Transcripts
1. Introduction: Hi guys. Really want to improve
your modeling skills. Would you like to master
the hard surface workflows? Do want to create
production ready acids and present them in
the best possible way. If that is the case, then
they welcome you to the next. It's mechanical creature
making for production. My name is Abraham Lille. I have 12 years of experience
in the industry and I will be your instructor
throughout this course. Hard surface modeling is a fundamental skill to
have as a 3D model. The skills you will
learn here will make you a better
model or as I will show you the full
pipeline to create a production ready
mechanical animal. Starting with the blocking and going all the way to
the final render. In this course, we will go over initial blogging,
subdivision modeling, modeling for production, UV, texturing, cameras and
lights and rendering. In this course, I will guide you through the full
production pipeline. We will start by analyzing the concept and
preparing our workflow. We will then jump into modeling
the inner skeleton while making sure that all of our choices make sense
for future rigging, we will continue with the
full armor onto our lie on garden is fully prepared
to defend this abandoned. In the last chapters, we will go over UV
texturing and finally, rendering to showcase our work
in the best possible way. The course is aimed at
intermediate level students. The basic understanding of Maya and Substance
Painter is expected. However, I will be covering
every single step. We will be using Maya 2023 and Substance Painter in its
most recent version. So make sure to have
the latest updates. If you want to become
an amazing 3D modeler, then look no further. The join us and become an
amazing 3D artists in no time.
2. Project Setup: Hey guys, welcome to the
first video in this series. My name is Abraham wheel and throughout the
series I'm gonna guide you through the creation of
our mechanical alliance. Now, it's always funny
for me to record this first video because it's kinda like
traveling back in time. You just saw me explaining
the intermediate with the renders and
now we have nothing. And I actually haven't seen the final results were gonna be discovering it together
throughout this series. So I'm going to show you real quick how to set up
a Maya to make sure that we get the best
possible performance and so that we're ready to start working on our character. First of all, we need
to create a project. This is the most important
part of this video. We need to create a project
because everything we're gonna be doing is going to
live inside of this project. You can create your own project or you can copy the files that are gonna be provided to you so that you can start working. But if you're going to
create your own and you're gonna go here to project window. You're going to
create a new project. You're gonna name it whatever you want and you're
going to place it on whatever place you
want on your computer. By default, projects
are placed inside of documents and then the Maya
file, and then projects. If you don't have
extra hard drives, then that's probably going to be the place where you can
find that as you can see, I have a slightly
different place. This is the same thing. Once you hit Accept
with your new project, you're going to have
this folder right here, which is going to have all of these different sub folders
where we're going to be placing and storing all
of the different assets that we're gonna be using
throughout the D series. So the most important folders in this guy is actually going
to be the Assets folder, the scenes folder, and
the source images folder. We're probably going to be using the images folder as well, but those three that I
mentioned are going to be the most essential ones. If you're using
your own project, make sure to go to
the source images and copy all of these images
that we have right here. This is a concept piece that
they asked my good friend, Eduardo Domingo's
to create for me. You can find his stuff as, as fox on art station. And as you can see, he created this very, very cool looking lion, a skeleton like a, like a robotic skeleton. Then we have armor
plates on top, and then we have this
very cool main as well, like finalizing the concept. So we're gonna be doing every single bit that
you see right here. And we're gonna be making
sure that it's not only properly model,
but also functional. We want to keep
functionality as one of our outmost or
topmost priorities. Okay? So, yeah, all of those
guys right here, they're the same it's
the same concept piece, but it's just on different
abuse as you can see, yes, they're slightly
pixelated because they were taken
from the other one. But we're gonna be using them a nonetheless
and they should be working perfectly fine
as long as we can see the main silhouette of the
pieces, we should be fine. Now, now that we have this, we need to go back to Maya. And there's again
a couple of things that I want to show you that can increase and give
you a better performance. First of all, if you go
down here to the little guy that's running the little
like Options icon. You can go to animation. And on the evaluation mode, we're not gonna be
using animation, but it also helps with
degenerate the viewport thing. You can change this to dg, which usually gives
you a better result. If this doesn't work for you, go back to parallel and that one should
also be a good one. Then if we go to display, sorry, where is it? I think it's here on
the renderer viewport to 0.0 options. There we go. You can change, you
can add GPU instances. This is going to again,
use your GPU to help you, especially if we're
instancing a lot of geometries two together,
a weather effect. There's also another option that I can't find it right now. Where is it? This will change the
options. You're using. Direct X 11, 1 s right
here under display, down here on viewport to point. Now, you can see
that right now I'm using OpenGL core compatibility. You can change this to
Direct X 11 as well. You're going to have
to restart Maya. And usually, usually you will get a
slightly better boost. But there are certain things. I don't think we're
gonna be using them in this particular project. But there are certain things
such as particles and simulations and stuff that don't work really well
with a Direct X 11. So just, just keep that in mind. Again, I'm going to have
to restart for direct x2 to take or to work properly. That's one thing that
you can do right there. The second thing that
we're gonna do is we are going to change the undo option. This is a very common thing
that a lot of people miss. If you go back here
to preferences, you can change the undo option. And as you can see right now, I have this cute to infinite. I don t think infinite
this a good idea, especially if you're
gonna be working for a long periods of time. Let's say you're
working for 6 h, 7 h in a day, then your Q is going to become bigger and
bigger and bigger. And that is prone to generate some sort of
like crashes and stuff. I personally like
using finite and usually I do increase this
to something like 300, 300 because even
camera movements sometimes count as a queue size. And you're gonna get there, you gotta run out of options. If you made more mistakes
than 300 on those, then it's probably a better
idea to just start over with that particular piece or that particular part of
your character. Some people like
to use autosave. I personally don't
like autosave because it can interrupt you in
the middle of something. And if you're saving something
that's really heavy, it can take quite a while and that could also cause crashes. So I personally don't
like auto saving, but we're gonna be
using one function called increment and save, which has this one right here, Control Alt plus S. What this will do, like
let's save this real quick. I'm going to say
File Save Scene. As you can see, the
project is set, very important that the
product is set as well. I'm gonna call this blocking. So if I save that as
a blogging and then I started like creating stuff and placing stuff
here on my scene. And then I say file
Increment and Save. It's going to save it
as blocking.00, 01. And this is very
important because again, if the file gets corrupted, if it crashes and you lose
it for whatever reason, you always have some other files that you
can come back to. One of the saddest things that
have happened to me and to my students is when they are working on something
on a single file. And after weeks of working on, the file gets corrupted,
unfortunately, there's no way to change that,
there's no way to fix it. And you're going to
have to start over and you would hate if that
happened to you guys. Finally, we're going to
create our own shelf. As you can see, I've created
my own shelf right here, and I'm going to
guide you real quick on how to create your own. These are the most common tools that we're gonna be
using for modeling. We might be adding more tools
as the lessons keep going. And it's very easy. You just click this
little cog wheel over here and you create a new shelf. Once you do this,
you place or you add your shelf or the
name to the shelf, and you're gonna be ready
to start adding icons. How do you add icons here? You just look them
up on the menu. So let's say I wanted to add, for instance, the
UV editor, right? So to just go for this
one and you press Control Shift and click. And that's going to add
the icon right there. You can right-click and delete the icon if you don't want it. You can middle mouse and drag
it if you want to move it into a different
part of the shelf. Now, what are the icons
that I have right here? Let's start with this
first one, delete history. We know that every time that
we select an element and we start doing things to
the elements such as, let's say like an extrusion
and then like a bevel. And then like another extrusion, a history is being
formed, right? Like all of these guys
right here are the inputs. These are all of the tools
that I've been using for this particular elements so that the little history
will, of course, delete that history
is very important to keep things clean and to keep the Maya file
in a small size. The second thing is a deep
freeze transformation. While working you
find this is edit, delete by type history. So Control Shift and
click to add that button. Then we have Freeze
Transformations. Freeze transformation is
when you move an object, rotate around the skillet
and you want to make this new shape where this new orientation, It's
based orientation. You want all of these
transformations to be cleaned. Just freeze the transformations. So now if anyone
comes to my file, moves things around
and mess them up, I can very easily just
go back to zero out that translates the rotates and
set a one to my skills. And the shape is
going to go back to its original position. Very important as well. You're going to find
that one in Modify and then freeze transformations
against control. And click to add the button. Center pivot, as
the name implies, will center the
pivot to the mass of the object or to the
volume of the object. So if I go modify center
pivot right here, the field will go to the volume, to the center of
volume of the object, which has that one right there. Very helpful as well. Again, Control Shift and
click on center pivot. Then I have my six main
primitives that I use for creating pretty much
any single element. We have our sphere, we have our cube, we have our cylinder, we have our tourists, we have our plane, and we have our pipe. Those are the six main ones. You can add more if you want. And all of those
you can find inside of Create Polygon Primitives. And again, control shift. And you just start clicking on all of the ones
that you want. If you want, you can
add all of them, but you're going to
run out of space very quickly on your shelf. So I recommend keeping
this six right here. Then we have this tree. I call them the special meshes
that we're gonna be using. The first one is a nurbs circle, which has just a curve in
the shape of a circle. Very, very helpful. There's one right here
is called an EP Curve, which is a curve that we
can draw on top of the, in this case the floor, as
you can see right there. And this one is a new
tool introduced in Maya 2022 and available
in Maya 2023, which is the sweep mesh tool. So I'm going to grab both elements right
here and click that. And as you can see, it extrudes the shape alongside
that specific element, which again, super,
super, super helpful. So these guys are
going to find here in create NURBS primitives. Here's the circle,
create curve tools. Here's the EP Curve
and create sweep mesh. That's the sweet brush. So
those three guys right there, after that, we're
going to jump to the mesh tap right here. And we're going to
select a coupon. We're going to select combine
separate and feel hole, which has combined
separate and feel home, very important ones as well. Then we jump into Edit
Mesh and we're going to select bevel, rich and extrude. So Edit Mesh. Bevel, bridge and extrude, which again are one of the most common ones that
we're gonna be using. Then we jumped to mesh
tools and we're going to use Insert Edge Loop,
offset edge loop, multi-cloud two and
quadrant four of them, Insert Edge Loop, offset, edge loop multi got quadrant
two, this four right here. And finally we're gonna go to Mesh display and we're
going to use hardened edge, softer niche and the reverse. This have to do
with the normals. If you have a blender user, you are familiar
with this one as well because you can change the way that objects
are displayed without having to smooth it. Just a visual display of how things look here on the assets. Once you're done with this
and make sure to go to this little cogwheel again and just select,
save all shelves. So all of the changes
that you've done right here are safe and we can continue with the,
with the elements. Two more things, that
word you can add. This thing right here and
this thing right here. What are these things? Well, this thing right here is the object information or
actually the scene information. So it will tell you
how many vertices, edges, faces, triangles and
UVs we have on the scene. And when you select an
object is going to tell you how many that object has. And if you go into
the components, you're going to select
components has got to tell you how many components
you have selected. Super, super helpful as well. And this one you
can turn it on by going to display, heads up, display it, That's called, and that's called,
Sorry, poly count. We've turned on the polygon. I also like to turn on
the object details, which is this one right here, which allows me to know whether this thing has back faces. What is an instance
in this case, it's not whether the display
layers and the default, and the distance
from the camera and how many objects
I have selected. Again, it's important
information that's quite useful
to work with. Yeah, I think that's
pretty much it. Now, since this is
a set of project, I do want to talk about
a resetting Maya. This is a very common thing. You probably already
know how to do it, but I'm just going to
refresh your memory. If at any point Maja starts acting weirdly and
you're using Windows, the way you can reset it
back to factory default, you're going to lose a lot of the stuff that we just changed. But the way you can change that if you navigate to documents, maya, the version of
Maya that you're using, and you literally delete
all of these things. If you have scrapes or presets or things like that,
you are going to lose them. So you're going to have
to re-install them. But it will solve most, I would say like a 99%
of your Maya issues. Now, if you want to save your shelf, you can
actually save it. You can go to Preferences, you can go to shelves. And if you find your shelf, which in this case it's
this empty guardian, I can copy this to the test
Dilbert to another folder. Delete everything, open Maya so that the folders
are created again. Close my hair again, and then just bring back
all of the things that I like safe in other places. Once you do that, my I should
be back to default and you should be able to continue
working normally. Other than Maya, we're
probably going to be using a couple
of other softwares, but we'll talk
about those later. With this, we're
pretty much done. Again, just make sure that
you place the images that I mentioned inside of your
source images folder. Because on the next video, we're going to start building our image
planes right here. And we're gonna take a
look at our reference to understand how we're gonna
be approaching this concept. So, yeah, hang on
tight and I'll see you back on the
next one. Bye bye.
3. Setting Image Planes: Hey guys, welcome to the
next part of the series. Today we're going to continue
with the image planes, which is an important
part of the process. Make sure to set up your project and make
sure you're ready. And we're going to jump the jump straight
into the right view. This is the first view of
the work in that place here. Going to say file or
sorry, over here at BYU. And we say image
plane, import image. And you can see we have all
of our stuff right here. We're going to start
with the skeleton. So I'm gonna go right view. Not armor, not caps. It's the right view. Where is it? Right.
That is one right here. I'm going to hit Open. And there we go, you can see has a little bit
of transparency. That's fine. I'm going to
leave it exactly as it is. Very important. We're going to go to
the front and B0 now. Now, if you don't like this
like option over here, there's a shortcut,
which is this little button that
says image plane. If you click that one and
it's the exact same thing, we're going to go front view, which is where is it? Not have a front
view? There we go. I mistakenly name
at a front view, but it's a bacteria
or actually I mistakenly they met back view on the final
but it's the front. There we go. So as you can see, this is important because
I made sure to get this things as close as
possible to the proper size. If we bring this forward, you can see the
BRI much, much it, we only need to bring
this up a little bit. And that way we match
perfectly with the front view. Again, it's not
very often there's, you're gonna be able
to get this sort of like planes for
your projects. But if you can get
them, it's a really, really useful because it makes things a lot easier to match. I'm gonna go to the top
view now, same stuff, view, image plane, import
image and we're going to import a d double BU. That will be why? Because it has the top view right there. So we're going to rotate this
thing around 90 degrees. Very important here. 90 degrees. There we go. And we're going to
move it so that we can center the back
part right there. There we go. So technically it should match. And again, you can
move this forward. I'm using the border of
the head to match things. So I'm trying to get
this and get as close as possible to the proper
matching information. So as you can see that
matches pretty nicely. There might be a
couple of things that don't match as nicely. For instance,
actually, feels like the ribcage is not
matching, this case molar. Oh, I think this one's
a little bit smaller. Okay, that's fine.
Now, see how there's some lines that might
constitute what is Drew. Well, we can actually scale this thing so we can
find the proper lines. There we go. And that should give us
something a lot closer. Perfect. So now this should match a matching dislike
lines back here. And again, we don't
need a perfect match, but the closer we
can get, the better. Let's go to top
view here and just make sure that we're
right down the center. Cool. Now this image, we're
going to push it down because it's gonna
be the top image. Well, actually,
before we do that, I'm going to grab
all of the images. And right now we scaled all
of them at different rates, but we need to continue
to scale them so that we get a proper world
scale element. But what does world's
kill me? And for those of you that are unaware, anytime you create something inside of Maya like this cube. This cube measures one by
one by one on the scale. That means is this is
1 cm by 1 cm by 1 cm. Maya works by default in centimeters or their
software such as blender, they work in meters by default. A lion of course,
is not that small. Actually just look this
up and it says that a male lion grows up
to 3 m in length. So I would guess it's 3 m from the head to probably the tail. I guess. That's roughly
the size that we want. So we're going to
create a queue. I'm going to change this cube to a scale of 300 on the c-axis. That's how big we
want our lion to be. And then on the y-axis, let's say 100, which
is like a meter. And this one, let's
say 100 as well. So I'm not saying that this
is gonna be the final volume, but this is roughly the
volume that we want. I'm going to bring this
up on top of the floor. And then I'm going to go to
my image planes, all of them. We're going to select the 3D
image planes right there. And at the same time,
very important, at the same time, we're
going to scale them up. Why? Because we want to
keep the proportion. So I'm focusing here
on the side view. When I get it as close as
possible to those 3 m. That's seems about right. And we're going to
move all of them up. The legs are
touching the ground. Now you can see again
that my concept artists did the legs in such
a way that they're sort of like three-quarter
view so that we could see how the mechanisms
were working. Well, we're going to do them
perfectly on a side view. So I'm gonna go to the heel, which is the part
of the character does normally going to
be touching the ground. And that's it. I think it's a little bit
too big to be honest, so I'm gonna make
it a little bit smaller, roughly around there. There we go. In my case, it's 36 now we
will want to be precise. Well, I didn't want to add 35 because the numbers are
gonna be different, so I'm just gonna
leave it like that, but you could round them off. Now, this guy right here,
which is the top view, as you can see,
it moved a little bit when we did
this whole thing. I'm going to have to re,
position it right around there. I personally like to change the Alpha Gain of
my image planes to something like a 0.5 or sometimes
even like a pointed to. So they can see through
them and I can see that the the grid a
little bit better. Let's try 0.01, 0.0, 0.1. There we go. Now this guy, we're
going to the top plane, we're going to push it down. This guy. Again, we're going to bring the alpha again, 2.1. And we're going to
bring this one back. This one, it's the
front but we're gonna be seeing or it should
be on the back. Same stuff. We're going to
change the alpha again, 2.1, and we're going to
push it to the back. We don't need this box anymore. And there we go. Now, we have the whole
scene properly setup. There's one more
thing I would like to do here, and that is the grid. A lot of people have
this sort of like fear inside of Maya Island though it's kind of like psychological. I used to have it. Where do you feel that if you're modeling
outside of the grid, things for just gone like
fall out or whatever. So let's change the
grid size, okay? And this is only going to
affect all of your myosins. So be wary of this change, but it's a very simple
way to bring it back. So you're gonna go
to display a grid, display a great option box, and you're going to change
this to 100 units units. And the one subdivision
I hit Apply. And this will make
it look a little bit better than what we had before. Now the only thing that's
gonna be different is when we create pieces
such as a cube, you're going to see
that the cube is really, really, really small. It's not that big of
a deal. You can just scale it up and freeze
transformations. But again, just
keep that in mind. There are ways to
change the tool so that the basic cubes or like a scaled them
more than they should, but again, not really needed. Now, do not make this mistake. Do not go here and
change the scales. There's an option
here that you can do. I believe it's under settings. There we go. Do not change this because
there's a lot of tools and things inside of Maya work
properly with centimeters. If you change this, you
might encounter more issues. And there you go.
You're gonna go back to another Maya project
and you want your grid back to normal size, just display Griffith
and Edit Reset Settings. And that's going
to reset your grid back to the original size. And that's pretty much it guys. Would this,
everything is set up. I'm going to save this scene
real quick File, Save CNS. This is gonna be my blocking. And yeah, that's pretty much it. I'll see you back
on the next video.
4. Understanding the Concept: Hey guys, welcome to the
next part of the series. We're going to take a look at
understanding the concept. And this is a chapter that
I always like to add. They've either they're
always like to add. Because I find that this is
one of the things that people forget or ignore the most. And understanding the
concept is really, really, really important because
it will allow us to prepare ourselves mentally
and technically for, for what we're about to do. So when I was a woman
word sentences concert, I asked my friend
Eduardo to be really mindful about the rigging
potential than we could have later on
with this constant was like think about this
as a mechanical thing that they would have built
at the MIT similar to this or robots that they show
in like Facebook and stuff. So as you can see, every single point of the
robot works as a rig. So eventually, if we
built this properly, we should be able to
rig it relatively easy. This works as a huge mass. Of course it has an
extra little things that we can modify. But then all of these
sections should move and rotate in the way
that I normally like human or in this case
lion body would rotate. You can even see the tail
right here. Look at that. I love this. Every single chain here on the tail has a
little connection. So it will be movable even
though we're going to cover it with a membrane
or something on top. So this is the sign. So this is the first thing that I would need to think about. Is this thing going to
be able to move? Yes. Then we have the next part which is how are we going to be
attaching all of these things? Well, we know that they're
gonna be overlapping. They're gonna be stuck
to the different pieces. We don't really need to
think about all like all of the connections such
as nuts and bolts. But we do need to
be mindful about how we're going to attach
this to the overall shapes. So for instance, this
thing right here, there's a three-quarter box. You can see he drew the ligand is sort of like a three-quarter
view. That's fine. And this thing right
here is going to sit on top of this
section right here. And they also asked him to
make it so that it will be easier to see the
inner mechanisms. And you can see it on
the drawing right here, how we can see the
little outlines where the inner
skeleton is gonna be covered by this armor. Finally, we're going
to have to attach the main and actually
on purpose told him Don't show me the
connections because I want us to figure it out
during the videos. How we're going to be like connecting all of these
things to the neck, but all of this like plates
we're gonna do, of course, one individual plane and then the sizes are going to change. And all of these
plates are going to be attached somehow to the body of the lion in a way that makes it easier or easy for us to rig it. Eventually, other things that we need to take into account is
how many pieces do we have? This is another
thing that people quite often forget that, but they will see the
elements that will check the elements and the pieces
that we get are like, we just forget how
many pieces we have. So for instance, on
the head right here, the armor we have. Let's count them real quick. Let me make the brush
a little bit smaller. There we go. So we have one
piece on the neck, two pieces on the
neck on the head. It's pretty much one
main piece right here. And then the job, but of course this main
piece right here and even the jaw is middle
of a couple of pieces. Each of these
things, That's 123, the antenna that's
for we need to count and to see how many of
those businesses we have, because we're going
to have to make them. And if we understand
what those are, it's going to be a lot
easier to, to create them. Another thing that
I wanted to show you with this video is a technique that I like to
call the wireframe technique. Every now and then,
you're going to find specific pieces that you might be like a little bit curious about how to model
like this piece right here. How are we going to
model this piece? It's a, it's a
slightly tricky piece. Well, if you are at any point
modeling any sort of thing, one thing that you can do is
draw on top of this thing, a wireframe and think, Okay, this is the main
shape right here. The lines pretty much guide
me through the whole thing. So that's the main shape. And then this main
ship has to go down to create this
thing right here. Well, how are we
going to connect this with another
big face right here? And then this phase
goes like this. And then like this,
and then we have this. What do we do? Do we continue down or do
we turn around with her? That that's the kind of
questions that we're gonna be asking ourselves quite a bit
for all of these pieces. It's fairly obvious, we just keep going straight
and that's fine. Keep going straight,
and that's fine. But here do we go a straight
or do we change directions? The question is gonna be
answered depending on the type of thing
that you'll want to have when you sub-divide. Remember that if you have a corner and the
corner is like this, when you subdivide this thing is going to change to a round. The fact that thanks to the cathode Klux of
division approximation, we're going to get this
change right here. However, if your
topology is like this, we have this sort
of like a corner. When you solve the
right, it's going to remain like that's going to
remain really, really sharp. And that's pretty much
what I want right here. So I'm just going to keep going. Like this. So the edge loop does not flow with the rest
of the elements. It just keeps going. Now this of course, a
3D piece right now, I'm drawing the wireframe
him rowing and flat. But I know that if I
had to make this piece, it will probably be
like a box that has some three-dimensionality
to it like this. So there's a couple of angles. And that's why studying
the concept is really important because
again, I can see this piece, it looks flat, but
if I were to make a side view, it
will be like this. That's the side view and this
is a three-quarter view. So all of those positions, so all of those elements
are the things that we need to take into account when we're analyzing the concept
right now so that we understand all of the
things that we're going to do. We need to point out where
do we have circular pieces? If you've seen the previous
hard surface course, when we talk about
circular pieces, circular pieces
have a specific way of creating the topology. So being very aware
of where all of these pieces are is going to
be quite important as well. Another thing that
we can do here when analyzing the concept is dividing the concept
into sections or regions. I really liked doing this. It's one of the ways that
keeps me more debated. And so one of the
ways we're going to be dividing the whole chapter. So what are the main
section as well? We have the head section. We have the front leg, we have the torso. We have the pelvis,
have the back leg, which kinda like
overlaps a little bit with the pelvis, of course. And then we have the tail. Okay, So those are
gonna be our chapter. So what? We're going to have one chapter
here, two chapters here, three chapters here, four chapters here have
five chapters. Here's the tail is
probably going to be combined with the pelvis. I think it's a it's an ECP
is to combine right there. So that's the way I
would normally advance. However, I'm not going to
jump into doing the first. The first thing we need
to do is the skeleton, because if we have the
proper skeleton done, then we can very
comfortably start modeling all of the armor
pieces around that skeleton. Okay, So does a
sketch right here. This is like big concept piece. It's actually a very good indication of how
we're going to go. We're going to start
with our skeleton. We're gonna go then to our main armor pieces and that the end
after we have that, we're going to add the
lion's mane on top. And yeah, that's,
that's pretty much it. This is again, the
analysis of the concept. And it's very
important that we have a very clear outline of how
we're going to be proceeding because there's nothing more frustrating than
seeing a concept and then not knowing
where to start, like just being completely, completely paralyzed and not knowing how to begin
with something. In our case, we're not
only going to start here, we're actually going
to go back into time and we're
going to start with something called a blocking. You guys know, I love
doing blockings. It's a great way to
see a concepts start to exist to get SHA-2
or not get shipped. What's the proper words? It's the perfect way to understand the main
forms of our objects. Before we actually do it, I'm actually going to be
showing a very interesting, uh, blocking method, one that
I haven't shown before. So hopefully you guys like it and yeah, that's it
for this one guys. In the next one, we jump
straight to the Blocking. I'll see you back
on the next video.
5. Block In Construction: Hey guys, welcome back
to the next part of our series today we're
going to start with a very, very, very quick blocked. And I want to show
you a very nice little trick here that we can use just to get an idea of
where things are going to be. It's a very, this is the most basics of block and we're not even going to
create cylinders and stuff. We're gonna be creating
using another tool called the Create Polygon Tool Control Shift to add
it to our shelf, I'm going to click
this guy right here. And what I'm gonna do
is I'm going to trace the main shape or form of
this like ribcage like that. And then we're gonna
go to the top view. And we're going to extrude
this thing to the side until we get roughly
the shape that we want, which is about there. I can see that this
middle points that go in, so I'm just going to
push them in if needed. And that is at this
you can see we've created the very basic
blocking of the chest. I'm going to delete this face and remember that I told
you that I don't like using the mirror button to
access the mirror function. By the way, let me turn on this thing which is the shortcuts. You're going to press Shift, shift, right-click, and then
you're gonna go mirror. And you're going to mirror
this on the x-axis, negative combined
with original points 001 on costume merge threshold. This is very important. Make sure you have the settings anytime that we're
gonna be doing a mirror so that things are
actually welded together. We can apply and there
we go. That's our chest. And then we take a look
at the front side, should be able to get
something that looks similar. I can see that the front side
actually it's not line up. Let's line this up. Let me grab the image plane. Move it. There we go. And this is where things might be slightly off
because for instance, I can definitely tell that we have the proper size right here. The front view, it looks
a little bit too wide. So let's just bring
this back end. And we're gonna be jumping
between the front view and the side view to try and find
the best possible balance. Let's go back here and let's
block in the next shape, which is going to be the head. So I'm gonna go here with
this tool right here, and this is like the jaw. There we go. I wanted to
save a little bit of time. So I'm gonna do this immediately with this guy right here. Like that. And grab both these
elements, control E. Go to the front view. You can see it's not that big. There. I feel like, oh, this guy is,
it's on the bottom. Raise this thing a
little bit more. So go to object mode, grab the image plane again. Move this up right there. That's a little bit
better, right about there. We go again to the top view. And let's take a look at that seems about right for the size. Because the eyes are
going to be on the side. I'm going to grab
this two objects, mesh display, reverse. Grab this face deleted, grab this face deleted, or both objects and mirror. That's gonna give us the
basic shape of the head. Now I'm gonna go
to the front view. You can see those are
like the eyes and those are indeed cylinders. I'm going to add this
cylinder right here. A little bit bigger,
right there. Bring it all the way forward. Let's go to the right view into the cylinders
are right there. I'm going to overlay
the side view more than I do the right view. That's very important.
Usually the side view and the front view are the ones that we're
gonna be using the most. But in this case,
our side view is gonna be like the master,
the master wants. So that's the main
one that we're gonna be like putting attention to grab another
cylinder in here. That's gonna be the the jaw, jaw hinge right around there. And actually we have
a lot of cylinders. So I'm gonna go to ride
with them already. Going to start like
placing all of them. So that's the it's like the
neck joint right there. Then I can see we have
another one right here at some sort
of like sternum, like right around there. We have another one right here. Would be like a knee. This is like the hip. Okay. So we're just capturing
your positions as closely as we can. And then we're going to of
course modify this one, is gonna be a little bit
closer to the side of the equal to sidebar here. You can see how much it like folks out right around there. That's mirror the sternum. I think this term is going
to be a lot thinner. So I'm gonna go with
something like that. This is the knee goes
right around there. Actually that's like an elbow. Go to a top view. This guy right here is the hip. Against roughly that size. This is the knee should
be roughly that size. We can grab all of these guys and mirror them to
the other side. You can see we're building a
very, very basic blocking. Now some of you might be like,
why do we need to do this? Why are we doing a blocking
where we could very easily just jump straight ahead
and do the actual modeling. The main reason is because
whenever you're working in the project and there's
more people involved, let's say you have a client
or you have an arc length. It's very important
that you can show them progress and by
doing this a blockchain. So I'm actually going to this
case right there as well. If you can show them
this blockings, it helps them visualize how things are going to look
before you finish them. So if you take a look at
the block and they're like, Yeah, that looks good. I like how that's looking. I like the general proportions. I like the general flow
of the whole thing. Then that's going to
save you a lot of time later on from
having to redo things. One of the things that I hate the most when
I'm working on a project, he's moving along. I don't know, like
working 2345 days and then showing your client the progress is
you've done so far. And then they look
at and they're like, Now, I don't like it. Let's change this and they want to change things
that are really, really basic in regards to the, to the, to the silhouette. And so I was like, Dude,
if you could have told me that you wanted this change
from the very beginning, we could've saved so
much time, right? But people sometimes have a
hard time visualizing things, especially people who are not into the creative industries. They have a hard time
visualizing things. And even if you present
them a really nice concept, they don't really know how to, how to extrapolate that
into a finished product. So by doing this, what's the word is blocking
right here that we're doing? It helps them visualize how things are going
to end up looking. And E, they are convinced that things
are going to look fine, then you are, you have a
green light to keep on going. It also protects you if
you're working with a client. It also protects you
because imagine that they do charge them X amount of money and
then they're like, yeah, we don't like it. You can be like,
well, you said you did like it when we were
doing the blocking. So what's changed? Now? I'm going to move this
guy is right here. I'm going to extrude them,
all of them at the same time. You can see that
I'm going to press W to move this right here. Of course this guy and
this guy sees are black. We're going to say reverse, mesh display reversed,
which was one of the tools that we did before. And then combine them all. Just easier to do it that way and delete this
guy is right here. And now when we do the mirror, shift right-click
and go into mirror, we're going to change
world to bounding box because they're no
longer on the symmetry line. And we're going to say mirror, and that's gonna give us roughly the thickness of the skeleton. Now I'm going to do
a second mirror, but this one is going to be a world that we're working to get this
thing on the other side. It seems like this thing did
not like mirrored properly. So I'm just going to do
it again. There we go. Maybe saying for that one. That one, that one. There we go. So same deal here with
this leg right here. We're going to move
it into position. Be like right around there. Then press Control E, W with
a little bit to the side. Flip around the ones
that are black. Let's combine them just
for ease of selection. This guy, this guy and
this guy, there we go. And then we're gonna mirror
first on bounding box. There we go. And then on world. We get it on the other side. Does the hip or the spine
control E, Push it out. And then I'm going
to use my cut tool here to cut that
face right there. But from one point to
the other like that so that they can grab this face and just extended it
a little bit more. Because that's like that like
the hip connection, right? I'm going to be like
give it a little bit of a change there just to make it a little bit
more interesting. And grab the face. And we're going to
mirror on the world. That's where we go. Pale, easy, just like that. Interface, the object
and the world. And I think finally the last one is this neck, so
we can just press Control. E will be a little
bit like that. Again. This guy right there and
a mirror on the wall. There we go. Now,
you can see that we're missing some sort
of like contraption here. Easiest thing for blocking, just grab one of the pieces
that you already have. Hill it down and reuse, right? Because the only
thing we wanna do is we want to show the, again the, the client that we have something
that looks interesting. It says there's this scapula. It's like pointing out
right around there. So just grab this
guy right here, make it thinner,
thinner like that. And replicate this
sort of like scapula. We'll, we'll get
right around there. Near this to the other side. There we go. So with this, we've successfully created the blocking
of the character. And this is going to
serve for a couple of, it's going to help
us quite a bit. First of all, we can actually
create a, one more thing. I feel like the connection here might be, that's
fine, That's fine. So one thing that we
can do, first of all, is a weekend actually send this to the
Reading Department. And if we promised that this is the proportions that
we're going to get, they can start building
a very rudimentary like skeleton and use
that to do some blocking, so on, so not poses,
but on the set. Like they can decide where the character is
going to be and then kick into a general idea of
how things are going to look. Even these simple blocking
that took us 10 min to do is already useful for
other departments in the production pipeline. And that's why this
is very important because they don't
have to wait until we're done with the
whole modeling to start experimenting
with other things. In our case, the next thing that we're gonna
do before we start with the whole modeling
process is I'm going to set up a render scene. Because one thing
that we're gonna be doing throughout the
series is we're going to be saving snapshots
of the progress. That we can have a sort of evidence or a trail of evidence of how
things are moving on. And this is our first random, this is gonna be
our first render or our first
presentation render. So yeah, that's
pretty much it guys. Hang on tight and I'll see
you back on the next one.
6. WIP Render Setup: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with a render setup. And this is a very
basic render setup. I've done this 1,000 times, but it's a really
good one again, to create a library of, of progress that what we're
going to be able to see how we're progressing
throughout this project. So as you guys know, I love
this poly haven site is free, it has all of this free
HDRI that we can use. And I'm going to be using this a Christmas photo studio 07. Why? Because it has this
sort of like warm tone to it and it looks
very, very nice. So once you download this, you are going to copy this
whole thing or the HDRI to the source images
of your project. Very, very important. We jump to our project. And inside of our project,
we go to source images. Because remember that this is the part where this is the place where Maya is always going to look for a
new metric first. Once we have that, I'm
going to create a, an infinite plane, which is a very basic background
for a character. I'm going to grab
this edge back here. I'm going to move it all the way up so that we can
create a nice backdrop. There's a couple of
ways to do this. I personally like to just grab this excellence right here. Double-click to select them and create a nice smooth transition. So when we press
number three, we get this very nice soft effect. I'm going to push
this like this. I'm going to extend this a
little bit more so we get more space and the
character is not really close to that,
to the background. I'm going to scale this
and this thing right here. We're going to
delete the history, freeze transformations
and center the pivot. We're going to call this
a backdrop underscore. Go because it's a geo
here inside the foreseen. And that's it. I'm going to as you can
see, I accidentally created several cameras and you can
see this cameras right here. I hate sitting them. So on the outliner, which is this little thing right
here at the side, you can press H to hide those. And then this perspective one we delete and that's
pretty much it. So all of these geometries
that we have right here, I'm going to Control
G to group them. So now there is single
group and this group, of course we're going to
call this lion blocking. Now, one thing that I don't like about this
line blocking is that all of the pieces
that we have right here have names and history, and that can be problematic. So how do we solve
that very easily? First, we tell the history, we freeze the transformations. No need to center
the pivot really, but we do need to rename
this because as you can see, we have this P cylinder one. And if at any point I import anything out from a
different source, that's called pc lender one, it's going to create a conflict
because inside of Maya, you can never have two things
that are named the same. So to alleviate that, remedy that I'm going to
select all of these guys. And up here, there's
this option. Usually it's set to
absolute transform, but if you click
this guy right here, you can change this to rename. And we're going to call this
blocking lock in underscore. Underscore. And if I hit Enter, you're going to see all of
these guys get renamed to a different number,
blocking 1234567. We're not really going to
be using this guys are, but we need to have them right? So that way we avoid any potential issue with having things that
are named the same. This three image planes, I'm going to Control
G, group them up. And I'm going to call
this for the mesh plates. Again, just to have an
easy access to all of them in case we need to hide them or we need to change this, or change them or do whatever. I'm actually going
to grab this group, this image planes group. And over here, under
Display layers, I'm going to create
a layer called a, it's just a new layer, but I'm going to use this
last button which creates a new layer with
the selected objects. And this layer right here, I'm going to call image plates. You can change the
color if you want. It's fine. I'd already image planes. There we go. See how he got the message. Like, Hey, you can't
have two things named the same thing. There we go. So we've got image
plants with you. At any point, I can just turn off the visibility and
they're gonna be gone. Now that we have this, we
need to bring in our HDRI. We're gonna be using Arnold renderer if you've
never used it before, don't worry, it's
gonna be very easy. Windows Settings and
Preferences Plug-in Manager. And we're going to look
for MTO a Maya to Arnold. This is the basic plug-in
and as you can see, it's turned on. We
shouldn't have any issues. I have mindset to
all the load so that we don't have to load
it every single time. And that's gonna give me access to all of
the things inside of the Arnold tab right Here's Arnold and all of these
things right here. I'm going to go to
lights, sky dome light. It's going to create this
big sphere right here. You can make this
bigger. The scale to really doesn't matter. You can make this as big
or as small as you want. I'm going to make it
a little bit bigger. Then if I press Control a, we're going to jump
into the Properties. And under color, we
can select the file. And on that file we
can select our XR, which probably you
might know, this XOR, this HDRI images, they are
called high dynamic range images because they have a lot of information
inside of them. They are not normal images, so it knows what parts of the image are like
darker or brighter. Now this one, I'm going
to rotate a little bit. So we get this very
nice intense light hitting my subject
from the front. So somewhere around
that line right there. This right here, I'm going to change its name and I'm
going to call this HDRI. Again to cap things clean. Then I'm then going to create a new camera because
we needed camera. That's gonna be the
camera that we're always, always going to be using. So rendering camera panels
look through selected. The other way we're
inside this camera, which is pretty much like
a perspective camera. I'm not sure on the
resolution gate right here. And we're going to
look for a sort of a nice like
three-quarter view. Like we can go perfectly
to the side view, but I think I wanted
to go a little bit to the three-quarter
view like this. So we can see a
little bit more of the lion and we can
see the evolution. Now, I know that we're eventually
going to have the main, so I don't want to change
anything about the camera. I want this camera to
be the same camera from now until the very end. So I'm going to like calculate that there's gonna be a little bit of extra volume. I'm going to keep my
character like this. I don't want to see a little
bit more of the tail. So I'm going to do
something like this. There we go. Now, this backdrop right here, as you can see, it's no longer
in line with the camera. So I'm going to rotate the
backdrop a little bit, move it along like this. Let's go back to the camera
panels literal selected, so that we can see a straight
backdrop on the back. There we go. So now we're going to go
to the camera and we're going to call this
shot cam again, it's going to be the main camera there are always
going to be using and things are gonna
get a little bit more intense as we keep going. I'm going to just rotate
that a little bit. Do not rotate the character. It's the camera that's rotating the characters always gonna be modeled in the exact same
position. There we go. Now, just to make this
a little bit fancier, I'm going to add
three spheres that you normally find
in some renders. This is fierce or references fears that you can
use to make sure that the exposure values
and everything that you have on your
Render are properly calibrated this
and we're going to have this three spheres on the top right corner,
make them smaller. We don't need them to be
like super, super big one. The main thing to be our
character right here. And that's it. Now we can do a quick test. So let's Control S. And if
I go Arnold and render, we're gonna get the render
of the perspective view. To get the render
or for actual view, I'm gonna go here and
change this to schottky. Now if we render, this is what the shotgun
mics are looking at. And as you can see, we get
some very nice lights, very, very nice colors. It's a little bit noisy. It doesn't have
the best quality. Let's fix that. So since again, we
want to build up our evidence or folder
of evidence here, I'm going to change
the system to GPU. I wonder render to be
done with the GPU. So the first time it might
take a little bit longer, but it's gonna be faster. And I want to change the size of my render from 960 by 542, full HD, which is HD. Now when we render, it's going to take a
little bit longer, but it should be less noisy
because we have more pixels. There we go. Now, I think this visual
a little bit small. So let's go back to our shotgun panels,
look through selected. But it can take up
this guys right here, make them a
little bit bigger. There we go. It's a little bit better. Let's do another render
that it looks way better. Cool. Now that we have a
nice composition, I think I'm gonna
go a little bit lower with the composition. So we're kind of looking
at the character from, from the lower section. There we go. Let's bring the camera up. Again. I'm imagining
that Here's where there were the main is going to be air we go, That's
a lot better. So now we can assign anything about
this thing a little bit. We can assign the
materials that we're gonna be using, the background. I'm going to assign
a new material. Arnold. Again, I'm right-clicking
assign new material or not. And I'm going to assign
an AI standard surface. This AI standard surface
is gonna be really rough and we're gonna
make it a dark. Why darker? Because when we do the render, I want a lion to be the
important character. So it seems like we
can go even darker. There we go, That's
a lot better. So really dark background, really rough so that we don't get any reflections or anything. And that way we can pay more
attention to the character. The character itself,
the lie on blocking, right-click, assign
new material. Arnold, AI standard surface. And this one is going to
be a sort of beige color. I like using this
sort of beige color. It reminds me of like clay. And this that we're building is pretty much
like a clay render. I'm going to do a
render right there. And there we go. As you can see, it's also
a little bit lighter, which is great because we can see the character even better. Things a little bit
too light though. So I'm going to bring this
down a little bit more. There we go. That's perfect. Finally, the spheres, we're
going to add some materials. Right-click, assign
new material. Arnold, AI standard surface. The first one is going
to be pure white. Pure white with a
high roughness. And as you can see, even
though I do a pure white here, we're not really
seeing a pure white. Let's do it rather and see,
yeah, that looks good. And this is furiously important because
it's going to tell us how the whites are going
to react on our scene. So as long as we don't
overexpose the sphere, which is pure white, then usually arsine
is gonna be good. The second one is going
to be a middle gray. So Arnold AI standard surface. And here's a very common
like a confusion. People will normally
select this and say 0.5. And they think that
that's middle grade, but that's not actually a
middle gray as you can see. It's quite lighter
than middle gray. And that's because it's
using this rendering space. I'm going to change
this to display space. I'm going to make sure that
on display space it says 0.5. That's middle gray. Then if I render,
That's going to give us a middle gray result, we can, of course, I do think I'm going to
increase the roughness as well so we can appreciate
them integrate better. And finally, this one is
going to be a crumble, assign a new material or
no AI standard surface. And this is gonna be full metal, full white, and low roughness,
really low roughness. What that's gonna do, it's
gonna create a crumble. And again, that's
gonna be useful to see how our reflections are
happening in our scene. So this is not looking back, is looking quite, quite nice. What we're gonna do
now is I'm gonna bring this thing down
a little bit more, probably like half
point right there. So it's a little bit
darker and we can see way more contrast. I like that. Some people like to
keep it really light. It gives more of a
photo studio vibe. I think we could probably around there, I think
that looks good. Now we need to play with
lights a little bit. I'm just going to add a very, very simple three-point
light setup. So the way I like to do my setup is I like
to grab my HDRI. I'm going to reduce the exposure to something
like a minus two. This is going to
bring the amount of light on her way, way lower. You can see the
reflections become way, way more like the saturated or there's a lot
less reflection there. And now we're gonna go to Arnold lights and we're going
to create a new area light. This area light is going to be a big area lights so that
we get soft shadows. The bigger the light,
the softer the shadows. And we're going to point us towards our character
in this direction. Exposure wise, we
usually need big numbers when the scene is really big
like this real-world scale. So I'm gonna start with 18 exposure and let's
give it a shot. As you can see, not enough
straight 20, lot better. 21. There we go. 22, a little bit too much. I think 21 is our magic number. If I want more light closer
to the character, well, we can bring the light
closer as well, like that. Once we render, we're gonna have a really nice presentation
here for our character. Nice soft shadow on
the ground as well. Stop the render. I'm going to
duplicate this light, bring it to the other side. And this is going to help us something called my rim light. Now this one, I'm going
to make it smaller. And I am going to use color
temperature and bring this up so that we get a
cool color temperature. And if we do this,
you're going to see that we get this very cool effect. However, it's
contaminating the scene a little bit on this
side, as you can see, in this happens because the
area light is pretty much a spreading in 180 degree radius. If we bring this a spread down, we're gonna be
focusing the light, but we're also going to be
overexposing certain things. This case is not that bad. It seems to be
working quite nice. I'm gonna do it a
little bit more. There we go. That's a lot better. You can see how we're
getting the long shadow now on this side, but it's a little
bit too overexposed. So I'm going to bring this
down to something like 19. So we don't have as much light. That's going to be a
nice slide right here. It's going to heat, as
you can see the spheres. The spheres are also a
really good example of how this light is
affecting our scene. But we're not going
to overdo it. And that's it. Final thing that we need to do. We need to do a quick clean-up. So let's call this sphere. That's the second
one, that's M gray. Let's just call this
gray sphere underscore, GO, GO. This is from chromosphere
underscore GO, and this is white
sphere underscore GO. This is gonna be our key light, and this is going to be
our rim light. Okay? Now one more thing
that I forgot to do when I was grading
the materials. We also need to name these
materials what they are. So this is gonna be m backdrop. This is gonna be M, as in material play. This is gonna be m white. This is going to be m ray, and this is going to
be m row. There we go. Grab all of these guys, Freeze Transformations
of the history center, pivot the shotgun,
It's right there. One quick thing
about the shotgun. A lot of people like to scale this up so they can
see it on the scene. I don't recommend
that you should go here to the display options. And there's the locators
scale, object, display. Loci Roskilde, change this
one. It's like a Twain. You're like 100 if you want, so that it's easier to select. Don't scale the camera. It could cause a lot of
features the camera, we know that this is the
position that we want. Locket right-click
Lock Selected, that's not going to move. Okay? And now I'm going to graph
the HDRI, the shortcut, the three spheres and the
two lights Control G. I'm going to call
this a render setup. Okay? So when we're modeling, we're just going to hide
that backdrop as well. But Madison drug
into, There we go. When we're modeling, we're
just going to drag that one. And that's it, which
is which is model without having any
any interference. And at any point that
can just bring it in and just do a quick render
to save our progress. So if we rendered out
should be exactly the same. How do we eliminate the noise? If you are the proud
owner of a NVIDIA GPU, you can go to imagers and
use the optics imager. If you don't have
a GPU from Nvidia, I believe you can still
use that the noise or oil, which might be a
little bit slower, but still gonna give you
a really nice result. So if I add this the
nicer right here, you can see it's right here
on the little cogwheel. I'm, the image is
going to be perfectly, perfectly look at
that beautiful. And again, at the end. And you probably already saw
this in the intro video. You're going to see all of the different stages
through which we went with this particular character until we have the final result. So I'm going to save this image
roadkill real quick here. Very important thing
on Save Image Options. You want to make sure that
you're using this transform. Use display settings so that you get exactly what
we're seeing right here. Save Image. And it's gonna be
saved two images. We're going to call this lion,
guardian underscore 001. And there we go. That's it for now,
guys. I'll see you back on the next one. Bye bye.
7. Modelling the Jaw: Hi guys. Welcome back to the first
part of this chapter, which is D jaw. We're going to start
with the head. This Chapter two is
going to be about the head sculpting and we're
going to start with the jaw. So right here we have, of course are blocking
and I actually hit the render setup.
It's all here. It's gonna be here.
