because if we live in the ears connected to
the face in the UVs, they will look distorted, and we don't want that. I will place some seams inside the eyelids
around here to separate the eye docket from the rest
and inside the the Melba, we're going to add some
sim around this area. Alright. Let me say real quick. I will change the Viewport
treaty to UBEditor and now we can do the UB 40 face by
pressing a control UU grab. So now we are having some
stuff, some problems. This big ball of
something is the body, and worry about that because we still don't have made
any stuff on them. What is important to us right
now is the UBS 40 face. That are here.
Perfect. All right. I think you find that
good. All right. Right, let's place
it around here. We're not to group
the UBS right now. I like to first do all the UBS and then
start organize them. This is the mouth bad. Yeah. We place it around here
and the eye sockets, we just place it around this area and the ears,
maybe around here. This is not a final placement. We need to put everything
inside this square. So let's keep going
with the body apology. I mean the body ubis see. We can do it something here, maybe around this
aba. All right. Let's do some mark them. In this area, I will place
a seam around the crutch and then another seam
in the back. All right. I will place another seam around the shoulders to separate
the arm and the body. And for the arm, we're going to place a seam
inside the arm around here. Maybe a big backwards. I think here should
be good enough. Alright. Let me place it. I will put another seam around the wrist. Let's put another seam
in this area also. Perfect. All right. Let's see the hands. If you remember we did the hand topology with a
edge loop that goes around the arm that make life easier when we start
making the hand UBS, then we can just
split them real easy. We'll see now they play some
seems All right. Let's see. Hey here, we can just maybe not. We can do something here. We can just do this. We don't care too much about that area. Or maybe we can just
place a right angle here and just do it
seems like that. Perfect. That's nice. SM part is really quick
compared to the rpology stage. I tend to finish this process
real quick around maybe one day while the upology maybe will take me a few
more days to finish. Right around the pit, we also have an edge loop
that goes around the feet. Perfect. Here, I will do
something in this area, but we don't have a middle
edge loop, slip place. Maybe that ah be good or right let's see. Let's see. Maybe we could also separate the fingers or maybe
not. Let's say what. This gives us. Let's do the body UbisGrab here we should have our Ubis all right
let's organize them. All right, I think that
for this character, I will use four texture. I mean, four squares of these in four different materials like
one material for the body, another material
for the clothing, maybe another material
for the sort and the last one maybe for the hair or for the
eyes, we will see. So we can start organize
this stuff a All right. One thing that I
recommend you to get is the textile density. So we can have even resolution around
the DUBs using this ton. I think you can find it in
the get station, maybe. I think so. Yeah, you
can find it here. So let's keep going
with this. Let me see. Frequently, we tend
to make the face a bit with more higher resolution that the body. We can do that. These parts that are
not really relevant, we can make it smaller like these other parts that
are just D buckets. Let's put it on
the side or right. The ears will be
around here maybe. Maybe we can group the
years around here. I don't think much about that. Maybe not. Maybe, let's
around here. Perfect. All right, now we need to place the body arts. Let me see. Alculate sex identity,
alclate set value. And now let's set the same
value all over the body. All right. So we can start placing this. Let's first work with
the torson All right. This is the arm around here. This is the leg. All right. We're
having some troubles. Maybe we can change the stuff. This is like a puzzle. Maybe we can place it here. I'm from this area. Yeah. Perfect. Now the arm, this part is the other feet of what we
don't have space for that now. What is this? Oh, what
we have separated? That should be on the feet. On the leg, I mean, that volume. All right. Maybe we can make the
body a bit smaller. All right. Let's keep
going with this. I All right. Now, this part is the right arm right arm
here, that like perfect. These parts are the ears. We need to place them
somewhere maybe around here. Alright. This is just like
a bustle from this area. I do some safe
mental. All right. Now it's just the fit
and the hand that is left put inside this
fit and go there. And maybe we can bring this up a little bit.
All right perfect. It's important that our Bis doesn't get outside the square because that will
cause problems when we get this model inside
sounds painter. All right, so take that in mind. All right. So we have our stuff, our body here. Perfect. This will be the texture
set or the body. All right, maybe here
on the UBS on the face, we can do something to address a bit of the
distortion that we are getting around this area. Maybe we can do some relax. What is that area?
All right, this one. Oh, it's not too strong. On right, do something here. I grab this, and then press the bottom to get the
proportional editing, and I will make this soothe
because I want to get rid of that portion that we are having on the shin. All right. Maybe some tweaks. Just a bit. Lender doesn't have really good tools for UBS. I really like Maya
more for this purpose. But we are using now Blender. I don't want to add another
software to the schools. All right. Maybe a bit bigger. Maybe some relax. Oh, that's not the relax. Oh. You know, also, maybe we
can do something here. Just a tip. I think we can leave
the body like this. We can start working on other pieces something
here on the breast. Well, the breast will
not be seen too much. We can leave it like that. We just a twig. A quick a quick tick, maybe. Yeah, we can leave it like that. We don't care too
much about that. Alright, let's go
now to the class. What? What is this? All right. I will just put something here. It is. All right, perfect. We can start working now on
the cloth to the jacket. The process will be
kind of the same like the body on the
shoulders, I will add. So since I want to separate
the inside from the outside. We can apply here the
solidify modifier now. And I will place some
themes in these edges. All right, Mark im. Also, on these parts on these
90 degrees plane changes, it's important to place some themes also
because in that way, we can reduce the
distortion that will be making those
parts in the UVs. Right around here also. In this part also, perfect. Around here more sms Perfect. Now we're ready to go. Oh, I missed something very
important around this area. Maybe around this area here. Perfect. Mark him around here, maybe Perfect. We can do the SIMs. I mean, the UVs, and we
have here perfectly done. What is this? I think
that the inside. Let me do something
here real quick. I just hide the outside. I have not netted Alright mark SM and here
also mark in no. All right old age. Us. That part will
not them really. I think that we can something
that we can do here is just we're going to delete. Well play some sms there and
I will delete that part. All right. Here. Them but right, we just do phases. So in that way, we can
take some polygons. Perfect. And we have
less stuff to work with. Now, I want to make
this straight. It's really easy here. Just select one edge and press align
horizontal here also, and now align vertical. Now we're going to select
this one and press follow active quad and we
will have rubies straight. That's really handy. Let's do the same process
here. All right. Now we have our Is there, right. I want to put this on the side. Later on, we're going
to be organize them. G quick. Alright. Perfect. That's safe. I will apply the shaker material that we have made
at the beginning. Alright. So as you
can see we're getting some distortion and
we'd distortion there. What's ten Everything
is weird here. I Lenders lagging Alright. D? Oh, I just forgot to
do something here. That's why we are having
those distortions. I will place I don't want
to place a seen there. Alright, let's see. I
need to sink this area, but I think we
don't have we don't have I will use the
something quick. Here. All right. But et's wait what we charge the hi body. Want to see the
hypodi real quick. Alright. Let me hide it again. I need to place a seam
in this part to get rid of that unwanted distortion. In the high poly,
we can maybe put some thin detail just to
hide that sin better. But I think that will not
be a bit of a problem. Nowadays, it's really
easy to hide that sin. Maybe here, I will add just another sein. We
don't care too much. Alright. Perfect. I would
select everything, but no the straight parts that we have made because I don't want to make them again. All right, we're
having more troubles. Let's see what we
are getting now. What is that part? We're
getting some troubles here. Oh, in this part. Alright, Mark Sim. I'm here also. I mean, I can leave it like
that maybe wrap. Perfect. But we don't have any more that weird
distortion that we have it there. Alright. But now, our UBs
are not that sprad. I let me see what we can do. I press W. Here you can select some stuff. I just colected
the select circle. All right. Connected.
Oh. Let me see. I should want to get
this a bit straight. Well, it's not working
why it doesn't work. Maybe a bit straighter.
Something like this. He also. A bit more straight around this area. All right. Perfect. Now we can use big
wrap pull this down. Just a little bit. Now we're getting some
little distortions. We can make them better. The relax will not do anything. Yeah, it's doing something. But it's not like
they relax from Maya. I think that's better, kind of. Yeah. All right. Now we have the body. I mean, that part of
the jacket, right. Here, maybe we can
do the same thing. We can grab one oligon and
just pull this down just a bit and then use the grab
and pull this down also. Be sure that your squares here stays squarish as possible. If they are not too
squarish, is a bit bad. Like, you can see here, we have some candles. But I think this part
will not be a big of a problem maybe
maybe it will be. Let's see if we can fix it. Alright. Let me see what
the relax does here. This is working pretty nice. I think the relax brush got
improved in this version. Working pretty nice, indeed. Alright, I will save. Now, it's a lot better. Let's see here what we can do. Alright. Let me do some relax. Or not or no, we're getting some weird
stuff. Alright, let's see. The thing maybe we can make is a bit straight also. Here, I make it a
bit straighter. Oh, this is changing. I don't remember of writing. Is art. Alright. We can make this a bit
better. All right. So relaxing. Maybe this part a bit. At Let's see. So relaxing. These places. Perfect. Let's see. One thing that we
can also do is pin the rtssT see what it gives us. I just press the P bottom. I will save before
that. All right. Let's see, select the
UV and then grab that will automatically in
place our stuff better. Let's then think
on the other side. But one thing that we can do, baby, because they are
completely the same. Yeah, they are
completely the same. I will just select this one. All right. I will select these two. I will delete them. And then I will cut off. I mean, the other one this arm because the arm that
doesn't have the US rate, I will delete them. And now I will separate
the from the body, do some mirror, apply
mirror modifier. Alright. I will merge again. With the body and then do
some merge by distance, and that should work perfectly. But we can see if our vertices
are not working very nice. Let's see, we apply some
subdivisions that often can show if we have some vertices that are
not well welded together. All right, I think
everything is good. So we'll delete that
subdivision modifier. And we have now our US
perfectly done here. We'll select this and move it to another place and then do some mirror Y or mirror X here because
this is the left side, the left arm, this
is the right arm. So to have it correctly
represented on the topology, I mean, on the UVs, is good to mirror them. All right, let me see
what this Perfect. Is part right. Nicely done right. We can move that
the side and start working on other
piece, right, safe. Maybe we can start
working on this part. We'll be really straightforward. Maybe here, we can
delete the middle. I mean, the middle,
the interior faces. But now in the breast area, I think there we can
leave All right. Before that, I will just apply some things before applying
all the modifiers, because we have the mirror, we can take advantage of that. We still have the
mirror applied here, put some ms quickly. Or right now, I will
apply everything. In these parts, I will add
another seam right here also. Perfect. Me seems. Alright, here, too. And now I will
delete everything, but not the breast part. We don't want to delete
that part. Maybe. From here, we can start deleting All right. I'm here do. All right, I would select this And then just
do some delete pass. And that should be good enough. Asean? I forgot to
delete this one. Now it should be working nicely. All right, pass. Now that puts the What I think I form
something important. Lateral, maybe not the lateral. Maybe we can do some middle one. Around this arrow, we
can slit the that. But that's a bit weird. I don't really like that UV. I always do some lateral UVs. And that, right, perfectly done. This is the breast barrier. Let's apply the
checker material. Checker, perfect. Everything
is smooth, right? Here. We can just let's apply solidify and just because we got solidify with
this option activated, the only ring that will just make an
illusion of sickness. I mean, we'll just
shoot the mesh border. I will not put some
interior faces. So if we apply that, we don't have to delete interior pass and
then it's just to put feel seems in this 90
degrees plane changes, and do some grab. And there we have
it perfectly done. Maybe we can make
this a bit straight. Alright. A bit more straight. Little by little. All right. Per pet here, too. Bipart All right. Maybe here, too, little by little. Alright, we can do some Oh, we got something weird there. I have applied dish pacer, see if we got anything
weird or getting some stuff. All right. We're getting some stuff. All right. Let me just put this
a bit closer together just to try to get rid of
the siding polygons here. I think I will just
leave it like that. Sometimes we making
the things straighter. It will make some distortion, but I don't think
the distortion in this part will be much of a bad thing because they
will be id with the jacket. Let's see, these straps. They are really straightforward. Just put some polygons, I mean, some sins in those areas, and that should be it. Perfect. Here mark sing I follow this one,
Mark. Alright. Seems. They are almost perfect. I will just leave it
like that. Alright. So, I think we can keep going with the UBS
in the next video. So in the next one
55. 02 Starting Uv Unwrapping Part2: Alright, guys, in this video, we're going to
continue with the UBS. So let's get going
to do this fast. The UBS that is left to do, they are really straightforward. All right, like
this rope here is just adding two seams
around this area, and maybe one seam under
a plus to hide that. And that should be it. Alright. Maybe we can even just delete
this SIM here, clear SIM. Let's see what it gave us. All right. Now it's just to make
the UB Island straight. Let me do the technique
I show you before just aligning those edges horizontal and these two edges vertical, and then do some
follow active quads and the UBs will be straight
perfectly straight. All right. Let me apply again the hacker material
that we have made. As you can see, these squares
are perfectly shaped for. Let me move that to the side. In these two stuff, we're going to do the
same thing around here. Maybe we can just leave
one arc seem perfect. Now, I will make
this straight. Ooh. Here. Align, align. All right. Select follow active
quad. Here, too. Align horizontal
line horizontal, vertical vertical,
select the face, and then follow active quads. Perfect. Let's move
that to the side again. Let me add the checker texture. Perfect. Let's see these bars. All right, this will be
really straightforward. We can add thems
around this bar. Right, one seam that goes around this edge loop and four
seams in the corners. Right, and grab. Let's apply the checker
material. All right. We're getting some stuff where We getting some
distortion in this area. Let's fix it by hand. All right. Let's try. Fix it real quick. Like this, maybe. I this part also Or right. I need to do it here, real quick here. Perfect. Perfect. Perfect,
perfect. All right. So I will just move this
to the side or now. All right now, let's do
the UB for the rest part. I will just apply one
seam around the ed. The inner one, no the outer one. And one thing here. All right. Sorry. That was my dog.
Well, let's continue. I will add Sims in these corners or let's
mark SIM or light. We don't have to
add the SIMs here because this doesn't have 90 degree corners or maybe yeah, have to add them there. I will just create the UVs, apply the hacker material. All right. There we go. We'll just
move it to the side also. Let's make this one. Straightforward. The same thing. All right. Here, I'm just
selecting this edge look. The inner one. Alright. Perfect. Now here, I will
do the same thing. Life or write in these two, Mark sim I will apply some sims in the
corners like this one. Maybe this one. Well not I don't think so. Let me do something quick here. I will just apply one edge force the triangulation here and make it look better
from the side. All right. I will
apply it seem here. Two more in these areas. One more here, maybe, maybe two more here. One more here and one
more here, perfect. It should be I forgot to
apply some SIMs in this area. If we don't apply them, we're going to get
some weird results. Alright. Let's sing. Grab. Let me apply
the checker material. Alright. Let's see
what this kip us. Alright. Almost perfect. We're getting some weird
distortions in this area. Let's see if we can fix them. Let me see with the relax brush. It's not fixing it. Maybe with a wrap brush, we can we can do something here. Trying to make
this a bit better. Alright. That was nicer on right. Let me see what we
can do in this area. Try to fix that distortion
or at least make it better. And something like
this would work. Alright. The stuff here. Alright. I think that's better. I think we got to keep going
with the rest of the Ubis. Alright, we have made those. Let's make the UBI
for things part. This really great forward. Let's see. Alright.
Not stuff here. Et's do. Things the corners and also in this
part. All right. Now what we make the
use wrap perfect. Let's apply the
checker material. Alright. We have them. Perfect. They are
perfectly done. There is no fixing needed there. All right, let's see. Let's make these ones. Maybe we can delete interior. Yeah. This is? I think so. We don't need them. And I will just make the seam pointing to the body
so that it's a bit hidden. Let's make them. They
are perfectly straight. We don't need to do more
fixing in those areas. S here, we can separate
these two parts. And now I will put some
sin in these areas. Alright, and we put another
sins around the top right. Now, this should be
perfectly done right. Let me put this back
to an point right. I will just move that away. Let me apply the
checker material. All right, Shaker here. Perfect. Let's do
the same thing here. I already have Mobis for this. Let me apply the checker
material. All right. Now, let's do the ones here
would be the same process. Separate these two
and these two also. I would put another seam here. Here I will put another seam. And now in the interior part, I will just add a seam there. All right. All right, so let's
make the grab. So we got this. Let me see what is this part. Alright. We can make them spray. Let's just align these edges and then do some
follow active watch. And this is straight. Let's do the same thing here. All right. All right, perfect. We can move that away because we're going to
organize them later. Let's see here what
we can do with this. Let's mark S. Let me see. Alright. I will put another
seam here and here. Maybe maybe we can
leave that part there. Let's see what this
give us. All right. We got some distortion
on this area. Let's see maybe we
can separate these put some YUV sems
in these corners, and that should be
good enough right. This is good enough
for us right now. We can leave it
just like this is. All right, we move that away. All right. Let's see here. We can separate this
Maybe I will just leave this part without
seem because I want this to be stick with
this other part. Right, I will put a
seam in this area. All right, another one here. Perfect. I will put
another seam in this area. Perfect. So on grab again. Let's see. Alright. Alright, maybe we can do
something crio qui here. Let me see. Maybe we can
align this horizontal, this other part car horizontal. All right. This
part very thickly. And the other part
vertically again. And now I will pin those edges. I will make this bigger, and then I will do grab, and this should be perfect. Perfectly straight in this area. But we're getting
some stuff wee. Let's see if we can
fix that here, too. All right. Let's
see again. Perfect. Maybe we can leave it like that. This is just a way
that you can get straight us with a
hole like this inside. Let me put this better. Let's do another wrap here. Let me see if they relax
is doing something. No, not doing anything. Alright. We can
leave it like that. I think I will do
the same thing here. With this part, as
you can see here. All right, let me
move it. With this. Perfect. I will
do the same thing here Orizonto Alright here. Orizonto. Let me make
this a bit bigger. Alright, we're
getting some stuff. Horizontal, here, vertical,
and here vertical. Again, perfect. Let's make this a bit wider. All right. Or write this part
also a bit wider. Now let's hen this
with the P bottom. And let's do some ungrabT
should be perfectly straight. T's see here. But getting some stuff weird. Alright. Let me try to fix
some distortions. And we can just keep
going with this. Alright. Let's see what
other part we can do. Let's do the UVs for
these metal pieces. They are really straightforward another themes in those areas. One theme that I can give you
when you're doing themes, placing your sat for
you is to think about the primary shape that is the object that
you apply the seams. Like this resembles more
like a cube, and the cubes, the seams are going like this on the corners on the
e on the corners. All right. If it is a cylinder will be a one seam along the wider part and other
two seams on the caps. Alright. If it's a sphere, you just put that in the
middle, and that would be it. We see what this
gives us Ar perfect. I will move this away
again. All right. Let's do the same thing here. Maybe we can delete, let's see. I will just leave it like that. And we'll just put some seems here because it is a
a cylindrical object. We are going to put
the scenes like this, and this should be okay. We'll do the same thing here. Perfect. Apply, and let's
see what this gives us. Oh, let's apply the same in the full edge loop. All right. Now, this will be good enough. Let's make them straight. All right. Perfect here. Right. Let's do the
same thing here. Perfect. Also here. All right. And let's see, leave it here. At horizontal and vertical. All right. Perfect.
Let's move that away. Let me apply the
checker material. All right. Let's see. All right. Let's make the rhomboid
shape before that. This is almost like
a cylindrical part, though I would do the same
process for this piece, and this should be good enough. As you can see, maybe we can
make this straight also. Tontalzontal, vertical,
vertical, lo active quads. But this is giving us some really distorted
UVs. Why is that? Maybe instead of placing
the UVs like this, that seems, I mean,
we can just cut in half this rhomboid shape. And this should be giving
us venter UVs, I think. Let's see. All right. I think they are white beater. Let me see if we can fix
some distortion here. All right. Let's see. You are two on right. Maybe trying to fix that the best that I can here in blender. And seeing this part Let's
do the same thing here. Just moving around the vertices. I think that I will
leave it just like that. I don't take too much
time mixing those Us. They are really small
part. All right. Let's keep going. Let's make the UVs or this
neck color around here. Perfect. Make them. And let's make them straight with the same technique that I show you
call active quad, right, a line horizontal,
a line vertical. I'm just phrasing right
click and then line with the edge mode adtive All right. Let's move that away and place the shaker material here too. Here will be pretty
straightforward UI that goes around the
shape like this. Oh, I forgot to apply
the mirror modifier. Right. Let me move
that away again. Right. Let me apply
the shaker material. Perfect. All right,
almost every scene. It's done. Let's see
here what we can do. We're getting some
software in this part. Perfect. I will play some
Ubis in this cup here. So scenes. Another
one in this area. I will just cut is one here. Alright. Maybe we can place the same in that
area. Or maybe in the back. Hmm. I think that we'll just
leave it in this area. It may follow or maybe not. I think on the back
would be the best vase. Maybe, yeah. It's
covered by the dress. Alright, let's see.
Here we need to separate the stuff to
get the best results. All right, Mark Sim, I think, let me see
first what is give? Is this giving us, let me apply the
checker material. Alright. Let's see.
Almost perfect. This one would be smaller
because that's the inner part. I will not be shown
in the real model. Just make that smaller. And these two stuff. But is this. This is the back part. You can move it here,
and this again, make them motor. All right. We got the UVs, here, let's see. All right. In this
area, what we can do. We can make M UVs here and a middle one maybe
here on top or white. This should be good
enough or white. Because the shape is
perfectly cylindrical, our Us are perfectly made
if not more fixing needed. I will just move it that away. Let's see here what we can do. I think I would place
some UBS in Zaria. Right, I would
place another UB on the middle here, right. Another be here, and more UBS
on the corners on top here. And this should be good
enough, let's see. All right, you can see sugar
material. Perfectly done. Perfect. The UVs are quite easy process and
fast process to do. Alright, let's see here. What we can do All
right, the sing. I will place some
sins in this area. I just want to separate the from the rest
because you can see that that part will not be
seen too much or maybe here, we can place this part here. Alright here is better. Right. Let's see what
we can do in this area. This is a bit more
complex upbjet. Alright. Maybe we can separate the UVs from here. All right. Mark Sim. Let's see. Mark seem again, Marv Sm, right? Perfect. I just
fall in that shape. And then I will apply some
Ubis on the middle here. So we got this piece separated
from this other piece. All right now that other
piece, let's see what we can. Maybe we can separate it. Let me see the hypod first. Et me pause a little bit. All right, let me see. The hypoi I think
that we can do it. Yeah. Let me hide again the high poly. Let's keep working. Let's place the
UBS in this area. Et me. Let me see
something quick. Yeah. Let's just keep
going with this. Right? Let me see how
the UVs are looking. Checker. We're getting
some big distortions here. This part. What is this
part? That's the top part. This is this other one. Right? Let's see. Perfect.
This is the soul. Let's place some U I mean, some seams in these areas. Alright. On the corners here. Here also on the corners. More here. Let's see
what it's giving us. Bit more relaxes UVs. But this is still not
working very well. Alright, let's see. We can try and separate the soul part, this part here from the rest. And that to be good enough
to fix the distortion. All right. Round here Mark him this, and there we go Oh, What is this? I don't want the
UBS to be there. I want the back part
here to have the same. All right. Maybe we can try to
make that right. That's on the proportional
editing, right. Just to make them a bit more straight here two. It's a bit more straight. All right. Let's see. Perfect. Let me use the grab
brush here and try to make this a bit feather. Alright, I think that we
can leave it like that. I will just save
save incremental. All right. Perfect. We got the robot leg UV. Let's do the same thing here. The robot arm. Let's play
some UVs in these areas. All right. We all
straightforward. I will place another
them here in the back. Right. That should
be good enough. Let me apply the checker
material. On right. That s will move that
away. Let see here. We can just apply
some stem here, and other them
maybe inside here, right on a middle them
maybe in this part, maybe that should be good. Hey, let me see something. I think the sin can be hide better here with the
tubes and that stuff. All right. Let's see
what it's giving us. Perfect. Let's apply the
shaker material. All right. We'll just move that away again. Oh, here, we're getting
something weird. This right now, it
should be good now. Oh, wait. Let's continue
with the join here. Right? We'll just place
some middle them here and don't think
too much about this. This should be good enough. Yeah. Or maybe we can
instead of doing that, the lazy way, we can do it. A bit better way. See, Alright, I think
this is better. We'll just move that away. Or right. Let's see. This part is another
cylindrical part or right. Let's see. Let me put some seam here. And the seam in this part, I will just put it
here in the middle. Alright. Like mark IM apply
the checker material. And let me see if we can
make them a bit straighter. All right. A bit distorted. Let's see what we can do. We can make this a
bit more squarish. All right. Let's
see here or here. Let me see here in this part, maybe we can make
that a bit squarish. I missing, that should
be good enough. But I will not worry
too much about that. Here, I will just
split this in half. But first, I will
add some rupees in these areas right All right. Perfect. I will SIM in this area. Mark SIM, another one here. Another one in this word. Let's continue with the sims, and this should be good enough. But to wait, I think
I forgot one piece. Let's see what is
this. Oh, yeah. Now, this should be good enough. Let's select that and
put some seams there. Now everything is
perfectly done. Check our material again. I move that away again. All right. Let's see here, I will put
some seams here and here, in the inside and one here. All right. Car material
again. This is perfect. All right, let's do this joint. I will just place some
Usan some seems here. All right. And this is
perfectly done too. Let me apply sugar material. We can duplicate that joint or the rest of the
joint of the fingers because if we made them and make one UV for each tuff will be really
that would be necessary. We can just duplicate this
and use the same texture that will be applied to
this part to the rest. All right. Let's do the US for the fingers. Let me say first. Then All right. We can put some stuff here. All right. Mark him
one in the middle. Another one in this
part. All right. Perfect. It should
be good enough. I forgot to place some sims on the corners right to avoid some distortion
in those areas. Mark Zim. Mark Zim. Let's see
here, Mark Zim. Perfect. I will do kind of the
same process in this heap. All right. Mark him. And here for the tip, I will just place
Ubis like that. Alright. Let's see
what it's giving us. Let me apply the checker
material. Alright. We still got some
stuff big together. The Now, this should be good enough. This is the rest. This, what is that or right? Or right for the
rest of the finger will be the same process
that we did on the sum. So I will pause, and then I will get
back to you once I make the Ubis for the
rest of the fingers. Let me save or we see
you in one moment. Or right I have made the
UBS for the fingers. So I would move that away and let's see what
is left to do. Or we we got almost everything
you beat to the bandages, that will be just
really straightforward. Since they don't have
interfaces and a scene. We can place the Tin around the back area, maving. Yeah, we can place
the sins in the back. Let me select all the bandages. Alright. And I will
just place things here. White. Perfect. He and clue. Alright. Let's see this part. What is this? Let
me select this. Ah. All right, this. Maybe we
need to make some dirty seam. Because the tropo is not the best year to
support the SIM. Maybe we can just apply it here. Would that be ideal, but we can live it like
that just for now. Oh, right. Let's place the
SIM in this part. Oh, let's see. Here and here, perfect. Right. Let me select everything and then just do some Oh, some grab. But something is weird. Some parts are
weird. Why is that? I think we got with this part, I haven't deleted
the inner phases. Let's do it now phase
right here also. Perfect. That should
be good enough. I will delete that
sim. All right. Let's select everything again
and see what is this seam. I think I haven't deleted
the inner pass here also. Let's just delete them. All right. Let's select everything again. Let me say first just
in case they crushed. Right. Let's do it again. Everything is almost perfect. All right. We can make straight
almost all the pieces. But these parts, no. Let's let me apply the checker material to apply
them to all the straps. We can do some Control L. Let me see Control L
and link materials, and you will see we
staff applied it. All right. Let's start
making them straight. Alg line here, align vertical vertical or full of
active quads here here. All right. Let's continue. This process, I
think I will pause again and I will get back to you once I make everything straight. It's just the same process. Just select one phase and make it perfectly square and then
just to follow at quad. I will get you in well moment. OR? We have made the
UVs for the bandages. Let's do the same
thing. On here. I pot to do the
UBI for this part. You do it real quick. I would delete into
your phasings. All right. I will just place one
UBI here, one in I mean. Alright. All right,
I will make this straight right real quick here. All right, perfectly Shaker. Right. Let's do the
bandages thing. They would be pretty
straightforward. I think I would add
them in this area. I fact. Here, also. All right. Let's do it
quick. Make them straight. Let me apply the
checker material. I control L link materials here. Perfect. Do it same
thing here. All right. Here, also. Effect. Oh, f right. Let's see here or right prep it. Everything is straight here. Right, let's do the same
process in these little pieces. We can delete interior faces
because they are not needed. Just place the seams inside
and make them straight. Horizontal horizontal,
vertical, and vertical. Let's select face and then
do some follow active quads. It also. All right. All squads. All right. Then we apply the
checker material. Once all L right. Let's see here what we have. We can do something. We can apply a middle g
loop and then just use that body them and then just put some
thins on the corners. Right. Two. All right. Let see. Able then apply the
checker material. Control L materials,
and there we go. And now let's do
the UVs or the Is. You can see I just
place a UV I mean, a SIM on the middle. And now I will do some grab. Oh, you can see that I got this error, the negative scale. It's really important
when you're doing is to have your scale in one. So what I'm going to do is
just to apply the scale, pressing Console
A, and then scale, and this would be
back to one again. And now the UE should be
better now. Oh, right? Let me hide that and
do the OBs or the IRs. I select them in
the middle mark. Now we have the UEs or the IDs. Now we can do something here. If you want to make
this more game ready, you can use just the cornea ash. What I'm going to do is just try to make the same
UVs for each one. All right, let me do something. Quick here, I will apply
the check material. So materials okay. All right. And now I will
just make increase the and the back part, I will just decrease them. Perfect. All right. This is something. If I can match I bit better. All right. As I said, if you are going
to do more like ready eyes, just use the cornea mesh, this part here and don't
make the iris part. Just use this or
your eye texture. I'm just made that iris mesh or marmoset toolba to get a bit more realistic
effect on the eye. All right. Now we have
to do the eye lashes. Mixing I will just do the same thing I did
on the bandages, put a middle edge loop
and then use that as the as the steam because I don't want to think
too much about that part. Right here. Again, the same thing. Bit. Alright, let's apply the checker material again. Let me grab everything.
There we go. Now the eyebrows. Just placing the
sin on the corners or maybe there should be
good enough or white. Let me do something. I
will apply the mirror. With. We got the eyebrows. Let me do the same
thing on the eyelashes. Let me do the seams for them. Alright, now the hair is left and the sort done forget the sort let
me say if incremental. Allright Let me. The hair maybe will be kind
of a challenge to make. I will select that middle edge. Look, we mark M right now, I will just keep going like in this way to try parate the
inside from the outside. I didn't talk too much
about thropology at the US while I was making
the thropology of the hair. All right, let's see. We can move it like this it's
something more like this. All right. We just keep moving this
around these areas. We try to get the inside part
separated from the outside. Alright. We apply the sins. Now, let's take coin. With this be here. Maybe not that bark. I here. Perfect. Let me apply
again the sins. Right. Let's see here. Let me see what we
just select this one here and just try to separate the inside
from the outside. Let me see the other
part, how I did it. Right? Sing. Let me apply again, the seems to get a bit
better navigation. Alright. Almost there. I think that should
be good enough. I won't bother too
much about this park. Here. We got something eggether. See what is that
vertex A right here. It should be good. Enough now. Let's see what are
those vertices that are not welded, right? And I think we are
good to go now. As you can see, the UIs
are almost perfect. Yeah, we are good to go. This is the inside. All right. Let me move it that away. Let's do the UIs for this
tiny hair strand here. It will be just straightforward. Pretty straightforward one. This is something. I think I press something
that Helen Impressed. I will delete this edge. And now I will close these ones. Here some great fill All right. And now I will just
apply one seam here separate the select these edges, then we are ready to go. Right let's apply
the shaker material. We just leave it
like that. I don't bother too much about this. We can keep going
with the hair in the back part. Let's see. Let me save. Right?
Let's see the back part. Is kind of challenge. Let me apply the
checker material. I did some fry before. I didn't put any sins. I wanted to see what the
UVs are without sins. And I think that we
need to put separate the pipe get better
results here. We can separate them. Right? Here also. I will just separate
all these pipe. All right. Maybe this one, too. Here, also. In this part. All right. Here. Let's separate. Here, too. We got some nasty stuff here. Mark Sim or white. That's the here. Mark Sim try to separate everything
from the main object. Right here I will just
keep going in this part. All right. Mm. Let's keep going with this. I think also we can add a middle seam here to get
rid of that distortion here. Let's be safe. I went
to see how that look. Let me remove all the sm. This is just an experiment, and I will make some
middle them around here. All right. Weak middle them. See what it give us. Alright. There are still a
lot of distortion, but we'll do some
control C to get back to my themes and I will place again that
middle theme around here. I will just continue
the scene this part. And then around here. And that should do
the same thing. Then I kip applying some
more sins around here. Let's see, maybe the spike my right. Around this area also? All right. Around here. Put it here. All right. I think we can just
delete these seems here. A move. These seems here. Perfect. Let's see. More sins in this part
and more and more sins. I don't know how
many times I just said them in this video. I think these are. I have said that right, let me move the theme here. I think we got almost all
the fights with some scenes. Let me save Cremental Alright. Let's seeing Sing grab. Let me apply the
checker material. Rights almost perfect,
but we need to do some one more step in order to get the spike without
with less distortion. Just apply one middle
tube there like this. Oh, right. Let me do the same thing here. Maybe around this area. Maybe around here. Perfect. Antisaio. Around here Perfet. All right. Ling We can place the
same in this area. We have placed one there. Maybe one here. But another one in this area. All right, maybe one more here. Let's see. Yeah. I think one
more here should be good. Another one here. More seams. Perfect.
Alright, let's see. We need to place more seams around seeing that's
all the seams. Alright let's do another grab. And everything should
be better now. Well, right? Oh, why this
part is not separated? I think I forgot to
add one thing here. Alright. Let's see again. I think everything is
perfectly done now. Alright. Let me do something
here on crap and let me change on formal to see if
this give us then the result. You just giving the same stuff. That doesn't do anything. Oh, we got one problem here. Alright. That should be good.
Oh, and magically, we got our is fixed. By just applying that middle, that slope that same there. That's better. That's
really better. I see. All right. Our UVs UV
Iceland is a bit nasty, but if this work, it works. Everything is square. So I think I would leave
it just like that. There should not be any problem. And now we have our entire
character with SIMs and UV Oh, I forgot the oops I just dump. Let's see. Oh, I almost
forgot about that part. I saw them before, but I just forget completely
about them. Here. They are one edge here. It. We need to do the
UVs for these parts. I will just apply.
So those areas. Alright. That should
be good enough. All right. More seams
here and there. Well, right, let's see here. Right. And here also. And now, everything
should be good. Alright. Let's make this straight. These other stuff, too. Right. Let's continue with this. Making this stuff
straight. All right. Oh oh, right. So let's move that away. And let's place the
checker material. Right now, we have our
character with UIs, but it's just left the
sword to do the UIs. So I think I will do the
sort in the next video. This video is now
a bit too long. So in the next video, I will do the Sims or
the UBS for the sword. Where is my sword? Uh Let me do something here. I. What? Don't shock me that. This is not the sword. Let me see. Oh, my God. I just got trolled by myself. Oh, right. So next video, we're going to continue
with the sword. I'll see you there.
56. 03 Creating The Sword Uvs: Or right guy, so let's continue with the
UVs for the sword. That's it, let's hide
everything. Let's start. I'm going to start
with this piece. This is a cylinder will
be super straightforward. We will be one
seam in this area. Write one seem here, one here, other one in this marking. And everything
should be good now. Let me just clear
the scenes right. Clear a mark. Perfect. Everything
should be good. What that I've made
something weird. But let me clear seem right. Everything should be good now. Let's do mark them grap, and you can see it here. Maybe in this part, we can just delete that theme. Let's do then grab again, and everything is
perfect. Oh, my. Let's sing. Let
me put all right. Let me apply the
Becker material. Perfect. Right in this area will be your seams
in these corners, one here, another one here, and one last one perfect. All right perfect. Let's
apply the checker material. Right. Let's see
what we've got here. But it's this, I would
want that, right? This is more like this
can be done also. This will be just one
seam here in this area. Just one seam here, and that should be enough. Alright, grab. Let's put the checker material. Alright. Perfect. S here, this is more like a **** sing. Maybe we can add a
seam in this area. Right? Let me clear this part. The sim right. Now I will continue the seam
to this point and here also. I will do the same thing here. Perfect. And I will
continue it this part here. And now this should be
grab nicely. Perfect. Checker, and everything
is really good. Move it away. Alright, let's do the
sort the blade here. We can just put a middle seam, and that should be
enough for this. Let's do wrap. But don't forget to apply the
mirror. Really important. All right, so here we got
here we got two blades. One blade is a bit different
from the other one. This is weird what is
happening here. All right. I just change the grab
method to conformal, and everything is the same. Let me see. Then let me apply the checker material.
Everything's good. But here we are
having some troubles. Maybe we can apply some
seams this area, let's see. Let's see what we got here. Yeah. Mm. Everything, everything
is better now. All right. But we
got here the blade. It's still having
some distortion. I met another stuff. Right? Now, everything is working
nicely with no distortion. All right. We're having this
part of it we made. Let me see. MElect this icon to see
what is that polygon. I think this doesn't
matter much. Bill I just want the plate
to be a bit more straight. All right. I would do the
same thing in this part. Because it looks
like it's broken. All right, rotate it a bit. Perfect. Alright,
let's see here. I just move it away,
make it better. And that should be good enough. That's super tiny
part to be seen, though I don't care
too much about the distortion in that area. We move the plate away. All right. So we need to do the
UBS for the tank. This is another cylinder, will be just one thing in
this area, maybe here. Brown right, mark or
seam here in the bottom. Maybe we can add another
seam in this part. Alright. Everything
should be good now. Alright, everything's perfect. Let me delete all
these materials and apply the checker material. And everything is glut enough. Maybe we could move
the seam to this part, this corner though we don't
have that visible seam there. And I think that I don't like to much
that distortion there. We can also try to make
the seam in this area. Let's see what this give us. All right here, the sim. Oh. Oh, right, B Sim. And don't like to much
that bar. Alright. I think that I will leave
the sim in this area. I think that's what I'm
going to sing. All right. So we got even spacing on the mesh. All right. Spacing them on the
UB and sing here. I can delete these
pack faces here. They are really needed.
We just delete them. Let me do something mark M, and then I will select
here with the L and then press SM here and
just delete phases. We'll do that part quickly. Let's wrap. But give us, let me delete
all these want materials. Check. And I think
that's kind of nice. Alright. Let me just tweak it a bit. All right. Just trying to make the middle
part a bit less distorted. Alright. I think this to kind us. And that good. I think that can
be less like that. It's just a tiny part
that will be right. We can leave it like that, but you don't care too
much about it. That's just a tiny piece. Let's see here. This is
another cylinder. Let's see. We can put the
seam in this area. Let's put one seam
here, another one. Maybe we can split these in two. We can put another seam here. One here, let this. Maybe we can also
spit this here. Nursing should be nice grab. Let me delete all
these materials and apply again the
shaker material. All right. I think everything
is good with that part. Let's say this rubber
part here that just hooper way forward
grab. And that's it. We can make this straight really easy with the method that
I showed you before, a line horizontal,
a line vertical, then select everything and
do follow up the quads. And that's the end. And then the checker
material just to see glans is going on here. Another cylinder,
really straightforward. Alright, give me a second. Mark him right here. Mark him. Let me see first what
this give us checker. Maybe we can split
this part here. Alright see bit better. I see that's better,
a lot better. Right. We'll just leave it like
that and move it away. All right now, just this
piece here that is left. Let me delete all
these materials. Alright, we can put
some seams here. Let me see something. All right. We can delete these
internal phases. All right. Face. I don't care too
much about that part. Alright. We can
put the seam here. Round this part. Mark him. Alright. One m here, I will select that part
and then just delete it. See if that is still
looking great. Right. Let me sit again this
part. All right. Here, we'll just
move that piece. Let me see something.