Every single time that we need to do a render
is gonna be right there. And same for the image planes. If you remember,
we have them over here on our display layers. So I'm actually going to
grab the lie on blocking, and I'm also going
to get this into a display layer of its own
that make this a blue. And let's call this lion
blocking layer. There we go. That way if we need to. Blake, Hi there as well
so that we don't see it. It's also a good idea. Now, we want to start with the jaw and I want to start with
the job because I think it's a fun little thing
that we can think about. And it's gonna give us a nice understanding of how we are going to be
connecting everything. Because one of the things
that we want is we want everything to be believable. It doesn't need to be
perfectly like engineered. It doesn't have to be
something that could be, could exist in real life, but
the people will look at it. It should be fairly,
fairly easy to see. So I'm going to start
with this a jaw joint that we have right here. I'm going to start
with this cylinder. Then I'm bringing this up. I'm going to rotate
this and 90 degrees, so that's facing us. Once we do that, I'm
going to scale this up and that's going to
be my adult life. Now of course, if we
go to the front view, you're gonna see that the
cylinder is not as big. It's roughly about
this size right here, and it has an extrusion. We don't see the
extrusion front, the front of the right view.
And this is very important. That's why we have
multiple abuse so that we can appreciate all of
the different details. So let's go to the
right view again. And I can see that that cylinder right there is the
expression that we want. So let me just very
quickly turn on Karnak. I'm gonna go to vertex, grab this one and there's
a shock that I love using, which is Control F 11, that will convert
a selection from a vertex selection if I select that vertex right there and
then press Control F 11, all of the faces
that are connected to that will be selected. I'm going to press
Control E Now to extrude, I'm going to press R
to scale this down. And that's gonna be
the scale or the point at which the new cylinder
is going to be appearing. Now, here's where I'm
going to start making some artistic decisions to make this thing look
a little bit cooler. Instead of just extruding this out and having like
two cylinders, one on top of each other, I'm actually going to
extrude once again, an extrude in a little
bit more like this. So that now we can select
this guy right here, press Control E, and
extrude forward. How much? It depends on the
front of it, which is right around there. Then I do want to add
a little border here. So I'm going to extrude
again with offset. Extrude again control E. Push this in, extrude
the ones more offset. And that's it. Now why did I include that
last extra? Extra right there? Because I want to
add an extra line. So I'm going to select this edge right here and I'm
going to bevel it when you select an
actual venue, babble it. What you do is you split the
edge into multiple elements. And now what they
can do is I can grab this guy right here, Control E, and push it in. So that when we
smooth things out, we get a nice little
detail right there. Okay? Now that details some of
you might be like, well, why can we add that detail
in texturing, right? Like just adding alpha that has a circle effect in that set. Well, remember that even though texturing is great to add
extra little details, some hard details are
details that really changed the way that objects
look should be model, you'll get the best
result if you monitor. I'm also going to grab
this edge right here. I'm going to Control E. I'm going to do a little
bit of a thickness here, a little bit of offset, and then Control E
again and pushed us in. Okay, That's gonna
give me another sort of like little
detail right there. And we're gonna get this very, very cool looking piece. Now, you guys will know or might already know that
I'm a huge fan of babbling. And babbling is a perfect way to add extra detail
to certain areas of your object without really changing the geometry that much, it will increase the
topology or the poly count. But it's, It's very rare to have an object in the
real world that's like perfect 90 degree angles. So by doing a babble, we make sure that things
look a little bit more believable and we
get a softer effect. So I'm going to
bevel all of those edges that I just select it. And I'm going to keep a
low fraction like this. I am going to keep this
two segments though. Why two segments? Because I'm going to
explain something called texture stretch,
stretching later on. And this helps alleviate
it a little bit. So, yeah, there we go. Now, if I press number
three, as you can see, we get this very
nice clean shape. That's gonna be the
hinge of our jobs. So our element in this case
at this piece right here, will be, will be born or will be following this shape that we
have right here. Once you finish a piece, this is very important
that we wanted to delete all of the
information that we have right here because we love this information is being saved on our local cache and our RAM, and it becomes heavier and it
can cause some corruption. Later on, I'm going
to grab this guy, delete history, freeze
transformation, and center people, all these
three guys right here. Or if we go to our stuff,
it's this guy right here. That's it. We got our jaw hinge, are ready. Now for the jaw line,
this one right here. That's actually why I wanted
to start with this one. We're gonna be extracting
the bass topology for this jaw line from
this piece right here. So that when we move
this guy right here, we get a perfect circle as well. And it makes it look
super, super sharp. I'm gonna go to the
face to face mode, to this side right here. And what I'm gonna do is I'm gonna select this
guy right here. And all the way to
this guy right here. Once we have all of
these faces selected, now we can go to the
right view again, and I'm going to duplicate them. I'm gonna go a mesh or Edit Mesh and
duplicate this one of those tools that I don't
have on the palette or on the shelf because we're not
going to be using it as much. Or maybe we will, maybe
we want to add it, just control-click
and we can add it. So by duplicating
this, as you can see, we can pretty much
extrude those phases without eliminating
the previous ones. I'm going to leave
them right there. Now. I'm going to grab
this face right here, delete that one because I won. Outside of the realm
of what we neither of the area that we need. I'm going to grab
this whole thing. I'm just gonna give them a very simple extrusion,
just very simple. So we can get this
thing right here, which is just a border. Once we have that border, I'm actually going to delete
all of the other faces. I just want that flat
board that right there. And we're going to use
this flat border to build or rebuild at the proper
topology for the job. And here's where we're gonna be using one of my favorite tools, which is the quadro tool,
this one right here. Quadro works very, very easily. You select an object, which is that there's one, and then you click a couple of times and you add
points to the grid. Once you do this, if you press shift inside
of the element, you're going to
create a new face. And we can use this new
phase to start building up our profile for
this whole thing. Now as you can see, right now, I'm doing very long and
like stretched out faces. That's not something
that we want. However, for this initial
construction is fine. I'm gonna do one more here. And then here we're
gonna do something called a change in flow. This is one of those things that we're gonna be
talking quite a bit, which is topology, how we organize the order
of our polygons. And you can see this point
right here is going to play a really important role
because this point right here will change the way
the flow works. Some of these faces will go
down towards the front of the jaw and some of
these faces will go lower to worst this side, as you can see, that's the star. It's a five-point
like etch those, again, really, really important. We just finished this
up and there we go. As you can see, we've successfully created the
border there for the job. Now over here, again, we're just going to continue 33. And we just continue or
finished pretty much like this. Now you can see that
here on the front, this where missing
one like division. So let's just add
one more division. You can add a division
by pressing control. And one of the things
that they want to do is I want to try to keep things
as straight as possible. So I'm gonna go to vertex mode, grab all of these
guys and with our, I'm going to flatten them out. Same for this one,
flatten them out. Same for the bottom jaw. Like I can grab
this guy, this guy, this guy, this guy,
this guy, this guy, and all of these guys in the flatten them and then
rotate them around, scale them, and just
repurpose the whole edge. But now I know since we scale them that they're all sharing a very similar, very
similar transition. We can know what
the right there, a little bit of change
there shouldn't be that much of a
problem because you don't want to have a lot of like really close together. Now, some of you might
be wondering, like, why, why were we so worried about this proper edge flow up here? And we really don't
care about the proper edge flow down here. That's a great question.
And the answer is, we need to control how curved corners
will be smoothing out. If you have a corner that
has proper edge flow, meaning the edge flows
along the curve like this. When just move this out, you're gonna get a round corner. Because the way that
the codon of the Clarks of the vision works
is it will try to smooth from this point to this point and it will create this average of a
curve right here. However, if you have a corner and the elements do not flow, as you can see, this
flows like this. And this flows like that. If the elements do not flow, when you smooth this out, it's going to remain very sharp. And that's what we want for this particular piece
because we want all of this hard angles
to be perfectly straight. So we want it to be
soft on this side, smooth transition here,
but we want it to be hard on all of this other
elements. And that's it. With that, we pretty much have
the silhouette of the jaw. Now it's time to start creating the volume that
we're going to need. So I'm going to press Control
E to the whole thing. I'm going to give
this the thickness. I think something like this
should be more than enough. We can use the right view to get a general idea of how this, as you can see, this object, It's not where we have it. It's a little bit closer,
right around there. And it's a little bit thinner. Let's sensitive pivot point and make it a little bit thinner so we match that
element right there. Now you can see that
the object is black. We've mentioned this
before. This is when the normals are facing inwards. So just reverse the
normals and there we go. Now if we've pressed
number three, as you can see right here, we're going to get a really smooth transition on this side. And now we want to create the sharp transition that we need on this other
part right here. How do we do that? Support edges? Again, going back to the catalog Clark's of division thing, when you have three edges are tree vertices and you do a
Kevin Clarkson of division. This thing is that smooths out. The farther apart they are, the smooth ER and software
that curve is going to be that close or they are like if I
have a vertex right here, right here, and right here, the smaller the
subdivision is gonna be. So what we normally
do when we want to create or use this method, the sub-division method
is we add support edges on the areas where we want
things to be a lot harder. So again, if I do
this, you can see how we get this very round effect. We don't want that
Insert Edge Loop and we're going to
insert one edge loop. Double-click here, and
let's reset the tool. We're going to insert one
that's really close to this border and really
close to this border. Am I doing that as you can see, now, we don't lose
a lot of thickness. We don't get this round
effect on the thickness. We keep this leg back. Now, how do we keep this
really sharp corners? Because that's really soft. That doesn't, it's not
intimidating, right? Again, we grab a subdivision
surface or a line, sorry, and we add one
support edge right there. Once reportage right there and one more support
edge right here. Usually you want
three support edges or to support i
just for the edge, did you want us to work? And that's gonna
give you a really, really, really sharp
line right there. Look at that. Now. Do we want the
same thing here? Yes. So I'm going to actually
going to go with two lines. We go and let's do
one right there. Let's do one right here
and one right here. And we can even
do one right here because since it's a
follows the edge flow, it should keep it quite tight. One more right here. And one final one right
here with the number three. That's where we get look at that super, super sharp effect. Now, you can see,
and this is very common when doing
hard surface stuff. You will get this sort of like pinches.
There's one right here. And that's because this is pretty much the topology
telling me like, Hey, I need you, or I would like you to have one edge loop right here to help me support the whole front part
of the element. But if I do this, even though it looks really good down here, you can see, look at that
like super sharp effect. It looks really good down here. It's going to destroy, as you can see up here, the curvature of
what we have, right? So by adding this,
instead of having this really clean and
uniform division, we get an extra edge loop
right there that breaks in, sharpens that specific area. So how do we fix that? Well, so very cool technique that I'd like
to call stitching. What I'm gonna do first is I'm going to add a couple
of edge loops, one right there and
one right there. You usually want your geometries to be as uniform as possible. So as you can see, when
I see this from afar, I wouldn't be able to
see a very uniform, sorry, a very uniform
distribution of our topology. So those were really
long elements. And this is also
going to help with the texture stretching
that we mentioned. It is of course going to
increase the poly count. This is not an optimized model, but usually for cinema, for commercials, for movies.
You don't want this. I recently saw the making off
of another very new movie, but it was a Shanxi the moment
that they did for marble. And they were showing
the wireframes of a scaffolding seen
that they have in every cylinder on the
scaffolding was made out of thousands of polygons. So polygon count is no longer an issue for high
level production. Okay? So this right here is
perfectly, perfectly fine. So now if I smooth, I still get that sort of like
weird pinch right there. How do we solve this again? I know that I need to insert
a natural right there, but what I'm gonna do is I'm
going to delete this face right here and this
face right here. Okay? I'm going to delete
them for just a second. I'm going to insert the
edge loop that I need, which is this one right here. Which actually benefits
maybe because it helps with the hardened edge
over to this side. And now what I'm gonna do is I'm going to grab
this edge right here. I'm going to collapse
it or merge to center. The tool is here, Edit Mesh, collapse, collapse, and that's going to
create a triangle. Now, triangles break
the flow of topology. We know that, but since this
triangle is on a flat area, this flat surface right here, it really doesn't affect us
in any way, shape, or form. So once we do that, we
can just fill this in, feel whole and feel, whoa. And what's going to happen now is we're going to get
rid of the pinch, as you can see, no more pinch
on this specific corner. And this triangle is
not going all the way to this really clean surface
that we have over here. And therefore, we don't have any sort of issues.
And there we go. With that done, we pretty
much have a solve this issue. Now. I'm just gonna
do one more thing and this has to do a little
bit with like engineering. If this thing rotates,
I would love this. Let's center the pivot point. Of course, if this
thing rotates, I would love for this thing
to be connected somehow to this thing may be welded
together or something. Let's just add another
extra little piece here. I'm going to grab
this face right here. Control E offset to give them
a little bit of a border. Control E, push them out. Control E pushed them out again to create the
support edge right there. You can see that one. There we go. That's just
gonna give me another sort of like loop that when you see it combined with
this thing right here, it's gonna give us that
little connection. If you want to, you
could of course, add another extra
line right here to create the actual connection. But I think something like
that, just like a welded together piece should
be more than enough. Now for this one, we
definitely want to add one support edge right here. And we can add one temperature right here.
It's not going to hurt us. Same for another one right here. It's not going to hurt. We're gonna get a really
nice straight plate. Look at that. Beautiful. So that pretty much finishes or connects
the jaw to the, to our elements like we're
creating exactly what we need. However, I would like to finally connect this thing to the
other side of the element. And as you see here, we're
going to need an extra plate. So I'm going to Shift, right-click and mirror
this x and negative apply. And that's gonna
be the other jaw right there. Same for this one. Mirror. And here's a very common
mistake like I wanted to bridge these two guys together and create
the math over here. A very common mistake that
people would make is they will try to breach phases
from here to here, and it can be done, but it's going to
create a really, really complex topology that not only is it going
to be difficult to UV is also gonna be
difficult to properly like calibrate them and
the form and everything. So what is the easiest solution to bridge these two things
and create like the, like the bottom part of the jaw, which is just a plane.
Let's go to the front view. Let's grab a cube. Bring this cube for worth. Scale it so that it
matches the proper length. Something like that. Bring it forward. Let's scale it on the long axis, on the long diagonal. Rotate this, push it back. And we can go to the
right view and actually find the perfect rotation. Remember how we made sure to flatten this things
as close as possible. So look at that. And this, not only is it
going to be easier, like way, way easier, it's
also going to be faster and we can create
some interesting details. So for instance, let's say
I'm going to add a line. I will add it right
in the center. So I'm going to double-click
here multiple tools. One, that one's gonna go exactly
to the center like that. And then we can offset this. Offset. So something like this. Okay? I'm going to add another
line right around here. Grab this to vertex and this
vertex pushed them out. Delete this faces
that I'm going to bridge from here to here. Rich. Look at how nice this
piece looks now, without having to worry about all of the different
things that we did, we don't need to
worry about having the exact same
resolution for this. That's it. That's all we need.
This piece right here. I would definitely
give it a bevel, like everywhere, two segments
and a small fraction. There we go. We have the jaw ready to go and you
can add any time. Just combine these two. Combine these two into a single
piece or even this tree, like all of these pieces, could be combined into a single piece. And this is gonna be
the job of delay. The one thing that I'm
going to do finally is just move this pivot point with the V and snap it to
that pivot point right there. So when we move this, if
we were to animate this, we would move the
whole thing like that. See how easy that was. Again, this is a very common
thing that I like to say, which is we create
complexity, right? A very complex piece
out of simplicity, cylinder, plane and cube, which is give them a
little bit of form. We play around
with the topology. We add the support I
just where we need to and we create something
that looks really, really good in a really,
really simple way. So, yeah, that's pretty
much it for this one guy. So I'm going to stop
the video right here and I'll see you back on the next one when we
continue with another piece.
8. Head Top Modelling: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the top of the head. And the domestic cat is a rather interesting parts
of the character because as you can see here on the perspective view,
it's really flat. It's just like another
block of metal that's on top and then everything
is attached to it. So yeah, we're gonna,
we're gonna go for that. Let's go right view here. And I'm gonna show you a different way in which
we can approach this. Now, we could still
use the same method of the cylinder and I think it's actually
the best option. So I'm gonna go to
disguise right here. We're going to select
some of the curves. And we're gonna say Edit Mesh or duplicated right here.
We're gonna do this now. This thing that just
happened, very, very common, very, very common
for this thing to happen. It means that the face is lost. Their material super
easy fix, right-click, assign existing material and we assign outlets
do Lambert one, Let's do number one for
this one so we can assign the other materials that
clays and stuff later on. So same thing here. Let's
assign less Lambert. There we go. So now we follow the
same thing, Control E, actually now here
I'm seeing that it goes a little bit
lower on the jaw. So it's pretty
much from this guy right here to this
guy right here. So let's delete this and
go 123, 456-789-1011. Let's do 11 just in case. And then if we don't
need them, will remove. There we go. So it's right around there. We can extrude, punch this up. And now we can
just delete all of the ones that we don't need. Those ones. And this ones. We're gonna go here and we're also going to delete
this case right here, this guys right here, and all of these
ones right here. We can already go to
the front view and punch this are pushed us to the center right
around there. Now we go back to
the right view and we need to start building
the topology again. Quadrant is the one that
we're going to use. And as long as we don't modify this point right there,
we're going to be fine. So you can see here it goes up, fairly easy, all the way up. And then we go back. Now, it does have a slight
change in silhouette here. We'll fix that in just a second. One thing we can
do here is just, I'd like to work with big
shapes first, like this. And then when you need to add the extra lines
and that way you feel to the rest of the
character over here, we're definitely going
to need some more lines. I'm gonna go to vertex, grab all of those
guys, flatten them up. There we go. So we get a nice
even distribution of parts. We keep going. Now here towards the front. Well, we know that
topology changes in flows and in slightly
different ways. Here I am going to
do a little bit of a change on the
curvature right there. That's a sharp line
so we can either keep it like this or cut it. I think in this case we
can keep it in Here. We go to the front, like this. Same thing here. Like how do we handle this? Probably just like this. This Gibbs going forward. I'm pretty much all the
way to the top like this. Probably probably to another
line right there, right? Like the flow with change
directions at about that point. And we need to find where
r star is gonna be, which I think is probably
gonna be this one right here. So I'm going to add
one point right there. And that's going to be the
point that changes the flow. See that one that changes
the flow and the like modifies how we're going to be like a manipulating
all of these things. From here. I'm just going to
keep pushing forward. And I really don't need to worry too much about
this, like fronts, areas because they're
going to be flat whenever you have flat areas. And this is one of
the reasons why we decided to do this
concept. This way. Whenever you have flat
areas, it's very important. It's not, the topology
is not as important. Rather, when areas curved in cylinders and
stuff like that, like what we're going
to see on the eyes. And in some of the
sections up here, that's when you
really need to be a little bit more
careful about them. Now here, again, we have
a little cut right there. So I'm going to add a little
change the silhouette. Just modify the
proportions here. So we can properly create the sort of effect
that we're going for. I can actually see another
little thing right there. So we might need to add
something like that. See how this line gets
all the way in there. You can relax some
of this and again, since it's a flat
area, it's fine. We're not going to be
suffering that much. Now, I'm gonna show
you another way in which we can
flatten things out. I'm going to grab this
vertices right here. If we tried to scale, you can see that the
scale is not working. Yes, we can do the
same thing scale and then just move them around. But you can actually go
to the scale tool and change this to normal. Or you can try along
rotation axes. Sometimes there are components,
there we go, component. So if we do this with
components, as you can see. It's gonna be able to, or we're gonna be
able to flatten them and just rotate them and find the perfect flat
surface of the hair. Okay. So again, like I can
grab all of these guys are and if we do components, we flatten them out and
then we just rotate them so they're as straight
as possible in this one, I think we can go to World. And if we do world, it's gonna be able to do
flat surface right there. There's ones. We definitely
need components. So grab all of these
guys component. We lend them out, and then we just
rotate them a little bit so that we match
the profane that way. We know that that line is
a perfectly straight line. So yeah, That's,
that's pretty much it. So now we have the basic
shape of the head. I'm going to press
Control E. Here. I'm gonna go to the
center line right there. Now, all of those faces that I had selected, I'm
going to leave them. Why? Because we don't need them. We're going to mirror this
thing to the other side. As you can see, this
is one of those pieces that we're gonna do
as a solid chunk. Maybe all of the
interconnections and things are inside of our head and it will be important
to protect them. So let's reverse, of course, go to the front view. And all of this. I'm going to make sure that
they're perfectly aligned. Then I'm going to press
W X to go into snapping mode and Snap to Grid
and make sure that they're perfectly aligned
to the center grid. Now, before I mirrored this, I do wanna do all of the support edges
and I'm going to show you a different way here. We could actually grab all of the edges that we
want to harden. Such as this guy, this guy, Well actually
no, not this one. I'm going to grab
all of the borders, all of the outer
borders of the element. Being very careful to select
every single edge loop. Do not forget about any of them. Like I'm going to grab this guys that go
towards the center. Very important that we
don't forget about. Those sharp lines. There we go. When we are
bevel, if we beveled, those could press the
letter T here. There we go. We can add two segments and a small fraction to
really sharpen them up. Now, you will see this
thing right here. Very common. Sometimes
when we do levels, you'll get certain areas like this one is where
you get angles. And even though this angles are not going to be problematic, you can change the meter
along and do a different one. We didn't change the uniform
patch where you can do none. And if we do none, I think we get the
better effect. Radial uniform. Uniform seems to be
working a little bit better because you
can see this is now a, a squared which is four sides. That's the square. That square like everything has two squares. So now if I press
number three, yes, we're gonna get a slightly weird like a pinch right there. But this is not again at
the end of the world and everything else remains
really, really clean. So that's one thing we can do. It looks really good here now, how can we solve certain areas? For instance, this
guy right here, we didn't do what we had to do. Well, remember we have the
patching technique, right? So we can delete
this guy right here. I can go with my cut tool, another one line right there. Grab this two vertices. I am going to add dimension
to center, merge them. Then we feel whole. And that way we're
gonna get a sharp, nice, round effect right there. Without really
compromising anything. Now usually you do want an extra support is remember that. So let's do it again. Let's do one more here. I'm going to have
one right there. Grab all of those
vertices, merge to center. And then this guy's,
we do like that. That's it. We sub-divide. There's gonna be a
little pinch there. Again, not the,
another big problem due to the way we're
building this. And there we go.
Now I'm a little bit concerned about
this line right here. So when you get this, like when you get issues, we can try to minimize them
by just rebuilding things. So let's say, I think
for this particular one, I'm just going to remove the Bible they
edited to deadline. It gives me like a like a sharp
hook, which I don't want. But now I could add just this word edge on
this area. Maybe went to. And that way we get the sort
of like sharp effect that we want without really
affecting anything else. Okay. So, yeah, that's it. Finally, we press Shift, right-click and we mirror this to World x
negative and hit Apply. That's gonna give us
the head of our lion, the basic head of the line. Now if I, if I see
the front view, I can see that there's
something there. Now, what is that? Is that a, an extra
like indentation thing that we have on the
head of the lion? Or is that an extra little
detail that we have? Unfortunately, we don't know. We don't have
enough information. Again, I can see like a
weird square right there. It seems to me like it might be something to reduce
a little bit of volume or to handle some
sort of sensor or something. So I'm going to use my offset
tool to create the border. And I'm going to
add something here, like again, like some
sort of construction. And this is the cool thing
about hard surface modeling. If you do it properly, like what we're
doing right here. You can, you can kinda like built on top of things inside of the elements.
So for instance. I'm gonna grab this
face is right here, Control E, offset a little bit. And then I'm going to push them. I'm going to Control E and
push this in like this. And then this edge right here. I can actually move this
or even the whole face. I'm going to change the
movement to normal. So it moves or
n-component again, so that it moves in the
direction of the face. They can push this down, see that, to reduce some volume. And now if I hit number
three, we get that. Of course we need to
add some support edges. So to begin with, let's bevel and all of
the edges that make up this border. But
pop up, up, up, up. Where is it? If you don't get the
little box, you need to click here and you can
press the letter T. Sometimes it just disappears. There we go. And of course we need to add some support edges.
On the front. I'm going to use my cut tool
on this front right here. Now see how this thing
is going all the way to that knows,
I don't want that. That's way too far. Same thing over here. Well, this one is fine. You can see it's not affecting
any weird area, so we can easily add
one line right there. And that gives me the nice
strong edge right there. Now, if we want
to, we could keep it like this. We
could keep around. But if the concept says no, it should be square, then we definitely need to add
one line right here. But we don't want this line
that I'm going to write. Like I don't want
this line to go all the way to the mouth. And due to the way
the topologists working, that's what's
going to happen. What can we do? Same thing stitching. We
delete this two phases. We add the line that
we need. Right there. We grabbed this two vertices, merge them to the center. And then we just fill this hole. Again. It's on the flat
area, so no problem. It's going to work
perfectly fine. We're not going to see
any sort of like pinching and look at how nice
that cut looks. Later on we can add, again, this will be more with textures. Definitely bleed like some, like another sort of like
indentation there or something. But yeah, this is how I would like I would approach
something like this. Now I can also see, again, a little shape there and I'm not really sure whether this, I'm going to show you a
really cool trick here. Now, you can see
that this thing, let me see real quick. This thing has some
nice topology. Right now maya is
having some issues. You that like that's
a display issue. That means that I
need to restart Maya or delete some
history and stuff. But what I can do here is I can duplicate the whole thing. Isolate one of them, select some of the
faces that I like. Like this piece is right here. Let's grab a couple
of more like this. There we go. Shift, select everything
else and delete them. I'm left with this
plate right there. What I can do so it
could just extrude this plate, which is up. I might be able to
grab these vertices and again in vertex mode, push them closer so there
don't go like all far-out. Even this guys want to Go world. We're going to bring
them in. And if we Babel or ad supported
just to the centers, we're gonna get a nice
piece now you can see that there's a lot
of topology here. So let me show you
real quick how to, how to rebuild this thing
without destroying everything. I'm going to delete some of the actions that we
have here on the center. Or actually, I'm going
to delete this faces. There we go. Now I'm going to bring this up. And we just combine again, merchant to center to
center are actually, rather than combining,
to be honest, something that's a
little bit easier. It's just bridging.
So from here to here, and we bridge, there we go. So we've rebuilt this shape. It's an interesting shape. Now we can grab the borders
of the top borders. Let's keep them a bubble. And then I'm going to use Insert Edge Loop to insert an
actual on the bottom part. On this section. This section, this section, this section, this section, this section. And then offset from the
center to the sites. So when we smooth this out, look at how nice this looks. Assign existing material. Lambert. There we go. Now. It's an extra little
attachment there. Again, sci-fi ish thing. It could be a slightly
different color or something that makes
it look interesting. We could even grab it like
this edge is right here and maybe change the silhouette now actually kinda like
the flat surface effect, just like an extra support
there on the head. It makes for an
interesting detail. I always like to talk about this sort of like 123
wreath of an object. So the main shape, the main block is, it will be our number one. And then this piece will be
like a secondary detail, the secondary wreath
on the whole thing. And then finally, we'll have like little lines
and details that we're going to be
adding in texture that are gonna be
our third or wreath. But that looks
quite, quite nice. Yeah, So I'm gonna stop the
video right here, guys. And then the next one we'll
talk about the I think the neck we're going
to do the neck first are the
basics of the neck. Before we jump onto the, onto the ice, which are going to be a little bit more complex. So hang on tight and I'll see
you back on the next video.
9. Neck Modelling: Hey guys, welcome back to the next part of
our series today we're going to
continue with the neck modelling and the next, actually rather interesting because the way we have instead of up here is not only traditional, like
Berkshire breakneck. It's not just like
a pipe or anything. It has some complex stuff. But before we do that, let's
go to this guy right here. I'm going to go and
go into face mode. Double-click this guy right
here so that we can select the shapes are the phases
that are connected. Then I'm going to go into Edit Mesh and there's this
option called a duplicate. So we're going to duplicate
that cylinder right there. So now as you can see, if we center the pivot point, we're going to have
this on the right here. Now what are we
duplicating this one? Because we pretty much have
the same thing right here, right on the head connection. Now this one, I definitely want to bring this into the center. So I'm going to do something
like that and look at this. This is a very cool trick. If you have an object that is gonna be mirrored
through the x-axis, you can press again, shift, right-click and mirror this. On the x-axis.
Negative hit Apply. And we get the middle line, which is always useful. And then we get both sides
with the same shape. So we were able to take
one of these guys and just a duplicated and created
this piece right here. If we want to be super, super precise about this, we might need to extrude some of the elements
right there. But more often than
not, especially if you're not going to see this, if you're never going to
disassemble the element, you don't need to
model everything. There's something that I like to say which is if
you don't see it, you don't model it. So if it's not gonna be seen in that animation or anywhere, don't worry too much about it. Now also another thing
that I forgot to mention, this is just the Under Armour. Like if you take a look
at the other concept, the armor that's
gonna go on top. A lot of the speeds
are actually going to be like cupboard quite the bits. So don't worry too
much about this. Now, as for the neck, we do need to ask ourselves a couple of questions just like, how is this neck
going to move, right? Because from an
engineering perspective we want things to make sense. So I'm just going to
block this in real quick. Just a simple cube. I'm going to
duplicate this cube. Have it right there. I'm
going to duplicate it again. I'm just going to make
it a little bit thinner, which is what I see
on the element. So this is pretty much what
I see on the constant, like the, sort of like a blocky
blocky neck contraption. And I've seen this
sort of contraptions. So this thing right here is
on top of the other ones, which tells me that
this guy right here, if we were to move
it's filled point down with allow
me this movement, which is quite nice, it gives us quite a, quite a nice range of movement. And then this one right here. Again, if we move
the pivot point down to right around there, if it moves, it will be
at right around here. This one, on the other hand, would be the one
that we would use for a lateral movement. So the point would be
right around there. And we would move it like this. Okay. So we can do a very
quick rigging test here by parenting things, selecting this one Shift, M P, selecting this
one shift and P. And now we've created a chain. So I know we can
move this like this. Then I can grab this guy
and move it like this. One thing before I do that, very important where
you do any sort of re, any sort of reading, you need to freeze the transformations. So you didn't have
doubled transform or inherited things
that you don't want to. There we go. So again, this one is going to pivot from the base. I'm guessing this one will
have multiple rotations. So this is going to
be my main neck, but mainly it's going
to be up and down. And then this one should only
have like Psi rotations. I'm going to move the
pivot point here. I'm going to do this. There we go. Can we do this rotation? And finally, this one right here will only have this
rotation right here. So if we want to bend the neck, Let's say a 45 degrees, this guy would probably
wrote it a little bit and then this guy will definitely wrote it a little
bit more like this. Again, we'll need to find
the perfect positions. And then this one will
probably go down, right? And of course we
can use the final position of the head to create the final rotation on
a real lion's head, we have like more
than three boxes. But that's, that's what
we're going to do. Now I'm going to delete
everything again just because I want things
to be super, super clean. And let's create those
little boxes again. So now that we know how the
rotation is going to work, we can start focusing on the
actual on the actual model. So what do we do? How can we keep
this box is simple, but at the same
time, like make them look a little bit
more interesting. Well, we can definitely
create some sort of like bubbles on the edges. So I'm going to grab this
four edges right here. We don't have a lot
of information. Again, I don't want to spend
too much time on this guys because you're going
to be covered by most of the armor and the main. So I'm just gonna give them a very simple bevel like this. And then I'm going to delete
these guys right here. And this whole object, I'm going to give
it some thickness. Like this. I'm going to say Mesh
display, reverse. And there we go. I'm probably going to grab this section is right there
and Bevel them as well. Let's go to our bevel component right here and just have
a smaller fraction. Perfect. Now, there are and there will be some pieces of our element that we're not going
to be smoothing. And this could very
well be one of those. Like this could be a
piece that we really don't need to change. Now. If we go again to
the right view, I'm going to duplicate this. Bring this over here,
probably wrote it a little bit, duplicate it again. And now we need to make
these things fit, right? So we know that
these things right here are gonna be
moving up and down. Therefore, this piece right
here needs to change. It's sort of construction a little bit to accommodate
for that moment. So I'm going to go outside of the wars in here on the concept. And I kinda want to
find what will be the best possible way
to make this work. Maybe like this, have
this be smaller on the inside. Also work. It's kinda like a chain link. I think, I think we're
going for this sort of like chain link effect could very well work
something like that. Again, we don't want
to see a lot of the inside of the construction. So again, we need to be very mindful of where this
thing is going to bend right? So we go to the right view. And women with the
pivot point here. And we bend, I don't want that
collapse like that's gonna be probably as much as we're
gonna be able to move. There's gonna be a little
bit of overlap there, but that's as much as
we're gonna be able to move that piece. And then this thing we
mentioned that this was going to be the site of movement. So again, let's do a very
quick freeze transformation. And then we parent this. So like one, select
the other and then hit P. We can do a quick test. Not super word, but I just want to make as much
sense as possible. Let's press D. I'm going to rotate the pivot so that's
facing in that direction. There we go. So this will be like roughly
the movement that we would have,
something like that. Okay? Then if this one, this one, we might be able to
twist it as well. So yeah, we'll
keep it like this. We'll just keep it
simple in this case, I know there's some
like cables and stuff. We might be able to add another one of
these guys right here. Although I think
it's a little bit unnecessary to be honest. Like, you know what they
mean, something like that. I don't think it's
really worth it. What is worth it though, is the connection that
we're going to have both to the neck
and to the head. So I'm gonna grab this
vertices right here. I'm going to press W and see
how these guys are no longer aligned to the main
shape of this element. That's really, really,
again, uncomfortable. So I'm going to
move this with D. And now if I push them, I should keep the proportions
a little bit better. I'm gonna push quite a
bit right around there. And I'm going to again
do a little bit of invention here to create a, a ball and socket construction. The reason why I want
a ball and socket construction right
here is to be able to give the character
as much freedom on the connection of the
neck as possible. So something like this. Okay. That way, when we see the head moving around from
this access point, it would make it would be
more like engineering sense. This guys would
probably going to have to push them again, pres de wrote it the
pivot point and just move this up a little bit to hide this feel
a little bit more. Still lot of space there. And we can't really make
the sphere any bigger. Or what we could do
here is we can make, Let's essentially a
pivot point here. I'm going to push
this or actually, let me show you
another trick here. I'm going to grab these
vertices right here, push them out a little bit more. And then mirror again. That's gonna give me a
little bit more space. That way we can make the
sphere a little bit bigger. The pivot point should be on
the center of both elements. And there we go, this
sphere, of course, if we want to give it a
little bit more sci-fi look, we could grab, this
guy is right here, extrude just in a little bit. And just like babble
disguise right here. Small fraction. And there we go. It's gonna be like
an extra joint and we can recycle, right? So we're going to right view. And we're also going
to have this sort of like round effect, probably a little bit bigger
on the base of the neck. So now if you think about how this whole thing
is going to move, is we have three
segments that are gonna be relatively limited. And then we have a two very free like forming effects
attached to the head, which is going to
have like, of course, this thing is going to be
parented to this thing. And if we rotate this thing up, the whole head is
going to rotate up. So simple, clean mechanical
concepts and models, that's all when they get right
here to get a nice result. Other than that, as
you can see, there's, the next step is going to be the connection
with the rib-cage. It has this sort of
like a boxy thing. So I think it would be a good
idea to already model that. And that's gonna be
a little bit more. How can I say this abstract? Like we don't have a lot of information here on the concept. I just know there's
just some sort of like metallic block. So I'm gonna go to my
Create Polygon Tool. I'm going to create an
interesting polygon right here. Something like that.
And then, sorry. And then we're just going to move from those vertices around to create something that looks
a little bit nicer, right? I know that if I go to my CO2, I can go from here to
here, that's a square. And from here to here, that's the square root
that really helps with the whole topology issue. And then from here,
we're going to go in, out, into the
center right there. And then finally from here and here, some of you
might be like, well, couldn't we have done
this with a simple cube and then just extrude
some of the shapes. Yeah, that's totally
valid as well. Now that we have
this, I'm going to Control E and we're
going to extrude out to create the like the
main connection point. I'm going to select
all of these phases right here, delete them. And we're going to mirror
this to the other side. And that gives us a
nice interesting block, will go to the top view. Again, not a lot of information, just this big square. We can guesstimate the size, which is gonna be
something like that, like the attachment point. And we definitely need to give this thing a little bit
more visual interests, because right now it's
just a very simple cube. So the first thing
we can do is I'm gonna grab this guy right here. Let's show you a very cool tool. And we're going to control ie, an offset to create a nice
little offset right there. Then I'm going to
delete. And then I'm going to select the
whole edge right there. And there's an option
called circularize is right here in mesh. Circularize or sorry,
Edit Mesh circularize, which as you can tell or as you can see, it's going
to give us a circle. It's going to try and circle the edge that we select it
and make it a flat element. So what can we do with this? Well, first of all,
I would like to give it a nice little edge loop. And after that, we can
push this in and create the hollow section where the sphere is going
to be rotating in. Okay? So all of this
guy right here, we could just feel home
and edit, mesh poke. We can even grab that guy right there, this
guy right there. Let's throw in some
quick pebbles. And on the outside,
I definitely want to add some details as well. I'm going to go all
around the edge. Remember if you wanna do bevels and you don't want to get any, any what's the word and gone. You should try to
complete a loop. Like if the loop is closed, you can usually
avoid having Anglin. So this way, like
all of these pieces, maybe even this one
and this one's, and since we're already doing it, Let's do
this one as well. We bevel that well. Let's do a big
fraction actually, I kinda wanna go
for a big fraction, two segments, but I want
to keep the depth low. So the depth is
going to be at zero. That way we're going to
have a really hard surface, see it really hard surface, the effect like this. And then on top of that, we could add a secondary Babel. Or if we just go
here to this level, we can maybe be like,
Hey, you know what, Let's do four segments is going to use this
interesting effect, or he may be four segments
a little bit too much. Let's try to keep it to
two segments. There we go. Now I definitely want
to add some support. I just, for instance, right
there and right there, right there, right there, and right there, right
here and right here. It's looking way better. That's it. We get this very
nice looking boxy thing. We can of course, move a couple of things here to make this a little bit bigger. Make sure the sphere is like attached to that specific point. Makes sense that that
thing is right there. There we go. Now, finally, I want to add
one extra detail and this is, this is just the mean
free, free styling things, but I think it's a nice
technique that I can show you. What if we wanted this thing to look a little bit more like. It's made up of a
couple of parts. We can select this
edge right here. And what I'm gonna
do is I'm going to say Edit Mesh detach. Okay? So by doing that detach, now we have two meshes,
this one and this one. If I press number three, it's gonna look a
little bit weird. It's going to look like a pinch. But look at this technique. This is a technique
that I was shown a long time ago and
it was taught to me by the guy that designed the Ironman armors
for like marble. So I'm going to Control E. Oh, we're already having
issues with the displays. There we go. Control E. We're going to push this in a
little bit like that. And then do the same
thing on the other side. Control forces in a little bit. And I know the geometry is
looking like really bad, like crap right here. That's fine. I'm gonna grab this edge right
here and bevel it with a small fraction, just one double,
no need for two. And then this guy, we're going to do
something similar. Just grab this guy, the bullet. And then the fraction, we're
going to go for a small one. And now what's
going to happen is when we smooth
this, look at that. Look at that. We get that very, very nice sexual mine
as if this thing was made out of two
different elements. Right? Now, if there's a
couple of things that you don't
like, for instance, I feel like that
spike right there, it looks really odd. That's an easy fix. We just grab all of those
vertices right there. And all of those
ones right there. We moved them down. We're going to have this. Okay? So very, very easy way
to add section lines by splitting the mesh and just
extruding in a little bit. We get this if you
want these things to be even sharper than yeah, we will need to go to
the bevels and say like, Hey, give me two segments. Right now it's not going
to work or just go with our mesh tools instead of one right there
and one right there. And that's going to give
us a, a sharper division. But really, really
cool technique to add a little bit of extra detail
to those areas right there. And that's it I'm going to File. And yet the display is
like oxygen we released. So I'm just going to increment
and save real quick. And we're ready to go. We're ready to go
to the next part, which is gonna be
the I over here. So hang on tight and I'll see
you back on the next video.
10. Eyes Modelling: Hi guys. Welcome back to the next part. We're going to
continue now with the eyes, which is really, really interesting piece
because we have this sort of like camera's
going on here. And I was, I was actually
looking at the concept. This is one of the things that you need to constantly
do whenever you're doing your project
and you have like several, several elements. Let me show you real quick. There we go. So on the concept itself, you can see here
that we're going to have the armor on
top of this thing, which are quite a bit of pieces. It's gonna, it's gonna really
change the silhouette. Like we have this
whole like antenna in infrared sensor
and stuff up here. We have this thing right
here, which again, when they see the views, can it looks like the eyes. But then later down here, we have this one in
industrial really match. You can see how the second one, the armor is like right
here on top of the jaw. Like look at the
distance in this one, it's like further forward. So I'm really questioning whether this or the eyes or not, but when they visit
the front view, I definitely see some cylinders. So we're gonna go
for the cylinders. And then once we
do, the farmer will maybe have to adjust
a couple of things. Here it's even more noticeable. It seems like the eyes
don't perfectly line up. But anyway, we'll see, so we'll start
with the cylinder. I'm just gonna go with
a very simple cylinder all the way up here. Make this bigger,
rotate this 90 degrees, and we're going to
position it right here. I can definitely tell that the
cylinder has some bubbles. So I'm going to
position it right here. Let's go to the front view. It's, it's a little bit bigger, so let's make it just that bit smaller. Scope
perspective again. Grab this edge right here
and this edge right here. And Bevel. We're just going to be
a very simple bevel first right there. And let's go back
to a right view. Probably pushed this things
forward a little bit. This things backward
a little bit, so we match as much as possible. And that will be the main
part of the whole thing. Now, here, again, you can see that doesn't match perfectly. So whenever that happens to
your Concepts, my friends, the best advice I can give you is if you can ask the
constant part is go for it. If you have time to
do that, go for it. And if not, just make whatever decision makes or take whatever decision
makes the most sense. So for instance, right
here, it doesn't make sense for this I, to be overlapping with
this thing right there. What can we do? Well,
again, a couple of options. First of all, make the smaller. Push this up a little
bit, just a little bit. So it does not overlap. Even though it does not
match perfectly anymore. It's going to give us a
better result overall. So go with your gut
every now and then. Always ask your client, of course, if you
have a question, but sometimes thyme will not be available and you're going
to have to make decisions. Let me right now, and you're going to have
to roll with it. In the worst-case scenario, you're gonna have to just
redo a couple of things, but shouldn't be that bad. I'm going to push this thing in, as you can see right here. And I'm going to grab
this guy right here. And I'm also going to bevel it to create a nice little
support that's right there. Perfect. Now for the lens, the lens is actually
really interesting because we're gonna be using a sphere. Of course, I'm going
to press V to snap it. I have Karnak Turner.
I don't think I do. There we go. I'm going to press V to snap this to the
center right there. Rotate this 90 degrees and just start
increasing it until we get the proper size for what the eyeball or the collapse
of the camera would be. Now here's the
interesting thing. Eventually when
we hit rendering, I do want this glass
to be real glass. So what I'm going
to have to do is I'm going to delete that
edge loop right there, deleted this back
part of the sphere. And I'm going to extrude
this thing Control E, extrude this in to
give it a thickness. Okay, usually lenses
have some sort of thing. This is not just solid
glass all the way through. It has a specific thickness. And if we want things
to be working properly, we need to make this as
realistic as possible. So we do this, we reverse
this things of course. And I will probably add a small little bubble
here to the border. And there we go. That's gonna be my eye, my eye detail right there. Now, again, we don't have I'm actually
wondering if this thing starts just like
plates or something supporting the whole
thing. I don't think so. But I would expect there to
be some sort of connection on the back thing going probably
to this shape right there. So I'm gonna go here, Control E Again,
sorry, Control F, 11 to select all of the faces, Control E and offset. Then Control E again
and just push in. Of course that thing right
there we're going to bevel small fraction.
There we go. And now we want to create a very similar circle
somewhere in the neck, right like Raleigh again, like right around there. So I think this
guy is right here. Look like the best
possible option. It's close enough that we're
not going to have a lot of empty space and
it's flattened off. That's not going to affect
any other, any other piece. So I'm actually just noticing that we have a
little bit of an issue there. Okay, perfect. So this goes right here. Well, first let's
isolate this piece. Let's go to the right view. And we know it's
this guy right here. The best thing we
can do is try to balance this out and make it as squares possible for
the next movement over the next action. So something like this. If we can just modify
things a little bit, that's going to save
us a lot of time. Grab these four guys control E, offset a little bit. And of course we're going to
use Edit Mesh circularize. And then we're gonna
make this smaller. Just have this as
clean as possible. Control E to create a nice edge loop actions are always important for topology. And then Control E and
just push this in. Not that much, something like that should be
more than enough. And again, if we
do number three, we're going to have that nice
little indentation there. We can of course, give this a bevel and play around
with this term right here. I'm getting some weird
glitches. Can you see that? It's weird anyway? So we got that nice
little point right there. And of course we're
going to mirror this on the x-axis to get the same
thing on the other side. Now, let's, let's add some
support edges to this guy. Give me like one
there, one there. 12345678. Actually be enough. There we go. Probably one right
there on the center. There we go. And how do we connect
this two guys right here with a curve? I'm going to go to top view. We're gonna go to
word those guys are which you can
see right here. And I'm gonna go
remember the cure, the curve that we
created, the epi curve. I'm going to click
right there, 123456. And we can of course play around with the control vertices of the curve to make
this thing a really, really, really clean and sharp. There we go. You can even scale the points so they're like super,
super straight. That curve of course is
going to be on the floor. I'm going to have to center the pivot point and snap
it all the way to the top. Right there. You can see pretty much in line. I will want to be super precise about the proper position. And we can of course, just snap the thing up and give it a little
bit of credit for that. So you can see that's really
**** it, really **** close. And now we're going
to delete history and we're going to use
this sweep mesh function, which is going to create a curve along that specific surface. We can scale the
profile a little bit, probably going to go
something like that. As you can see, we have
quite a bit of divisions. I'm going to increase the
precision just a little bit. So you get a nicer
and nicer curve. And that's it. The lead history. And we got ourselves
that very nice cable. Here's another like again, I'm just showing you guys little things that are going to make this thing even, even, even though they're
super small details and no one's probably
going to notice them. If we do them, they're going
to look so freaking good. So I'm going to grab
this face is right here, and this face is right here. I'm going to duplicate them. So I'm going to say
Edit Mesh, duplicate. Now, I'm going to
grab them again. Should be right here, 1.2. And we're going to
extrude them out. Okay? That one is gonna go
right around there. And then this one
a little bit more. Sorry about that. There we
go. So now let's grab it. This two guys. I'm going
to bevel actually, no, I don't think we need
to go but we can live them less just like small
little donuts. And look at that, what we can do is I'm going to center
the pivot point and this one of
course pushed us out. And this sort of like, uh, like this rubber
thing that holds the cable so no water or
nothing gets in there. Okay. There we go. Just hugs the cable
nicely and tightly there. And since it follows it follows the same
shape of the cable, it should look very nice here. I'm going to graph the
interfaces that scale them in. Really hugs the
surface. See, see how nice that detail looks. It's just one little thing,
like one little detail. It took us one extra
minute or two. And we get something that
looks really, really, really interesting and makes everything look more realistic because there's a connection now that fits the whole thing. The same thing here, just just this doughnut
a little bit more. Even if there's a little bit
of overlap, That's fine. So you can imagine
that's gonna be like some sort of like black rubber. And then this thing is
going to be like a cable, like carbon fiber or
something in the textures. And it's just going to
look really, really nice. I'm gonna go do one
thing here. I'm going to assign a new material
to this guy. It's just gonna be an
Arnold AI standard surface. I'm going to make this
on the transmission. I'm going to make it a glass. So now we're going to see
it's going to be transparent. But we can actually go
to the material itself, change the color to a red color. And then we're going
to see it like a, like a, like a normal glass. So let's just call
this m red glass. The reason why I
wanted to do this, you might already be
figuring this out, but I'm going to grab all
of these pieces right here. I'm going to group them
control G and then a mirror this group
to the other side. Okay? So now we've got all of the
pieces mirrored properly. And what we can do is, since we are having a really
nice advancement so far, like the head is
looking quite nice. I'm going to save
this real quick and we can take a
look at the render. So let's turn off.