Alright. I will just put another
sam in that area. Let's see and wrap
what this give us. Let me put this sugar
material and everything nice. Maybe we can split
this stuff too. He here mark All right. And everything is good
enough. All right. So we basically have the sort with Ubis and
be safe incremental. Now, what is left is just to
start organizing the mesh. So in the next video, I will show you how I organize my Ubis
I'll see you there.
57. 04 Orginizing Uvs: All right guys. In this video, I will show you how
I organize my Ubis. So let's start. Let's sing here. All right. Let me make this away. Alright, let's sing. Perfect. Now, what we need to do first when we organize
UBS in groups, we need to make text sets. Where are the texture set? The text set are
the materials that our mesh itself going to have. Like here, this material
will be a textuSet. I will just delete that material from here
and then make a new one. I would call the sword. This will be the name
of our texture set, the texture set for
the sword or right let's click Control L
and L link materials. I will change the
color, maybe some red, maybe some pink purple, maybe red would be nice right. So now that we have our
texture established, we can start working here. With this add on, the Excel
density shaker that you can find here and get
extensions, I think, Excel density Shaker, I'm going to select the biggest
part in my model. The biggest UB island, I think, is this late. And now I will just move it into the square or right. And then I will press here, calculate TD or
calculate text identity. Then click here,
calculate set value, and then select everything. Let me move this away quick. Right. I'll select everything and apply the textil density. Here. It will be applied. All right. So now everything
have the same resolution. So we can start
placing our stuff. Let me bring this closer together so we can
see what's going on. All right. Let's see. Let me bring this a bit closer. All right. This
is like a puzzle. This really like a puzzle. S we have our plates. Now, I will click here
because I want to see what are the parts
that I'm selecting. I will put this here. I always like to keep the orientation like
we have in our model. Like if this is pointing up, I will keep this
pointing up. Or right. That's also a very important
part for the clot. In the clot, we need to keep our textures like
that right here. Let's see what is this. Let me rotate it
90 degrees, maybe, right, or 180 degrees and move this around this area. This part, I will
just move it here. All right. This part of what is that we
can put make this straight. So what we do that Aline line, a line, then align again, select everything,
follow up what? All right. We can make almost
everything straight here. We make that straight. Neg follow active quads, here, two horizontal,
horizontal, vertical, vertical, and this
should be good enough. Here, two. Hizontal horizontal, right, align vertical,
vertical, all active quads. And these parts
that bit tiny part. I will just keep it there. I just want to add the biggest part before
adding the tiny part. All right. Perfect. What is this? We'll
move it here maybe also around here. That is that. Let's make this straight,
at least this part. I think I will just keep
that part like that. Because if we make
these parts straight, we can have a bit of distortion. Alright. Straight. I think it's just a tiny part, but I think not. I will
just leave it like that. I don't gonna bother
too much with that piece. All right this part. I will just put it here on top. Be sure that your UVs are not overlapping each other
because when we bake them, that can cause some problems. This part, I will just
move it maybe here on top. What is this? We can
make this straight. Stew it horizonta
horizontaerio, all right. Perfect here, too. Le vertical. Perfect. Here, also horizontal, horizontal, vertical, vertical. Well, squat. Perfect.
We can move it. Maybe around this part here. Perfect. This part, I will just
move it and keep it here. And this other part, I will just move it
inside and just place it maybe maybe here
and replace it. All right. Though everything should have the same material. Let me see. I mean, the same resolution. And you see that these
squares are kind of similar. This part can be like that, but in some other parts, you can prioritize the
parts that will be seen more than the parts
that will be hidden. Alright, let me just get
back my sword material. And so, you know, big
material perfect. We have our sword with UBS, and the UVs are organized. Let's do the same
thing. But the body. All right, let me
say incremental. You can also, if you
are too lazy like me, you can buy this atom, Ubi pack usar, and this
will pack the UBI for you. It does a really nice
job on doing that. I think it's pretty useful. I use it often. And almost I don't need to do any twixs
when I'm doing it, but this is a paid atom, though I will not use it here. So you can follow along
without buying any harm. I mean, I use the speed topple, but everything that I did there can be done in the
blender spoke. It's not different. All right, let me hide the sort and then bring back
all the other stuff. Right, we have our body with
UBS and they are organized. Let's see here the these parts, let me apply the sugar material. What is this? Where
are they all right? Perfect. I will just put the same sel density of the head on the eyebrows
and the eyelashes. But right here, click. I calculate set
value and say my ID. Let me select
everything. All right. I think it's nice. Let's see. Perfect. Just move
it here, maybe. These parts. I mean, move it. Is there a so? Alright. Perfect. And then the
eyelashes can be around here. Nice. This is the back bar. All right. Well, perfectly done. Perfect. Now I will
create another material, and I will name
it body or right? I will change the color, maybe some Yello then press
Control L link materials. I think I will use
maybe five texture set 140 body, 140 sore, maybe one or the cloth, one for the hair, another one for the eyes. Maybe that can be enough. Let's see what we can do. Or maybe other thing that we
can do is to put the eyes in the same texture set
of our body, maybe. That can be an option. But in the s paint
we will need to move them up in order
to texture them nicely. Right. Let's see first
what we can do here. A right then, we hide the
body of and these parts also, let me hide everything
that is not the cloth. A right here, then we got here we got our our stuff. That's really big bulk of UbisOr Let me see what
is the biggest one. I think is a dress. Let me move it away. Alright. Let me just move
the UBS from here. What is that piece? All right. Because I want to have the
UBS without overlapping. Here can be a good
opportunity to use the UBPACmer and it will
pack everything here. But I don't want to use it in
the schools. So let's see. I can make this a bit small. And then see it
calculates a value. Here, calculate
take some density. I will take a while. Let me do it again. All right, let me safe
just in case Perfect. Now I will select everything and then your calculatee
value set MTD. And that will make everything
the same resolution. All right. We have our UBS bits
separated from each other. Let's bring them. Here, one thing that we can do, then it has one pack a
UB packer from the fold. We can press U B and
then pack Island. But that often doesn't
do too much good work. We need to do a lot of fixes. Let me crank up
the margin here in the rotation I would pack it this will take a while. As you can sing, let me pause. Alright. We are back. Let's see what this did. As you can see, this is
not a very good king. Everything is too small. I don't like that,
but at least we got our UVs near each other. The sate everything from here
and try to place it nicely. Then we make this bigger. I will use this maybe not et's seeing. Everything is just so small. Let's see that can be Let
me just put it nowhere. It's just This is like a puzzle. W be a bit hard to
put everything here. All right. Maybe this part we can
make it a bit smaller. Is the back part that will
not be seen too much. All right. This part we
can make it a lot smaller. On right, let's sing. But this part.
This is the strap. This part is the robot
leg or the robot tie. I foot it here. This part is the jacket. They seem a bit messed
up, but not quite. Se like this. All right. You can see default Ubi packer. Blender is not very good. Maybe we can place
this around here. Around here, maybe. That might All right. Let's see. We have a lot of pieces around This can be a very exhausting
process to do. That's why the Ubi Baker
don't exist because of this. We can break a lot our heads, trying to keep
everything inside. We can make that bitmer All right. We need to
place this somewhere. Maybe what we can do is just
split the clause in two. We can split the robot
leg and the robot arm in the own extorset I think
here, that can be an option. I will do that. I will split the robot arm the robot leg in its
own xu set, all right. I'm from L materials. Alright, I forgot the joint. Oh, here. Perfect. We got everything. We'll hide your robot arm. And let's try to do this. All right. We got a lot of
things going around. Let me select each object to see at our does. But there is a lot of pieces. Why there are so many Let me move a 90 degrees. All right, this stuff
here will also rotate it. Trying to match the
alignment. All right. Perfect. This other piece. Let me move it and
try to place it closer together. All right. Let's see this
piece is from here. This other pieces from here. I think we messed up by doing the default you'll
be back from Linder. I think that was a
mistake. Sorry for that. Alright. All right. What is this? I'm like, Ah. All right. Perfect. What is this piece? Why we have this piece there? I don't know. This other piece. Why we even have
those pieces there. Let's see here if we got any pieces inside, All right. Let's select again this.
And what are those? All right. Let me
select everything from here, move it closer. We export everything from this other piece here. All right. We got our two the cynic car accessories made here and placed
it inside here. But we also got a lot of
things going on here. This is pulling me out.
But it's that part. I like everything from here. Move it away. Alright. Now, everything from here. Put it closer. Everything from here so
closer to that piece. Everything from here, I
will just move it again. I will rotate it -90 degrees. This pop would be rotated
90 degrees Let's seen here. It will be rotated 180 degrees. Perfect. And here we
place around this part. That seems Alright. I just want this to
be close together. All right. But are these pieces. Perfect. Let's see. All right. Trap. Let me move it off this
a bit, at least that part. Alright, this part is from here. Alright. Emerge. Why? Let me do
something real quick. Immerse at center,
at center at center, and I will just
leave it like that. Perfect. Let's say I
just move this away. This part also will move
it away. All right. And all these pieces,
what are they? All right, let's
send it like this. But it's somewhere,
maybe rotate it. I need the grease, select
these pieces here, but it's closer in this area. Maybe we can rotate
it I 90 degrees, too. And I make this make
it nut. Alright. Let's see these pieces Let me move this closer
to these wraps near the Runway art. All right. Move it just here. Perfect. All right. Let me select this. Move it near here. Let's seeing the other two
will be near the strap. In this part. Alright.
What are they? Here, this part will be near the jacket,
the little jacket. When all these pieces are
just wraps and bandages and let's see if we can organize them
closed, you know. Alright. Let me just put
everything near each other. I just want everything
close on tails. Alright. Let's try to make it lose
as possible together. Maybe not much. Alright. These bits also Let's sing. Alright. Let me select
everything again. I will deselect
the hand bandages. Ah. Let me move this away. Alright. Let's just
keep organizing this right rotated 90 degrees. These parts 90 degrees. These two parts will
be rotated 90 degrees. We can put it somewhere here. The part will be here
and this other part. Will be here. All right. Let's see how we
put this part here, and the other part will be rotated 90 degrees
around that area. And here is just
the hands wraps. Alright. I didn't raise grading. Bottom. Let's see. Let's put it around this part. We move this closer
together. Alright. Theo stuff, the other
stuff will be rotated. And there we go our hands. Ropes. Advantages, let me move each group a bit
closer to the square. Get a better view
of them. But right. And now we need to we get
everything inside here. Let's see this part thinks that this can be a bit smaller
because that is hidden. This part also, let me see that part will be a lot smaller. Also, the part will be smaller
too that they are hidden. If we can put these
around this area maybe to get the mats of our space that
we have available. All right let me save
again, safe incremental. A right. Let's see. We can try to put everything of this stuff inside 'cause this
is taking too much space. It's taking too much space. We can make them a
bit smaller, maybe. Maybe not too much. This is just what
is to be inside. Right it is 180 degrees. Maybe it. Let me
bring this up a bit. Alright. Let's see
what else we can do. Alright, this is a
really technical part. You can skip the process to the point that
I have publishing, organize, and just
place it like that. It's really boring,
art to watch. I know that. Don't worry. Ripe or can be here. But what we need to still face our and this is inside. It would be kind of pins
the doom It's the jacket. What part is that?
It's the leather part. You can rotate this
90 degrees and try put it around
this area, perfect. And then move this away and
try to move this to the left. I mean, the right. I would put this here. What are those? All
right. Let's sing. This stuff it's hidden. We can make them smarter. We don't care too much about those pieces. They are hidden. This part. I will fratated
at these pieces. All right. We can delete that this part. Alright. Et's see what
we can do with this. Maybe try to stick
around this area. Micro 30 By degrees Alright. Maybe try to stick them
around here. Perfect. It rotating. These on a touch and ground there
and put some stuff inside. Alright. Let's see
if this can be here. Perfect. All right. This other part around here. Let's try to stick the
jacket inside the Earth. Maybe the jacket around here, the back part. Around here. We will be the sleeve, the corner? I don't know. This is really tricky,
really, really tricky. Maybe 90 degrees. Put it here. This is super tricky. We still need to put a
lot of things inside. I'm tend to use the UBBaCmser All right. Let me save again. Let me try to put
inside these pieces. We can make them straight. Let's put them straight. All right. And here, too. Right, we need to still
put everything inside. Oh, my God. Let me try to with them. With this stuff that
can be a lot smaller. Alright. Just
rotated 90 degrees. Perfect. All right. Let's see where we
can put this stuff. There are a lot of space
for them, at least. We can put it here, this is square stuff. Let's see here we can rotate its 90 degrees and make
them close as possible. Alright. Perfect. That she will still need to
put this leaf inside. And this part, this part, we need to stick it also. We really don't have
space for the bandages. That will really hurt my head. It I think one solution that we can have is just to
use another texture set, but I want to All right. Let's see. Oh, my. We can see something. Let's see what the UIPACmster gave us. I don't want this to be rotated. I will activy stuff
and then pack. Oh. Alp. And every since pack
inside, like art magic. I really recommend
you to buy this iron, really. It's really worth it. You can see you can
save a lot of of head tches by just
using this ton. This is like magic. Is a lot like magic. I think I will just
leave it like that. But you saw kind of the process. If you don't have this atom, you can follow that process. It will be a bit more painful
to do a lot of head ashes, like I was getting. But this is really good atom. I really recommend
you to use this atom. Though I think I will
leave this video here. I'll see you in the next one.
58. 05 Finishing Uvs: All right, guys. Let's
keep going with the UBs. So now we need to organize
the UBS from the robot part. Let me hide real
quick everything. But now, the robot part body. I mean, normal part, maybe. Alright. Let me put
everything inside there. I think I should
delete this stuff. We'll just put it here. All right. Let me put
everything inside here. And now let me hide
everything right. As you can see, we have made our robot parts in
one texture set. So let's start
organizing all of these. Oh, without a bit of problems. Let me see if I can take
everything from the fit, put it closer together. I think that using the packer that comes by the ple which
blender with and error, we got everything too small. A, let me see here. All right, let me put
everything closer together. Perfect now here. All right. Perfect.
We put around here, maybe. Yeah, here now. Alright. Here is our robot leg. Perfect. All right. Let's see what is left. This part is the robot arm. The leg, joint. Either perfect. All right. And the rotated 90
degrees, perfect. Now, let's select
this other part. All right. And rotate slightly
decrease again. Minus slightly degrees. Perfect. Let's just put it here. This part is one of the tubes. I think this one is
other part of the tubes. Let me select everything
off the tubes. All right. Perfect. So we can
put them closer together. I put this closer. All right. We start the chips. Perfect. Let's see here. All right. Tetratgres again. What is this part? Uh let me see. All right. Let's just put them
closer together again. A or right at here. Perfect. And now all these parts
are from the and. All right at see,
this is the palm. Yeah, that's the palm. Let's move everything closer. All right. Perfect. Alright, let me move
it. Don't work else. All right. Nice. Let's
do the same thing. On the other pieces,
it is the joint. We move it here. Perfect. And now all these
pieces are the fingers. All these pieces
are the fingers. What is this? Oh, I
just forgot about that. When we sing around here. Nice. You should be
closer to Perfect. She right. It's the joint. And now we need to select. I will select the
outside of the fingers, just selecting this
option here, the seam. So now I will be able to
select just the outside because I want to separate
the outside from the inside. Put it closer because I will
make the inside smaller than the outside because the
inside is not too visible. So that's not really a problem if we make them
smaller than the inside. I mean, than the outside. So I will do that. Let me just
put this closer together. What is this? I got something
weird here, yeah. Right see What's that I get Weird what was the part. All right, I see
some ground here. Oh, yeah. Here it was Mm. Now, this should be good enough. Alright. Let me pick
the Excel DN CD from the spar catag a
crest value at my CD. All right. So I will just put this here, and then I will just do the same process
with the insides. All right. Putting
them closer together. Perfect. All right. Nice. The thing that we can do with this Alright. Perfect. Now we have
everything establish. Now, it's just a matter of
putting everything inside. Let me see if I'm able to do
it without using the poker. All right, it starts. First, let me see
my cheger material. I will put here a chegar
texture, control T, ub into vector and
color into base water, and just crank up
the scale Alright. Perfect. I sink we can
make this a bit bicker. Perfect. What is this part? It's
the inside of the tie. We can make that a lot smaller. We don't need that art, but I don't want to delete it. All right this around here. This is the c. We
can move it here. We can make these
pieces a bit smaller. All right. Let's see. These part is the pitch. All right make it rotas 90
degrees and put it here. Rotate part again 90 degrees. Put it So were in this area. Put it around here, maybe. It's part, what that and make it a bit smaller
and put it around here. As the sole. All right. This is the joint. Smooth it, rotate it maybe and
put it in this area. Perfect. All right.
The piel is good. Let's see here is the arm. Let me put this first
maybe on top here. This piece, I will put it around here what is these parts. But that's the tight parts. We can make them a bit star. I start starting placing the around these parts.
I will move it. I will move them here. Maybe this is a bit
smaller, right? Alright this part, I
would move it here also. Let's see. This is the joint of the arm. We can put it here, maybe. Let me bring these pieces
bit closer to that area. I will make the
closer together also. All right. Let's
see what is that. We move these around here. Perfect. Let's see these
parts are the tubes. All right, we can put it here, maybe or maybe we can update
it and put it here on top. Alright. We can put them here, maybe. All right. Let's
sing what is left. Let's put the palm. All right, let me rotate
this 180 degrees. A range. There like that, maybe. Yeah. Perfect.
We'll put it there. These parts maybe will
be not very visible. We can make them
smaller if we need. Alright. Perfect. That piece can be a lot smaller. All right. Let's
move them there. This is the finger joints. We can move it here. Maybe we can make
it a bit bigger. We can make them bigger. I want more solution
in the joint. Alright. Perfect. This is
another part of the palm. Make this piece a bit smaller. All right. Now we need to put these parts of the tubes
inside. Let's see. We can make these circles of a lot closer together
to save space. On right, let's put
it closer together. All right, perfect. A around here. M red. No, I will put it maybe
around this part. All right. A lot
closer. Perfect. Now we still need to put all
the finger stuff inside. It is the outside. Let me rotate it to a same axis. Avoid any weird tough
while texturing. All right. Why is this? I got
another weird tough feel. A in this area? No, not snap there maybe here. Stuff. We got a nege that is not falling splitting. This piece. But
where is that edge? Where is that edge? All right. Oh, here. What is this? What? Oh, what this piece
Mark him Perfect. Grab. Let me do some pet. Perfect. Let me pick the excelenity
of that punny piece. And we put it here. Perfect. He's doing something. What I'll collect that pio. The pier at my GD. And now it's working nicely. Let me move this somewhere else. Alright. Let's just keep putting some stuff finger. Alright. Maybe here. All right. Let's keep organizing
this. Perfect. Let me put the same text
identity for all those pieces. Alright, I will
just move it here. I think we can use more of
the space that is left. There is a lot of
space left there. Alright. Perfect. You see this. This will be here. We still have a
lot of space here, a lot of wasted space. We can use that. Let's see. We can make a lot
of things bigger. All right. Let me
see something. Mm. We can try to use this. Let's see if we can
maybe make the beat. Let me think. Maybe
we can try to make all of these
pieces a lot bigger. Let's see Texel density,
calculate set value. Here's set value upset value. A right. Let me put the same
text delegit in everything. We need to arrange again our UB. What to do? Yeah.
We're all a second. Let me make this
smaller in the middle. This piece will be also smaller. Right. The move. Oh, what is that? This piece will be also smaller. We'll just put it here, maybe. One right. Perfect. Let's think I a lead space and
let me just move. Let me see in a way All right. And if I could put the arm. Now, the toots Alright. We can try good inside the feet, also, maybe here on top. I think we can make
space for that. Yeah, make most somewhere else. Alright. Let me see this part. I Perfect. This piece will be here, and this piece will be in
this area. This empty area. All right. This piece
will be around here. This is the mean joint. Maybe we can put it here and the circle stuff
and be around here. Let me just try to put
inside the fingers. This is the inside. I will make them smaller. And now I will try
arrange better finger Ubis All right. We can put them here. And this can be a lot closer. These pieces can be a
lot closer together. All right. Perfect. Right here, what is? Here. Nice. All right. This will be here. And now let's try
to add the palm. All right. Perfect. Let's see where we can
put these poll pieces. Here. This is like playing Tetris. My here also. Let me put these things. Maybe we can do something. We can put this make this a bit closer there,
here, move it. Put it here in the
middle of the pieces. That can be around here. A lot closer each other. Perfect. We put some of them inside here. Perfect. What is left to put inside
this word. Alright. Let me sing. What is this art? Let's see if we can make
some space for them. Let me move this
a bit below here. We can put this circle stuff of the knee joint around here. And then we can try to
put this here. Perfect. Let's seeing. We
can move. Is a bit. Try to make more space. What? All right. Minutes. Here we still need to put this somewhere
where are those right. And these pigeons,
they can be smaller. We can stick them around here. Each part can be
placed in this area. And this circle stuff can be placed maybe we can try
to force a bit of space. Here, perfect. We can
place the circle here. And now we need to
place everything of these little pieces where
I will put it maybe here. Perfect. This is like
playing some puzzle, maybe here on top. All right. This piece well that. This is the finger joint. We can make it a bit bigger, right place it here, maybe. Alright, let me
save incremental. This is something
first. Alright. We need to place all
of these circles. If we can put some of them in the empty spaces
between the U islands. Alright. Let's see, around here, maybe. This part can be here
or maybe in this area. Three left placed. Abe one here. Another
to this area. And there we go. We have all RUB using a lot
more space than before. But always the
UVPACmster will do a better job than us in
getting most of this space. You can even control the U
how you want the UBS to be. But I don't want to be too
much in deep on this atom, as you can see, we can
do it without that. Just we need to think a bit more so let me see what is left. Dave, now we have
the robots with B. Alright. Let me see. We have three Texoset right now or the clothing,
the robot parts. The eyes will be one, two. Let me delete this one and just place I. I will rename it. Maybe put it some color. Cornea. Or marmoset, I will use another
material for the corona. I will use ran spread
material for it. So I will just that and
create some cornea material. I went on export this mesh or substance painter that will not be texturized. Yeah, I will just put some
material inside marmoset, and that will be
it for this piece. We can hide it or not. Let's see the hair, the hair is left to do. All right. We got
something. We are there. But perfect. Now we got our hair. Let me try to place the same texal density
on all the hair, calculate calculate a value, set my textil density. What Press in the same
salinity, I think. Yeah. All right, ty try to place
the big parts first. Maybe make them a bit smaller just to fit inside the square. Let me try to place these
pieces around here, maybe. And this other piece. We need to place
it. Don't worry. Get a bit smaller. It's just a little bit
more small, maybe. Let's see what we
can do. Let's see. Maybe this. There. Oh, I just missed one piece. You can try to make
this vertical. And this can be lasted here. Well right now is just let me place this
in the hair strength. Now let's place these
other spike pieces. I don't want them
to be overlapping. So I will just put it by hand inside being careful
not make them overlap. All right. Here, my name. All right. This piece will be here. And these two pieces
will be there. So we have our hair
UBS organized. Let me create one last
exercit hair. All right. I will put some color, maybe some bluish ink. Maybe, some purple will be nice. Let's control L and linked
material. And then we go. We have all our text sus set and our All our objects
with UBS already made. We have around five text set. I think that's good enough. I'm using that many
texuse because I want to keep a bit of high
quality in the textures. This This is more like
a personal project. I want everything to
be a bit high quality. Like, for example, the eyes, I just use an entire
texter for it. Alright. So we have
everything organized. So we can start thinking
about the bake. But before doing the bake, we need to do some things. We need to prepare our
objects or the bake. So I will start doing the bake preparing in the
next video. So see you there.
59. 06 Preparing Body For Baking: Right, guys, in this video,
we're going to prepare the meshes or baking. So one thing that I
want to do first, is to do something
here on the body. I will export it back
into sebush to make a version of hair
with open mouth and a version with closed mouth and get better form
on the lips here, we lose some form there. So I will export it as an FBX, where let me put another folder. FBX, maybe here the neck. I like the path, body, the topo you know fix it, maybe. Yeah. Lected objects
here, apply transform. Let's turn off
this options here. Let me put this in
FBX unit scale, and everything should be
good to go with export. And now let's go to Crush here. Perfect. Let's
import our objects. Here in C FVXportimport. Let's import it. All right. Here we have it. All
right. C is here. Let's copy the object here, and let's go back to our main
subto and just paste it. But really small. Let's see what we can do. Let me just delete
that pay set stuff. It's in ten. Let me try
to put this also in ten and here this in zero. Let's try to do it again. Okay. Haste. Oh. You know, it's not doing very well, but um let me think. Let me delete it again. Let me report it. This
doesn't want to work now. Maybe it was the way
that I exported, maybe. Let's export it again here. But let me put all
local sport BX. Let's see if this thing
is working now in port. All right. The ing let me copy the object
and then paste it here. Now it's working, you can see. Just put here the apply
scaling in all local. So now, what I want to do here will be some
really easy stuff. Let me hide everything, but not the body. All right. Let me
Alright perfect. Now, what I'm going
to do is to projects, our base body here, our high body into
this body here. We get all the details and
make a higher version, a high poly version of this low poly mesh.
So let's do it. First, I'm going to save
my morph target here. And now I will project
the high poly. Remember to hide everything but not the high
poly. All right. Let's project SGS. All right, as you can see, in this area, we got some of wear. Let's see what's
happening there. All right, let's use
the morph brush here. All right. Perfect. Now, I will control the to
make it a bit high poly. Let's little lower. Oh, no. Dile morph target, I mean, and then save again
the morph target and do another projection. All right, let's see if
we got any weird stuff around here. All right. We don't. Well, let's continue. Let me be sure about this. All right. We are good. Let's do
another console B. D more targeted, save more
targeted. Project again. Alright. Let's see. Let me see if we
flood our UBS D. If our UBS are still there,
I will do something. Let map, create UB check. All right. We still
have our UBS. Sometimes C brush just
tend to delete the UBS. By no reason. Let's do another Control D and
project again this stuff. All right. Let's wait for it. Perfect. Oh, I think now
everything is good to go. I see. We can work with this. Alright. Let me just
do some smoothing in this area. Perfect. Now I want to do some
work on the lips. Because as you can see,
there is a gap between it. Alright. Let's see. I will make some
polyp in this area. Alright, let's scrap the
lower mandible and let's fill this part here with some stuff to make
the inside of the mouth. Alright. Maybe some
damn standard. One thing that I
recommend you to do in the lips is to have enough like, wait, my epic pain
is not working. Let me see. Why don't
going to work now. Well, I think my
epic pen is box. So I think we can do
it with this or not. Well, I want you to
keep in mind this shape that we have here like this type of shape
on the corner here, on the lip make them
look more natural. All right, I will
just keep this color inside the mouth on white. Put it. Perfect. All right, let me seeing without that. Let's just make them a bit
fuller like this, maybe. Let's do another
when I look there. All right. Now, let's work here on the upper leap. All right. As you remember, we have
three bumps on the upper lip, one in the middle and
two ones on the side. That's what I want to do, I just want to keep
the shape going inside the mouth because
that's how it works. All right. Let me put the same color here
on the mouth back. Alright, perfect. There we go. Let's see. I'm smoothing. Make them a bit sooler. Alright, let me try
to close this mouth. Alright. Trying to close it. And there we go. Let me
see if we can bring back the ice. Where is the ice? All right. Everything
is looking good. Perfect. The hair. Everything's looking good. There may be a bit
more of work here. One thing that I forgot
to do completely was the teeth and the tongue. They are really
straightforward to do. They are not really
too complicated. I will do it after I do the
fixing here on the body. Now I think everything's
ready to go. Alright, let's me save. All right. Now, let's
open the mouth. I will do it by just going
to the last subdivision. I mean, the first subdivision, then masking this
polyrpT polyrup I mean. Now I will do something before
that. I just forgot it. Let's save a layer here. Let's do it in the
higher subdivision. Let's save, and I will name
it open mouth. All right. Be sure that your icon
here is aging fret. And now let's go to the
lowest subdivision. Select the polo and
then I will just move it just a tiny bit
down like this. So in that way, we can avoid some weird baking
issues in that area. All right, we can start it off. And now we need to export this high poly and the low
poly with the open mouth. And then we need to export the low poly with
the closet mouth. So let's do it. We'll
do it out of camera. Alright, I have exported
everything from Zerus and importing
it back into blender. I exported the
closed mouth version and the and the open
mouth version, also, I have exported the sement of the high body with the
what is not showing up. Because I have exported
the version of the high body with
the open mouth. So we are almost
ready to go baking. But I forgot to make
the teeth and tongue. So I will have to do it first in order to keep
with the process. So, excuse me for that, I will end the video here
and start working on the feed and the and the tongue in the next
video will be maybe short one. We need to do the high poly, some free topology,
some UVs for that, but that will be
really easy to do. So see you in the next video.
60. 07 Creating The Teeth: Alright, guys, in this video, we're going to do the T
that I forgot to do before. Oh, let's start. Let's paint a cylinder. Take in mind that
your reference here, I'm using maybe these
three images as reference. Maybe I can use more. Just keep your reference aside. Alright, so let's keep going. Let's pick this cylinder. Let's make it a bit smaller. Let's put it inside the mouth. Alright, let's put
it maybe here. All right. A bit molar. Maybe around here will
be nice enough. Perfect. Let's see. Let me hi everything. Let me hide the body. And Hair. I don't want the hair now. Right, let me bring
back the body. All right, we have this piece. Let's duplicate it again. It'll be rotated or
the lower teeth. Let me move this down a bit. Maybe around here would be good. Now, I will separate
the lower cylinder. There be some outer
groups, split heating. Alright, we can start working. Let's do some dynamesh. Then a bit high for solution. Maybe around here can
be nice to start. Let's smooth. Alright. We
can make it a bit upper. And now let's start
placing the teeth. Alright. As you can see,
if you mind this, let's make the first pair of Ts. All right. Let need these ones. Let's make the second one. It's around here. Perfect. Maybe some volume
on them. All right. Let's make these parts. Alright. They are a bit pointy. Alright, and a bit more
like this, like a vampire. All right. Let's keep going. Now we need to make we have already made
these ones, and this. Now we need to make four molars. All right's seeing
one, two, three, and four. Alright. Perfect. Now, let's isolate
this and carve under here to get the inside
shape of the teeth. Perfect. Maybe I will cut this part here. I don't want a extra crank up
a bit more the resolution. The lit hidden, right? Perfect. We can refine a
bit more the tea. Around here. Perfect. The monors All right. The frontis in the back side, they are a bit plain. They just carve a bit
more of space here. Let's see if we don't
have any textilin parts. All right. Let's try to make this good. Always have your friends with
you and forget about them. They are really important. All right. Fact. You can maybe try to add a middle line because in
the palavar there is, like, some middle lines, and it's more like this maybe. All right. A Perfect. Now, we need to make some detail like the
stuff in the molars. Let's do it real quick. You can see it's like a line and then some perpendicular
lines. Let's write to it. It's more like line and then
doing some sort of cross. Maybe something like
this should be good. Maybe next there. I will need more solution
to do this well. Maybe crank up a bit more
this resolution. Perfect. Also, we have to do some CR mesh to get
even more resolution. We are having a big problems
with the resolution here. I don't want to make the teeth separated from the
mesh because I will do a topology that will cover the entire mesh so
I don't care make them deparated All right. Let's see. Alright, we need
to let me see how this looks and make them white. Let this look with the si, maybe we can make
them a bit bigger. Just a bit. I seem
like that, it's good. All right. Let's try to
make this less circular. Perfect. And I like this should
be good enough. And as you can see, we got the volume where the teeth are. I will also try to add that. Let me draw it. This volume, I will try
to add it with my model. Skip coin here, maybe. Alright. Perfect. All right. Just a bit. We can make this
piece a bit color. All right. Perfet All right. Are you getting good enough? I often don't make the
teas by from scratch. I have some tea that I use
in my models because I don't want to be making
the teas repeatedly. So I'm making the teas
now for the course, but if it was from, like, for my personal projects
without recording, I would just use some
pair of tees that I have stave in my hard drive. All right. Let's make a
bit more volume there. Perfect. All right. Let me try to make like
that middle off here. All right. Perfect. I think that's good. Enough. For now, let's
see if we can fill a bit these gaps here. Alright. Raid, also be have in mind
that our teeth are a bit like this pointing orwardO
pointing at the outside. It has like this curvature
just little bits. Perfect. Now I will
duplicate this pair of teeth to make the lower
ones with control, just track the
chismo and rotate it 180 degrees and put it
down and split hidden. They let me place them
where our lower cylinder is we need to do some pre scope here because the lower teeth are different from the upper teeth. So let's try to do it. Right as you don't see here. The front teeth are smaller. So let's try to
do it. Alright, I will just smooth
the middle part. And just try. The doom. Those middle teeth. Alright. They are
a bit smarPerfect. Ithing like these would be good. Alright, we have this, this one. We need the all the one. Let's see. I I don't have it, let
me just move a bit. This teeth around. Alright. Until three or the lower seat, I think we've got too many monarchs. All right, let's see. We got just remove
that pointy teeth. Let me see my reference. We got it here. But we'll add another
teeth here in this area. Alright. Now I will bring back
my pointed beans. Alright. Let me keep
refining the shape. All right. Perfect. All right. Let's see. All right. You're perfect. Let me cut a bit more of volume on the back
of these tees. And here we got our lower teeth. And it just smooth a little bit. The lower teeth. Make them a bit
smaller at that peak. Alright. Now, what I'm going
to do is to do some well, let me first write to make
remove that texture there. Alright. Perfect. Let's see. Right, I will now
do some Crimes. But before I will press
Condrl and then click in the undo bar to apply
this little white pot. That means that our mesh will be recorded and we are able to use the project undo history we see in a moment
do some C remesh. All right. Just
wait till the end. It'll be a bit bigger Syra mesh. But I think this is better. Now, we can make a bit of subdivisions and
then press project history. You can see our details
are getting back. I will do the same thing in the lower heave rise on yu mesh. Perfect. Now projects history. All right. Now we've got a lot more
of resolution to work with a bit more clear poly. We can try to add a
bit more of detail. It's refining a bit. It shape. Making sure that they feel
separated from each other. See if we can make the illusion. Perfect. We remove a bip of volume here. Alright, let's wait
for Russ safe. Alright, let's
keep going. Let me add a bit more detail
in this variant. Perfect. Alright. Let's make a bit more of detail on the roof
of the upper teeth. Perfect. All right. Let's go to the lower teeth. Maybe, let's inflate a bit. And refine more the shape. All right. Refine it more. Perfect. All right. Pfit we'll be at this
type of detail here. Smooth. Perfect. Just keep refining the shape, making it more clear. Perfect. Separate. I like this, you making
illusion that separate, but is not because everything
is in one single mesh. All right. We'll add some volume this area. All right. Now we need to make the tongue. The tongue will be really easy. That's just a paint, a sphere. Make it smother. All right. Make it smother here,
make it longer. Perfect. Make it later. And now let's do so I'm Symesia. Now, I will just move this down. Make the tongue a bit longer. Another ci mesh. Perfect. Let's shape it with
a tongue shape. I don't think I have
reference for that now, but everyone know
how the tongue is. I don't think we
need the reference. And now, I will just make it of the division and make this middle line
on the tongue. Perfect. There we go. And here we have our tongue. Very petty made and really easy. Let's see how this
looks with the body. You would be a bit weird now. I think we can make
everything a bit bigger. Let's see, let's select this
icon and then transpose it and then make
everything bigger. Just move it backwards. Maybe a Alright. Let's see. Let's
apply some colors. That would be nice to do. Maybe let me select one
color here, or some reddish. O maybe something like this and just paint the
gums that's a bit too dark. Just paint the gums. Alright, with this
reddish oil. Perfect. All right. Es cagin Perfect. Et's do the same thing. Here. Perfect. Then paint the teeth. On right It's most. It's just a bit. Let's keep painting the teeth. Alright, there we go. Let's put some colour
on the tongue, maybe a bit lighter
tongue like this. And we are ready to go now. We're ready to go. We can export it back to blender and start doing the
ritapo for the teeth. Let's do it. Let
me hide the ice. All right. I will do something first
before ever anything. I will put the teeth
here above the body. All right, because
when we are baking, I want to have enough
control of the teeth, and I don't want the
ambitoclusion to brake weirdly. Let's do it. I think I will
do the same with the eyes. I will put it also above
the thing here, again, transpose set, move it here, Perfect, maybe a
bit of like that. And now let's hide the body
and export your invisible, the teeth and the tongue. Just apply one more
subdivision here. All right. Now, let's wait for
this to export, and then I will
import it back into blender and I will start
with some critopoE on them. Alright, we are back here
with our teeth, mesh inside. Blender. Let's hide everything. Let's hide everything. Alright. Let me just. Do this, I will just hide it. But why is it still there? All right. Now, I will create
another collection here. I will call it I. And let's start doing
the topology of the this would be really
straightforward, really. Don't be afraid. Let's
just rate another plane. Make it smaller. All right. Let me apply the
scale. Let me seeing. Perfect. And then let's
apply some mirror modifier. Mirror. Put the mirror
object to the upper teeth. And now let's start
working. On this. All right. Let's click on the magnet
and then just stick them. Also, don't forget to
active the clipping. And now let's stick them here. Perfect. Now, we'll
just to extrude this we create one
phase per All right. Something like this, maybe. Let me close here. Perfect. Now let's create
the T mesh here. All right. Here, we can
just shoot it like that. I won't be big of a problem. Here, I will just root it back, maybe add another
edge loop there. Maybe to get this nice art here. I will need to add
another edge op to get better the forms. All right. Let's see. Maybe another group
in this area. Maybe we can do some inset
to get the T shape rightly. All right, let me
just pepper this. Alright. Et's do the same thing here. Then just inset. Let's inset this. Get better the forms. Let me add another
another trip here. Perfect. Let me just merge
this at this point. Here, too. Perfect. I might inset, move it get this shape. Alright. Let's say incremental.
Don't forget. All right. As Mersa center there. Perfect. All right. We can do the same process
in this is Alright. I will keep in set, thin this thing get
better, keep warm. I know that stuff. Alright. Sorry, if you thought that you have finished
with the tropology, I thought that myself too. But I just realize
that I haven't made a D and height and I have to do
htropology on them, too. That's a really pain in the ***. If you are super lazy, you can just use
the rems pathology and then just do some
automatic UVs on them. All right. Let's finish the outside part. Perfect. I will inset
this second. All right. Let's keep going. All right. Perfect. I will do the same thing
that I did on the outside. Perfect. All right. Let's see. Let's add two egg
ops in everything. All right. Now, let's reach oh. I got something weird. All right. I think I will have to
add more egg troops. Yeah. Let's do it real quick. I'm just moving these to the side because these teeth
are for the middle part. I mean, these polygons are
for the middle part of ti. The space between each teeth. All right. Let's
do it real quick. Et's ask again more troops. And that will be. Enough. Enough. Alright. Let's see if everything's working nicely, we got something we're here. Well that something weird here. Why is that? Going right. Let me remove these two
these four e loops. And now everything
is going well. I will add another
go around that area. At first, let me move these
polygons up in this area. Perfect. All right. All right, let me
add another E shop. Perfect. Add one more here
and just close that. Center. Here, I need Also more polygons. Get this part here, perfect. Alright. Let's keep coin. No, I got something weird here. Perfect. All right. Let me do some inset in
this part on the molars, just to get a bit
more shape there. But we don't care too
much about the stars. This will not be a mesh
that will deform much. I just want to get some
low poly mesh here. I think that's good enough, see? Yeah. Let me get back our tea. I will put more
erups in this area. I will apply a shrink crab. We get everything nice. And then I will apply
the shrink crab. Alright. This is what Good enough? Perfect. Maybe we can merge this
stuff. Maybe the middle no. Stream and merge them. All right now, I will
just screw this. All right. Now, we'll add even
more poly vans. And I want to reduce the poly
count from the middle part. So I will do this instead. Perfect. Nicely on other than. Oh, I forgot the tune
back the magnet. Alright. Let's get all of this. Perfect. The thing we can do something here. Right. That's extrude. Everything. That's extruded. Perfect. That see All right. Here, I want to reduce
the poly count. All right, like this. Perfect. Right now, we can just list some stuff here. All right. And there we go, we
have the teeth made. I don't close this part
because that will not be seen. So I will incremental. Let's do the tongue real quick. The lower teeth will be the
same process I did here. So that will not be a bit of a difference. Let's
do the tongue. Alright. Let me change
the name here. Perfect. Let's bring the tongue. Alright. Let me here take one
place and just separate it and just we'll Oy the
name of tongue, I rename it. And just to some So
pool in the tongue, that would be really easy to do. I just want some poly
loop around here. I will extrude a bit more. All right. And now I want to extrude like this to have a poly loop that goes
around the tongue like that. Perfect. But for can we live like that? All right, have you
copied this, Duplicate, and then just press key to
stick to the lower side, then go here and
normals and flip. And now we can
just fill the gap. Oh, right, fill the
gap, and there we go. Is it topology on the
teeth, I mean, the tongue. All right. Perfect. All right. Let me hide this. And there we go our tongue roughly made. Let me save incremental. All right. Now for the
lower teeth will be the same process I did
on the upper teeth. So I will just keep that part
and do it out of camera. And then we're going
to do the UBS. So see you there. Guys, no, I have
done the lower ted. It was the same process I
did on the upper teeth. We have everything here. And let's make some quick
Ubis start from the tongue. Let's add a middle
sea just like that, and boom, let me
apply the mirror. Alright. Grab boom here. Here we got our tonk toy. Right seam here, I will just split here at the
corners, maybe. In that now, let's
apply the mirror and see what it give us and a nice maybe let me apply
some I checker material. Let do something here. Let me quit that. I think that's good
enough for this piece, maybe let's do some relaxing. See what is giving us a
bit of relaxing, maybe. I think that's good
enough on the teeth. Let's do the same thing
on the lower teeth. Let me apply the
checker material here. Other shaker material
here. All right. I will do the same in here. Some things in that area. Let me apply the
mirror, do some unwrap. And there we go,
the lower teeth, let me do some more relaxing
in this area, maybe. Just a bit relaxing there. Perfect. All right. Now what I'm going to do is
to add add this to the body. Let to set linked materials. And now we need to try to
put this inside our body. Let's see our body. Where is our body? Other stuff buddy here. All right. Here we
got our tongue, let's select had let
me safe incremental. All right, let's get the xl
dentity colate set value. All right, here, set
MTD, and there we go. All right. Let's try to put them inside our existing Ubis
maybe around here. And there we go. We got our teeth and
our tongue here. Maybe we can even make
them a bit bigger. Maybe just a bit. Perfect. And there we go. We got everything now with UBS. In total, we got I think
five Exorct Let's say, one, two, three,
four, five, one? One, two, three,
or for the eyes, pipe for the hair and
stick for the sor. We got six ticks or s. I
think that's good enough. So let's save. And in the next video, we're going to prepare our model for baking and
start with the baking. So we can start text ring. So see you there.
61. 08 Finalizing Bake Prep: Alright, guys. In this video, we are going to start preparing
our model for baking. So let's start. The first thing that
we're going to do is to rename every object
to its equivalent part, the low poly and the high body. So like, for example, jacket, you see that I
have named my jacket, jacket underscore low, and
the high poly version of the jacket will be jacket
on underscore high. Just give me a sec for
this to charge or write. This one here. All right. Let's call this jacket
on the score high. In this way, Susan Painter
can identify each object, the high poly and the
low poly version, and we'll be individual
bake for them, so we don't have anymore
to split the UBs. I mean, the objects
like this and make the objects all the way like this for the things
to bake well. Now we just need to name
our objects correctly. So I will do this to
the rest of our model. And then it's just exporting
and then you do the baking. So I will do some of them first just to show you
the hair, let me see. Let me call this hair uptrend. And this would be hair. Back. Alright, let's
go to the high poly. All right. Let's see. This is the back. I
will copy this name. We place it here and change the suffix for high all right. Let's copy again this name. Let's place it in the high poly version
of the front hair part. All right, let's copy this
name again and place it here. All right. Then we got the hair made. Let's see in the body. All right. Where
is my body with I think I just I think I just forgot
where I put it. But it was. Perfect. Let's sing. Alright. I will call this
body open mouth. Low Alright. It's called this body. Closed mouth. All right. This will be the version of the body that we are going to use
for the baking. Then we are going to import our model with the
closet version. So let's see around
here, the hi pon. All right. Let me hide that. We don't gonna
need that for now. This is the high body version. Perfect. All right, let's keep going. The seeing let me hider
we've got the jacket. Let me hide the jacket. This is neck collar
low, all right. Let's go back here. Select our neck collar. Hi. Perfect. But see this Alright, neck. Got her. Look, echo, maybe. Hello, on the right. Did she hear be sure that your suffix is with this type of letter,
not capital letters. I mean, don't make it like this unless you make all
of your suffix like that. In that case, that
should be nice. But if you have all
your suffix like this, and then you make the
mistake of making one like this will be an error. So patter will not
recognize that model. All right, let me hide or right
let me do something here. I want these pieces to
fake on top of the jacket, so I will merge them in the low in the hypotomO
let me see something. Here, I will put this in
attribute because I want to see the The vertex color because we are going to
use the vertex color as our ID map. Let's go here, vertex paint. All right, let's
change the color, maybe some blue
here, dead colors. Perfect. Let's go
to this part also. Vertex color, set color. Alright. Perfet neck. I think this can be
with another type of Let me hide the
low body first. I mean, that's like a metal. Looks like similar type
of metal on here, too. I will place the same
color here. All right. We'll put all the metal pieces
with this bluish color. So it's a lot easier to select when we are in
uxanpinter All right. Vertex paint, vertex
color on right. Almost there a vertex
coal, maybe here too. I think so Shep Vertex cot. And in these pieces, we're also going to place
that vertex coco. All right. Right here. I want to do something. Oh, I see. Oh, but I think that's not necessary right
now with the hair. I think everything
else is good enough. So let's keep naming our
high poly and our low poly. All right. I have named this. This is the under soot low. Let me see the high
body. All right. Let me hide the low body. I'm going to merge also these
pieces with the low I mean, with the underst All right. And these pieces, I
will merge it with this butt piece because I want them to be baked
in the texture. All right here under cloth. Hi will hide it. Now let's see Yeah. And drop low. Right here. The thing gets dropped. I will hide it. Just strap. Ok. All right. Let's go here.
Just strap, ok pi. So I'm going to do the same
thing in all the pieces here, and then I will get back to you.
62. 09 Baking: Alright, guys, or
here we are back. As you can see, I have named all my objects with the
suffix so low and high. And each object from the low and high
the equivalent part should be the same naming. Just the difference
will be just a suffix. So once we have done that, we're going to export the
high poly and the low poly. But before that, we
need to triangulate our low polyly so we don't
have any baking issue. Right, because the render engines we triangulating
our model. So each different software has a different way to triangulate. So if we triangulate our
model from the beginning, the software doesn't need to triangulate the model
using their own algorithm. So we will not have
any shading issues, any texture issues,
all the things because we have done
this triangulation before doing the baking. So let's apply a
triangulation modifier here. Oriangulation. Perfect. Let me first save. I will save it like no angulation angulation. All right. Let me
save this real quick. And now I will save
again as triangulated. Oh Alright, so let I have applied
the triangulation. So I will select
everything and do console L. But before that,
let's do something. I think that let's
do some stuff. Let me pick the ice. Let me pick the high
body of the ice too. Press it. Alright. Give me a sec. Let me hide the sort. And I will pick the
high body of the yes. Oh, I will make them. I will bring them up just a
bit see like some wonky face. Because I want to texture
it without any issue, but I think we can we can
leave it there because there are in another texture set that I think there
will be not a problem. I will just leave it there. Here, I will delete the mirror. Here too. All right, let me apply a subdivision modifier
in the hypolyversion. Perfect. All right. Let me hide the hy poly. Let me see if we got any other mirror modifier because we need to apply all those
modifiers, right. We didn't have any
other measure modifier. So here in the jacket, first, before applying
the triangulation, let me apply all
the other modifiers that we have on them. We have some smooth Bangle, so I will apply them here, right click, convert to mesh. In that way you will
be able to apply all the the modifiers
that has our models. Alright, let's see here, the sort also need it. If we do some stuff real quick. Let me hide everything. Let me pick it. I click convert to mesh, right now, we can apply this
triangulation, modifier. Triangulate. I will click in this, then I will select everything
Control L.Ty modifiers. Let's vert mesh now. So our model is
beautifully triangulated. So this is why we will not have issues when we are sorting this to another
software or making it. Let's do the same thing
on the sort here. All right, on the sort, I will apply some triangulation. Right. Control L. Modifiers,
control here, right click. Mesh. Perfect. So we have is that should
not destroy our UVs. As you can see, our UVs are the same as before we
don't have any errors. I see. All right. So now we can export our stuff. So let's select all the body
pieces and then export them. Export FBX, to be
here low baking. Let me entertain it like that. Baking here. Old girl. Low polling. We click in selected Objects, apply transform here
and here and also here. I will leave it all
the stuff like it is. I think there should
not be a problem. There should not be any
problem let's export. Perfect. Now we need to
export our high body. Let's see, let's wait
for this to charge. Let's see the high
body here perfect. I will take a while
since this acquire a big of I right export x. This will take a while. All right, our hipoly and
our low poly are sorted. Now let's export the
low poly of the sort. See here is the loboly
the sort. Export it. Sel that. But right now, we can export this. Swart FPX. Let me do some other folder. Par Perfet gear or a poly here. Perfect. Let's export it. But right now, let's export the high poly
version of the sword. We got here I think it
should be good enough. Let me see. Everything is there. Alright, export these two. Export. Hi, pooling Alright. I will take a while L see
if this do it quickly. Let's not let me pause right
we got our messes exported. So now what are we going to
do what we're going to do now will be imported them
in substance painter. Let's see. Is my substance painter. I have it here open. Now here, I will make a new project here
project. Let's leave it. Maybe we can leave
this as we sing. We don't have any
alpha stuff going on. I think for now we can leave
it in metallic roughness. Let's put it this maybe we can put it in four K if
we want the max quality. I will put it for now in two
k that can be changed later. In normal map format, I always like to
put it in OpenGl. The only change that this
will be doing is the dict X. Normal maps has
the green channel flip than the
OpenGl normal maps. If you are using
a normal map and you yeah it's not
looking really nice. What you can do is just
flip the green channel with a node or an option that
has your tree software, and that should be
fixed the problem. If your software doesn't
have any solution for that, you can just flip the
green channel manually in Photoshop that's to
solve the problem. So I will choose Open ye. Let's see GB all
right. Pen color. Perfect. Everything seems nice. Let's select here in
file our high poly. Where you sit. Alright. This is not baking. All right. Low poly.
Let's open it. And that should open
without any problem. You can see here our
tu sets and our stuff, our teeth, our body. Now, let's do some baking. We got some stuff there. Let me go back here
to the blender. I need to do some
stuff before niport now it's a bit hard to tell what this tough. I will just apply some
charps I would say it's hard to see what's going on because
this is triangulated. I want this to be harp. I think I forgot to put
some sharp lines there. Anyways, let's see
what this give us. That should not be
a bit of a problem. Let's bake this stuff. Bake mesh maps. Let's go. Now, let's put it maybe for faster results and see if
the baking are going good. We can leave it maybe in 1,000. If the baking are good, we can just crank
up the resolution. Now here in high
definition meshes, let's click in this icon. Let's select our high puny here. Now this will plot our iPod
into the software. Let's see. All right. This will take a bit fine. All right. We have
our hypo Imported. Now here in matching by
name, let's click it. Here, match always. Let's change it to by name, and everything should be good. You can see we have some errors. What is going on. Here, stop streng. Propped low. Oh, wow. We need to fix those stuff. I think I just I
made some errors. Let's fix them real quick here. But Uh oh, here, Side cloths. Let's put it in low. Let's sing. Here I
from uphirstrend. What is the hair Uphirstrend. Let's bring back our
stuff here. A person? Ah, as you can see, I place it with a capital
later in the hi. That's why that's
giving me a problem. Now, the robot feed. Let's see the robot feed. A robot feeds. Let's see in the high poly, the robot fit robot robot fit, you can see that even a capital
later can as rubbles to us I think lower elashes here should be the problem. Lower eyelashes. But what's the problem there? It's a problem with the
law where I know lives. It should be good enough. Let me just change the naming, lower eye lashes, hide. Let me see if we have more
problems, cyclothide. I think everything
should be perfect now. All right. Let me hive that. And here, let's just try
to fix it real quick. This parts here. All right. We'll apply some
harp, marked harp. I think that should
be good enough. Alright. Let me do something here. I don't like the way
that's triangulated. We'll just change it. Maybe not. Let's just leave it like that. We don't bother too
much about that. But right let's export
again our low poly. Now, everything should
be good enough. Let's go back here and
click in Cream Port Mesh. Alright. Now, let's
go back to here, and we need to export
our high body again. All right here, that we
export our high body. All right, export FBX body. Let's export it. All right, we have exported
our high body and Spader will automatically reimport
your high body if you export it on top
of your previous file. So we are getting still the lower eyelashes
problem that I don't know why is happening is asi where is it? Lower thief easis What I haven't worn nowhere Nass. Happening here. Let's see real quick. Seeing I have hided. Let's export the low
coolly version again. Alright, export. Low poly, export. Let's go back to
Substance Painter. Now here, import, mesh. Now everything should be there. I let's take mesh maps, we still have the same problem. A Oh, my God. Why are they not mashing? Well, let me pause to figure
out what's happening. But right now,
everything is working. What it did was just
to change again the name and name the
lower eye lashes again, and that's for some
reason, fix the problem. So now that we are here, let's go here to the
frontal distance. And now we're going to tweak that getting the
closest as possible without having these red spots maybe around here
should be good enough. But we are having
some red spots. The ice, I will turn them off, but we don't bake them. That I think Oh, let's me a bit lone. Well, I think this
should be written now. Let's see what this give us. Sin, bake select
textus espe here. Let's bake everything. One thing that we're
going to change here is in the ID map, let's change it to vertex color. The ambit polution, let me
cramp up this a little bit. In the butter, maybe
a little bit also. All right and everything though let's leave
it in default. Now, let's click here in
bake selective textures. This will take a while, so I will pause again. I'll see you in 1 minute? All right. Our
textures are baked. Let's see what this
give us. All right. As you can see, it's
not too high quality because our normal I mean, our resolution is quite low. But let's just seeing we're
getting some baking issues. Let's see the mouth. We got some acing issues there. Maybe we can fix them later. Well, right, let's see. Everything seems nice. Oh, we got some indentation
there. That's bad. That from the model. Here we got this bad claset. Nice. Now, that should
be good enough. Let me export the low
body export FBX here. And now we import mesh. And that fix it All right. We got the same error
in the other part. Let's be there again or some bridge on the triangulation feed the wonky stuff, all right. Let's export this
stuff again port, the body, all right. Let's go back here and
then do from part mesh. And that fix it. Right?
Everything seems good. We're getting some
stuff in this area. Also, we're getting some
begging error on the fingers. Let's see what we
can do for them. Alright. Haben in here, I see our mesh is lipped. Maybe amentatione
seems nice from here. Let's see the high body.
Alright, let's see. Everything seems
nice from here, too. Though the normals
are not flipped, let's see if we are getting this stuff overlap
with other stuff. No. Why then we are
getting some errors here. This is where It's weird. Yeah. Let's do something. Let me go to bake mesh maps. I will deactivate the body, and I will just bake the
cloth hair and troubled legs. I will crank up the
solution, maybe two K. Let's bake it.
Right, we're back. Let's see, everything
seems better now solution. I think what's
happening here that I misplace the naming
of these pieces. Let's see, like bandages. Here this should be that piece. But the nighting one
was the other one. Re swap the names.
Alright, let's see. All right now, everything
should be good. And now. Let's see here. Let's do the same
thing here. No. Everything should
bake perfectly. Let's export both the high body and the low body versions. The X, low body. All right. Let's
hide the low body. Let's go back here
with the high body. And let's export them again. Alright, let's wait. Alright, let's go back to
Substance painter here. Let's do some
reimport mesh maps. Alright. Let's go to bake
mesh maps. All right. Let's see. Our
hypoly'importing it. Alright, let's wait. Alright, our hypoly
has been loaded, so let's do another baking. Let's see what this give us. All right, as you can see, our bakes on the bandages
are nice now. Let's see. I think we can crank
up one thing here. We can put some
anti alleazing her, get rid of those exulted edges, maybe take selected
texture again. Alright, our textures are baked. Again, let's see the results. You can see at pixelation
is less visible. It's a lot better now. Let's see, we got also some
problems in these areas. I need to fix them. Let's see here, here. We need to tweak a bit here, also. Let's see the teeth. Alright. We are perfect. Let me see ID maps. Everything seems good.
And beta cushion. Everything seems nice. Gur bat shen. Alright. Let's bake now the the
body here. Let me hide. Let me just bring the
body as what I want now. I will tweak the cage for
the body bake correctly now. Hey, a bit higher. Just a bit little bit like that. Make sure that you
have this deactivated because we are just
baking the body off. Let's see bake
selected textures. All right. Let's go back. The painting mode. Everything is a lot better. You can see we don't
have almost any problem. The fingers are done. We don't have any baking
problem on the fingers. Everything's perfect
here. All right. Now we can try to bake
again the hair stuff. Let's go here to the hair. Let's sing. Let's tweak deactivate
the body now, and let's tweak just
a bit the hair. Alright, let's bake the hair. Alright, our hair is baked. Let's see we got more problems. We got a lot of problems here. I need to bake that lag. We're getting some weird stuff. Let's see if the solve it. Alright, let's go
back to our model. It's better. It's not that much. We are getting some king errors. Alright. In this case, I think we will need
to go to Photoshop to fix them. Yeah. Let me see the
ambit of polution. Also in the ambit of polution, we're getting those problems. We're about Yeah, we're getting
a lot of troubles there. Take mesh maps. We're getting a lot of troubles. A I may try to change the artisans. We're going to fit the
hair maps just a bit. Let's try to bake again the robot arms to
see if we can solve all those problems before
doing anything else. Here let me just put
this where it was. And here I will just cram down the cage a bit. I think this should
be good enough to fix almost all the errors. Or let's bake it. Or let's see what this give us. Everything is perfectly baked. We don't need to do
more fixing this area. Everything is good. Or we
have some problems here. Let's see if we can fix it. But just by cracking up just a little tiny
bit empty cage. Just a little bit. Don't go too crazy. Bake. Alright, let's see
what this give us. Alright. Let's fix it. Um, I think that will
be neat. Fix those. I think that what's
happening is more about the topology of our
lolling. Let's see. Let's go back here. Once. Let's just bring this
up a little bit. Let me stick Here. I think that the problem. Let's try to bake it again. Let me export again
the high body. Support right here
with fork mesh. Now I will bake
again the robot arm, and now everything
should be good. Let me just do
something real quick. I will just crank down a little bit just a little bit the frontal
distance, then bake again. Right, we're back. Let's. If the solution
that we did works, all right, you can see it works. All right, and we don't
have any more problems on the baking in this
film. All right. Here, we got some stuff we. My hide the bandages.
What we got here. We got some weird stuff. Let's see normal map. It's not charging.
What? You should charge. Your normal map. Yeah, you can see we are
having some weird kings. I don't know why we
are getting them. There should not be any problem. Let's see. If we can fix them, crank it up a little bit ge I don't want to
crank it up too much. Here, a little bit. Maybe in my kiss or you can see we're
having red spots there. My just crack it up
till we don't see them. I think now everything
should be good. It's bake. Alright, let's see.
Now, the leg is better. But we're still
having some problems. The mouth is good, and the feet are good. Fingers also Um, we will
need to do another bake. Let's just crank up
them a little bit more. Just a tiny bit. I don't want to go too crazy. Let's bake it again. All right. Let's see what is Ivas we still
having the problem there. The thing is, I don't want
to get blems on the fingers. I think we need to crank up
more in this stuff there. Alright. Let me just crank up a little tiny bit more that. Take let's come back. Now, let's not fix it still. Fingers are good. We need to crank up more. I just I will pause till
I fix that problem there, though, in a bit. Alright, I have fixed that. I just crank it a bit more. It decage, but now it's good. I think what is left to fix. We don't have any
other big problem here, some normal math. I mean, some amitsion. Right. I think that's the display we bore display errors
in this area. We aren't paid, we
are having something. But the 80 that's not too piece. I think that should up be
a bit of a problem there. All right. Let's fix. We also can fix that earth. Alright, I will leave the video
here, and the next video, we are going to address most of the king error,
so see you there.
63. 10 Fixing Baking Errors: All right guys in this video, we're going to address
most of the king errors. So let's start with the hair. We having some stuff
happening there. So let's go and see what
we can do with the. Let's export just the normal map right we see your assets, everything the sarten assets, seeing things here, maybe not
project there, there we go. Let's see if we can find the hair let me see
her normal map. I think this one mono map. Let's export it, sport resource, and just going to put it here. Textures Textures.
Another folder. Baking. Delicious media. It is leg. Now we're going to go to here. Let's new file. All right. Let's see. Let's open here. Drag our stuff there. Give me a sack for
me to find it. Can drag this here. We just open it. All right. We are here. You can see we are having some making errors. So what we're going to
do is to just fix it. Let's pick a nice
and soft brush here. All right. Now, where are my capes
and layers right. Now, what I'm going to
do to do another layer. And now I will fix every
error in each channel, the red, green,
and blue channel. This will give us
a better result than doing a
straight in the LGB. All right. Let's go
first with the red. Let's see. Let me crank up the
size of my brush. All right. Let's see here. Oh, my God. My brush here, maybe just a tiny bit less. Alright. Perfect. Let's
color pick this gray. And we can make eye
brush a little bit less. I think that should
be good enough. Let's just paint it, fix that. See what's bottom. All right. It's just
doing this stuff. We need to do it
in every channel. All right. Perfect. Let's see here. Here. Sec. You can make a
brush a bit smaller. Alright. Let me make it a bit more more. Alright. Now we can
work with this. Any bits? Yeah, having
some stuff there. Did they make the brush
a bit more Alright. Now we can paint it
without any problem. Let me crank up more the
brush size so we can get more moose Ocon. Right at seen here, we're getting some weird stuff. Let me make the
brush a bit smaller. It makes the brush a bit bigger. Here. All right. I will just do it in this
channel and then you can do it. And then in off camera, I will do it in the
rest of the channels. Be will be the same process. Perfect. Oh, I need some stuff here. Let me just do some
control seeing. I want to select
this stuff here. Perfect. It. I was weird. Making it worse in this war. All right, we just leave
it like that in that area. Let's see here. My make the brush a bit smaller. All right. A Let's see, more baking issues. You'll be here in this area. You just crack and fix
them. But let me see. We got quite a bit
of faking problems. Thing. Oh, my brush got bugged. Let me see. Make some packed around this area. I should help. Right, let's sing. One thing that we can
do is go back here to Lander and just
export the UV map. This can help us
export UV layout, your texture, baking issues. Alright, let's put it in 248. I mean, 2000 48,048. Nice. Your point is
the best I mean, 75 this would be good enough. Let's bring it here
into this file. All right. So we can have let
me change something. So we can have a bit
better representation of what's going on in our mesh. All right, jobs, just
keep fixing this stuff. Alright. We're getting some
weird stuff here. Oh, my God. Alright. Perfect. Opening. Why my
brush is not rowing. Oh, my God. I have we now. Sometimes I hate photoshop.
I don't gonna lie. Alright, let's keep going with this stuff. I have fixed it. For some reason, my
Photoshop wasn't let me ain't the
layer I have made, so I have to duplicate the
original layer here and just merge with the layer
that I was working on. And now this is for some
reason working now. No, let's keep going with this. And to fix some
stuff here. Alright. I wish we can change the brush size the same way
we do it in rush or blender. Oh, my God, I hate run. I hate this ****. I sing. Oh, my God. What's happening now? Now, it's working. Sometimes the shrap
is really annoying. Alright. Let's keep mixing this. Is something that
should be written now. Maybe. Girl me now. NCT? Just doing some pads here. Maybe just to unify
enough the colors there. We're having some stuff here. Let's try to fix it. We make the brush a bigger. Right now, they should work. No problem. I think. Yeah, we s having
some baking errors. Let's try to fix them. Alright. Let's see. Eight. Perfect. Let's keep fixing the mirrors
here and there. Right. Here Let me do some things here, quick. Thanks. That's thing. B You have the rest
of baking herbs. One right here, we
have some stuff cabin. Let me crack up resolution. Oh, it's molar. Sense. It paint again. One right now should be good. All right here. We also having some problems. Let's try to fix
them. All right. It shouldn't be good enough now. I fight. Let me just save it like that. All right. Let's keep going. I saw that we got a big, big issue in one of these sns in this tiny one But
where is that art? I can see here. I can find it. I think those are the tiny ones. Oh, that's the robot arm. Oh, sorry. Here. Are there. Alright. Let's see.
Oh, messed up. Ick. You see. Where are those? You quick. Let me
paint some stuff. We change my color red. All right. Problems. Missing blender.
Where is that piece? It's the peace that we
are getting some trouble. On. This one is the pigs. Oh, I know why now. Is just bugging around. We got some bad stuff
we are happening. Oh, I saw some relaxing here. I haven't separated
this well enough. See. Wrap. Now we have it here and
just place it and where. Alright. Let's export this again. The eggs. Word.
Let's import this. Alright. Let's see the hair. And now let's take
the map again. Urine hair should
be good enough. Age textures. Alright, I have imported the
mesh back here in brush, and that bag never
there was fixed. And also, I did some
pbaking and that new rebaking fixed a few things. But we still need to fix
a lot of the stuff here. So what I'm going to do now is save again in another file. Perfect. Now I will merge
these two maybe or not. Let's just leave it like that. Alright. Let's see. We can fix this stuff here. All right. Throwing. Need a lot of patience here. Let's fix these parts. All right, let's fix this so Award. Here. Perfect. All right. Let's see. Oh, my God. No, you saw the process. I will just keep doing
this in all the channels. So see you there.
64. 01 Blocking The Base Colors: White guy. So I have fixed
the issues on the hair. I did a mix of re baaking and the method I showed
you in the previous video. Also, I did the
re baaking inside Marmoset tool box five
here, you can see. I did this rebaking here
because in marmoset, we have better tools to
address the baking errors. Like, you can adjust your cage. Here, you can see, and
in here in paint upset, you can go here and just
paint which part you want to be shrink and what part of the cage
you want to spend. So I have used this with the metal I
show you in Photoshop. So also, I have fixed some issues that we were
having in the clothing, like some king errors
in the shoulder area here under the shoulder
and done other things like fixing the AO map and then
bet clusion so I figure out a better way to fix those instead
of just painting them. We can use a new tool that
comes in the Photoshop 2024, that's called generative
Wheel, something like that. It means, like, here
we have our AO map. You can see maybe
a breaking error. You can see this black spot or maybe let's say this is a
baking error in this area. You can go here, select
your select brush. Just go here. Let me just unlock the layer. Select this big black spot, and you will see this bar. First, you need to set this
stuff in here in image mode, set it in RGB. Then you can just press in in this bottom and just
click and generate. And this will do
some processing, and it will give almost perfect almost a
perfect stuff here. You can see it's almost
perfect. It's like magic. So you can use this with
the ambient occlusion. Also, you can use it
with the normal map. I also have tested, and it's amazing that you
can save a lot of time. So I have used that
method for the body, and here we are
basically ready to start etring so let's start right
before I start texturing, I will do something. I want to set up my marmoset scene for the deep. So I will import
my object via sec. I will import my objects
here in the low poly. Let me just quit this stuff. Alright here we
have our low poly. Alright. Now, let's go
and import the sort. Import the salt
right, sort locally. Here we have the sort. Let me move it to the side. Perfect. So now I will change the sky image to maybe another one
that looks better. In my case, I will use
one that comes into some painter that's
called studio Tomoko sec, if I can find it. All right, studio Tomoko. I really like this one. And now I will just turn the render settings to
from faster to retracing. So you can have better shadows, I will tune up your
melt all right. Here we are, maybe they have
time being not or maybe not. All right. Now that we have
set up our render scene, we can start working on detextors so the first thing that I'm going to do is just
to block out the colors. You're going to see
here some colors. And what I'm going
to do is just to set some basic colors for each part using the ID
map that we have created. Also, we can reuse the textures that we made inside
oh for the skin. You can see here or reuse the skin texture
that we have made in roh. It's important that
you have set up your your ID here
in vertex color. Now, what you are going to do is to click here in this
icon field layer. Let's a field layer. Let's put this in just
color, maybe some roughness. Let me increase the roughness
to 0.46 right here. I will search I will search
for the ID map here, you can see it, and then just drag it to the
base color here. You can see we got
the textures that we have made inside brush in
our substance painter. It's called this
layer base skin. We can add more stuff later. Let me just put it in
some folder. All right. Now let's go to clothing. Let's start blocking
out the corners. Alright, I will create a folder. I will call this jacket. Then I will just put some
middle layer All right. Let me see. Let me color pick the
color from the coset. We kind of this one, maybe should be good
enough. Maybe, yeah. Let me increase a bit
the roughness or white. O here, I will add
a black mask and some pink no pink layer no
is the color selection. And I will pick this
one. You can see here. Perfect. But wait a minute. Why is everything everywhere. Alright, you can
adjust the tolerance here if you don't want
it in some areas. Alright. For some reason, this is this is behaving weird. Alright. Let's see. Anyways, we can add
some more layers, like a paint layer. And let's just click here with the black
color and just select the parts that you don't want
that color to be Alright. I don't want it
here. Let's sing. Let this should be good enough. On right, we have
our green cloth. Yeah. Perfect. Oh, here, too. I don't
want them there. On right, I think that we
can call this green cloth. All right. Let's
create another order. I will call this
maybe undercloth. Let's create a fill layer. Put it roughness. Let's color pick this
dark color there. All right, maybe we can
push it more up the wish on maybe and let's add paste color here. We change the name. Perfect. Here, I will add
another black mask and then add color selection, and I will just
select this color. Perfect. I really like
the color that we have in our color selection. I think that I will just copy this and then paste it here. Maybe. Maybe that can be good. Maybe a bit less
saturated. All right. Let's see, we can
increase a little bit. The tolerance All right. It's a little bit.
Not that much. But I don't want them
to be in our bandages. So I will just erase
that from the bandages. I've using this tool here. That's a polygon fill that
you can just press and then it will fill that
art with some color. That's what I'm doing here. Alright. I think
this is good now. Perfect. Now, we can
add some metals. Right. So metals metal, maybe white. Let's add here. Roughness metal will
increase this metal lighter, maybe not as much. Maybe in one and we can just adjust the roughness just a bit. And now I will do another color
selection selection here. Just color pick this blue stuff. So you can have on colors. We just increase the tolerance. Alright. Then
that's good enough. Let me see the mask. Alright. Perfect. I think that's good. We'll just put another
maybe lunch, B here. All right. I will put some golden stuff, like for these
patterns in the cloth. Golden art. Let's add another material here. All right. The metal stuff,
maybe a bit of metal, maybe not a roughness. All right, base. Let me color pick that on. Al right now, I will
add a mask with color selection and
select this color here. I will just color pick this
again and paste it here. Alright. Let me increase
the tolerance. Alright. A getting some weird
stuff happening. Alright, I will do something. I will add another paint layer. I just will start erasing this orange stuff in the place that I
don't want them to be. Alright here, I don't
want them to be there. Alright. Perfect. I think. Uh, I think I messed
up just a bit. Let me do some control, see. All right. Something's
happening. Let me do something. Let me try to modify
the tolerance here. A rise. Let me just
erase in this area. Oh, let me delete that again. Ich right here around here, also the strap here. Let's see these straps, I will just erase that
orange stuff there. Perfect. I think that should
be good enough for now. All right. Let's see
these golden parts. Alright, let's add some leather. So leather base.
Leather. All right. We don't have color
here, maybe the purple. We'll add another material. I will leave the
metallic in zero. Let's make maybe just
put it around this area. We color pink that
leathery color. This is too bright. I don't like it. If it here, let's add another mask
with color selection. Let me maybe pick this color and paste it
here. That's too bright. We'll just leave it
like that. On right. Perfect. This is good enough. We got our leathers laced. Alright. So now last lace the color of the bandages. Bandage here. Another stuff. I don't know. I know. All right. Let me add base, another mass with
color selection. I will select the
bandages. All right. Now, here I will select the
base color for the bandages. A bit of roughness. All right, maybe a
bit less saturated. Is less saturated. They look better. All right. Perfect. Let's keep coin. We have our bandages, our golden parts,
all that stuff. We cannot now um dark metal because these
stuff are a bit dark. So let's duplicate the metal white and call this metal dark. And just color
selection these parts. Let me delete that
one and we'll just set up that and color pick some darker
color or those pieces. Maybe a bit light, just a little bit, maybe less red, less saturated. It can be a bit red, maybe, yeah. All right. Let me place we have here three types of metals. I will just place
this metal here. I not On right, I will just epic paint mask and just paint it manually
there on right. Maybe we can have three
type of metals. Maybe not. Thinking. I think
I will just create another type of metal.
We duplicate this. We'll just erase that. We pick on the right, let me do something here. Car pick this hole and sit here. Maybe less saturated.
And this would work. Yeah. I see the base color. That's very contrasting. Maybe a bit lighter. All right. So we have
our metals, our class. Now, let's add these orange dots
there All right. Oh, I forgot to add this little. I think that that
doesn't matter too much. I don't want to go back
to rush to make that and do some more baking. So let's just keep
going with this. You're lighting parts. And now I will do
something first. I will go here to texture
settings and add a new channel, and I will call it emissive. We right now, I will just add another layer. Here, we add. Let me just first color
pick this orange color. Right now, I will add the black
mat with color selection. But you can see here
that we have our stuff. Let me remove almost everything. And here I will just repeat this one make it a
bit less intense. All right. We have our lighting
stuff there. Now, we can go to the robot parts and start
doing the blocking there. Let's go to robot
arm Robot legs. And let's see what we have here. In the robot arms, there are almost three
types of materials. Let me just select our
pre type of metals here. Let me select them, Control C, and Console B. Now I will just color pick. This metal white will be here. Let me decrease intensity
with or andzymine now here, I will add another collection
and select these ones. All right. Perfect. And now I will select the dark
metal here. Perfect. Et me just do something. Dark metal. All right. Let me increase the tolerance. Let me remove that
from here per ft. We still need to do some stuff. Like add another
even darker color, maybe we can make it darker. Let's call leg the
leg All right. I think that our eye is the same as the the other one. And that can be a bit brighter. We move it to the bluish bones. Alright. Et's see need to make some contrasts
between these metals. They are not much contrast. Alright, let me see if we
can get something work. Maybe around here. Let me change this color. Make it a bit brighter. Let me just color pick
these other ones. White. Not liking too
much that color there. Maybe less saturated. Maybe around here
should be better now. All right. If we just
keep moving this color. I will add another pipe of material that looks more like plastic or
something like that. This darker stuff. Let me add another
layer, some roughness. Will just select that piece. Now I will add another mask. Alright. And just select GO right. Let me do something here. Pink. On right I think we need to increase a bit. The lighting. In this stuff. Let me see in the flat colors. How this is looking Alright. Perfect. Oh. Alright, let's see. Search metal, maybe. I will add maybe another folder or miss All right another
folder inside that. Black spots. I will put this with some black
color for the holes. All right. Let's add a mass
with color selection and select those stuff. Alright. I think we got, again, the problem there. I think I have
exported the model without fixing the problem
and the vertex there. That can be fixed anytime, so I wouldn't care too much. We're having some problems. We can address that later. Alright, let's add
this orange stuff. Let me control C
and control B here. And there we have it. All right. Maybe we can increase
the lighting. Oh, I don't have the
mission, add it. Right now, we have
the mission there. Fact. That's right. Perfect. I will add another other eclipse and just add some basic
or for the chips. That can be some rubber stuff. Selection right here and decrease and maybe
we can maybe not. Just add that there let me see the darker metal. All right. I just forgot
added on the folder. I will click here copy mask, add another mask
here and paste into mask and remove this mask Perf we'll just play
a little bit more. With the love here, now I will just paint this out. Alright. All right, let me go to the mist and try to make this like this with just a little bit
more de tolerant. All right, we got our our robots. Oh, I forgot the fingers. I will go here metal trim. And here, I will
select the fingers. That should be good enough. Maybe in this area, fingers. Let me see the colors. I think like that should
be good enough, maybe. Although there is no too
much trast between those. All right. Now, let's put
the color of the hair. We just one layer, vase, some material metal knot, some roughness,
maybe a bit shiny. Let's select the blonde
color that she has. Maybe something. I like this color. All right. Well, I will
just leave it like that. We got the color for our teeth because we have made
that inside C brush, and it comes with
the body textures. Let's see. Let's do some base color on
the eyes just real quick. Let me select here eyes this I will click
here Iris. The Iris. We create another color and call this sclera and made
another stuff there. We don't care about
the roughness. Maybe, yeah, a bit. Right. It's a bit of
roughness. Let's see. Now, here in the sclera I will put this in some white, maybe not fully white, but a bit white. And here I will just select the darker color on
the eyes that she has. Alright. Maybe this can be
a bit darker. All right. Now, I will put a black
mass with some paint, and now we can start
feeling D cap. Yeah. Perfect. Alright, let's remove that bark. Stop. Alright. Now, what I'm going to do? I think I forgot to bake
the texture of the ice. Let's go here ice. And now I will just bake the ice using low poly as I mesh here, and I will just bake the ice in Let's bake them real quick. Alright. Perfect. We have
baked the texus. So now I will add another
layer here, all pupil. Alright. W p. Yeah, we just leave those, increase the roughness to one, and just turning these maybe
in some a lot darker color. Maybe almost black. Is almost black, yeah. I will put some black mask and some paint and select
the inside the eye. Perfect. Then also select
the sides stuff here. All right. Perfect. Let me remove that stuff that we have made
by the accident. And now we have our body, our texture blocked out. Let me do something here in
the close on the green stuff, we got stuff looking out. The thing is done the leather
or stuff. Where is that? Pandas, yeah. Let me just put some paint layer
with the black color, feel those Objects, right. Now that we have we have
blocked out our colors. We can just send this like it
is to Marmoset for testing, and we can just keep going with the with the texturing process. I will do that out of camera. And in the next video, we are going to continue
with the textures. So see you there.