This guy's right here. We have the blocking, remember? So what I'm gonna do is first let me remember it's the M clay. So I'm going to delete all of the head pieces which
we don't need anymore. There we go. Then we can grab all of these guys except for
the eyes, of course. And assign the same
clay material. We could even assign
some like plastic, like dark plastic materials
to some of these guys. For instance, this guy
right here and the spheres, like the connection spheres, I'm going to say
any new material, Arnold, AI standard surface
M. Hold this lack of rubber. Gonna go down there and
up on the roughness. Hit Control S real quick. And let's render. Of course we're going to run them from
our shot Cam. There we go. So very, very simple like advancement that
we have right now will we can already
see the vases off our character like coming along from what we had before
to this very nice half. We're good on a good path. So actually, can we delete, can delete that one as well? Delete that one and
that's going to make the whole neck look
a little bit more interesting, cleaner. There we go. So yeah, that's
pretty much it, guys. We're going to continue now
with the torso, I believe, and we're just going
to keep moving with the rest of the
core of the character. I would recommend
saving this image. So once you have a nice render, it's very cool to
just save this image. We have this line on guard down. One is going to be
live on guardian to. And the reason why
this is important is because as we move along, not only are we gonna
be able to do that, not to File Save image. There it is. There we go. We're gonna be able
to see the progress. We're gonna be able to compare. And it's kind of like
a flip book thing. We're, we're gonna go from very, very simple geometry to really complex geometry as we keep
building our character. So, yeah, that's it
for this one guys. I'll see you back on
the next one. Bye bye.
11. Chest Block In: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the chest. And I have this
thing right here. By the way, if you have the arm materials and you
don't want to see them, you can just click on this
little icon right here, which is the use default
material option, and it will just use
the basic Lambert. The chest is a
rather complex bees. We actually have a lot
of things going on here. So let's start by
doing the basic stuff, That's the easy stuff, and then we'll keep on building with the
more complex things. So for instance, right
here we have this or like sternum on the bottom part. That's just a cylinder. I wanted to grab a cylinder
right here, make it bigger, rotate this 90 degrees
so that it's facing me. We're going to place it
right here where it would be just the sort of
connection right there. And we can see that it
has a couple of details. So I'm gonna go vertex
Control F, 11 control E. And we're going to create a nice border there for the birth. Then we can just Control
E again, pushed us in. And that's it. We're gonna grab this
guy and this guy, probably that guy as well. Just pebble small
fraction into segments. So when we smoke, we get this and we're
going to mirror to the other side to get
this thing right here. If we look at the front view, I actually don't
see the cylinder, which is really, really curious. This front view is not
great for the skeleton, but that would imagine
there's some sort of support and the center. So I'm gonna go and
keep it like this, like a balancing
plate or something. It's either dad or it's
on the on the sides. But again, it's a little
bit difficult to see. So I'm thinking into a central piece rather
than a symmetrical piece. Like, I think it makes
sense for this to be some sort of external
support or something. Now let's do the box real quick. And for that one I'm going
to use the polygon creation. So we're going to do
123456 right there. And of course we're going
to use our knife tool to fix this into proper topology. And once we have this, we can play around
with the actual depth. I'm going to push this to the, if we go to the top, you can see that it goes like
quite nicely over there. That said, we have
this thing right here. Now, we know that this is
not on the center line. On the central lung. We're probably going to
have, again that looks sort of like sternum
or something. So we can push this
right around there. I would say that's
gonna be our box. It's gonna be like the main torso is kind of
like the ribcage, have the whole character. So I do want to give it
a couple of bubbles. And some of you might be like, What is he doing? I'm going to give it
the bevel right here. And yes, I know that's
going to create an angle, but I'm also going to give
it a pebble right here. Right around there. I'm going to give it a couple of bubbles here on the back. And the reason why I'm
doing the bubbles like this is just to play around with the proper
like a faceting. Do they want here on the front? Because I know at any
point you can just cut from one side to
the other like this. And I'm going to get the
shape that I'm looking for. It's gonna be a a
proper topology shape and we're not gonna have
any issues whatsoever. Everything is watts. Now, one interesting thing
about this guy right here, so it has a hole in, it looks like it goes
all the way through. So normally I'm
not a huge fan of, of Angolans already gone, so sorry of booleans. But they can work
quite nicely in volumes are a way in which
we can use one shape. For instance, this
cylinder right here. Again, change this
to eight sites. And we can use one shape to cut around or cut
across another piece. And as long as you know
how proper topology works, you can fix whatever angle
and like cod you do, it can give you some
interesting results. So what I'm gonna do
here, as you can see, so I'm going to
position the cylinder where I needed to be, which is right around there. I'm going to select the first shape,
freeze transformation. So for this one, first
shape, the second shape, and I'm going to say mesh
booleans difference a minus b. And as you can see, we get
this, which is not bad. It's a very, very
nice gut and we have this thing going
across the whole element. Once we do delete history, we're not gonna be
able to move it because right now, Maya, in the newest version, 2023, I think 2020, 200 as well. We have this sort of like
dynamic babbling system, which is dynamic Boolean system. As you can see, we can modify
the position and thinks of the object and they will update automatically, which
is quite, quite cool. But once you're happy
with the result mixture to Lily history, now it's permanent and now
we can fix this topology. So I'm gonna delete those guys and delete this guy right here. Because we need to
find a way to properly connect this guy to the
rest of the square. So I'm gonna select
this guy right here and this edge right here, Control E. And we're
going to offset, or actually in this
case, we're gonna thickness out a little bit. This thing is that
we're doing there, as you can see, it's
going to give us a slope. And that entropy is
going to be flat to the surface of the
faces that we had. So that's great.
Now, as you can see, it seems there's some, we might have a
trouble or problem here with this edge
control and delete. There we go. Now, what we need to do is
we need to fill in this box and this cylinder
with the proper topology. So the way we're gonna do this is we're gonna use our cut tool. I'm going to add one
line right there. One line right there. One line around there and
one line right around there. As you can see, we're getting
deep faces that we need. So from here to here,
we're going to bridge. From here to here,
we're going to bridge. I would probably add
one extra one here. And on the back. Then what
we can do is grab this edge, Control E and snap
it to the next one. Make sure these guys
are merged together. We go. So we don't have to bring this phases all the way to the side. And then we just
start stitching. All of these guys
right here. From here. Same deal, like it might
not be a bad idea to add one division there and
one division there. Grab this edge, Control
E. Or actually this case, just bridge from one
side to the other. Other one light right there. And then just merge
those vertices together. There we go. From here to here. We're going to bridge. From here to here
we're going to bridge. And this should clean up the edge loop
perfectly right there. So now we have this
very huge block going across both sides. Of course, on this other side, we're going to have to do
something very similar. So we're going to
go with this edge Control E and get all the
way to the other side. This, I'm going to snap
there and then merge. Those two guys. Emerge the center, there we go. Then we add one light right
there and one right there. It's like this two guys merge
this two guys and merge. That we should have enough
geometry over here. So 1.1, 1.2, 1.3, 1451 is six. Here. Again, to alleviate the
stress of the topology, just move this case right there. This guy, I'm going to snap it. I don't want to merge them to center until they are snapped. Grab this guy, snap there. And now we merge them. Now we grab this guy
and this guy we bridge, this guy and this guy we bridge. And there we go. So now we've smoothed
out, as you can see, the topology is really clean. Yes, we have a really
thin surface right here. But if we add a, like
a babble or something, we can clear it up. Now, some of you might
be wondering about this, like details that
we have right here. Those details can definitely
be modeled in however. And again, like thinking about
the character array here. Later on we're going to have
this big bulk of our Merkel. So we're never going to see it. And I don t think we we really should worry too much about it. I can show you real quick how I would go about doing them. But it's not gonna
be the cleanest one. Okay, so I'm just
going to show you again for the sake of argument. But that might not be
the claim that one over here like this
ones can be easily, very easily be adapted. If I add, let's say
12.3 lines right there. Then I grab this three
edges on the outside. This guy, this guy and
this guy look at this. We can very easily
visible those lines. How nice that section looks. We can label them right there. I know we have
angles, don't worry. Then I can grab those new
shapes that we just created. Control E, offset them
to create an edge loop, and then Control E
and push them in. And we're going to
get what we want. Which is the sort of
like around the facts. Of course, if we add a couple of support that just lets say one right there and one down here. Those are gonna
look even better. Okay? So those sort of things
that's relatively easy to do. And even this angle
is right here. I don't care too
much about them. Like we can always just
add one extra line. They are just stitch
it to the corner. Again. It's an it's an easy fix. Those are ISI ISI things to
model along the surface. So let me walk. You can see if I
tried to do this. It's not going to
let me wise, not going to let me do it because we have this really weird
angle right there. Another way we can fix
this icon like this. We just go from one
point to the other. That fixes those
internal angles. And then look at this. I'm going to go from here
to that point right there. It's not ideal this one. But we're going to
go right there. From here to there. From here to there. And that's gonna give me
a cleaner, cleaner look. And now I can use my
intellectual, for instance, to the sharpened some of these lines right here at
the top and the bottom line. Which has not going to look bad, like it's a nice thing. And the cool thing
is, since that thing is happening on the flat area, if I want to make some
of these smaller, just like literally
move this things up a little bit of this things
in a little bit like that. And that looks like the
bends are becoming smaller. Again, not ideal though. It makes the topology
really, really like crazy. So I personally would just call back, I'm
just going to go back. I just show you that in
case you want to do it. But I would rather show you how to do this in
texturing how to, how to do that detail
in a normal map. And we can even legged
later on display set, we get a nicer effect. This one, I just
care about having a clean, clean shape right here. So I'm going to grab this
guy right here of this guy, this guy, I probably want to
grab this guy and this guy, this guy and this guy. This guy definitely probably all of the border
edges, to be honest. All of this border edges.
Yeah, that's fine. Careful here. Let's not select borders that
we don't want. There we go. We babble. We give this two segments. Now. My Beth, 33 segments. Hopefully this doesn't kill Maya because this is actually
the second time I'm recording this. Give me 1 s. Okay, it survived. It
survive. Divisions. There we go. Now let's just make sure that we will not have any
weird acronyms. For instance, they're just merge those two center
to center as well. There's probably some remnants
from the from the Boolean. So I just want everything
to be as clean as possible. And again, don't
worry too much about things that are not
gonna be as visible. Sometimes we want everything to be super,
super-duper perfect. And of course we should always strive for that perfection. But there's always
the time factor. And it's worth to over think things are going to have the one
that slope there. I forgot to bevel
this guys right here. So it's throwing a quick bubble. There. There we go. I'll have this big block
of a torso right there. Now you can see on the actual
torso that it has a more, I would say organic look to it. There's a couple of like when you see it from the
front is not the box. It's a little bit
different, right? And it can become quite tricky to modify what
we already have here. So I'm going to show
you a different tool, which is called
the lattice tool. Let's see real quick
the lid history. I'm gonna go here
to the form and I'm going to create this
thing called a lattice. So he led, this is pretty
much a box, right? And the cool thing
about this box, it has this lattice points. And what happens is the geometry gets attached to
this lattice points. And if you move this geometry, you can see how everything
just moves together. So it's a lot easier to just grab all of those
guys, for instance, and just like
royalty them around a little bit and see how nice
that forms the geometry. And the cool thing
about the lattice as well is that we can
increase the divisions. For instance, I can
say three divisions or maybe even like
four divisions. And that way if I, if I modify this outer lattice points that
we have right here, they're not going to affect
the inner lattice points. So we can curve this
in a little bit, which is up, for instance, or push this down like crazy, a slightly different effect. And that we're not modifying the hole that we
have right there. Okay, So this is how we would create like a little
bit more complexity on our shapes without
deforming the really clean like thing that
we have here on the front. Like I can see from
the top view that this thing seems to be pushing forward like the
center of this thing. You would like, okay,
how can I do that? Well, first let's
dilute history. The loudest gets deleted.
Let's add a new one. The form. Again lattice. I'm going to add more
divisions here on the front. So that we get, when we go
to top view and we graph, and we grab the lattice
points, this case right here. We can push them without the
forming D depends as much. See that we generate
something that looks really, really interesting and we get a soft transition from
one point to the other. I can also see something like
that on the inside here. So I'm gonna, I'm gonna grab some of the
lattice points here. Push them in, then grab this guy is push them in and grabs this
one's push domain. It's kinda like a rigging is
a little bit like rigging, but it's not actually ringing. It's just a forming
the whole thing. So this is how we can create very complex shapes like this once without having to worry about the overall like
the orbital shape. So we built a history. And let's do a mirror, of course to the x side. And that will be my main
frame where the where everything is going
to be attached to all of the armor and stuff. And we're going to add later on, this will be, this
will be the position. One thing we could
do. And again, this is up to you and
up to the designer. Like how you talk to
the designer and stuff. Let's say like those, let's
say like those bands. But I want to add a
different detail, like I want to make it easy and it's perfectly valid to talk
to your client and be like, Hey, you know what, like, I do like that idea that
you have right there. But what if we did it
slightly different? And they're gonna be like,
Well, what do you mean? Well, for instance,
I could go to, let's say Mesh tools, Insert Edge Loop and be like give me like five edge loops. And we get 123, like very
clean squares right there. And we can offset them. Control E, pushed him in. Control E again to
create an edge loop. And then we get this right. And of course, if we
have a support edge down there or up
there and down here, we get a very similar effect. It's not exactly
the same, right? It's not exactly the
same thing that we have, but it's a similar
effect that might be able to fulfill what
we want to create. For instance, here I
can delete those lines again so we can get this
very clean shape once more. We go again to this guy, insert more lines, and I can add two more
lines right there. Control E, offset. Let's make them even smaller. Control E, Push and
Control E once more. There we go. Of course, those are also going
to need their own support edges right there, one. And to look at that, even though they're not
the exact ones right now, it makes it easier. I'm
going to keep this once. I kinda like them, we'll
see how it looks with the rest of the armor later on. And we see that we
need more details. We'll just add it on top. So I'm going to stop
this one right here, guys, we're in a
really good position. I think this looks
quite, quite nice. Organic with mechanic
at the same time, it's a huge chunk of
metal right there. And we need to add this
they killed right here. And just like a right ear
sort of thing right here. And we have of course, the upper looking like
vertebrates as well, which is going to
be another detail. So yeah, hang on tight
and I'll see you back on the next one. Bye bye.
12. Chest Modelling: Hey guys, welcome back
to the next part. We're going to continue now with the next area here
on the character. First thing I'm
noticing is that I'm not matching perfectly
here on this side. Again, easiest way to
do this dual lattice. We don't want to distort anything that we
have already done. So if we do a lattice, we can very easily just grab
this lattice points and just move this around and everything is just
going to fall into place. Now I can see there's like a, like a band or
something back here. Very, again, very
common, very usual for, for, for us to build, again complexity
out of simplicity. Easiest way to do that,
just grab two phases, two phases that you see
here, for instance, this two right there, pretty much match the
thing that we have. And we're going to say
Edit, Mesh, duplicate. And then from those two faces, I would even like to be honest, I will just, I will delete this edge. We
don't need it right now. You can have just one single phase Control E, extrude it up. Let's go to a right view, like roughly around there. And then this guy for instance, we can go into the normal
or the object owned. There. We go. Push this up, which this down. Just generate roughly the size that we're looking
for right there. And I'm going to grab
that edge right there, that edge right there, that
one and that one, bevel. And then this whole face level, something like that. Control E offset. I'm going to go up. So Control E. And then another bubble. Then the whole
thing just pebble. Get a nice clean like
shape. Look at that. Sort of like a thruster, right? Center point, of course. And yeah, that's,
that's pretty much it. Like we have this sort of like backpack thingy
here on the hips. And that adds another
level of complexity without taking too much
time does one of course, well, actually
probably have 1.2. Actually this one right
here on the back. I'm going to offset
it a little bit. And then I'm going to poke. And we might even debate, like not even poking
and just deleting it. It's just empty geometry that
we're never going to see. And then this one
here in the front, I kinda want to do something interesting and we don't have a back view on this character. I come on to do something here, so I'm going to
like push this in. Okay? And then this face, I am going to duplicate. So Edit Mesh. Duplicate. Here we go. So now
we should have that face right there or effect. And look at this. I am gunna. I'm going to bring this
thing trying to think. I'm going to add division. So I definitely want
to add divisions. Let's add three divisions. Well, first let's
fix the topology. So let's make the squares. There we go. So I want to add three
divisions right there, three divisions right there. And let's do six
divisions right here. Probably seven divisions. There we go. It looks a little bit better.
Now I'm going to select, I'm going to skip the selection
of one of them like that. Actually. Let me go back. I'm gonna do 12123456. Actually. Have to go back here on
SS7 is going to be eight. You're going to see
why in a second. Some of you might have
already guessed, There we go. 121-23-4567. There we go. Shift, select everything else. Delete this guy. So we're gonna be bands. Can just create a
bend that perfectly fits the thing right there. So again, when we see
it from the back, especially if there is
no armour covering data. Or we can kinda see this. We can paint this intersection black like that face
on the inside black. And then we're going to
have this guys right here. Now to make sure
that this thing like falls exactly where I needed to, I'm going to select pretty
much all of the faces, actually just the whole edges, just given them a bubble. But it's gonna be really,
really strong bubble. There we go. Or effect. And grab both of these guys, shift, right-click and
mirror to the other side. And again, we're never
going to see the inside of this engine or whatever. But we know that
that's gonna give us an interesting
effect right there. I can, I want to add a
support that's right there. And right there. You get a nice like extra
sharp edge. And that's it. Let's mirror this
guy as well just to have the same
detail on the backend. And that's it. We
got that really, really cool looking thing. We can do something similar
with this piece right here, right like this thing
is on top of the wheel. So I'm going to use my
Create Polygon tool to create just a
very simple polygon. Just hit Enter. That's the square,
pretty much, right? So Control E, push it in, shouldn't cover the whole
sir, right around there. They do want to have this
overlapping with the circle. Even this one is
probably going to push forward a little bit, even if there's
overlap, that's fine. And it has something
coming out of the sides. So one thing that I'm imagining
is this thing might be, Let's go object like this, like offset it a little bit. Not that much because again, I want to overlap that, but just a little
bit right there. Looks good. Let's do a bevel on
the whole object. Small fraction, two segments. I go remember you don't
have to overthink, especially for things like this. We can later add on the texture. We can add like
little a bold center in section lines and stuff. And then we want to,
we want to keep it for them for dislike
generation stuff. And actually let me look
at the armor real quick. Yeah, see this piece right here. See how it's like inclined back. Actually ask not that
man. Now. It's fine. It's fine. Okay. So yeah, that's pretty much it. Now, we do need another sort
of connection for the neck, a torso, and this, we'll kinda looks like it. Like you can kind of see
that thing going there. I know we have the
clavicles still. We definitely need
to have something that just connects
the whole things. It's probably going
to be thicker. A huge thing right there. And we can of course play
around with some bubbles. So Control E, Let's offset this. Control E ofs is a
little bit more. And then this thing right here Control E and just push it in. And of course, we've
doubled those elements. Mirror this. So we have it on both sides. That's it. Cool. So yeah, that's kind of like
holds those stuff there. Again, we need this. They're like clavicles,
like some of the clavicles from the things the
clavicle or the, or the scapula from the lion. But everything has like, we have free range of movement here. We have free range
of movement here. So yeah, things
mechanically accurate. But I still feel like this
thing is a little bit small. I don't know why. It's moving a little bit there. Just a couple of
scale moments there. Make sure that nothing
that I just did there changes how things look. This one might need to
be a little bit thicker. This one is, of
course, we're going to mirror to the other side. That looks like an interesting
piece right there. And it has again
something back here. Buttons, maybe lights could
be like a small little light. So let's add that real quick. It's probably gonna be cylinder. I rotate this minus
nine degrees. Let's go to the right view. That'd be careful on how we, how big we make
them because we can be bigger than the
original shape. So something like that. Let's again a bevel. This guy. We're going to use the fraction here to make this a
little bit smaller. Like this guy's control, Offset, Control E and
just push this in. Not that foreign control E, Just to add the support
edge that we go. Rarely thrown in
another quick babble there that we're going for
really, really high polish. This is very normal for this sort of like
a movie commercial, things very, very common. So don't be afraid to, to add a lot of detail. Here. What we can do very, very simple
transformation is just at the second one,
which is smaller. That's always a good
way to add details. And again, just Mirror this to the other side. Delete that one. So it's a super, super, super easy way to
add complexity, just duplicating a couple
of shapes here and there. We still have a couple of
minutes here for this video. So I kinda wanna go for the, for the spine right there. Now, this is fine. It's very interesting
because the spine on your rib-cage does not
really move as much. So this whole block is probably
going to move as a whole. But that doesn't
mean that we can't sculpt things that
look interesting. So we already have a sort of idea of how the
spine should look, which has this sort of like,
thanks for we're here, we're not going to small dose. We can utilize those or we
can create another section. But we definitely
want something that unifies this section or this part of the
chest like all of this empty area, we
definitely definitely, definitely want to cover
it because the armor, even though we do
have a plate here, it appears, have some
sort of like armor bits. They're covering it. It's not quite a thick one
from why they can see. I think that might be enough,
but I still want that. Fill this in. Like I don't
want this thing to be empty. So I'm going to start
with the cylinder. And we're going
to rotate this of course, habit right here. Unlike sticking out of the, of the chess pieces, there
we go, that's perfect. I'm going to go to vertex mode, grab all of these vertices, pushed them forward to about, let's overlap them with
actually that's not overlap, but let's keep them right there. This one's right here.
I'm going to extrude them out to there. So this is gonna be like the, let's call this the like the nervous system
of the whole thing. Okay, this is going to be
underneath everything. Definitely going to give this
the bevel in for this one. So another bevel there. And then we, the Insert Edge
Loop worked in the insert. Natural, really close, they're close,
they're really close. They're only like a couple here. And one right there,
right there, right there. So we get that sort of like it's just a very basic cylinder
and that's pretty much just to fill in things so
that we don't have to we're not seeing them right? Like we want to keep
them in a nice place. And then on top of this, we can really utilize some
of these guys right here and cover a couple of pieces
with disorder like armor. Little bit thicker there. Let's go world or we go. We're going to have
one right there. And then we're going to have
another one right here. It's not the armor itself, but it's some sort of
protection, right? You can see that this thing, there's something like, like, again, like attaching
to the side of the, of the elements. And here's where keep bashing, which is this thing that
I'm doing right now, really, really, really works. Kant looks like
hinges now, right? So you can imagine that it
should be fairly easy to just create a very basic
sci-fi ish shape. Just attaches there. So I'm going to start
with something like this. I'm going to add one
line right there. Just scrub this guy Control E. That said something
like even like this. Maybe a couple of bubbles here and a couple
of bevels here. Even something like this should be more than
enough for all want. I might want to
push this face in a little bit more and
this one as well. Then if we grab this whole thing and just double everything, we're going to create this
are like attachment point, of course will make it smaller. We're going to use this tear. Add complexity to the thing. Don't worry about the angles. They're, they're
on a flat surface. And guns on flat surfaces
are usually fine. We bring this here. We find the balance there. For instance, this one. Congrats the parenthesis here, just bring them down. And that's it. So it's like an extra little thing
there that we can add. This just going to
support the whole thing. We're going to
have the armor and textures and details and decals and everything
on top of this. But just like creating this work complexity,
complexity is fine. And again, remember
this whole piece is like all of these things
that we have right here. All of these things that
I have selected are pretty much going to move as
a single, as a single unit. Now, let's say real quick. And since we're already here, let's do a quick render to
see how things are looking. Of course, a lot of these pieces are not going to have
the proper material. Was just going to assign
the clay material for now. If you already want to
see some like divisions, one thing we could do, I was
thinking about doing this. Let's just select a
couple of pieces. Not all of the pieces,
just a couple of pieces. Some of them are not
even going to be seen. We can assign the
black rubber material like a color
construction overall. Again, Let's say real
quick, Arnold render. And if we've followed
everything until now, we're going to have
this look at that. Not bad, right? Again, let's bring
the lion blocking. And little by little, we are deleting the, the details that we
don't need, right? Trying to see if we're
missing anything under the blocking. It doesn't seem like
it. There we go. Now we can render again. Go to our shot cam. Here we go. Remember to close the setup
whenever you like, turn on and off the geometries. We'd go go shotgun. Perfect. Simple pieces, simple geometry, simple modeling, but things are looking better and
better each time. So I'm going to save
this image as well. I'm just going to
go File Save image. It's going to be lying
guardian to three. And we're ready to move on
to this part right here. I think that's gonna be the
final part for this chapter. For Chapter two, we're
going to finish with the short little shoulder blade thing is
that this guy has. And then our next chapter we're going to do the
legs and the hips. Okay. So yeah, hang on tight and I'll see you
back on the next video.
13. Chest Radiator: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the chest, a radiator, which is this sort of thing that we have here on the front. Now before I do that though, I've been again just like questioning a couple of my
choices here for the element. And I was looking at the
actual skeleton of a lion. And of course, in
a very similar way to how our skeleton works, it gets thinner as we get
to the front right here. So I'm gonna go to a top view. Let's isolate this
thing real quick here. And I'm gonna go, actually going to go
just perspective, view. I'm going to grab vertices. And what I wanna do is I want to grab pretty much all of the
front vertices right here. A little bit of the things
that are close to the hole, but not the whole stem cells. Even something
like this is fine. And the reason why this is
fine is because as we know, we can always just
mirror things back. And I'm just going to scale this down and push this in like that. So this is gonna
give us a sort of a round effect for the chest. Again, really,
really interesting, like mechanised structure. Yes, we are changing a little
bit of the circle here. So to alleviate the distortion or the things that we can
do is just push this thing back a little bit
so that we like counteract a little bit of the stretching us
that we're getting. And as you can see, this
one looks a little bit more like a ribcage than
this one right here. So it will just grab,
shift right-click and we mirror to the world
x and negative axis. We're going to get the exact same thing
on the other side. Now that we have this, I kind of want to graph all of the front-facing things
like this guys right here, I'm actually going to
try to turn on object x. So if we move something,
it matches technically, we might need to freeze
transformations and stuff. Now it's not working,
that's fine. Even if it doesn't work. I'm going to grab all of the
vertices here. There we go. I'm just gonna push this
in a little bit more, especially disguise right here. I definitely want
to get them into this section. There we go. That's better. Again, if we feel like
this line that we modify is now getting a little
bit out of proportion, would just get this in. And that should help alleviate a little
bit of the things. Now I was looking at
the concept and I feel like this holds
that we added, even though they look really, really cool, are actually
not in the concept. I kind of like
misinterpreted the scapula, which are this thing
is right here. And I think that's
the shape that my friend drew right there, like the scapula
is pointing out. So yeah, but I mean, it's fine. It doesn't look bad and
we can get something that looks quite nice there
on our character. Now there's again the right
ear right here on the front. And I'm going to show
you how we can extract this face is right here to
create that specific shape. I'm going to grab those two guys and we're going to
say a mesh tools, mesh, mesh, Edit Mesh, sorry. And we're going
to say duplicate. We're going to push this
guy's forward a little bit, and there we go. Now, what I'm gonna do is I'm going to grab these
two guys control E and just extrude them
forward a little bit. It's going to be the first
section of a radiator. Now of course, it
might be a good idea to scale this things out. Well, that's really weird. Let's combine. And if we scale
them, There we go. So they're not touching the
main thing right there. Now, I'm going to
do the following. I can see on the console that
we have like three or four. So I'm going to press Control D, push this guy's forward. Control D again, push
it forward and then Shift D or Control D just to do the four
warrant right there. So we're gonna get this
very interesting shapes. Now. All of this we can
simplify a little bit. We really don't need the
curvature that we have. So I'm going to
combine everything, select this central
line right there. And control and supreme, remember that anytime
we delete any object, we should try to, we should try to delete the vertices and we
do control supreme in order to delete the
vertices right there. So now that we have this, I'm going to just
bevel everything, two segments and
a small fraction. That's gonna be my plates
like the radiator plates. And if I want them to be
smaller as they get forward, as they go forward, I
can actually add a, another lattice, the lattice. It's a huge, huge, huge lifesaver guys, because
look at what we can do here. Like trying to come up with that specific shape
will be really, really, really time-consuming if we tried to do it
like traditionally. Now of course, I'm going to
grab all of these vertices, push them out a little bit, and we're going to just mirror this thing to the other side. Let's delete the
history and look at how nice those plates look. Cool right? Now, another thing we can do is I can grab this
guy and this guy, and I can press B, which
is a soft selection. And I can just move
this up a little bit, like maybe right about there. And if we move this one, we can create a little
bit of a ramp going on. I'm actually going to
go to this one right here and move this down. Now, when you're doing this, make sure your soft
selection is set up. If you go to movement here, soft selection should be set
up to surface, not volume, surface, so that only the
faces that are touching each other get modified with
the specific tool. Now of course it's
radiators cannot be just like floating
around like that. We need some sort of support. And in order to just
keep it simple, to be honest, easiest
thing is just a cute. Let's just add a
very simple cube. And we're going to use
this as a sort of like, like framing device is gonna go right there.
Let's get this in. Are probably going to grab
that edge right there. No soft selection and just
push this in so we hide it. Or something like that. If you really, really, really want to give it
a lot of believability, we can duplicate it once more because I would
expect there to be at least two supports
for this thing right there. Let's push us in a little bit. Then I'm going to grab this edge right there, push it out. So again, this is just for like if at any
point someone tries to analyze our element and sees how are these things
attach or welded together. We can just add that very
simple line right there. Let's isolate them,
merge them together, go into edge mode, and we're going to bevel
the whole thing like that. Two segments as we've done
so far and a small fraction. And we shift right-click and
mirror to the other side. And there we go. That's the way we can get our radiators to work
quite, quite nicely. Now, I'm thinking about like, what else could we add to
this big shapes right here, because they're quite intense. And it makes it a little
bit difficult to, to find like if we could or
should add any more details. But not only think of maybe
those eagles can be added later on with textures like
a very simple section light. We could of course
use the same trick that we use for this
guy right here. But I don't think
it's really worth it, especially since we're
not going to be, I'm seeing this piece because it's gonna be
covered by all of the armor. So yeah, that's
pretty much it, guys. We got the radio ready and that we're ready to
move on to the scapula, which are these pieces
right here, which we have. Do they make a very interesting
effect right there? So that's it for this one guys, hang on tight and I'll see
you back on the next one. Bye bye.
14. Chest Scapula: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the scapula. And this is a perfect piece
to show you a little bit of free modeling because
even though we've done a really good
progress so far, the scapula is really,
really tricky, right? Like we don't have a
lot of information, or at least it's a
little bit difficult to find the information
on the image points. And we know that it's
an important piece. So the scapula is going to be very important
because it's going to help with the rotation. To me, it seems like this
is scapula is welded on the character or the normal lie on the scapula would
not be welded. But I do like the fact of having this thing attached to this
main block right here. So I'm gonna go to the
right view. There we go. That one thing we can start
doing is we can start cleaning things up a
little bit to start with. Let's just freeze transformation
everywhere. There we go. So you can see we have
a lot of cameras. I'm just going to say
Select all by type. And then there has to be worn cameras and just delete them. It's not going to let you
delete the default cameras. So that way we are
sure that we're only deleting the cameras
that we are not using. What I can do here is I can grab everything
except for the chest. Just create a new layer
and just turn it off. That way we can see the chest
and we don't have to worry about the remaining pieces. So I'm going to use
my quadrat tool again or the polygon draw tool. And as you can see,
we go up like this. We go down and we can attach the piece to this sort of
curvature right there. So it's this sort of
like shape, right? That's the center,
the pivot point. Go to the side, which is roughly about there
where it's going to be. And we can already extrude this and generate
the pizza we want. Or if you want to actually
think it's a better idea. Let's go to a right view.
Let's isolate this space. Let's just really quickly clean the topology
on this thing. So what would be the best idea? Remember that
usually will want to apologize to be following
a specific loop. I'm to show you a
really cool trick here. I'm going to grab
this face control E, and I'm going to offset this in. And then I'm going to delete
that face and that face. And as you can see, we now have quads and they're
following a loop. So that's a great, great way to just like fixed
up and repair the elements. I'm going to grab
this edge right here and this one right here. We're going to bridge from
here to here we bridge, and here we have an issue. Easiest way to solve this,
just another division. Just add another division
and we bridge from one side and we've reached
from the other side. There we go. Not only that, we
have a clean element, that we also have an
edge loop on the border, which as we know, is super, super valuable for a lot
of different reasons. Control E and we're
going to push this out, kinda like this or like
hanging piece right there. I think it'll give a nice
interesting proportion. Now you can see that
it has kind of like a hole in here
like on this area. So again, that's
relatively easy. We could grab these
two guys, control E, and we're going to
offset to create a nice little hole going
through the piece. Now, I remember when
I was recording this, I was looking at some comments and the people were asking like, how can I, how can I like freeze cold or free model without being limited by
the topology and stuff. And this is the way to do it. You just, you just start like
building basic shapes and trying to find out the best way to generate the
form that you want. Now here one of the big problems are bigger challenges that we're going to have ease of the hard edges that
we want to capture. So I'm going to grab this edge right here and this
edge right here. I'm going to make it
go in a little bit. This immediately
going to give us this very sort of like
sharp looking etch. And then if we just add a couple of supports that
just like there, there, there and there. That's already going
to give me a sort of like soft bevel on the element. Of course, if we want these
things to be super sharp, we need to start
adding more stuff. So let's start with a very
nice bubble right there. Actually wanted that circle to be a little bit more circular. Remember, if we
want this thing to be as circular as possible, we're going to have to
move the vertex points and make a square shape. That the more that this
query for this thing is, I don't even know
if that's a word, but the more round
this thing is, the better it's going to look. Let's have the one
support edge right there. And a second one. Remember three support
Edges usually for any sharp corner or add
one more there and there, one more there and there because I want to have
this angle right there. We got this one right here. And as you can see, that one's
gonna go to the triangle. That's fine. Let's see how that
makes it look. So another one right here, especially like a really
nice, happy little accident. But as soon as we start adding more edges like here and here, as you guys are
seeing right there, We're gonna get way, way more definition
on this areas. There we go. I'm tempted to add
one more line there to give this thing a
little bit sharper. And even another
one right there. And there, there we go. Let's add one more line there. I'm just looking at all
the places where we need more lines to create this
very interesting effect. Okay, now so it might be like, I don't really like this. This is looking a
little bit weird. We can always play around
with the vertices to create a more even like
distributed circle right there. I think that will look a little bit better, a
little bit cleaner. And we get this very
cool looking shape. Now you can see there's a
section line right there. And this is where again, keep it simple is my rule
for this sort of thing. So look at what am I gonna do? I'm gonna grab this like
main phases right here. I'm going to say Edit
Mesh and then duplicate. I'm going to push them up
just a tiny bit. There we go. Grab all of them, isolate them, combine them into a single mesh. And now I'm going to grab all of the vertices and I'm
going to use Edit Mesh. Merge. Merchant will merge the vertices that are on top of each other. But then we start playing
around with the threshold. We can actually increase the threshold and as you can see, we can generate or
regenerate the shape that we have much, much faster. So let's do something like 0.5. Probably a little bit
more like a 0.7 point, the xyx. There we go. That's as close
as we can get it. We can of course, grab
this guy right here, or at least snap those and
just merge the center. I just want to create this very nicely whole looking shape. If we go now to the right view, we can add one eye right there. And of course, we're going to have to add another
line on the back. They're not gonna be
perfectly in line. But we can grab this edge. And there's an option called
mesh tools, slight edge. And with middle mouse button, we can slide this
edge to make it match as close as possible. Now we delete this two faces and we get this very
interesting hole. So now what we can do, again to add visual interest
to the whole thing. She's going to move
this thing down a little bit like there. And if we grab the
object and extrude, it is pretty much
like if we're adding a little bit of armor to that specific
elements, see that? So that's one way in which
we can describe the element. And now, since we
have this armor, we can just grab these
things right here and use it to create the shape that
we have in the concept. This is really cool
looking armor piece. Finally, we just babbled
the whole thing. We have really low poly so we can bevel this so that
when we smooth this, we get this really, really
nice-looking pattern. So this thing right here
is literally going to be attached to our
mainframe. Over here. We've got this really cool
looking shape on top. Now you can see there's
extra little things right there, like a wing. And this is again where when references a really good idea. Let me show you real quick. So we will look
for Lion skeleton. You're going to see
that the scapula of the lion pushes quite upright. It creates this very
elevated effect right here. And you can see how it's
really close to the ribcage. So that's exactly
what we're gonna do. We're gonna grab this
face right here. Control E. Offset, offset again to create a little bit
of an edge loop, control E and push
this down one more. And we're going to
create the edge loop. And this is what we get. Of course, we're going
to need support edges. So we're going to
have one right there, one right there, one right
there, and one right there. To get it really nice and
sharp box effect right there. We grab this face
Edit Mesh and we duplicate because we don't want to have a super
complex piece. And we can just split this
into two different pieces. So now we have this next piece, control, ie, push us up, which this back parolees
scale this down to create that sort of like very
interesting looking shape. And with this one,
I'm going to use the same technique that
I showed you before. But first I'm going
to bevel this. So I'm gonna actually,
no, let's do it first. I'm going to add one
like a cut right here. Grab this edge right here. I'm going to say
Edit Mesh detach. And now we know that
this face is right here. Our detach, we can grab this
edge loop, make it go in. And then we can grab this edge loop extruded
and make it go in as well. And now if we smooth, we're gonna get that
very nice section line, but that's not what
we want to do. We're going to bevel
the whole thing with two segments and
its mole fraction. And what that will
do, it will give us a very nice clean cut. Again, this is a technique
that was shown by the guy that made
the Iron Man armors. The code lines. It might seem like it breaks the geometry because it makes it a non water-tight geometry. But if you're not going
to destroy the object, like if you're not going
to shatter it or anything, this is perfectly,
perfectly, perfectly fine. Okay. Finally, I can see you Like
just the little detail there. Like a, like a little
like a bolt or something. So I'm just going to
create the sphere. Reduce the sphere to
eight by 88 by eight. Because I know that when we smooth an eight by eight sphere, we're gonna get a
really nice result without having a
lot of geometry. Let's position it right there. We can snap this to
the point right there. I would probably flatten this
a little bit, to be honest. This is one of those
details that you could even doing textures because it's such an against
such a small area. But it really helps to give complexity to the
whole piece, right? So we have this really
nice-looking hole there on the bottom. I'm actually thinking about
now I think it's fine. I was thinking about
rounding this thing. Like if we delete,
those guys were gonna get a really interesting
effect right there, but it kinda breaks the
short sharp angular field we're going for with
the overall piece. So we'll just grab
this guy right here, this guy right here,
this guy right here. And, uh, we are gonna mirror this shift
right-click and mirror. Hit apply. And there we go. We got the scapula on the other
side of the swatch. And now we can bring
in the rest of the elements and
you can see how, how complex this whole
element is becoming. Now, some of you might
be wondering, well, this is going to be a really
complex piece to read. Topologies will not read
the budgets are a UV. And yes, a little bit. It is definitely going
to be a little bit more complex as you might expect, but we're going to
have a really, really, really nice built at the
end of the whole process. So as you can see, the amount of
triangles that we're getting gets quite high. This is because
we're subdividing. If we don't sub-divide, we're
only at 33,000 triangles. So if you're working
with a computer that has memory issues
or it's not as strong, keep things at the laws of division like
subdivision level one. It still will look good. And then later on, if we can, we can subdivide at render time, which should alleviate some of the problems that you
might find right here. So yeah, guys, this
is pretty much it. I'm going to stop,
stop chapter two. With this one we're
actually working. I have one more video
in chapter two, just a general cleanup
that I wanna do. And after-death, I'll
what's the word? Will continue with
chapter three, which is going to be the
next hips and the tail, that remaining parts
of the skeleton. So hang on tight and I'll see
you back on the next one. Bye bye.
15. CleanUp and Rename: Hi guys. Welcome back to our next
part of our series. Today we're going
to continue with the cleanup and renaming
process of our character. And a Maya does have a
couple of renaming tools, but to be honest,
they're not as good. So I was looking for another tool that they
could share with you. And I found this one. This is by a guy
named Igor Silva. He is an associate
territory tech artists at Blizzard and he created this
EC renamed tool for Maya. You can find this on art station and then you can navigate to GMB growth and
download it for free. He's giving away for free. However, if you want
to donate, sure, he's gonna be a really,
really grateful. Now, I'm just going to show you very quickly how
to install this, because this is
one of the skills that you definitely need to have whenever you're
working with scripts. So most groups will
have an insult file, but for some reason, I've had a lot of students that do not read
the instructions. They don't like
reading instructions. So I'm going to show
you real quick. You're going to go to Documents and then
you're gonna go to Maya and you're gonna give go to the version of Maya
that you're using. Or it could even be here
on the scripts folder. And you just need to
drag and drop this EKG, ECG rename dot p-y on
to the scripts folder. Then, as you can see right
here on the instructions, you just need to copy this
information right here and run it as a Python
script within Maya. So if we go to Maya, let me say real quick and we go all the way down here
to the Script Editor. We can create a new window, Python, paste this code,
and then we run it. We should get this
interface right here. Now, the one that I downloaded
was the one that he specifies is for
Maya 2022 are up. I'm using Maya 2023. If you're using an
older version of Maya, then you might need to, like
download the older one. We're gonna be using
this in just a second. But first of all, let's
do some general cleanup. So I'm gonna drop every
single piece right here and we're going to delete the history freeze
transformation. And we can centrally pink when it's not
really necessarily, but we can center the
pivot point again, just two, have everything
where it's supposed to be. Then I'm going to press Shift P, the Shift V super-important
so that we get every single thing outside
of where it needs to be. I'm going to start deleting
things that we don't need. Those curves right here
you can see we have a lot of transform
notes as well. Again, let's do one
more diluted history that should lead a
lot of transforms. But if it doesn't,
you're going to have to manually delete all
of this empty groups. All of this extra cameras
that we create by default or by accident
should also go. So now what we can do is I can grab all of
these pieces right here. And I can just rename them
and call this lion top. Okay, we're going to use a numbers and we're going
to use three pilings. And I'm going to say
Rename and number. So as you can see, what's going to happen
is we're going to rename every single piece
to lie on top body. And we're gonna be able to just have a more
organized event. This one for some reason
did not like being renamed. That's really weird. So let's just manually
rename this to 17. There we go. This is a very
hacky and fast way to just have things
like on a clean way. One thing that I
personally like to do is I'd like to add
this underscore, GO to everything and this is why this thing is so, so, so cool. Because you can very quickly just like look for
this sort of stuff. Okay? Now, what we can do
now is that good, for instance, go to the neck. There's three guys right here. Select them and be like, okay, these guys are gonna be
named lion, underscore neck. Okay? And delete
all of these guys right here and just rename, as you can see,
it's going to rely on next year, 01,002.003. And we can of course add
again the underscore GO. We can go to the head. And again, just keep it simple. We can just grab certain certainly big parts
of the head like this guy, this guy and this guy, this guy. And we're going to
call this lion head. And just rename. And then underscore GO. Okay, these guys right here, I would probably
rename them manually. So I'm just going to call
this lion ice underscore. Go, this guy over here. It's probably going
to be Lion ice cable. Because we get rid of the
underscore 21. There we go. And one really useful thing to do is to grab all of
the things that are like, are usually together like all of those guys and Control G. And we can call this, again if you want to save
yourself a little bit of time, we can call this lion
I and just rename. We of course, get rid of
that one right there. And we call this
underscore group. Again, it's just a really
handy tool to save you a little bit of time so
that we're going to have this lion group right here. Then we can grab all of
these guys right here. I'll probably grab
this one as well. Yep. Control G. And we just call this lion head. And then we just give it
the underscore group. And very important, we can
start doing a little bit of rigging by grouping things
where they're supposed to be. So we know that the eyes are going to
be inside of the head. So wherever the head moves, we want the eyes to move. If you wanna do a quick
reading test as well. One thing we can do is we can
move this point right here, at the right here, that point right there. And we know that if the,
if the head rotates, this is gonna be the rotation
that is going to have, okay, let's continue
real quick here. 12345 or actually, I kinda
wanna go the other way around. So we do that and this is
going to be Lion neck. We rename and we add the GEO. We group all of these guys. This is going to be
Lion underscore, neck. Next underscore group. There we go. And the lion head
group is going to be attached properly to
this little sphere right here, which
is the first one. So we middle mouse and drag that into the
element right there. Eventually we might just
like on parent everything just to do the UVs
and everything. But this is a really cool way to just get an idea of how
things are going to be moving because I got
everything should be attached to its own
thing. Over here. I'll probably grabbed
like all of these guys, which are like the spine, including this guy and this guy. Probably this guy as well. And this like bars right here. This guy, this guy
group, all of them. This is gonna be the
lion spine group. We can copy this name. And then all of these guys, we can just renamed
to Lyon spine. And they're going to have
just a general name, but it's going to
let me know that they are related to the spine. And one of the cool things
about these groups is that eventually we're gonna
be able to just hide things. And that it should be
fairly easy to identify which parts are like
which parts Control G. This is definitely going to be Lion chest underscore group. Let's copy the name,
get it in there, and grab all of these guys. Just rename a number. And then at the GEO, we know again that all of these things are
related to each other. And we got this, we have
this poly surface here. I don't know what this
looks like. An empty group. Let's just delete that. And that's it. Our main frame here for the character is looking
quite, quite, quite nice. Yeah, we're ready to jump
onto the next section, which is going to be again, the arms, the legs,
and the hips. So hang on tight and I'll see you back on
the next chapter.
16. Arms Block In: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the arms. And the arms are really, really fun because they
pretty much work in the same way that a normal
human arm would work. So as you can see,
we have this thing right here and we can recycle one of the loops that we have over here,
probably this one. I'm just going to Control
D and move this to the, to its place, which
would be right there. However, you can see that
we have a specific sort of like a pattern emerging
on the inside, which could be a
nice indication for an animator to know the proper
rotation of the element. So what I'm gonna do here
is I'm going to grab all of the vertices and try to make
this as fast as possible. I need to grab them on
both sides as well. I'm using a selection box. There's the stairs, this guy, this guy, this guy and this guy. There we go. And we're
going to scale them in. Like so. What that should give us, as you can see right here, is we're bringing them in. However, when we do this, you can see that we're
actually pushing them in on the x-axis as well. If you want to avoid that, you can press Control and click on this little icon or
the little red box. And that way we're gonna be
able to modify them without actually modifying the x-axis
or blocking that axis. And therefore we don't get
the information. There we go. Now, what we're gonna do, of course, is we're
going to grab it. This guy right here,
probably two of them. Just bring them in. Another option would be to use
the exact same thing here. I'm going to move the point
of the selection down to the center with D and V.
And that when we scale, as you can see, we're going
to scale towards the center. So this should be
fairly fast way to degenerate this effect. I'm going to show
you a technique here because if we smooth this out, you can see that we get a
really ugly looking thing. But I wouldn't be able
to smooth this and keep this very sharp
line right there. Is there a way to do it?
And the answer is yes. So first of all,
one thing I wanna do is I wanted to leave
half of this thing. So we, we only have to deal with one-half and then we of course are going to
mirror to the other side. I'm going to grab all of these
faces here on the inside. I'm going to Control E to
offset them just a little bit. And then I'm going to give
them another offset like that, just like an actual to
hold things together. We could of course grabbed that thing right there and
just extrude that. And if we want to
add extra details, I don t think it's
really necessary. But this extra lines that
we just added there are going to be helpful for
what I'm about to do. Now. I also need to do something
similar on the inside, like right around there. I'm going to delete
it these two phases. And I'm going to delete
these two phases. And what I'm gonna do
is I'm going to go with my Insert Edge
Loop or knife tool. I'm going to insert one right
there and one right there. Then I'm going to merge
these vertices to the center and merge this vertices
to the center as well, like this. There we go. And we can just feel a whole. This is just the square root. And there we go. Now when we do this, you can see we get a sharper
effect right there. We're getting a little
bit of distortion there on the inside. We're
going to solve that. You can see there's like a, like a weird pinch on those
faces right there. Again, I'm going to, I'm going to show you
how to solve that. I'm going to grab this face now. Actually, yeah, this
face and this face. And we're going to
delete them as well. We're going to add a new
edge loop right there. Any new edge loop right there. Now if we do this,
as you can see, we get this shape that we want. But what we don't
want is we don't want this line to go all the way to the other side
because we don't want this very nice cylinder
to be affected. So we also do a merge center there, Merchant Center there. This guy, we fill the hole. As you can see, that's going
to really nicely solve the effect or the element
right there with over here, I'm actually going to continue
the line a little bit. So I'm going to
use my knife tool. And this is mainly to alleviate a little bit of the pressure
because otherwise we're going to have a lot of pressure on this corner and we would get this sort of like really weird-looking elements
that we weren't getting, which is bridge now.