65. 02 Creating Textures Part1: All right guys. So here we have our basic textures
on the marmoset. And maybe if you have
your data, I mean, your normal map,
inside rush, I mean, inside substance pinder
here with the up and ye, you maybe will have
the active here the p Y to compensate
that stuff. If you see that your textures, your normals is
looking like this, just click here and that will
solve it most of the times. So we can do some stuff before starting
before continuing. Let's go here back to blender. Here I will add a mirror
modifier in the eye mirror. Perfect. We select the body
apply this. What else. Also, I think I will
just leave the mouth, the teeth around there. I will export this. Also, I forgot drink. Maybe we can leave it like
that. Let me do something. This will be the FBX
four shots and Spader. PX. Let me do another stuff. Text sting. Fourth gear, FPX and all right, selected objects
here, all right. I transformport, PX. Now let's go here back
to some spenders, select the FBX that
we have exported. All right, because I want
to have the two eyes. So now for marmoset, I will do something special. I will not export the
open mouth person, but the closet mouth person and turn on the cornea mesh and just export this I would call
this sometimes marmoset. Alright. Now, in
marmoset, let's go back. Let me hide this VX. Alright. And now I will import
that new FBX that we have we have exported with
the cornea mesh. Where's the cornea mesh. Where's my born? Mycornia is not there. It should be here. Why
mycorna is not exporting. Oh, Let me do something
here or there. This should fix the
problem, maybe. Let me export back
this Marmosett. Let's go back here. But my cornea mesh is not. Wait, the cornea is there. It seems like it's dinner. Maybe it's because faces. Yeah, our cornea is with
the normal flip it. Let's see orientation. You can see that our cornea
has the normal flips. So let's go here to mesh normal flip and
that you'll fix it. Alright. Also, what
I'm going to do is to make the cornea a bit inflated. Like that. I select everything. Just inflated a bit. Maybe here individual
orange. Just a bit. Now I will export this back
Marmoset right marmoset, and there we have
it, but fix it. Right I will turn off the
cast shadows actions, and here I will do
something special. We'll go here to
transmission and refraction. Maybe reduce the distortion, roughness, increase
the roughness there. They we can adjust
the stuff All right. Let me just tweaking
some stuff here. All right. I want this to
be fully with full weight, with full roughness here. Or maybe with no roughness, I mean, all right? So we have our eyes
with the cornea setup. So we can continue
working on our mesh. Let's see my reference Alright. I still think this
is a bit too dark. Let's see what we can do
here in substance painter. Maybe for that art here, let me just hide all
the stuff. Metal tart. We can reduce the
metallic Maybe not. Maybe increase the roughness, but that just will
make it darker. Let me see what this
give us sport textures. Let me just select all the
stuff to just export that one. Let's see what is always
looking here in Susan spiner. Why Susan Spiner is not
important the textures. Maybe we need to
import the textures. Metallic. Yeah. We go back here to roughness. Let roughness. Alright. Now it's looking
a bit weird stuff. She's not looking
like fully metal. Let me go back here.
We'll just crack up this. Let me freak spot it. This is the texture
process is too much of a back and forth between your render software and
your texturing software. You will see me doing this a
lot because we need to see our textures in context of the render engine that you are going to use for
your final renders. Here, I think that part
is still too dark. Let me go back here
to Substance Painter. Maybe we can make
that list less dark. Aw just a bit. I'm not that much. Alright, let me see
what this give us. Sport. Alright. Let's go
back to Susan's Painter. Can't see any change. Alright, let's go
back here. Why? I got My robot stuff they sort it twice. I don't know. Alright. All right, so let's keep
working with the thing. Let's keep working
just with the cloth. Let's work on the green cloth. Alright. Let's go back to cloth here and start doing some stuff. In class, something like that that I like
to do that I feel like it's adding some detail
is to add a new layer, a fill layer and add a filter and then just looking for the
bake lighting stylized. Now I will click here
and it fuse only. Let's go back here. And change this stuff. We change this to
some green horizon, color, a bit darker green
and the floor stuff, but even more darker green. You see here, we have a bit
of color on the shadows. All right. And tweak this. See what give us the
best result. All right. I did bring back the roughness. A roughness not doing anything. Oh, here. All right, a bit of roughness
there. Let's see. This color, let me just reduce
the opacity of that layer. Alright. Maybe we can add. Let me
just call this stylized, maybe fake, in right? Always have your reference of the texture that you want
to do like I have here. I have some reference
from other watch from other models
that people are made, like this one that is made
by me and all that stuff. Let's see. I always like to have some reference to see what we
are going to do with this. All right, and to have
some inspiration. Alright, let's start
making something. I think we can add an AO color. Let's go here, select
the color stuff. Let's click in Black mask. And let's select generator. And Where mask editor? Alright, go here. I will go reduce that, increase the ambit occlusion. Sometimes that doesn't do
anything. You'll know why. Right now, the ametoclusion
is showing up. Alright. Let me invert. I will invert the mess. Perfect. Let's see. Let's add maybe some
greenish, dark color. Let's go here to see what is this actually doing
some dark color there. All right. All right, perfect. I see that's starting
to up and stop. We can also try and
try to see what some of the materials that come from Tan Painter
gave us to experiment. I like to experiment a lot in my texturing process.
So let's see. Maybe some fabric. Often, I don't like to use
too much of these materials for or stylized characters. Let's see what he's giving us. Alright, maybe we can
turn off the colors. We can just turn off the colors. All right. It doesn't
have colors on it. I don't fully like
that pattern there. I just turn it off. We let those off. I kind of like this. Alright, base. Perfect. Let's see what we can do more. Each folds. I don't
like this stuff. Is actually doing liking this. So rotation, you see this
doing something that we like. I don't like that edge folds. We can lift the dust. This what I have removed. This is the folds. I don't like the folds here. We just delete that edge folds. Let's see what this doing Maybe we can
increase maybe here, we can decrease the opacity. I go here, you can select the channels
that going to affect. So I selected the height channel to control the opacity in
that channel of that layer. I think that that's giving
some breakup in the normal, we can we can leave it, I think. There's given some interesting
breakups on the clause. Let me see by this color. We can have the AO to afft also the roughness. The PVR method, I like to have a lot of roughness variation
and color variation. Oh, we can try to add
some color variation. I have some stuff
here that I use often a lot that are
the grunge stuff here. Let me try with this one. We'll just create I just
find those textures in Google search for some concrete texture or
some grunge textures. I will create around
here or maybe on top of the baking lighting and fill layer. I will put that there. I will increase the tiiling
and then I will change the layer mode to see
what is going better. Sometimes the soft light. Maybe the satellite
is very good. Multiply, overlay. We can change all
the opacity increase is more fully liking it. Let's see what this give us. You know, let's see that. I think this is a bit better. There's some variation
on the color. That's obvious. Maybe this one can be good. Maybe. Maybe that that can
be good enough for us. Let's see the soft light. I think so. Yeah. Also we
are having some same issues. Let's try to put the
projection to triplanar. Alright. I think that
issue comes from IO here. These stuff tend
to just do that. But I want my blur be
happening. The increase. All right, but we are having
a lot of species with that. Let's try to paint
some corrections, scrap it basic soup
and just paint it. And we go here to
active the symmetry to paint that weird stuff out. Let me see. All right, we can try raise that there. All right. Alf. Alright. We can also try
to add some curvature. Let's add some curvature here. I got two. One. Now, I will add a black mask erator,
another mask editor. Yeah, you can see the
curvature, let me save this. Alright. Let's see, just
decrease these sliders. That's a bit. Right I think this
and looked perfect. All right. Now, in the color
of the curvature, I will just select
one bright ring, maybe going to the yellow, some bright, greenish color. I will add a bi
layer and I will put some I stuff here
maybe a Runge map. This is just to give
some breakup, I mean, some breakup on that
curvature stuff. Let's see. W this
one, maybe not. This other one, maybe not. Um Let's see. I will just select
this and change the layer mode to multiply. You can see that robatu
stuff is with some breakups. It's not too even. It has some imperfections. That's what I'm looking. All right. Perfect. Also, we can try to
add a gradient on the texture to have
a bit more detail on the base color of this
cloth. All right. Let me do it here. Yeah, there. All right. On top of this, I would call this coral. But thin variation or right, we put a layer at a black
mat or some generator, looking here for the three
linear gradient and invert this I do not see
with this slider, you can modify the gradients. We call these radiant one, because I want to split them in for the dress
and one for the jacket. Let me do something here. Um, you roll. Perfect. I want this rating
just affect the jacket. I mean, the dress.
Alright. Perfect. Alright, I will just select
one dark color here. Maybe you can see we have some interesting
stuff happening. Maybe we can just choose little bits fatieren hue
to give more detail there. Maybe we can increase opacity. But you can see here
there is a gradient that gives some
interest in that area. That giving some detail there. Maybe glue. Maybe not. I think yellow or blue. Maybe blue. I will
leave it in blue. Right, maybe let me
increase a bit more. And let's see here the gradient. O right. I will duplicate this. And I will call
this gradient too. Here, I will mask the
dress and mask the jacket. Alright, let's see. What I got. Let me delete the
paint. All right. Oh, here I have my. Let me increase the
trust. All right. Oh. All right, change this to
multiply. Perfect. Yeah, we'll also change
this to multiply. All right. Let's
see what we can do. Maybe that can be good. Let me see the base color. Just a bit of that. Let me increase the
breakup, the gatur stuff. I want the cubator. All right. Let's see now I will explore the textures back
MarmosetO textures. Love, arrive, export. Let's see marvels at. But if she's leaving us, I would have to reimport
everything again. For some reason,
my Gupton Spanters not overriding the old stuff. Oh, I select the wrong texture. Love normal. Here O what? I have selected this and
write ups working nice. And let's see, los roughness. Perfect. And clos metallic. Mission, I will just
select the mission. Alright, let me put this back to the freight raising All right. We've got it here. I'll
lose something here. Microfiber. I don't like this stuff. I will just leave
it in aversion. All right. You can try to add some color in the cavities. Let's do that. I will go back here. We'll create another
fill layer. Black mask. Then later, I will just
select car button and go here into cavities and
just reduce these sliders. Alright. Maybe some stuff, maybe some love, maybe not. Is a bit of blur white. It's a dark, greenish. Olor there. Just to have this up a bit more. Let's see, export textures. Export. All right. Therewithal. All right. Let me sing. I just wish that I was be able to elect the microfiber here. Other things that we can do to compensate that
because I want to have some fuzz sin stuff. I think that's one way to get it is letting
subsurface scattering. I will just decrease this. I don't want scaring at all. What I want is the fuzz. The stuff. That's what I want. Now I will export the mask that we have
here for our wing cloths. Export masks to file. Extreme B textur All right. I will create a holder called
masks and hold these mask. All right. Perfect. Now we'll go here and select that mask that we
have exported from brush, and you can see we can have
that nice effect on our edges of our cloth as giving a little bit better
filling with the material. Alright. Let's see what else
we can add here. We can start playing with
the roughness of this. Also, we can stack
some different colors. Let's do that first. And let me go here on top
color variations. We'll go on top of this heaven. Private. All right. We'll add some stock here. Maybe could with a black mass. Maybe we can add a
bit of blue stuff. Now, I will add a few layer. Maybe some noise with this one. Crank it up. Another fill
layer this time at lunch. Let's see what is
giving us. Alright. Maybe this one, I will change
the layer stuff to multipl. Maybe that not the
one that I want. I will start changing
the material. I mean, the layer type
to see what gives us the best Illusion. Might be best effect
on our cloth. Maybe this one that
is hard light, I think is soft
light and something. Let bet that. Alright. Let me see what this
give us with us here. Let me leave it in dog light. Alright. I will still need to
do some cleaning. Let me do it now, paint. Now I will let the brush here, type it in the search baar
and you will find it. You can start removing
some of those repetitives. Repetitive patterns. Right, I don't want that
stuff happening everywhere. All right. It's important to do some manual pass break
up that repetitiveness. Now that's degenerators, and create I also have forgot
to clean that other part. Right? So cleaning mias,
let me go to AO again and clean this part here. All right. What I want to get is some other variation to give more peaceful interest
to the cloth. All right. And we can
export this back Marv set. Let's see. It has
dated. All right. All right. Look nice. Perfect. We can try to add
some darker color around the metal pieces
to give it up out. Let's try to do it real
quick. I will do it. He with the AO. Let's add another metal pieces. Let me use the
basic tough brush. Give. Come Come deepness. It is part. Right. Putting some dark color
under those metal pieces. All right. And here
also. I try to do it. Perfect. I hope that give. Oh. We got our metrical
enter out of place. I will just try to
fix it by hand here. Let's see. -0.5 -0.5. Maybe 05. Maybe that's too much 8.2. That's a lot. Let's
see, write on four. 14, five. That's almost there, but not really there. Maybe 155. Five. Maybe here 0.5, six, maybe 11 Nine. Let's see. I think
now that's working. What I going to do now is
just to fix this stuff. I will just do it again. I add another paint layer,
little pieces. And it's right to add
that dark stuff here. All right. 'cause I want this to be more
visible in the textures. Right now, they are
not really opping out. That's why I'm just adding
this type of color here. Alright. Let's let you some reference to get
some inspiration. Alright, let's keep going. I forgot again to ask mod. Let's do it just now. I hand again. All right. Perfect. Alright. I see. Perfect. Let's see here. All right. Some stuff there, and here. Let me think a bit more. All right. Let's export
this back in one moset right? I think that's
looking kind of better. We're having some issues
like this white spot. I think that's from
the bandages layer. Alright, we're getting
better with that. We still need to
do a lot of work. So I will leave this
video here and we are just this video work just keep going with textures.
We'll see you there.
66. 03 Creating Textures Part2: All right, guys, so let's
continue with the textures. Let's go back to
Soups and Spinter. Alright. So there are some
things that I want to do first in the cloth. Like, for example, work a
bit on the roughness map. So I will create another folder inside the
green cloth here, perfect. And I would call
this roughness map. Perfect. I will create a layer. Just fill this with
the roughness, and here we can just
maybe change our bodies. Now, I will create a black mask. We'll call this roughness one maybe and then add a few layer. Now, let's see which texture we can select maybe a grunge B, which one can be the
best for this task. Let me go to the
roughness channel. We can start maybe
playing around with a roughness map to see
what works the best. Also, this is a personal stuff. I sometimes like to add this filter that's
called Blue slope. This is completely personal. You can skip this step. I just like kind of
the feel that it give. You can see here. It gives
like this type of pattern. And I really kind of like the stuff that I do
on the textures. I like to put them in my models. But you can
completely skip that. It's not completely necessary. It's just personal stuff. So I think let me change a bit. Scale we can maybe make it a bit less less shiny. Let's see. Roughness, a bit shiny. If we like that should
be good then no. Alright. Maybe we can add this time
on top of the blur slope, we can add another
another runch. Let's put this in
overlay. Let me sing. All right. I don't want this. I
don't want that one. Oh, I got ikies. Maybe this can be
good. All right. I think that we can leave
it for now like that. So now I want to do something. I would like to add a manual
highlighting the folds. If for this task, I will use the
knife, paintbrush. Let me go maybe This is
another color variation. And now I will add maybe
you can use this one. Let's add a paint layer. Let's pick this brush. Let's put the mirror. Let me see if my
mirror is correct. Alright, it is. So let me paint, like, a small light. Maybe something like that. Let me change my stroke o patty. Maybe like this, a bit lower. Maybe this can be good enough. I would like to add just
a bit of highlights. Something like this. I just like that
effect on the folds. All right. Let me
add it here also. Fact, it is here can be nice. Let's see on the back side. You can at around here, just few right here. We can just to raise some
of these. All right. Let's sing. We here. Right. Perfect. Let me tune
off the symmetry. And now I will add
let me see which part I will add the
highlight around this fold, maybe a bit bigger and
a bit less intense. Something like like
that could be nice. Let me see if we can increase the opacity of the
bake lighting. All right. Perfect. I my reference just to get some inspiration
of what we can do. Alright. We can add a
bit of brown spots. Like in this one, we added
some color variation. Let me add another
maybe just copy this. Change the color,
maybe to brownish, or or yellow. Color. Now I will All right, let me change the noise here. All right, see no one noise. And maybe cloud should be good. Yeah, I will shade it. Or maybe this one. All right. Let's
see my base color. We can change the layer
layer mode, be linear touch. We can reduce a bit I want some color variations. Alright. Let me see how this looks with linear
touch. Not looking. I will just leave it like
it was with soft light. And this one, I
will just leave it like that with linear touch. All right. Let me explore the
textures again. All right, cloft. Let's see here you can see
our textures are updated. All right. We can also try to put some
micro detail in the cloth. Now in the Marmoset
tool back five, we can we can stack
materials in one material. Yeah. He layers, you
can add more materials. And in this way, you can add
more than one microdtail. But I will do that later
just to experiment a bit. I just like to experiment
a lot in this stage. Alright. Let me do
something quickly here in the body. Let
me do something. I will search here for human in. Let me add this more
material on top. Because I want some of the layers that this
smart material has. I don't want that phase. See, obviously, I don't want that hetil sulfur skin.
I don't want that. That maybe we can put it and just change
the values a bit. Let's see top color one that. This spot. Is just
behaving weird, like that. Raptal sun. I want the AO Sing right that
AO is doing something. Maybe we can put a base on top here to see
if that does something. I doesn't. Alright.
We can lift the ins. Maybe we can go here and just crank up detailing and
reducing the opacity. All right. Let's go
here on the dots. I will just I will just erase the one that are on the
face. I don't want those. Let me pick my basic card and
I will just delete those. We can add have one here, maybe just a little
detail there. Perfect. Let me see
what is the AO doing? This is too much. Sing. This is Hmm. I don't like how
this is working. But what I'm going to do is
to add a genetic door and put some ambient occlusion
ambient occlusion here and invert this stuff
or maybe not global blur. I have reduced the balance. We me increase it. Is
doesn't do anything. Let me see how
this looks normal. On right. It's looking awful. I don't like how the ambient olton is working in this case for some reason. Let me put some filter or maybe it's the labels that
is bogging me out. Yeah, I think that labels was the thing that was
boging me out. Let's see. I want some AO. Perfect. Let me hide a glass. Maybe we can leave it. Let me maybe increase opacity
is to have something there. These spots maybe see
what they are carping. Maybe we can lift the
sharpen. Maybe not. I will just turn
off the sharpen. Let's see the dots, I will just erase
more these pots. Maybe we can add a
little bit here, one here. It's a bit of it. Maybe not. Maybe here can be nice. I think we can leave some
of these dots there. Let me do this here. Let's see what else. I think that's good enough. All right. Let's see
what else we can add. Let me export the texture
just to see them inside Marmoset will export both.
I will do something. I will just export it in another folder because
for some reason, Marmoset is not overwriting
the first one that I did. So I will just do it another
folder to see if this time. Susanor want to
overwrite my stuff, so I will export everything. Sport. Perfect. So now let's import
everything here. Let me do it quickly. I will just maybe I will
import one and the rest. I will do it out of camera. Let's import the body. This one will be body
normals. All right. Now I'll pedal. Perfect. Also, I have added here in transmission some
subsurface scattering. If you didn't know this, also, we have to work more on the
roughness, on the skin. Let me at the roughness. And the metal ness that
is complete black. So I will do the same
thing to all my materials, and I will get back
to you in one moment. Alright, I have
reimported my textures, so we can keep working on this. So let's start working. Let's see. Let me do something
real quick on the roughness on the
body. Let's see. Maybe you can lift that in 4.5. And now I will just add
another folder here. Roughness. Yeah. And now I will just
put a field layer. Here, let's see Roughness, maybe a bit high. Roughness one, now a black mass. We can put some fill layer
and see what we can add. Maybe some clouds. All right, let's see the roughness. We can tile that stuff on top. Let's add another
one fill layer. Maybe this one. Let's put this in overlay. Now let's see what
he's doing. Per fx. Let's export that
maybe something first. I want the lips to be shinier than the rest of
the skin, maybe here, the lacrimal, and maybe china, let's add maybe
another fill layer. Yeah. Let's put this with
a bit shiny roughness. And let's put a black
mask and put the paint. And now we can paint
some Chinese stuff. Let me pick my basic
basic do brush. Let me tune off that
icon. All right. Let me tune on my
symmetry and we can put the lips chinia and
the rest of the skin. All right. A little
bit. Let's see. The roughness shadow.
Roughness, I said, All right. Perfect. It's nice. Now, let's see here. You can put that a bit
shinier around this area. Right, roughness. Perfect. Let's explore
just the roughness here. Or maybe the entire texts. Let's export it. And let's see how this is
looking inside and spinter. Let see now our lips are shiny. Let's see how this looks
without the dging. Let me add some ambito lution. Alright. Perfect. Looking good. In my opinion, we
can maybe try to add a bit more of redness
around the face, maybe. Subtle, maybe not. Well, we'll see what we can add. Really liking how
this is turning up. Well, let's work now on the
undersot the undersot cloth. We put this back to
freight raising. Right. Maybe we can do what this is what
this option doing. Alright. Very noisy in real time. But I don't like the
effect that he's giving. Let's continue. Alright, let's start
working on this piece. This piece here in the cloth. Let's go back to the cloth. I will save this first. I don't want anything
to crash. All right. Let's go to the undercloth. Let me just close this stuff
and start working here. I will start putting or adding some same stuff I did here. I will just copy the
layer and just place it. And now I will just
modify the colors. Alright, so let's just
modify the colors. Let me just pick maybe this one start changing
some stuff from here. The sky color. Let's see. Maybe that can be a bit
brighter. Ithing like that. The horizon, maybe maybe kind
of mid value on the ground. Let me move that more to the
purple with a darker value. All right. Let me move
it a bit to the purple. Let's seeing. All right. Let me
just bring a bit down opacity in the base
color what it's doing. All right. We can add again another maybe
another ambit occlusion. Let's add some ambient
of glution here. Let's go at another
folder, maybe nuts. I don't think that's necessary. Well layer. Let's
call this AO Perfect. Where is my black mask, right? So here, maybe a bit of
roughness in the ium. Perfect. I will modify
just the roughness here. Perfect. Let's add
some generator. We'll put in one d.
That's the mass editor. Mass editor here. Perfect. Let me play
some roughness there. Let me put this in
normal. All right. Let's see what this is doing. Yeah, I liking kind of
what this is doing. Let's see. All right, perfect.
Let's change. The color. Let's put it some
darker on here. Let me go to the
base color channel. Let's see what is
actually doing. Maybe some purple. A bit darker. Let me just change the intensity
of this layer. Alright. Let's go back to the
bento cleaning stuff. And let's see if we can just increase what is
that doing on right? Perfect. We can make this
a bit brighter. Grab menu. Alright, let me add some
color variations here. Let's see. Alright. Color variation one. Perfect. Let me do something. We'll just increase
the roughness there. Um, I put this down. And now I will just add
another color from my assets. Another stuff like this. Maybe, let's just fry
just a few and put this maybe multiply or soft
light, maybe overlay. Let's turn down the
opacity and just let it testing some stuff just to give a bit more
of color variation. And we can add this
in soft light. Let's just test all right. Maybe this one.
That one can be No, maybe this one can be better. I think so. I
always like to add, like this filter
in the blue slope. Let's see. Let me just put
it a bit of intensity. Just a little bit, not too much. All right. Now I will
add another urbatu. We'll add a CR baatu Perfect. You can put some
roughness stuff. Let's put a black mass, and see what to do
here. In later. But you let me go here
and just turn this down. Alright. Because I want just the sharp stuff
to be happening. Maybe it can work. Among the edges, cavities or edges. I can add two. Who once, maybe here, I can add a generator, one. And I will put this in cabbages. Let me see what he's doing. I go to the mask. A base color. Mask.
What is the mask? Alright. Perfect.
I have this sharp. Just to add a bit of this dark volume
around this area. Can put that even more dark. Let's see. On right, I will change
a bit, the color here. Put it around here, maybe not that
much, bit lighter. Color. Perfect. Let me just crank up a bit
more with roughness there. Alright. Here. Let's see. Let put it a bit more
dark. All right. Let's see, just to experiment
maybe a bit of metallic. Just a little bit, not much just to see the
effect that this is giving us. Alright. Perfect. Is that's kind of good, maybe. Alright. Let me add more
color variations here. Color variations. This one, I will just
add a solid color here. Maybe orange. I mean purple. Sorry. Black mask, pill some grunge. Perfect. Maybe this one
can be good enough. All right, let me
change the color, maybe the layer mold. Maybe just leave it in
normal on this down. Maybe modify the
roughness just a bit. Maybe the color even
with blue, a bit green, maybe not want a little
bit of variation in that is a decrease opacity is one that subtle
subtle effects there. All right. Let's explore this just to see what is looking the engine. Alright. Let me just
see my reference, see what we can add. We can also add some dust and some dirt on top of
our stuff, maybe. Let's try to do it. Let me see. Let's go to the green stuff, and let me experiment here. Maybe let's add dust up here. And let's see the dust
materials that we are having let me add stuff here of the layer of
black mask and try to use this type of smart mask. Maybe, let's try
to use this one. Perfect. I don't liking
it too much, really. Mm. Maybe a second version. This has a bit more
texture in it. Let's try this one. This kind of feather, I think that I will
just keep this. Let me change. I want this to be super
roughness. Alright. We'll put this in some
in some ray dish tone. Alright. Now I will
add some ek layer, and I will use let me
see something here. And you can add some bre slope. L et's crank up this just a bit. You see what this is doing. All right, one All right. Mm, I see something. I need some dark color
around that golden piece. Alright. I'm having some weird stuff
happening also there. Let's go to the building part
and just try to clean that. I see what's happened that
I just rebake normal, but I didn't rebake the ID map. Let's see if we can do
it here, Bake mesh maps. Just try to rebake it. G quick here. Perfect.
I just want the ID. Alright. Let's do it. Alright. It has been bake. Let's see if he's
doing something. Let me see my ID. Oh. If it's just blow All right, I just did a control C. Right. I think I will need
to do it by hand. It's not a big problem. Let's just clean this Right. But let me see what's happened. I sing at it. I left. Yeah, I left. They use
low pomage has high poly. That what's happening. Let's try to do it again. Like the textures. Alright, let's sing. And this is a bit better. And let's see if my
stuff not destroyed. Let me just put Putain this. Let's fill this cap. But for some reason, I end up getting my stuff there. But I didn't rebake I normal. Let me see just ranking
up the frontal distance. A little bit bike. It should be pated nicely. Now it's good enough. Let me just add my
colors back here. Let me clean a bit. More rush. Little
bit. All right. No, I just don't want to
have that white spot. All right. Let's keep going. Alright, where I
was. Oh, I remember. Yeah, I just want to add some dark lors around
the golden pieces. This is the cavities. You can use these. Let me see the mask.
It's the mask. Mask? Yeah. This is kind
of doing something, but not much, really. Imblur I see. We like that. I could be good. All right. No. Perfect. Alright, let's keep
going with the dust. Let me just keep maybe than a bit of this dust. I don't want this to be
very dusty or dirty. Alright. Perfect. Let's see here. Maybe just removing some
stuff here and there. All right. And stuff here
and there, a little bit. And right. Perfect. I see what is looking if
I put this in four K. All right. Let's wait. Let me go back to Luke. Just some for
performance purposes. All right. Let's see what we can do. Maybe the curvature here. You can add a bit of roughness. Maybe a bit low roughness there. Perfect. Let's export this text. All right, export. This has been aided. I think so. Let me
just be sure right. Aft. Just putting this in detail normal just to see something. All right. Let me find some Vital normal
experiment a bit with that. Alright, let me fuzz just a bit. Alright, I have some
vital normal that I think can be good for
the green cloths, but you can see it's
applying everywhere. I don't want that to
be applied everywhere. So what I'm going
to do is to use the same mask that we have made in the previous
video or the fuzz. Let me see the mask here. You can see now it's
only applied in my in migraine class. For having two or more
additional normals, we need to add layers here, but I will do that later. So let me just tweak
a bit this stuff. Maybe this side can be good. Right, that's good enough. Perfect. All right. Leave it like that just to
have that tiny detail there. That give a bit more of
better feeling to the cloth. All right. So in the next video, we're going to start
maybe working on the leather part.
I'll see you there.
67. 04 Creating Textures Part3: Alright, so let's continue
working on the textures. Let me add a bit of leather material in
those leather pieces. Let me go to the leather
material right leather. I will use a leather that I have made for my past project. Smart material somewhere
here. Send it note. That's not the one
but is the armor? Um let me see. Should be somewhere here or
write this type of letter. I use that letter for my none
nun model that I have made. Let me just remove the
mask, remove mask. And that that leather. I I make that using a smart smart material that
comes with Susan Spener. I think it was the stylized
highlighted leather here, and I just modified it a bit. Alright, let's wait for
this to save. Let's see. I just modified it a bit, like adding another color
base and some more stuff. And let me remove these two
colours that I don't like. Let's add the one that
we have made Mitty lead. What is that? All right. Maybe we can add that
little bit. All right. So almost all these layers comes with the let me just show
you with the sli stuff. You can see here. Those layer comes up here.
Where is my stuff? Ionized. Perfect. But I just did some mist
here, I think. But told me that I modified
the base letter smart stuff. What? It's something weird
here, I think. But you can see Oh, I'm dumb. I'm just dumb. Let me just reset everything. Let me do some convols. I just messed up Ith. Right. Now, let me add on top of
that the letter stylize. And you can see it has almost all the parameters
that we have made. Let me war from that and I will just add more
and more stuff. You can see here I don't
like that base color, so I will use the one
that I have set up on the blockout Let
me seeing here. I will just put it here. Perfect. Now I will use
this one, this layer two. This is just a layer that
has a bit of a black mask. Let's see here, our
black mask with this crunch type, wiped brushed. Let's just give a bit
of color variation. Now, in the curvature, I don't like to have
it in all my corners. So maybe we can just
turn that down. And we can add a height, maybe. We can add a height. Yeah. Let me see the
mask. It's my mask. Not doing anything. Alright. Once mask or right
here, we have it. Let me change some stuff here. Uratura maybe we
can go I find it. Yeah. We wouldn't just turn
off a bit of that stuff. And I would make this brighter. All right. W eye roughness. Perfect let me. Okay. All right. I think that I can keep it. Let me add another
layer here and put some crunch there and put it in multiply and
make this bigger. Just to break up a
bit those corners. All right. Dark touch. Let me make the dark
touch a bit less intense. Here, maybe we can write
this already have roughness. Let's see here, this is
some noise. All right. Let me make that a
bit less intense. All right. Now we
can do something. Let's see here. Add maybe some levels. Let's see where is the
levels cause I want to put my stuff more to
the corners like this. All right. I want this to be
more on the corners. Yeah. This is what it wants. Now we can add hide
information here. Let's add let me modify
this bit. All right. Let's add a paint layer. And now I will use the hard basic with the size
affected with the tablets, and we can do some stuff here. There be some damages that this can have
something like this. Some damages here. See to add a bit more
of detail there. A bit of Ib here can be a bit damaged because
there is that big piece. Let me make that a bit brighter
the base color or right. Perfect. Okay Right. We cannot have more this detail. So places. Let's put it
just a bit of detail. Area. All right. Just a bit. Right, we have our
arm in the middle. Perfect. Alright. Let's keep working on this. Was some detail
here in the back. Perfect. Maybe some little bit
of scratch there. Alright. Maybe we
can remove that one. Maybe just this one. Perfect. Y. Right. Let's export this
and see how this is looking in the marmoset. Perfect city marmoset. It's looking kind of good. Maybe we can make the leather
color a bit brighter, maybe a bit more orange. Then little bit brighter. Maybe something like
this should be nice. Let me see the roughness. We can make the roughness
of that leather, a little bit shinier. Perfect. Let me
export that again. Alright, see what he's looking. Let me add my blurb
filter on the dark spot. Alright. See Perfet because I like that like that
style that is gift. Alright. Just a little bit. On right maybe here also
on the basic noise, we can add just a little
bit of that slope. We just really off the effect. Fet. Let's export this again. Marmoset. Yeah, that was a bit more clear. We're fit. You can also add can at a bit of leather stuff
here and try it. Let me just make
the mask of this your letter export to
file leather mask. Perfect. And we can add a layer
here and put it height. Alright. Maybe mask. Oh, here. That's just a high map. We put it here, mask. At material layer right, you can see it here, disable. I will just disable everything. Because I don't want any of this stuff affect
my basic stuff, my basic material. I
just want the surf. I put it in not Well, you can see here. So we can control the
tiling in this area. Let's add some leather. What Overlay, yeah. So let's try to find some leather texture
that I have somewhere. Alright, I have added
some microdtail there. You can find that just
by typing microdtail in Google and just downloading
some of them free. Also you can find it inside Substance Painter
and just exporting that so I did something
for this to work. I noticed that if you are using the layer systems that
comes new in marmosets, you will need to
set up mask here, and your detail and normals that was in the base
material will be gone. So if you want to use this, you will need to
make a new material for each dital normal
that you want to add. So let's see because I don't have any more
my dittle normal here. So let's try to do it. Ad
material layer. All right. Let me just disable all of these things
here under? All right? No. But I will just
disable all of that stuff. Here, I will just
place it in overlay. All right. I will use the mask
one that's my first mask. And now I will just apply the texture that
I was using there. Let me see. Rick or ripe. Here I think what this one. I will just tile the
texture on top the subface. Perfect. And you can see it now that
I have both micro details, one here, and another one here. Perfect. That's a
really awesome feature that's come with Marmo set. In the previous version,
this wasn't possible, but now it's possible.
Really nice stuff. Alright. Perfect. You can see that
nice ittle leather detail. Playing with the
contrast of this stuff. Alright. A bit bigger.
Would be good. Alright, let's keep
working on the textures. We can have it or not. That's just up to you. I think that letter
detail is giving nice. But I don't know, since this
is a stylized character. I think the letter detail is just adding too much realism. But we'll see, we'll
see, we'll see. Let's just keep working on this. Alright. So we have
our letter textures. That can be push a bit more. Maybe we can add the
Mmbiaoclusion there. I wouldn't already has
a ambit occlusion. Yeah. Let me add another abitlhion. Lack mask later. Let me put ambient. Alright ambit occlusion. Burt and just see where we can add this dove. All right. Let me put some dark
brownish color, maybe bit dark with something
like that and be nice. Let me turn down. Let me just test some some
material molds darker. Think I will just
leave it in normal. Alright, let me tun
down the opacity. Alright, perfect. All right. Let me re
export that here loss. And let's reexport
that marmoset. I'm really not convinced about the micro digal
in the leather. Maybe I will just
tune it off for now. All right. Let me see if we can
tweak a bit more. No, I think that's good enough. Yeah. We're having
something weird. I don't like this. Let's go to the body and try to fix that. It's in the Is on the AAO. Yeah. Let me add a pink
layer with a soft. Basic stuff, and I will just
remove that weird stuff happening under the
mouth around here. All right. Wait. If it's
not, let me to please. M is giving that
weird stuff there. Maybe No. It's not the base. Maybe the scattering. What's affecting there? S. All right, just remove a
bit of the ambition there. I think that weird stuff
is on our base texture. I can try to fix it here. Let's do it real quick. Let's add maybe a
paint layer here. We copy this color, try to fix it just by hand. Alright. You see that's fixed. Let's go back to the n, and there we have it. Perfect. All right. Let me export the
texture of the body. They are a bit
better. All right. Perfect. Let's see
what else we can do. Maybe we can start
working on the metals. I think so, yeah. We can start working
a bit on the metal. Let's do it. Where's mine. Look a spinter. But before that, let me do something. Oh, yeah. Let me add a gradient on the undercloth like we
did on the green cloth. Right radiant. Perfect, a mask at
erator All right. Let's see a linear radiant. This is just saving all right. Let's see impaired we
can have that there. Yeah. And now, maybe we can see what color
gives the best result here. Maybe we can add
this lighter color, maybe I think it's
looking really nice. I think so. Instead of
making that targer, we can make it
lighter or brighter. Alright. Maybe a bit bit darker. Perfect. I will put the
gradient below all my stuff, maybe near to the base color. All right. Let me make
it a bit brighter now. Perfect. We have a bit of brighter
color there, a bit of tail. Let's export that. All right export. Let's see how this is looking. Here a marmoset,
that's looking nice. Yeah. Alright, let
me do something. I will just right click here
and add a shadow catcher. So it's a bit better looking. Like, if we have a floor, let me just do some
stuff here real quick. Alright. Just to make it a bit more professional, maybe
better looking. Perfect. Let's start working on the
roughness of that underclass. Sorry. I just forgot to work a bit on the
roughness of this. Let's add roughness. Let's see. Another
older roughness, fill layer, rough, a bit white. Black mess, feel
maybe some noise. Here, another fill layer. Let me. Of that layer, let me go to the roughness. Just week a bit this Alright. Here, I will just
add a grunge peture. Maybe this one can be good. All right. So we can have a bit go to
the roughness part here. Or you let me just this lighter opacity of the
roughness, a bit down. Alright. A bit down. Maybe we can leave it like that. So now, All right. Now, let's start working
on the metal pieces. All right. Let's go to the golden parts. Maybe we can add
copy these dark. Well then, I will just
leave this in color. I will make this darker, a bit more to the red and a
bit darker here. All right. Now I will add a black
mass here in nature, or maybe here we can find type H and see
what is this giving us. Maybe we can try to use this
Let me go to the base color. Let's wick some
stuff here. Alright. They just crank up a bit
of the blur this habit. This doesn't. Let me add some
filter, some blur. So normal blur this time. All right. Let's see how this is looking. It's looking a bit dirty. I don't like that dirty looking. Right? Let's see. I just want this stuff go on the edges of this
stuff material. She I like that should
be good enough. Pink. I will use a knife
brush to do this part. I will just try to
reduce a bit of that of that dark color
with the flow here, I will just crank up rank
down at the stroke opacity. You have to have a bit of
texture on my brush throat. Alright. Back. Overnight, there's a bit win some stuff. Painting some of these
dark color by hand. Here on the corners and
be a good place at it. All right. Right.
Here, let's see. Let's add some of
this color my hand. Perfect. Let's go down here and
do the same stuff. Perfect. So little bit of this color here. Alright. Let's clean some stuff. Maybe lift some of these parts. There they are
looking a bit cool. Yeah. Maybe here. Is a bit. Clean this part a bit more. Add a more stuff here. Et me see how this is
looking in the material you. Looking kind of better. Alright. Let me turn this color. Let me go back to
the base color here and tune that opacity, the town or white. Maybe we can make this color
to affect the roughness. There's to be a bit more
interest in the material. Maybe, yeah. Right, can you do something here. What? No, I don't want to leave
my boding stuff there. It's here? Perfect. But Perfect. Let me turn off asymmetry. Does the work in this
bit a bit asymmetrical. Bit. Perfect. Just remove this one here. All right. Maybe here
a bit in the places. Alright, let me export
this to Marmost. All right, we're
having more interest now in those golden parts. Alright. All right, let's see, or maybe we can instead
of making darker. We can make it lighter. Let's see. How this goes. Let me just copy this
color just in case. Let's make that a bit lighter. Maybe this will give us
a nice looking effect. And instead of making
this with more roughness, we can make it shinier. And I think this is giving
a bit better effect. Yeah. Let me explore that. I think this is even more better looking
effect that metal piece. Yeah. Perfect. Now, let's add maybe some
raches in that piece. And let's see. Alright. Let me do something fill
layer, just be high. We put a black mass. Let me also add some colour because I want to see
where the scratches. Right fill, crutch. Let's use one of these. Let me the dusty
one. AR balance. Let me just bring up
the tiling on contrast, I will just make the height p All right. Let me make the color here. Use this color, a darker one. All right. And maybe make a bit rougher, maybe lighter,
rougher can be nice. Let's see. With the balance, All right. I really liking the shiny
effect that it's giving us. I mean, the shining effect that the light color is giving us. Alright. Maybe we can crank up
a bit more depending. Alright. Let's explore
the texture again. Perfect. Missing something maybe
here in the undercloth we can rank up a bit more the
lightness of the curvature. Make it a bit lighter. Yeah. We can also add paint
and paint some by hand. This part, we can
refine a bit more the shape and paint it by hand. Also here. All right, let me
put this symmetry. Paint some stuff. This is
not symmetrical. Alright. Let me just remove some of
this and add it by hand. Maybe Perfect.