And there you go. Now we get this very
nice sharp line. And since this is a flat area, as long as we don't have
guns were totally fine. Okay. Now we want to do something similar on
this corner right here. And I'm going to
show you another way in which we can do it. We can grab at the edges, like all those edges, which are the edges that
we want that as Sharpen. And we can do a bevel. And if we do a babble, of course we're going to
have to change the fraction, make it small fraction, but
we can do two segments. There we go. And if we do that,
you can see that we get the sharp effect
that we want. However, all of
this is messed up. So we're going to
have to grab all of these guys and
just merge them. Grab all of these guys
and just merge them. And that is, you can see
is going to solve that a little bit of a weird
pinch right there. So we need to figure out
where that pinches going. We might need to move that thing a little bit to the side. Seems like it's this
guy right here. Now, since this is a
flat area, there we go, That pretty much alleviates
the issue right there. We do the exact same thing here. We merged those two center
and doors to center. That way we don't have anything and we move this
guy to the side. We can even move this guy a
little bit to the cytosol. And this is because of these stretchy effect
that we're getting. That's what we're getting this or like we're pinch where we can move it a little
bit and then we go. Now again, this is
such small piece. People might not even know this, but it's a good idea to try to keep our stuff as
clean as possible. Now, just so you guys
are feeling like, okay with this method. I saw this method being used on a weapon for
Blizzard cinematics. So this like stitching
method is perfectly fine. I know that topology looks a little bit weird,
but believe me, I've seen it used
in AAA industry. So this is how we
can make it work. We can now go mesh and if we were to smooth this like
permanently smooth, as you can see that we're
gonna get interesting, like an interesting flow of
topology on those corners. But we just have high
density there because those are the
coordinates that we need the elements to be. Now of course, I'm
not going to make this permanently smooth. I'm going to keep
it at low poly. We can mirror, but now we're
going to mirror nothing in the world but in the
bounding box and hit Apply. And that way we're gonna get the same shape on both sides. And that's how we can make this very interesting
looking shape. Now, we need to think about
how the arm is going to move. And that's why I call this
BD the blocking excitable. These are pretty
much just cylinders, but we need to think
about the axis of rotations that we want
our elements to have. So I know that on
the shoulder here, we're probably going to
have a 360-degree rotations so we can move the little leg out in a lot of different ways. We're also going to have a sort of like cylinder shape here, which is going to be our
domain like a connection. So let's create our cylinder. We're gonna have our
cylinder right here. Okay, so that's on
the right there is going to help us with
the general movement. But I know that this cylinder, if we move from here, we want to be able to move it in and out of
different direction. This one's this one though. I do want this one to be moving
only like front and back, very similar to how a
normal arm would look. Now you can see here
that my friend drew the leg in this sort of
like a three-quarter view. So that will be a little
bit easier to understand. But here we have the front view. So we know all of the species should go right around here. So you can see this fear
is gonna go around there. This one, we're going to have to rotate in a certain degree. I'm not gonna do that just yet. This one's a lot thicker, so you can change the
size right there. And we're going to have
very interesting looking to the radius and
the ulna of the, of the cat have this lion. They're gonna be like two
boxes right around there, which we're going
to have to match now on the ankle itself, I think I want to go for
a a round ankle as well. Sort of like this, to have like 360 degrees of
rotation on the ankle. This case, of course, the right view,
right around there. And you can see the
connection right there. And then the little library, there's a little
foot is gonna be a really blocky thing and we're
not going to do just yet. So we want to focus
on this things first. I'm going to duplicate
this on there as well. And there's gonna be a connection
to the scapula, right? Again, I probably want
the connection to be a 360-degree like
a ball and socket. So we're probably gonna have
another sphere right here, which is going to connect
somehow to the scapula, right to this big
piece right here. And this is from where things
are gonna be rotating. So if I want to
rotate the whole arm to the side or something, that's probably going
to be the position. Now here, this arm
is going sideways. I'm not sure if that's
what we want to be honest because it's going to
make things a little bit trickier on the reading
side of things, it makes it look quite cool, but it's gonna make
things trickier. So here is where again, I'm going to take some
artistic decisions to not have that thing curved and I would rather have
everything aligned. And later on if we
want to post it, we can open the
pose a little bit, but it's a lot easier to solve
certain things like this. Could we model it
with this are like little inclination that
we have right there, yes. However, usually when
you're modeling, you want to keep things
as straight as possible. Especially ask the
what's the word asked your concert artists
what he thinks and what he's going to be
like doing another cancer. I'm sorry, the rigor you
are going to ask the rigor if he needs this to
be straight or not. Usually rigorous, prefer things to be completely straight. Now, for this thing
is right here, the usually the animals, cats, dogs and everything
and they're actually working on your tippy-toes. They are not walking like us
with the whole flat foot. This is the ankle, this will represent the ankle. This are the metatarsals and
this will be the fingers. So we do want to add the, some sort of like I would
say, a movement there. Okay. So again, this will be
the ankle actually, I think I want the ankle
to be boxy as well. We're going to have to add
some sort of movement there. So that's gonna be the ankles
and then the metatarsals, and then the fingers or
the base of the foot, which would be like that. So those are gonna be like the main things that
we're going to have. And of course, all of
these guys should be relatively aligned to
this guy right here. You can already see on
the concept of debt at the fingers are gonna
be wider on the base. We see the front
view. You can see they're a little bit wider. And we're gonna have to create the blockings for
that particular ship. So how is the food
going to move? It's going to be pretty much just rotations like this, right? Like when we, when we
position the foot, I mean, I guess we could add again
some sort of system here on the base of the whole element to rotate around in
case we need it, which will be the ankle
in our case again, the ankles right here. This is the knee
because we'll be actually what we need to think about this like the
arm, not the leg. So this is the shoulder, this is the elbow. This will be wrist, this will be the palm, this will be the metatarsals
and then the fingers. Okay, so we do want to have
some sort of rotation. If I were to group
all of these guys, move the pivot point for worth. Like we do have one to have
some sort of movement here. And it will be ideal
if we could have a 360-degree movement, right? Like like this. Like be able to
rotate like this. I know cats don't
have this ability usually likes only moving
it in a specific way. They might have a
little bit of rotation. But for us, since it's a
robot and we wanted to give it this much
flexibility as possible. I do think it might be
a good idea to have. Okay, So this is the general blocking of the leg, as you can
see right here. I know we already had
another blocking, but this was a very
basic blocking. A little bit more engineered blocking that we're going for. And now that we have this, we can start building all
of the different details. Now, we do have a
little bit of time, so I think it might be a good
idea to just do this detail right here and explain
something really important. When you take a look
at a skeleton, right? D a skeleton does not flex like this skeleton
is a solid structure. So if we take a look at our
skeleton, for instance, when we move our arm, this huge tree bone, which is called the
humerus, it is not bad. It does not move, everything
else moves around it, but this does not move. So there will be
certain sections like this thing right here like
this Roth that will not move. Everything will be happening
inside of this rod, but this rod will not
move this rather it's probably going to be attached somehow to this
thing right here. So wherever the sphere moves, this rod will follow. And there's, has
to be some sort of connection that's also going to be attached to this
thing right here, so that everything
else moves with it. So you can see that this
rod has a couple of details. Sorry about that. And yeah, let's
just let's just add those details already
because I think we can already make this
piece look a lot better. So we know that this thing
is going to be empty. There's probably going
to be some sort of like system or thing going
inside of this element. So I'm going to delete
the caps right there. Once we delete the calves, what I wanna do
is I want to add, as you can see here
on the right view, there's some sort of
like sexual lines. So I'm going to add that
section right there. And over here we have
some sort of like holes. So I'm probably going to
need a couple of phases here to create a
square looking shape. So we can grab these guys
right here and delete. And as you can see,
that's going to create a whole other whole object. I'm going to Control E and give this a little bit of
thickness towards the inside. And then I am going to, of course, reverse the elements. There we go. So this is
where we're going to get. We need to add some support. I just did this whole So one right there and
one right there. That's going to keep
the whole little bit closer a little bit nicer. And of course you guys know
I love the Bevel tool. We are going to bevel, this
element is right here. Usually this is, this
are like in engineering, these are used to either attach something or just see
dean or components. So we're just going to bubble
those things right there. Just like the Bible has
some sort of weird stuff. See how we're getting
an angle right there. This is due to the filtering. We can change this to a uniform and that's
gonna give us a like No. And guns on our element can
definitely decrease the, the factory there and
look at that quite nice. Same thing here. I'll definitely bevel these edges right here. Probably a little
bit more heavily. And then this one right here, I do want to support
especially this outside one. So we get a nice
line right there. Other than that,
this guy over here. It's quite doubled as
well, same for this one. So let's verbal. And then as you can see,
it's kind of like divided. So this section line, we can split it the
way we did before. But to be honest, since we
already have some thickness, I think it's better
to just give it a nice bubble on this one. And then just extrude this
in an offset a little bit. And then all of those lines,
so we'll just create it. You just throw in a
very quick bevel. And that's how we're gonna
get this row detail. We'll look at that
very, very nice. On the inside again, we
can have another tooth to add more complexity
to the whole thing. We're going to think about
that for the next video. There's one line right there, but I'm not sure if that's
a sketch line there. If it's actually
like a cut line, like a cut section that we
might want to add like here. And here for instance, I mean, I think it could look
quite nice To be honest. I'm just going to
babble that line. I made a fraction really
small and that two segments. And that's going to sharpen
the line right there. Actually, let's go back without
one segment. There we go. Let's try it. It gets a little bit tricky
with this one is because we already have a lot
of support edges. So when we tried to extrude in, you're going to see that we
get some crunchy effects going on there. Right now. It's not really
destroying things, but it might destroy things
a little bit over here. You can see, oh, barely, we barely made it there. So that's good. And finally we can add
another bevel to that area. And look at that. We're going to have
an extra section line going on the outside
of the cylinder. This is getting into high
density stuff and it's such a small detail that we're
probably not going to see. So you are gonna be the
judge whether to add or not, but it's this stuff, the details that
you're going to expect in super heavy elements. I always like to
share with you guys. There was a movie several
years ago, Pacific Rim. And if you take a look at the
wireframes of those robots, like it's just, it's a stupid like look at the
density of that thing. I'm not sure if this is a fan
or it might be a fan art, but I saw the original one. So one time on the making off of the movies and wireframes, half of this guys were
just a ridiculous. So E these normal
to have this again, I mentioned that we were
looking at some of the shank. She like making off
things that they did. There we go. This is an actual one. Look
at the wireframe there, look at the density
of that thing. So the way they
work is they will rig the character
at level one, okay? Like this is the thing
that they would rate. As you can see, 38000 triangles. That's perfectly fine,
perfectly workable. But once we select everything
and we smooth things out, we're almost at 66000, a little bit over half
1 million polygons. So it gets quite,
quite, quite heavy. However, you don't animate with this things on
the soft effect. I'm going to show you
later on once we get closer to the rendering
side of things, how we're going to
make the render know that it needs to
sub-divide everything, but keep it low when
we're working with the character here
inside of Maya. Yeah, that's it for
this blocking guys. And I'll see you back
on the next one when we keep adding more
details, buh-bye.
17. Shoulder Modelling: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the shoulder modeling. And in order to understand
how the shoulder works, we need to understand how
articulations work in general. So this is our human anatomy, shoulder movement,
and we know it or we understand it as a ball
and socket type of joint. So as you can see, the
humerus has a ball on top and it has a
socket where it fits, which is here on the scapula, which is our shoulder element. Now, in our case, we actually created a
connection from the scapula, which is this thing right
here to the shoulder. So we're pretty much
extruding or creating a telescopic at
joint a right here. So what we want here
is we want a cylinder. So I'm gonna grab this guy
right here, duplicate this, and we're going to scale it in, rotate it so that
we fit this one. And there's gonna be, again, this is gonna be our humerus. Imagine this is your humerus and this thing is pretty
much going to be like an armor or some sort of
support to that humerus. So this guy right here will be attached to both sides
of the elements. So we need to attach it to
this sphere right here, which is going to
be the movement. It's still like the
head of our humerus. And that this thing right
here, this is fear, is going to be
rotating inside of a socket that we're
going to have over here. So we need to do a little
bit of reconstruction here. And this again is where you're going to have to take
some artistic liberties sometimes especially if
the constant artists is not available to solve
some of these issues. So this is few right here and this cylinder right
here, very basic shapes. They're pretty much going to be my internal element. Okay? So this guy, I'm
going to scale it down and look at
something like this. And then I'm going
to duplicate it, Control D. I'm going to scale it up a little bit and I'm going to delete probably
like a quarter. I'm thinking about a quarter
or something in this case, let's start with half. And this right here is
gonna be the socket. However, if I leave
the socket like this, you can see that we're
going to have some collisions on the bottom. So I'm going to rotate
this sucker around. So it makes a little
bit more sense. So this right here
should give us enough range of movement, right? This means that if we grab this guy and this guy right here, and then we move it, we
can move it forward. We can move backwards
a little bit, not a lot, but we should have
enough movement over here. And this is how we're going
to be building again, the socket right here. So from here I'm
going to extrude out to build the socket. And then we can extrude up, for instance, to generate
this shape right here. Okay? So it's more like a little cap quiz because
you can see that this has a sort of like
cylindrical insertion later on. And I kind of want
to recreate that. So I'm going to delete these
things right here and delete this gap and this cylindrical
shape right here. I want to rotate
this object mode. There we go, so that it faces the same direction
that we have over here. Now you can see it's starting to look a little
bit weird, right? Because of the curvature
we have here, that's fine. We can actually go to all of these lines right
here and delete them. In this way, we're
going to simplify and create something that looks a little bit
more interesting. We still have our socket, our initial socket
that we created for this from the sphere. But we now have something that looks a little
bit more interesting. On this side, it's gonna
be a lot easier to control because it's
just a one, right? So we can get this
thing right here. I will definitely add
one line right here. Then this line, I would play with the shapes
a little bit. So probably create the sort of like angled effect right here. And I kind of like this, like huge or big
point right there. So I'm going to
add a second one. Again, just play around
with the shapes. As you can see, we're
keeping a really nice like soft curve right here. But over here, we're using this vertices to create something a little
bit more intense. And this is how we
can freestyle model a lot of our
mechanical elements. Now of course, this
guy right here definitely needs some support. So I'm just going to add an offset or in this case
a thickness in. We go. And to keep things simple, we can just grab
this whole phil, whole Control E extra in
and look at this complex, but at the same time,
organic shape that we have. We're going to say Edit, Mesh and poke to
create the cap there. And of course, we're
going to use our, one of our favorite tools,
which is the, the Babel. Babel, everything
here, parabola with a small fraction and
definitely with two segments. And look at this, we get this very interesting
machine piece that we can use as
our pivot point. So from this piece, as you can see, we
have this cylinder. Now. I'm going to try to, to attach the cylinder as
nicely as possible here. And this piece, pretty much the exact
same thing we're doing. So this is sphere right here. This guy and this guy should be combined into a single piece. This is fear, I'm probably
going to make it bigger. This is gonna be a
very basic cylinder. Probably make it a
little bit thinner. Okay? So this big piece right
here is going to move, but it's going to move from
the center of the sphere. And again, due to the way everything is going
to be parented, things, there's just
gonna be like moving. Down in a very similar way. Now, I do want to add
something to the cylinder, otherwise it looks
very, very ugly. So first of all, we don't really need the caps because we're not
going to see them. And this is one of the things
that I've mentioned before. If you're not going to
see them, it might be a good idea to just
eliminate them. Some people don't like
working with this sort of like infinitely small or
infinitely thin elements. But I think it's fine
as long as you, again, as long as you don't need
the one thing I'm gonna do here is I'm going
to add a section line. So I'm going to grab this
vertices right here, go to movement change
to object because we haven't frozen the transformations
and we can do this. And now for this
one, I think we can utilize the technique that I showed before where we edit mesh and a detached
the elements. Now we can also separate,
so Mesh separate. So they're going to be
two pieces that are pretty much aligned
on the same space. And then this one,
we can just grab this edge Control
E thickness in. There we go. Then this one, some stuff
Control E thickness in. And now we can
combine them again. We're not going to have the
same orientation anymore. But it should work fine here. We can babble that one. And we can babble that one. And then we can bevel both of this guy. So
at the same time. And use our international two instead of one line
there and one line there. I'm looking at that. Then get this very cool
looking sci-fi ish thing, sci-fi SSH connection
on this particular bit. If we wanted to keep this thing sharp,
which to be honest, I don't think I want to do it right now
because it's going to really increase the topology
counter or the poly count. We would need to do the
same trick that we did on the elbow right here, which was the stitching
of the triangles lie. We will need to add
a couple more lines to really hold the surface. But yeah, that's it. The again, this thing is pretty
much going to be welded to this thing. Now, for the welding
aspect of things, there's a couple
of things that we can do to make these
things look better. For instance, I can move this sphere out
sideways like that, and then just add a
little offset here. And the little extrusion. Now, that makes it look like
this two bits are together. I would definitely combine
them to be honest. And again, the movement pointer, the pivot point of
this thing would be on the center of the sphere. And here's where the
riggers come into play because the riggers
are the ones that can find the center of
an object very easily. So for instance, if I, if I grab all of this
phase is right here, I can, I can duplicate this. Or as you can see that the
center is right there, that would be the
center of the object. And I can create constraints and stuff to move things
from that point. But in our case, easiest thing we can
do here is just move this thing forward and just get it roughly where
it's supposed to be, which would be
right around there, just for very basic ideas. And if we move this thing, this is the range of
moment that we would have. Not only there, we
will have a range of movement all around this area. We definitely need
a socket though, and that's the next thing
I'm going to add here with some sort of connection to the scapula because I'm
thinking about moving the scapula slightly,
slightly up. All of these guys
right here and move this guy up a little bit. And yeah, for the connection, I would probably
duplicate this object. And then this new object, I would delete these faces here. These guys, and these
guys. Here we go. We'll have this
piece right here. And we can just
extrude this up and create the socket connection to the whole thing like this. Now, this guy right here, just a bevel, this of course, with a small fraction and
two segments. There we go. So this will be again
a welded socket on this piece right here, which is where this thing is
going to be moving through. Don't ask me how
we're gonna be doing the electricity and the
cables and all that stuff. If we really want to be
like super critical value, then we would of
course need to think about those particular
parameters. But in this case, we're just, we're just going to imagine
that it's kinda like a magic. It's like really high-tech. So all of the energy is flowing through
some sort of like, like conductors or something
inside of the element. So we're just worrying
about the overall thing. Now, this socket though it looks really, really,
really boring. So for this one they
don't look as nice. And this is what game where section lines could be
really, really important. So for instance, I think
adding a sexual life to the sides of this socket
will be quite nice. I'm going to bevel them. Let's see if we can push the
fraction out a little bit. There we go. And you can see what
pretty much create a whole channel along the
whole element Control E. We offset and we push in
a little bit like this. And then of course, the new sections that we get,
all of these lines, we definitely need
to bubbled M2, give them support edges. And that's going to give you,
say, a line that's going to make things look a little
bit more interesting. And for this one, I think something along the lines that we already
have might be a good idea. So just like DOS, two lines, control E, Offset, Control E, bring them in
and offset a little bit. And again, we just grab
this line and this line. We keep the bubble
soft. There we go. Look at that. Nice deep cotton,
as you can see, that starts adding complexity
to the whole thing. I kinda want to add a
bevel on this one as well. It feels like would benefit from from that sort
of details there. And another extra line
right there. That's it. We've created the system
for this whole thing. So again, remember this
guy and this guy are pretty much going to move
together every single time. And then all of these three guys are going to move together every single time moving
whatever is located here. We're going to talk
about this one in the next video because we
need to create a system here for the need to
attach and rotate from, without rotating
this top element. So yeah, that's it
for this one guys. I'm going to stop
the video and I'll see you back on the next one. Bye.
18. Elbow Modelling: Hey guys, welcome back to the next part of
our series three. We're going to continue
with the elbow. We're pretty much going
from the upper parts to the lower parts and things are looking
quite nice here. Another thing that I was
thinking we might be able to do is we have this very
cool armor piece. We can actually make it harbor a little bit on top of the, of the slot right here. And we could even graph
like this guys right there. Like bring them out and becomes kind of like
a little house, right for our for our
elbow components. And even though we don't really see this on
the concept art, it could look interesting and give us a way more
interesting effects. If you want to do it, feel free. If you want to keep it the other way, that's fine as well. The connection here you
can see this is just overlapping the socket with
this thing right here. This is one of the elements
that we might want to like fix later
on, to be honest, I'm thinking about like rotating
this thing up and moving it so that it has an air cleaner overlap pretty
much so as you can see, we're not really ensuring
a lot right there. But again, it's
questionable, right. So we might even there we go. I think that looks a little
bit better to be honest, because at least we
see the little like a connection point or slot down there on the, on the elbow. Now, make sure to of course, a mirror this to the other side. We're going to mirror
this to the x or sorry, to the world and
negative and hit Apply. And all of the pieces that
were already happy with, such as this one, this one, this one, this one and this one. We can already do the same thing and mirror to the
other side so that we can start seeing the
skeleton being built. Now, this is the next piece,
and as I've mentioned, we need to find a
way for the elbow, which is this one, to rotate. Therefore rotating
the rest of the arm while not moving the upper part. And usually what we have
here is at the following. I'm going to isolate
this piece real quick. And I'm going to delete
this edge right here, and this edge right here. And then I'm going to grab this edge right here and
this edge right here. And we're going to
extrude in with, are just going to
scale in like this. So if we go out now, we have this cylinder right
there and we are gonna go pretty much
right there, okay? Like just before we
touch the cylinder, which is supposed
to be the humerus. Weed control E again offset or in this
case a thickness in. And we can of course, Phil Hall. And we're going to poke those
faces to keep them clean. So Edit, Mesh and poke. Well we need to do is we need
to create a new cylinder, which is going to
be the cylinder where this thing is
going to be attached. So this thing is going
to be attached to a, another cylinder, okay? And I'm gonna get this
cylinder from this one. That's why we created this
guy, because we can just duplicate or select
both of these vertices. Control F 11. And we can say Edit Mesh
and duplicate the phases. So now we should have that face right there and that
phase right there. We need to flip one of this, the faces of this one that
we're going to flip them. Same for this one.
Flip them so they're like pretty much a post. We combine them and
we reap rich them. Now why did I not just create a single cylinder and
get this in here? I just want to make
sure everything fits perfectly or as
nicely as possible. So this one now, we can actually make it
a little bit bigger. So it's just this
thing right here. And what's going to eventually
happen is this guy right here is going to remain static. Or actually this one right here. This one right here is the one
that's going to be moving. And this one right here is
going to remain static. So for this one, we just need to give
it a little bit of a little bit of
construction here, some extra little details. Like a nicer looking cylinder. Let's do a small fraction, two segments. And there we go. We've got this nice
little loop right there. In this loop is going to be pretty much welded
to this element. So wherever this
whole section goes, it's always gonna
be a single one. And that these two
pieces right here, what's going to happen
is that these two pieces are going to be
pretty much pasted or welded again together to that other cylinder
that we have right there. So let's play around with this
guy right there, perfect. So this guys right here are the ones that are
going to be moving at. This pieces are right down here. So when we rotate this guy, we of course need to position the pivot point at the
center right there. So when we rotate this guys, this are gonna be rotating the whole arm
section right here. And usually we can use some small thin metal plates coming from the
inside here that are gonna be again attached
to this things. And this guy is
again, are gonna be giving the rotation
to this pieces. So you can imagine
these two guys are gonna be parented to
this element right here. And when we rotate this, That's how we're going to
be able to rotate this independently of the upper arm, while at the same
time keeping things as like a logical as possible. You usually again, we're not following a specific
engineering thing. Like I know, if
an engineer who's watching this has
got to be like this, do this talking crazy stuff
like this could never happen. I know I know. We're going for this, again, a very similitude
process where it makes sense if someone that's not an engineer takes
a look at this, there are gonna be
like, oh, okay, yeah, that's moving in a,
in an expected way. Because again, like
all of these guys like this, this, this, this, this and this would
be grouped together, right? Independently. And there will be rotating
from this upper section, I'm actually going to group this just to show
you real quick. Let's move the pivot
point right around there. And this is the way
this would move. And then if we grab
this guy right here and we parented here, if we move the
whole arm together, as you can see, the whole
arm is going to move and we're gonna be able to
move the whole arm. Like imagine we're moving
it forward and then we can grab this piece right here and move it forward, this one. So that's how we get
an interesting moment. Then later on, we might
have the chance to add an IK handle
just to test it out. This is how we're gonna be
doing or this is how I would solve this particular
piece or rigging wise. So on the front view, we are going to have
these two pieces. I'm going to move them
a little bit so they're aligned to the main thing
right there to the mainframe. And this is going to be
the scapula and the ulna, which are, again, two
very important parts. You can see that they
have a little bit more. How can we say that? A little bit more
construction, right? Like it's not just
a simple plates. They are connected somehow to the rest of the elements to have a hinge point on a
couple of pieces. So we definitely need to give them a little bit more love. And I'm going to do this by
adding a cut line right here. They're very similar bones or at least they're
gonna, they're gonna, they're gonna work in
a very similar way in this particular piece,
they're not similar. Bonds are usually have
different functions. The radius is the one that
allows us to twist our arms. But in the case of this cat, I don't think we're going
to add that movement. So here what I'm gonna do is I'm going to grab this
face right here, Control E. Just to give it the effect. I might add one line right here. Feel like that makes it
a little bit of sense. And it kinda wanted us to read this interesting
shape right here, but follows the curvature
of the earth of the piece. So something like this. Probably thick wise, I think we're in the proper
like section. So I think this is fine. But what I wanna
do is, of course, I want a bevel, pretty
much everything. There is going to
bevel the whole thing. To create this very
interesting looking shape. That looks good. Now, to add a little
bit more complexity, I kinda wanna like, change the attachment
point here, make it a little bit stronger. So before I do this bevel, I'm going to
duplicate this piece. I'm going to delete all of these phases so that we're only left with this upper
section right here. And I am going to do an
interesting cut here. Look at this. I'm going to cut this piece out. And this piece about
maybe this piece. Now we create this
interesting sort of cap to the whole thing. And now we can babble
the first one as we did before with two segments
and small fraction. And the second one
we're going to extrude first to create this, again, sort of like cover
on the whole thing. And now that we've extruded, we're going to bevel as well. So we're going to create
this interesting complexity and look at how nice
to fit this, right? Because we got the piece from the exact same elements right? Now, for instance, I
don t think we really need this almost right there, so we can just eliminate, it's going to get rid
of some of the pinches. We definitely do need
that one right there. I might even add an
extra edge loop on both sides just to hold the whole thing
together and that's it. I look at how nice
this thing looks. One more thing we can do here
is we can graph this edges. Bring it in a little bit so that we can see change
in silhouette, right? So we see the inner side being
held by this outer side. Here. We can definitely add
some bolts and that's, that's sort of like
shave that we have there underneath the element. Now one thing we
definitely need is the little plate that's going to hold everything together, that's going to attach it to the spinning things that
we have on the top. So I'm going to bring
the whole box for worth. One thing I'm seeing here, I
know here in the front view, we're pretty close
to the same thing, but this do look a little
bit thin to me to be honest. So I'm going to graph
this piece right here. Let's let me shift P. There we go. We got
some parenting. We're gonna do a little
clean up later on. There we go. So I'm going to grab this
inner vertices right here, and this inner vertices
on the other side. And we are just going
to scale them out. That what we're going
to have a little bit more strength on the, on the, on that specific area. We go to the front view. And this thing we're going to attach to the leg like this. You didn't go there? Usually would like to
have this on the inside. I know that there's going
to be like colliding there. But again, let's go with the various
similitude attitudes. We don't need everything
to make perfect sense. We just want things to
look as nice as possible. Something like this, because
I do want to hold onto this like outer side actually
it's gonna be a lot easier if we just
make this thinner. Like just so they'd goes inside of the shapes
that we want. And there we go.
Same thing here, like we don't need this thing to be going all the way there. It's just going to
waste that geometry, geometry and texture spaces. So we just keep it like this. Look at how interesting
and complex we get this, this piece to look
here on the inside. And you know me, I like to be extra fancy, so let's just add
a secondary one, right there is just a
small little block. To make this piece
look a really, really interesting and complex. Just blocks is just
squares, right? Like just very basic squares. We're of course
going to bevel them, give them a small
fraction into segments. Mole fractions of seconds. We smooth this out, we get this very cool shape. And again, all of the shapes, they're going to
move as a solid. So I don't need to worry
about like combining them into a single flowing
topology or anything. We can have all of this overlap and the n is going to be
perfectly, perfectly fine. We'll grab this whole
thing right here. I'm actually going
to combine it. I know I said it
was going to do it. So let's actually do it. Once with wants this, this combined we can control D, scale it to the other side. And this one we can
make it slightly thinner as you can see. Or if we look at the arms work, there's usually one
arm, That's the fibula. There's already this,
the radius and the ulna. One of them is a slightly
thicker than the other one. So we can do is very
similar thing right here. This could represent the scapula and this could
represent the fibula. As you can see,
they're going to have a slightly asymmetrical look. We could also, and I
think it could work, have a slightly different
effect over there. Maybe not because we still
need to figure out how we're gonna do the connections
on the wrist. Now, you can see that another
thing that really brings this whole thing together is
like the attachment points. So we're going to
use the same circle. We actually have one
of these guys up here. I'm just going to
duplicate this guy. Bring it right there,
right around there. Then we can go to
face mode and just move this phases to
this side right here. And that one's gonna
leave right there. And that's it. As you can see, we get the very, very cool looking like
a knee right here. We got all of these pieces. Shift right-click mirror and
we're going to mirror on the World negative axis to get at the mirror
shapes over there. Later on we're going
to delete half of it. We're going to do the
uv zone of one half and then duplicate it
to the other side. We don't want to
do the UVs twice. But it's a good idea to get a general feel for how
this thing is looking. So, yeah, Not bad. Let's, let's do a
very quick render. Let's bring all of these
things we no longer need. So we can pretty
much eliminate dose. I know we're still
missing the blocking for the other part. I know what that is. Yeah. If we of course turn
off our materials, you're going to see
that a lot of things don't have their materials. Now, this things, I think they deserve to have
the clay material. This thing, this thing, this thing, this thing,
this thing, this thing, even the little bolts, I think all of those should
have the clay material. This thing preroll going to have the black rubber material. Like the insight
connections, right? So like internet connection, inside connection, black rubber. There we go. We can do though
is for instance, I want this guy to have
the clay material. So she's just going
to right-click select the faces and just assign
a material to the faces. Some of you might be
new to that concept, but you can actually assign a specific materials
to specific places. Not everything has to be not everything has to have
the same material on an object is cold
material slots. It's not as
performance efficient as other things,
but you can do it. It's perfectly,
perfectly balanced. So there we go. Yeah, that's probably like
talking about material slots. I would probably paint
like a band here. If I go to the phases,
I can paint it this band with the black rubber. I don't know, like or maybe
even like this whole thing. The black rubber. That could look interesting
right now I'm just going to paint this like external
ones that weren't. So we're at a scene later on
when we texture, of course, we're going to make
other decisions right now for our progress, render, it might be a good
idea to do it like this. At any point, we can go back to our basic colors by selecting
this thing right here, which is going to
remove the elements. But yeah, we can, let's do a Increment and Save. Remember, right
now for instance, I mean a version 0.004, which is we're just going up. And it's important because
we want to be able to keep all of these things
in case anything happens. We can unhide our render. We can go to our Arnold render because we're going
to render from the camera. Oh, my God. Oh no, this is a bad thing. Oh, you know what happened? Remember when we cleaned
up the scene and we lost her camera or I
cleaned all of the cameras. I shouldn't have selected all the cameras, so we
deleted the camera. Let me show you real
quick how to fix this. I'm going to save
this real quick. And let's open the older
seen that we have, which was just like
block to write. So I know that in block two, we should have our
cameras somewhere. Or maybe we even a deleted here. So file open scene, block one. This is why having this
things is really important. There we go, here we
have our shotgun. So you just select the shotgun mic File,
Export Selection. I'm going to export
this as a Maya file. I'm going to call this shot cam. And now if we go back to our
blocking for just this one, we can say File Import and
import the D-Sharp camp back. It should be right here. As you can see. You can say panels
loop to select it. There we go. So now if we render, we are going to be able
to select a shotgun. And we should match the exact same thing that
we have looked at that and look at the how like
it is this amazing guys. Look at how complex
things are looking. Now, let's save this
image as a lion for. And if we quickly navigate to that place right there. There. Here, we can check the progress. And this is why whenever
I'm teaching any course, it's very difficult to, to transfer that
sort of knowledge, like knowing that
things will look great. It's difficult when
we had this blocking. Some of you might be like, Oh, I don't know if
this is going to, like, I'm not sure how Abraham
is going to convert this. But the thing is, as you keep
going and going and going, look how more complex
things look like. Just a couple of hours we've been working at this
for probably like 4 h or so and just
a couple of hours. And look how much nicer this
thing starts to look like. This now looks like
a complex shape, like a complex element. And we're not even close to finishing this were still
have so much to do. This is just the
very basic frame and we're already have a very,
very interesting result. So, yeah, that's it
for this one guys. I'm going to stop the video
and I'll see you back on the next one where we
continue with the wrists, hands on tight, and I'll see
you back on the next video.
19. Wrist Modelling: Hi guys. Welcome back to the next
part of the series. We're going to continue
with the wrist. And this is where we left off. We still have some
cleanup to do, but right now I'm
just going to hide the render and go back to our basic materials so we can work without
any distractions. Now, I need to explain what the deal is going
to be with the wrist. As we mentioned,
this is gonna be the main area where the
wrist is going to be. And usually if you started
like moving your wrist around, you're going to see that we have I wouldn't say 360 degrees, but we have a really
wide range of motion by combining
the movements. Now, cats and dogs might not
have as much by default, but that doesn't mean
that we can't add it. So what I'm gonna do here is I'm actually going to have
like two segments. I'm going to have the
first segment here, which is pretty much going to
hug this surface like this. And this thing will have a hinge going to the
next one right here. So what this will allow me
to do is from this pieces, you can kind of guess that
if we were to parent this, this is going to allow me
to have this sort of like a range of motion with
the with the elements. But if I want to have this
range of motion right here, I'm going to have to transfer
that somewhere else. Like I can't have
it here because otherwise we will need to add
some sort of like spheres, something that I
feel like that's going to look a
little bit weird. I wanted to keep things a
little bit more mechanical. So we're going to have again
at this little play right here that's gonna allow me
to move the wrist like this. But then this object
right here will have a secondary element which I'm thinking could
be a cylinder. Okay? So we're gonna have a
cylinder shape connecting this to the actual foot or toward the fingers
are going to be. So what this will
allow me to do, again, as you guys
might imagine, is this thing can move
like this or will allow me to move it
like this up and down. And then this thing
right here will rotate and this
thing will allow me to move the whole foot with
rotation are included. So again, I'm not an engineer, I'm just trying to find that
the best possible solution for this particular character. And I think this matches with
what we have right there. So let's start by
creating the hinges. You can see that they're right. They're like, again, like a like a little plate
hogging this things. Well, I think we can do here is something similar to what we did with the upper part by creating this
section right there. So I'm going to add a
couple of divisions, like let's say right there. We can even combine this
two guys to be honest. Just for that, for
simplicity sake, right now, we're going to add
another division right there and then grab all of
these pieces right there. Mesh tools or Edit Mesh. And we're going to duplicate. When I pushed them
out a little bit. There we go. So now we have this
two pieces right here. Technically, since we're
gonna be extruding out, we should be able
to just extrude out and not have any
issues. There we go. Got this. Of course. Let's combine them again to facilitate some
of the elements. And this inner and outer edge, we definitely want to babble. We've babbled with
a small fraction into segments, and there we go. Now these are like caps that we're going to
have right there. Again, supporting
the whole thing. Having a very similar, like a visual shape with
this guy over here. And from this guys, we're going to have
the hinge points that are going to allow me to rotate the whole
thing in and out. So I'm going to
duplicate this guy, this box right here. Let me delete that one. And we're going to just
use this one right here. If we go to the front
view, one thing that I do want to do is I will not try to align this
as close as possible. That box is not aligned. Let's create a new one. So let's just create
a new box right here. Make sure this as
central as possible. I know it's not
perfectly centered, but just as central as possible. Then this thing right
here is going to have some sort of like supports, like those hinges that we're seeing there on the
concept pieces. Some plates in the hinge point
is going to be from here. So when I rotate
this thing around, I need to have enough
rotation support to be able to not
collide with the likes. So if this thing is right there, I know we can go about there, but if I want more rotation, then I need to push this
thing lower, right? The faces. Now if I rotate, I'm not going to touch
until we get there, but I doubt we're going to
have to go all the way there. And if we go all the way over
here, there were touching. So we might need to modify
things a little bit more. We could also make this
thing a little bit thinner. Again, you will need to kind
of like picture a sphere. And there we go. That
looks quite, quite nice. We got enough range of
motion again, if the, if the insertion
point is gonna be right there and
this is going to be the box is going to connect
the rest of the system. Pretty much. So let's increase this
thing right there. Yeah, that's pretty much it. I think. Let's delete this
while actually. Lower down a little bit. Just make sure we're
on a good position. I like that. And this one, I'm definitely
going to bubble it. I'm going to bevel
this one a little bit heavier than usual or maybe not. Now let's keep it
sharp like this. And then this same box
right here I can duplicate. Let's send to the pivot
point for that one. Make it smaller like this. Because this is the
thing that's going to attach the whole element. This. We're going to have to push
this up a little bit more. There we go. Usually this sort of things are a little bit like
beveled on the edges. So I'm going to enter with
my knife to 50%, 50%, 50%. And what we can do is we can
go with this guy right here, just create this
sort of like round looking shape which makes, makes sense due to the
movement that we're going to have on that
specific section. Again, we can't really push
this one for up unless, unless we bring the
insertion point higher, which may be maybe might have a little bit more because I don't want to have a
lot of empty spaces, so I'm just going to make this
thing a little bit bigger. You can see that now
the rotation point of this thing is
going to be there. And actually we need to, can we move this thing lower? There has to be a
circle naturally, we have to bring it higher. Like right around there
would be the rotation point, but then it's gonna, it's
gonna be way, way too high. Okay, this is what I'm
gonna do instead because I really liked this
position right there. Like I feel that looks
nice with this thing. Let's modify it so that it's
right there in the center. And then let's push this back. That should alleviate
again, if we were to move, the pivot point, should alleviate the
movement of the whole thing. So it barely touches there and he touched a
little bit more than now. One other thing
that we can do here is we can leave it like this. It's not really that big
of a deal because it's a very, very small overlap. But if we want to be super, super clean about this, another thing that we could
do would be to make this thinner or just like beveled
this thing out right here. But again, I think that's going to over-complicate
things a little bit. So let's keep it simple. Let's keep it simple like this. I'm just going to
duplicate this one right here and that one right there. So that's gonna be the, the connection that we're
going to have there, which is going to
move or give me the movement for
the, for the arms. I'm going to duplicate this
little sphere right here. I'm just going to serve as my as my pivot point pretty much can see that one
fits nicely there. This one, we might just need to push it out
a little bit more. There we go. So this whole thing is
going to rotate from there. I actually think of this, I need to bring this out. Let's make this a little
bit thinner. There we go. Let's bring this out
because it needs to rotate. Slightly different here. We're not going to
use the spheres, we're actually going
to use a cylinder. And this cylinder is
gonna give us a really, really, really cool
looking silhouette. Because when we rotate this 90 degrees is going to be like the like the cab fare that rotates everything.
There we go. So now when we see the
front of the element, this looks a little bit
more again, machine, right? I'm not like thinking about the cables are how electricity is going
to run through this. I just want things to look cool. And at the same
time, a believable. Let's grab this guy right here. Just a very quick babble. Something like that. And yeah, that's pretty much it for this top
part right here. I would probably to be honest, just duplicate this guy and make it really thin
over here as well. To indicate that
these things are connected in that specific way. And yeah, so again, when we rotate this
whole segment, the rotation of this element is going to be from this
point and we should have enough room to push
it and pull it around. Now after that, we need the
main rotation of the wrist. Go to the right view. We're going to have some
big block right here, which is going to serve as a rotation in case
we will need to to to just position
this heel or this, yeah, this is pretty
much the heel. So if we want to position
this in a specific way, the way I'm going
to do this as just a little bit of free modeling. So I'm going to start with
the line right there, and then I'm going to bevel
all of these guys right here. And then this guy right here, I'm just going to
extrude that in. And then just those as well. Small fraction in
a bigger segment. This like support edges there and we definitely
need some support edges. We're going to have this sort of like circular looking thing. Okay? So this thing
is going to be attached to this thing. It's just gonna be
like literally on top. And this is what's
going to allow me to have rotational
movements right there. And yeah, that's pretty much it. I can see. I'm trying to find the
proper connection there. I know this is just a box like the fingers are just
going to be a box. And I would imagine
this is a fancy boxes. Well, that's kinda what I'm, what I'm seeing right there. But this box is,
should be connected. I'm going to duplicate
this box right here. And this is gonna be the
connection point right there. So this box eventually
we will have to be like we're going
to delete that one because it's not even. But the next box is
that we're going to add should be connected to
this bar right here, probably in a very similar
fashion to how we connect it. This upper part. We could have been like duplicate
this guy right here and just do it inversely. This also called shape language. We want the shape, the language shape to be
the same everywhere. So we have this sort
of flat and then curve here and then flat and
here it makes for a very, very unified that concept
or a unified construction. You can see even though
it looks really complex, or actually even though it looks like it's made out of
very simple pieces, by having all of
those pieces there, it makes things look way, way, way more complex. So we're going to
have the rest areas, which are these ones right here. Areas were just
nothing going on. It's just a simple cube. And then complex
areas down here where all of the movement
and the ideas are going to be happening. So, yeah, that's, that's
pretty much it guys, I think from this one, again, just apologists like duplicate and have it on this
other side right there. And we're ready to work on the footnote or in
this case, the hand. The hand would be, I do think on the concept of
Under Armour concept. We are going to have other
things on top of it. That's why again, it's
important that we check everything because we
don't want to spend that much time doing something that's
going to be covered. There we go. So as you can see,
we're gonna have this big plate of armor on top. So that tells me that the
piece that I really need to focus the most on is probably
the heel of the element. We do have some like
cleaner lines here, a little bit cleaner. It's like a side view and stuff. So yeah, that's
that's pretty much what we're going
to go for it just like this square right here. I like that square. Then we can add it like a little piece of flood
protection or mercy on the front. Maybe there's one would of course make it a
little bit thinner. And now we can add the square
area here at the front. All of those changes, all of those things are things
that we need to think about when we're working
on this sort of elements. So, yeah, that's pretty
much it guys for this one, I'm going to stop the video
and I'll see you back on the next one when we
continue with the foot.
20. Wrist Modelling Details: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the wrist. And this is pretty much the final part of the
character right here. And after that, we're going to jump onto the next chapter, which I think it's
gonna be the hips and the tail and everything
else on the back there. So as you can see,
there's something like a distance sort of thing
right there on the middle. And then we have the
base of the food. So the base of the food, I
would say is rather simple. I'm going to start with
a cube right here. You can see that this cube is roughly disliked right there. And then it has the
phase that goes forward. Of course, probably not that
much, something like that. Usually to make things a
little bit more interesting, people tend to flare
things either in or out. And then there's another
extrusion to the side. And this is one of the most
common ways to model or think about modeling
anything which is just the traditional
box modeling, like just try to find out the basic shape of
your object first. And once you have
something that you like, now we can start adding more complexity to
the whole thing. So I'm gonna go to
the front view here. I'm going to have this
right there at the center. We can actually align
that to the cylinder, so that's perfectly,
perfectly settled. And I do think we need to make this thing a little bit bigger. So I'm going to grab
those guys right here, push them forward. Now, as for how the
movement is going to work, this rather interesting
because I've seen how a cat
sometimes work or walk. And what happens is they
tend to push their foot forward and then
their little park unlike curls down like
this, have you seen it? And then when they're about
to to step on something, they wrote it this thing out. So now the foot
goes like this and then they will step onto
the, onto the thing, right? So they're going to have this
or like a hook movement. And we already have
a little bit of that hook movement right
here with this guy. So this guy right here
is going to allow us to rotate the whole system, but then we need another sort
of rotation that's gonna go from this system to the
actual Fulbright here. I do think this needs to
be a little bit bigger, so I'm just going to make
a little bit bigger, probably a little bit
wider right there. And we need something
here that attaches to the food and allows us
to rotate the foot back. We're not going to be
able to curl our toes. But I at least one this thing, to be able to rotate back
like this if needed so that it looks a little bit more natural when we're
when we're moving. So that to me tells me that
there's gonna be some sort of connection gonna be coming from this piece right here and up
to this piece right here. So I'm going to grab
this cube right here. I'm just going to bring it down. So this cube is gonna
be my anchor point. Let's center point. Careful here we
got on both sides. Let's just delete
all of those faces. And I'm going to grab
this guy right here. Center point again, just make
it smaller. Why smaller? Because again, this
is going to be like the anchor point that we're
going to have right here. So we can go for
something like this. And we can even leave a
little bit of space because I really liked the proportion that we have here for the foot. So I'm going to have this
won't be right around there. And then the other one's
gonna be right around here. Some people may be like, Oh, but you're not being super
precise like the distance from here to here might
not be exactly the same. It's fine. Again, with such small
details like this, I know we tend to make things
way, way, way too perfect. It's perfectly fine if we don't do that every single time. It's such a small difference. We're not manufacturing
this like this is supposed to be some sort of for entertainment purposes like a movie or a video game. So we really don't
need to do that. Now you can see that I've
added this thing right here. I don't want to have this thing going
across because again, there was some sort of like
a piston on the inside that I think is a
cool piece to add. So what I'm gonna do here, first of all, is delete
this face over here. So we don't have to worry. I'm going to insert an edge
loop right down the middle. And then I'm going to
grab that edge loop. And I'm going to bevel it remembered that that
splits the whole thing. I'm going to move the
fractional little bit there. And that way we can just
erase all of these phases. We need to fill this hole. Of course. Let's go here. Fill the holes. I would
definitely poke them. So Edit, Mesh and poke. And then of course, to make this thing look
a little bit nicer, we can add a bevel. Let's go right here and
probably smaller fresh. So those are going to be
some bolts that are gonna have meal with them movements. So now you can imagine that
when we rotate this thing, right, the pivot point is going to rotate
right around there. And we should have a good range of motion as
you can see right there. So we're gonna be able to
just add a little bit of extra range of motion
for the whole thing. Now before we do
the little piston that's gonna go
there on the inside. I do want to work on
this guy a little bit and I want to
keep it simple. So I'm going to bevel
a couple of areas, especially this front parts. I think having a
bell right there, it's going to make this
thing look quite nice. Then if we scale this in. And push it in like this. It's gonna give us a very
nice sci-fi ish look. Now of course, this creates, as you can see right here, an issue with the, with the distribution
of polygons because we have
angles right here. However, I'm going
to show you here a very interesting technique. I'm gonna grab this
guy right here, offset and then Control
E and bring this in. So that's gonna give me
again a sort of like little detail there
that's going to make things look a little
bit more interesting. Same thing for this guy. So think just pushing
them back and maybe even babbling them could give
us an interesting pattern. Even this guy right
here babbling at my, gives us an interesting shape. And I'm tempted to grab
these two guys and just probably not those, probably this guy
right here, rather. Push it back a little bit to create something a little
bit more interesting. Then I don't want to add
some things similar, like some like
bubbles everywhere. And it's going to
allow me to reduce a little bit of the weight
on this thing right here. On the bottom part. No need to worry as much
like I know right now, it might be a little bit scary to have this angle right here and this
angle is right there. But I'm going to show you a very cool trick in just a second. So yeah, that's pretty
much it, I think. I think so. Yeah. Something like that. Now of course, if we number press number three,
this looks horrible. But if we doubled
the whole thing, we're gonna get this
very cool looking shape. Look at that really nice, interesting hard
surface effects. And we get this thing over here. Now again, we still
have our angles like this is an angle and
this angle, this angle. Easiest way to solve angles
on a piece like this. Yes, this is going to
increase the poly count. Bertha what we can do is a very simply just say Mesh and smooth. When you smooth an object
that has an angled, Maya will automatically solve
that angle and for you, and they will create clean
topology everywhere, as you can see right here. So that's a very hacky,
but at the same time, efficient way to solve angles
that might be a little bit problematic and still like 4,000 faces for this
foot is perfectly fine. It's, it's not too big. We can still work with
us, we can still UV it. We might not need to
smooth out later on in the render time because
it's already quite smooth and overall
data that works. So now for the piston thing, I'm going to start
with his sunder. Or we can check we already
had this piston right here. And this is one of the
things that I really want everyone to be aware of is if you have something that
already works like this guy right here,
just reuse it. Like why, why go through
the trouble of remodeling everything if you already have something that
looks or is going to function the way you're
expecting it to rise. For instance, this
one just going to try to rotate it so it
fits perfectly here. So make it smaller. Go to the front view. We can align it to the
center right there. We're just going
to have this thing be right around there. It's just again, one
extra detail that we have now see how we have
those holes right there. Here's where we can really
utilize certain things. So it can be like,
hey, you know what? Let's bring this host down here. Let's open them up a little bit. And now we can bring
this guys seen. This looks like a more
interesting like pattern because this little things
there are going inside this tooth, right? That's it. Now we have like properly finish this
whole thing right here. We can shift right-click and mirror to the x
and negative axis. And we should have the nice
little Fulbright there. One thing we need to
make sure is that the proportions look good. I think they do, but I do feel like
they're a little bit small on this side is
still some Parole. We're just going to scale
them up a little bit, kinda wanna have strong foods. Now I know we're also going
to have the armor later on, but I just wanna I just want
to make sure this thing, it looks as nice as possible. Now, I might add
another one right here, another little cylinder
right there to, to create a point. And here's where again, we can just very quickly try and see how
this whole system, this whole mechanical system
is going to be moving. Another thing that
I'm tempted to do is to just add
a section line. I feel like sexual line here on the foot might
be interesting. So I'm gonna grab this
line that's really clean. Like it doesn't have a lot
of stuff going around it. And I'm going to bevel it. Of course on the bevel, we're going to reduce the
fraction a little bit. Grab this whole
thing, Control E. Just push it in a little bit. And that's gonna give me a nice little section right there. Of course we mirror again. And there we go, Just to add
visual interest to the foot. So again, what I'm gonna do
here is I'm actually going to combine all of the objects
that would move together. So all of these guys right here, these guys right
here, I'm going to combine for just a second. Because I know that the pivot
point of this objects would be like this guy right there. There we go. So when this whole system moves, is going to move like this. Okay? And again, we got
enough range of movement there to move the whole system doesn't make a lot of sense. Maybe not right, like the
cylinder right there. Like having this empty there, that might look a
little bit weird. Then this whole system right here is going to
be its own system. And the pivot point
of this system, I'm going to have
to move it like right at the center
of this thing. And this guy is going to
be parented to this case. So when this system rotates because that's what
that system is going to do. The whole foot is going
to rotate as well. Ignore the foot on
the back right now, like this is what we
want to get right here. So technically, we could rotate this thing out and then grab
this guy and rotate it back. That's what I want to
have. Like, that's the movement that
I'm looking for. Then finally, we have this
system right here, right? Like all of these pieces will be combined into a single system. And this system will rotate from that position
and it will move everything else on
the system so we can move and we can have quite
a bit of range of motion. It might not be the exact like natural range of motion
that a lion would have. Well, it's gonna
give us something that animators can work with to create an interesting
looking character. So I'm going to save you
this real quick guys. And India, we're going
to stop right here. Make sure to get to
this point is very, very important for me that
you guys get to this point. Again, make sure
to save and we can of course do a very quick
render on this things. We could just grab some
of these guys right here. Actually, let's let's just grab everything and assign
the clay material. There we go. Then let's assign d,
the dark material. So these guys right here, Let's clean this up a little bit by on parenting. There we go. And let's separate. We're
eventually going to do a lot of clean up over here. So I'm just going to Shift P and then just a mesh separate. So everything is
going to be separated in its own little stuff. So this guy, this guy, this guy, this guy, maybe this little like
bold thing is this guys. We're going to have
the existing material and the black rubber. This guys we need to
mirror to the other side. There we go. I might add the little
bolts here on the top. Black rubber. This ones we need to to mirror. It will go make sure we have
both elements everywhere. Yeah, that's, that's
pretty much it. Like that way. We can bring on Let's
grab everything here. Very important, anytime you you separate it and recombine, it's very important that you
delete the history and just to make sure that you
clean your Miocene, another thing you can
do is go to File and go to optimize a scene size. What this will do is
it will delete all of the things that are
not being used. And it should give you a really
nice result right there. Now we have are shotgun
over here. There we go. Can go panels.
Look to select it. Again, Let's say one last
time and do a quick render. And there we go. With this. We are finishing our
chapter number three. And we're ready to jump
into chapter four, which is gonna be the final
part of the skeleton. After that, of course, we're going to jump
onto the armor. We're going to do the
armor, the rest of the elements, we're going to uv, we're going to texture and we're going to render and create an amazing piece as you've
seen on the intro video. So hang on tight and I'll see
you back on the next video.
21. Spine Modelling: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the spine modeling. And the spine is actually really similar to what
we did on the neck. If you remember, when
we were trying to figure out how the
neck would work, we treated this cylinder
that has a little bit of movement so that if
we had to rig it, then we will be able
to move them around. Now remember that in
this case, again, if we follow our premise
of you don't have to model or change things that
are not gonna be seen. This things are
gonna be covered by armor and they're gonna
be carved by old domain. So we're going to have to
probably refigure some things out later on and we see that
they don't perfectly match. Something different happens with this ones because
they are going to be a little bit more visible and therefore we do need to be
a little bit more careful. Usually when we
have a character, let me show you here real quick. When we have a human character, we have the rib-cage, we have the hips, and we
have at least a three bones. So 12.3 and we add controllers to those
bones so that we can bend the character forward
and create this sort of movement on the character. Of course, if you
add more elements, you're going to have a softer, smoother transition,
but it's not really necessary for this
particular case. So what I wanna do
here is I want to do some sort of
like chain links. I think Shane links
are going to work really nicely on this area. And we can still
make those chain looks like really sci-fi ish. And interesting, again,
we don't really need to justify the whole like
engineering side of things. So, yeah, that's what
we're going to go for. Now, you can see here that there's some sort of
attachment point. We're probably going to have another one of these
guys right here. So just duplicate
this one to the back. And that's gonna be like the
attachment point for the, for the for the spine. Again, just to
follow the sort of like shape language that
we're using so far and make sure things look as
homogeneous as possible. I'm going to delete
these faces right here because we don't need them. And I wanted to be able to
focus on the spine right here. And the chain links
can be used or can be made with a
tourists right here. So I'm going to change
the tourists options. I'm going to change
the subdivisions on both the x and the
height to four. This will give me this
interesting door shape. Now I'm going to
increase the radius, I'm going to increase
the section radius. I'm going to add 90
degrees on the twist. Are actually not nine degrees, I think is 45
degrees. There we go. So now we have this, of course, this
shape as a whole. We need to modify this or
rotate this 45 degrees as well. And we're gonna get this interesting looking
shape right here. So the reason why chain links
can work really nicely, I'm going to freeze
the transformations right there is because we can position them where
they're supposed to go, like right around there. Then the next one would be
like right around here. And that the chain
links are going to rotate if we were to position the pooled point
from right around there. So as you can see,
we have a law, the range of movement
on this side, and not allow them, they said, but if we want
to move to that side, we will then of
course like link them together and then
move this up and down so they can work really
nicely when we're trying to do those sort of like organic
movements if you wish. So I'm gonna move this
thing right here, rotate this actually
me. This route. Okay, I'm not sure
why it's routing all the elements. It
shouldn't be doing that. So I'm going to press the transformations that
I don't want to freeze transformations so
we have object. Yeah, that's weird.
Let's reset the tool. Okay, that's fine. So
I'm going to press E click and I'm going to
go to discrete rotate. This should allow me
to rotate in steps. Then I can just move
these things down. So this thing is closer to the section that
we're going for. So something like this. This one looks good right there, but of course on a top view
it's a little bit too wide. We are using a chain link. One thing I'm noticing
though is that this is metal chain link is supposed
to be the vertical one. So this is going
to go right there. As you can see, I'm not really
scaling things because I want to keep these things
straight as possible. So that's gonna be like my
chain link right there. Let's go to top view. It's not matching
on the perspective, but I'm going to
follow the side view. And then this one right here, It's gonna be
attached right there. Again, we can go
into vertex mode. Just move these things
back a little bit. Do not deform them though. Like keep them like what
we have right here. And then we go over here, rotate, and there we go. So this is going to create the contraction that
we're gonna be using. Now, you can see that it seems like my friend
made this thing a hollow or another hole
rather a a what's the word? A solid piece rather
than this or like. Shane that we're going for here. So I'm actually going
to do something slightly different.
Let me show you. I'm gonna go to this
guy right here. I'm going to insert the
National at the center. Then I'm going to
select those attributes and I'm going to bevel them. The reason why I'm
doing this is I'm going to use those new bevels. So they just created to generate the extraction point
of the solid things. Hardly boxes are gonna
be attached there. So I'm going to say Edit,
Mesh and duplicate. Then combine those two. And if we extrude, we're gonna get this
box is right here. It is. It's a little
bit interesting. And I think one of the things
that we're going to have to do here is we're going to have to change
this guy right here into some sort of like a
round thing over here. So I'm going to I'm
going to extrude in. Then look at what
I'm gonna do here. I'm going to select the
outer edges and Bevel them. That's going to create
an ambulance I know. But eventually what I
wanna do is I want to be able to have like hard surface effects on the outside and a rounded effect like a handle on the inside. So this is going to be like the, like the rotation point
of the, of the elements. I'm going to, Let's get
this down there we go. See that. That's what
we're going for. I'm going to go to a top view, rubbed my cut tool and
just cut across there. And then we can
just mirror this. There we go. Look at how
nice that handle looks. Now, let's already started doing the hard surface stuff
that we need to do. So I'm going to grab all
of the corners here. As you can see, I'm not
even worrying about what's the word Like angles
and stuff because we're going to solve
all of those shortly. I'm just going to bevel the areas that I do need
careful there I miss one. This one. We go. So we bevel. I'm going to try to push this
a little bit more. The fraction that's as much as civil Oregon allows
two segments, but I'm going to
change the depth so it's a flatter depth. We're gonna get
this sort of like interesting looking shape. And now, as you can see here, we might have some
angles like this guy, this guy, this guy and this guy of the other ones
are squares and triangles. So that's fine. So what
can we do with this? Since they're in a flat area, we can actually leave
them as they are, or we can try to solve them. So for instance, very simple solution
is from here to here. That's a square, there's a square and everything
else is square. So just a very simple
fixed rate there. And again, since
it's a flat area, we really don't have to
worry too much about it. Flat areas, you can have topology be a little
bit messy if necessary. And it's perfectly
fine if you've seen. For other stuff, we
use this technique on the patterns on the front of
a kitchen appliances stuff. There we go. So it's like we still have
a couple of handguns there. Again. Just a matter of
squaring this things off. I can see that that
guy is an agonist. So again, not really worrying, like I don't think we
need to worry about that. It's an area that's
not really visible. And it doesn't create
any issues for, for us, we might need to worry about
it on the unfolds section, like when we do the UVs, that might be something that
we need to take a look at. But I don't think we're really going to have an issue and
at the end of the day, we can just
triangulate that face. I'll probably just show you how to do that in just a second. And the handles, this handle
is that we're creating here. The main thing that
they're going to accomplish is the
fact that now if we create a solid like
thing on top of them, it makes sense that it can
rotate because there's no hard surface
he thinks, right? So let me show you
real quick again how to solve those extra angles. We literally just
graph the faces. And we just say
mesh triangulate. And that's it. So now
everything's have triangle. We can of course mirror
this to the other side, so we solve the
issue over there. And this should be a
perfectly valid mesh. Now that we have this mesh, okay, We're having some issues. It seems now that
we have this mesh, we can actually go on, go Shift P, let history for some
information center pivot. Now we can actually create the other elements
which are dislike just blocky pieces,
blocky like elements. I'm going to use a Boolean. So I think I'm going to explain
that why booleans can be useful for this
particular elements, but I'm going to explain how
we're going to use them. So first this is, we're gonna be again
creating Booleans. It's a lot easier if
our shapes are as clean as possible before we
create the Booleans. This is gonna be one of them. Let's go to a top view
and make sure we have the proper thickness there. We might need to do something
on this particular area, but i'll, I'll show
how we can solve this. Another thing we could do
is just go to the top view. And all of these
vertices right here. Just like pushed him
out a little bit more. But I actually want
to show you something that I think it's going
to be quite cool. So, yeah, I'm going to stop
the video right here, guys. And in the next one, we're going to do the Boolean stuff
with this piece right here, which is going to be
the connection to both the pelvis and the
rest of the elements. So hang on tight and I'll see
you back on the next one.
22. Boolean Modelling: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with boolean modeling. And Booleans are a
very dangerous tool. I would say they're not bad tools, they're just dangerous. And the reason why they're
dangerous is because if you don't know how to
use them properly, you're going to generate
topology that's gonna be really, really difficult to fix. So I'm creating a cylinder right here and on the inputs
I'm going to change this down to 88 is like the lowest thing that
you can have for a cylinder. We've seen this before and it helps to get a better sense. Now, I know we've already used Booleans over here with
some of the elements, but I really want to stress or show you how we can make these
things look even better. So first of all, this
block right here, I'm definitely want to make
it look a little bit cooler. I'm going to grab this
guy is right here. I'm going to double them. And I'm going to increase
the fraction just a little bit right around there.
That, that looks good. Cool. So now we know that there
is this internal mechanism, this round thing, which is where this thing is gonna
be rotating from. However, you can
see that we're also colliding with a little bit
of like the handles here. And I do like this handles, I feel like those
handles look quite nice due to the
thickness that we have. So that means that
we need to create a tunnel that goes
through the handles, like right around there
and through the box. So it will be
something like this. I can immediately tell
that it's gonna be really thin on this
side right here. So I'm going to try to
push this as close as possible and to center
it as nice as possible. So as you can see, they have
a little bit of range there. It's not a lot. When I grab these vertices right here and just push them back a little bit more so we get
more space right there. Honestly tempted to just grab these guys and scale
them up as well, so that we're not as close to
the borders of this thing. Now that we have that, I'm
going to grab this cylinder, I'm going to scale it up. Select the first one so
it likes the second one. I'm going to go mesh
booleans difference. As you can see, this
is going to cut the main shape right
there and it's going to create the first
intersection that we want. This is a new thing that
is in Maya 2020, 2.20, 23, which is the
Live Boolean system very similar to C brush. Or you can actually modify
this thing and they will, it will update in real time. Very, very, very cool. Now, here's an interesting
thing that we can do. I'm actually going to go back. And what I want this
thing to do is I want the cylinder, sorry about that. I wonder cylinder to
become smaller as we are getting closer to the
main area right here. The way we're gonna
do them AS we're gonna grab this
cylinder right here. And I'm going to add a couple of divisions and start
with one right there. Then this division,
we're going to bevel it. As you can see, it gets really
close to where we wanted, but not exactly there. It's more the
fraction little bit more right around there. And if you can
imagine this thing, what we want this
at this section right here would control E. I'm going to extrude
that in so that only hugs the surface of the cylinder where it's
gonna be rotating from. Now, whenever you're doing
this sort of techniques, one of the best vices that
I can give you is tried to keep things as
simple as possible. Because the more complex
you make your Booleans, the more complex everything's
gonna be. So look at that. Now I'm going to delete
the history with this guy. So we lose the Boolean. And if we take a
look at it, this is what we have, which
is what we want it. We have this very nice
cylinder That's only on the, on the center of the element, but we still get enough room. So if we want to
rotate this thing, it can rotate around
the whole like mechanical thing without
actually touching it. So we're creating this sort of like slot on the whole thing that makes everything
look really, really nice. So now of course, we need to fix the topology
because as you can see, the topology here is horrible. And the way we're gonna do is I'm actually going to
delete this thing. I'm going to go to the top view. And we're going to add a cut
line right down the middle. Let's just grab this
guy. There we go. There we go. We're going to delete
all of these phases. We're going to make
sure that this phases are scaled to the center. There we go. Because it's a lot
easier to fix half of the element than to have
to fix everything else. So the way this works
is we need to somehow managed to stitch this thing back to the mainframe
of this element. So we're gonna have one. But, but, but, but, okay, so
for this side right here, I'm going to just go
from top to bottom. Same on the front is going to allow me to
insert edge loops easily. We have some extra
faces or something. That's fine. Easiest
solution here. Just grab this face
is delete them. Then this guy right here Control E. And we're going to
snap into the center. There we go. So now if we
add a line right here, we're getting our
other. There we go. So we're going to have
one line right there. One night right here, one line on the top
or in the front. And one line right here.
We're probably going to have one line here and
one line here as well. I'll probably add one line here. And one line here.
So we're gonna go to edge mode and we're going
to breach this two edges, these two edges, these two
edges, these two edges. And then we're left
with the triangles. Now, do we care about
those triangles? It depends. In this case, I do think we can solve them. So I'm going to
add one line right here and one light right here. And then one line right here. I'm going to select these
two guys and bridge them. These two guys and bridge them. I don't want this triangle to go all the way to this
area right here. So look at this trick with
one more line here and here. And they're rich this
to bridge these two. And then this vertex right here, I'm going to snap it with the
V to this guy right here. This guy, I'm going
to snap it with v to that guy right there. And those two merge to center. Those two match to center. That way we have a
clean line over here. So in case we want to, for
instance, bevel, this thing. We can do it, right. You create a nice little
bevel right there. On this area though. Keeping this triangle's
might not be a bad idea. But remember when you have
two triangles close together, you can simply add one line that black merchants them pretty
much and that way you're gonna get a discourse. Now the only problem with
this is that we don't have a natural anymore on
this outer edge. So let's just bring it back. How, by selecting
all of that edge and just babbling is going
to give us an edge loop. And that actually is going to be fundamental for
what we're doing. Because it's going to
allow us to hold the edge nicer on a nicer way. So let's do a bubble there on those intersections
and look at that. Now of course, I'm going
to add one edge loop right there and another
one right here. It's gonna get a nice
little cut right there. And we need to add some supportive to the whole
like blocky thing here. So one there, one there. One there. Sorry about that one there. And yet That's it. Look at that. We get this very nice mechanical piece that holds very nice. Now, if we want to add a bevel
on this area right here, it's not gonna be
possible because the flow does not allow it. But here's another
thing we can do. We can go to the right view. We can use the Cut tool and just cut straight
through this area. Yes, we're gonna get
some angles and stuff. But we can, of course, solve them by using any of the techniques that
we've seen before. Or another option here is if we go to the
side view again, you can see that all
of these phases, like this guy, this guy, this guy and this guy are
perfectly flat on the site. So if we do one extrusion
and then a second extrusion, that's pretty much like adding support edges to
that specific area. And we get this very
interesting thing. Of course, this
interfaces we need to delete both on the top
and on the bottom. But once we do this, we get a really nice sharp
effect right there. We mirror this, of course. Sorry about this. I'm
getting my allergies again. There we go. We successfully created this
very interesting piece. We killed to the
right view again. Duplicate, rotated away. My God. Here we go. Right there. We sent her this to the cylinder right around there. That's it. That's gonna be my spine. Like this guys are going to have the required rotations
and it's gonna make sense for us to make
anything we need. I'm going to stop this
right here, guys, because I'm dying from my
allergies are non-nil. They're getting quite bad. So we're going to go to
take my medicine and then I'll be back to
record the next part. I'll see you back on the
next video. Bye-bye.
23. Tail Modelling: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the tail modeling. And there's one thing I notice. I notice that on the
top view of the neck, where should have a
very similar shape to what we have right here. So that tells me
that we might have made a mistake on our
interpretation of the concept. And this is what my
friend originally envisioned for the
neck connections. So here's what we're gonna do. I'm gonna go to the right view. Of course. We're going to move
the field points supposed to be right
there, that's perfect. And then we're going
to duplicate this guy right there and rotate
this 90 degrees. Then I'm going to select
the three shapes. We're going to control D and
move them towards the neck. Careful here. Control D and move
them towards the neck. Now if we rotate them around, you can see that they're not
going to perfectly match. So one thing we can do
is we can group them centered on the point and
then rotate them around. Of course, we're going
to have to scale them so that they
fit at the neck. We can get rid of
discrete rotate for a second here, scaled them again. And there we go. I think this looks a little bit better as you can
see right there now this 11 of the things that we definitely need
to do is push this, the base of the vertices back. So we're not like
colliding with the sphere. And we're just going to move
this thing back like this. There we go. So we have both connections
and we have the neck. And it's gonna give us a really, really nice and clean rotation. So that automatically makes the neck look a little
bit more interesting. I really liked this
piece right here. Get some more
interesting silhouette. And it just generally
helps the whole thing. Now, we're going to do the
tail has a cover says, and what we need to do
here is as you can see, the tail is really similar. It's this sort of
like shaming thing going all the way
around our element. So we need to properly connect this thing is such that we can easily
manipulate everything. So what I'm gonna do
here is I'm going to duplicate this guys again. In a position the base
of the chain here. We're probably going to group this thing again and just
centered at the point. Scale it down a little bit to start with the first
link of her tail. So this is gonna
be the first week. Now, when during the
production pipeline, some readers might prefer that you do not pose the character
as you can see here, the tail is already posted and that's not
something that we might want. However, it will
depend it will all depend on the rigor
and under production. This thing right here, one of the things that I'm noticing is that as we move further back, this thing, like the, the link itself will pretty much just like be lower than size. But the little pieces are going to have a
little bit of a taper. So we need to grab this
vertex right here, like all of these
guys right here. And we need to taper them down. We're going to taper down those and then we de-select
this one's right here. We tapered down those, and then we de-select
this one's right here. And we taper. This guy says, Well, I
might need to push this in. Just play around a little bit with the silhouette
of the objects. So this thing looks as nice
and clean as possible. While keeping in mind that
we need to keep this sort of like a hard surface you
look to the whole thing. So this is going to be like
my, my inclination angle. We're going to go for
something like this. There we go. That looks nice. It gives us hard surface he looked and we can
play around with this and now we're going
to move this around. I don't want to move
this like extremely, you can see that a very
common idea would be like, Oh, I need to make
this fit on the, on the lower side here. Don't do that. If you do that, we're going to have a
level of a finished. One thing that we can do though, is we can maybe grab this guy's, make them a little
bit smaller as well. This is going to
allow me to make this thing a little bit
smaller on this side. If we want to make this longer, which I think was shoes, got this guys, just push
them back a little bit. Now, if we try to place
this into position, this will be the position
that we would need it. We need to rotate this around. We need to move the center
or the point of this thing. And then we will need to move this down a little
bit like this. And then this one,
remember, it needs to be right there in the middle. So this is broadly as like the highest rotation that
we're going to have. And I know that we're not
perfectly matching the drawing. But this is what
the piece is alone. Because if we move this piece
over here, as you can see, then the whole thing just
like breaks apart like a, like we're no longer on
the center of this piece. So if we do want to be on
the center of this piece, one thing we could do is we can try and move this thing around. And then this guy is just push them out
a little bit more. And that will be like
D, D connection again, it depends because now when we bring this back to rotation, this space that we're
going to have in-between the elements is going
to be way, way smaller. Now this does look
nice on that side. So I think we're in
a good position. And what we need to do now is just pretty much to duplicate this thing and just keep
on building the tail. Again. Always make sure
that you ask your rigor how they want to rig
this specific piece, because each rigger
will probably have a slightly
different preference. So I'm, I'm, I prefer the tail
to be perfectly straight. Some of them might
prefer the tail to be. What's the worth? Or is this here? I'm already telling
that the distance between the elements
is not like uniform. So I'm going to start using this guy's sort of like my
my connection point. Of course, you're going
to have to become smaller as well. So we're gonna bring
them very unique pieces starting to really
complicate that UB process. If that's one of your worries, Don't, don't worry
too much about that. It's not going to
really do that. But it's definitely going to
make it a little bit tricky. Again. You can see things are getting smallest
need to make sure things are, are matching their
connection points. You probably want that
thing to be centered on the previous piece, right? And we could use that
vertex right there. So that's a point. But then here for
instance, you can see that this one is going to be smaller, it's
going to be shorter. So some of them seem to be bigger and some of
them seem to be smaller, which is going to give it a slightly different
effect overall. It's not really something
that I recommend. So I'm going to show
you a different step right here before we keep going. So I'm gonna go back here. And what we're gonna do is since we already have
or we should already have the pivot points where
they're supposed to be. For instance, this one will
be like right around there. Does when it has this pivot
point where it needs to be, this one has its point where it needs to be
and this one has. But let's again, let's finally, let's say that's our
pivot point, right? So what I'm gonna
do is I'm gonna, I'm gonna try to
parent things and pretty much do a very
quick connections here, a very crew, the very
basic rigging thing. So we're going to grab
this guy right here. Let's grab all of them. Freeze transformations
and fully history. So this one is going
to be parented here. There's one is going
to be parented here. And this one's going
to be parented here. This one, we're
gonna wrote it up. As you can see, we
get straight lines. Then this one, we're going to rotate it up like this, again, trying to get streetlights
straight lines when we wrote it up. And that's when we rotate it by. Not be perfect, but it should
give us a nice effect. So the main piece is this
guy and this guy, right? Like this two pieces are the
main pieces that we want. And what I want is for each
piece that they create to be slightly smaller until we get to this distance right here. Now how do we know
what this distance is? What we can do, of course, a little bit of math and stuff, but we can also just like
estimate the overall length. So if I go Create and they
say a measure tools distance, so I can go from the base to, let's say, this piece
right here, that's 66. And then I can go
from here to the tip, that's 5,454.66,
that's 100 or 110. And taking into account
a little bit of the, what's the word of the
temperature, let's say 120. So we're gonna go from
here and we want to get 124, the length of the tail. So it's gonna be
right around there. Perfect. I'm gonna select this guy
right here, Control D. I'm going to freeze the
transformations again. Go back to a world mouth. And we're going to position
this on the next one, which would be this
one right here. And if I press shift D, Let's go back here. Freeze transformations again. We're doing Control D again. We push this forward
and we do shift D, shift, D, shift D. And we can duplicate until
we get to the very end, which is going to be
that one right there. I think this final one of course is not going
to have the tail. So this gives us a tail. That looks interesting. This is a little bit off-center. Well it's an easy fix. Just grab this code
guys right here, w, w. And we snap it. There we go. So now we have a tail, right? But the problem with
this tale is that even though it does
look like a tail, It's very thick going
all the way to the back. So what we can do is we can
grab all of these elements. Okay? All of these elements. And we're going to add a
former, We're going to deform. We're going to use our lattice. We've used this before. It's a box that's going to
go around the elements. Hopefully this doesn't crash. And then once it does that, we're gonna be able to
modify that lattice to make it thinner as
we go further back. Definitely got stuck here. Not sure why though,
I'm going to pause real quick and width for this to recover and we'll continue. Well, unfortunately, it crashed. Maya crashed and I wasn't
able to recover it, but don't worry, I'll
just rebuild it. It's not exactly the same, but it should be pretty similar. And this is what I
wanted to create. Now it's just what I'm gonna do. I'm gonna select all
of the pieces here. And to avoid any
sort of crushing, I'm just going to literally combine them all,
but just like that. And then now if we
of course delete the history and we do
a Arnold or sorry, the Form Non-linear
lattice or a lattice, we should be able to very easily go to the
final points here. And if we go to the top view, you're going to see
that we actually have the size that it should be, which is roughly half of
what we have right now. If I just press
this in, like this. What's going to happen
is we're going to keep pretty much
the same rotations. Like we're not modifying
the circles or anything. We're not only find the handles, we're just modifying how each
individual piece becomes a thinner and thinner as we
go further down the tail. So if we go to a top view, you can see that
now we should be able to match the
original scale here. And as we go lower and lower, this is the one that we're
eventually going to get you. And that's the final tip off
our little tail right there. That would pretty much be it. However, I know you
guys like to see things in a really nice light. So we're going to have to do here is we're going
to have to post. And there's really no
easy way to do this. But to literally go, We're like separate all of the
species, so Mesh separate. And we can either try to
create a skeleton like, like actually rig this
thing or move the points. Both of those options are going
to work exactly the same. But I'm gonna show you a slightly different
version here, which is, I'm actually going to try now, now, now another
thing I think of it, I don't think it's going
to be the best one. I think to be honest that
the easiest one would be to just like position the points where there should
be some excuses, select everything
sent to the point. And it shouldn't be that
difficult to just like grab this guy right here and start moving each point of each object Towards gonna be rotating from as
close as possible. Okay? So again, just press a D, So it's going to
rotate from there. This one's going to
rotate from there. This one's going to
rotate from there. This one's going to rotate from there
because as you can see, since the pivots already Center, we only need to displace
it on the z-axis. Pretty much. What's going to
rotate right there? This one's going to
rotate right there. This one right there. This is the final one. Is it? No, one more. This one right there. This one right there. Or really one more. Two more. Okay. There. We can step to the point,
of course, right there. And finally, this
one, right here. There we go. Now, we already know
that this tail thing, it's gonna be it's own segments. So lets just grab all
of these elements. Actually, let me start like I'm going to select
them in order. We go over here. I do believe we have our
plugin, this one right here. Remember that you can
grab this code and just drag and drop it over
here with middle mouse. And that's going to be now,
now our rename or two. So I'm going to
rename all of this to a lion, underscore and rename. It should be until other we go, actually we didn't
need this shows is that I do like having three
paddings, to be honest. Have the 000-10-0203 for
some reason it's not. Okay. It did. Okay. Perfect. So the
names, as you can see, are not aligned,
but that's fine. Which still have everything. Let's again delete history. We don't want to center
the pivot point, of course, freeze
transformation. And now let's just add
the underscore GO. So that way, the tail is
already kinda like reading. And the reason why
I wanted to have clean names is because
I'm going to be selecting each one of these
guys and then hitting P, this whole chain of elements. And the cool thing
about this is if we rotate one of this, look at that, we're going
to get this effect. Now, I do believe like again, it might break a little
bit when we do this, it's not breaking as
much to be honest, like it's working fairly nice. So that means that our
animators are gonna be able to create some cool stuff
with doses well. But now, if we want
to be extra, extra, what's the worth
precise about this, we can just start
rotating things. So for instance, I
can go to this one, just wrote it down, or just even like move this
and rotate it so it matches. Then we can go to this one and
we rotate, go to this one. And we rotate. Good to this one. Rotate a little bit and
we can already posts. We can start posing the tail. And I feel like we
should have matched the proper size of the tail. It seems like we
did look at that. Not bath slowly, unintentional, but we managed to match freely
much the same tail here. I'll give you guys two options. We can delete this one, I think would look nice to have a difference in
whether the very end. And there we go. We have our tail ready. Now, the same principle is going to apply to
these guys over here. So I'm going to grab
this thing right here, move its food point right there. Then this thing right here, two points were supposed to be. And this one just going
to rotate it like that. So that one's going to have a connection to the
hip right there. And eventually when we work
on the hip on this side, we're going to have to
figure out something there. I do think these things are a
little bit like off-center. I'm going to Control G and
centered at the point. Get them a little bit closer
to what I'm expecting. There we go. So this one I would expect to have this
curvature and this one, this record which kinda
wanna go all the way here. However, we're having a
little bit of an issue with some collapsing
here on the vertices. One thing we can do
though, look at this. Go back. And we can grab these
vertices right here. Just push them in. And this one's right
here, push them in. And same thing on
this other side. This sort of like slanted
effect right there. And now if we rotate this x-axis are the faces
were kinda wanted to be. You can also rotate this one. And we're going to have
way more, way more room. We can also push this
in a little bit and maybe just grab these
guys right here. Whereas this one would need to rotate a little
bit as well here. This one probably move
up a little bit, right. So yeah, that's it, guys. I'll see you back
on the next video.
24. Pelvis Block In: Hey guys, welcome back to
the next part of our series. We're going to continue
with the pelvis. The pelvis is one of the
most complicated parts of the whole character because it's gonna be one of the main
things that we're gonna be focusing if we were to rig
this character like the, most of the quadrupeds, will have their movement
come from their pelvis. And everything else
just follows along, very similar to how
we do it with humans. So if we want this character
to sit, for instance, we will need to grab
the controller that is controlling the pelvis
and move the pelvis down and everything
else should accommodate or fall into place
based on that moment. That's why the pelvis
is really complicated. However, one of the
cool things about the pelvis is that
it's just walk. It's just the block
that has all of the connections to the
tail and the spine. However, this block that
you see right here, it's a little bit
more complexity. We've done so far. Before we do that though, I realized that at the neck
was at dawn or wrongly, I just took the concept and
I thought it was cylinders. But when a taking a
look at the top view, you can see that follows
pretty much the same thing that we have here
with this guys. So I'm just going to Control D, the group that we
have over here. Go to the right view and use this to position the neck
where it's supposed to be. So we're going to rotate
the group right there. Definitely make it a
little bit smaller. That's gonna be the
main link right there. This one of course is
going to move up and I definitely want to
squish this in. So I'm going to graph this vertex right here and just push them in
a little bit more. There we go. Now we can put this a little bit closer to the center of the sphere and same for
this one right here. We're going to grab
all of the vertices on the lower section and just push them up so that
barely touches the sphere. That way, when we rotate this, the connections
fills for bright. And that's gonna be a really
good mix as you can see now, everything looks a
little bit more complex. We still have some very beak rest areas such as the ribcage. But now this new
areas right here and make it look really,
really interesting. And so it's just like
very basic cylinders. I love how the table
looks by the way, I think that, that shows a
really, really nice construct. So let's start with the box
here and we're going to use the same technique that
we use for the rib cage, where we're going to start
with a very simple box, just has the basic shape
and direction that we want, which is roughly like this. And then on the top view, you can see that that's pretty much the
main, the main area. Now from this main area, we're going to start
getting more shapes, especially if we
see here the top, you can see that it goes
back a little bit more. So I'm gonna grab this face
right here, Control E. It just extruded back, probably right around there. And we take a look at
the top view and yeah, that seems about right. Might be able to push
it a little bit more. And then if we need to modify this piece later
on, we can do that. And again, if we take
a look at the sidebar, the top, you can
see that there's a sort of like a division here. So I'm going to add
a line right there. And then we're going to grab this face right here in
this phase right here, this guy and this guy Control E. And this is going to be the
hip going out like this. Or when we see it from the, from the top, it looks a
little bit more complexity. We have this boxes right there. So I kinda wanna have
that in as well. I'm going to add
one line right at the 50% mark right there. And then I'm going to add another one at the
50% mark right there. Grab this guy first. Control E. We go
to the front view. Robert, we need
to extrude this a little bit more,
right about there. Probably a little bit more. And I want to go all
the way over here. You can see how there's gonna be this sort
of like connections. It's this line that
we're going for. I'm going to grab this edge
right here and push it back. Remember that we're using
object mode so that we can create all of this like interesting
effects and stuff. Then at this point, like this area right here, this is where we're
gonna have our main connection to
everything else. So since I want this connection to be
a little bit rounder, I'm actually going to
grab this piece is right here and bring them down. So this is gonna be like the, like the insertion point for the main bone that's going to
be going towards the hips. So this thing right here, all of this element
right here is going to be an extra piece. Now, one thing that I want to do is I'm going to
create a little bit of visual interests
on this area, especially because
right now it looks very blocky and I would like
to have some cuts. So remember how I mentioned that the volumes were not ideal. And of course I still
like I still follow that. I still think that
they're not ideal, but that doesn't mean that
we can't use them to create some interesting blockings
on the overall shapes. So we're going to
create a cube here. Bring this forward. And I'm going to use this cube, two of Boolean out. Some interesting
pieces over here. For instance, if we go
to this area right here, feel like we could take out
a chunk of our element here. Like this, all the way
up right around there. And create an interesting
effect as well. So something like this. The first 1 s one mesh booleans indifference
that we go and look at how interesting that shape
looks now because we have this sort of
like flat area here. Where we could add more
details and stuff. That's the kind of, again, the kind of Booleans that we can use to create
interesting effects. Now, here, of course, we're gonna delay history to
make that Boolean permanent. And if we add mirror
this to the other side, we're going to get this
shape right there. I kinda wanna like trimmed down this area
right here as well. You can see that on the concept that was this
a little bit flatter, I think it might be a better idea to keep
this a little bit flatter like this for the
pelvis to be honest. Just from a from a from a
sort of rigging perspective, this thing right here, I
definitely want the bed bullet. We'd go. And think beveling this guy and this guy
might also be a good idea. Now, I love this
part of like free, free form modeling because we're not worried about like
angles or anything. We're just focusing on creating shapes that look
interesting and cool, which is what we're
achieving right here. And I want a bevel
this once as well. As you can see from
the general designs that we've been doing so far, we really didn't have
a super sharp effects. So we want to be
careful about that. Now, of course we're going
to have to fix it topology. We can't, there's no way we can get away with
what we have right here. But that doesn't mean that
we can't start let go. Again, conflict playing around with our effects right here, for instance, this
guy right here, the offset a little bit. And I can, I want to create a similar sort of
ramp to what we had. Remember when we did
this on the face. So I'm going to delete these
two guys. This vertex. I'm going to snap it up there, this one there and
this one there. And then we just
Edit Mesh Merge. Go. So now we have the
very interesting look right there on the bottom part, for instance, or
in this back part, it definitely think
we need some sort of connection for the tail. So this piece is right here. You can definitely
take them out. So I'm going to delete all of this phase is to
create like the, like the cavity where the, where the main mechanism
is going to be happening. In that we can start thinking
about fixing the topology. For instance, this guy
is Control E and with w, I'm going to snap them
until they are at the same height as this forward faces from here and
here, here and here. We're of course
going to bridge it, to bridge this error right here. Can I just do a
very simple line? And we go from the side, the center, from the sides. Like that. Look at that. Now that creates the cavity. We're, we're gonna
be attaching broadly another one of this
things right here. So I'm gonna grab this
guy, just duplicate this. And of course we're
going to get all of the like the duplicated effects. We just need this guy shift P. And this is gonna
be here, right? This is gonna be the,
the original tail or the base tail from
where we are going to be moving everything. We of course would need
to create something here on the inside to
support this thing. But this is how we will create
a blocking for the hips. Now let's do a little
bit of clean up. We're gonna do a little
bit more of cleanup, of course, once we finished. But you can see that
we have some really, really, really ugly faces
on lines going everywhere. And if we press number three, I mean, yes, it's much arable. We get sound really
ugly-looking elements. So what do we need? Well, first of all,
I'm going to go to the front view and I'm going to delete half of this thing. We're just going to leave this interesting blockchain
right here. Once we have this
blockchain right here, we know that the main culprit, if everything is this guy right? Like the boolean that we add. So let's just start adding lines where we need
them so that we can loop this thing around and allow the topology
to flow in a better way. How do we do this? Well, we want this to
be a sharp corner. So I'm going to grab this
knife tool right here, and I'm literally just going to cut straight across
this thing right here. We're not going to
generate any angles. This is a square, this triangle, that's the square of the square. So that definitely does
not modify anything. And now this upper
part is solved. And then from this
guy right here, you can pretty much
do a whole round, round and get all the way
to this point right here. So I'm gonna go to this
position right there. And then usually need
to see the points. This position right here, its position right here. And we're going to
end up right there. Perfect. Now of
course, this vertex, we're going to snap
it right there, grab those two and mesh
to center this vertex. We first snap it with v and
after-death, we merchant. There we go. Now here we
have another problem. We need another edge loop
that goes around this thing, roughly around there. This point. I'm gonna go to a movement
options, go to World. We're going to move it back so that we can grab
this point right here, moving right there, grab
those two and merge. And that should pretty
much solve our issues. So you can see the topology
is looking quite better. They're just makes sure that you don't have a double
face right there. Sometimes you might get it. If that happens,
just delete one of them, can preach again. Finally, we can grab
this guy right here. It just go straight there. Of course, to keep
things nice puzzle, we can just snap this up. And there we go. Now
we smooth this out. As you can see, things are
looking a little bit better. Over here we have a little
bit of an issue is that such a huge issue are really just add one line right there. Then from here to here, that solves the angle. And from here to here, that also solves the egg. If I press number
three, you can see that pretty much
everything is clean. We have one more
angle right there and one more angle
and right here. But we know that those
were original bevels, so it's very easy to just
bridge them together like that. And look at that with
successfully created a very nice blocking off
our hips with a really, really interesting
like mechanisms you can see it's really, really interesting
flow of topology going everywhere with a lot
of inputs and outputs, making this a very
cool mechanical piece. And now we can start
adding, of course, the support edges and
the rest of the pieces. So I'm going to stop the
video right here, guys. And in the next one
we're going to start adding more of the complexity
that we have here. It's going to be going
towards the hip. And of course we're going to complete a DSP is right here. So hang on tight and I'll see
you back on the next one.
25. Pelvis Component: Hi guys, Welcome back. In the next part of the series today we're
going to continue with the pelvis components and let's just polish
this thing first, which is the main pelvis
block that we know, of course that we do a
simple smooth we're getting, we're gonna get this shape,
but we don't want that shape. That's way, way too
complex of a shape. And it might not be a
good idea to just bevel everything because that will
add unnecessary elements. So I've deleted the histories and to build points,
freeze transformations. And we can try using
objects symmetry X now and see if by
adding elements. There we go. We can add elements
on both sides. So I'm particularly
worried about this main shape that
we have right there. So as you can see
by adding one line, we get a very sharp effect. I'm going to add one line here. And as you can see, this
line does not flow anywhere else because we have
triangles here. And when you have a loop flowing into a triangle,
you get the square. So that's pretty much
where deadlines stops. We can now add one here. As you can see, this is going to go all
the way to the sides. Is that something that we want? It's not really
going to affect us, but I do believe it's making
it a little bit complex. So we could do that or to keep things
a little bit simpler, we can delete the little
faces that we have there on the side as one
line right there. So we can get a nice sharp
effect on that specific area. And then do the stitching
thing that we've done before. Just grab those two
vertices right there. This is a square, so
we just feel that way. We get a really clean effect without actually
making edge loops go unnecessarily
into other sections. Let's do one more here. So I'm gonna do one right here. And we'd run into a problem. We have this thing. So I actually forgotten
that we have the, what's the word gone right here. So you can see we have an
angle on this particular face. So I'm going to
show you one very cool technique that
we can use here. We can use our cup tool. Select that guy right there, go down and go in. And then from here, we can go here. And naturally that's
not going to work. I was trying to see if we
can do a reduction 2-1, but it's not really
going to work. So we're going to
have to figure out something with this phase
rate that because again, if we add one right here, this is going to definitely
break things apart. Now, one thing we could do is we could just go from here to
the corner right there. And the infix that, as you can see,
that's now a square. And we get this sort of
relationship which is not bad. Let's add one more line
right there and kinda want to add one line. Let's go over here. I'm going to go
for the easy ones. So that one, that one
definitely that one. Definitely that one right there. One right there. There we go. See how everything's becoming
sharper and sharper. That's what we're going for. There we go. And yeah, that's I think
that's pretty much it. I kind of like the shapes
that we're getting now. She can see we get
this interesting like soft effect right there. We could, of course, add one line right here. What you're going to give
us more for shelf look. But now we get this
interesting like triangle, like a soft triangle
going there. I am not against it. I think it makes it look interesting there for
the, for the hip. And I kinda like this curvature that we have there as well. Because I know some of
you might be like, well, we could add one more here and it's gonna give us
the square look. Square also looks quite nice. It looks very machine like this piece looks
really, really cool, really machine like it was made at a factory or something. So I think we're going
to keep it like this. Because again, if we
see it in context, that looks really,
really interesting. It looks blocky, but
the same time we have some interesting curves that
we can use for shading. So we're going to
keep it like that. Now, as you can see here, we have a big cylinder. I'm actually going to
duplicate this guy, delete this other guy over here. Let's get rid of symmetry. Now. Delete this guy over here, and we're going to use
this one to create the next piece that's going
to be attached to the hip. So if we go to the top view, you can see that we
have a cylinder there, which is going to be
like the insertion point going towards the hips. So this thing is going
to be connecting the hip right there. Okay, so we're gonna have
this connection on the right. We're, we're, we're a
little bit further forward. So I'm actually going to make, I'm going to obey, or I'm going to follow the side view a little bit
more than the top view. Feel. It makes a
little bit more sets. So for this piece, we're going to do
something interesting. We're going to first bubble
this heavily like that. And then we're gonna grab
this guy Control F, 11, Control E to extrude, create an offset right there, and then extrude
this in like that. So this is from, the
components are going to be coming from this
insight piece. And this should be a solid
piece like this thing. The way this is going to be, where are my image planes
show emissions? There we go. So this piece should be a straight Bs going to
this area right here. You can see that there's a
little bit of an inclination, but the inclination
is going to happen inside the pieces.
There's gonna be some Wiggling room on those pieces, not necessarily on the
on the piece itself. So this piece, again,
it's going to be perfectly, perfectly
attached there. I do think it's a
little bit big, so I'm gonna make it
a little bit smaller. And since this thing is going
to be kind of like welded, I do want to add a bevel
to this area right here, this mole fraction into
segments and that one. There we go, get this. Now of course, all of these
edges that we added before, we need to re-double them
or ad supported edges, whichever you prefer
to make them tighter. We get this really,
really clean. Like look right there. Now from this place, we're going to get these
cylinders, big cylinder. That's gonna be our femur. So usually the femur
has sort of like L-shape and it goes from the hips to the legs and it's
for, for balanced purposes. So we're going to go over here, let's do -90.90 over here to make sure that
worked perfectly align. And we're going to
position it right there. I'm going to move in space. It's filled point to the
center of that piece. So that when we move this
around, as you can see, we can actually point this
exactly where we want. Hit our scale this up. I'm definitely going to make it this a little bit thinner. So something like that. And we need to really bring it or push it
a little bit back. Now, I'm a little
bit worried about the inclination that we
have here for the leg. Again, I know that we're
following the right view, but the right view,
if you remember, the Alexis is slightly skewed. So I'm actually going to push
this forward a little bit. Because I really want this
thing to be a little bit more straight going to the center of the elements is
something like this. Because as you can see,
once we hit that point, we're not going to be able
to rotate it anymore. Another, another thing could be we could keep this really, really straight and
then just move the hips up and to the center
so that we can move. And I just wrote it. This whole thing will
actually think this might be a more valid way to do it. So I'm going to zero
out the rotations here. Again, from a
writing perspective, it just makes more
sense to have things be as straight as
possible first. And then if I like this, but I want to move this thing down a little bit
more, that's fine. What we can do is we can parent
this thing to this thing. Move the hip down
a little bit so that we measure are a
little bit closer to the position of the actual
hips right around there. And then this piece, we move the pointer back
to the center of this guy. And we rotate it up
to push it forward. And there we go because I
know this is as low as it's probably going to go and we still have a little
bit of wiggling room. So if I need to lower
this piece even further, we might be able to do it, but this will give us the proper like construction of the
hips that we're going for. This is still a
very straight Roth, as you can see right here. It's just a straight a line. So it follows the sort of the fabric construction
that we normally have. Grabbed this guy, this guy. And of course we need to
delete this guy right here. Grab this three guys,
shift, right-click, and we're going
to mirror this to the other side so
that we can see both of these elements and the
construction that we're getting so that it looks
really, really cool. Now, on top of this thing, I can see some small
little details on this thing right here, like a slightly
different construction. And I do think it's
worth it to add them. I'm going to isolate
this real quick. Here. I am going to turn
on object X again, see if it, if it works,
it's not working. And usually when this does
not work because we're not like racing
transformation and stuff. There we go. I'm going to select
one, skip three. So like one skipped three. So that one skip three, select one skipped three. As you can see, we're going to have five
all over the place. So it's a really even
number that we can use. You can control E, offset, Control E and push this up. And then on this one, I'm also going to offset
a little bit. There we go. So now when we do this, we're gonna get those little lines, but I don't want the lines
to kinda want squares. So careful there. I'm going to, I'm
going to assign one of these lines and insert another
edge loop right there. In that way, we're going to have this interesting effects
right there again, adding a little bit of visual interests to
the whole thing. Now on this piece, I definitely am going to add some texturing stuff later on, like a bolts and stuff. We could model those in, but it's really going
to bring the whole, the whole geometry up. And I don't think it's
really, really necessary. Now for the next part
of the components, we need to think about how we're going to connect at the tail, how we're going to connect
at this piece right here. And we can use similar things to what we're
doing everywhere else. For instance, this
piece right here, I think it'll be a nice
idea to use one of this like huge links to link
it to the main thing. But we can also use
one of these guys. So I'm going to Control D to create like the insertion
point of this thing. Just gonna be right around here. You can see the
circle right there. And we can even have it
up here like it's fine. As long as, as we
do not modify the What's the word? The the circle. We keep it as a circle.