Little bits there. Maybe adding some
of these of here in the p of that adding some splashes that
color here and there. Right? Adding some splashes of
that color here and there. Maybe that can give
a nice effect. It is just
experimentation that I'm doing now just to see if
this is looking good. Let me expore that the marmoset. It's kind of looking good, yeah. Alright. Let's see. Oh. We can do next. Let me bring back the texts. The letter detail. I'm just not sure if
to have it or not. I'm just thinking about this. People cannot have it. Maybe, yeah. Alright. Let me work. Maybe not. Let me add just a bit of detail on the roughness of
the golden parts. Alright, let's go
wear my golden stuff. Ratchet goldis. Aches. All right. Let me add some roughness. Here, maybe a bit. Like that. Lack mask, pill. Maybe some rung. All right. Let me
see my stuff here. All right. Perfect. Now we can do a bit of work on the on this part, we bring back the robot arm
on this white metal stuff. Let's do it real quick. Let's add some ale. Alright. Black mask, later a metocltion see the color just bird let's
see what is this giving us. Fred Alright All right. Let me go to the
material channel again. Let me do some mixing
with this brush here. Let me increase the
stroke opacity. Because I don't want the
neck color to be that dark. All right. I don't want this Nick collar
to be that dark there. All right. Let me just make a
bit of stuff here. Perfect. All right. Let's see here. You can also add a
brighter love here. It's me sing. With a bright
roughness. Ripeness. So black mask. AatorT
time I will use Scurvtre. All right. Let's see. The turn this down. So it. All right. I think we can paint a
little bit with this, make some parts of the metal
a bit righter than others. This is just personal aisle. I like to use sometimes on my models. Maybe there now. Let me see. I stuff here. Right. Let me add back my symmetry. A adding some
highlights here, maybe. Perfect. All right. A little bit of stuff here. Yeah. Yeah. Respects. Let's see here. Let me turn off symmetry. Or right. We get some stuff here
and there in the corners. Perfect here. We can also
add few sins and go back to the material harl to add
a bit of detail here. These little pieces. Perfect. Let me move again. Symmetry because I don't
want these piece to be the same like the other. Alright. Let me export. I can detexors. Inside the engine.
We saving. Perfect. Let's export. Let's see here. Perfect. All right. No, I think that we can
left this video here. In the next video, I will just keep continuing with the
textures. I'll see you there.
68. 05 Creating Textures Part4: All right guys, so let's continue with the
textures. So let's see. There's something that I would
like to add in the cloth. The green cloth is and
like some ribs, maybe. You will see in a moment
what I want to add, maybe just to give a
bit more of detail. Let's see, create another folder Or maybe some ribs. Oh, maybe free cloth, maybe. Let me create another layer. Perfect. I will put this height in negative with
some rough negative, some roughness,
maybe a bit height. We can see let me put some
black mask at a paint layer. Let me see how this looks. Alright. Looking kind of nice, yeah. Alright, let's tweak. The color, maybe we can select some reddish
type of color, maybe something like this, a bit lighter would work. All right. Let me use this pen
here, maybe knife brush. We could put these under the color variations
maybe her should be good. All right. Under the color
variations. Perfect. The thing where we can look
at that type of detail. This is just an experiment. Just want to see if these
look nice, maybe here. Alright. All right. I think that was kind of nice. Alright. Let's see, maybe a bit lighter
color would be nice. We could add Let me
see the roughness. Not changing too
much. The roughness. All right. Let me do something
here in the roughness, I will just put some
anchor point here just to reference this
mask here on top. Paint or not. So black mask. We could add the
anchor point here. Alright. Uh mootness, but ribs right. We could have a bit more
of our shrougness there. Also, I would like to
add maybe some stuff, some extra stuff there. Right. Maybe we can sometime see the warps a bit darker
color or a black mask. And this one will be
a filter mask order. I don't know if this is going to work because I think
that mask should be this work if the mask has something
to work with the mask, and this is not working. This is something just to
experiment a bit. Alright. You can see how this is
doing some stuff there. Let me see what we could do
if we can put this on top and just reference the anchor
point that we have made. And this show you something, but I don't know why
the mask not visible. All right. Let me
just delete that. The filters outline. To see inside. It's kind of bully sometimes. I put it somewhere that
I should put that. It should be here.
Right this time works. Is coal, maybe the mask inside. Alright. Is this not working. These stuff tend to
be very buggy, right? It's just reduce the threshold. As you can see, we have kind of a dark
out line around the mask. We just deactivate
that All right. Brewer. I brewer. No, that much. Maybe something like that. Masks too much. Maybe we can put 0.5 here,
but that's too much. Let's see 0.20 0.1. Alright. We can also do some
blur the mask. Oh, I put my stuff. Oh, my God. We put the filter and B here. Mm. Maybe we can
leave it like that. We can increase the resolution
of this cloth, maybe. Let's keep working
on this stuff. Right. Maybe we could add a bit of this rip
cloth in these areas. There's a tiny bit. To give
more interest in those areas. All right. The corners maybe. You can also add maybe some
scratch or maybe nuts. A lot. You don't want that. Right. Let's see what else we here, we also can add this
type of detail there. I maybe some bit of that. All right. I think that stuff looking cool. Let me add maybe just a
bit around these areas. Let me see how this looks with the we kind of looking the same. Alright, let's just continue
with the knife brush. Alright, I just put in
that on the corners a bit. But what is this stuff here? That's some bug in
the baking, maybe. I haven't noticed that here, we can add some stuff, also. Maybe some rib like this. Perfect. Here, also, we can add that detail. Perfect? Let's just keep adding
that piece of detail. You hear another bit of that. Perfect. Then what
else we can add a detail maybe here can be a good spot to add it. Right here also, because
that parts are like they are grid and this could be a nice
dittle to add there. Right. I don't want it to add
that dittil everywhere. Just some specific places. Here, we can add
just inch of it. Perfect. You can see here and we pull at it. Here kind of Perfect. Let's see if we can
add some stuff here. Maybe not. Maybe
nothing that tastes. Perfect. Let me export
the textures to marmosets just to see
how they are working. Alright, let's see here. You can see it there. Looking kind of nice. Personally, I like that detail. Yeah, giving more interest, but I haven't noticed
this baking issue. We can fix that
later in Photoshop. Once we finish
with the textures, we just need to
swap the textures that is here in the
texture settings. You just need to swap this with the fixed version where this
baking error is not there. Alright. Let's see
what we can add. Also, I need to tweak more the roughness on the
white metal pieces. Let me see where
are my white metal. I under cloth. White metal here. Let me tweak the roughness. Oh, but you tweak the
roughness. Perfect. Roughness. Let's
add a fill layer. This time, I will do
something different, maybe. We'll just click here roughness
and maybe just add one of the textures that I have here just to see how they
are working together. We can also cohere to roughness and just decrease the opacity of that another thing that we
can do is add a black mask, at a fill and just search
for a crunch valve here. Maybe that one could be
good see the roughness. Alright. You can see we have some roughness variation
that can be something good. Alright maybe a bit bigger. Let me see here. All right. This could work. Let me add another roughness
roughness too. But this time, I just will
tweak directly on the slider, like mask, maybe
some field layer. This time I want
some fingerprints. Fingerprints here or maybe not. I think this is too
much to add there. Let me see the
roughness. Alright. Maybe that could be good. Yeah, let's me export again the textures back to marmoset. Let's see how they are working. Perfect. We can also kind of
increase the resolution to get rid kind of those
pixelated up there. All right. What's in it. Because the dark part under this golden stuff is not in
too much, in my opinion. Let me just add it manually. Here, I think that piece. Here. Yeah, let me add that
same paint around here. All right. Just a bit of that. Maybe not with this brush. Let me select the
basic soft one. Basic soft here, right? Let's just try
paint a dark here. But it's not working. I have it with that and pressure on this
side of the brush. Alright. Perfect. Let's see. We can add a bit more of this Perfect. Year two. Is too
much in this part. Let me just reduce that. Perfect. Let's see. In this part, All right. Maybe do something
real quick here. Right, let's see in context
with the materials. Maybe we can just reduce
that a bit in some places. Maybe it's too much. All right. Let me export that again to
marmoset just to see Oh, it is looking I's of
better now, yeah. It's not looking anymore. Like is this just
based like some PNG. Now looking like integrated, integrated with the textures. That's added also in this art. He stated here real quick. When? These pieces. Perfect. All right. Let me just erase
that from some areas. All right. In the middle
between these two. All right. Let me
export that again. Perfect. All right. Let's see what else we can add. Or you can see roughness
variation that metal pieces. Perfect. Hmm. Alright. Just looking around. I see my web friends just
to have some inspiration. Maybe we can add the same
detail around this area. I e cloth Where's my re
cloth around here. Perfect. Let's add it around here, maybe. All right. Maybe there
maybe a hinch of that. Here, just a tiny stuff. Perfect. We can also keep working on the free stuff
on the leather parts. Here, let's see.
Where is my stove? The curvature, yeah. Yeah. We can keep working
on the stuff here. Perfect. I we modifying
it bit, a bit, a bit more of this area just
to make it more noticeable. Alright. Perfect. Let me do something here
real quick. All right. Because I'm just adding some wearing damages in the cloth itself
because she's like some warrior and
maybe the cloths had been damaged in her fights,
some stuff like that. Maybe in this part,
we could just extend that damage I say
like this, maybe, uh Perfect. Maybe, that should
work. Let's see here. We can do kind of the
same these areas. A bit more of detail here. Perfect. I think
that's looking good. Maybe dumb stuff. This area. All right. Maybe there not too much. Maybe maybe let's
make it smaller. Perfect. All right. Let me see something that color. Let me seeing the marmoset. I just wanted to want to see. We need to add also that dark stuff under
these wolden pieces. I think that I add them, but they are not too noticeable if I'm not my mind is not bad. Let's see here under class. Yeah. Having at them. Let me just add a paint. You see what the paint
does here. Right? We can't write. Who at? That that stuff there. Perfect. Maybe we can change the brush
to something more softer. Maybe the cement
one would be good. Alright. Should tough enough for this task. All right. Let's just add my brush
is doing something here. Let just add that
darker color here. All right around this area. Because I want this to feel more included in
the texture, maybe. I just feel like they are they are not looking
nice without this touch. It's hard for me how to
explain this in English. Sorry. Oh, I'm just removing
of this stuff here. I see base colon. Perfect. Continue here. Right. Perfect. Let's go here. Oh. Let me see. Rod capacity, maybe the flow can
be a bit higher. Yeah. Mmm. Right. I lit in the middle. All right. Let's see. The darker color
around this part. Maybe let's go back
to the soft brush. Soft it soft and let me
reduce its stroke opacity. Maybe flow Right? They not that much. Let's see, keep adding this dark color around the corners of
the golden pieces. Let me see how they are
looking on the marmoset. Let me say first. All
right. Let's continue. Export textures. Perfect. They're looking nice. Yeah, they're looking better. Right? We can maybe start working on the metal pieces here
on the leg stuff. The robot legs. But first, let me work a bit here on
this cylindrical stuff. All right. Let's
see metal white. Alright, dark metal. Let me do something here
with this emissive stuff. I just want to make
them a bit rougher. To make that like they are some sort of crystal
containing something. Let me explore that first. Just want to see how they
are looking in the render. Alright. I think they are
looking a bit better. Let me make the
emission brighter right that seen or Perfect. Alright. I mean. Alright. Let's just
keep going with this. Also, I want to separate the missive from here
and from the other part. So we'll just
duplicate this one. I will add a folder. We put a black mask. Also here, we put a black mask. And here I will
add a paint brush. And with the cube, this part here selected. I will just feel those
stuff with white. Perfect. And here I
will add a black mask. Maybe maybe we can just put the cylindrical
emissive here on top, and that should be good
enough for us to work. Let me make this writer perfect. And here below, I will
make that a bit rougher. Let me increase, end
of the emissiveness. Alright. We can add a bit of roughness variation
to that piece. Let's see. All right. Let me add roughness variation. Roughness corner here
roughness, yeah. A bit high. Lac mask. May not feel layer. Maybe some hand wrench. Not finger, rins maybe mir. Let me see the roughness. All right. Let me add another layer, and let's see if another
piece of that work, maybe overlay see the roughness. Alright, maybe let's
see it multiply. Let's see if this is doing
something I doing something. Ring. Let me just reduce the intensity
of that mask just a bit. All right. So flight maybe. Olay, let me control C, just to see how this is working. All right. Let me make this
a bit a bit dull here. All right. Let's see.
Toughness. Perfect. Let me export this
back to marmoset. With a bit of roughness. Yeah. Perfect. I will do something. I would like to have
the UB projection to triplanar not have some
issues with the seams. Maybe we can increase this. And that we export
this back to marmoset. Perfect, and good. Looking better, maybe. Let's start working on the
metal pieces. Let's see. White metal. Let's start working
first on the dark metal. Alright, let me
add another layer. I will call this maybe orars
it will be metal. All right. The roughness, maybe
a bit hire will be. Let's see. Maybe, yeah. You'll see or write at me at a black mask, some generator. It's edges metal edgeware right, you can see it here,
some edgeware. But this edgeware
is on every corner. Let me just tweak a
bit this stuff here. I kind of like this, yeah. Looking good. But let me leave it in that scale now. Grunge, no. Smoothness. Something
like this should be nice. Alright, where
level is too much. Perfect. Let me see the
roughness of this All right. Let's add a few layer, maybe with another grunge. Let's see. Right? Let's see this one. What do you multiply. Let's make it bigger. I think that's not
working very nice. Let's change it. Let rotated. Now, I'm liking it too much. Maybe that one No. This can do something, maybe. Perfect. All right. I don't I'm not very
sure about this. They are erasing too
much of what I want. Maybe this should be nice. I think this one is pretty nice. It's not deleting all my orners
but just eking out a bit. Alright. Looking kind of better. Perfect, let me just
sport back to marmoset. Just want to see how
this is looking there. All right. Let me see
without that mask. All right. Perfect. All right, maybe we can
reduce a bit intensity, and maybe we can
add a paint layer. I will change my brush to
dirt and just try to erase. Some of the edgewk some areas. Like, something like that. Here a few areas. All right. Write a scene. I wrong here, maybe. Perfect. Alright. Let's see. We can add a
bit of color variation. Let's add a fill layer. Let's see here one
of these textures, make it a bit bigger and
tweak the layer mode. I multiply. Overlay, maybe soft light. Of flight, I think that
is kind of good enough. To have a bit of color
variation and the albedo. Perfect. We can add
the roughness, also. Let's add some roughness. Here in rough. LakmessPel. Let's just look for
thing that looks nice. Make it a bit rougher. Alright. We go back to the
material tap. We change it. Maybe some Let's see
with the noise textures. If we got something better All right. Let me export that back to Marmoset Mm, I think that's too much strong. Strong? Alright. Let me reduce
the opacity here of that. Perfect. That's a bit. Let
me expe that again. I think that's
looking a bit better. Alright. We can add, maybe, let's just experiment a
bit with the scratches. Let me put this in red, just to have a bright color to see where are the scratches. Mask V, Cratch
scratch generator. All right, balance. Maybe some tile. We go back here, make
some indentations. Alright. I may remove the color. Maybe not that
much of scratches. By some contrast. I think this is way too much. We add a paint layer and just start removing some of them. All right. Something like this. Let me go back to
the corners and just removing a bit more
of that light. I want to have breakups on
the corners and not have that continuous edgewar that I maybe look weird Alright. If we here also, we
can do something. Alright. Let me
export that back. Marmoset. Alright. Let's work a bit on
this metal piece. Let me remove that
scratch from there. Let me go real quick. I scratch. All right. We're just removing some
of those scratches there, maybe here on top and also be removed kind of in some pieces. Some places, I mean, right. Let me just copy
these two and move it to the second white mask. I mean, white metal, just to have something there. Perfect. I think
we can make this also affect the
roughness of that piece. Let me make the
roughness variation. We're a bit less intense. Perfect. I think that
can be good enough. Well now, Alright. Let's go. Let's work a bit
on the bandages. Let's do something there. Alright, let's be save first. I saved. Let me export also. Exporting my textures
back to marmoset. All right. We can also try to
add a bit of a detail normal in the underclass
part. We can try. First, let's do something here. I think the video is too long. Let's end this video here, and the next video will start working more on the textures.
69. 06 Creating Textures Part5: Alright, guys. So
let's continue. Let's start working
on the bandages. Let me fight my
bandages folder here. Alright. Alright, let's
add something there. We can add maybe
some bake lighting. Bake lighting. Let's add
a filter here. All right. And now bake lighting effect. I will change this
to only the fuse. And maybe we can apply. Oh, I'm the roughness hannel and go back here to base color
and apply this multiply. That can be also an option. Perfect. All right. What a bit of deepness
in the base color. Perfect. All right. And roughness. Maybe not. Yeah. No, not like that. Roughness, sir. Right, lighting. Let's add some ao. It puts the roughness
a bit g for that part and bit of brownish color,
dark brownish color. Now we just add a nerator here o a bit dirt and
go a good action. Not that many dirt level. Let me see my rough, my base color. All right. Alright. I think this is
working kind of nice. Yeah. Let me add some urbatu
and a lighter color. Light edges. Alright. Maybe here
some white yellow. It's just to test that mask, and, I mean, nator. Alright, let's see some upatur let's try the metal edgeware. No, that's extremely too
much metal edgeware. I mean, cropatureR? Perfect. So blur. He way. Not that many. Let's see here. Let's just
tweak these parameters. Alright. Maybe the blur. All right. Let me just reduce the intensity
of that color. Let's see texture. Maybe some noise here. Is this doing something? I don't think so. All right. They just add a
field layer here. And now I will add some noise. Perfect. And I will put this multiply to break up a bit those edges, a bit. Perfect. All right. Et's try to see how that's
looking inside Marmoset. Let's see just the roughness
little bit. Alright. Sport. Let's watch it here. You're looking at
the nice. Perfect. L et's just keep
working on that. Let me add another field layer. Maybe this time with a crunch and put this back to
multiply and make it bigger. And maybe this
reduce the opacity. All right. Is color. Perfect. We can add
some color variations. On top of those colors maybe maybe some dust. Is some yellow here. Black mask, pill. Let's see which one
can be a nice pattern. Alright, let me
see my base color. Alright. And also can add. Let's give me a second
color variation. Variation one, we also can add
here below all this stuff. Another color variation. But this time, I
will just select one of these stuff here. Maybe make it less intense
and put this in soft light. Let's have more color
variation there. Let's try to see how this
looking with a little slope. All right. I'm not looking good. All fact. Let's try
that inside marmosete. Let me tweak a bit the
roughness of this piece. I get a bit rougher. Yo can be a lot rougher too. And we can add maybe a color that has more wetness
in the roughness, a bit more wet, lack mask, put maybe greenish,
dark greenish. Alright. Maybe dark
blume to test, feel brunch Alright. I think that's too much. I think this can be nice. Let me reduce the color a bit. A B, we can also
reduce the roughness. Intensity is a bit more. Alright. And maybe you can focus
that off on the feet. What a bit of dose here. The feet All right. Let me add just another thing. A few layer will remove kind of off those blatches Alright. This can be good enough,
maybe. Four textures. Plus, yeah. Looking kind of nice. All right. We could try to add a bit of micro detail
in those cloth pieces, the undercloth and here. Let's first try with
the undercloth. Perfect. Let's see. Let me see on top
of all here map. Let's strike. At. I just want to see which
high map is looking better for this class strike
this can be something nice. No, I definitely know. Let me go your black mask. I just add it there. Yeah. Fat. Maybe 64 a be good number. End up looking good. But I want to add that detail
inside Marmoset not here. Here I'm just testing how this is looking
with that detail. Not looking, nothing
bad, really. I think we can use
this. Let me save. Alright saving. Let me go to the bandages part. Super overlap. All right. Let me just Alright. Let me just take a screenshot
of that because I will use another project or another
Susan Spiner file, explore those detail
as a micromap and we can use them
inside Susan Spinter. I mean, inside Marmoset, sorry. Let's see now with the bandages. We can do something here. Maybe we can add some of these
some of these materials, let me just close
that and tile these. I think this one
can be nice. Yeah. Let me just delete them. Alright. And now Micro dital. Now, what I'm going
to do is just to save the mask or to use
them inside marmoset. Mask the places that I
want my microditl to be. Perfect. Now the bandages. Mask, bandages. Mask Bile Bndages, mask. Alright, let me save again. Now ******* just in case. Now I will just open
some sample here, and I will open the
tiling material sample. Now, I will just remove
all of these layers here. In the settings. I think
it's in the shader settings. I will just disable the displacement and now
let's apply this linen stuff, maybe a bit higher,
something like that. I be nice. But I just want the height information,
maybe with the normal. Yeah, this is the only
thing that I want. All right. Perfect. Let's export only that map. The normal map here. That's the only
thing that I want. Let me change the
export settings. Alright. Let me go
to my to my files. It quick. Alright.
Give me a sec. Pictures. Alright. Like, details resonate and export. Nice. Now I will do
the same thing with the other stuff that I saw. This one, make a new layer, a fill layer, and I
will make a black mask. And then a few layer
inside that black mask. Just add that that
little normal. Let's just make it molar Maybe
here can be a good place. All right. Let me see. Yeah, it is looking nice. I will explore that, too. Let me see if my
textures don't override. Alright, give me a second. Oh. Alright, Texons. Micro details. All right. Let me just change the
direction because I don't want the maps to
override each other. Chryslet and export. Now let's back to
marmoset. We are perfect. Let's go to cloth and
add two new masks. Let's select here the mask for the undercloth and for
the bandages. Lo quick. I'll wear my stuff. Alright. Mask undercloth and bandages. All right. I will create
two new material layers. All right. The new
ones. Oh, what. Now here, I will call
this under cloth Detail. Alright. I will disable everything here. All right. Now, with all those stuff, disable I will have
something there. Let me see if
everything is disabled. Everything is looking weird. Here the surface. Let's put that in overlay. Perfect. Now it's looking nice. Now let's select the
stuff that we have made, our microdtails under class. This one, let's see if
it is doing something. Not completely empty. I think that because we
need to put some filter. Maybe hight map to normal, I see it at school.
I map normal. Now we can explore
the normal map. Alright. That is in
is not working still. Alright here, we are back. Now I have my detail
in my normal map. What I did was just to
create another layer. And that top layer, I just added the filter. You can see, I just remove the hit normal map filter
from the main layer. I just add a new one on top
of that and add a filter. And here, in the high channel, I just put that
layer into a through and and that just start
working correctly. So I have exported my map
so let's go back here Marmoset and just let's
tie that map a bit. Maybe we can invert the Y axi. All right. Perfect. But there is something that
I don't really liking. I'm having that detail in every part of my
undercloth Alright, let me do something here. We just select my mask, the mask, and now
it's working nicely. I think that's a
nice cool detail. Maybe we can make that
a bit stronger here. Maybe just a bit stronger. Let me export again my map. Alright. Right now, let's go. With the bandages little normal. All right, let me put
the mask here to four. And now let me
disable everything. Perfect. Al bio. Yeah, we'll
just put it in overlay. Let's select the
detail normals that we have made inside
Luton Spenter. Now let's just tie these right. Maybe we can experiment a
bit with the roughness map. Let me also export the roughness map of
this piece. All right. Let's export that. Let me go back to the folder
that I have that sport. All right. Let's go
back to Marmo set. Let's search for the
roughness map here. All right. Just select the roughness
map, maybe to overlay. Maybe multiply or not rim. Let me go to roughness. I see disable Olin, touch, under, I don't liking how this is working. All right. I will just disable
the micro surface there. All right. Perfect. Looking kind of good. Those ditalnals there. Perfect. Let's go back
to our main V rush. I mean, our main
substance painter stuff. It's called the
microdtilF viper detail. Right now, let's go
back to our Sorto file. Perfect. Here we are. Let
me see the roughness. Maybe we can make
the roughness of the bandages a bit higher. Let me wait for this
to chart traffic here. Bit higher. He's doing something. Not. This also have roughness in it. All right. A bit rougher. Tin. Variation. Right. Let's explore this again. Perfect. All right. You can connect it. Yeah. Alright, I think now
we are ready to work a bit on your robot legs
and robot pieces. So let's start doing that. Alright, robots leg. Or fit with the white metal, I will just copy the same
settings that I have made in the cloth part. Let's copy that. Just to
save sometimes right. We'll copy everything
that I have here. And you'll see and
right white metal. We'll delete that one B. There we go. Bit of
detail here and there. Let me go. Here, let's use my knife brush the start painting some stuff. Like here, some edge
wear here and there. Perfect. Then remove
some of them. Alright. Perfect. Let's just keep adding
some more stuff here. All right. Maybe some
wearing the corner here. Excellent. All right. The thing. We can also try to add the roughness general roughness
or all the metal pieces. All right. Dark metal. Let me add roughness
to everything, maybe. Roughness. Right.
Roughness here. Right, Black mask. We all Branch. Let me remove the color. White. But now we're having
something in the roughness. Looking good. But All right. But where I don't want the
roughness to be in the black, he says, Where is? Where is that? Just let
me write to find them. Nice stuff, right. Here, Black spot. It place an arc anchor
point and just reference that here in the mask
at the anchor point. All right. And now I will just
place this as a multiply. This is not working like I want. All right. I let's see pass through maybe inverse to strat, you know, inverse, divide. No, divide, no. Alright, let's see
what we can do here. Different me color that
should do something there. Right, let me see my mask
is doing something here. Maybe I will just
lose that stuff, and I will just paint
it my hand here. Right. I'm painting. Perfect. Let's go here also, paint that with
some black color. All right. Let's try to add now. Age were sitting here with
this brightness stuff. Here in the metal three. We'll
just place it. All right. I will put generator, but this time will be the
edge metal edgewre or right. We're having something. Let
me reduce the wear level. Gun I want some branch there. All right. So contrast. All right. Let's see. I want a bit of
wearing in the foot. But here in the arm, I need to erase some places. Alright. With this one should be good. Alright. Let's paint
some stuff here. Let's use the dirt brush. Start removing some stuff. I don't want this crunch this edgewak to be
in every piece. Like in these corners,
they don't have sense to be here, these parts. A here, they sudden
have sense to be here in that corner ocean. That seem Perfect. We just hide the class
for now. All right. We can remove a bit here. There's nothing in the tip of this triangle part
or pyramid part. Right. That's in the feed
that we can add here. I think this is good
enough, like it is, that we just remove some
parts. This car here. Yeah. Perfect. All right, we can add
also some scratches. Let me add a new fill layer
called the rach right, remove the kora just put
the high channel there. On fill layer here,
some scratch stuff. All right. You can try to use the scratch
trough generator. Alright. Make some deepness. Then we can start
doing some stuff. This is too much. You
believe it in one. Perfect. A Mmm. Maybe that could be there. Alright, I will add a
paint layer to remove a lot of these crutches. All right. Let's go. We can add a bit off. Ealing there. All right. Let's go here. Maybe that place should
be a bit of scratches. So we'll just leave
some of them there. It can be nice to have
a bit of detail here. Remove a bit of them. Ft A here. I want the scratches
to be everywhere. Maybe we can change
this to multiply. Right? Perfect. Let me just see my
reference just real quick. Just want to have some spir. Right. Alright, let me
add the scratches on top of my metal pieces. Alright. Right. Here in this part I want a lot lot of these scratches
because this is the part of the feet that is constant
ug with the ground. I should have a bit more damage than the rest of the feet. Alright. Setting. Perfect. Let me remove more of these
scratches here. All right. I don't want the scratches
to be in the rubber part. Okay. Perfect. If we hear the palm, we can have a bit of scratches. All right. I can add a bit of of ale. All right. AO unal AO, Black mass, erator and met occlusion. M some dirt. Dirt inerator here. Dirt label, not
that much. Amount. Let me see how it looking with the ambitocltion
Abitocltion Bird lower Bra Alright. Let me put this in a dark color. So dark stuff here. Alright And also try to add maybe some radiant. Let's see the dark metal, we can add some radiant there. Let's see dark metal. Right? Let's put a black mess. Maybe filter. Not filter. It's the generator
here. All right. Radiant. Invert that mess. Right. We can write the twig. I'll add a little bit of color. All right. A Perfect. Let's see. So dark. Color,
maybe some bluish. All right. Maybe we can also change here, maybe for some bluish or. Let me see how it is
looking. With the material. Maybe not. Alright. Let's just
keep tweaking this. Alright. Perfect. Let me tweak a bit
ambit occlusion. Alright. Just to
remove them here. Just removing that a
bit from this part. Let me export the textures to marmoset to see
how they're looking. I like Export. All right. Let's see. There are a lot of scratches
in the cough area. Also here, there are a
lot in this piece, ao. There are a lot of scratches. We need to bring down these scratches there a lot and everywhere. I don't
really like that. Let's just continue twig
these scratches amount. I don't want them
to be everywhere. Just few ones. All right, there are a lot in the knee right in these parts. I want to have few,
not that many. M in the feet, we can
have some Alright. Let me go back here. Maybe produce a bit of
those scratches and write In this area also, the height, the cloth. Here in the back of the cough, we are having a
lot of scratches. Alright. Let me just stay here. All right. Let me export again. Perfect. Let me do something. No quick. In this metal, I would like
to add another gradient. But this time, a bit different. All right. Let me
copy this mask. We'll just place it here. Black mask, all right. Paste into mask. Now I will add a
filter mask outline. All right. Let me
see here the mask. Inside. Right, let's see. I will just make
this a bit darker. Let me keep tweaking this and blur All right. Maybe some blur here. Is gonna are having
something there and see it. Alright. Me also. Just remove a bit
of this love here. Alright. Perfect. It's the ao. Let me remove a bit of the ao in the neck part here. I mean not me pans
of C Pst glass. And maybe not. I just don't want that big dark part there. Love me reduce the flow here. I color. Right. Right. I war ride. Let me just keep
adding more here. It's time with the knife brush. You can add a bit of Dido
and places my own little. Something like this. All right. Oh a bit of manual detail here and there. S in the palm, we have
a lot of scratches. Remove few of them. The finger also. Right. Let me working on these parts. All right. Let Mix
work this again. Looking kind of better. Alright. Maybe we can add a bit more
of roughness variation. Let's seeing is the
first roughness. All right. Let's try to add another one Ls one on right a bit more rougher. All right. Let's
add another ranch Now I will add
another fill layer with another crunch to rake up the first
one you multiply. I think that can be nice. Alright. Or fat. You see the base color. Maybe we can add some base
color in those stuff. All right. I need to put some
more dark color there, maybe a bit of orange or brown right like dust. Let me export that. Alright. Perfect? Let me add just real quick. So color variation in the
dark in the dark part. Bill here, perfect. Maybe this one can be good. Let me put it in soft light. At that one right. Perfect, let me add just some
blur slope in the filter. Blue slopes color right. Maybe also in the roughness of the reduce the roughness of
that part. A little bit. All right. Just a little bit more, maybe. A fact, let me
export these again. We have a bit more of
variation on the surface. All right. Let me see here. Let's see if we make the
roughness a bit more visible. Word it again. It's too dirty, like, Oh, that's
looking like that. Maybe something around here
should be good enough. Alright. Now I will just remove a
bit of this dirt here. Let me do it quickly. At variation. Alright. It's not dirt. The dirt isn't not
here. All right. I'm paint here in dirt, I will just remove some of them. Like here. What? Here, all right. Perfect. We'll just
remove a bit here. Perfect. I will that and I will add
a bit of dirt here, maybe. Let's add it. All right. Strokes like this. All right. In fact, here also. All right. So now, I will just save a second and I will sport
that back to Marmo set. Just to see how this
is looking perfect. Alright. I up good. Alright. Oh, let me see the
render with the raster. It's also looking good. This is how you will see air in real time engine. All right. Looking pretty nice. So I
will end the video here. It's a bit long now
the video, yeah. But let's end it here and
detect video where I keep working on the
textures. So see there.
70. 07 Creating Textures Part6: All right guys. So
let's continue. Let's start doing some
textures on the eyes, maybe. Let's work a bit
on the eyes here. White. So I will call her pik here
the colors of her eyes that are some sort of an orange
Ithing like this, maybe. Right? But Oh, I just selected
the wrong stuff. All right. Let's work
on the IDs here. And the ids should be a bit darker and
maybe some aurated. I was like that, maybe. They think this should work. Let's create another
field layer. Then we call this maybe or one. And here we put some black
mask and a paint layer. I will remove or leave
the stuff there. Sick. I give me a moment right. Sorry for that. So let's continue.
Alright. I have my colors. Let me color pick this like this middle orange stone
around here, maybe right. And now I will just paint
with my knife rush. Here in the paint layer. We got to pick my knife
Brush, let's see. He's doing something,
yeah. Alright. Let's just paint in circles because I like the fact
that the knife brush give me in the ice though I
would paint just like this. Alright. Perfect. Maybe we can make this space a
little bit less uintin. Let's seeing. Let's
try. All right. After moving the spikes. Alright. Perfect. Moving kind
of this bike here. Make this a bit more circle. Bit more of a circle shape. Perfect. All right. Now, let's keep
working on this part. Let me seeing a little bit here, a less here in this
part. All right. Now, what I want would be brighter color
here, brighter orange. Let me just duplicate that, remove the paint layer
and add another one. And here I will just color pick the brighter orange,
something like that. Let's paint the highlights that is here this
part of the is. Let's see if this works. We can modify the color. Let's see it a bit. Yes, can hold that. Let me see here. You can modify the colors.
That's a good stuff. You have this split
between layers. Alright. Let me see. They punch this a little
bit more to the yellow. Let me see it from the f view. Group a bit weird. Here we need to reduce
little bit the value, I mean, the brightness
of these Iris. This is on the top. All right. That's just
a bit. Let's see. I think this should
work. Right, one, let's just keep
with this, right? Let me keep rolling
with that color here. Perfect. On great. Perfect. Maybe here, we can add little techs. Maybe we can add now a bit brighter color or
some extra highlight. Let just duplicate this. Let this remove a paint layer
or let's add another one. Let's make this more to the yellow and a little
bit less saturated. Let's see what this give us. Alright. Yeah. Perfect. Maybe this can work. You can beat. All right. Right, this is saving. Let me just continue. I work here. Alright. Right now, I will just add a
little bit of darker color. Maybe let me add a
new field layer. This sign will be with
maybe brownish dark color. Dark color. All right. Black mass, with
some paint layer, and I will reduce the
opacity. All right. Let's add a bit of
that dark color around the top portion of here. All right. Perfect. Now, I will just add a little
bit of redness around this part of the white part. This sclera All right. Let's add a red color here. This red color should warn. Alright. We had a black
mass, paint layer. Now I will feel by us here. Perfect. And now
I will just add a bit more of manual work here. I see it like this
will be good enough. All right. Bit of manual work. Just to have something
there and not make the eye completely white
dsquera Cop bright. Let's continue. Perfect. Let me see. The model, let me
export the eye texters. All right, eyes here export. And now let's see how they are looking here in the engine. They are looking pretty cool. Let me see from the side. Yeah. They're
looking pretty cool. I have made another camera with another color mapping here. In the new camera here below, I just selected rain hard. It gives, like, a bit more a different
look for the colors. I think this looking a bit
better than the linear one. They're looking pretty nice. Alright. Let's see, maybe we can work
a little bit on the hair. But first, I would like to add a bit of color on the nails. Oh, I need to remove
that dot there. I don't want that
dot to be there, where is the dot. Basic heart, right paint, and I will just remove that dot. I don't want that dot there. But let me just remove few ones. Alright, let's add
some dot color. I mean, some nail color. S, she doesn't have a
nail color on the coset. So maybe we can just experiment a bit with that. Let's see. Let me just create
another folder here. Ns. Alright. Black mask. Perfect. Foler roughness,
this should be a bit shinier than the than
the skin itself. Let's see. Let's try with
maybe some greenish, just to try, maybe. Let me add a paint layer. Alright, and let's
paint the nails color. Let me remove these ones
because I want the full colors to be working. Alright. I think the ring doesn't
working really good. We can experiment more when we have the nail colors
in all the fingers. Alright, let's see here. A bit more of nail color. Perfect. Two. All right. Let's keep working on this. Let's see here. Perfect. Let's go to the feet. All right. Perfect. Here,
just a little bit. And here, also, just
a little bit more there, here and here. And this should be good enough. Right change that greenish color because I don't really like how they are looking. Let's see. There is some orange. I think they are looking
pretty pretty nice. Maybe we need to see
them inside the engine. Let's explore the body textures. Alright, let's see nail colors All right. Perfect. Now, I
think they are good. Yeah. Now I think we
can work a little bit more on the hair. Let's do it. For the hair, I would
like to do some stuff. I would like to have
an isotropy map. And also, I would add some
stuff in the base color. Alright, let's start
with a Ao map here. Wantaneo map. Right, let me
make a bit rougher the hair. Right zip black mask, a generator, AO bt oclusion
when's my Amvetoclusion here? All right. Invert
that albtoclusion. Balance at higher. Let me put this with a brownish and a
brownish color here. All right. Let me see the
baseball how this is looking. Perfect. Let's just
keep working on this. Kind of good. Is something more like this
should be nice enough. Alright. Let's see here in the back. That's a bit a bit
extreme there. It's just a little
hinge of that. Olor I think that's good. Let me call this O,
we add another map, what we call this gs, maybe. Let's remove all the channels, but let's leave the color
or right back mask. Then later, here I
will add a curvature, let me go to the base color. Here, I will just reduce
all this stuff here because I just want the corners, the sharp transition
and sharp corners here. All right. Let's change this to a brighter a
brighter land color. All right. Let's see. Find that good. We can add layer and just some noise
just to break up that stuff. All right. Let me
put this multiply. But I will add Let me see how this looking with
some blue slo there. Let me see the base color. Alright. Maybe that much. Let's reduce intensity. A Alright. Maybe we can add just a little
bit of this slope there. Maybe they are kind of good. Let me reduce a little bit. That noise map. A right. They're
looking kind of nice. We could also add
maybe some gradients. Let's see how we can
add some gradients. Let me just add
another color here. But she has stuff completely
line, but let's see. Let me move this to
the here just a little bit h there, right. Let me see. Maybe we could add a little bit more orange color. Maybe something like
this should be nice. Let's see. Black mask. Later, let's add
some linear color, linear gradient right. We can just crank up a bit the contrast Alright. Let me see where is
my stuff going on. Maybe like that
should be announced. Let me just crank up this, put that on top of everything, and let's see the
it's in layer modes. While they are working together. A No, no, no. No. No. Well, and that works. Oh, no. Maybe soft light. Light at low in the heart light. You see how this is
looking in the base color. Maybe the gradient
there would be nice. I be the gradient just to see how this is
looking like that. I think I like more on the top. Alright. Maybe we can also move, kind of. The lition of the
gradient is a little bit. Just moving this
queen water right. I think that's nice, maybe? All right. Aft. Let me see the hair
inside the engine. Rhe here. Export. Let's have a look here. They're kind of
nice, yeah. I right. Now, I would like to have some anisotropy map
let's work on that. All right for the direction map, I'm going to paint it here
inside marmoste I mean. So the first thing that
we need to do is to go here to the stab
textures O right. I have splitted my
camera here in two. And now I will click here in
that new texture project. And now I will select
the hair material here. And here I will just
click in this icon here. We bring the material to this part that we can
do some textures on it. I will delete these two and add a new isotropic
direction map. Perfect. Now with that there, we can click here and add a paint layer so we can start working on the
isotropic direction map. All right. I think
I forgot something. All right. Let's see. Were you sit here in at New, let's add the anisotropic
dion here to have the option. Let's just isolate the isotropy and go here to anisotropic
direction map in this part. Let me change from
here main camera. I will change it here
and below full quality. I will change it to anisotropic, so we can see what is actually
doing my broad strokes. All right, so we
can start painting. You can see that my
normals are flipped. Let's just click here in
flip Y and that to fix it. And here I will
change the output to another folder. Perfect. Let me save this
it's so trapping. Alright. I don't
want any of this. Maybe, let's just
leave it for now. All right. So we
can start working. I will put my quality in just raptor so I can see it
better what's happening. And you can see now we can start painting the maps,
direction maps here. We have a bit of better control on the reflections on the hair. Perfect. We just paint it here, following the flow of
the hair strength. All right. I want to
follow the flow of that, right? Just a bit. Perfect. Here, also. Let's make it
following the flow. All right. Here in
this hair strand. Also, let's do it real
quick. All right. Because this will
make a bit better fit of making this
look like hair. All right. You can do this inside Krita, but doing this in Krita is a bit more
painful because you don't have the treat viewpoard
that we have here. All right. Can they
be painful, right? Can they do it in
the other side. They just add a few strokes
here and fill that gap. Here, also Alright. Here, let's add some stuff. All right. Perfect. Let's do it real quick. Perfect. Et's add more
isotropy here. Perfect. In this part, we
also need isotropy. I will add a isotropy in the entire hair and following the flow
of the hair strands. Like I'm doing right. Ie something more like that. Perfect. This should be
nice for now in this part. Alright. All right. Let's go here in
this hair strand. This is saving. Let's
just wait for that. Let's just work a little
bit in this hair. Perfect. All right. See that we are having something All right. Let's work on the back part. Here, we'll just
increase the hair. I mean, the brush stroke, the scale of the brush stroke. All right. Let's add a bit of this anisotropic direction here. Perfect. All right. We'll add a bit more anisotropy in these areas. All right. Let's add a little
bit here in this big fight. All right. Maybe around here
should be a good. Perfect. Let's add it
here also. All right. Bit in this area more
on the sides here. Little bit here. Right is saving again. Let's just wait a bit. Let's keep working on this. Right. Perfect. And this should be
written off, maybe. Oh, I did some stuff. I didn't make these strokes. A bit smother work a little bit on this tiny stuff. Air strengths here. Let's
fig and bubs Alright. Here we are having some stuff also here. Perfect. Let's be a bit more
careful in the way we are painting our erection map. All right. Let's add a bit more here. Perfect. You can see we are having some
anisotropy in our hair. Working pretty nice. I would say, the same again. Alright. If we can make
this look up like this. Perfect. Wait. Let's see here. Let me make a tip of this
though to the point. Right? Perfect. I think we
can leave Dania drop in. I like that. If we're having
some weird stuff. Right? Let's go. Let me see. I just
want to export. My Ital drop in. Let me see. Right? All right to export, new maps, just add
here and add new. And here you can search for the map that
you want to export. And here, maybe you can
change the GB method. You want maybe some
LGB with Apha on separate channels or
gray scale or right. We'll just click
here in Export O. So I have my textures. Let's BC real quick. So we can have our exported
maps give me a sec. So here we have our
sported map. All right. Let's go back to our main
viewport. All right. You can see the map is
automatically applied to the to here. And now let's go again to
our right racing view. You can see the lecture
are behaving a bit better. And I will just reimport my map from Tutanspnter because
they are a bit bugged. You can see I deleted
my texture project. But before that, I will just
save just in case, save us. Alright. True, quick. Perfect. Let's way this to save. All right now, I
will just delete my texture project and
I will report my maps. Quick. Right. That's
the normal map. He's my normal here, my normal map, perfect, my albedo. All right. And the dijection
map here excellent. Having maybe some weird
stuff happening around. Let me bring my
roughness map, also. What is my roughness
roughness map. And my metalness
map is around here. Perfect. Right? Let me see how this
is looking with a bit more of less roughness
on the hair. Just want to see the
reflections a little bit more I maybe around here
should be good enough. Alright. So now, looking again, the nails, I don't think
they are kind of good. Let me see if I can change
it a little bit more. I just will just tweak just
a little bit, the color. Let's see, we can find
a color that feels good. Maybe some red. That in the red
is a good option. We can leave it here
in that orange, but a bit desaturated. Maybe something like that. Maybe maybe it should work. While I will export
my body textures, right. Let's exported. Perfect. I think that's a bit
better maybe. Alright. Maybe we can make
it again brighter. Let's see. We saturated? Well, I think that
would work, maybe. Perfect. Let's see. I will just flip it
like that for now. Right? Let's see what else
we can do around the body. I think we can
reduce a little bit more these scratches that
we have in our robot arm. Let's go there. And reduce some more
scratches that we have here. All right. Where is
my scratches here? Let's just reduce it a bit. Perfect. I don't want
that many scratches in this area. All right. How is it saving again. Perfect. Let's just continue. Reduce the flow little bit. All right. We'll
reduce these scratches around this area. All right. Perfect. Around part, the rubber part here
can be a bit reduced. Let me see the roughness. That part. We need to put
some roughness there. Let's just keep going,
reducing a bit the amount of scratches that we
have All right, Let's a little bit in
these rubber parts. Let's heat here in
the tubes base. Let me add maybe some
roughness variation here, little bit, black
mass, a field layer. Aye some clouds. All right. Perfect. Let me make the
clouds a bit tinier. Alright. Let me
see my roughness. Roughness. Perfect. Let's
add another field layer. Maybe this time, we got crunch. W the multiply? Perfect. Maybe that one is not the best. Right? Maybe this
one should be good. Alright, maybe we can add also some color variation there. All right. You have a bit
of color variation there. Let me reduce the color opacity. It's a little bit. Perfect. Let's see
what else we can do. If we can add also
some AO map, feel Air, O R will just leave the
roughness and the color active. All right. I will make
this a bit darker. I will put a black
mask, del layer, maybe the field null, urinator, ambitclusion here,
invert that ambit seclusion. Perfect. We can just start
working a little bit. In this stuff, double
conference now. Mark Wright. There is some bre. I think there is kind of nice. Or there is something. I don't want this to be that completely black or right meant. Just select this soft brush. And I will just start
maybe removing some of the dark for around here. The spotter, right? I just want to have that around. The contact point of
these metal pieces. Then we hide the body. Alright, let's go
back here and just keep removing a little bit of that ambitocuson stuff here. All right. The sets just a beat. Let's remove it here too. Perfect. I think we can
leave it like that for now. All right. Perfect. Let's see what else we can do. Maybe we can add some color variation in this metal piece. Let's go to that metal. I think this right. This is the one. Let's
add a flow layer. I will now add some of these textures that
I have for this project, let's make it with a Smer. Let's see, a layer mode to see what if the best
result Overlay screen. This is so like or
like, no. Flight. Flight is kind of
good. Let me see. Reduce the opacity
of that linear. You can see that adds a little bit more of
variation. The texture. We can also try and add some blue slope just
to see a little bit. If that if that give a
little bit better results. All right, maybe make
a bit more visible. All right. I think
that's kind of nice. Perfect. Let's see
what happens if I add the same off in
the roughness channel. Let's make the entire
metal a bit dirtier. Let me go here to the
roughness channel and make that a little bit more saturated here. A little bit less opacity. Let's see. All right. Let's just reduce the
pet a little bit. Alright, maybe should be
good enough. Maybe not. Let me just reduce it a little
bit more of a little bit. Let's add something. Let me increase it.
Just a little bit. All right. I think that I
just leave it like that. Right? Let me export this metal piece Marmoset
to see how this is looking. Alright export. And let's have a look at this. Oh, I see. I think I leave it
dark color here. Let me go real
quick and fix that. I don't really like
this black color there. Right, let me see my base
or channel. All right. Let's see, we can
export again detectors. Let's go back here. Perfect.
It's dead. Oh, right. We can see that we have that tiny color variation
in the metal applied. All right. Now we can try to add a bit of gradients around
these glowing parts. Let's try to do it. Let's go
back to Substance Painter. Right, let's go to
the lighting parts. We'll duplicate that layer. Perfect. Go all here. Perfect. Now we can try to make it
a bit darker there. Alright. Alright, give me a sec. Yeah. Let's see. Let's make that darker. Maybe something like this. Let me just copy same color
and put it here, maybe. And now I will put a black mask. Alright. I want some stuff
to be happening. Increase. Alright, perfect. I just have increased the tolerance of the color
selection because I saw that where empty space Alright. Let me see if I add
anchor point there. I can also reach it here. No, I can't. Let's see. What we can do? Let
me do something. I will just copy this mask. Op mask, I will add
a black mask here, and I will apply that
same mask basing mask. Alright. Now I will just
add some anchor point and here I will just reference that aranvoid
here, perfect. This will be I will
be here like mask. Now, I will add a filter, and I will add the mask outline. Alright, I will
make this inside. Maybe let's see the threshold. All right. The
width and the blur. Perfect. This is adding
some stuff there. More pure, maybe a bit less. Perfect. Maybe we can make this
even more saturated. Let's go the red. All right. This is
having a bit more to. There, I need to erase the scratches from the
knee joint in that area. It's just do it real quick. I don't want these
scratches to be there. Perfect here also. All right, let's go
here. The ankle joint. Your foot. All right. Let me do the same thing. I mean, we'll saturate the
emission color here, also. We'll just copy the
same color here. We'll have a bit more of variation also in the
emission channel. Let's see how it is looking. All right, export. Let's see the marmoset. Looking at the ks. You can add that stuff also in the syringcal
accessories there. Let me just copy
this. All right. Go back to cloth. You're perfect. Let's
just wait a minute for these to charge correctly. All right. Now, I will just put it there. I will copy this mask.
Alright, let's see. Copy mask. Oh, copying layer? No. I mean, copy mask. Yeah. All right. Let me
paste that mask here. All right, mask, paint,
paste into layer. I will add an
anchor point there. Light mask. And here I will just reference
that light mask. Alright, you can see it. Now we are having that nice radiant let
me do it here also. We can just copy this
and paste it here. And we can have the
same light stuff there. Look we are not having it. Let me copy Oh, wait. Why this is not working. Alright, let me see something. I'll be just export this to see how this is looking
in the engine. Oh, I just forgot to
export the close texture. All right now we are having
that nice stuff there. Let me do something real quick. Here in the color selection, I will just increase the
tolerance a little bit more. Alright. Oh, we are having that these areas
that I don't want. Let me at a paint layer. I will just erase
that stuff from here. Alright, mask. Let me see. I don't want that
mask to be in those places. All right. Let's do it. Perfect. All right. So we are having a
bit better feeling. There. Let me export that. Perfect. Alright, let me go
back to my painter, and I think that I was going to do here in
the cylindrical part. I will just paint
it by hand. Right? Perfect. Let's paint that
by hand. Sure, quick. All right. Perfect. See here. A bit of painting. Alright. Let's see. Scar but All right. Let me export that again. Let me just do some stuff. We p here. Perfect. Let
me export that again. MarmoseteEport cloth. See here. Now we are having a bit of
rain around this place. All right. Maybe we can produce more
these scratches in this area. Maybe that could be an option. I'm liking how the
eyes are looking. Alright. Perfect. We here the tees. We need to add some
painting on the tees, a bit of red spots there. But the tees will
not be that visible. I don't care too much
about them right now. I think that we can
leave this video here. In the next video,
we'll just keep working more and more
on the textures. Alright, so see you there.
71. 08 Creating Textures Part7: All right guys. So let's
continue with the textures. I'm going to do some quick
refinements on the texture before going with the SR
textures. So let's start. I going to do a bit
of work on the teeth. Will be a really quick stuff that we're
going to do there. Let me go. I just
misclick on the clust. Let's go to the body because there is where we
have our teeth. So now, let's see, I will create a new folder
called this Tth teeth, yeah. All right. Now we can
start working here. Let's see, I will
create a new folder. I will maybe do a black mask. In this mask, I will add maybe
some met occlusion, right. But I want the teeth
just to be on the te, not in the entire body. So let's do a black
mask here. All right. And here I will just
add a paint layer. I mean not a paint layer, maybe just a color selection on right and then
color pik the gums. Perfect. Very good to go there. All right. I will call this
red Nest, maybe, yeah. And I will just choose
a little bit of a reddish color for the gums, maybe something like that. Little bit twig, just a bit
the ambient olusion here. Let me see how this is
looking in the base color. What is this doing? If this is doing something Let me see my reference. Alright. We just had a big splashes
of red around here. I don't know maybe something
like that would be nice. I want my redness to be
on top, not in this part. Let me remove the mito clusion I will just paint it by hand, or I choose my basic soft
basic soft brush here. And now I will just
apply the symmetry. Unless the start anything
that color here, maybe I will have to tweak more that red color because
it's looking really weird. Let me see maybe a bit darker color
should be nice enough. Yeah. I looking a lot better. Let's continue. Perfect. Alright. All right. Let's see how this is
looking in the base. Alright, let's continue. Let me get close
a bit. All right. Perf list just painting a bit more here on the guns. Alright, for some reason, I get in some weird
issues there. Alright, let me just
remove a little bit. These parts maybe a
bit less desaturated. Take more desaturated
mean right. I think that's better. ApfullyRmoving more of
this reddish or fact. We can do filter. I mean, filter, not fill
layer here, filter. All right. And put some
normal blur there. Perfect. Now, maybe
for the tongue, we can add a bit of of normal stuff, maybe. Let's arch or material. I think there is one here. That's the creature tongue. Maybe we can use that. Maybe it does
something good, maybe. Then thankfully known,
let's mask this, right. Let me use change. Here, I will mask
black mask, pink. Write the cube mold here. I just select this one. Perfect. Now, what I'm going
to do is just to start modifying these layers because they are pretty weird. Alright, we're getting
some weird stuff. Let me see if this
does something. I don't like this. This one. You can see we are having
some weird stuff there. Is this the one. Yeah. But I a get this motor All right. They just playing a bit with the options to see if this is a good tra option for this art. I don't think so. This
looking pretty weird. A is doing something. Let me remove the seeds
and all that stuff. Alright. We that surface this. Doing good and maybe not. Maybe it's too saturated. They get a bit less right seeing Let me remove this stone vase. All right. The surface detail? Perfect. That they make
this a bit smaller, maybe 15 I think that should
be good enough, maybe. All right. I didn't see
the roughness. Nice. But I want to make the mouth roughness more darker. Let me just put
this in one folder. I will call this mouth. Alright. Now I will make a
roughness material here. I will make it rougher because there is the
rule and all the stuff. Here, I will just
put a black mask and a paint layer and just let the mouth parts Perfect. Alright. Let me
see the material. We can keep it. We can
work with this. Alright. But the, we can maybe
just read it like that, and I think they should
be good enough like that. Maybe we cannot a bit of maybe some bitoclusion
in the teeth, maybe, yeah. The T. A. Te Perfect. All right. Let me see here.
Perfect. Black mask, narrator, Abitoclusion. But first, Alright. Let me select the No. Let me just Alright. We will make another
color selection here. I will put this in multiply. Alright. Let's see. We got something there. Alright. I think this
is good enough for now. Alright, we got something there. So let's see what
else we can do. Let me just think a bit. Alright, let's try something. I'm just experimenting with
the texture right now. Let's see. Let's add a bit more of another color variation
here in the green cloth. We got two. Maybe we
can add one more. Let's see, maybe maybe
that greenish or not, but we just put a black
mask and then a layer. And we put a crunch Alright So basic crunch But oh, I got my my stuff
in the bandages. But I see I saw something. I don't want this
little piece here. All right, let's go
to the green cloth, and let's try to add
that colour variation. Perfect. Let's see. Maybe a yellow. You can see my base color. Is this doing something?
And not sure. Let me add some more
fuel layer this time, maybe with this, and I
will put this multiply. Maybe that adds a little bit more of variation
to the surface. All right. And here I saw something that I want to address is maybe just reduce a little bit
more the scratches from the side in the rubber leg, maybe just a bit. Where's my scratches. All right. Here, I will just
remove it a little bit. Alright. It will be just remove it
from the dark spot here. Perfect. This tans
painter is saving. All right. Let's right? Just to reduce the amount
of them in this area. Perfect. All right, I
think that's good enough. Well, now let's go here. Let's see what we
got in this part. If we can remove a little bit of that off of scratches
here in the fingers. All right. Let's see. All right. I think we are in a
good place to go and start working on
the sword textures. Let me export the textures
that I have now to marmoset. And now we can start
working on the sword. Alright. Here we are going to start
working on the sword. But that would be for the
next video, so see you there.
72. 09 Creating The Sword Textures: Alright, guys. So in this video, we're going to start
making the sort textures. But before doing anything, I want to do something
in the high poly. You can see here because I don't want to
get the same issue with the ID map that
we got with the body. I will do something real quick. I will just change the
vertex color for colors that are quickly away
from each other. Alright, let me just hide everything and just leave
the sort. Let's see. We got a good color here. Maybe what we can
do is just change. Let me see this
with flat colors. Give me a sec. Flat colors. Where is the single? Or what's here flat
attribute all right? Maybe we can change this
one here I will change it. Let me go to BertexPaint. I maybe just add
that bluish color. Maybe a bit brighter, yeah. And here in pain, let's click inset vertex Colors. Oh, we didn't get my stuff that said vertex
colors. All right. Let's see where else Alright. Now, I think that we can live that this color or the
handle all the dark pieces. I think, I would
just export this. I thought there were
more work to do there, but I think that
should be good enough. Let me just re export this. All right, here the high body. I will just report it into
or wrape up by here perfect. And let's just export that. Now, here in substance painter, let's go to Substanpiner. I will just create another
project All right. Let's see new. Here in PBR, let's select
the FPX for the sort, FPX baking for low potty. I will put this into K. I think
everything else is right. I will just activate
the Autumn grab. Let me put this in open Yale and everything should be
good enough to work now. Alright. Let me save my
project. Just in case. Al right now we have
our stuff here. Let's do some baking. Let's click ink mesh Maps. Here, I will just
bring my my sort. But I think that we miss something while
exporting the FBX it's supposed be let me just Alright, let's just import the first
FBX that we have made. I don't go to part
my head too much. All right here,
we have our mesh. Let's click here in Always
and put this in by name. Everything is matching. I will put my super
sampling maybe 16 here. I think that I will put
this in four k. Alright, we can start baking. Let's go. But first, let me change the material
color to vertex. We'll increase the amtoglution. Alright, the curvatur and everything else should be
good enough to work now. Let's just bake it. Everything should be good. I will pause and wait
for this to finish. Alright, I authorities
finish the baking. Alright, let's see if we
don't get any baking issues. We are getting everything
almost perfect. Let's see. We're getting
some re papa. Alright. I think right now. Let's start the
textures. All right. I will just report some
material that we have made for our body, for our main character. I will save this
in another file. Alright, sort. Alright. We'll just save this. Alright. And now I will go
back to my my character here. All right. And I will do some
stuff to be able to take this material that we have made to our short project. Let's go to the robot
arts. All right. Now, here, let's do something. Let me just close all the
folders that we have here. And I will rename them Bart girl Metal white. All right. This is yours to
identify them better. And now what I'm going to do will be to make them smart
materials like that. You see, I have my
smart material there. All right, another
smart material here. Perfect. Another one. Alright. I also want the roughness and maybe
the mission shader. Maybe not. Let's see if we can get
also the vision shaders. Let me make smart
material for this. Right, create smart
material. All right. In the roughness, we can just
put that in our project. Now, let's go to the
sort project. All right. Let me save this real quick. Now here, I will just bring all my stuff inside
my my layer stack. Let's see here we got our stuff. Let's bring the dark metal. Also, let's bring
the metal free. All right. And I will
bring my emissive. I think this is the
one lighting part. Perfect. Let me add an emission
channel here. Perfect. And now, I think we can start working a
little bit. Alright. Let me see what's
doing the metal three. Is the metal fing. Let me see real quick. Alright, I think I
will just leave it in metal white here. Perfect. Almost perfect here. Let me put a little bit better
my stuff there. All right. You can see that we
are having amiss. Alright. Let me select just this color. Perfect. Now, here in the paint, I will just remove
the rubber part because I don't want
the rubber part to be with that dark metal material. All right. Almost there. Let me change the color of this, maybe some red and this yellow. All right. Almost perfect. We have to reduce some masks much better the
form and shape of our sort. Alright, we can make another
folder and call this rubber. Rubber. Perfect. I will add a feel layer. And I will put a black mass in the folder and paint all
right and just feel that. And here I will just put some darker color
there of this one, maybe a bit rougher. That should be good enough. Let's make the bandages
material there. I this will be maybe bluish. Alright. Funda
cheese. All right. So black mask. Let's add a color
selection here. All right. Let's see. Let's add a field layer. Rough. This will be zero. I will just increase the
roughness and I will color peak. I color here in my
coset. All right. Let me just tweak a little
bit this stuff here. Because we're getting some weird issues that
I don't really want. I would put the bandages
on top the metal pieces, and I will just paint
in this area just to erase that metal material in the areas that I don't
want them to be. Alright. Maybe we can add
symmetry in the Y. No, in the X at Z. Alright,
everything's perfect. Let's just paint
this a little bit. Let it it big. Perfect. Let's see, there we go. Let me just remove that
digest material in that tube. Right, let's go here down
and just paint it again. Perfect. Alright. We're ready to go. Let's see. I want to get rid of
those white spots here. So I will just paint them
by hand, just like this. Alright, perfect. All right. Inties raise those spots right here also. Perfect. Let's go
back to the material, the bandages material. Paint them out. Alright, very good to go. And here we are
having some issues. Let's see why my white
metal is not applying. Maybe we can use this
one. Alright, let's see. Yeah. Any, we can use that. Alright. Let me see something. We also go pick this one. I think this one is
doing better job catching better the
filling of that arch. So here I will remove
that material from here, and I will just
add it back here. Perfect. Right. Let me see my roughness map. All right. Maybe we can add
a general roughness map. In this part. All
right. Roughness. Let's add some field layer. A bit rougher on black
mask on field layer. Now, let's search
for maybe noise. Loud. Let's sing in
the material channel. All right. Let me make
this a bit rougher. Now I will add
another fill layer. We will put a ranch. Perfect. I will put
this multiple Alright. Let's see we are getting something in these
areas. All right. Perfect. Maybe we
can do maybe try this lose slope filter
just a little tiny bit. Alright roughness. I think I will not use
it in this part, right. Right. So now, what I want to do is to work a little bit in
these bandages parts. Let's add a OMP. Oh A. I would pick the same colors
that I have for the base. Roughness, this would be
a bit rougher, perfect. We put it there, maybe
make it a bit darker. Right, I will put
it a black mask, inator, a meto
clusionPerfect, invert that, and just fill these with
some color. Perfect. Maybe we will have to erase a bit of that dark color here. Perfect. Let me see my base color. Alright, let me add a
paint layer. Look quick. Wash my paints, basic soft. And I will just start
removing a bit of this big luster of dark or. Alright. Let me do
something here. No big. Right. I think this should
be good enough. Let's see. I just don't want to have that intense dark
color in that area. All right. Perfect. All right. Let me just work a
little bit more, maybe adding some dark
or inaron around here. Perfect. All right. Maybe here. We'll add more in this area. Let's see my base color. Perfect. All right. Now I will add a curvatur
with a lighter color. That sing will be
a lighter color, a bit lighter and a bit
more going to the yellow. All right. Black mask, unilator. This will be a curvatur. Here, I will just reduce
all these sliders here. Or while let's see
my base color, let me just decrease kind of intensity or the
balance of my curvatures. Perfect. Let's see. Maybe we can do that. This also affect the
roughness a little bit. All right. And the good I will want to add some scratches
around the blade part, maybe around the corners, maybe a bit more
scratches here and there. Let me add a general scratch below the lighting parts or
maybe, just below there. Maybe we can add on top
of that. Let's see. Alright. Let me put some I mean, some reddish color just
to stow them better. Alright. Let's add a layer here. Let's put some scratch. Search for scratch generator. All right. Catch rough. I think this should
be good. Let's see. Balance. Crouch Wing. Scratch ting. Alright, I'm just
moving some sliders to see what give me
the best result. I don't want scratches on that
piece here on the handle. But I'm going to fix that once I start working on the end layer. All right. Let's add a corrective paint
layer here and just start removing those scratches where I don't want them
around this area. Alright. I don't want
them to be there. Also, I don't want
them to be here. There, also, let
me just increase the flow and the opacity. Perft. They can be on
the corners here, yeah. We'll just leave a
few of them there. The leave a few here. Just fell in these
areas. All right. We can also leave some
of these scratches in the lighting parts because that is kind of crystal,
something like that. Perfect. I will go to the lighting parts and
I will just Alright. Sorry for that.
Alright, let's see. Here in the lighting parts, I will just increase or decrease the roughness
because I want that part to be shiny 'cause that's like
some glass of some sort. Right? I want to reduce a bit more the crutches
on the blade bad. All right. Let me just
keep reducing them. Crutches, right? Work a little bit more here. We also need to
paint out a bit of this edgewar because right
now they are all replaced. Alright, let's just
remove a bit of them. Of those scratches around
here. Around here also. Perfect. Maybe in the
corner, they can appear. What? Stuffiness is
not doing anything. That's happening here. Multiplying. All right. Perfect. Let's remove from this part, maybe just in the corner. All right. Write yourself a
little bit like that. So let's remove this one here. Maybe also around here and we are having some
issues. This area. Let me just print out that
part here just like this. And I will paint that
in my metal material. I like this should
be good enough. Alright. Let's see. Let me work a little
bit on the edgeware. This is my edgeware here, yeah. Let's use here the dirt brrush. All right. And I will just remove a
little bit of that edgeware in some areas because I
don't want them to be all over the place like here. A bit here. I want the edgew to be
in the areas that will be more in contact
with other objects. In this part here, this is a bit too inside in the sort and maybe will not
be too much in contact. The parts that will be more in contact will be like
these corners here. We'll just leave maybe all of them there or maybe
just remove a little bit. Alright. Here we're
getting some weird stuff. Alright. Let me just keep
removing a bit of them. Perfect. Alright,
let's go here, also. Start removing that edge ware. All right. If we can
put this multiply open. Remove them from here. Then we just leave it in the
corners, the outer corners. Alright. Here, A, we'll just remove them that they don't have
sense too much here. We'll just leave it a tiny bit. Let me go back to the
material rot Also here. Perfect. All right. Let's remove them from here. I will leave it maybe
in the lower part. Perfect. Around here, also, we'll just remove them. This part also around here, too. I don't want them
to have that many. And here we can just
leave them. Perfect. Let's see. I also want to
add maybe a bit of ale, a general ale under
the bandages. Alright. Let me
add a dark colour. I made some dark color. Perfect. We'll put
a black mask, tor. Some o, in that o right
base color, let's see. Just a tiny bit of
that o perfect. I think that should
be good enough. We can export our textures. Let's go here. Just
remove the height map. Perfect. And then just select a path
to export our textures. Let's call this Bard. Perfect. All right, safe. Right now, let's go back to
the marmoset tuba. All right. And here on the sort, let's just report our stuff. All right. It will be the
normal. I will just flip the normal, all right. Now, let's place the base color. Perfect. The microsurface,
the roughness here. All right. The metal
ness. Perfect. Let me just see something. Alright. Here, I don't want the normal to have this
option activated. It will cause some problems. All right here in the mission, I will add the missive shader and add my missive map there. Alright. Right. We're having something. All right. All right. Maybe we can tweak
a little bit more the roughness on
the base materials. We can make the white
material a bit rougher. Also, the metal green. I mean, the metal
three material, we can make it rougher. Also I mean, not that much. We just a bit let me see
my roughness. All right. And the metal dark, let's see how this is looking. Maybe something like that
should be good enough. Or let's if we export
the textures right. Let's see here again. Alright. Perfect. I will just
select my sort here, and I will just make it bit smaller bit more on
scale on the character. Alright. Maybe that's too much. Let me make it a bit bigger. And I think now, it should be good enough. For us, let me make this sort maybe the same height of our character
or something similar. Maybe around here, it
should be good enough. We just rotate it a little bit. To see how this is looking if our character just up the sword in the hand,
something like this. Alright. Wise I think I will need to tweak more the roughness on the rough
on the bandages area. We see my roughness,
that's too flat there. Then we go here, bandages. Maybe add some
roughness here and also some color some
color variation. All right. I adds a bit of color
variation there. Like it more right, maybe some stuff light. Make it smother. We'll add another stuff there. All right. And here I will just
tweak a little bit more that that stuff. All right. Y. All right, let me export again. My stuff here. All right. Let's export that again. And maybe we can add also another color variation
on the metal frame. Let me just sit back
here and a better. Let's see if we can add a bit more color variation in the surface of that metal piece. Right? This is a metal free. You don't have too much of a
color variation. So I would add a field layer, but it almost on near the base. All right. Let me go
here and just select maybe this one would
be good enough. Here. Perfect. Let's see. We can put that
multiply, maybe soft light. Let's just reduce the
opacity of that piece. Let's see my base color,
and we can share it. Maybe this one. And the nice I can also add a bit of that in our in our robot parts
in the character. All right. Maybe on top
of the brightness parts. All right, let me re
export my textures. Let's re export them. Here are fat They
a bit better now. We can put a bit of the blue
slope there. Let's see. Filter will slope. All right, make it a bit less intense. We explore my textures. Alright, let's go
back to Marmo set. Let me see here. All right. Let me work a little bit more on the roughness
channel, roughness. Maybe here in the
roughness part, we can add another roughness, but a bit more of
Fa of less ruffle. Fill layer there. All right. Let's
just add a fell. This time, maybe some
grunge will be nice. This one looks wet. Alright, I will add another
fill layer with this one, and I will put that in multiply. Let me see my my
material channel right. If we can add a bit of
color there a bit darker. Let me see my face color. Let's put this maybe
colour touch Puff light. Not doing anything. Color or Why is this not doing
anything there? They're born now this
is doing something. Alright. Perfect. Roughness
is color right? Perfect. We're having a bit more interesting
roughness map here. Let me re export that. All right. Maybe, that's too much. Let me make a bit. Less the shiny parts and
little bits just like this. Let export that let's
go back to marmoset. And this is should
be good enough, Amy. Alright. Well, we're getting
some of that Odor here. I don't want that color to
be in the lighting parts. Alright, let me go to the here, and I will just remove
that from there. I. Remove it a little bit. Alright. Maybe in the sort in the blade. They can be nice to have, but I don't want them
to be my the tank area. Alright, let's export that. Alright. Let me see how they
are looking with the raster. Alright. Or fetch. I think they are looking nice. All right. Let's see a bit there the class. All right. Perfect. Et's put back this tracing. Alright. This should be
good enough for now. But I think we can leave
the sort texture in this point and just keep continuing with the
model and the textures. Let's see if we can
do something better, maybe do some twixs with
more tweaks on the texture. So see you in the next video.
73. 10 Texture Polishing Part1: Alright, guys, in this video, we're going to polish just
a little bit, our textures. There are some things that maybe we can
improve a little bit. I want to start. First, I want to make my textures in four K, just to get rid a
bit of those pixels. You can skip this step if you don't want to make
the texture in four K, but I will do it just
for personal preference. So I will just
rebake everything. But we will need to redo the fixes on the
normal map that we have done here in this area. Alright, so let's let it starts, I will do the bakes
for my cloth. All right. Let's see. Make it a bit higher maybe. I'm still getting some rubble. Let's see. Let me hide
my my stuff here. Why I'm getting those e rolls. All right. Let's see. I'm getting some errors in
this area. That's weird. Alright, I have done
just some things there. I just modified it just
a bit here in this area because these edges
was a bit like this, and that's what's causing
a bit of trouble. So I just push it back
where they need to be, and that fixed kind
of my problem. So sell, let's do the
rebkingO the cloth. The Let me just a
bit more this part. If we like this should
be good enough. Alright. Let's put
this in four KO Here. I mean, we select the cloth
here, four K. Perfect. Let's rebake that All right. Let me just arrange it. Now, I will just rebake my textures or the
cloth bake selected. Oh, I think I have just
selected the cloth ID. Let me cancel the
bake. All right. Let me rebake everything. Perfect. Bakes lectic textures. Perfect. And now let's just
wait for this to finish. Alright, our bakes are finished. Let's see what this gift does. Right, let's see. Let's
wait for I sounds fainter. You recharge everything. Alright. All right. We need to do something first in order for this to
see what this does. Let's go here and change
the size to four k. And this will do some recalculations to upscale the resolution. Itis will take a bit. All right, you can see that our pixelation stuff
are effectively done. They are not too much
of those pixels. So we can do the same
thing on the robot arm. I will just do it in the robot
arm and maybe on the body. But I think the body
is nice as it is. Yeah, I think I will just
do it on the robot arm. I mesh maps. Right. Let's see. Let me deactivate
the class and now do it in the robot
arm robot leg. We put this in four K, and now I will just
tweak the cage here to a point that we don't have any
errors like this one here. Just a little bit,
something like that, should be good
enough. All right. Let's do it. Let me see. Perfect. Let's do it. Let's press bake. I'm here on my bake. Alright. We have finished the baking on the robot
arm or robot legs. Let's just see we
don't get any errors. But you can see it there. We got a mishes. I think that I will need to redo the bake again
in that area. Let me see my
normal, look quick. Let me see my normal map. But you can see here
that we got a mirror, we'll just pause and
tweak more the cage till I get rid of that error. All right we are back
here, you can see, I have fixed again that
baking issue. All right. So what is left is just to
increase the solution here, put this in four K.
Let's just wait a little bit for this to
recharge everything. You can see it now. Perfect. Now, what
they're going to do, I will put here the body in
four K. I will not rebake it. We'll just leave it like that. I think that I will
remove that spot there. Let's see, let's go to the spot. At here spots. Dots right. Let me just remove
that dot there. Perfect. With this one too. Some of those spots. Perfect, let me
see what does the surface skin on our body. Let's see. If I increase this, maybe this one, I
don't really like him. Let me see or let me
just reduce a little bit the amount of height. Alright, let me go again here, let me just increase
it to 80 maybe. Maybe that's too much. For us right now. Maybe we can decrease the opacity and the
height a little bit. I think this should
be good enough just to have a bit more of
your face detail here. I will do something.
I will erase that detail from the lips. I don't want that on the lips. All right, perfect. And also, I will remove
it from here around the ice it real quick. Perfect. And the eyes
just a little bit. In the eyelashes, also, we remove it from there. Let me see. Perfect. The
eyebrows, eyelashes. I don't want that detail there. Perfect. Let's do it
also on the nails. Let's remove it
from here. Perfect. You can see we are
getting some sin issues. Let me see if he's Oh, What is giving me that issue? Next thing is the ambito clton. Yeah, I will have to paint a little bit to decrease
that issue here. Let's paint it out a bit. Let me reduce the
stroke opacity. Perfect. Let's see it from the back. Alright. Sometimes the blur can cause some problems
with the seams. That's a bit annoying. But that can be fixed,
as you can see. All right. Let's sing. Let's see, that's good enough. Right, let me see
just something real quick in the marmoset. I want to see if we have
that same color there. Right, let's just continue here. We'll just keep removing that skin detail from the nails, right, see, from here to here. Perfect now in the feed. You can remove it here. Also, I will remove
these dots in this area because I don't
want those dots to be there. Perfect. Let's bring
back the cloth. Let's wait just a bit. Alright. Now, I need to fix again these acing
issues in the sleeve. So we can do it really easy because we already have
a fixed version of them. What I'm going to do is to re export our textures
here, the cloth, mesh cloth, where they they
see this is the normal for the hair for both
legs, All right. Let me see. Let me see what is the
one that is using now. All right. Mesh cloth. I think this is the one
or let's export that. I would put it here textures,
maybe breaking issues. Here. Okay. And I will
just export it there. All right, I want also the
avid occlusion because we are also getting some
issues in the amid clusion. So let's wait for this
to charge a little bit. All right. Let's
export this one also. All right. Now we can open
our photoshop and just bring our textures here. Seg let's bring first
the normal map. Alright. Now, what
I'm going to do is to bring also our fixed normal map. Let's go. Normal
map fib Let me see. Here. Let me see. This is the one.
Yeah. Bring it here. Let me get away from the image. And now I will just scale
this to Oh, what happened? Let me just cancel that. And let's do it again. Let's bring this to four k. All right around
here and around here. Perfect. Now I will
put a mask here. Let's fill this with
black. All right. Let's go back here. And now we're going to paint on the mask here
in the photoshop. Let's see where we have
our baking issues. Let me pick a bit hide
and diffuse brush. Let me increase kind
of the opacity. I mean, the skill, and let's just paint out. Those baking issues that
we have fixed before, but that we got, again, let me see if I think this texture is a bit
better in that area. Yeah. I think we can use this
instead of the other one. All right, I think I will just use this instead
of the other one. Let me see. Yeah, I think so. All right. Let me do
the same thing here. Let me delete that layer again. Yeah. We'll just bring this one. But we are getting
this weird stuff. Let's go here again. Let's scale this. Alright. Around here should
be good enough. Let's apply the
mask. Let's go here. Let's drop some black, and let's start painting out those baking issues. Oh, but we are getting
again more stove here. I think that it was before was better. Alright. Let's just keep this
one. All right. I just did some control C.
We'll just keep this one. Let's see here in
the other sleeve. We also got those issues. Let's just paint these out. All right. Let's go here. Perfect. All right. Is that a big issue? Let me see. It's not. Alright. Let's just go here
to the class part here. Maybe I think that's
good enough? Alright. The substance painter where
the decorations. Let me see. No quick. All right. Let me yell a bit. Is stuff. All right,
you can see it there. We're getting some weird stuff. Let's just fix that.
Real quick here. Then Oh, maybe I
haven't fixed that. Now you can see there is fixed. And here also, this
should be good enough. Let me see Spinter well. All right. What I'm moving? I don't know what I'm
moving. All right. It's just a little bit. And I think this is good
enough to re export, again, and import it back
inside SuxansPinter. All right. I don't want that off there. One thing that we can do is
just wrap the leg rush here. Let me just delete
this one. One, right. I will go here. If you are set right, I will select my later brush and just try to
select that and click here you know that they feel
a way for this to finish. I see what this giving us. And that should be
enough to fix that. It's kind of fixing it. I think this is good
enough, so I will leave it. Alright. That's good enough. Well, Alright, so let's explore this Well, right there we go here, Explore, explore Lab here
and save Save as. And I will call this
last normal map this has a T file, all right. Let's save it. Let's
just click Okay. Now, what they're going
to do is to bring my my ambito plian here again. You can see it here.