We're going to be fine. Now, this one, I'm
probably going to grab these vertices right
here, just push them in. So we have a little bit
of space between them. We could even do the same
trick that we did before, where we take this guys right here and these guys
right here to, to give them a sort
of like a round look. And one thing I kinda
wanna do here is it will be interesting to have
two circles like this. This thing should have
to chew rotation points. Maybe. I'm going to
show you a trick here. I'm going to move the pivot
point to right around here. And if I mirror this using
a bounding box or sorry, object, which is the pivot point z negative. Look
at what happens. We get this, okay, this because I think we
had to go see positive. There we go. And now we have a second circle. Very, very cool. Now, some of these vertices, as you can see, are not perfect. And that's because the
alignment that we had before, this alignment right here,
It's not perfect either, so let's flatten this out. The object should now have its pivot point after
deadline right around there. And we can do the
same thing, apply. There we go. So now we have a link
that has a both circles. Now what can we do
with this two circles? Of course, we can shorten
them out a little bit. So we can grab all of these
guys and just push them in to get some wiggling
room right there. And now if we grab this guy, it can control the
positioning right there. A little bit smaller. Grab all of these
vertices right here, change the object,
both of them write it. Of course these are going
to be slightly smaller as well. And there we go. So now we have a slightly
different connection. This one will probably
going to have to, we're probably going to have
to push this out a little bit. There we go. So we are not
touching distinct or, or another option is
to go to this guy. Just, let's make this
smaller look at that. Even makes it more complex
shape right there. Not bad, right? Let's make this a little bit
closer, and there we go. So now we have another
construction there on the whole thing. If this was engineering, this guys will probably be
thicker than they are thinner because they're
closer to the surface and they will need
more strength. Or they could be made out
of a different material. I know it looks a little
bit weird right now. I'm kinda wanna fix
that to be honest. This is probably going to
be like a really thick one. Let's grab this case, right? You can just push
them out instead. Because it should
be like a really massive link right there, something like that looks
a little bit better. Of course we need to
go to top view here. Fix these components
a little bit. There we go. We're going to have something that looks
really, really interesting. So just some, some thick like
spine bones right there. There we go. Same thing due on
this guy over here. Like let's just
realize this one. Bring it back. Rotate this, in this
case is zero degrees. This one is of course
going to be thinner. But this is going to be D, the connection point for the tail. So as you can see,
that little guy right there is going to be
holding the tail together. And we're going to have the whole element
just floating around. So I think that's pretty much it for the
components that I want to add, but I just want to show you
one final thing which is sometimes there's this like protecting rubber things on
top of joints like this. And I do believe we could
benefit from having one. So I'm going to duplicate
this guy here real quick. I'm going to delete
all of the faces that are not on
the long diagonal. Let's get rid of this case. There we go. Now as you can see, this
is just a cylinder. Then I'm going to add
a one-line right here, which is going to be like the, like the connection
point right there. I'm going to add a second one
right there. There we go. This is what we have. I'm going to extrude
this out a little bit. And then I'm going to delete at this interface right here. So we have a small little lip, see how this has kind of like a, like a fold that goes back
inside to the 2D object. This phase is we don't need right now, we're
going to delete. What I'm gonna do is
I'm going to add, I'm going to flare this
guy out a little bit. Because this is the
thing that's going to be like giving me the sort of like plastic
look. There we go. I am going to then use my Insert Edge Loop and we're going to insert
something like, I don't like 6 h there. Now this guy, this
guy, and this guy, we're going to extrude up and give this a little
bit of officers. And then this guy and this
guy we're going to extrude in and also gives a little
bit of officers like that. So this is the sort of thing
that we're going to do. This thing right here. This black plastic
thing is probably going to be the only thing
that's going to be skin, everything else is going
to move as a solid. This might be the only thing that's going not going
to move a solid and it's going to have slightly
different like just movement. But as you can see,
it really gives everything a sort
of like a nicer, nicer looking, nicer
effect overall. Now, this whole hip thing. It's really huge block. And again, I would
not expect something like this to be just
a single block. So I'm going to assign
a one-line right here. And then that line, I'm going
to make it really straight. I'm going to snap together. And we're going to use the trick that I've
shown you before. We're not going to do
the the what's the word? I don't want to separate this. I just want to add a line right there and just extrude this in. Because I know when
we do a division, we're going to get
a nice session line that goes around things. And it would make sense
to have again like Bolt over here again,
all of those bolts, we could of course model
each bolt or modeled even the little
hole for the bolt. But we can also add those in. Textures are not
changing the silhouette. And usually if it does not
change the silhouette, we really don't need to add it. Now, remember how we've
talked about, again, complexity out there for
simplicity sort of thing. I want to add something else
to this thing right here. And I'm gonna select this guy right here and duplicate them. So Edit Mesh. Duplicate the, push them
out just a little bit. And then I'm gonna
give this a sort of like cylindrical
extrusion right there. Then I'm going to select
this guys right here, push them out quite a bit. And now we create this are again a rubber support for
the whole thing. Let's bevel. Small
fraction 2 s. There we go. So, yeah, that's pretty much it. Probably, let's
send to the point, probably extrude this
out a little bit more, even if there's a
little bit of overlap. Again, it's just, it's just a simple object
that's going to allow us to have a more
interesting look overall. Now, let's say real quick,
haven't seen in awhile. And let's turn on
offer materials. You can see that we have
a huge mess over here. That's fine. I'm just going
to grab everything here. This guy's let's assign the basic like clay material first. Clay material. There we go. That's
what I'm gonna do is delete this links right here. I think they would
benefit from being black. So I'm going to grab
all of the links there, assign existing material. Black rubber. Oh, that sucks. I have to go. It's really weird. Shouldn't be doing this. One thing we can do
here. I kinda don't want to do it because
it's going to make it the whole been
more difficult. But one thing we
could do is just like on parent everything again. Okay, so we know
those are gonna be black rubber. Black rubber. Let me mirror this by the way, because we don't have
them on the other side. Careful there. The mirror is going to be x. Negative. World. Should go. There we go. Black rubber. Black rubber. And this colors that I'm adding, it's mainly for
visualization purposes. Later on we're going to have
different different colors. I do want that. I don't want to go
here to be honest. I'm gonna go to face mode. And this should allow me to very quickly select the links
into the black rubber. There we go. Look at that view of
the full control S. And now we bring back
our render setup. Can do an R-naught redder. And little by little
creature here is it's going places and
it's looking really, really cool and really complex. Look at that. Look
at this exoskeleton. Not bad right now. Fricking bath. So yeah, that's pretty
much it guys for this one, I'm going to stop the video. And in the next one we're
going to start with the legs. We're going to
start with the hips and the rest of the elements. So hang on tight and I'll see you back on the
next one. Bye bye.
26. Hip Modelling: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the hip off our character right here. And there's a couple of things
that we need to do for us. So I'm gonna go to
the top view and I'm going to realign a
couple of elements. You guys know that we have
this piece right here. I'm going to add Control or Shift to just add
one right there. Actually just forgot it. I didn't know how
many videos have done without the Karnak thing. Hopefully all of the
shortcuts that I've been using are easy to follow, but yeah, so this one, I am going to center
the pivot point. As you can see, it's
going to the other side. That's not what I wanted. Let's just delete half of it. Now, we centered this booth
points is going to be exactly on the middle so we
can snap it right there. Same for this one and
same for this one. So that's gonna be like the, the distance at
which we're gonna be doing the connection
for the hips. A little bit of
white on the hips. I've seen some, um,
what's the word? I'm a lion, like skeletons and sometimes they're a little bit more aligned. But against this, we're going
for this sort of like a really heavy on the front,
thanks to the main. This is going to balance
things out a little bit. Now, let's start with the hip, which is this
component right here. And as you can see, when we see it from the top is just the very basic cylinder. So this thing pretty much is
the thing that's going to be moving along and where
we move this thing, this thing is going to
follow same as this thing. So this is gonna be
like the main mover of the whole thing along with
this metallic bits right here. But first we need to give this thing a little
bit more love. So we're going to add
some more details. I can immediately see a sort
of like a component here. So I'm going to Control E offset and create something
interesting there. Kinda wanna go here, Babble this, and then this one. I'm going to just extrude
out a little bit. Here we go. So like sharpen this guy's
up a little bit right there. And now of course
this guy right here, again, just, just
freestyle modeling here. I'm going to model
this and then Control E. And just push this
in a little bit. Like so. Just to get something a
little bit more interesting from this idea that can
kinda see it right here. It's kind of like this channels that tells me that I'm thinking very similarly to what my friend was initially thinking about. So Control E, We're going
to get this thing in. Of course, we can
go a lot closer there you can see the
cylinder is starting to show that's fine. Because if any point I can
just go to the sunder, grabbed this vertices and
just push them in, right? As long as we only see this
connection right there, that should be more than enough. This gives us enough
depth and now we can start doubling
a couple of elements. Oh, that looks really nice. And we get this. Now one thing I'm
noticing is we have some weird pattern or
thing right there. And that's one of
those things that you can just add on top, right? So I'm going to grab
a cube right here, snippet right there
to the center. And I'm just going to create
something interesting here. So, for instance, can go
with this very simple cube. Officer. This guy's a little bit
in an extrude them out. And then we could, we could
grab this guy and this guy, for instance, just hit a bevel
right there. There we go. As you can see that
it's a fun shape. It looks interesting. It
looks hard surface C, and we'll just
double everything. Give this two segments
and its mole fraction. And there we go. We're going to have an
interesting little detail there that's going to follow, of course, if we were
going to parent this. So we don't have to make sure
that the topology follows this thing as long
as this thing is parented or combined
to this thing, we can even just
like combine them. So just combine, it's
gonna be just fine. Now the one thing that
we do need to add are some support edges to the hard surface effects or elements that we
want to have here. I'm going to add
some of this lines. Finally, some of the
slides over here. We go. Press G to add more
stuff, and that's it. Now, this one might
look a little bit weird due to the way this
is connected, right? Because it doesn't feel
like it's like actually attaching some specific way
to this thing right here. And there's a lot of
things that we can do. But the one of the things that I think is gonna work
really nicely. It's just to offset a
nice little connection. And even like I
can move this up, like it's perfectly fine. Even if it's not
perfectly aligned. Might want to move this
thing forward a little bit. And then this section right here is gonna be
this slanted thing. It's gonna give me the
support that we're going for just in case we see this
thing from a specific angle, we're always seeing something
that looks interesting. There we go. Now we see distinct
going in right there. And we could even follow the same principle
that we did before. There we go. That's perfectly
centered. Now, we can follow the same sort
of principle we did for, for this upper
thing right there. And like something like this, we can even just like
duplicate that guy. Position. It. This thing to
indicate that there's a little bit more
complexity than what people might be seeing. I probably wouldn't add
more of that stuff to be honest because it's
such a small area, but just that extra
silhouette right there. I think it's a good idea. Now for this guy is right here. If we go to the front view, you can see that they're
a little bit, Whoa. I'm realizing that
these things are a little bit too far out. It's really weird
in the front view, it looks really far out. But we're going to
follow the top view. Although IMs am perceiving that this things a
little bit too wide, one thing we can
definitely do is just make everything a little bit smaller. For instance, that
thing right there. And then if we grabbed just
all of these elements, let's freeze the
transformations. Just push them in
a little bit more. That should make things look
a little bit more balanced. There we go. I think that
that helps and we're not really modifying a
whole bunch of things. Yes, on the top of
your things are going to look slightly off. But I think from a
perspective view, and it's always
important that we take a look at the
perspective view. Things look quite fine. So we know that
we have this big, huge chunk right here. And it's kind of like a
telescopic sort of element that's going to create a
slot for this thing, the knee in this case,
to rotate around. We're going to follow
a very similar process to what we did with this
guys right here where we have this sort
of like elements like hugging each other. So the way I'm gonna do this is I am gonna go to the
right view instance. These are not straight boxes. I'm actually just
going to delete them. When I create a new
box right here, move it all the way to the
top here, and rotate this. I think I'm going to use discrete rotate to
rotate this 45 degrees. Why 45 degrees? Because it's probably
the most like EC angle to find on a specific element. And it's just going to make
it a lot easier for us. So this thing should be aligned
to the center of the leg. So I'm going to align
it right there. And you can see how
this is working. Now, eventually, we can just
rotate this thing down. But I'm actually
going to model this even though it looks
like it's off to the, to the top part, I'm
going to go for that. So this we tried to
find the middle ground. If we don't have a middle point, here is we're having symmetry
lines is so important. We go with this one. We can just snap to that central line and
we know that that's the proper like a site
that we're going for. Of course that like
the back face. We're going to push it forward. So that's not like
overlapping as much. It's gonna be
hidden. That's fine. When I push it forward. And again, it's kind of like
a telescopic sort of thing. So this is like the
first armor piece. I'm going to go Control D, push it down, make it
thinner on this side. And thinner on this
side right here. Can kinda see a whole
going on there, which would be a really, really interesting thing to add. And then once it hit
this section right here, this thing is gonna be again, kind of like a line to the
whole element right here. So from this point, from dislike
elements right here, we want to line this
up to the center, projected a little bit further. So roughly around there. That's going to be
our army, of course. I believe the back
part right now. Now, let's, let's
work with this ones first to give them a
little bit more life. And I'm gonna start with this one because we're
probably going to have to duplicate
the other one with, I think it's gonna be really helpful for this element is to have some bevels like that. And then this guy is we're
just going to delete. We're going to control E. And I'm going to go in just
a little bit like that. We're going to, of course
reverse it this direction. And we're going to
bevel the whole thing. Because when we smooth
we want this thing to be really, really tight. And now as you can see, this thing is going
to be on the inside and it's going to follow
pretty much the same pattern. So we're going to bevel it a
small fraction. Here we go. I am actually no. I know. I'm not going to do that work
in that beveled edges only. Not the caps just yet, just how it goes. You can see that matches with the other piece
a little bit better. The less a fraction. And let's just make it
slightly thinner so it fits really nicely. There. There we go. And one thing that I definitely
want to do is I want to cut a hole similar
to what we see. I kinda think that's like the sketch line, like
that thing right there. But I think it
looks really cool. So I'm going to assign
a new cut right there. There we go. And then we're gonna
do 20%, 20%, right? They're probably
gonna do like 10%. And that way we can
just cut this out. Go from one side to the other
with a bridge, of course. Oh careful. There. Seems like. Yes, we did the 20% cotton that side, but none
other than this side. So 20%, 20%. Now we cut. We go from here
to here and we bridge. That's it. You got this very
cool looking piece. Now of course, since we want
everything to be hardened or just going to double everything to segment and small fraction. That should give us a really
clean element right there. So it kinda looks again
like a telescopic thing. And an animator might be evil, might even be able to just animate this thing to make
the legs longer or something. I'm not sure that's
something that I would personally do, but
it can be done. Now this guys, I'm going
to make them smaller. And I kind of want
to make sure that it follows the same line, right? Because we know
that this guy right here should be in perfect harmony with
this guy right here. So the center of both pieces should be
sort of like a line. And it does look to me like
they are quite align with. If we want to be super, super precise about it. We can play around
with a cube here. So what I'm gonna do
is I'm going to press D and move the pivot point to one side of the
cube right there. And then we're gonna
go right there. And technically, if we rotate this 45 degrees
and we scale this, we should be going
straight through the center of the
element which were not, as you can see right
there word not. So that means that we need to modify our rotation
a little bit. Or actually, yeah, we need
to modify it a little bit. What we can do here instead
is now I'm going to move this base of the cube to
this point right there. Rotated 45 degrees,
or in this case zero. Let's turn on screen rotate. There we go. So that's my central line. You can even see that these guys are not perfectly aligned. So if we want to, we will need to push this up a little bit. That will be perfect alignment. And then this guy as well
can align it right there. So that will be a perfectly 45-degree alignment for my legs. And again, remember, right now, I know we're offsetting
the concept a little bit, but at any point I can
just grab this thing and rotate it down
using this guy. I see, I see the point. In fact, I can actually
do that right now. Now that we have the
proper alignment here. Where they could do is just grab this tree guys parented
to this guy right there. And if we rotate
this guy slightly, I can get closer to the angle or orientation that we
had on the console, on the original concept, careful there was doing a
weird rotation. There we go. We really want to find
the exact position. As you can see that it's not
like matching perfectly. And it also has to do
with the fact that we move the hip up a little bit. But again, I don't think
this is going to cost us much issues as we're
experiencing here. I definitely do want to bring
this down because otherwise this is gonna be
really, really long. But something like
this should be fine. We can try of course, to move this thing into the proper position
of the concept or get it as close as possible. But I'm a little
bit scared about the movement of the
hip right here. Um, I I really don't want
to mess that up right now, so I'm just going to like
accommodated in this way. And we're gonna be reading
now this piece right here. This is just like the
piece that's gonna be connected and from where we are going to be
rotating the knee. The knee is going to
be again like the like the original
elbow like this, two sites that are going to rotate around this
section right here. So pretty much the only
thing we need to do is add a couple of black
pebbles and stuff. So let's just move the
fraction up a little bit. Like this, like
this, and like this. And we're gonna do that
moment right there. A second. There we go. That's it. So now again, just to keep
things a little bit cleaner, Let's project the
things that we deleted, which is this whole
thing right here. So just mirror to the
x negative world. Were having some issues there. Let me shift P to get
them out of their stuff. I'm going to freeze
the transformations. Very important. And let's go to the mirror
options right here. X negative world, hit Apply. Actually, all of these guys right here, I need to
do the same thing. Because we did modify some of the positions and look at that. Not bad, not bad. And again, where we're
trying to take rigging into account because eventually if we want to rig this character, everything needs
to have a reason. We're not just like modeling
for the sake of modeling, we're trying to add every
single piece as we need it. So I'm going to
Control Alt S to do an increment and save where I'm blocking zero-zero
five right now. It's really dirty over here. We need to do a full cleanup before we jump onto the armor. But we're in a good position. We're getting ready to
get to the next part. So hang on tight and I'll
see you back on the next one when we do the knees and
the rest of the way.
27. Leg Modelling: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the leg and that we're pretty
much not pretty much, but really close to
finishing, to be honest. The next step or the
next part that we're gonna be doing here is again, a very similar process
to what we did with the front leg right here. But as you can see,
this bone actually has a little bit more curvature, which I think it's great. So what we're gonna do is I'm going to duplicate
this guy right here. Isolate the Real quick, delete one of them because we're not going to
be using that one. And then this one right here, I'm just going to
center the pivot point, which since it's a cylinder,
should be right there. We're gonna be able to push
this out and just create a little like section that's
going to be rotating around. So this one of course
we're also going to rotate to the
other side like this. Or we're going to
have the, the other, the other part as well. And these two pieces, we're going to combine
because we know that this is the piece that's
actually going to be rotated. Now, I don't see a lot
of detail on this one, but that's the
thing that it will be a nice idea to add it. So what I'm gonna do
here is I'm going to grab this vertex right here, and this vertex right here, Control F, 11, control E. And we're going to
offset to create a nice ring on the center. Now we select that ring and of course we're
going to bevel this, go into our bubbles and we're going to modify the fraction. And that's pretty much it. We select that edge
ring or a loop. If they're both sides, control E and just push
it down a little bit. I want to leave it like smooth. I don't wanna go
like super intense on the effect right there. Now, one of the interesting
things is that again, if we think about how
all these things move, like this thing is
going to move this inner piece right here. And then this outer pieces will rotate and they will
move to bone over here. That means that we need to create something
or we need to do something about that bone
that attaches to this thing. On the outside, like on the
edges of this elements. And there's a couple
of ways to do it. Here's what I'm gonna do. I'm going to select the
four faces on both sides of the object like that.
It's got to a right view. And you can see that it's pretty much the ones that
are here on the bottom part. And I'm going to duplicate them. So mesh, edit mesh and
we're going to duplicate those and push them out just a little bit so we can select
them a little bit easier. There we go, that
guy and that guy. And what I'm gonna do
is I'm going to combine them and extrude them. So we start getting
this sort of thing. So eventually, this
thing right here, of course, it's
going to be smaller. And we're going to generate
sort of like like leg bone. Now you can see the
leg wellness again, a little bit of curvature and
I kinda wanna go with that. So I'm going to add a
couple of divisions here. And then using soft selection,
I'm gonna select this guy. And with soft selection a little bit bigger on
the soft selection, I'm going to curve this
things back like that. As you can see,
we're only curbing one side which is not ideal. Let me go back here. Let's go back to a right view. Instead of using
Insert Edge Loop, I'm just going to literally
call across like that. Now we can select this guy
is again, soft selection. Just push them
back a little bit. This one's pushed them back. I'm gonna go shaded mode so we can see the character
a little bit better. There we go. That's what
we're going to have. So this is gonna be
the main support. However, we know from
the front part that we, we definitely need
a little bit more more support and decide, I don't want to leave
this things like this. I would like to
make this a solid. So what I'm gonna do here
is look a little bit crazy. But I'm actually
going to delete or I wanna kinda want to bridge. This face is right here, to the other side, right here. So let's get rid of
soft selection by pressing B. I'm just going to start deleting all of
these things right here. And again, just to give this a little bit more of
an interesting look, we might leave
some elements out. So for instance, the
top and bottom part, we're gonna, I'm gonna
leave them hollow. So when we bridge here and with that, we could,
this is very, very cool looking piece
that we're gonna be able to use as our,
as our bone right? Now on this piece right
here on the lower end of the elements shown want to push this thing a
little bit lower even. Because this is where we're
going to have another or a new sort of rotation axis, which is going to
rotate the thing. However, this one is
going to be inverted. So you can see that this one is hugging the outer surface. And this one's going to hug the inner surface because then again at the outer
surface is going to be coming from the ankle. So we can actually
grab this guy again. Just Control D, bring this down. This is gonna be the
rotation of the ankle. Now here we need to decide
whether or not we want to have something similar to
what we had on the front, which was the what's
the word the sort of like 36,300.60
degree rotation. And to be honest, I don't think we want that. I rarely seen animals
like royalty, their back legs, and we have enough movement on the hips to rotate the whole
system if we need to. Eventually, this
thing right here can rotate a little bit, right? And that should
give me enough room to position the foot
a lot like properly. However, if we wanted to, we could just like literally
like to replace or just duplicate this whole
system on the front. And bring it all the
way to the back. Now I'm seeing one thing
that I missed them. This one there's
there's this for like protection like
panels or something. But I'm not sure if I wanted
to add them, to be honest. We don't do the armor to see if we add
those because I think you're always going to cover
quite a bit of the elements. So for this ones though, for this piece right here, there are some things
that I want to keep round like this round, the fact that there is
a really, really good, but they definitely want to
add support lines to the top, right there, to the bottom, right there, and
probably to the sides. So there there, there and there. As you can see, that's
going to give me a really, really nice like sharp
cut effect everywhere. Like given this sort of thing, like this sort of like negative, like again, like machine
part looks really, really nice, very aerodynamic. Now, there's one thing
I don't think I've mentioned enough or if I have, it's always good to
go over it again. And that is something
called texture stretching. Every now and then when you have an object and use
Moodle that like this, if the edges are
really far apart, you're gonna get something
called extra stretching, which is the texture that we normally like mapped to
this area right here. When you press number
three, as you can see, the whole area quite a bit. So a good rule of thumb
is if you press 1.3 and the object changes
quite a bit like you see the silhouette
change drastically. It's better to just give it a permanent smooth
mesh and then smooth. This is gonna be my low poly. Now it might seem like
a little bit too much and we could simplify
a couple of things. For instance, we could delete some of this edges right here tomb to minimize the amount
of polygons that we have. But now when we jump
1-3, as you can see, the texture does not switch or the topology does
not stretch as much. And we still get some
very nice result overall. So, yeah, we're going
to be very careful about texture stretching once
we get to the final parts, which is the, what's the
word the UV of the thing. But look at dad like
that looks really, really, really freaking cool. I do think a kind of know, I think it's fine to be honest. Like I know it looks
a little bit out of like it looks a little bit weird compared
to everything else, because everything is very boxy. So I'm tempted to just add
one there and one there. Let's see how that
changes because I really want to have
that round effect. I think this might be
a little bit too much. There we go. So that way we have a sharp
lines right there, like some intense lines. And then the softer, the soft selection right there. We give this sort of
like curvature to help with the springing
sort of thing. I've seen some like Paralympic
athletes that, you know, those guys that are running
who are missing their legs, they have this really
cool looking like a running shoes or
running apparatus. And they usually have a
little bit of curvature to help them with
that sort of spring. So maybe this thing
could be following a little bit of that
sort of effect. It's not going to deform, but it just, I don't know. I think it's one of those things that looks really,
really interesting. Now, I know my fees or the shape is going in
the opposite direction. But in this case, I think
it looks quite nice. So we're gonna go here now with this guys and we're going to do a very similar thing
that we did before. I'm just gonna control D this, make this really thin again, have this on the outside and then have this
on the insect. This is gonna be the
shape that is going to be moving the rest of the element. And you can see that we have
something interesting here. There's some sort of like, oh, I've explained this before. But if you think about a human, the human, we have
our hips, right? Then we have our femur,
have her kneecap here. And then we have our tibia. And then we have the
like the ankle bones. These are called
the metatarsals, and then we have our toes. That's the normal leg. What's the words? Organization
of life in the quadrupeds? And it works in a
slightly different way. We have the hips as well. We have the femur, we have the kneecap
or there will be like a kneecap right here. And then this is the leg, the lower leg, this right here. That's their ankle and this
is the heel of the character. All of this section with
here are the metatarsals. So the thing that
joins the ankle, fingers, this is what
we see right here and this that we're seeing right here, these
are the fingers. Okay. So it's kinda like if they're walking on their tippy-toes. That's how most
quadrupeds do it. Except for horses. Horses aren't even
weirder because they, they're working on their thumps. It's really, really crazy. But yeah, so as you can see
now, we have right here, where's the blue
pencil? There we go. Delete this. So what we
have right here is we have the wrist or ankle, and then we have this
section over here. And that wouldn't
make that section look a little bit cooler. So we're going to
have an extra sort of like support here. I'm going to grab
this whole thing. I'm going to say Edit Mesh, and we're going to
duplicate this. And then that phase right there, I'm going to Control
E, give them another round thing right there. Of course, to separate this from the other piece
might be a good idea to give it a little
bit of a bevel. Going to keep it
like that. I want to keep it a little
bit like softer. Let's center the pivot point and make this thing
smaller, like that. There we go. And now that we have this, we are going to be attaching pretty much a cylinder to these things right here. So I'm gonna go to
the right view. I'm going to create
a new cylinder. Remember, easiest number to
work with is going to be eight position of the cylinder where this thing
is supposed to be. Right around there. We might need to make it
a little bit smaller. Because as you can see,
it's not really matching. I'm going to go this guy and add one division right there. And then I'm going to
move this to the center. There we go. And that's where we want
to snap this thing. However, as you can
see, this is way, way too thin, so we've
got a couple of options. We can make this way
thinner as well, which I actually think is
gonna be the best option. I know that in the concept
of thing It's a little bit wider, but it's, I'd rather have this thing
be a little bit thinner or, or can even make
this thing a little bit bigger, not super big. Just a little bit bigger. So we can scale this up a little bit now on
this guy right here, and then go to the right view. I'm going to try to rotate
this thing a little bit. So we have the eight faces pointing closer to the cylinder. This is a very, very common
construction of an object. What I'm going to do here
is I'm going to grab this vertex Control
F 11 and delete. It. Seems like I modify
something there. It looks a little
bit off, right? No worries, we can
fix that later. So we've got both of these guys. We combine. Then we delete this
face is right here. And now, careful with
that lower face, we delete those faces. This are gonna be eight phases and these are gonna be
eight phases as well. So when we bridge, we're gonna be able to
properly combine these things. And gentlemen, this is
very cool looking shape. Now of course, to give it
this little bit of extra, the sign, we're going to
add like a line there. Kinda thinking about adding a bevel on this guy right there. Mole fraction, like
the whole thing. In. There we go. Now of course, we're going to add a
couple of edge loops here, here, here, here, and here. So that's a little bit
rounder and sharper. And then if we want
to make this thing look a little bit more
like it's a welded. We can have one support
edge right there. So now we've got this and we're gonna be able to
rig this separately. Of course, placing
the pool point on the center eventually. And if we need to rotate this thing around a
little bit, we can do it. It does look a little
bit weird, to be honest. So I'm just going
to grab this guy. Let's see if we can go. We can go to component. Are there we go. It's going to bring
this down to be honest, I think it was a
little bit too big for the proportions of
that particular pieces. So we're going to get better. But simple, something like this. Now this one's right here. I kinda wanna go
the opposite side. So again, I'm going to select both of these guys combined. Select these vertices
right here, Control F 11. And now, instead of what
we're going to go in, of course, there's
stuff going in. I'm actually going to go out to create something that looks a little bit more interesting,
changes the silhouette. Remember that's what is
really important for creating interesting
looking pieces. So by pushing this
out instead of n, we are, we're changing
the silhouette of the back leg and going from a really slick soft
effect right here. Sorry, to something a little
bit more hard surface. We're going to look good, or hopefully
it's going to look up. So let's add a couple
more over here. There, there, there, there, and there, and that's it. Get the sort of like
caps on the outset. I still want to add
the little detail that we normally get right here. So Control E, I'm going to go Offset Control E and just
push this in a little bit. That line and that line. Grab this one and
this one right here. And we're going to
Bell, there we go. Mole fraction. And that's it. We've got this very, very cool, looking like we can, of course it start
grabbing all of the pieces that we
have right here, shift to right-click
and we're going to mirror world native X. And we should get this
on the other side. And a character is almost done for its base like skeleton, we're almost done here. We just need to finish the metatarsals as we've mentioned, and the what's the word
and the food as well. So before we jump
onto the next one, I think this is a good
point, of course, to save like everything, delete history to make sure
that we have clean stuff. Still need to organize all
of this stuff right here. It's gonna be a really
clean at the end. Even before we jump
into textures, we should clean everything. And now the only thing we need to do is assign a
couple of fun materials. So let's turn off this
thing right here. Let me grab those guys, those guys and these guys. And let's start by assigning the basic like clay material. Now we can start playing
around and deciding which ones are going to be
like the rubber material. So for instance, I
think Douglass Right, there are good options and
lack robber than this guy. This guy, and that could also be a good black rubber candidate. Let's make sure that we
add the clay material. There we go. And we don't have the
blocking anymore, like we lost the blocking. So let's just delete this layer. We don't need it anymore. I don't want to just
duplicate stuff and get it in there just
for the sake of the render. So just going to
keep it like this, even though we're
missing the legs. Let's just show our
render real quick and we're gonna go Arnold Render. We're going to run there, of
course, from the shock camp. There we go. I feel like I assign
the wrong material to this guys are
shining way too much. What material? I assign the
chrome material, my bad. Let's select those guys,
those guys and those guys. And let's assign
the black rubber. There we go. If we
render, look at that. Not fricking bad. So yeah, we're almost
done with this guy. By the way, this guy
is eventually going to be made out of Chrome, right? Or metal right now I'm using this clay material
just so that we can appreciate the forms and the
volumes a little bit better. But eventually this
is going to be metal like galvanized
or something. The black things might be like carbon fiber and
stuff like that. But this is a really,
really good results so far. So I'm going to save
this image real quick. We're in image salary now. I think by the end of
this, we're probably gonna have like 24 images. And if we get to 24 images, one of the cool things is if we do that, that's a
second, a friend. Alright, so we can make each
image last like five frames. And that we were going to
have a five-second animation of how we're switching
from one to the next. And it looks really,
really cool. People love works in progress
because they can see how they move throughout
the whole process. And I can actually show
you here real quick. If we go to images, this is how we started. And you're going to see
something like this on the, you probably saw it
already on the video. Like how we keep moving and changing the
blocking from something that is just the
very basic blocking too in more advanced creatures. So, yeah, that's it
for this one guys. I'm going to stop the
video right here. And on the next one we're just going to finish with the foot. So hang on tight and I'll see
you back on the next one. Bye bye.
28. Foot Modelling: Hi guys, welcome back to the
next parts of our series. Today we're going to continue
with the food modeling. And this is pretty much
the last part that we have here for the characters. So the food is, as we've mentioned before,
it's the metatarsals. These are the bones that
go from the ankle bones all the way forward
and they'll connect. As you can see, we have
a hinge right there. It seems like a cylinder you're going to
connect to the foot. Now, what we can do
here is I'm actually going to grab this
foot right here and then bring it forward or backwards because we're
going to recycle the foot. One of the reasons why
we want to do that is it usually from,
again, from my shape, this sign perspective, it
would be really weird to have the foods be a different
sort of effect. So we're gonna grab
this guy right here. Of course we're gonna go
to our thing right here, centered at that point and snap it to the middle line or
a central line like right there and position it where it's supposed to be,
right around there. Now one thing I'm noticing
and it's really, really, really bothering me is that
this little bolts right here, they look so week, so, so, so week. What do you mean by week is
like imagine this whole body, like being supported by
just those two things. That's a no-no. So one thing I'm gonna do
it, I'm just going to make these things look bigger. I don't think we're gonna get
into that much of an issue. I'm going to grab a hold
of them and combine them. And we're going
to just give them a little bit more thickness. That way the foot's going to look a little bit
thicker as well. I mean, we can always justify, justify this by saying, yeah, we had like a super
like advanced material, like some sort of like alloy
that does not exist yet, but they will exist
in ten years. But still we would kinda
wanna make it kind of, we kind of want to make
sure it's again believable. Now, for some reason
we lost the cylinder. Remember we had a piston here. I don't know where it went. Well, he deleted at
once or one point. So one thing we can do here is just set to a food web here. Let's just add another
little detail here. It's also going to
give me a little bit more mass in that way. Things are not going to look at as a week as they were looking. Now there's also this
sort of like big band on the side and I'm really wondering if we
should add it or not. I think it might
make it a little bit more difficult to do all of
the things that I want to do. And then we still
have the armor. So again, as I've
mentioned before, we'll take a look
at that once we, once we figure out the armor. Now on this one though, we do want to have a cylinder. So we're going to add
0s on the right here. Of course, rotate
this 90 degrees, or we can turn on
our discrete rotate, both of those options
will totally work. And we're going to move it
like right around there. Now you can see that
this thing right here is just going to have an overlap on this
element and that's fine. Overlaps are fine. Like again, they're not the
end of the world. How are we definitely
want to be careful on when and why we add them. So one cool thing
about overlaps, if you overshoot them like this, it's usually a
little bit better. Like it's going to hide the whole thing a
little bit better. Let's make this thing
a little bit thinner. And let's start adding
some interesting details. So let's start with the
hard bevel right there. Or modify the fraction a little
bit, something like that. I can kinda see some components going on here on the inside. So I'm going to
Control F 11 to select the elements right
here, Control E offset. And now to work a
little bit faster, I'm just going to add a
central line right there. Delete half of this
thing like that. And eventually we're
just going to mirror this thing to the other side. So Control F, 11, control E. Let's go in. Control E Again, let's offset
a little bit control E, Let's go out Control E. Let's go in. Control,
he lets go in. And that way we
create something that looks really, really complex. Now let's select just that one. Just gonna select
that one right there. I'm going to bevel it.
And then just this one and I'm going to
double it as well. But this one's gonna be a
slightly, slightly smaller. There we go. That what we're going
to create something that looks quite interesting. I'm now going to shift right-click and mirror
or before I do that, let's do this report. I just make our
lives a lot easier. So grab our CO2. A couple there. Couple there. One more right there. One there, one there, one there are nine
degree angles, so we definitely
want to hit them. There we go. So now when we hit number three,
as you can see, we're gonna get a really
nice and smooth effect shift right-click and
we're going to say mirror and we're gonna go Miro, object X or an X
negative and hit Apply. If this is not working. Weird because it should work, maybe it's because of the
freeze transformation. That's fine. Just going to
freeze the transformations. Now let's try that again. There we go. What I wanna do here is I
want to add an extra layer. So I'm going to grab
this face is right here. I'm going to say Edit Mesh and duplicate them up a little bit. Skilled women who see
that, that's a problem. That means that we did something wrong on this one right here. Back. So let me just check
that we don't have any issues there, okay,
shift, right-click. Shift, right-click in object mode and we're going to mirror, we're going to emerge vortices. Yeah, yeah, thanks. Things seem to be working fine, but sometimes we
get extra polygon. That's really weird. We're getting this
really sure why? Let's solve this real quick. So for whatever reason we're getting some extra
vertices right there. Here's a couple of like a
really quick way in which we can solve that. I'm just going to add one
random edge right here, one random edge right there. Delete all of those lines, re bridge those elements. Delete this edges. And now if we add one
line at the center, it should be the
exact same thing. Okay, so that's very quick way to solve this kind of issues. I really don't know where
those were coming from. So Edit, Mesh, a duplicate. Let's push this up, hill them
in a little bit like this. E up, this one and this one, and we bell. There we go. So as you can see, we get this very interesting
looking cylinder. I would probably make
this a little bit wider. So let's center the pivot point. So it overshoots as
well, a little bit more. We need to even overshoot
this one as well. Here we go. And we get just a nice
little like a layer there. If we go to a right
view, you can see that on the
image we have this like like blocky plates
and I kinda like that. I think it's a nice things. I'm going to start with a cube. And I kinda wanna have a cube supporting
this whole thing. This is the metatarsal. So it needs to be a really, really strong like
a support on this, on this particular area. Now one thing that we know
is that we're gonna be rotating from the outside are
actually from the inside. In this case, this
cube right here should be attached to
this piece right here, this guys right here, that
attached to this one. But what rotates, it's this
thing element right here. So when we rotate this thing, all of these elements
are going to rotate. So again, the attachment
point of this thing would probably be closer to
that area right there. Another thing we
can do, because I can definitely want to make this thing a strong one is just make it a little
bit bigger here. I am going to delete some
faces. This one, this one. And the bottom
one. Get this sort of shape here, Control E. And we're gonna go in. Right? So as you can see,
that's going to be actually a little bit too much. Probably just like
that. There we go. A little bit more. Perfect. We of course, reverse the
directions of the normals. Well, we got, I definitely want to grab
this face right here. And I'm going to push
it back a little bit more to make it a
little bit thicker. This kind of like an armor
piece that's going to be like attached to everything. Now you can see how
this armor piece attaches to the cylinder. We go to the
cylinder right here. It kind of like
goes on top of it. So I'm going to grab this vertex points right here and
just bring them forward. Like this. Then since I want this thing to kind of like
go around this a little bit, I am going to add, let's say a cut tool. It's already freaking out. How many, like flying cameras, I add by mistake. I don't know why Maya
does this sort of thing. I think it's display
issue, but again, I'm not sure if it's because
I clicked too fast through what kind of like forgets
to update or whatever. So I'm just going to, I'm
going to bevel this guy is right there we go.
It's a little bit better. And then we can grab
this face right here, extrude them out a little bit. And then just this face is right here and extrude them out. A little bit more. Force. This means that
we either need to move the vertices up, for instance,
everything is fine. We will have something like
this. Now on the right view. I want to use a cut tool here, got straight through that line. So we can grab this
point is right here and just push
them up a little bit. Same for this one. Up a
little bit right there. And same on the top
side for instance, I kinda wanna follow the sort of like round effect of the armor. Then we can do something
similar to what we did with the TV over here. So let's actually make
this a little bit wider. Makes sense. And then what we're gonna do
that I'm actually going to steal some rod like
this rod right here, which was really nice. I'm just going to steal
There's one lead, one of them entered a period point right
there at the center. That one or dislike thing
right here is gonna be the one that connects the mix. Remember we mentioned that this is going to be connected to that this central
piece right there. That's the main pipe
that's going to be like moving things around now this doesn't make a lot of
sense to be honest. So I'm just gonna make it
smaller instead overshooting, I'm actually going
to undershoot. That's when we might
spend a little bit more. So the back legs are
a little bit wider. And that we get
this shape which we can very easily just
bevel everything. Got some nice like geometry. So we're gonna get something
interesting there. Look at this, I'm
actually going to do something, something cool. Let's, let's go
back a little bit. I'm gonna grab this
guy, this guy, this guy, and this guy. I'm just going to give
them a little bit of an extra line right there. And now, when we
double everything, make the two fractions. Look at that. Right now. It looks like
an armor piece now. But I think it's,
I think it's cool. And connect this piece for
the whole system right there at the clay
material. Quick. And we can start changing
the colors of some of these guys to the black rubber. Again, remember that
this material is hard, just like placeholders
for the whole thing. Now, you can see
that there's some extra panel right there. And I do think it will be
really useful to have it. So I'm going to add
another cube right here. Get back to center of the foot. Simple one, this
is just gonna be four for volume edition. Right? Now, grab this face. Like smaller. The whole cube, thinner, up a little bit, grab this face to make
it smaller as well. Maybe just like this, and
then just bring it back. Actually it's quite square. So I kinda just want to grab this edge right there in
Babylon, just that one. Then they will everything. That's going to give us this
interesting looking shape on top of the, of the path. Of course, at the horse, at the clay render. The clay material. There we go. I mean, that could even
be the rubber like Robert to degrade a little bit
more contrast. That's it. Now I do see again like
some sort of remember, I think we did
something similar, like this guys right here. It's like sort of supports
that we have on the front. I see something similar
going on, on this side. Kind of like like holding
everything together. So let me show you guys
real quick how to do this. So to generate that thing
that holds everything together and adds another
level of complexity. What I'm gonna do
here is I'm going to duplicate this
object right here, Control D isolated
for just a second. Let's add the line roughly
at the size that we want. So it will be
something like that. And I'm going to select
the whole edge loop here. I actually kinda like this
one over here as well. So I'm gonna select
that as well, shift and select everything
else to delete it. And we're gonna be left with pretty much the
shape that we want. However, as you guys remember, this shapes are really like hard surface and it's going
to be a little bit difficult. We can try. I mean, we can try to just
extrude this out. And as long as we
don't crunch things, it's fine because you can
see there's a little bit of overlap like right there
and I really don't like it. So I'm going to show you that
the clean way to do this, I'm going to grab this
object and I'm going to say Edit, Mesh and merge. Remember that the marriage has a threshold and then we start increasing this threshold
to a 0.1 or something. You can see how
things get combined. In this moment we're losing
a lot of things pointy. One is way too much points here. One's probably going to be 0.05. There we go. So we have 0.05, we pretty much
eliminate the verbal. And now we have this
shape right here, which everything is square sin, and they're working properly. It's a lot easier to extrude. As you can see, we don't
get as much issues with the extrusion. And we can of course
grab the outer edges, not the inner ones, the outer ones. And we're going
to bevel there. Now that we've filled them, probably going to
throw in the fraction already, like the two segments. Now, when we smooth, of course, things are going
to look a little bit weird. So here, since we're gonna
have actually think of it, will be better if we just double everything and we need
to double everything because we did everything
on this other guys as well. So you usually want to
follow the same sort of things so that things fit
the best possible way. So everything with two segments
and its mole fraction. And there we go. Now, this case right here, which just assign a existing
material to black rubber. And there we go. We
have another sort of like support thing for
the for the whole leg. And that's it. That's pretty much it. We can just grab these guys right here, freeze transformation,
shift, right-click, and mirror to the other side. This is gonna be x
negative on the world. Back Shift right-click. Let's go to the Options here and go World x, negative, hit apply. And there we go. With this. My friends were
pretty much finished with the skeleton of our lion. Like this is a really
high poly element, really high poly like thing. And I hit number three to smooth everything
out. There we go. So as you can see, when
everything's his mother, we're at 2 million polygons, two-and-a-half million polygons. Which again, it might
seem like a lot, but it's actually not that, that heavy for, for productions. Now one thing that
we're eventually going to be doing
is the following. Again, as I've mentioned before, we're going to try
to always be working with this like a
mesh right here, which is the low poly mesh. There we go. So we're
156,000 polygons, which again, it's still heavy
but not as heavy as well. We have sometimes even
went when you're reading, you might have something
called a proxy mesh, which is like a
really low potluck, just blocks of the mesh lead. You can animate a lot faster and that proximity gets
replaced by this thing, which in turn gets replaced by the sub-divided mesh
at render time. And this is what I
wanted to show you. So if you go to the object
options right here, the G or shape and
we go to Arnold. There's an option called
a subdivision method. And what we can do is we can activate the
Catmull clubs have division method for this thing and we just do one iteration. So what that's gonna do, or actually we can do
two iterations. What that's gonna
do is it's going to smooth this thing twice, which is pretty much as
the same as if we play it, press number three
at render time. So observe how this thing
is very blocky right now. Going to bring the render
setup real quick here. And let's say before anything bad happens
and let's render. If we render, remember
that the rib cage was set up as like number one
instead of the viewport. But here at the right time, it looks smooth, it right? Everything looks smoother. So that's how we do it. To work very lightly
on the viewport, but have the subdivisions
at the very end. I do believe we should be able to change that for
every single piece. Let me try that real quick
now actually it's not gonna be possible because the shapes are a little
bit different. So let's just delete the
history to clean things up and, and yeah, let's just do 11 more render now one important note is if you're gonna be
using number three, if you have a computer
that can handle it, turn this off because otherwise, when you smoke this out and then add two more subdivisions, it's gonna be way, way,
way too many polygons. So I'm just going to
grab everything here, press number three,
smooth things out. And then we go to render time. And we render, we
are going to have our completed like
skeleton ready to go. So that's it, guys. We've finally made
it to the end of this first section of this first like big
chunk of the course, which was the rig or
not the, the the, the rake focused element that
we need to take care of, which is the skeleton
of our character. Now, on top of the skeleton, we're going to be placing all of the different armor pieces. And let's just saw
the concept is quite, quite heavy armor pieces. So the next couple of
chapters we're going to start focusing on
those armor pieces and we're going to start
getting everything ready for the final stage, which is texturing
and rendering. So make sure to
get to this point, make sure your topologies
as clean as possible and as close as possible as
what we have right here. And make sure to also save images right now where I
mentioned number eight, there's going to be our
eighth element and we're, we've moved all the way
from a very basic blocking. This is a very cool
looking shape. So yeah, hang on tight and I'll see you back
on the next chapter.
29. Armor Image Planes: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the armor image planes. And we have them right
here on our setup. We have the right view. We have a d. That's the Aren't. There we go. It's this one right here.