And now I will bring the fixed one from my from the previous fixes that I have done
with the baking. Alright. Let me see something. This is almost the same thing. All right. I think
that we can just reuse the two K version
of the Abitoclusion. That's not a big an
important map too much. I think we can reuse that. We see my fixed version. Let's go here and
just apply it here. Perfect. And now I will import
my clock map fixed here. You give me a stack, a bit. For this to get me. Important. Alright,
let's import this again. All right, import. And now let's put
it in normal here. And now we have we should have these parts fixed
without any issue. Let's see you can see now, we don't have those facing
issues that we had before. So, perfect. Let's see what else? Alright. We've got almost
everything finish here. Perfect. I will bring
all my stuff back. Let me do some twigs
here in this part. Let me go where is my ribs
way for this to finish. Alright let's modify this part. But I think that I
forgot where I put them. They should have
here Oh, right here. Rip cloth. All right. So let's try to fix those. Quick here, let me just remove a little
bit of them here. Perfect. We'll just increase it a little bit
around this area. We are getting some
weird love here. Let me go to the here and see what's
happening in that area. Oh, I forgot to tune off my My metre. I will just remove it from here. Let me see if I have it also
in my marmoset. No, I'm not. So let's go back
to Suxan Spiner. Let's see why this doesn't
want me to remove that there. If I try to do it here, maybe they should let
me do something there. All right. No, I don't want that there. Let's see this around
here, I think. Yeah. Oh, what? Well, let's try to
just hide it. Eat. Let's do something
real quick here. Alright. I think this should
be good enough for now. I will not fight against that. I will just leave it like this. It doesn't matter too much. Alright. So let's continue. Let's see that enough there. Let me do some stuff here. There are some a bit of baking issues or
maybe not baking issues. I mean, masking issues here. You can see those white spots
that are on the robot leg. Let's just fix it by just
painting it here, where them. Those are here spots. Let's just paint them. Alright. We just paint them and then just remove from
the other areas. Paint it with careful All right. Just do it be
careful. All right. Here I smart. Nice. Alright. Let's see here. We also
got those faking issues. I mean, maskin issues. Alright. Let's do it real quick. Perfect. Let's go here and try to do it, also. Perfect. That's enough there. Let's see here. We also got a bit of those
white spots here in the knee. Let's just try to fix
them. That's real quick. All right. Expend it a bit more. Perfect. Around here
around this area also. Kind of like that.
And now where to go. All right. Another thing
that I want to do is just to make the dark
metal a bit brighter. Let's go here, the dark
metal in the robot leg. That's the one I think
would be my dark metal. Where's my dark metal. Metal, dark here. Perfect. Let's go here and make this a
bit brighter. A little bit. But now I think that's too much. Let's go console C, make it a tiny bit brighter. This is my base color. Not anymore dark metal. If we like that, should be good enough. Alright. Let me make the gradient
a bit brighter also here. Maybe more desaturated. Something like this
should be good enough. All right. And now I
think it should be good enough for us. Alright. Let's just export this to Marmoset and let's see how
they are looking there. Let's go here, export. And now I will export
everything this time, but I will put this in size. I will put this in four k
or lets, we export that. And let's wait for
this to finish. Right now that we have our mesh, I mean, our texture exported, let's go here, and we need
to import this back here. Again, I will do it
off tomera so I will pause right now that we
have our textures here, you can see that they are a lot better without too much of
those pixelated stuff there. Also, I noticed that we
have to make the gradient here in these bright
orange parts, a bit more strong. So let's go here back
to substance spender. Let's go here, orange stuff. Let's go here, and then just increase the
saturation, maybe. Let's increase the saturation. Around here, maybe the
lightness just a bit more. Let me copy this color and
I will paste it here also. Perfect. I will go to the class art and I will
do the same thing here. All right. Let's paste this. Perfect. And now here also, Perfect. Let's wait for this.
Compute those changes. All right. Let's go here
and do the same thing. Let's paste this, right. And let's just paste this here. Alright. Let me see if
this is doing something. Alright. What is this? Let me see my mask here. Alright. And this one right the mask, right. Let's see if we can
make this a bit r maybe a bit darker here. All right. Let me see how this is looking
in the student's finder. So I will just export the cloth and the robot
like export that. Alright. Now let's go to Marmoset let's see how
this is looking here. And we've imported it. I think I just want that
grading to be more noticeable. Let's see if we got our stuff. All right. Let me report
those. All right. Here, we should have our stuff remported Alright. Aft. Let's do something here. Maybe we can make this a
bit less in these areas. To see if this is
doing something there. Let me see my missive
on my base color. On right. Let me do
the same thing here. All right. I will do
the same thing here. Maybe just a little bit. Let me export that. All right. Let's see here. All right. Oh, we got some stuff. We are here. Enter. But you can see that we
got some baking issues or I think those are a bit of painting issues
around the joint area. Let me see. You know, kick what is happening
there. All right. Alright, my Susan's painter is a bit laggy because
the texture are in four K. All right. Give me a sec. Real quick. All right. But there's some stuff here. I was importing the incorrect
map in the robot arm. That's why I was getting
those issues were issues. But let's go to the
closed material, import those close
material maps. All right. I think that
we need to paint a bit more of those gradients, make it a bit more strong. Let's bend it. Paint
it a little bit more. Let's go here. Let me
just hide everything. Let's leave the class. All right. Basic stuff here. Let's see what we can do here. Right. Make it a bit
stronger. The gradient. Perfect. And this is good enough right here. And right, let's do
some stuff here, also. Perfect. Let's do something here.
Maybe here in the back. We can do something. Perfect. All right. Let's we export this to see
if this is working or not. I should work now,
we export that. We'll just export
the missive map. We move fast, a bit faster. Alright. This is
changing something. I think we can make
it a bit stronger. Let me see something
just real quick. Here in the marmoset. Let me import by stuff. Those Thing. Alright, let's go back here, and let's try to
paint it a bit more. Those gradients All right. This lagging a lot. Maybe this is because we
are I'm also recording. That sometimes make my PC lag
a bit. Feel sorry for that. All right. We're getting
some weird issues here. Let me see if this
letting me warp more. Let me pause for a while. All right. Let's continue. Make it a bit stronger. This gradient. All right. Perfect. Let's make this
stronger in this area. Alright, maybe we can explore
these explore textures. Miss it map. Now should work nicely. Alright. It's a bit darker now. Also, I forgot that
we have to re export, also the base color. Now should work better. Alright, let's go back here. All right now, it's
working nicely. Alright. Now it's working perfectly. All right. So we got everything
here actually done. So I think that's all
that we need to do. Alright. Maybe in
the next video, I will just maybe do some twigs in the hair
textures. So see you there.
74. 11 Texture Polishing Part2: Alright, guys, we
are going to do some work on the
hair a little bit, maybe add some stuff and
tweaking other stuff. So what I'm going to do first is to maybe make the
hair a bit rougher, maybe to here, find off like that or write a little bit
more rougher or right. Other things that we
can do maybe let's see migrating or maybe make
this a bit darker. And now I want to
add another wedding. All right. Gradient one. And I will This one will be a painted one and
will be a bit darker. I will just put this
in normal. Let me see. I will just erase that, maybe make this a bit darker that like maybe
some brownish color. As that gradient will
be for the roots. Alright. Let's paint it a
bit. Alright. Let's see. We can paint
something that seem. This wasn't in high. Let me just put it back in
linear linear touch here. Let me go to the base color and just change this
to normal here. Let me increase the
stroke opacity. And right now, we can
do some work here. Alright. Let's see. Maybe let me use
my knife brush or this task. Let's see what is giving us. All right. Or might think that's doing
good work, maybe. We just put, like, some root like that. Maybe just to give a bit
more of detail here. That may hide the body or noun. Alright Perfect. Let's do more work here. Let's add this brownish
color in this area. Maybe something like that.
Let's add it here also. Because these parts
are also roots, I will just turn on my imetry and just we'll put that brownish
color in this area. Maybe that's at work. This is not on the concept, but we can maybe take some pative liberties
for this All right. Let me see something Or
Parts or at least that part. All right. What? Perfect. Now I will change my tight space to text or
not alignment here to UB. So we can work directly on
the UB without any problem. We add a bit of
this gradient here. There's a bit. Perfect. Maybe not. I don't want
the grad in there. All right. Maybe we can make
this a bit bigger. Change this again to tangient
tangient work, maybe. Yeah. Let's just continue
adding more of this color. All right. A little bit more. All right. Perfect. A little bit more, maybe a
little more of radiance. Your ozone. Just a tiny bit here and there. Maybe we can re export that
hair texture to our marmoset. Let's see here. All right. Export. Let's wait for this to export. Alright, let's go
back to Marmoset and see what this is doing. Alright. Let me just remove
my reflection here. We'll just remove it
and put it to GGF. All right. We got a painting issue there. Let me just fix it real quick. Alright. Let's see.
Alright, fix it. Let's Let's see what else
we can do on the hair. Alright. My BC is a bit lagging. Alright, let's go
back to tan Spender. Maybe we can do
some more of work. Here, let's maybe change a
little bit more the dye, the color of that brownish part. Maybe a bit more saturated
in something like that. Alright, let me see how this is looking with a bit of blur. All right. Let me
see my ambicluson. Maybe we can do a bit
more of work here. Aclusion Perfect. Alright, let me go
back to my own parts. Perfect. A bit here. Alright. Let's remove it and
here just a little bit. Faith. Alright. Let's see. What else we can
do with the hair? Let's see with other colors
how this is looking. Make some blue. Not
looking really good. But no some pink. Just experimenting a bit to see which is the best
color for that part. All right. We'll just
leave it like it was. This one. All right. Let me
do some work here. Let's see how this is looking
with the normal nano layer. I mean, the normal
material layer. All right, let me go back. Alright, let's see
this one of light. I looking kind of good. Maybe har light. Maybe overlay because
it's weird stuff. Is not doing anything. But our born. No. Multiply. A. No,
but I don't like. Let's just see maybe we can change a bit the
roughness of that area. Maybe just to have a bit of
roughness variation, maybe. Maybe here in the area, we can change a
bit the roughness. Also. Perfect. All right, let me see maybe bit darker
here, less automated. Something like that. Maybe
we can just remove the blur. Alright. Just keep
painting a bit more. This layer here. We're getting some
weird stuff. All right. Let it go back here, like paint it a bit. Alright. Or fads. All right. A little bit more
here and there. Here, a bit. Do not there. Let me just go
back a little bit. Perfect. All right. Ib we can explore this. There, perfect. Let's go back to Marmoset. Alright. Maybe I don't know about that. All right, I just just make it my render of engrosor
instead of right facing because it was
lagging a bit because I have my substance painter
with four K texture active. And here also had
four K textures. So it's a bit lagging MPC. Oh. Alright. Perfect. On the front, I kind of
not liking how it looks. I don't know about that
brownish stuff there. Let's sing. We can do more work here. Maybe make these parts
a bit more like that. This All right. Tiny bit. On right, let me remove
a tiny bit from here. Okay. He also. Make that
smaller. All right. Just a bit on the
root of the hair. Tiny bit. Not too much. All right. Maybe that should work now. Let's see. Let's we
explore that Alright. I think like this is
looking a lot better. Perfect. I think that's
looking cool, yeah. Like, if she has a bit of
a blonde in in the hair, and then you hair
is growing back, maybe that's a cool
stuff to have there. All right. I still think that this metal piece is a bit too
dark here in the marmoset. Let me see with another
another SDR here, another sky. Let me find someone. Alright. Let me see
this one maybe. Maybe I studio. Wo here. Perfect. Let's
see some studio lighting. Maybe we can make
it less less dark, that metal piece.
Let's go back here. The cloth. Alright, give me a sec. Perfect. We can make
it a bit less dark. Let's go to the robot arm. Right here, let's search
for the dark metals. I don't know why it's
looking that dark. But let's see what
we can do to address that maybe like that should
be good enough, maybe. Let's re export that on
right robot leg, we export. Alright, let's go
back to Marmoset. I was looking a bit brighter. Perfect. I think that's nice. Alright. Let me change my sky again. Alright. Maybe let's see how this
is looking with the ring. All right. Let me
change again. My stuff. My sky is to test
it with more HDRs. Let's see a good one. Let's try this. No. Worst. My right let me change. I can my stuff to razor. Perfect. Well, I think that we can lift the metal
like that, maybe, yeah. Let me just put
this better right. So I think I'm going to leave the video
here in the next video. Maybe we can do a bit more
for in the textures, maybe. Maybe not. Who knows?
So, see you there.
75. 01 Placing The Bones: Alright, guys. In this video, we're going to start rigging our character to give
her a good pose. So let's go to Blender. Now, here, it's really important that you have the regi
fi addon activated. So we begin, let's
press Chief A. Now we're going to Armature, regifi and then click in Human. Let's bring this
down. All right. Let me scale this a little bit. It's to match kind of the
height of our character. Perfect. Around here,
who'll be good enough. Now, let me just hide my cloth because that's
in the way for me. All right. Let me just
hide it real quick. Hide this that here. Let me see. Alright. I have almost all
my clothes tight. So what I going to
do now is here, I will put this in front to be able to see
the amature better. No, I will just press Control A and then apply scale.
That's really important. And now let's start placing our bones
where they should be. But before, let's click
here to have symmetry. All right. Let me put
this in median point. Perfect. Now, we can place our stuff
where it should be. And the shoulder will be
around this area, maybe. Now, I will place my arm
all right. Let me see. Let me hide a bit legs for now. I just want to focus in
the hand in the arm. On right. Perfect.
Kind of this area. Let me just quick. You quick. The arm. All right. Real quick. Oh, what? We got something
weird here. Let me see. What? Let's just press Control C, select all the bones, and now we can start
moving this around. Place it kind of
where the arm is. Let me pick just the hand here and place it roughly
where the hand is. All right, kind of this arm. Let me see the elbow, all right, and the shoulder. Let me bring this
bab a little bit. All right. They put this kind of
around here, maybe. Yeah. Perfect. Now, in item, we can have the roll action
that the role is for us to be able to rotate the bones like this,
really important also. Or right now, let's start placing the fingers in our hand. All right, let's
select one finger. This will be the thumb and
place it here, kind of. Perfect. Let me just pick here the
volume and then active the magnet to place
it kind of in the middle of the volume here. I will place our joint in the middle of this
circle will be the center. Right, let's continue. Perfect. Let me place this nicely here. All right. Oh. Perfect around this area
would be nice enough. Alright. Let me here, I will just tweak a little
bit row make this align with the rest of the
bones in the fingers. Or let me see also here just in case let me tweak it here also. Just do something real quick. I think we got some
stuff a bit rot. Well, we can twik it later. All right. Let's go here. Let me place this roughly
where this should be. Alright, around this area. Round here. End up. Perfect around this area. Now, let's place each finger. All right, be sure that you have all the joints selected
and not like this. We don't want this to break. We want this to be
together with the rest. All right, I will place this
roughly where it should be. Let me keep tweaking this a
little bit more All right, I will go for the
next around here. The places where they should
be also around this area. Around here. Perfect. All right. Perfect. Around here
should be good. Let's go to the next finger. All right. Go here. Let's put some basic stuff here. All right, but this roughly
where this should be. All right, let's go
to the pinky finger. Make it a bit smaller. All right. You can also use here
the wire frame to guide yourself a little
bit better in this. Alright. We can feel with this, right? Let me put this around
the edge loop here. Around here. All right. Now, I will pick kind of the roll that we
have in the bones. I think this should be a
little bit more like that. Roughly. Perfect here also. All right. A little
bit more like this. Let's see here.
Let me just tweak this area a little bit
around here. Perfect. It will be in the
middle of the edge. Pt I think the roll
there is good enough. And also here, let me just tweak this part
just a little bit. All right. Perfect. Now, we can tick here
also our fingers. Alright, let me see here. Perfect. I think that we can
just reposition the fingers here with
the joint positions. Let's just let one finger. I'm just placing
it near the joint. Around this area,
I think we had to be more careful with the placement of the
joint, the robot arm. But that's not a big problem. It can be fixed really
easy or kind of like this. Alright. Let me do some kt tea. Let's just bring back
and stuff that we did. Alright, let's move
this one also. Let's move it around where the finger should be around
this area here also. Let's do it. A little
bit like this. Perfect. Around here. I think this is good enough. Yeah. Now let's select
the pinky finger. Let's move it around here. Maybe a bit inner do like this. Maybe Well, we also going to need to tweak a little bit
the rig in this arm. Let's just deactivate
the symmetry and just let's select
each finger here. And I will just place it
where the joints should be. Let me activate the volume here. All right, kind
of in this place. Let me do it also here, and here around those areas. Perfect. We'll do it here. Here and let's go here also around this
area in the joint. This rig doesn't have to
be perfect because it is just a quick rig
that we are doing just to pose our character
so we can have a bit of liberty in the way we are rigging this
because this by any means, is a rig to be animated. All right, let me put
this around here, maybe. Alright. Maybe not. I will just leave
it there, maybe. Let me just do something
real quick here. Move it a little bit. Let's go back to the rig here. We'll just reposition the
joints around these areas. Around here and here
and here. Perfect. I think this maybe should be
good enough of the thumb. I forgot the thumb. All right. Let's place
the thumb nicely. Let me just reposition
this. Alright. Now, let's place. I think we can just
keep these bones here. They just will cause problems. I think we can delete
them. Maybe not. I will just leave
it. That doesn't it's not that much
of a problem, maybe. I will just leave it.
Alright, perfect. Let's bring back the bits. Let's pick one fit, and let's just fission
sets where they should be around this area kind of Alright Aerfect. Let me sell like this. All right. Maybe it
rotates this a little bit. All right, let me put this
in local maybe on normal. All right. I think
this should work. Yeah, this should work. Let me just place these parts, a bit better the pelvis and the spine plays it a bit better. Or right? Perfect.
No, I will place. I think that's good enough. Let me just move a little
bit flabby cool here. Let me hide the hair or now. Alright, perfect. Let me hide also the eyelashes
and the eyebrows here. All right. Let's place
now the face rig. Let me do something
real quick here. I will just leave it in.
Yeah. Alright, Birkin. Alright, let's select
all the face joints. And now I will just control
E and then add everything. Perfect. And now I will just place my Hake roughly where
this should be. Make sure that your magnet is in phase and phase proj here. Because if we don't have that, maybe that will
cause some problems when we place the automatic UVs. I mean, the automatic weights. All right. Let me rotate
this a little bit. With a scale. All right. Now, as I said, we need this. But wait, this is on
the middle right. It should be on the middle. White it's not on the middle. Oh. My stuff is
not on the middle. That's that's weird. Maybe that was the reason that my finger joint wasn't in place. Yeah, I had my rig not centered. That's a little bit
pin in the ***. We have to redo some stuff here. All right, technical issues. That's not a problem. I think that I will
keep the symmetry. But wait, we have
done some twigs in the fingers now. Oh, my God. Oh, right. There's
not a problem. There's not Problem. Let's just do it nicely. Perfect. I'm doing this with symmetry because
I want to have again, my symmetry in each hand. Really sorry for that
technical issue. I didn't notice that my
armature wasn't entered. Alright, let's
place this shop be. And now we need to reposition
our fingers again. Let's do it just real quick. Not a problem. All right. I will just place it. I see. All right. Kind of like here
with something. Like this, maybe. But wherever else we also need reposition
the joints again. Alright. Let's just ing this. Oh, I hand select my fingers. I think I will do this
off of camera because it would be the same process
that we did before. So I will pause and I will get back to you once
I get this done. All right, I have my
hands again in place. Alright, let's see, my feet. All right. Perfect. Let's
go again with the face. Let's go here. And then let's activate
the magnet with the face project active. And now let's just place these joints on the surface
of the object. Alright. Let me high everything and
just leave the face bones. Active. All right. So we have a bit more of
a clean sin all right. Let me wrap this. We'll just deactivate
the magnet. It will be around
this area in the ear. Perfect. Let me
activate the magnet again and just place
this in the ear. All right. Let's go here. Let's just move this which in the Y axis
or right perfect, we'll move this in the ink, and then Y, leave it
around here, perfect. These parts will be the same. All right. Around this area. This one will be around
this other area. I want this to be in the middle. Let me stack. Let me seeing. This not on the middle. Let me see here. Oh,
I mean the phone. B in the middle. Alright. This is a bit. It is I will just
leave it like that. Right? Let's keep
placing the joints here. Perfect, around here. This one will be around
here, this area. Perfect. Now I will active
again my symmetry. This part will be in the
corner of the mouth. Let me wrap the mouth, quick, and then just lacing
it where it will be. Now. What I'm going to do will be to make the mouth
a bit smaller and then just place the corners where they should be
around this area. Perfect. Let me hide the teeth and the tongue a joint here.
I will just hide it. Perfect. We don't have
that in the middle. Alright, let's place the nose. Oh, I forgot to activate the magnet while
placing these bones. Right? This should
be here. Perfect. Alright, let's place this
in the tip of the nose. This will be around
here in the side. This will be in this area. We do some Let me see
something real quick. Alright, let's just
bring back everything. This part should be around here. And this part would be around this area, other area. Perfect. All right. Now, let's bring
this joint here, it will be in the seek
around in the cheeks. Let me move this a little bit. This part will be around here. This part is just to
give a facial rig, really easy facial rig. Let me move the eyes do. We'll just place it
roughly around this area. In fact, now I will just
keep moving my bones. This will be around
here. All right. A here should be nice enough. Perfect. Alright, let me bring
this down a little bit. Alright. Let me place the ice bones which would be around this area. All right. Perfect. Now, these bones will be This is supposed
to be the brows. They are not the brows.
This would be around here. All right. Now I think we can
leave them there. Let me hide the body and
place the eye joint in the middle of our eyebow here. Let me just select this. I will now press Shift
S cursor to select it. Now I will just select
my armature and then the eyebone now I will just press Shift
S election to cursor. Now here I will just
select this point here. Again, achieve S,
Cursor to selected. And then I will go
back to my armatur, select the tip, and then press
again election to Cursor. And that's it. Let me just move the roll a
little bit, maybe in zero. Perfect. That should
be good enough. All right, let me
place the mouth here. I mean, the teeth and the
tongue here real quick. Oh. Oh, real quick. Let me
deactivate the magnet. Now I will just place
it inside the mouth. All right. Perfect. This should
be around here. All right. Around this area should be. Perfect. I think they are
good in that place. Let me see with the open mouth. Alright, I think
that's good enough. Let me hide the armature. I think, yeah, yeah, they
are good enough there. Let me just close the out again. All right, here, I would
just press out H and now I want my teeth my teeth bone and
tongue bone visible. So I will make this
bimter and place it where the teeth and and
the tongue are here. Now the tongue will
be around this area. Let me make it a bit smaller and place it
where it should be. On my right. Now I will
bring back again my body. And now I will save this let me place
rigging here. All right? Now, I think we're ready to go here and make the
wrecks click here. Alright, we're getting
some weird stuff. What? Let me do something here. Maybe they should fix it. Alright. Let me see again. Regenerate rig. Let
me see something. Alright. What's
happening was that I got a bone that was not
in the center here. This bones here should be
should be in the center, exactly in the center
because if it doesn't, it will cause some problems. So what I did was select this join here and then
pressing here with a magnet with vertex mode
active and then pressing G next and find a vertex or bone that is perfectly in the center to use
it as a reference. And now we can just
press click and that to fix the problem and make our joint perfectly
in the center. So we can now generate
the rig here. Perfect. You can
see that is on top. Let me just move it real quick. See here. All right. Let me wrap my initial
armature and just placed the numbers that I
have in my transformed her. Perfect. Now is perfectly
on the character. Now we can hide the previous armature and just use this one
for now, perfect. Let me see my objects property and then just
click here in front. Now what we can do is to
select our character here, the body, and then
select the armature. And if everything goes well, this will work and no let's
press automatic weights. And I think it works. Yeah, it works. Let's see. All right. Let's see if this is moving. Let me just deactivate
the magnet. This is moving nicely. This part is also moving. Let me see the feed is
also moving perfectly. Let me see them.
The face features. All right. Is also moving. Perfect. All right. So what I'm going to do now will be to start adding
each stuff in my rig. So let's start. A we need
to do some way painting, weight painting around
the ya a bit weird. Right here, we just
select the armature, and we go here to the
bone collections. Maybe we can click here in dev. Now I will just deactivate all of this stuff and we
can do some way painting, select the bone here. See this one. Alright. Maybe we can just subtract
a bit of this way paint. It's a little bit maybe, but it's a little around here. Maybe not let's see how this looks without that way paint. Oh, but we also cut
this tongue stuff doing something where I don't want the tongue to be
influencing in our neck. I will just delete that. That should not be in the
neck. My see the teeth. They are also doing influence
on the body, let's see. This time, this doesn't
it should work nicely, right, you can see,
it's working nicely. Maybe with a bit of
problems in the middle. Et me just grab this bone here. And then I will just put a bit of wave paint
here in the middle. Maybe we can do some blur. Let me select this
and see what's doing. All right. I don't liking how this is
behaving in the middle. I will just erase that. And I will go here, maybe. I think. Maybe we can select our neck on, and then I will just smear
this on top like this, just go to the
orthographic view. I will click here
in two in fall off, and then I will click
here in project. We'll be able to work in
both sides. All right. Now, this should work. I see Without much problems. Alright. Perfect. It's working cans, yeah. Perfect. Let me rink
more of the rig here. Let me see this stuff. What are they doing? All right. Let me just hide the
deformation bones, and let's see what
this is doing. It's kind of nice. Maybe we when I need to
do more way painting around the eye Well, let's go back here to
the deformation bones. Let's select Let's see this one. All right. Let me here and add, and I will just add a little
bit more of white pink here. All right. Let me see. Perfect. Now and aware let me just erase a little
bit here of that. Let me go here to project again. And then I will just
erase a little bit of that write little bit more. Let me go back a little bit. Fence here. Let me select the brush here. All right. It's kind of nice. All right. Let see here, the working nice. Let me just smear this a
little bit around this area. Let me add a bit of white
painting. All right. Now, working kind of
nice, a perfect deal. It's still not perfect. Let's see what we can do. Let me do sabre see if we
can do something here. Right. Perfect. Let me erase a little bit from here, a little bit from here. All right, a bit more
of floor in this area. All right? Now, this is
working a little bit better. But why? We are getting some. I think that's the nice. Yeah. Go back, see what's happening
in this area. Maybe we're getting
some weird stuff, just erase a little bit there. Now it's working a
little bit better. Alright. I think that's good enough
for now in the eyes. Let's go to the other eye. We're going to need to do
the same thing in this eye. Let's see. All right, select this one. Also this part here. Now, here I will just erase a little bit of the
influence of this bone. All right. Erased a little bit of the
inclines of those bones. Oh, right? Perfect. Let me put this around
this area and then just keep blurring the white
paint in that area. It's a little bit, not too much. Maybe here, we can do stuff. Alright. I mean, that
should be good enough. Alright. Let me bring down a bit the strength. Alright. Just a
little bit there. Perfect. I think
that's good enough. But these verdicts are getting weird stuff. I don't want the brow affect my bone there. H. Maybe we can do this. Let's try. It's not doing
anything. All right. I think What we can
do in this hoa? Is be pinning wight paint I know Alright. Let me see. All right. I think that we can
leave it there. I don't want to spend too
much time doing that part. Or why? I will leave the video here. In the next video,
we're going to continue the rigging.
We'll see you there.
76. 02 Rigging: Alright, guys, in this video, we're going to continue
with the rigging. So let's start, see what else we can
fix in the white paint. Alright. Here in the breast, we can maybe fix a little
bit of troubles here. All right. Let me just erase all of this stuff here.
I don't want that. Alright. Perfect. Now I will do the same thing
in the other rest. All right. All of those
I would erase all right. I think that should
be good enough. Here, also, I will erase around this area because I don't want this bone to affect these
parts of the model. So I will just erase
a little bit here. That should be good enough. Let's go here and
do the same thing. O light Per facts. Everything here
should be perfectly. Now, so we can continue. Let me try something. I will just bring my
fingers and I want to see the rotation of them
right working nice. Let me see with Imetry Alright. All right, perfect. This Alright,
that's good enough. I see here or perfect. So I will start appending
the robot parts to the rake. So let me just sele
this stuff here. Yeah. Let me see. Oh, right. You can make all of
this one single piece. All right, one
single piece here. And here, this one, I will go here, press
Control P, empty groups. Now I will go here
with this mesh, then left this bone, and then just apply the
white painting with 100%. We'll put my brush
here in project, and now I will just throw a
little bit of wet paint here. Perfect. Now I will go to the fore arm here and
then do the same thing, Control B, empty groups
here, select this one. I don't want to select that one because if we rotate our hand, it will rotate and
angle this to rotate. Though I will just click
here and then throw 100% 100% white paint. Now I will select this one and this one will be
appended to this bone. We'll do control P and P
groups will select this bone. And then here I will just I put some wine
paint around this area. Yeah. Now, the palm will put it in the rest of the
area around here. Perfect. That should be good enough. Let me do some blur
also, and blur here. That should be nice. Now, we can do here. We can just make this one
single piece. Like this. And then I will do some
automatic weights on this piece. Now, for these knuckle parts, we'll just append them
in each finger here. Let's elect. This one,
let me do something. Click here. Let me
select the bone. Control P T groups, all right. Let's now append. Those bones where
they should be. This bone will be with
this knuckle piece. Alright. This bone will be with these other
knuckle piece. Alright, let's do
it with careful because I don't want to paint the other knuckles
with that white paint. Alright. Let's go here. Let's select this bone, and this bone is for
this knuckle piece. All right. Perfect. Just select this one. All right. Just white paint a
little bit here. Perfect. And now this one will be for
the last knuckle kis here. Around this area. All right. Perfect. Nicely done. All right. Let me do something here
real quick. Alright. Where is se like the armature
and my finger details, you move a little
bit around here. Alright. I don't see here if
this is working nicely, right? It's working perfectly. Let me deactivate this. So I will just keep adding
my pieces to each bone. Let me do some
demonstration here. I will do it in the sump, and then I will pause and do it in the rest of the fingers. So here, I would
select this piece. All right, I will do P selection because I just want
this to be isolated. Let's do something first. Before separating each part, I will do from P and
then atom I mean, empty groups here. Perfect. And now we can select this. Maybe let's do something. We can assign that white paint. So in that way, we don't need to
separate each parts, which would be really
easy to do now. Let's do here, assign Perfect. This should work nicely, as you can see,
working perfectly. Now, here for the joints,
I will do the same thing. This joint this joint will be do something real
quick. All right. Alright, let me just select the joint now select the
armato control B Empty groups. Right here, I will select
this bone or maybe this one. Yeah, this one would be better. And then here in edit mode, let's just click in a sign, and that should be good now. You can see. Perfect. Let's go here also with this bone here. All right, let me
select my armature, select this one,
rig and then click a sign and seeing nicely. Maybe we are having some
errors in this area, but I think we can make this
going a bit molar Alright. That's fix it, end up. No, I will do the same
process in each finger, and then I will get back to you once I finish doing
that, see you there. Alright, I have my rolled
arm here racked and see that he's moving
and nicely and perfect, maybe we need to do something
up on the pose once we pose our character
because it's not perfect. The rig this is
just a quick wreck. That is not perfect
for those areas. Now, let's see, lets me do
some excess in this area here. There's something like when fits and is to add a little bit of weight
paint in this area. Alright. Let me just
lure this a little bit. And this should be good enough. Let me sling. I
mean, not that much. Let me go here, subtract and subtract
a little bit of this way paint here. Alright, let's do some blur. That should be good
enough, maybe not. Las subtract A in
this part, right. Now, that should be
enough. Perfect. All right. Let's
add the robot leg to ric Here, let's
select this one. Let's select the rig
onto P, anti grouks. Let's go here. Elect First one. And now let's do we paint and put this in
red, everything in red. Now, let's select this joint, select the armature empty
groups or right let's select this bond and put everything
in red again with 100. I mean, yeah, with
full white paint here. Now I will select the calf, the anti armature, A B t groups. So here, select this bone. Boom, that adds the white pain. Now, in this area, I will want to select
our mature Control P, and this will be an
automatic weight. And that should do nicely. The weight pain there, and
they bring bit All right. It's not to bully. I
think that's good enough. All right. Et's see this. It's working nicely. Let me see here. And this is also working nicely. There is one thing that
this is not rotating, but I think that I
will rotate that in when we pose a character, I will just rotate this by hand. Because for this to work, maybe we need to do more work on the rig. I
don't want to do that. Let's continue. We have
our robot fed with our joint baste nicely. So what is left is to add the rest of the
stuff to the rig. Let me save incremental here. Let me bring back my claws. Perfect. Now, here, I will just hide the deformation bones. We go here. Alright. Let me hide the meta ray.
We just want this one. That we hide the deformation
bones. All right. Let me bring everything here. All right. Let me just add something
real quick here. All right. It's working nicely. No, I will just press, click the jacket, and then click armature
Control P T Rooks. And what I'm going to do
now is select the jacket. Go here. And then do data transfer, put it on top. Click here, vertex data. Vertex troops, es
select the object here. Perfect. But wait. We have the open mouth there that I don't
want to have visible. Meat. Select again the body and then do apply here, apply. And this should make our stuff move with the body right, we are getting some
weird stuff here. Let me see what's
happening. All right. Let's sing, white paint. Let me bring back my
deformation bones. Alright What's happening here? Let me do some subtract. Now, that's perfect. Alright. Perfect. Let me go back with my jacket. All right, let me
hide the open mouth. I will do the same
process again. Data transfer here vertexroops. Fine. And now it
should work nicely. As you can see, it's
working perfectly. All right. Let's do the same thing
with the underclass, select this, select the mature
Control B, empty groups. Perfect. Now, select
the other class, apply data transfer groups here, select the body, apply, and this should be good enough. Or else you can see,
it's working perfectly. I will do the same thing
with the leather part. That transfer, let me in the armature onto
B and two groups. Artotta Let's select
the body, apply. And these parts
will be the same. I will just make it one
ga, will just join them. And now I will do
the same thing. Transfer vertex here, so that the body mature empty
groups or right. Let's apply it. And now
this should do the stuff. We're getting some
weird visuals here. Let's do some quick
weight paint. And what I'm going
to do here will be erase the wet paint from the breast that
are giving problems. O. All right. All right, let me put some
of these red are there. Now, this should
fix the problem. Alright. Let me see here. Pick. You can add a bit of this
reddish stuff here, maybe a bit of flour. That's the Alright, I think that I will just
leave it like that for now. Alright, let's continue. Alright, let me hide
this stuff here. Alright, because we're going to need to put some bones there. Alright, I will just
let me hide this. Alright. Let's see. Let's pick the strap
on P, empty groups. Let's go here, at a
transfer vertex data, verte groups here, apply
let's do the same thing here. O P, and p groups. L this stuff here, tras fer, B taxa. Let's select this strap now, groups, and this
should work nicely. For this part, I don't want
this to be forming too much. So I will do this up here. I will just control B and
then select empty groups, elect our object,
select this bone, and then just apply the
quick wet paint there. Nicely. And perfect. So what else we need put
them of these parts. I will just P and
groups, sparing them. And now I will add a ran
fern VertexaPertux groups. But this time, I will
just select jacket, apply I need to apply
these weighted normals. Quick. I laps I will
not apply it now. Let me just leave it like that because I want to test
some stuff later. I I select the color. Here, the color. I select
the armature enter groups. B here, transfer, here, vertexatgroups, select the body, and then you apply. Now we need to break
the close parts. These cylindrical pieces, I will just merge them in one object. All right, merge
them in one object. Perfect. So for this stuff, I will have to do some
stuff in the rig. I would have to
start modifying it. Let me save
incremental. Perfect. Let's unhide the rig. Alright. Let me see something. I will create another bone collection. It will be hanging bones. Let me move it down. Around here, right. Now I will hide my deformation
bones and everything here because I don't want any of these to be in the middle. So now I will just Adding one bone. But before that,
let's just shift and press ser toward
N. All right. You can add a bone, pressing Chief A
and see it here. One bone. Let me rotate it. This will be for the
front hanging piece. All right. This piece will be around here. Perfect. Let me do a
sign here, a sign. And now I will do
some subdivide, maybe in two maybe three or I think this should
be nice enough. I will just leave that that now. Here, I will do some
until P. P keep offset. So if we move the pies, these bones will
also move Alright, let me change the names. I will be F rummed before I mean, um. 01, let me just copy this. All right. Place it here, 02. I like this again, to three, like this again, do four. Now, I will just
select this again, and I will place
this in the side las part around here, but I will delete the first one. Alright. Alright, let's do it real quick. Let me duplicate this again. And before duplicating it, let me change their names. This will be addressed. A side. L, copy this name. Perfect. It's important. If you want to symmetrize a bone to
have the suffix here, the point L or point R, the blender and know which bone is available for symmetrize
when you press symmetrize, this will do it because
we got our suffix there. All right, let's do
the same thing here, 02, and here will be 03. Perfect. Let me select
this moving heat also. I will put one in the middle here and another
one in this part. Perfect. I just
change the names. Maybe 040-506-0708. 09. All right. Let me copy this bones also
and move it backwards here. All right. And here I will put it one in the middle. Let me change the name. This would be Black. All right, one. Let me copy the name
and just place it. G two, three, four. Perfect. We move it to the
side of like this. All right, here. I will copy one time
here. All right. And then I will do it
another time here again. Perfect. Here, nicely placed. Hey, we can delete this phone. When Ry let me start
changing again the names. It would be 05060708. 09010 and 011. Perfect. Let me create also another bone for these
hanging pieces in the strap. Let's create a bone here. I think that I will
separate the bones from the breast and the bones
from the accessories. Let's do it real quick. Let me hide this one, maybe not. Let me create another
bone collection. This would be theres. And I will just apply
this bone there. Apply. Let me hide
the other ones. And this bone should be here. The formation dealing in there to It this name. I will just copy the poem
or we place it here. And then I will just
place it like this meat. Then like this bone,
like this one onto B, upset here, too, onto
here, he offset. All right. And now we need one more bone or
this hanging piece. All right, let me
just put another bone here nicely right here. Now rotate this one. Alright. Here ft. Alright. Let me click here and then do another parent
here. Deep upset. Perfect. That should be
good enough. All right. Now that we have
our extra bones, we can start adding
these pieces to our rig. Let me hide the cylinders here. I will just click in this hanging stuff and here
and then do automatic weight. And this should be doing the
stuff nicely and perfect. What Let me just con C again. All right, let me hide
the accessory stuff. What I should be in the accessories. What? W I have done
something weird here. Let me just put this back. But right here, it should
be in the accessories. But All right now they are working. Let's click again
in the front cloth. Control P here in the
Armite Control P, automatic weights and
this should move nicely. We need to do a bit
more of white paint. But that's basically
giving us a good result. I will just hide this part. And now click tie up here. The armatur let me hide
also the front one. Perfect. All right. No big here. Nice. Let me select this side class. The armatur do
some control here, and then automatic weight. We can start posting
our stuff there. Alright. Let me do the same stuff
with the bog cloth. Alright. Maybe we can add one be here. And then I will just add
another one around here. Also, let me change
the name. All right. 11, this will be 12013 and 014 or right select
the back dress cloth, and then select the armature
Ansle P automatic weights. And this is nice. We're having some weird stuff. All right. I think that we
will need to do some off. Let's do something. We can
sat these parts a little bit. Let me go before we add
our automatic weights. I will just upt this mesh. Add the previous one. And now I will delete
the inside All right. Perfect, will delete the inside. I. And what I'm
going to do is to rig this flat version
here, also Pmtic weights. Perfect. Here, I
will rig this one. Oh, right. Let me hide
my deformation bones. Perfectly. All right,
let me go here. I will put a bit of white paint with the
pelvis bone active. Right. Our faith. Let me see if we are
doing the same stuff. This area right here, we don't have that much of a problem with
the inside part. All right. There is nice. All right. So with this
part tricked, let me see. Let me move it
just a little bit. Let me just like
the torso trick. I see. Let me see. Everything's going well. Alright. Let me hide
torso consoles. Here select this. And I will just erase the
influence of those bones in the parts that are under the
strap like this. Perfect. Here. Yeah. Yeah. Nice. They do something
here real pick. I will just raise this
inflns because it is from the side class bones. Perfect. All right, class. Now what we can do is to bring back our main class
with a thickness. Let me height this
just for a while. Now I will click the
armatur empty groups. Alright. Let's bring
back our flat version. Now here with the
thickness version, I selected, let's add a data transfer where
the troops right. Let's select the flat version
and then do Control A here. Perfect. And this should do
everything fine and perfect. You can see it here
without any box. Perfect. Nicely made. Right let's go here also. Here, we don't need to
do that same stuff. We don't add that same
issue. Let's see. But what I'm going
to do is just to put the pelvis influence
around the strap art. Around here, I will just
add the pelvis influence. Perfect. Round here be good enough. Let me just do some blur. And just extract a bit
of those influence. Write a bit more fluor. Let me raise more
white paint there. Write a bit more in this area, a bit more here. All right. Here,
perfect. All right. Nicely made. Let me do some blur here. All right. Perfect. I will do the same stuff
here in the front version. Let me apply the, you know, this white paint. Perfect. Here now, I will subtract the front, the top influence
this area. Right. Let me do some fixes
in this area or right. I don't want this bone to be influencing that other bones. All right, what
we have done like we're selected on this right. All right. Now it's
working nicely. Now we have break
the class arch. Now let's go to the accessories, and we bring back my stuff here. And here, these two, I will just select both of them do some topi and
then empty groups. And I just going to select
one of them All right. Let's go here. All right. Let's select this
bone. Select this one and then do assigned here. Perfect, see, it's
moving around. Let's Alright. Let's do the same here. Like this bone, like everything. Let's just click press
A, then assign perfect. And you can see
it's moving nicely. Maybe we can just modify up it. The position, place
it around this area, and that should be good enough. Let me do something
here real quick. We'll just raise
the influence of that bone in that area nicely. Now, let's do the same stuff
with these hanging best here select this stuff right. Let's do some convo
B anti groups. Select this or right here. Now I will just place a little bit of influence
here. Nicely done. Let me change also the name
of this p. It will be there. Neck, Boler is right. That's nice. We got almost
everything in place. Let's add hair, also. That would be really easy to do. I will just merge
all the hair in one single object. All right. Now I will just select the
armature conto P into groups. Select the hair again, go to the white painting mode, select the head, bone here, and then just flot
everything with red here. I let me select my
stuff here. All right. And now everything
should be moving nicely. But you can see, we still
need to do some more fixes. It's almost perfect, but it's
not that perfect because we are getting some issues
in the neck area. Also, we need to attend our
eyes and our eyelashes, eyebrows and mouth and tongue to the wrik and also the sore. So that would be for the next
video. We'll see you there.
77. 03 Fixing Rig Issues: Alright, guys, in this video, we're going to continue with
the rigging of this model. We need to fix a lot of stuff, a lot of errors in
weight painting, and also we have to
append our eyes, eyebrows, eyelashes to a rig. So let's start. You can see, I move this. You can see that
here is moving also. But this part doesn't have
to move with these bones. So, let's try to fix that. Let's go to paint,
vertex pain mold. Let me select that bone. Let me see which bone are
causing that deformation. Let me see here maybe
some of these bones. Maybe let me just hide
the controls of the rig. You go quick. Here, perfect. Let me hide all of these
that I don't want right now. Alright, let's pack. Go back to the vertex weight painting. Alright. We'll just keep deleting
those those white paints. Alright. Just to remove
the influence of these bones in the skirt. I mean, the dress part. All right, perfect. And now this should be
good enough for us. Let me see or maybe
the arm All right. Now it's moving good. Let me just go G. Perfect. We have to append also our joint in the elbow here that I think I
forgot to append. Let's select the joint on
the armature anti groups. Here, let's go to white paint, select this bone, and then just add a full influence of this bone in that joint, and that should be good enough. You can see here doing good. Perfect. Or maybe we can put the inflames in
the previous one here. Let's see how this works. It's kind of working
better, I think. Maybe not. I will
just leave it here. Perfect. We'll just leave
it like that. All right. There is something that I
don't want to have in and is the influence of the
breast bones in the jacket. So I will just erase
that influence or pick. Perfect. Also in the head, we have some influence in
the neck collar jacket. I see, let's just remove all
of that influence there. That I don't really
like to have there. Also here. I will have to delete a lot
of weird stuff here. Let me select my sl
here just to be able to move the head and see
what bone forming. I mean, this one, then
it just erase that. Alright. Which other bones that is having Laking this behave like that? All right. Let's see just real quick. Let me just go here,
select this bone, and I will see which bones
are influencing in that. All right. Behaving a bit weird. Let's think which bones making. That we're out here. All right. Is not Alright. This is really weird. All right. The E C four is making my ear behave. We're all right. Nice. Were also. Maybe what? All right. Here? All right? I think that everything now
should be good. Enough? No. That's
just the right now, everything should be
nice in the neck area. All right, let me just cancel
the rotation, praising R. Perfect. Everything now
should be good there. Let me test my rig just
to see if there is other parts that
need to be fixed. All right here. Let me do something real quick. Let me select by stuff here. Let me do some blur, maybe. And here I will just
select the torso, the middle torso bone. And I will add a bit of influence in the middle of the
jacket around here, maybe. Yeah, kind of. Because I don't want I
want this to deform well. Let's see how this goes. Let me erase the influence
from the sleeve. I don't want my sleeve to be
moving with the torso bone. Let's think. Let me blue everything. You know quick. Let me
see now. I that good. Yeah, working nicely. Alright. Everything is nice. Let me blue a little bit in this area here in the arm bones. Perfect. We're getting some clipping on top of there and see
what's happening. It may maybe strat a bit of influence
there. Alright. Let me see now what
this is doing. Perfect. Nice. Let me do some blur here. Maybe the blur wasn't the
best choice in that area. I think that maybe a
bit less less blur. I think that I will
leave it just like that. I don't care too much
about that area. All right. Now, everything
here should now. Let see what's happening here. Of, you can see that I need
to do some fixes in the body. Alright. Let me hide my
body and my armature, pressing this bottom here. I don't know the
name in English. The cash bottom, I think. Alright. Now, let's rest. Let's go to our vertex painting. But first, let you are mature. Let's see what this
is doing here. Alright. We're getting
some weird stuff. Alright, let me see if I
can fix this. All right. Then maybe some
blur not working. Let's see strength. Alright. And here I want this bone to have the
full influence that area. Well, we get him some
weird stuff here. That's not good. Let me see. Let me out G my the
formation that we have done, let's see now what it is doing. It's a lot better right now. Let's see a bit more of lure. We also a bit more of lure in
this Areo. Let's see here. All right. Let me see Dario Alright. I not the best trigger, but this is just a basic brick. I think this should
work without problems. Let me see if I can substrate
a little bit in this area. A little bit of
influence in this area. Alright. Perfect. Let's blure a little bit more. All right. Let's see. Let me just move again. My stuff. Alright. Let's test. All right. You see real quick. Alright. I just don't want that art
to be moving that much. So, I will just mirar the
influence around that area, maybe label to make this not move like
that much, maybe. I think this should
be good enough. Let's see. I think
that's a lot better. Alright, let's go back
with our stuff here. Alright, let me see my jacket and everything should
be good enough now. Let me see here what
we are getting. We're getting some weird
stuff in this area. All right. We can also import our textures here just to have a better visualization
of what we are doing. I think that I
will just do that. Let me go here to
the befor shading. And here, let's select
just in another tab, maybe could be this
one or maybe this one. If you don't have
any of these tabs, just go here to the corner, dig your cursor change. Change. Let me see
around this corner. Let me choose. Alright,
you can see here. And then just press
the eper shading key. Alright. Shader
Editor, right Perfect. Now, here, I will just import my cloth textures and my textures here
in each material. Here, let's press chief A, and let's write
image texture here. I will just duplicate this
image few more times. Maybe four should
be good enough. And now I will just start importing my
textures, all right. That should be the cloth. Here, I would be the
albedo or the base color. I should be in RGB.
All right, perfect. You can see that we start having our textures inside Blender. Let's go now with
the roughness map. Is the body, this
is the metallic. This is the roughness map. Any other texture that
is not a base color should be in linear
or raw or non color. Like the roughness map, the color space should be here, or linear rect or non color. I will just put it
in linear rect here. There is no difference
between those. It's just maybe
preference, right. Let's go here again. Let's
select the metallicness. All right. Let's just put the
metallicness in linear. Let's put this here. Where is it? Specular. You know,
the metallicness. These around here. All right. Perfect. Now let's import our normal map. Here, linear. Let's put it. But first, let's just add a
normal map with hf A, let's write normal map. We have this normal map node. Let's put the color
here in color, and now we can put our
normal map in our SDF. Let me see something.
As you can see, we have our normal map inverted. So to fix that, I'm going to add a new node. GP curve here. I will put it just
in the middle of the image sector and
the norm map node here. I will just press here
here to the ring channel, and then I will just
invert this curve, and that should fix our problem. You can see now the normal
map is working nicely. Or right. For some reason, we're getting some
weird stuff here. For some reason. I think I know now
what's the problem here. All right, see, real
quick in the Ubi Maps. We have two UBI maps. But I don't want Alright, I will just separate
these ones. All right. I will just copy the
Ubi Map name here. Let me see what maps are there. All right here, what is this? And here I will just delete this one and
everything is working nicely. I will just put
it back together. All right here, I'm going
to delete the Ui map name, the Ui map part, and I will just apply the UIMab name
to the diffuse here. And this should fix everything, and now it's working nicely. All right, we also
want the missive. So I will just add
another image texture. Much texture here.
Perfect. Let's pick our emissive texture here.
This emissive. I think. Let's put this in RGB because it's some sort of a base color. All right. Let's go to Mission and just apply the
mission here, base color. Now we can increase maybe
the behaving of that. If it's doing something Alright. I like it should be good. Let it just in one. Alright, let's just
continue with the rest. And I will get
back to you once I import all my textures here. Also, I forgot to add
bandages to the body, but I will just
import everything and I will get back
to you in a moment. A right now that I
have all my pieces, I mean, all the
textures imported. Let's close here to the
cornea because I want to set up some stuff before
when anything, I want to crank up
my transmission. Let's see. Here, I think my lender
just freeze emit pulse, or right now that we have
our transmission crank up. Let's just go here. I want to activate
my tracing here. It should be activated. Now let's go back to
the material tab. It's active. This retrace it. This retrace it
transmission, also. If not, the transmission
will not work, as you can see.
Just active that. And now you can see
that there is too much of deformation in
the transmission. So what I want to
do is go here in the thickness and
then select value. Let me see if I can
find it real quick. This is a round. What is value? Thickness value. I kind of I need
a tweer Alright. Let me just add here value note, and I will just put this
in a thickness area. And that should fix
everything here. All right, though, we have
our One material made. Also, be sure that you have
the roughness drop to zero. So you can see that now we
have our stuff imported. Let me bring back my
bandages because I forgot to append that to the wrig so let me unhide
my rig or right, let's go. Let me just cancel this movement that
we have made before. Now, what I'm going to do is make every part here
a single object. I will make the
bandages one object. And here I will make these
bandages also one object. This one will be the
same right one object, and this one will
be another object. They we can make this
to one single object. All right, or maybe we can
make the bandages in the feet one object that
will be a problem. All right. So now, let's select the armature. Let's go here, empty groups. Let's select the bandages. Let's go here and then add a data transfer or let's
active this vertex data, vertex groups, or let's
select the body now. And then just apply this, and this should be perfect. You can see it is
a lot better now. But I forgot to do
something here. I forgot just to
select this one. I will join with the rest. Let me do again, the same thing empty groups. Now here, let's add,
Is that a transfer? Let's go up. All
right, Bert flubs. Let's select the body. Control A, to apply everything. And this should be good now. Let's do the same thing with
the bandages on the arm. Right Control P, empty groups. Let's go to the bandages. Let's go here that
transfer. Perfect. All right, vertex groups. Let's select the body,
apply. All right. Let's see now that it's there. These parts, I will just
join them in one object. All right, give me a se. Let's just join them. All right, we got
something weird. We got the same problem that
we had in the chess piece. You can see here that we are
getting some weird stuff. Just let's change that
name with UB Map. Diffuse UB let's just
change it to UB map, and that should fix any error. Right now we can just join
those objects as you can see, everything is going good. Now's select the armature
console P empty groups. Let's go back to our Badges Ps. And this time, I would go to wet paint and select this bone. And now I will just add the full influence of
the bone in that piece. And that should be good enough. Maybe we can also add another bone here that for that piece. Maybe
we can do that. Let's go here. Let's bring
back our hanging stuff. All right. There we have it. What All right. Let
me bring back this. Now I will just press Shift
A in the ding mode. Shift A. Perfect. Let me
select this bone, and then I will just move it. I will just move it around
the area here on the right. Look quick and nice. All right. Around
this area should be. Perfect. Let me just move that and then maybe
do some subdivisions. Alright, maybe subdivide
once or maybe two. Maybe just once should be nice. I don't want that many organs. I mean, that many bones here. It should be good enough. Let me change the
naming of that bone. Let me call dev and be bandage 01. Let me copy that name and then I will just apply to the rest. That's 02 and 03. All right. Let's select this
one and this other bone, let's press Console B
and then keep offset. And that should be good. Now, what is left is just rig this piece with that
with those bones. So I will select the
first bone here, and then I will just put some influence to
the end of the bone. Let's select the other one. Let's put more
influence around here. Then the third bone and
more influence, all right. Now we can do maybe some blu, do something wrong here. All right. Maybe some blur. We can blur this
just to get a bit more of a better
transition there. I want to get in
some weird stuff. Here, I don't know why. There is All right here. We're getting some weird stuff. Let me just erase the
influence of that bone and just leave it in this
part, the first part. Maybe maybe we can just
delete that. Maybe not. I want to leave the influence
just in the beginning. Alright. Now I will just raise the influence of
this bone in the beginning. So now everything
is nice enough. Alright. I think
it is nice enough. Alright, let me smear a
bit of this influence, mix little bit that area, and that should be nice
or this piece here. Right a little bit more, maybe a bit more of glue. Like now that's good enough. But we can hide that
bone that bones. And now everything should be ged nicely without any error. Alright, we're getting
some weird stuff in the dress piece. Here. Let's go here and let me see what bonds are
influencing in this area. Let me just erase
that influence. That was this bone. See here
also, maybe here, here. Alright, now, everything
should be good enough. Now we need we need our
sored to be rigged, but that is really easy to do. Let's just bring our sores here. Alright. Let me hide everything
of the character. Here, right, let
me hide the wig. And now what they're
going to do is just to merge all the parts of our sort in one object or right let's
let and then just control. But you can see that
we got some stuff here because we don't have the UBI Map name
in those objects. The UB map tab here in
this item, the UB Map tab. Alright. It's just paste that Ub Mv
name in all the pieces. And now everything should
work nicely, right? We're still getting that error. Perfect. Now everything
should be nice. You see that everything
is nice enough here. Perfect. Let me call this ford. All right. Now, what I'm
going to do is press Shift A, single bone, scale it. Scale it. All right. Or maybe we can we can do
this inside our wig here. Let me create a new collection. It will be destroyed. Alright. And in this collection, let me hide everything
here. All right. Also the defuncton bones, this collision, I will just
press Control Shift A. But I'm not edible right. Let's press Shift A that
we can have this object. I mean, this bone, I will just put around here. The beginning, I will
just put the beginning around where the arm should be holding the sort around here just to move the
sort a little bit better. All right, let me change
the name of this bone. The For perfect. Now, let's select the sort and the armatur Control
B, empty groups. Right now, let's go to the white paint tab,
select this bone, and then just add
the full influence of that bone here and you can see that our board
is rigged nicely. Alright. So now we can bring back our controls here, perfect. Alright, let's bring
back our character. Alright. Now we have
our character here. Let me hide our sword. Also, I will hide the
sword bone in this tab. Alright, now we want to append our eyes and our eyelashes
and our eyebrows. To the ik. But what I'm going to do will be
select the eyebrows, select the rig onLPEtGroups, will be the same process. Now let's go here. Data transfer vertex
data, vertex groups. And now let's select the body. All right. This should
be good enough. All right. Let's see if we
are getting everything nice, you got to see, right? So let's do the same
thing with the eyes. Let's select the eye lashes, the eyebrows, Control P, empty groups. Let's go here. At a transfer Vertex
data, Vertex group. Let's select the body, and everything should be nice. You can see it here.
Perfect. Let's go here with the lower eye lashes. Let's do the same process. Control P, empty groups. All right, data transfer. Perfect. Vertex
data, vertex group, and then just select the body. It should be good enough. Perfect. Now for the eyes, what we want to do with the
eyes will be append that to this middle bone will be this one dot i dot, right? So let's do that. All
right, I will go here. But first, let me separate each I in its individual object. Let me use this real
quick. Or, right. Let's select this I
with L. All right. Let's press it here in normal. And then just press selection. It would be the eyeball Right. And this will be
the eyeball left. Perfect. So now let's select our eye here. And here. Let's
select this bone. And let's just elect the eye and the armature and
press bone here. And that will append
our eyes to that bone. Let's see if everything
is working nicely. You can see now that our eye
is following the control. Let's do the same thing
with the other eye. Here, let's select this
eye, select the armature. Let me just select
these parts and let's just rest Concho
P and then bone, and this should
be moving nicely. All right, let me
unhide my cornea mesh. I will do the same thing here. I will just separate
one of the corneas. We'll call this Uh, maybe right. And this will be left. Alright, we're getting
some weird stuff here. What's happening here?
Alright, we're getting this weird stuff.
Let me see here. What? For some reason. My lection is not working very
nice. This should be good. Well, let's select this part. Alright? Let's go here. Let's merge these two. Let's just merge it. All right. Let's go here, then
merge by this ans. This should merge everything
nicely without any problem. See maybe we have harp there. Alright. Let me
see the other eye. Yeah. It's just
working nicely there. All right. Now, let's
select this cornea. We are going to do
the same thing. All right, let's
select the armature. Let's just select that bone
and then just press topi. Bone. Let's do the same
thing with the other eye. Let's select the armature. Let's select that
bone contop bone. And now we're having our eyes rigs nicely here inside glender. Let me hide my
deformation bones. I think that everything
now is working nicely, but I almost forgot to
add the teeth to the rig. Let's hide the body and see
that we have our teeth. Alright, let's bring back
our deformation bones. All right. Now I will end the upper teeth
with the upper teeth bone. Let's just do it real quick. Let's select the teeth and
the armature. Let's go. Here, pose mode. Let's select this one. Then just do conto B bone. Here, perfect. I do the same
thing, but now with the lower bid hereto
P bone. Okay. Alright. Oh, I just
selected the tongue. Oh, let's go back. All right. Let's select the T. Now, let's select this bone. The bone. Alright. It should be gluten off now. All
right, you can see. Everything is working nicely. Let's select the tongue. Alright, let's
select the armature. But this time, I
will just control E, maybe let's do some
N automatic weights and see what it is doing. I I think that working
nicely without any mistakes. Perfect. It's working nice. Let's go here again. Let's unhide our body. And now I will just test
my rig to see if there is another error or bug or
anything that we need to fix. I think everything
is good enough. But you can see here that we are getting some weird stuff. All right. Alright.
We're getting some really weird stuff there. Let's try to fix that. Peak? Alright. For some reason. My teeth not following. We rest All right. Is on would be right here. There's a lot of stuff here. Let's first fix the jacket part. Let's just fix that. Real quick. Alright,
let's go here. Let's select the armature
and then select the jacket. Let's select this one. The middle bone piece. Maybe we can select this one. And now maybe select
this one and then just add a bunch of influence
in the neck color area. And now let's test this, and now it's working nice
and it moves the head. But if I move this, we'll
move also the color perfect. That's nice. We're getting
some weird issues here. Let's see what is
happening Alright. We're getting some
weird off there. Why is this bone not moving? Hard to know. All right. Why is this bone not
moving? Let me set. This bone, maybe? Yeah.
Oh, that's not the bone. It is Art. This is the bone that
should be moving. The formation bone. Let me see if it is that deformation bone
that is not moving. Yeah. For some reason. Right? Let me append that to the head. Let me select the upper teeth. Now select the
deformation spine, then do contro B, keep offset. And now this should be moving
nicely with the rest of the object of the route. Everything should
be nice enough now. Let's bring back our
body. All right and see. I I working nicely? Without much errors. There are almost no errors here. So now we can start
playing, adding composers. We can even start playing with some facial pressings maybe. You can see now we have
the ability to add some facial spresons
see it here nicely. Yeah, super beautiful. Perfect. We can even open
the mouth. We can move this. We can open the mouth. We can move our tongue, everything that we need
impose our character. Even we can move this stuff. Nice. All right. Let me see my sword, also. Let me unhide the sword. Perfect, let me just
select this one, and you can see that we
have our sword here, I'm ready to be posed. Right Perfect. So I will leave the video here. In the next video,
we're going to start posing our character.
So see you there.
78. 04 Posing The Character: Or white guys in this video, we're going to pose
our character. As you can see, I have made the rock that she has
in the concept here. Though this is really
straightforward to do. I just made a sphere, and then I just chop it a little bit inside brush
with a flip brush and then do some dynamesh and some serums and
some automatic UBS. And then I throw that to
Susan Spender and just apply some gradients
and some basic colors. This part is just a plain with opacity texture and some
strokes to represent, like, the part that
are around the rocks. So the pose that I'm
going to do will be the same pose that she
has here in the coset. All right. It's a really
straightforward pose. It's a really easy pose. So there's going to
be a lot of problems, so let's start making it. The first thing that
I will do is to make a plane to
represent the floor, all right, like some plane here. Maybe I also like
to put this plane, maybe some solidify or
maybe we can just extrude down just to have a bit
of sickness in the floor. Let me change the name
of this row and I will just remove the icon, so that's not longer electable. Alright, we can start
doing our pose. All right, let me select here the sort collection because I
want to move away my sword. I also like to have another
tab here just to see how the i pose is working. So now we can start
doing some poses. All right, let me move away
the sore for now. All right. So let's see, she has a bit. The feet are a bit
separated apart. So let's do that. Let's do something similar. This is around
around here, maybe. This is something here. Let me just bring up
the floor a little bit. I should want to
elevate the sure, just a little bit
to touch the feet. All right. Let's continue
with the fit posing. Maybe it can be
something like this. All right. Perfect. We can move the feet
and separate them. All right. Is in some three quarters. Let me remove the symmetry and
just keep moving the feed. And it's also heavy we move. Around here, we can
just move backwards. The feet. This one
can be a bit Oward. Let me seeing right. Let me rotate this controller, kind of like this. It can also rotate our controller and also the and I will just move
it a little bit. All right. I think maybe we can
also oppose the waste. Maybe something like
this would be nice. Just to have a bit more
dynamism in the way the waste. All right. We can also move
kind of like this. We have a bit of contra pulso. All right. Let me just fructate
a little bit ahead. Oh, we're getting
some troubles here. That's weird see
what's happening. What is that part. Alright. Let me go here. Do the weight painting. Let me select this
one from where is that Let me hide
the teeth for now. All right. And now I will check where is that
weird stuff coming from. I think it's that one, let me just put the
frame just to see exactly what is
that vertex, right. Then check. I think it's di one. I think so or maybe dig one. I know it's this one. It doesn't have any
weight painting. We'll just copy this
and then here I will just copy this stuff. Let's select first this one and then this one and then
we'll just press copy. And now you can see
this vertex has the same white paint that has these vertex right now everything should
be moving nicely. All right. Perfect. Maybe. Yeah, that's not the way that the upper part is rotating. And we can make in a
bit more profile view, maybe something like this. Let me just move the
feet a little bit backwards around here, maybe. Also, I would like
to just move down this box console just to make the feet a
little bit more flex. A little bit. All right, let me also
rotate this control up here. Make the fit. I mean, the leg to this direction. All right. Here, also, let me
move this maybe something around here and
just rotate again the waist. Maybe around here
should be nice. All right. I see that
it's nice there. All right. All right. Let me think maybe rotate
this a little bit like that. Now, let's try to rotate this. I like this. This part, also, I will
just rotate it a bit. Also, the head, I
will rotate it. Let me just pose a little
bit better the arm. Let me move this control
a little bit, all right. Now I will pose the stored. Let me use the normal mode here and just rotate
this in the y axis. So I can have a bit
more of control there. Maybe we can also use the
local and it will be the same. Perfect. Let me just fold around there. All right, it should
be kind of like this right around here, All right. Let me just
keep moving this bone. Me do just something real quick. Maybe we can change
the shape those bones. I We can have a bit more more a better
view of what we are doing. I don't have that
bones in the middle. Alright, I will just
rotate the hand, maybe not that much around here. Oh, right. Let's be seeing
what else we can do. Let me see on the front and liking it too much
with something like this. All right. Perfect. I just
rotating a little bit. The wise area let's sing. Let me just raise the
hand a little bit more with something like
this will be good enough. Alright. Let me move
this controller. This controller, right. Also, I will move
these bones here. We have a bit more better shape, we're getting some
weird stuff happening, but that I be fixed
later with some coating. Once we apply the
pose, All right. I'm just posing the limbs and there I will
pose the fingers. Let me seeing we can just rotate a
little bit more. This part. Maybe this part also can be
moved just a little bit. Let me put in place these rafts. It should be around here. Lyte just rotate it. Oh, let me put the median here. Now, let me rotate
this a little bit. Around here should
be good enough. But I will rotate it is
playing a little bit more to match the camera angle that we have in the concert. I mean, to match the angle in the concept around here or right this should
be good enough. And also, we can try add habits of
different lighting here. We have a bit better view
of what we are doing. Strain contraptts a little bit. Alright, let me just remove
the wire frame from the body. Alright, let me pose the eyes. They should be
looking at the rocks. Alright. Let me move. They had
just around here, maybe. Yeah. Let me move again the
rocks, put it in place. Perfect. All right here,
let's make the ice. L to the rocks. All right. Maybe we can make this a little bit more spray, more horizontal. Right. Maybe something like
this should be nice. Maybe not. It this a little bit around here. All right. Maybe this here would be
nice enough, perfect. Let's just keep
tweaking the body. I will make the presion. Also, let me move let's to tilt the head a little bit to
this area. All right. That should be better. Perfect. All right. Let me make the
facial expression. She's like, smiling. So let's try to make that. This would be really
straightforward. Maybe something like this. Do not rotate the
control, move it. All right. Something like this
should be nice. We can tweak these
controllers here to just shape a little bit
better. This smile. Perfect. Alright. We can push a little
bit inwards, the lips. And this can be that maybe. We can also rise the eyebrows
a little bit like this. Alright. Let me just rise the
head a little bit. Maybe something like this. All right. Let me make This could look
at the at the rocks. Right there, there seems
to be looking at the rock. Perfect. Around here should be nice. Right. Let me remove the symmetry
around here, maybe. This doesn't look good. Maybe just move it little bit. All right, so let's start
posing the fingers. All right. Let me hide the
dressed s. Perfect. And the sword bone. So now we can start
posing the fingers. All right, let's
just flex this one. Let me put this in local so we can console a
little bit better. But I just forgot to deactivate
the symmetry. Alright. Let me put bad fish in local. And now we can just start playing with the
pose on the fingers. All right. Let me move it also. Let's eat. Little bit. Or let's do the same thing here. Perfet around here would be good enough around this area and also let's
pose the pinky finger. All right. Perfect around here. And then just lex it. Nice. Let's pose also the thumb. Around here, Perfect. Should be around this
area. All right. Now let's start posing
this hand here, the left hand, all right. It seems like sump
is a little bit. Like this, the pinky
finger is a bit flex. All right. This fingers a bit
rice a bit flex. Let's open rice,
the middle finger. This is kind of like this. All right. Let me just flex a little
bit more these fingers. All right. Right. I should be good now. Nicely done. Alright. Let me just
keep tweaking or it's far here trying to
make a little make it a little bit better. Right. You can also watch your hand
and try to do some pose with your hand because your hand for hand posing is
your best reference. So let me see. You can try to do something like this maybe All right? Maybe not that much. All right. I think that's good enough, maybe. All right. Perfect. Maybe we can also make the cylindrical stuff
a little bit smaller. Because in the
concept, you can see that they are a little
bit smaller there. Maybe not. Let's just see
S. Just a little bit ser. Seem like this should be
nice enough. Perfect. Right now, let's start
placing the dress part, smoothing it a little bit upwards to give
more silhouette there. I like this may also increase the focal length
here, maybe to 70. I'm saying like that
should be good enough. Let me move this bone here. All right, maybe we can
move again this one. I will move also this bone here. Something like this
should be good enough. All right. Let me try to bring a little bit this
hole to be visible, a little bit more here. All right, something like
that should be good enough. Or write a thing. Let me just put rise
this egg a little bit. All right. Is it like this. All right. Let me just change the
background color around here. I will change it to a little
bit more bright color. We go here. All right. Just want to change
the background color. Let me just put a plain there. We just add a little plane here because I don't want
that gray background. We'll be there. Alright. Maybe something like this. Well, maybe not. I will
just the little plane. Alright, forget that
go work with this. Alright. Et's just keep posing this. I think this pose
is good enough. We're getting some
clipping through, but that can be fixed. Also, we are getting
some weird stuff here. Let me go the dress part
and see what one is causing me those
problems on right. These ones but on discussing
me those problems. Let me sit here. Let me bring back my my
wife frame here. I think this one's right. Let me just add the same vertex, white paint there. Poppy. And now that should
be good enough. Perfect. I see it done. All right. We can maybe make the sort a
little bit more inclinated. Se let my short bone here. Let's make it just a
little bit more like this. The sword can be also a
bit bigger. Around here. I We can also move the sort a
little bit like this. Abe that let's see. We can move the sort a little
bit like this, maybe. All right. Let's
also move the hand. Something like that.
W be good on right There is something weird here. But let me see here. The front angle is
looking a bit weird. Let me try to just move. Is this part more like this. All right, that's better for the front view. Bright. That's a bit better
for the front view. My see we can maybe just rise
the shoulders a little bit. Not a little bit just like this. That'll be good. Right. Now we have to readjust my eyes. We are looking to this point. All right. Around here. Maybe we can just make a
bit more subtle this smile. Perfect. Let me just move again a little bit
more this Ages part. B drive. Perfect. Alright. Maybe we can move.
The upper upper part. Bit more like this, maybe. Maybe not. Let's just try. I mean, not much like that. All right. Oh, no. Let me just try
to repose this part. All right. I think this should be enough, maybe. Maybe we can also move or
not. Maybe not that much. I think that everything
is nice enough here. We're still getting deformation
while moving the head. Hey, let me just try to bring down the shoulders. I mean not. I think the shoulders
like this are better on the right. We can also do some more fixes while making this by just
using the scot mode. You can find it here. What is it? And find
the scot mode here. We can do some more fixes
by just using that just to get a little bit better
sealed and all the pieces. All right. I think that the pose
is in a good place. Let me just put this
in text to. All right. I think that the eyes are good. No, like now, Alright. Let me try to move. Alright, no, that's
that's bad to do. Alright, I think that I will just leave it like
this, the post, and now I will just start
doing no more fixes. Let me safe incremental. Right, I will just do some
fixes with the schooled mode. Let me just select the brush
here and then add this the topology option and just try to fix those
lipping errors. So let's see what
else we can do. Maybe we can make a bit more
of space in the back area. They this time
activates the topology. And then just pull
this jacket part. Let me also use the mask
lazo brush from here. It's around this area.
Let me just find it. Just press here and
then just select the lazo because I don't want to I don't want to
move this leaf area. Give me a sec. Alright. Maybe that'll be nice. Now we can just start moving a little bit more
this jacket area. Awards, I'm like this. Alright. Perfect. Let's just move it like this. Alright. Maybe we can still pulling the
jacket, a little bit more. We can also we can
put some bones there. But in this way, it's
a bit faster to do. But it's a bit more destructive. That's why I saved before to have diversion
without these changes that we are making We're
in the school mode. All right. Let me
just fix that part. Perfect. Let me just keep
fixing this clearing here. I think that should
be good enough now. Let me put back the
topology option here. Alright. I see here
fe pick? Oh, right. I just forgot that I had
this with some mask, Larry. Let me just keep working on
this jacket part. All right. A little bit like this. Let's rise like it part
a little bit more. Maybe something like this
should be meat. All right. I think like this
should be good enough. I think that this
is ready to go. Maybe we can also pull the neck higher a little
bit more up Right. Make it a bit make
it a bit bigger. This neck corner
part. All right. I think that will be
nice enough right now. They just keep pulling
some stuff here. All right. And now I think that our
pose is ready to go. And now we can export this and
import it inside ourmoset. You start doing
the final renders. Let me export this host import
it back inside Marmost. And then I will just start doing some renders Let me just fix
this part here real quick. Alright. That's nice enough. Let me fix this issue here. And now we at more stuff here. Just do some Alt and keep
fixing these rs here. Real quick. Let me activate
again, DitopOton here. All right. Let me do
something real quick. All right. Perfect. That should
be good enough. For now. Let me pull
this part a little bit. Just like this. All right. We're getting some weird stuff
here also happening here. All right now is good enough. All right, in the next video, I will just do some final renders and prepare my scene.
I'll see you there.
79. 01 Rendering The Character: Alright, guy, as you can see, I have done some rendered
scene inside my marmoset, and now I will just do some little breakdown of
what I have done here. Or let's start for the lights. Let me hide everything. And now I will show you
what they are doing. So let's go with the
first light that is some sort of a ring light
that is in the concept. You can see here. There is a little a little yellow
ring light there. And I thought
that's pretty cool. So I just wanted to add there. And that also bring our character a bit out of
the background is just, like, a pop out
for the character. Also I have a little key light. That is here, just to put some lights in all
the character that's the light that's the main source of light here in my scene. Alright, let me see. The third light is just another ring light
that I have on the right. You can see here just to give more more separation
with the background, just to separate a bit more the character from
the background here. I also have another light. This is a light that is on
the leg on the robot leg, just to give it some nice reflection there
because without that light, the robot leg looks too dark without reflection
and anything. So I just added this light there just to give it a bit
more of reflection. Also, I have added
more lights here for the for the legs, you see, you can see here I have added one light
here that's pointing to the back of the green
cloth because without that, our clean cloth looks too
dark, and I don't want that. So in order to fix that, I just added a light there. I also have added another
light on the side of the robot leg just to give a bit more separation of the robot leg and
the green cloth. That is a bit too dark, also. Without that. Without that, our
leg looks too dark. And also one last light
that I have added was just a little light here
that's pointing to the face, just to give her a bit more
light here on the face and avoid some weird shadows
that can happen sometimes. So I have added a light there. All right. I have
explained my light, so let's go with the camera
options that I have. We go with this one. Alright, you can see here. In the color mapping here, in the color management, I have put my tone mapping
in reinhard and also I have tweak a little bit
the these sliders. I have rank up a
little bit clarity and a little bit contrast. Also, I think that I also have
weak the contrast center. I don't remember if that's
the default or not, but my contrast
center is in 0.5. Right here in curve, I also have done a bit of
work. You don't see here. I just tweak it a
bit this curve. I just put it and I
just put it like that. All right. Also, I
have added a bit of vignette just to give the corners at a little
bit, a darker tone. You can see. Without that, our corners, let me
just make this bigger. Alright. You can see that if
we increase this lighter, it makes the corners
a bit darker. So what I have done here is
just crank up a little bit, just like that just to
give a little bit of dark tone in the corners and make our character
the center of focus. Also, I have added some more cameras just to
have some more angles. You can see here,
I have one angle. I have some closeups like this. You can see that I
have some focus, some depth of feel
here in the closeups. You can do it just
going here to lens, and then here in focus, you can change the
death of feel. I just put it in retrace it. If you want your focus
to be stick when you move your camera, activ this sticky focus option. And then just to
have now your focus, select this icon here, and then you can
just place it in whenever you want to be focused. In this case, I want
my pace to be focused. So I have put it around
the eye, the face. You can see here, and that
will make my base in focus. If I put it in another place
like here in the shoulder, this will be in focus and everything will not be in focus. So I have just put it here. With this option, you can change a little bit the settings and the blurriness that you
can have with the focus. So I just put it in 0.8 and that's what
I have done in all my other all my other cameras that are more angles
like one on the chest, one here on the
arm on the sword, one here on the leg. So that's basically
what I have done here. Now, let's see my sky
and the background. What I did for the
background was just a little DRI that you can find
it here in P Haven. You can find a lot of
DRIs here to have, like, a base lighting scene. So you can download anything
that you want here, like some nature ones, some studio ones and that stuff. And also for the backdrop, I have just changed the color. I mean, the mode to color. By default, this will be an
ambient sky or blur sky. I just change it
to color and just give it a little bit
of bluish color, just to have a little bit
more contrast between my character and the background because you can see
in our character, the predominant color is
the yellow and the green. I just added a little of blue just to have a bit
more of contrast there. You can see that I haven't changed the brightness
of my HDRI. So now for us to get a nice
render a high quality render, you can change the
resolution here. You can put it in four k. You can see that we
have some presets, but I will just change it. Sometimes that I
like to do just to get my resolution is
to set my camera here. With the safe frame, this will be the resolution of your image that will be safe. All right. So let's go back here to render and now we can change
our resolution. You can see that is a bit white. I want this at a bit
rectangular, not that white. So let's see what we can do. Let me make this
more like a square, and now we can change
a little bit how I want my resolution to be
my my Aspect radio also. It's maybe this one. Or let me. This one? I think that one
is kind of nice. Yeah. Let me see if we can
just do something here. Oh. That's bad. Alright. Alright, I will just
leave it in 1920. Alright. So if you want this to have more solution,
just crank up here, and that will just scale
then the value that you have here and will be the
double of that value. You see here that I have 2028, and here I have 38, 40. So now what you want here
is just to change the past of just put some custom
pass of what you want, where you want your
image to be safe. So, I will just select
a real quick path here. Let me just find it. Give me a sec. Maybe a little bit. Or right now that you have set your path of where your
image will be safe. Let's go here. We need also to add
our cameras here. Let me add all my cameras. Let me add this one, maybe this one, also, this one, I will
add all my cameras. And now we can deactivate
or activate some cameras. If you want one specific
camera to be active, just leave that one activated. So in this case, I will just render the main camera
to that is this one. All right. Also, you can have a little of render passes if you want your dep pass or to do
some compositing inside. I mean, photoshop or your IDs, like object IDs or material IDs. So lighting, you can see here. You can have bit occlusion and all that path for
compositing stuff. You can see here that you
can find also the friend, if you want just to
render the Albedo map that will make
everything just flat, you can see here in a moment. You can see that
everything is flat here because that's
just the albedo. And here you can also
see the missive ones, the reflectivity
and all that stuff. Go now, is just to press here in render image and you can get your first render
of this character. Is will take a while maybe that's depending on
the computer that you have. But often Marmoset is pretty
fast on doing the renders. So let me just
pause a little bit. And now you can see here that I have my render perfectly done here and see all the details
that I have All right. If you want this to
be more high quality, just crank up the resolution here and you can get
even more quality. And here you can find it. All right. That is
for this video. So I hope that this has been useful for you and
see you in the next one.
80. 02 Outro: All right, this is the
end of the course. I hope this course has
been useful for you, and you have learned
a lot from it. And I just want to congratulate you from reaching this far. And I'm excited to see the
result of what you have done. I'll see you in the next one.