This one right here. And of course, the
front view over there. Now, I did make sure to scale all of those
images properly. So now it's gonna be the fun part because when I select this image
plane right here, I can actually go to the image plane shape and I can change which one is referencing
right now it was referencing this right view. I'm gonna go with
this right arm or caps which has the domain. And I want to include the main because I do want
to take it into account when modeling all of these things, I'm
going to hit Open. And the thing that might
happen is exactly this. As you can see, the
scale of the image is no longer going to be the proper scale for
the whole thing. But don't worry, we're going to select the image plane and of course we're going
to scale this down. And we need, we need to try
and match this as close as possible to the size
of our character. Now, how we're gonna do that, probably by trying to match one of the things such
as the elbow right here. Okay. So that elbow right there, this is getting as
close as possible to the size of the things same
for the tail and the hips. So as long as we get
as close as possible, I think we're gonna be
we're gonna be fine. Something like this
seems appropriate to me. You can see all of the pieces that I can actually
match it right there. There we go. So that is as close
as we can get it. And we're gonna
have to, of course, fix a couple of things
here and there. Now, keep in mind this
number right here. Actually let's make this
a, like a whole ten. So that's a little bit easier. So the scale of this image is
ten. Why is that important? Because now we're gonna
go to the front view. We're going to select the
front view image plane. And if we change that to our
front view caps right here, it should be a little bit
easier to just change the scale of this back to ten. Because I'm perfectly sure that that's the
scale that we had. On the other thing, I'm
going to press Alt. Just kinda wanna sit
through this thing. So lover difficult. What's roughly around there? Again, I'm trying to figure
out this section right here, which will be that
guy right there. This is on the
inside of the leg. So kinda works probably
lower this a little bit. There we go. We need to lower this even more. I'm going to bring
this forward and I'm just going to compare
it to the size of the head because
I'm pretty sure it should be the exact same size. Let's bring the Alpha
gain up to one. Same for this one,
for just a second. There we go. So we positioned this
case right here. They should match. There we go. As you can see, the
size of the image matches the size of the
head and everything. So we know that this
is the proper size. So now we'll just go
to the front view. We get it right
there. There we go. That matches a
little bit better. And now it's just a matter
of pushing this back. So scale ten is what
we're going for. It's like this one
now, control a again. And we're gonna go
to the alpha again, sorry, not the Alpha gate to
source images right here. We're going to use
the top view caps. There we go. He taught you. And of course we're
going to modify this again to a scale of ten, which is like the uniform
scale that we're using. And technically we
should just move this into position like this. And that should
pretty much match. Thanks. I might need to push this forward a little bit or
backwards a little bit, but should be pretty,
pretty close. They're right around there. I would say. There we go. So with that done, we print out pretty
much now have all of the necessary elements
on our images. Now, we really don't
need these guys to be as transparent so we can bring
the alpha again back to one. Now, this whole skeleton
though, as you can see, it's really juries,
especially all of the species right here. So we need to do a
little bit of clean-up. We're gonna have a final cleanup at the end of the
modelling section. So a lot of times I just keep things like how
they are right now. I'm going to grab every
single piece here, except for actually just grab all of these
guys right here. I'm going to press Shift P just to make sure that
we don't have anything, delete history and everything. We can even use file, optimize the scene size, heat. Okay, so it's going to
delete all of the things that don't have anything
here we have the tail. Let's just call it tail group. There we go. And we have a lot of groups
like this guy is right here and a lot of
different things. Don't worry, if you have a
clean group like the tail. Let's just keep that one since
just a little bit easier. But everything else, like all
of these guys right here, I'm literally just
going to Control G and group them into a single,
into a single group. And where these guys are,
okay, they're in the blocking. It's fine. So now
this will bring here, I'm just going to call it
skeleton pieces again, we're going to have a really
nice clean up later on. But for now I would rather just move ahead and continue
with the whole process. So now that we have this, I'm going to grab all
of the geometry notes. All of these guys right here. I'm going to control gene, that one I'm going to call
this skeleton main group mainly do just have things
a little bit cleaner. This is pretty much like a,
like using folders inside of, inside of Windows for instead of like the
Mac OS and stuff. So that way, at any point I can just go here,
press number one, smooth everything out
or press number three, and then sum of
everything as well. So, yeah, that's pretty much it. At the other main reason that
we want to do this, this, now that we have this
cuts and group selected, let's delete this layer. Actually. What does this layer? Let's delete this layer. I'm going to select this group, create a new group
called this skeleton. I'm going to use like this, like let's use this
column right there. There we go. Y. So that when we
press number four, we get this different
color on the wireframe. The color that you
get right here will change the way
the wireframe looks. Let's go for something a
little bit less intense. Or we go something
like a green is fine. Actually no green
now because it can confuse us when we're
selecting things. Let's go. Let's go to this dark purple. There we go. So the cool thing about this is we can keep this
thing on template, which is only going to
show us the wireframe. We can keep it on reference, which is only going
to reference it, but we're not actually going
to be able to select it, or we can just turn
off the visibility. I'm actually going to
be keeping it probably unreferenced because I
wanted to see the volumes. But at any point they can
just go over here and turn on and off so that we can
see, we can also render this. If we render, as long
as this is visible, we're gonna be able to
render the image planes. They're the same image
plane, so they still have this layer right there. And yeah, that's,
that's pretty much it. With this. We're pretty much ready
to start working on the different like armor pieces and we're going to follow
a very similar process. This chapter we're going to do the head and then the
next chapter we're gonna do the front part of the character like
the chest and the arm. And then the last chapter
on the armor modeling, we're gonna do the
legs and a tail. That way we can divide things in nice little chunks
that you can follow along and just keep going. So that's it for this one guys. I'll see you back on the next
one when we start modeling.
30. Jaw Armor: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the armor. And I want to start with
this piece right here, maybe a couple of others
depending on the time. So that we understand the
main objective of this, of this next area, which is to dress up all of the other things
that we did, right. So as you can see, this
big piece of jaw pretty much covers everything we had on this other
piece right here. And that's why we kept it so simple on this
particular one because we knew it was gonna be covered by other wall of other
different pieces. Now, this piece right
here seems to me that it's also made out
of a couple of pieces, this one right here and
this one right here. And usually with this are
the things they're either welded together or machine
together or something. But that would expect some
sort of like welding. Now we do have this
square right here, which again could
be something that allows us to see
through the piece. Now what's the best
way to do this? Of course, very similar
to what we did before. I'm going to start with
just a square right here. And then I'm going to
use my quadratic tool to create the topology
that we need. So I know that we need
a square right here, might as well already added. We can try to make this
nice and clean as possible. And then we need to start
thinking about, okay, how is the Edge Loop going
to float on this thing? Remember that when we have
a sharp corner like this, you can actually make the
edge loop flow straight towards it like this. Okay? And it's perfectly fine. Why? Because we don't want
this border to be rounded off as we keep
moving it up and down. Now it's also important
to try to give this thing is nice and
smooth as possible. We know how to scale
them if needed, but the cleaner we can get it, the better than this
thing is gonna go down. It's also going to be a
sharp line right there. And then here again,
we can decide, do we want to go
all the way down? I think so. And then oh, sorry. All the way to the front. Like that. I get like
a tongue twister. So every now and
then, there we go. So we're gonna go here like
this, here, like this. Of course for this
to flow properly, we probably need another, a couple of extra edge
loops right here and here. Same for that one right there, one more there and
one more there. And having this or like
angles is perfectly fine if we want or we can try to keep things as
straight as possible. Now, it seems like, or it might
seem like a really harsh, like a projection
here of the shape. This is exactly what
we need because once we delete this little
square right there, just to make sure
that's the right one. Yep, we delete that
square right there. We're gonna get the exact
shape that we need. And this is why we need the
reference for this guy. Because this piece
right here, of course, is going to be on top of the
previous plate that we have. That center point. Just scale things up so that
they're perfectly flat. And this is gonna
be the first store like overlap thing that
we're gonna have right here. How is this going
to be attached? No need to worry that much
about it to be honest. But then I'm also seeing that this thing is kind
of like attached to the to this jaw
hinge right there. Which starts, this is where we're going to start
questioning a couple of things because some
elements might not make a lot of sense
from a design perspective. Minutes, I wouldn't say it's super common
for this happened, but it does happen quite
a bit where you might have something on
the concept piece and then when you
translate it to 3D, it doesn't work as well. So for instance, we can have
this things all the way here and at the same time have this things all
the way up here. Because what's going
to happen then is if we push this forward, there's gonna be a huge
gap here on the center. And that looks
really, really weird. Now I can see that this
one seems to be like, like inclined to the forward. But again, that doesn't make
quite a bit of sense, right? Because we will need to
rotate this around like this. And it also gives a very
awkward position and it's not, actually, it's not as awkward.
Another, they see a fifth. I'm a little bit concerned
about this hole right here. I can see that my friend added some stuff right around there. So let's try it like this. As you can see there, I rotated this element so
it's a little bit slanted. And now press Control E. I'm not gonna do this because if I do this,
as you can see, what's going to happen is
we're going to have an angle and that might not be exactly
what we're going for. What we might want
instead is to press W. And we're going to change the
object here to world mouth. And when we push this forward, now this is going to be a
lot like a straighter, okay? So it depends. You might want the other option, but this is not that bad. I would say. I still think we need to
push this a little bit more. But see how it just,
in my opinion, it just starts breaking a little bit when we
follow this process. So it's a matter of
decision-making. I think this position
right here is fine. Again, we can control E here, but I do want to move this
horizontal like this. And then I'm gonna go back
to this object right here, grab this face, and just
push it in a little bit. That way we're not
really breaking the original concept
that we have. It's not really
destroying anything. But at the same time it's, it's creating something
that looks well, in this case, a little
bit interesting. We still need to add some
armor pieces on the top. So eventually we're gonna be covering a lot of this
stuff right here. Of course, this piece
that has been modified, we need to do a mirror to
adjusted on the other side. And that's how we're gonna
get this piece right here. Let's go to the right VMs. You can see we're still
following the same silhouette. Let's hide this for a second and let's do this jaw
line real quick. So I'm going to again go to
my credit quad right here, just going to create a very fast right there in that quadrant. So it's like it's
facing the other way. Sometimes happen, that's fine. We'll just reverse
the direction here. If we go to right
view with the quadra, we're just going to draw
this section right here. Now here every time we
have a little like a T, there's something,
we need to add a couple of extra points, of course, to capture that silhouette as we've
done so many times before. As you can see, I'm keeping this really,
really, really simple. Now, of course, here comes the tricky part because
of this thing right here, I'm going to center
the pivot point, bring it to the front
view right here. And when to match
the inclination of this element with the plate
that we have right there. So something like that. And now that we have that, we of course x truth. And again with W, so
we get a sort of like slanted cut slammed to the
fact we push this forward. That's gonna give us
the, the job of this. But tiger, right? And you can see
that we are indeed seeing the inner
like functioning mechanisms of the whole thing
as filled like this thing, especially this lower area. I don't want to have that
strong of an overlap, so I'm just going to push it out a little bit
more. There we go. I kinda, I kinda want
to grab this face right here. This one right here. I'm going to switch this
to component mode again. Press W and click and you
can switch to component. I'm going to push this
in because I really like this sort of like
negative space, like this thing overlapping
nicely on that specific area. And yeah, that's that's pretty much it for
the blocking, right? Like this is what we're
gonna be getting overall. Now, I'm a little bit concerned
about this inner pieces, like it doesn't
make a lot of sense to have this empty
space right there. It makes for an interesting
like negative silhouette. Like if we press number seven, there's gonna be certain
angles where we're gonna be seeing this thing sideways. But we again, from
the sign standpoint, from a design perspective, there has to be some
way to attach this and we're not going to be
attaching it to the cylinder. So this thing is kind
of like just floating on top or on front
of the cylinder. But it's actually
going to be attached to the main jaw right here. So what can we do? I think easiest thing
to do, to be honest, is just grab a couple of
phases like this guy, this guy, and maybe this guy
right here do not extrude. Because if we extrude from here, then the topology
of the space is going to be really complicated. I personally would
prefer to just go Edit Mesh, duplicate the faces. Let's grab them right there. So I'm just going to go just
eliminate everything else. There we go. You can right-click and remove selected objects from that layer so we can hide the layer that seems
to be working. Let's combine, right-click,
remove selected objects. There we go. Then the only thing we're gonna do
here is control E. And of course, overlap
with this guys. We're of course going to
move some of these faces back so they're not
actually touching. And that's it. Just a quick bubble here. The second sentence,
mole fraction, that those will be like welded pieces that will get
on this particular element. Now, since we're gonna be
working with other colors, I'm actually going
to do this already. I'm going to assign
a new material, Arnold AI standard surface. And I haven't decided
the final colors. You, of course, you already
saw them on the final render, but I'm thinking
about like a blue, like a, like a pale blue. So I'm going to
try this maybe on the final one I went from like
a sand color or something, which would make a
little bit more sense. I'm gonna do a blue
color right now to differentiate
from both of them. Now this piece right here, just general bevel segments
and this mole fraction. So when we smooth out, it looks really nice and clean. This one right here. We can't do that
because we would get a lot more lines
than we actually want. So we're going to assign
one line right there, one line right there. One right there,
one right there. One right here. Here you can press number three. And just like check
how the tightness, if this thing is working. We're probably going to add
just a couple more there. Remember we talked about
texture stretching. That's going to solve texture
stretching a little bit right there. Pretty much it. I kinda want to
add a couple here. We need a couple more, like in some parts
of this square, if we really wanted it to
be like a tight squared. So weird pinch right there. And that's because we're
missing one line right there. We're also missing
one line right here, one right there, and one right
there. So a lot of lines. I know, I know it's
a lot of lines, but this is what we
need for this are like subdivided the AI workflow. We can of course, simplify
some of these guys if we needed to for performance
like purposes. But yeah, this is working, this is working nice. Actually. Let me change the color. Blue looks a little bit weird. Like I do want this thing to be like clay color,
to be honest. I'm gonna go for this effect. And now here's
what I'm gonna do. I'm gonna select
this guy right here and the clay, I'm going
to change his name now. I'm going to call
this M metal base. We're going to make
this metallic. And then on the color, we're going to make
it a bluish color. Like a bluish. It's definitely going to
be a little bit of buffer. Now it looks very odd. Right here. We know that we can just hit this guy right here and we're
going to be able to see it. Another thing that
you can do here is just keep the
mellowness a little bit down for now and
we'll change it later on. But the cool thing is
now that if we render, we will get a very nice effect. This guy is this guy
and this guy is, we're going to
right-click and we're going to mirror this on the
other side of the character. That's gonna give us a starting
like a jaw right there, which will be our first layer of armor for the whole thing. Actually. Making a little bit
difficult to see. Let's, let's bring it
to a dark blue instead. Like a dark desaturated blue. For now. There we go. Well, we can do here is
we can increase the IOR, which is very
similar to metallic. Let's say real quick. Actually I'm going to start
a new save file here. So I'm going to Save Scene
As, and this is going to be armor dot MA. So we have the body and the
armor as separate pieces. And of course we still
have a render setup so that any point we
can just go here. I'm not going to save
this image. I just want to show you
how this changes. And we can take a look at the, at the armor with
the whole body. So now the body is the sort
of like blue metal effect. And we got the first
armor piece right there. So yeah, this is the beginning of this
next stage of my friends. This is the first
part of the armor. A lot of armor pieces are gonna be very flat like this one, like the ones in the neck,
like the ones in the head. But then as we get closer or further down
towards the body, you're going to
see how things get a little bit more complicated. So make sure you have
everything ready to start with this process and just follow along with me
into this new part. So that's it for this one guys. I'll see you back
on the next one. Bye.
31. Upper Jaw Armor: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the upper jaw and we're
going to follow a very similar process to what
we did with the lower jaw. Now, here's where a couple
of things to breaking up. We're also going to
be doing a little bit of the head armor. But let's very quickly just go through this
guy right here. So what I mean by things like holding up is if you remember when we were analyzing
the concept, there were a couple of
things that were not lining up perfectly, such as, for instance, the what was it? The camera position not being the exact same position on the armor version and on
the unarmored version. Sometimes you will have
the option to talk to your concert artists and
figure that out and be like, hey, what were your
original intentions? In this case, we're going to assume that we don't have to, even though I do
have at number i, I'm going to assume
that this is a constant we just got and we have no time to go over it. So this piece, for instance, right here, Let's
center this point. This is one of the jaws. This is, this will be on
top of everything else. So eventually this is probably
going to be floating a little bit more
right around there. Now let's go back here and let's hide this
for just a second. And let's create a new one, which is going to be
this one right here. We have another circle. Now, I'm also again, like taking a look at those
circles and thinking, are this actually circles
or are they bolts? Because it's not the
same thing to have a circle than a bolt. There will generate
completely different effects. Let's reverse this
guy right here. There we go. It to me looks like a whole. I think it's a good idea
to treat it as a whole because it will allow us to see into the
inner mechanisms. Otherwise, a lot of
the inner mechanisms are gonna be hidden. Here. This is gonna be
another plate that we need to be very careful about. Of course, if we were going
to have a circle right there, we need a couple more divisions. So I'm going to add
two more right there. Two more right there. That does look more
like a real cool. So let's use the technique
that we've used before. Then that delete, this
face is right here. And then this new
hole right here, I'm going to say Edit
Mesh circularize. We're going to scale this down. Just wrote it a little
bit so it's a little bit more relaxed like this. Now you guys remember,
we can control E and create a little offset. And that's going to help us with the topology like issues
that we might get. Everything is lined up. Let's center the pivot point. Let's bring this to the side. Now this one will
be touching the jar real really nicely right there. Here's where, again, it
might change my mind. A couple of elements like that little point right there doesn't make too
much sense to me. Let's first extrude
this a little bit of thickness similar to what we
had on the on the lower jaw, which will be right
around there. Then this one right here. It's gonna be right there. And again, control E. Just push this out,
this one, I'm going to keep them straight like this. The bottom ones were slanted due to the cylinder that
they're protecting. But this one's could be like perfectly,
perfectly straight. Now here you can see
that we're having some issues with the camera, like this thing is now. I'm like colliding
with the camera, but we were like properly
aligned with the head. So that tells me that
we might need to move the cameras slightly to accommodate for this
particular piece. Which again, shouldn't be
that much of a problem. Now, this is what I mean, Like this, this
border right there. It is really bizarre to me. So I'm just gonna grab this guy, I'm just going to bubble it. So that's a little bit flatter. And then we can play
with the fraction. So it's actually inline. We can even, let's go to
World moment, push this in. So it's really flushed. Now if you want to have a little bit of
overlap, that's fine. But I'd rather have like
a like a straight overlap than something that looks
a little bit weird. Now, when we did that babble, of course we create it
and then gone right here. Easiest way to solve this angle, as we've mentioned before, is to just like go around. So I'm going to grab this
guy right here, go around. It's not gonna be perfectly
symmetrical, but that's fine. There we go. So now everything is a
squares and triangles. So now this piece
right here again, we don't want to
just add a bunch of support that just because it's gonna make
it really, really heavy. So we need to be very smart
about where we add them. We're going to have one
there and one there. One there. Looks good. One there and one there. Front and back. There we go. Definitely a couple
here to really hold those edges and
definitely want to hear. And here, only one more. There, there we go. So as you can see, that the
observers were just gives us a really nice clean shape, null or stretching,
which is great. And we can of course
assign the blue material. I know it's called blue,
but it's not exactly blue. Now here one thing that
we definitely need to do is we need to
bring this vertex up. There. Hidden but overlapping. The other section should have a really clean
line right here. Now, remember that
technique that we showed about like creating
straight lines. We can grab all of these
vertices, r component. We snap them and they
would just rotate. And that's gonna give
us a way we cleaner look on our elements. Careful with this one. Like I'm not gonna do that for that one because we have extra, extra points right there. So if you have few polygons, are few points like this. You could also just
eyeball it. There we go. Now, this one, this one is a
more like a simpler thing. So, so in the blue one and then build everything to segments
in the small fresh. That's gonna give us the
effect that we want. Now, I'm actually
thinking about having a different material for
this Jaws right here, or for this inner
things so that we have a little bit of contrast.
But it's fine for now. Let's smear to the other side. And there we go that
we were creating this, this place right here,
which again gives us a really interesting
effect here on the front. Now one thing I'm
seeing on the front, especially on the
tongue, see that like a V-shape on the mouth. That's something that
we can definitely add and it's not gonna
be that difficult. Let's isolate this piece. I'm going to grab this vertex right here, this
one's right here. Go to scale our world. We're going to sculpt
a scale them out. And now we can just grab
one of these phases. Then another one of
those ones Control E. Just extrude in. We don't even need to add
more supported edges. That's just gonna give
us a very nice effect there on the cut of the object. So just a small little detail there for the bottom
part of the armor. We don't have any more
armor on the jaws. So that's pretty much it. But now we do have the
box, the head box. So this had books that we have right here is
a really tricky one. It's a really cool one, but it is quite tricky. So I'm gonna do a quick
blocking of the armor right now and then we'll figure out some more
shapes on the next video. I'm going to hide
this for a second. And we're going to start
with again our quadrants. You can see we have this
section right here where the camera is creating
its insertion point. Then we go forward. But pretty much go all the
way forward right here. Yes. I know we have a couple
of cuts right there. You can already add them. Then. I would expect this to
go forward for Worth. And then probably like there. So that would be like the
main shape of the box. Let's bring this back. If I grab this box, center the pivot point, and move it to the side, this is where it's going
to be living, right? So that means that we're actually going to
have to move this thing. Let me I'm going to
delete half of this guys. Here we go. So we're going to have to
move these two guys are a little bit further out, right? Because we need to leave room for the insertion of
this piece right here, which again, is having a little bit of a conflict
with the head right there. But that's fine. So what I'm gonna do here
is I'm going to Control E. Give this a little
bit of an extrusion. So we captured the first sort of like a thickness of
the armor right there. The first layer
which without one. And then this is the
interesting part. We need to grab all
of these interfaces. And we're going to snap them to the center of the
grid right there. And we're going to
delete them, right? Because eventually this armor should be like sort of hollow. Can see a couple of lines right there and elements that
we need to think about. So for instance, on
this front view, I can see that roughly
at this distance, the distance of the head, all of these elements can
go out a little bit more, creating a sort of
like slanted surface. You can see it right there. Of course, this
thing is going to be mirrored to the other side. This is roughly the block of armor that I want to
capture with the, with the face of this, of this lion, right? So the thing is we have
a lot of code lines. We have that cut
line right there. We have another cut
line right there. So it's not such an easy
piece for us to figure out. I would definitely
expect there to be, for instance, another line, like right around there, definitely one line right here. And all of these areas
would be hollow. Like I would expect all of
these areas to be hollow. Right? Because this is
where the head of the lion would be going in. Let's delete these
guys for a second. Like this lower sections, we will definitely not have them for like all of these guys because
that's where the mouth is. Maybe when this guy right here, maybe this guy is right there. But we do need a little
bit of thickness. So that tells me that
this edge right here, Let's delete that
face right there. So you can see how this becomes a little bit
more complicated when, when thinking of this from
a production standpoint. Because it means that we definitely need to
take other things into consideration that we were
not visualizing at first. So for instance, this guy will
be probably around there. Same for this edge loop. Like not everything because this actually needs to go there. But this first I
should write here, probably just smooth
it out a little bit. I mean, it's fine. We can leave it there for now. But this is the piece
that we're going to have to figure out how, how we're going to get the proper the proper construction. You can now see that the jaws, they are no longer
functioning properly. Right there they are. They're looking a
little bit weird, so we need to make a
decision like do we keep like this flat faces
here? It should be. There's wants, this ones we're probably not going to need. Let me delete all of this case. I'm going to try to keep
this thin element first. So this face is right here. They're perfectly flat.
And we need to decide, are we going to keep them
perfectly flat there? Or are we going to get them
a little bit of an effect? Or are we going to
push this case in, or are we going to push
this guy out, right? Like maybe we are. After all, we are going to move this thing and rotate it out. So there's a couple of
decisions that we need to make in order for
this to make sense. But this first like blocking of the armor is gonna be
really, really important. We can of course mirror
it to the other side. Get ourselves a general idea of how this thing
is going to look. We have the top view as well. We know there's a couple of extra details that
we need to add. Now, don't think that we need to model everything
from a single piece. I would say that's
one of the, one of the worst mistakes
people will make. Which is, how do I model every single detail
from a single piece? That's not what we're
gonna be doing, okay? We're gonna be
modifying things just slightly so that we get
the best possible result. So I'm going to stop the video
right here and make sure to do this second jaw For now. Even though right now we're
not sure how this is going to attach to the rest of the skull. Make sure to model it, and we're gonna be ready
for the next part. So hang on tight and I'll see
you back on the next video. Bye bye.
32. Head Armor: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the hair armor, which is where we left. And yeah, we're
just going to start figuring out how to solve the issues that
we have right here. So the first thing
issue I see on this character right here
is the fact that when we turn on the skeleton
were actually colliding on a couple
of points right here. Also, this line right
here is like intruding on the rest of the elements
and it doesn't look as nice as I would like. So how can we solve this? Well, here's where we can. Of course, they got
a little bit of artistic liberties or
figure out if there was something like inside of this concept that we can break
up into different pieces. And I think that's gonna be
the way we're gonna do it. I'm going to add
one line that goes right here on the top part. And then I'm going to select
this face is right here. Especially probably
not that one, probably just like until this point right around there
seems like a good idea. Maybe not even that one. So just these guys right here. Now I'm going to say
Edit Mesh, extract. This will extract
the pieces from the, from the main piece and
it will allow me to move these pieces into
a different depth. So what I can do is I can center the pivot point,
flatten this things. So it's a flat surface right
here, okay, like this. There we go. And then if
we go to the right view, we can literally
just push this in. So it's underneath the
rest of the elements. We can of course go
to the right view. And especially this
part here on the, on the sort of like round thing. I'm going to add just
one more line right there and delete at
this two phases. That way, we can still keep this or like an armor
piece underneath the whole section without actually affecting any
of the other elements. Let me grab this guy right here. I'm going to bring it
down. There we go. So this should allow us to very easily just
extrude this thing, give it a little
bit of thickness. Again, be very careful
where we place this should be probably
right around there. Careful on the collisions
as model collision there. I'm not too worried
about that way. We can still have a
really nice silhouette for the whole thing without actually destroying all of the geometry that we
had on the inside. I am going to grab this guy and just push it forward
a little bit. Feel like it gives a nicer shape to create a little
bit of depth as well. I'm just going to push
this guy's up like that. So this creates this very
interesting angle right here. We need the jaw
and it should give us an interesting
effect overall. So you can see that we
see this like faded part, which is part of the skeleton. We can still cover a lot of the engines and stuff
that we have over here. Now, this piece is
really interesting because as you can see,
well, first of all, I'm going to delete
half of it or just mirror to get the
same thing on both sides. As you can see, we do need
depth on this thing, right? Like when do need a thickness
to create the proper armor. However, if we try to extrude this and this is
a very common mistake. If we tried to extrude
this and push this in, you're going to see that
the corners look at that. The corners look horrible, dirt, dirt collapsing and
they're really, really weird and ugly wave. Well, this is one of those
cases where you're not actually going to be using
the local translate C, which we normally use. We're gonna be using
the thickness. And as you can see,
if we just thickness, things tend to extrude
in a more uniform way. This is something that
Maya didn't have a couple of years ago and
it was really, really, really annoying trying to get some thickness to our elements without destroying
the overall effects. So that's it, which
is of course, reverse the bone over here. We reverse the normals
and we're going to get the proper shape of the
element right here. So this gives us a really nice like creation for a helmet. And I know that
once I start adding all of the support,
I just did stuff. We're gonna get something
that looks really clean. But one thing that they
really want to do is this COD right there because I feel like that God is a really, really cool looking cut. And we can make something
that looks quite nice. Now, that chord is
probably going to be done, uh, with, with Booleans. Booleans, as we already know, can be really tricky, especially we have thickness. So one thing I'm gonna do is I'm actually going to go
back a couple of steps. And we're going to
first get this shape out of the health of the lion. And then we'll do the
extrusion width, thickness. I'm going to start with a cube. I'm going to move
my cube over here. Just make a little
bit bigger because I know that this is the
cubital I'm gonna be using to remove pieces or to remove a piece from
this guy right here. I am going to grab
the upper face. Right there. Of course
I'm going to move it up. I'm going to extrude,
move it up, move it back. We're going to have to
grab all of these guys and I'll probably just
this vertex right here. Try to match the angle
is close as possible. Let's go right around there. I'm going to grab
that face again, control E over here. This vertex right here
with up like that. And then that phase right there, move in and position the
vertices where they need to be. Of course, we can flatten this edges or
vertices right there. Flat and this one's right here. So we get a really clean cut. And that's it. So this piece right here, we want to remove it from this section of the
lion that on the front view, I don't see how deep that goes. It actually doesn't
seem to go that deep, which leads me to believe that that might be a section line. But I think it will be a really, really cool if we can actually
remove a little bit of it. So I am going to go
for, for the Boolean. So I'm gonna go right here. It's select the first one. So the second one
then we're going to say mesh booleans difference. It's not working perfectly fine and you guys know why that is. It's not working fine because
of this piece right here is a single shaded piece. So that means that it
doesn't have any volume that we can use to cut from
this guy right here. So we're gonna have to do
this a little bit more. Let's call it a little
bit more traditional. I'm going to push this. Oh, okay. Okay, this
is interesting. I'm going to have it,
this one right here, but then this
elements right here, this vertexes, This guy's. We need to push them out so we can follow the proper size. There we go. So that's the sort
of intersection that we want right now. We might need to do the thickness thing that
I was mentioning it, but we need to make sure
that we get enough thickness to not have this thing
be on a shallow part. So I'm going to
grab this guy right here, Control E again. And we're going to use the
thickness to the inside until we cover that as close as
possible, as much as possible. So something like
that. There we go, Even though we're getting
a little bit of crunch right there, That's fine. Let's invert this thing. Grab both of them until their
history. Now we can do it. We can say mesh, and we do booleans, difference. There we go. So look at that. Now remember that we're
working with something called interactive booleans are kinda like light booleans. So we can push this out a little bit more and look at that. We get that beautiful shape. We of course, a
delete history here. And this is the new element
that we're going to have. Now to clean this up, easiest thing we
can do is we can delete this half of
this part right here. And we need to go from all
of the angle and pieces until we can clean pretty
much the geometry right here. Now, another thing
we can do here, to be honest, let me, let me go back
there a little bit. If we see that there are certain things like this guy right here, that makes more sense to
just attach right there. Just move it with v. We snap it right there
on that one right there. And we do a center pivot point. Okay. Just like that on the inside. Actually, we don't
have any issues here on the inside Teams. I press number
three. Yeah, inside this fine. That's great. Now this one right
here, same deal. Let's just move it right there. Grab those and merge to center. Now, topologists should be a
little bit easier to manage. So for instance, we can grab
that point right there. Just lower it. There we go. So we can see the topology
a little bit better. For that one. There we go. Okay? Good topology is
getting a little bit weird there, but it's fine. We can fix it. Let's start
by fixing the easy ones. I usually like to go for the ECE topology
issues searches. For instance, this
guy right here, which is fairly easy to just bring it all
the way over there. And then this guy right here, we should pretty much again just bring it all the
way to the back. There. Sometimes the
knife tool won't let you cut all the way through. Or it will give
you those sort of like really weird angles. So let's, let's try to keep
this as clean as possible. There we go. And
unfortunately, or fortunately, we need to follow this thing all the way through
or until we can find a way to move this out
of the topology like Philip, like here, instead of
following straight, we could just go from here. And the stop bit, actually, no think of it. This is going to be a tricky situation
because if we go here, now we're gonna go all over the whole actually
it's not that bad. But I don't like
Discord. I kind of want to keep this
coordinate clean. So I'm gonna I'm
gonna go right there. I'm going to stop it right
there for just a second. Okay. I'm just going to stop. I know this is an angle lecture. We have two angles right here. I'm just going to stop them
right there for just a second to make sure that we
can fix everything else. And then as we add
more and more lines, we should be able to clean
that area over there. So here as you can see, we go through the inside. There we go. Then here we go down as well. There we go. That solves pretty much all of the issues
that we have right here. It seems like we
do have an angle right here because of this line. So we're going to have to
bring this line back as well. Like this. There we go. The reason why
we're getting this sort of like weird elements is because we have this empty
area over here, right? So again, I'm just going
to stop it right there for now to solve this front
facing areas first. And as soon as we get
this figured out, we'll go back there and fix it. Let's grab that point
right there. Merchant. Or here you can see how we get some really weird
points as well. Let's bring this upper
point down here. Let's merge those two
points right there. Let's merge them. Sticking a look at
the sub-divided mesh. This makes a lovely more sense. Okay? Push this forward a little
bit same for this one. We can make the outside of
the jaw a little bit thinner. Careful there you
can see there's like a like a folding
bed right there. It's this two guys,
so let's merge them together. There we go. Of course, this
piece right here, we need to solve it. So I'm going to go there, there. And we're pretty
much is going to go around the whole thing. So probably this line that
I'm adding right now, we'll hit or interact with the other lines
that we had over here. Yell, see that? That's going to solve a
little bit of this issue. And now we just have
an angle right there, which again we need to fix. We'll see shortly
how to fix that. There we go. So now everything
seems to be smooth in quite nicely as you
can see right here. And what I'm gonna
do is I'm going to mirror this to
the other side. So we get the whole block. And now we can start
adding our support them. And if we did things properly, oh, careful here,
forgot one right there. Go up to the center right there. And then just mirror
this again. There we go. Now, again, if we go on now
this is an angle as well. Let's go from here, down, down in there, and the center. There we go. Mirror again. Perfect. Okay, So now things are flowing
a little bit better and we can start adding some edges
like this one right there, which is going to harden the edge on the
front right here. There's another one right there. Beautiful. You can do one here. We can do another one here. One here, one here, one here, one here, one here. Another one here. One here, another one here. One right there, one right here. Careful there we got an
angle which again is fine. I'll show you why that's
fine in just a second. So another one there. Go. Lot of supporting
edges right here. Now I know not all of the
support edges are going to the, to the other side because of
the separation that we have. I'll explain that
in just a second. Here we go. So we
of course mirror again to get the same
effect on the other side. If we take a look at the head, like if this shape looks
like what we want, we're already on a
good spot, right? Does it gives us this
very nice visual looks? It gives us this very nice
soft effects right there. Even though, yes, we
have some angles. Here's where I'm going to
do a little bit of a cheat, which is I'm just
going to smooth, I'm just going to
say Mesh and smooth. And if we do that, all of the angles are gonna be
solved a right there. Now they're solving a
really weird way actually, I kinda don't like that. So let's fix the angle. So I'm going to
show you real quick how to fix some of the segments. I'm going to delete half of this so that we don't have to worry. I know that the way that this is a smoothing
is working in nice. We definitely need to
solve certain things. For instance, this
guy right here, Let's delete deadline, which was creating some really
weird, weird issues. And the way you're going
to fix your angles, my friends, is you need to
first of all find them. You need to know where
do you angles are. For instance, this guy
right here is an angle. It's a phase that has more
than, more than eight sites. So I'm going to remove some of the edges
that we don't need, some of the supporting edges
that were contaminating that angle like this
one and this one. Because I know at
any point I can just add them again, right? I know I can add
those lines again, but it's easier if we just
fix this angle first. So I'm gonna grab
this guy right here, go all the way to the back, all the way back, all
the way to the back. All the way to the back, the back, the back to
back, to the back. And this is for image gonna go, actually this is going to
flow all the way over here. I don't want to do that. I'm gonna show you another
little trick right here. If you can find a flat
part of the element, you can stop the
angle right there. So for instance here, this area right here I
noticed is very flat. So I'm going to stop
it right there. Then from here, just go down, down, down and to the
center, and there we go. Okay, so that pretty much
solves the ammunition. Now, here's a very
handy tool that you can use to find more angles. If you go a mesh cleanup and you go to select
matching polygons, faces with more than four
sites and hit Apply. You're going to jump
into selection. And as you can see, we only
have two angles down here, which is great
because that means that we're pretty much almost, almost ready to clean this. Now, this phase right here, I know this is an
easy fix right there. Let's do this again, apply, and we've got those two faces, so there's two
angles right here, they're really close
to each other. Again, let's remove some of the support edges
for just a second. Because every support
actions that we can remove, it's going to make
our lives easier to figure out this solution. Usually if you have two angles that are really close together, there usually is a
way to connect them. Like for instance, like this. So now this is a triangle. This a weird lobe right there. So as you can see, triangle, it seems like it's an angle. Kinda looks like an angle
1234 are eliciting gone. That's really weird. Let's just simplify
this a little bit here. Let me go back just a second because oh, okay, I see it now. Okay, so let's go up
here on this angle. Keep it square and square. We go here. It's just with one more. Let's go right there, which is a flat area as we just mentioned, and go right there. Now, this is a
square and this is a triangle, but
that's a flat area. This is now an angle like
this face right here. Let's simplify it right here. Let's just triangulate it
over here. There we go. So now we have squares
everywhere and it's an area that's not gonna be as important, it's kinda hidden. And if I select this,
taking that hit Apply, nothing gets selected telling me that we don't
have any angles. So now that we don't have
any handle ganglions and we finally solve this
really complex piece. We can go and start adding more agile like the support
edges that we didn't have. Alright, so we just
start adding all of the support edges there that we need to get the really sharp
effect that we're missing. There we go. Can even
add one right there, one right there,
and you're going to add one thing on the center. It's going to make sure
that we don't have a lot of texture stretching. We've talked about that a
little bit before. One there. And that's it. That really, really cliche. We get a little bit of a, what's the word like
a really like a very, very subtle page right here on the support edges
running on this side. Very, very subtle. Some of you guys might
be able to see it. Super interesting
pinch right there. But I don't think it's gonna
be that much of an issue. Let's just mere this
to the other side. And this is gonna give us
our final head right here. Let's add the clay material
or was it it was the blue, right. Let's change the name. I don't want to get
confused anymore. Well, the history of course. Let's call this m
armor. There we go. So on top of this thing, we're going to add
even more stuff, even more elements that
are going to help us build all of this complexity that we have here
for the antenna, we also need to do
a little bit of a cover for that one
final piece here. I know we're getting a little
bit longer than usual, but just just the final piece here that we definitely
need to Support. Just a quick one right here. Making sure we have a
really nice hard edge on all of the hard
edge sections. Of course, in an
out. There we go. We assign the armor material. And this is how we're
building a very, very nice character right here. Kinda want to make
this thing a little bit thicker. That's it. Now some of you might be
like, Hey, you know what, I kinda want this
like plate to cover more of the face. That's fine. As long as we are not
touching the cylinder, we should be fine. So for instance, all of
these guys right here, we can move them a
little bit closer. Can even use this to
create a little bit of a curvature is where things are going to get
a little bit tricky. Recall, we're
missing a little bit the first section right
there and the cable here, the cable management right
there's a little bit weird. So I'm just going to push this up to create something
interesting right there. To be honest, I'm really tempted to just keep this really
straight right there. Even if we need to add
some extra support lines. It looks weird if it's not
like perfectly straight. And then this guys right here, let's push them back. Let's add one more line here. We're going to learn this thing and just bring it
up a little bit. We get that section right there. With that, we'll
solve that in the next video when we talk about the camera and
everything else because I don't want to do
something over there. I don't think it's the
worst thing if we keep it open for like cable
management and stuff. But it might not be a bad idea to to add something there to make it look
a little bit nicer. But yeah, there we go, guys. The head is looking quite
nice once we go into texturing and not all of
these bolts and stuff, It's going to look even that
amazing, even more amazing. So that's it for
this one. I'll see you back on the next video.
33. Head Antenna: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the cover off our head or the
antenna rather, we've got a couple of mechanisms here on the top
which are really, really interesting
that this box, just like some support
things and then the antenna. There's one thing I did
forgot about the head, which was this
interesting detail that we have here on the top. So pretty much on
this guy right here. Well, we're gonna do is
we're going to Control E, extrude this in to create
a nice little effect. But this kind of goes back and combines back
with this element. I'm going to grab
this edge right here, this edge right here, and
this edge right here. And we're going to collapse. So I'm just going to go and say our mesh tools, mesh collapse. That will or should try
to collapse things. We might need to call
up this ones as well. There we go. So as you can see now we create
this very nice flat area and it looks like an
indentation where the, where the head is going in. Now of course,
we're going to need to add some support edges. So we're going to add
some support edge right there and one support
edge right there. And pretty much
that should be it. I don't think we need
to add too many Edge supports because as you can see, with all of the edges
that we already have, we get this very nice gut. So that's a, that's a really cool detail that
it's not difficult to do. And as you can see,
it gives us a super, super tight like sci-fi. I'll look for the whole,
for the whole thing. So now let's jump into the little again like
this box right there, which is a simple one, I would say. I don't know
what that could be. It could be just a cover for the the inner mechanisms are
like the GPS or something. We're going to have
a box right there. And then there's another box that's gonna be kind
of like supporting that initial box on both sides. Of course. This guy right here, I'm going to grab this face and just push it in like that. Then this face and just
push it back like that. It makes sense for again, this is some sort of like plate is going
to hold this box. You can see it
doesn't make sense for this to go all the way in. So I'm just going to push us in. Let's go to the
right view again. If we know that that's the line where things are
going to be cutting, let's just add one
line right there. Again. It's going
to grab my cut tool and cut like right around there. Hit Enter actually. Or let me just,
oh, wait a second. Okay, So I accidentally added
some vertices right there. Remember that this is
something that we don't want. So whenever we do this
control and delete, reporting control and delete. So let's just bring
this thing up. Rather, all of these guys
just love this guy's. There we go. Now we
can just position them where the cut
is going to finish. So pretty much right there. And that's it. It's
gonna be hidden underneath this other piece. That's fine. We don't need
to justify every single bit. So we can have this
one right there. Now for this one, again, so it's just a box, but let's make it a little
bit more interesting. So I'm going to grab
this thing right here. I am going to bubble it. And then we go to
the front view. It looks a little bit weird
because it's really white. It's like a really, really
wide box. This birth season. Why them, them up again. There we go. Then we can grab this edge
right here and Bevel as well, is to create something
that's a little bit more interesting, right? So we take a look
at that and we're just pretty much the
shape of the box. Then this piece right here. I'm going to add that this
is sort of like detail or support detail right there. Actually, that looks quite nice. Now it makes sense to to
bring this guy's further down right around there. Are probably going to make
this a little bit thinner. And then we can push this
in a little bit more. Just, just, just from a, from a design perspective, it makes a little bit more sense for things to look a
little bit more flushed. There we go. Now, this one on the back, kinda want to add an offset. And just like an
entrance right there, this again gets an
interesting sort of like silhouette
to the whole thing. On the front. I kinda wanna do the opposite. So I'm gonna go offset and then just push this
forward or out a little bit. We're of course going to
bevel the edges right there. And we'll get disorders
like shape. Okay? So very simple box. Of course we got
some guns going. Good. Let's fix them real quick
before we do anything else. So that's an angle
and fixed rate there. And that's the second
angle and fixed right there on the back part. That's the egg and
fixed right there. So super quick fix and it's a very low poly
object so we can just grab everything and
doublet with 2 s. So when we smooth, it
gets very nice box. Again, it's just the box. So we're gonna go here, assign the armor, and that's it. This guy is, this is
one of those things and we'll talk about this once
we hit the texturing. This is one of
those elements that we might want to play around with in regards to
like material breakup. So this guy might be black and then everything
else is going to be slightly or slightly darker or something just to
break things up. Like, we don't have a color. I actually asked my
friend That's folks to not add any color to this because we want
it where I wanted to talk about that
sort of thing, like color design stuff. So let's push this out
a little bit more. That means that this can
be a little bit wider, like right around there. And this one does have
a hole right there. That's an interesting
hall and I do think it might be valuable to add it. So I'm going to add
some edges right there, 12345678. There we go. And we can graph this
object right here, grab this phases and delete. That's going to create
a hole right there. I don't love the
fact that we are seeing a little bit
of the green thing. Let's push this a
little bit more. There we go, a
little bit better. And then this one also, I'm gonna make it a
little bit bigger. There we go. I don't want to see
that the green thing. So we're going to, I'm going to grab these guys and just push them a little bit further down. Perfect. And now this guy, of course, if we want perfect circles, we can grab this
edge right here, right-click and grab the edge. And we can say Edit
Mesh and z circularize. Grab this guy, Edit
Mesh and circularize. Now, remember to get
proper things here. We can offset first and
after we, after we bridge. That's gonna give us a really, really clean circle right there. Let's add our support edges, which is going to be one right
there and one right there. One back here, one on the top, one on the bottom, one on the side. To three. To three. And that should be it.
Oh, I forgot this guy. This guy and this
guy right there. One more right there. There we go. So that should give us a
really nice tight piece. And that's it. Very nice, clean circle. We
see that thing right there. We can later on LED color
for a bolt or something. But we're not getting any
weird reach over there. And look at that beautiful,
that looks beautiful. And thanks to this little shelf that we have right here, right? We still have some
space right there. That's where the
antenna is going to be. So let's build the
antenna real quick. As you can see, simple block. I kinda wanna make it a
little bit more complex. So let me show you. I'm going to build a block right here. Grab the top face, and it's extruded up
like that. Right there. We grabbed this little block, move it to the side. Versus low blood is going
to be a little bit smaller, thinner, something
along those lines. I'm going to have a little
bit of a shelf still. So something like that. Right view. We definitely need
to match it to the, to the actual curvature
that we have right there. So something like that. Then this block will
just about what? Two segments and
a small fraction. That's gonna be the base
of the, of the antenna. Right? Now, the antenna itself, again, because I'm thinking
about rigging and the movement that
I want to give it. So I kinda want the antenna
to be on a sort of like telescopic like
thing right here, so that we can move and rotate
the antenna if we need to. So I'm actually going to start the antenna with a cylinder. I'm gonna do an
eight-sided cylinder. And I'm going to
move the antenna to the base right
where it starts. So right around there, I'm going to rotate
this cylinder 90 degrees -90
degrees. There we go. N. If we look the antenna or
we'd look for the antenna, we're going to have this here
on the outside like this. Again, it's gonna be like
all that telescopic sort of sort of approach like that. There's mechanism
rescue because you can see the antenna is actually
really close to the head. So this mechanism
is gonna be right there and then grab
these two faces, Control E and width w. I'm going to move
them out like this. Get them closer to the, to the main thing. And then this guy
right here Control E. And that's gonna be the
actual antenna right there. Good luck. Second division right there. Then this one Control
E and push it up. Look at that very
cool looking antenna. Let's go to the right view. It's, it's a slightly
modified right there. So I'm just going to lower this thing a little
bit at the top. So the antenna has a
slightly interesting shift. Now why did I do
this whole thing? Well, because I am going to add one division right here
at 20 per cent and one division right here at
the 30 per cent, that's fine. And I'm going to
delete or extrude this things in control, ie. An extrude in. And then this thing,
things right here are actually this face is
right here, Control F 11. I'm going to say Edit,
Mesh and duplicate. Now we have a perfect
circle right here. If we move right there and
we control E and extra back, we're gonna get the mechanism
that's going to lift. Let's send to the point inside
of this thing right here. Okay? So this mechanism right here is then I'm going to do something
very similar to the what would the antenna. Let me, Let's push this
guy's up a little bit. There we go. And then these two phases, control E. Let's do
Object Display, reverse. There we go. We're having
some display issues. Again, it's horrible. I've been trying to
figure out why this is. I feel like it's the
myelin just freaking out. Either data. I made a
mistake right there. They'd like double
extruder something. I don't think. Usually, if you look on
the forms they tell you to to make sure you have the
latest driver and stuff. I always do that so I don't
know what it could be. But this is gonna be the
domain like an anion. So what we're going
to have ventrally is this thing will be able
to move like this, right? So we're making or build, we're building all
of the whole sort of engineering thing so that this little antenna can
animate and move like this. So we have this little block that receives all
of the information. And then we have
this little thing that hooks the antenna
to the little block. Right? Now, if I wanted
to move the antenna on a sort of like 360,
60 degree angle, then we need to add
a different or if, what I mean by this is if I want to do this sort of movement, This is the guy that's
going to move, right? Like if we move this thing, if we position this element or the pivot point
of this element, and we have it right there. We should be able to move the antenna to other directions, which is kinda what
I wanna do here. We might need to raise the antenna little bit
more if we want to, to like not collide. But so far this,
this looks good. So now let's just add
some support edges. So we're going to
add one right there. One right there, one there, one here on the inside. That said we really don't want to add anything
on the outside. And the reason why we
don't want to do that is because when we go to this one, we're also going to
get a similar result coming from the same piece,
right? So there we go. That looks good. And that's it. Maybe, maybe one right here. We'll get that nice little
section right there. Then you guys want to
go the extra mile. You guys want to be perfect
or super detailed modellers. Let's offset this twice. Then we grabbed this ring right here, this ring right here, and we push it in and give us a nice little
circle right there. And again, like this guy, we can later on justify
this sort of movement. Or we could just add more stuff. I don't think it's really necessary to be honest
because this is such small piece, but
it could be done. So just one more right there. One more right there.
And that's it. Our antenna is ready and we
get this very cool thing. So these two guys, I
will definitely add the armor material and
then this little guy, I'll probably add
the black rubber material just to do
a little bit of, again, like a breakup
on the pieces. Maybe even the, the antenna. Actually, I think the antenna could benefit from
being black rubber. Looks very, it's very
difficult to see now. So, yeah, that's it. So we gather antenna, we got the elements. Now, the only thing
that we're missing is the cover for the eyes,
which again, it's a, it's a little bit
weird to me that they don't perfectly match
from the concept, but we can just build
something really quickly. So I'm gonna grab
this guy right here. And let's say Edit,
Mesh and duplicate. When I push this
up just a tad bit, Let's assign the armor
material real quick. Control E. Just make it
a little bit bigger like this enough that we go
through those elements. And then we can of course bevel all of those things right there. So when we smoothed out, we get this cover on the ice. It seems like we lost
half the I over here. That's weird. Let's just mirror
this real quick. We go. This guy right here, it
has a couple of cut lines, so we definitely
need to add those. As you can see, we
have one right around there and then one
right around here. And it has again, the sort of like protection
going back there. I don't feel we already
have that thing right. Like see how like they don't
match for whatever reason. So I feel like we
already have that. Don't feel that we need
to add more stuff. I don't want to complicate things more than
they should because then it's just adding noise and details for the
sake of adding them. And I'm usually off of the idea that things should
have a reason to be. There we go. That looks good. Of course, we just need to either bevel or add
support to this suggests we're going
to go for the Bible. I would definitely
add a couple of lines right here to avoid
some texture stretching. That's now one thing
we could do though, is we centered this thing, can actually make it bigger. Make it so that the, that the components like the metallic components
and everything are protected from the weather. Maybe this is what my
friend meant when he was like creating
this sort of things. I'm really not fond of this overlap the
week gallery there. It looks a little
bit weird to me. So another thing
is we could create like a little buffer
cone to protect that. But it looks really
weird to be honest. And I don't want to overdo it. I don't want to go in a
little bit more there. Let's do it on both sides
and see how this looks. Because on one point on one
side they can look okay. On the other side
can I don't like it. Kinda want to bring
this back like this. That looks a little
bit better to me. But now we're
interacting with the, with the cable over here. Let's go to right view. Go right around there. Like barely touching
the cable or the components
right around there. That to me, looks a little
bit more interesting. Preroll want to keep this. But then again, if
we need to change it instead of a scaling
could just move this things up or down depending on on how we want the
whole thing to look. Well, we'll have to look
or take a look later. When we go into the
data right there, it looks really nice because it blends nicely with
this piece right here. I think that's I think that's
the position right there. So yeah, that's
pretty much it guys. With this, we're in a
really good position. I'm going to select
all geometry. So select all by type geometry. And here on the garden,
Let's delete history. Make sure that we have things
clean, That's of course, increment and save to make
sure that we save everything. And I think this is
a good point to do another quick render view. So let's say Arnold render. Let's go of course,
to our shotgun. Remember we're referencing
this file so that in case we by accident
delete the camera, we can just go back to it. Let's take a quick look
at how this looks. Warming up. Let's give it a couple of seconds.
Let me pause real quick. There we go. So not bad, not too shabby has. So one of my teachers
used to say, this is looking
quite, quite nice. As you can see, the
deconstruction of the hair that's really,
really like popping. And there's a lot of shapes, lot of complexity
of course later on when we add the metal, the dirt, and all that
stuff with the textures, this is going to
look even better. But you can see how by building all of these
different pieces were little by little creating a really nice and
interesting complexity. Now, this piece right here, it's a little bit concerning and on the front side of things. So one thing we could do here is I'm just really quickly just
going to go to the form. I'm going to use a,
once a day, a lattice. And I'm just going to grab
the lattice points right here and make them smaller
extent overlap right there. I don't like it. So it's going to bring this
really, really close. There we go. Nothing should be affected on the
backside, right? Because the cluster
on the backside, this is keeping everything
really, really tight. This should give us a
slightly different built. I'm even tempted to just grab this thing and
bring it in so that we also don't have the sort of overlap on the
front right there. So you see how we
have the thickness here with this amine
elements that we created. I think respecting that
is going to give us a better look just
at the history. And that's it. I'm tempted. I'm a little bit curious because we do see it a little bit here. I like the armor piece. Kind of looks like a,
like a weird teeth. So maybe this part right here is going to be reinforced
and that can just duplicate
this thing and add more armor because
otherwise it looks, it looks a little bit weird. But yeah, that's
it for this one, guys. I'm going to
stop it right here. And in the next
one we're going to take a look at the neck. The neck pieces are
gonna be really easy. And after the neck. And since I wanted
to have this on, I want to have it
on this chapter. I think we're going
to go for domain. We're going to start
building up domain. I would dislike
basic plates that we have right here so that we can, we can get a general idea
of how we're going to be positioning and definitely
gonna be complex. And then we'll finish the
chapter and we'll continue next chapter with the next part of the parts of the armor. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
34. Neck Armor: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the neck armor and I've made this a
second decision. We're not going to do the
main on this chapter. We're going to leave
it to the very end because I kind of want
to build up all of the whole armor before we do the main and have that
as the big reveal, the neck armor is gonna be the final part of this chapter. And then we're
going to jump onto the chest armor and
the front leg armor. The Fortinet
government is actually really, really, really easy. I'm gonna start with
my polygon tool, and I'm just going to
very quickly blog in this polygon right there to match the exact same
shape of the armor. Now, we know that
this is an angle, so we're going to just
look this up so that we get a nice little
sharp line right there. You can see that
we actually have an interesting section
line on both sides, both of these elements
going into border, right? So I'm going to grab
both faces right here, Control E. And we're going to offset to create these sort of effect that we
have right there. Now this does not
go to the front, right. Let's delete that face. So this guy right here,
we're going to delete. And then this
vertices right here. This will come on. There we go. This is
British is right here. We're going to scale with R and we're going to
flatten them up. So they're right there
at the front again. Now, it seems like we got the weird face right
there. Let's fix it. It's really weird.
What happened here? Let's grab these guys right
here and I'm just going to shift select everything else. I'll know why maya
likes to do this to me. Every time I try to
select something, it's Alexa, like a
different object. It's horrible. There we go. So we can go back to a right view and just
go one-two, one-two. And the bridge,
this should give us a clean like masterwork. So we know that this
mesh is going to be, if we sent to the point, of course, it's going
to be right around here, right about there. I would say that's probably the thickness that
we're gonna have. We're going to have this
thing go towards the center. So I'm going to grab the
section line right here. And I want to like, actually, I just wanted to grab
the top part right here. And this site part like I don't want every single piece to go to the other side rather, because this thing will
indeed covered part of the we need to move
distinct further back. It needs to cover the neck. So since we want to have the movement working
on this piece, this tells me that
we can mirror this. So I'm going to mirror
this to the other side. There we go. Then we can bridge the
upper part like this. So let's just bridge. But we shouldn't just breached
this part right here. Because if we do this, we might have some issues. She can see with this
piece connecting, right? So what I'm gonna do is I'm
gonna go to the right view. And right around here is we're going to add
a one more face. And then this piece right here, we can delete like that. Now since we have
this shape language on the inside of the origin, on the lateral side
of this things, I would expect to be
something similar over here. So I'm going to offset
this once as well to create a sort of
element right there. Now what I mean, like, like
another border and other sort of like special
detail on the top part. And the now we need to do what we mentioned on
one of the last videos, which is the thickness, we need to give this thing thickness. But we can't adjust, say Control E and
extrude this out because it's going to make everything look
really, really weird. So what we do instead is
we grabbed the object. We control E to extrude, but we use a thickness
right here to the inside. This is going to give us
probably the cleanest one. And we still might
have some issues. You can see a little
bit of the issue there. So we gotta be very
careful on how intense we go here
with our thickness. This to me seems about right. So now we just say
Edit Mesh and, or sorry, mesh display
and we reverse. And that's, we're going to
have this big box right here, which is going to capture
most of the detail. Now I'm going to grab this edge right here that we have
on the, on this side. And of course, this
one that we have on the top side and
on the other side. Let me isolate this
thing real quick, is we're actually
going to have to go to the inside as well, right there. And right there. There we go. Make sure that we're selecting
all of the elements. We're going to bevel,
this elements. Go to a poly bevel here. Make it a little bit smaller. On the fraction side of things. Select those new edge
loops that we created. And we're going to say
Control E and extrude E. That's of course when
we smooth things out, then we add the
support lights and everything that should clean
a lot of this stuff up. Now one thing that I'm noticing here on the concert piece is, as you can see, this, a bubble right here at this
element right here has a slightly different
like a bevel, right? So we need to fix. The direction of this
element a little bit. And to do that, a
couple of options, kinda, I kinda want to work
with a secondary piece. I think we're gonna do
work on psychotherapy. So let's, let's start sharpening some of these lines right here. Let's start with upper one. Right here. Of course, the inner and the outer shells. One right there, Right there, two right there, another
one right there. Then here on the inside. Probably going to
need a couple more. Right there. There we go. It looks a little bit better. And of course we
mirror this again. We get the proper boxy shape right here. And that's
pretty much it. With that, we've
successfully created this sort of like a neck
section right here. Now as you can see,
it's quite thick. We don't see it from the
front, but it's quite thick. And I do think it's important
that it's thick because I think most of the main is
going to be attached here. That's one of the
things that my friend did not include on this creation or in the creation
of this concept pieces, how is the main gonna
attach to the element? So we're gonna have to
figure that one out. I'm going to move this
thing down like there. And then we're going to recycle. This point is right here. So we're gonna go like here. Here. Just move this corner
pieces so that they match. What we have. That way we can recycle
the same piece. We get an armor pieces still. Let's center points. Of course, we're
going to make it smaller because this should
be e inside of the cell. And technically this thing is going to be attached
to this thing. So however this thing moves, this is going to
rotate this well, I'm a limb bud concerned
about this like back movement because it's going to collide with this
thing right here. So we could either
remove a little bit of this border or remove
the border higher up. I think that's gonna be the, the right idea here. So we're going to grab
all of these vertices. Just move them up
a little bit more. Why the bit?
Something like that. And what that will allow me to do is if this thing rotates, we have quite a bit
of rotation axes there to not touch this
other part right here. Now this one, we
definitely need to make a little bit. There we go. That's it. Simple pieces right here. Simple small elements. Again, I think
deadline right there is one of those things that
we can add in texturing, just like one line
here that goes and creates that sort
of like sharp look. Because otherwise, we're
going to have really, really dense geometries
and I think we're already quite high for
what we have right now. And nothing more stuff,
it's not gonna be as ideal as we might want. So that's, that's pretty
much it for this one guys, that's pretty much
it for Chapter five. We're now going to
jump into chapter six where we're gonna be doing. All of the chest armors are like big blocks of armor that
we have right here, this guys and the front leg. So yeah, hang on tight and I'll see you back
on the next video. Bye bye.
35. Chest Block In: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the chest a blocking. This is where we
left off last time. And what I'm gonna do
here is I'm actually going to graph this
thing right here, grab all of this species right here, which
are not cleaned. By the way, We have not
cleaned the whole thing. I'll explain this in just
a second and just going to be called head armor. Grab the group. And then we're going to
create a new layer here, which is again going to
be called head armor. And that's it. That way we can hit armour
layer. There we go. That way we can
hide this without any problems and we can focus
on other things right here. It seems like this guys right here are part of the
skeleton because we we duplicate it. So that's fine. Now, if we
take a look at the chest, it's it's a really complex shape to be honest, but we
need to break it down. And this right here is pure ref. I've used purebred before. I think I showed you
before here in the video. But if not, you can get
the software for free on the internet and you can
just look for a pure ref. And this allows us to
just have a look at another window on top of everything to make sure that we understand what we're doing. So I can see that this piece right here is
pretty much it's the block that sits on
top of the upper arm, leaving most of the
scapula and stuff open. This one right here. It sits
out in front of the leg, this one in front of the ankle and this one in
front of the foot. And I do recommend
that we block those in a real quick before we as long as well as
the as the chest, but these ones are fairly easy. So what I'm gonna do is I'm
just going to create a cube. Again, focusing on the
first part right here. Let's delete this
one's right here. Now, I'm pretty sure I'm
going to recycle these cubes. I'm just going to duplicate
one to this side. There we go. And
then what they can do is you can literally just
grab this guy right here, make it a little bit thinner. Make this whole thing
a little bit smaller. This is just a general idea or a general indication of how this thing is
gonna be, right? Like we know that eventually we're going
to have some sort of armor piece is going to be
covering the foot like that. Then the duplicate
this cube again, I'm going to delete this face
now so we get this L-shape. Because again, I could
just get this right here. And we know that this
thing is going to be covering the ankle. Pretty much like this
doesn't matter if it's not perfectly
lighten up yet. We're gonna, we're gonna
switch this around. This one. Same deal. We're going to have this
right around there. Let's go into scale
object mode so we can scale along the axis right there and make the scope
closer to the leg. And again, eventually we know
that we're going to have this armor piece right
here covering the foreleg. And finally, we're going
to have something very similar on the upper part, which is this one
right here, a lot of blocks here, right lot bigger. So box here. And
I'll look bigger. Probably like around there. A little bit. Like you can see eagles pretty
much all the way to the, let's actually go Object Mode, going to make it easier as well. It's gonna go pretty
much all the way to the, to the connection.
Right around there. I'm going to graph this edges. Now. I'm going to extrude, which is up to kind of go a little bit further
up than other pieces. And then this guy is we're
going to bridge together. So you can see that this
bigger pieces are giving us the BRAF volume that we're
gonna be occupying for the, for the arms and for the legs. And this is important because
we can already mirror this things and see in
context with everything else. If things make sense, like if the bulk of the
overall thing is making sense. Now, for the side view, you can see right
here that these are pretty much just plates that are sitting on top of
this rib cage right here. And that's what we need
to model now we do have this thing right here, which you can see
on the side view gives us this
element right there. So again, let's, let's focus on making these things look
as nice as possible. Now, here's where we might need to make some big
decisions, right? So let's start with
the very basic cube again to create the
basic blocking. And I know that on the
side view right here. And actually go of course
to this guy right here. On the side view right
here we have this big box. So I'm just going to go
up to the vertex omega is so much hate that.
There you go. That's true. So this guy goes there, this guy goes right there. This guy Goals to the front
leg right about there. And this one goes like
right around there. So that's gonna be
the general shape. It's not the exact shape. Don't worry, we're
gonna be modeling this properly after we're
done with the blocking. Kinda wanna see
this on reference. And that way we can find the specific placement that
this thing would have. So you can see there's
a little bit of empty space right there. We're going to have to
find a way to solve that, but that's roughly where
that thing is going to be. Then if we take a look, we have another big
plate right here. I'm just going to
duplicate this guy, make it smaller and modify
the vertices right there. If you want to be a little
more exact on this blocking, we can of course
add a new division their district to match the silhouette of the piece
as close as possible. Of course, this thing
is gonna be out here. Probably, probably
slightly churn. So that creates the connection that eventually the
cables are gonna have, like on this area right here. Then we have, again
from the top view, it's a little bit
difficult to see. But we have these things right here which are like exhausts. That's what I'm seeing on
this piece is right here. And also there's a big like another big box
covering everything. So like this plate, this big plate right here. Well, interesting shapes, a little bit difficult
to understand, but like see that the exhaust right there
that one's important, can see the leg over here
so that XOR straight, they're going to duplicate this thing right here, it twice. There we go. If we go
to the right view, that exhaust is pretty much this wing shape that
we have right there. So I would expect that x has to be like right around there. Again, if we go to top view, we can kinda see it like
all the way back here, which is, again, a little
bit weird. That's fine. You like a couple of things
don't like perfectly match. Again, if we look
at the top view, especially on this
eye right here, you can see that we have
the excess right here. And then some cables and stuff. Not exactly sure what's
going on, To be honest, it's a little bit
difficult to visualize. So I'm going to
have to again take some artistic liberties here. And I want the EXOS to be coming from the, from the front. Going to be like this
huge shape right here. Probably behind the
What's the word? Dislike? Shoulder blades. So probably something like that. Like I know on the top view
in the scene cuts right here. It doesn't make much sense
to me that it cuts right there and then we see it all
the way here on the front. So I'm gonna, I'm gonna do
these excess piece right here. And then we're going to
have this point right here. Now, again, you can
see that there's a, another plate right here, another thing, there's
probably gonna be a secondary played
right around here. This is already like
creating some issues with the what's the word with
the shoulder blade, right? Because in theory, this
big piece right here, it's not going to move
like we are going to keep that piece as is. What's going to be moving
is this section right here. So that means that
whatever we built, we need to take this
piece into account. Or, or maybe think of this, maybe this piece that
we're seeing right here is part of the scapula that actually makes a little bit more sense now
that I think of it. So now this piece could be, or we could have this or like extra support in this piece. That's relatively
easy to fix or to do. I know we added this extra armor bits so we can just remove this one.
And where will that? That actually makes a little
bit more sense to be honest. So that to me, tells me that then this guy
is if we go to the top view, we're right in being back
here. Something like that. Now, again on the top, It's a little bit weird
because we see like a, like a flat armor
armor piece right here covering the spine are it seems to be covering
some elements right there. So what I'm gonna do
here is actually one. That one looks interesting. Yeah, it's a tricky,
tricky concept here. So let me show you
how I would solve it. So I'm going to start
with a cube right here. Now I'm going to try to think like an engineer like, okay, we know that all of
the key components of this character are
inside the spine. And I know based on this piece right here that I
want to protect the spine. So if we go to the right view, we can see this big chunk
there protecting the spine. There's also like
this big that I really liked that big
piece to be honest. So this thing is going to
be protecting the spine. Right here. Is vertex is
going to go right there. These guys are gonna go
back here. There we go. So it's gonna be like
the center armor for the whole spine. Just gonna be some interesting
interactions over here. We might make this things
a little bit thinner. Probably a little
bit thinner, right? Wish him to the side a little
bit, something like that. Which is this big
piece right there. So really match the
shape actually. It's right there,
right around there. And it looks a
little bit better. So this piece then, as you can see right there, it's gonna have a line
that goes right here. And this block is
going to extrude out. How much? Again,
basically the top view, not that much, probably
like just around there. And then from there, I'll probably just
extrude one more time. Make it really thin, like a flat surface or
flat area like this. Because it kinda looks like it's going like this line right here. It tells me that
it's going over. I see this piece right here, it goes over this other piece. But at the same time,
I know how hard that is gonna be, to be honest. So I think I'm just going
to stop right here. And then this piece, what I'm gonna do is
eventually we're just going to create the extra piece
that's going to sit on top. That's just going to make
things so much easier. And I think it makes a little bit more
sense as well because from this assembly perspective, you don't want to
have one thing that's hogging another one because then you're going to have to
remove everything in order to repair elements. So let's mirror this to
the other side again, just to get a general idea of the main bulk of the character. And we have this like
huge issue right here, which is a lot of intersection. I have to solve this once we
do this piece right here, we're probably going to
have to create some cutouts so that we are actually like, like freeing this elements. Probably right around there. Then. We're going to need one
cut-out like they're there. So eventually this piece, we're going to have to
delete this guy right here. And the bridge. Like that. We're having the
display issue again. I hate when that
happens. I really been trying to figure
out whether this, but I'm not sure if it's a
delete the history sort of thing. There we mirror. So that's going to, that's
going to have to cut out there for the scapula. And we also need to do some colors for
this piece right here. So there are some editing to do, but that's why we're
doing this blocking to figure out how things are like merging and looking and
to make sure that the bulk, the bulk of the things
that we're doing makes sense with the
overall character. Right? There we go. So if all of the bulk that we're
adding makes sense, then that means that we are
on a, on a good position. Let's go side view again. I'm gonna do one more cube. Have this cube here on the top. Grab this vertex right
here and move it down. Grab that face, move
it in like that. You can see how it
has this like really straight line going down into something like
right around there. Let's say we go from a top view. We can see that that's a really, that's why I have
this thing over here because it's getting a little bit difficult to read
all of the information. So it's quite thick, like
this thickness right there. So probably around there. Just to make sense, I'll
probably just like the crunch it up or something like that. It'd be our, our back element. And finally, we have
a very similar piece. But on the lower side,
this piece right there. I don t think it was
present on the yeah. Wasn't present on
the on the armor. You can see it sits
on top of the armor. So again, just grab the wrist, He's move them around. And that would
expect this piece of armor be supporting
the sites like that. Maybe you didn't like it. It seems to be very far out. So probably like like right
there under on the side of the of the recurring probably just going to push
this down a little bit more. And we'll have
something like that. Then we create that way,
we create another panel. We still see everything else and just have something they're protecting the inner mechanisms
of our, of our character. Let's just mirror this
thing right there. And that's the general
blocking of the chest. Now, this whole chapter
is gonna be dedicated to creating all of
these different pieces. I know it's a lot of them. But once we have that, that's going to look
really, really nice. So I'm going to stop the
video right here, guys, we have a nice idea of how
things are going to be looking as we keep adding more and more elements
to this character. And you have already
started polishing. So hang on tight
and I'll see you back on the next one. Bye.
36. Foot Armor: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the foot armor. I think we're gonna go from
easy to hard in this one because we're gonna be learning
some stuff along the way. And once we hit the complicated pieces like this
ones right here, we're going to have a lot
of skills that I want to show you what this
particular ones. So as you can see what this one, of course, we're
gonna go to this one, just ability to have it. Let's look at history. There we go. And actually, let
me, now that's fine. I'll just do a another
video after this one, I'm gonna show you a really
cool scripting thing. So what we're going
to do here is we're going to just give this a
rough shape of what we want. And you can see
that this two edges right here are
pretty much beveled. So we're going to bevel them. But however, what we're gonna do is I'm going to grab
this edge right here. And as you can see, the
shape on the front seems to be a little more square
than on the bottom. So I'm going to play around with the shapes of the
objects a little bit right here to get something
that looks a little bit closer to what we have
on the concept piece. Now one of the things
that you can do to have an easier time when modeling is a concept called
modeling from the inside. Usually we modeled
from the outside, meaning we create
the outer shell. And then from this outer
shell we extrude in, if we, in case we
want thickness. Well, we've seen that doing
that can cause some issues, especially if we don't control the edge flow
are properly right? So by doing what I'm
about to show you, which is extruding out. Usually we can alleviate a
little bit of that problems, are solved those
problems and generate a mesh that looks a little bit cleaner as you can
see right here. However, before we do that, I definitely want to
fix this one right here and then show
you a quick trick. I'm going to Control E,
extrude out and offset with little squares right
here like this to create a sort of
like a rounded edge. And then as you guys know, we can delete this
one right here. And with our knife brush, I'm going to cut from this point to this point right here. There we go. So now we have this
shape right here. Um, we really don't need
to be too concerned. We don't need to be too concerned about the
shape because it's going to be covered by this
metallic bid right here. And actually no, they see it. We might need to have this thing be a little bit sharper
than the other hats. So I'm just going to modify
this a little bit like that. Now. We're going to extrude out to create the thickness that we
want for the armor plate, which is gonna be, I would say probably something like that. And we of course need
to harden this because there's going to be
this shape right here now, this little detail, I think I am going to add it as a small detail, but
this one right here, I'm going to add a texture, so for the outer details. So let's isolate this
thing real quick. And we don't have
a lot of geometry. So we might be able
to get away with our traditional like fraction and Bevel thing. There we go. Because we know
that's gonna use here really nice hard surface will look for this
block right there. Now, I'm already going to
add with that cut tool, we're going to add the
division right there, right there, right
there, and right there. I'm going to do 50%, 70%, and 70% right there. And I'm going to grab this
six elements right there. Actually, I'm just going
to grab two of them. Control E, Offset, Control
E and push this n. And as you can see,
that's gonna give us a nice little detail there for looks a little bit smaller. Let's go back. And let's grab the sixes I
originally intended. So we grabbed six there, Control E, or careful
there, Control E. We offset a little bit
and then Control E and we push in and where we have quite a bit of thickness,
but don't go overboard. And there we go. That's gonna give us
a very nice detail. Now, if we feel like
does detail is way too like a little bit like fat, we want it to be
a little longer. We can just scale this up
like no big deal right there. As you can see, we're gonna get the very
nice detail right there. Cool. So now we have this
piece right here, which is going to be on
top of this element, but it's kinda like an armor. So I'm going to show
you very cool process. I don't think we've
used this one before, so here we go. First of all, I'm going
to go to the front view. And I'm going to delete
half of this thing. Why? Because this thing we can just mirror and
we're going to have the exact same thing
and it's just going to make the next step a lot easier. So I'm gonna grab this
guy, I'm going to turn on a live surface. And with my quadrat tool, I'm actually going to draw the profile of the
armor. Do they want? So it seems like the
armor starts right there, goes right here. It creates this little
section right there. And we're going to do this
now has a sharp line, so we're probably going to
have the sharp line right here, right around there. And then this thing goes, or actually kinda goes around
the whole thing right here. I want to play with the angles
a little bit right there. There we go. We go down. We rebuild the geometry here. Sit. There we go. And then on this side, we're
going to add another line. It's going to be going
all the way to the back. Let's go all the way
to the back like that. Right around here. I have this sort of like detail. We're going to lower this, this, and modify this thing
a little bit so we get the very interesting
and nice looking armor. But I think I'm gonna
go around as well. It just makes sense to be
honest. And there we go. So now we have this
piece right here, which we can of
course x truth out. And look at that. That's going to create the nice little like
armor piece that we want on this
particular place. Now, this line right here,
I think we can delete it. That's going to give
us a sharper look. It's super, super blocky. We of course are going to
delete these guys right here. Select the object,
go to front view. Select all of the vertices
that are right here. Align them so they're
perfectly flat. And the snap them to the foot so they're perfectly
in line with the foot. Now we can move the pivot point. This is very important. We're gonna go to the
front view again. The pivot point should
be on the center shift, right-click and we're
going to mirror on the object option
object will always take your pivot point as the source of your elements
or your movements. So we're going to
mirror right there. And as you can see,
we will get this. Now of course, all of
these vertices right here. Then I flatten them out so they're perfectly,
perfectly straight. And that's it. We got this shape right here. We can do the same thing for this one shift
right-click mirror. And look at that, we get a very nice like border, therefore the foot, this, of course it's probably
gonna be some sort of like a rubber or something. And we're gonna be able to make this thing look
quite, quite nice. Now you can see here that we actually have some indentations. Those might be some of the elements that
we do want to have. So we're going to use my
Offset edge loop tool to offset some edge
loops right here, as you can see,
there's three of them. And he looked at the trick that I'm going to show you here. I'm going to isolate this piece to work a little bit faster. Then I'm going to graph
like this guys right here. The lines, the lines going back. And remember, if
we babble those, we're going to create a
nice little rows, right? We do create some angles. Don't worry about
those just yet. But we're going to create this little indentation right here, which are pretty
much edge loops. They're not full
edge loops because we stopped them at
a particular point, thanks to the triangle
that we have right there. But they are edge loops. So we can just select
this guy is right there, Control E. And the, I knew this catalog
to be going in. I kinda want to move this out. I'm going to offset a little bit and play around
with the thickness. Because I feel that could
be a little bit of traction that we can gain for
the ground and stuff. So there we go. Now, how do we fix all of
these angles right here? Well, some of them are gonna be easy to fix like
this guy right here, and this guy right here. That's a squared,
That's the square. And then here we can just have like probably a
triangle right there. It's a flat area or
a flattish area. So as long as we're not
destroying the topology, we should be fine. There we go. Same deal over here with G. I'm just going to
repeat the last action, which is my knife brush. And we're gonna go from
one point to the other. And then from here to the
triangle right there. And I know these kind of breaks, one of the rules which
has never to have one point with more
than six elements. I know they're not six,
it's five of them. But it could be, it's not problematic because it just looks a
little bit weird. So on now, we need to decide how to make this
thing hard surface. And again, one option
is of course to just double everything with two
segments and a small fraction. And that should
give us a really, really blocky effect, as
you can see right there. It's a little bit more blocking. I would like you can
can you see that little like like pinch that
we get right there. So one thing we could do is maybe remove this
guy right there. It's going to soften
things up a little bit or when I show you
here another option, this is an option that
I don't use as much, but it's really handy, which is when you have
a pinch like this one, we know that pinches happen because edges are
really close together. So if I go to this
guy and this guy, I can go to Mesh tools. And there's this option
called papa, papa bomb. Where is it? Slight edge. The option
is called slavish. There we go. Slide that just
middle mouse button. You click the middle mouse
button and you're gonna be able to move on. You should be able
to move there we go. The edge like that. That's going to modify
the topology quite a bit. But it's also going to
get rid of the pinch. So now as you can see, these
guys do not have the pinch. We do have a little bit
of the pinch right here. We could of course, go back again and select
from this guy right here, like that little
guy right there. That little guy right there, press G and just move this
up a little bit like there. And do the same
with the other one. We got this one all
the way to here. And go right there. And that's it. So yes, we're going to have a little bit of a split
right here on the corner. It shouldn't be that much of
a deal and we have a really, really nice hard surface effect. Now the amount of
triangles that we're getting is getting a
little bit ridiculous. You can see we go from 3,000 triangles for
this like a layer of armor to almost like
50,000 triangles. But again, I've, I've shown you before
some other examples. I know this polygon
seems like crazy, but it is close to
what we might have to do for a specific like
productions and stuff. Now, the one thing
that's bothering me quite a bit is the fact that this does not fit
perfectly on the shoe, on the, on the axial skeleton. And that, that would be fine. However, you guys know me, I like to do things
that look a little bit nicer even if we're not going
to see them like a lot. So one thing that we
can do here is I'm thinking that if this
thing were to rotate, it will rotate from around here. Just adding some sort of like Box or hinge or something, uh, right here might be more than enough to give us that
sort of connection point. Some people might not
even bother about that. But again, it's just
one little detail that we it's not going to affect
anyone is what I mean. It's not going to really destroy or may things like
superintendents in regards to topology. So we can just recycle
something like, for instance, this
guy right here. Let's see that we have
that back area there. I'm just going to
Control D, The D neck. And just use this as a hinge, is going to be attached to
the to the to the foot. A little bit difficult there
to see if we're exactly on the middle of the foot.
That seems to be it. There we go. Like even if we don't
like barely see it, it just makes me more
comfortable to know that there's something
attaching this thing. One thing we could
do those we can just like this back a
little bit like that. And again, when people see just that small
little connection, it's just going to
look away, away, back. So yeah, that's that's pretty
much it for this one guys. You can see we've got this
very nice piece of armor, really hard surface you
really, really like tight. And then some of
you might be like, Well can't we eliminate some of the edge loops that we
added when we did the Bible? And the answer is,
it depends because most of them are actually supporting things
that we need to. For instance, this guy right here supporting the
edge on this guy. And if we were to
delete this one, it's going to make it look
slightly softer on this side. So, yes, if performance definitely becomes
an issue for you, you could definitely
try deleting some of the edge loops and see
if that alleviates the, the amount of our
topology that you have. But again, I wouldn't
recommend it, it, it shouldn't be
that much of a deal. And this is like a normal amount of polygons that we might be working with. As you can see, we're almost at half 1 million polygons with
the whole thing right here. Well, less than that.
Triangles, 2000 triangles. Now, I'm thinking ahead
when we get into texturing. That's when we might
have a little bit of issues because
when we texturing, it can get quite heavy instead of substance, substance painter. So I'm going to show you a
couple of tricks to optimize. We might need to export
things as separate pieces, but that's pretty
much it for now. Let's just add a very quick
material here and let the armor and the black
rubber. There we go. You can grab these two
guys and of course, mirror them to the other
side on the world. On the world, we're
gonna have our foods. And as we saw earlier or
when we did the back foods, we can actually already have
this. Wants to be honest. I'm just going to delete
the history. Control D. Let's just recycle, like no need to redo or
re-invent the wheel. We're just going to grab it. This goes right here. Get them into position as close as possible,
right around there. And this guy's actually already have this black thing here. So it's perfect
for what we want. The only thing that's a
little bit different is that section line that
we have right there. If we want to add it, we could do it with like some modeling stuff.
Let me show you here. Here. I'm gonna grab these two guys. Just get this guy out. I'm going to grab the, the element right there,
Control E offset. Then this guy is
Control E Offset. Control E, push in a little bit. And of course we're
going to need some extra support edges. So one right there, one right there, and
one right there. And that's gonna
give us d, sort of like extra little
detail that we have. Some of you might be like,
well maybe we don't need this guy anymore and you
guys will be totally right, like we actually
don't need this guy. So let me show you here how
to very quickly destroy it. We just do that. Delete this line is right here. And bridge from here to here. That's the beauty of doing proper topology
and everything. If you build your stuff in
such a way that is very modular than changing
things like I just did. There is very, very easy because everything flows and follows
the exact same thing. You can see the armors
is slightly different. Again, for the sake
of simplicity, I'm going to take an artistic
liberty with this one. And I'm probably going
to keep it like this. I'm like some of those
decals and stuff, we can definitely
add them later on. Right now. I think it makes
more sense to have things that are very
similar, right? Like you wouldn't
design a footpath as an engineer and then
decide they completely different one just
for the sake of it. So we're gonna
keep it like this. And of course we're
going to mirror this to the other side, on the world. And on the world. And there we go and look at
that beautiful, beautiful. It looks like he has shoes now. And yeah, that's it, guys. We're done with this part. Next part we're gonna
go with the ankle and the and the arm. The wrist and the arm armor. So hang on tight and I'll see
you back on the next video.
37. Wrist Armor: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the rest armor, which is this piece right here. And as you can see, we
have a really nice base. We just need to modify
this a little bit. As you can see, this goes out a little bit more
than what we have. And I can actually see
this pushing forward, like it's not perfectly flat. It's actually has a little
bit of a curvature to it. So I'm going to grab
my Insert Edge Loop. And when they sort of
one edge loop right there, when I should write here. And then I'm gonna grab this
guy right here and just push it forward a
little bit like that. Of course we're going to
delete the other side. We're going to get it
back in just a second. We might even grab
this guy right here and this guy right here. And just move this out a
little bit as well too, again, to recover or get a little bit of that sort of like curvature that
we have right here. Now that we have that,
I'm going to extrude this and we're going to
create the outer edge, which probably should
be similar in thickness to the one that we
have down here. But the one thing
that definitely gonna do is I'm going to bring this vertices in. With scale. We're going to scale this
in a little bit because it should be following
the ankle over more. We haven't even thought about
how this thing is going to connect to the actual ankle. It's probably going to be
connected to this thing. So if this thing turns around, This whole thing is also
going to turn around. That could be one option. Another option is that maybe we use this little like Boulder we have right here to
connect it to like, there's a lot of
different options. Actually kinda like
the other option, like that option right
there a little bit more. I'm actually going to rotate
this a little bit like that. Let's keep it straight for now. The main thing about this one, this is you can see we have
a really interesting shape. They cannot divide the shape
into two different shells. So since there are
two different shells, what we need to do
is we need to create this edge cut that
we have right here. I think for this species, since it's that simple piece, we can use the technique that I showed earlier
when we were doing, I believe the armor
for the neck where we separate into two
different shells, right. So I'm going to start by
cutting distance in half. That's going to solve my, it's going to save
my half of the work. So I'm going to cut
this there by half, delete half of it. That way we can just focus
on this thing right here. So if I start with my cartoon, I know that we start
right around here. We go in a little bit
and then we go down. We go to the side right here. We go down to around there. We go all the way back
and then we go in there. And I'm going to
stop right there. We already have like
basically the rough shape that we want for
the whole thing. Now we need to do a little
bit of fixing because this, this piece is
definitely like a mess. One of the easiest way to do it is to actually grab
this edge that we just created or careful with this one because that's going to
generate some issues. So I'm going to just go there. There we go. Oh, can we
not let me say real quick. Haven't seen in awhile. Let's just delete
that right there. That's the square root. Interesting. Fits the square. Why is
it doing that shape? Let's recover that
square with a bridge. Are we getting a weird
shape right there? It's really, really weird. I'm going to feel whole. I am going to triangulate. I'm going to say
match triangulate. Okay? Okay, So that's,
that's really weird. It's the edge. So let's delete that
edge right there. Let's delete that
edge right there. And let's just recover
this one right here. So we go in, we're going to
go down to around there. And we hidden. There we go. That's
what I wanted to do. So now we can do is we can
grab this edge that we created here all the way around. And we can say double, we're going to bevel this. We're going to bevel this
with a small fraction. As you can see, that
already creates disorder like the
shape that we want. I'm going to delete
that guy right there. As you can see, it stops. In this case, it stops
right here, which is fine. Since we have, we now have
to clean the topology. I'm going to go from
here to the top around. Let's stop right
there. There we go. Okay. So with this we can rebuild this shape right
here. Just bridge. And on this side we're going
to do something similar. So we're gonna go from here, up, back, all the way down, down. And we're going to
stop right there. So we go up right there
from this corner, we go across and there we go. And then similar thing
here we go down. Around. We bring this all the way up and we're going to stop
on that corner right there. So we'll have or actually,
I think it might have been a better idea to stop on
this corner right here. So let's keep going over here. And we go right there. So everything seems
to be squares right now we have
a couple of ones like this one right here, which we can just move around. And all the way to the
center. There we go. That looks good to me. And we got just this
last one right here. So we'll just go
again to the back, all the way to the
front. And there we go. We did, with which we're pretty much just a fixed
the whole topology. So now what I'm gonna do
is I'm just gonna grab this guy and this guy
bridged together. This remains as a
triangle, that's fine. It's gonna be hidden. We
have it hidden and unknown, highest place right here. And we're going to actually
grab from this point, I kinda wanna recover
our estrus right here. Kinda regretting,
deleting it now, because it's gonna
be a lot easier to just extrude this in. So as you can see, we're just rebuilding this path real quick. We can't use breach
as easily because we're going to have to be
really precise. There we go. And that one's just
they feel whole or for a feel,
hope, There we go. Now we can grab the
whole edge loop. Control E again, push this in. That's going to create
the path that we need. So you can see now that we
have the very nice cut line, nice little triangle there, hidden by everything else. And if we mirror on
the bounding box, we're gonna be using
bounding box x negative. We're going to get
the exact same shape that we need right here. So now that we have this, we can start working on the sharpening of
the whole thing. So how are we going
to sharpen this, of course, with
our international? So I'm gonna grab my cut tool, one on the outside,
one on the inside. That's going to sharpen the
general effect right there. And to really sharpen
these guys right here, we need to add a couple
of ones right there. Couple wants right here. We're going to need one there
and one there. There we go. You can see how, how
nice things are looking. Look at that beautiful
definitely one here, one there, and one there. There we go for another 11
more there, they're in there. With that done. As you can see, we've got this very cool looking
shape, really complex. Like it's not an easy path to create this connection
right here. But that's gonna give
us a really nice big, we still have a nice round
like effect over here. And texturing ways. There's a lot of
things that we can do like metal Ashworth and stuff. I think I see
something in there. I don't think I want to add that it's going to make it a
little bit more complicated, but in case you
guys want to do it, one thing we can do here
is just another offset and a small little model
guy right there. Of course, with my
officer that should loop. I can offset a
couple of them right there just to give
them the indentation. But those sorts of innovations, even though they look really, really cool, it definitely increases the poly
count quite a bit. And it's something that
we can very easily do with texturing on the
texturing side of things. So again, you might want to evaluate
water now we want that. Now one thing I
definitely do want to add this on this corner right here. Actually, there's one passes, so let's just mirror again, not in the bounding box. We're now going
to mirror on the, on the object mode, hit Apply. So we get both corners
with the same intensity. Now, one thing I want
to do before we wrap this video is I do wanna figure out how this thing is
going to be attached to, to this part right here. And again, don't
overthink it right, so we can just
duplicate this guy, move it down, scale
it up, and that's it. Like just a very simple
connection right there. Of course, like not overlapping, but just having something
there that makes sense is probably
more than enough. Okay? Probably more than enough. It seems like these
things are not perfectly not preferably lineup. It's just push this in. There we go. And we're going to
have another piece. Of course we're going to have
to mirror this mirror shift right-click and we're
going to mirror this to the world and negative
Acts 6 ft apply. And there we go. This guys. Armor and grit. I might paint some
of these parts black again later on to, to break the shapes
a little bit more. But to me that that looks like a nice compromise
there for our for our legs. Now we can't really reuse
this on the back leg because the anatomy of the back leg is a little bit different
than this front arm, but it's almost there. So what I mean is we're gonna use similar things when we get to that part right there. So that's it for this one guys. I'm going to stop the
video right here and I'll see you back
on the next one. Bye bye.
38. Forearm Armor: Hey guys, welcome back to
the next part of the series. Still, we're going to continue
with the forearm armor, was doing some experiments here. Don't mind those. So today we're going to continue with this
guy right here. And this is actually
built in a really, really interesting way because I think this is one
of those pieces that we can actually split into a couple of different sections. And that should give us a little bit more
control as well. So the first thing I notice on this particular
piece right here, I'm going to frame it here
on pure ref is the fact that it tapers in on the
top side of the element. And it pretty much goes and covers a lot of the
sections right here. So I'm gonna grab
this guy right here, Control E. Let's go to Object movement and scale
them in a little bit. Not too much, probably
just around there. And then on the other side
we have something similar. So we're going to grab this three lines right here,
push them up a little bit, control ie, push them down and scale them
in a little, swirl. Just a tad. But that one is,
you can see it's a little bit less than the first one. Now that we have this, I'm actually going
to split this. So I'm going to select
this edge right here, this edge right here, I'm
going to say Edit Mesh detach. Remember that detach
what it does. It separates the objects. And if we say separate, we're now going to have three
different islands, right? So let's start with the
site islands first, because I can see that they have a really interesting sort of like front view or
something like this, this like blind right here. It's really interesting to me. So I'm going to
combine them both because they're not
close together. And we're going to control E and extrude them out like this. Okay? Then I'm going to grab
these two guys right here. Then we're going to push them out a little bit more
because I want to have a little bit more of an
angle right here so we can get this sort of
like extreme effect. And that's it. That's pretty much it for this
guy is because what I can do now is I can just
bevel them of course, two segments in
this mole fraction. And that's gonna give me the first leg outer edge
of this specific way. Now, yes, we can see
that the top part and the bottom parts
seem to be separated. And here's again where we
can grab, for instance, this face right here, and this face right
here, Control E. And just push this
in a little bit. Because when we
smooth things out, you're gonna give us the
cut line right there. Now for this one, since this point is
still in the center, we can just mirror. We're going to go
object and hit Apply. And we're gonna get the exact same result on the other side. To avoid texture stretching, it's important that we add some support edges
on the top parts. Where do we usually
don't want to leave as much space here
on the outside, so we'll just add a couple
of extra lines there. That said like two
lines right there. And that's gonna give
us a nicer results. So that way, we're not going
to get as much texture stretching later on in
the texturing process. Now, it does have a weird, interesting line right there. I don't know if I want
to add that here in the in the what's the word
in the modeling stage. But if you wanted to, let me show you
how I would do it. So I'm going to grab
this face is right here, which are roughly at
the center point. We're going to control ie, push them out a little bit. Then we're going to grab this edge is right here
on the bottom part. And remember we
can collapse this. Actually let me add
the collapsed tool because we do use quite a bit. So we're going to collapse
that one right there. And then this line right here, I'm going to push it in. So it's a little bit more in line with what we had before. As you can see, that can
actually be little border there. And since this is a very
straight like element, we can go to the right view. And what we can do here is grab our cut tool and cut right across and then add
another one right there. And that's going
to really sharpen that sort of like extra
little detail right there. We really wanted to
mark this outer edge. Of course, we will
need to go with her Cut tool and create
a new line here, really close to it. There we go. As you can see that Chris
and interesting shelf like, is that useful or
is that something that I would do for my own character if I were
designing this? Probably not, but it
looks interesting, especially when we see
it from the other side. It's not a bad detail. Now, that little
thing right there, That's definitely
going to be done inside of inside of substance. Now, we can jump onto the
next area or the next part, which does have a little bit more
interesting features like this top cut right there and then little opening
on the bottom side. And first thing we gotta do, of course, is just
extrude this up. Now, here, we need
to make a decision. Do we want this
thing to be flushed out or flushed in with
this parse like this. Or we want these guys to do when this guy rather
to be flushed in like this, like which one of
those is what we want. And to be honest, that's not an easy
thing to come up with. Like not even on the front view. It's not really easy to tell
me the kind of seems like these guys right here are
actually like like this. Or rather it seems
like this thing is, is like closer to this part
right here, like that, right? So I'm gonna grab
these three guys and push them forward
a little bit. This one we need to push
it lowered a little bit so it's a little bit more flushed with the rest
of the elements. We might need to scale this
in a little bit like this. And this thing is
going to leave inside. This other elements, Let's
grab this guys again. I'm gonna go to World so we
can push all of them like for work without modifying the distances. And there we go. So you can see the
most important thing for this part right
here is that we have an interesting like W
shape cut up there. So let's grab our cut tool. I'm going to press Shift
to do a 50 per cent. And then it's gonna be
like kinda looks like 30%, which will be like
70% over there. Yep, that looks good. And then we have like 50
per cent right there. Probably a little lower error
of the there, there we go. So we're gonna go through that line in just a second
and create that little shape. And down here, I'm
gonna go to 30%, 50%. And we're gonna do a little
window on this lower part. But first, let's do the W
shape that we have right here. So I'm going to graph like
manually graph DW shaved, of course, goals through both sides of the
element like this. And now that we
have this selected, we're going to double it
because remember when we babble things like this, we get a very nice edge loop. We of course are going to make the fraction little bit lower. We have an guns. How
do we eliminate those? Remember military,
we go with uniform. That way we get a uniform
cut under filtering section. And now we can grab this guy
Control E, just push it in. So that's gonna give us the sort of like cut that
we have up here. Now that we have that, we can focus on this
other one right here. So I'm going to add
two more lines, 50% both of them. And of course we're going
to cut on both sides. And we're gonna
get this Windows. We bridge those. Don't worry if that happens. Remember we just reassign or we can even assign the
armor material already. And to clean this thing
so a little bit more, I would definitely add
a little thickness, very important with thickness. And a little too bright there. It's going to keep things a lot tighter when we start
smoothing things out. So for this moving
of this thing, we're going to
follow, of course, very traditional processes
that we've been doing so far. One on the back
when at the front. Here's where things can get
a little bit interesting. We need one here, one here, one here,
and one here. Those are helping a little bit, but we definitely need to add a couple more here and here. Probably one more there
and one on the top. And yeah, that's pretty much it. I'm just again going to F a couple of lines here to avoid a little bit of the
texture stretching. And that's it. We're gonna get this very
cool little chevron there. We might need a couple
more elements right here. So 1,212,121.2, it looks
a little bit better. And I'm tempted to bevel
these edges to be honest. So just double them. That's gonna give me a sharper
little window right there. And now of course we assign the armor material
to both of them. And we also need to think about how are we going to
attach this guys? Because even though we're
not seeing them that much, this case seem to be a little
bit wider to be honest. So I'm going to
change this to 0. They're already in object mode. Okay? So you see the problem
here with object models. If we do this the
district quite a bit. So we're gonna go here and
we're going to eyeball, we're going to press D
to jump into pivot mode. We're going to eyeball that. And that way we're gonna
be able to to give them a little bit more thickness
and then push them back. Can I want to leave
a little space right there because I
really want to cover the legs like I don't
want to be able to see the metal things on
this slide right there. But again, we probably do need
a connection point, right? Like something that
connects both those guys. But let's just keep it
really, really simple. It's a solid pieces, so it's
never going to move, right? Like everything else is
going to move with this. This is gonna be a
solid, solid piece. So easiest way is
just grab a cube. Let's just bevel the
cube real quick. Segments in a small fraction. And we're literally
going to move this cube across both elements like this. It's just the BIM data
that pretty much connects. The leg bones are what
we consider right here. The leg bones with the, with the rest of the
elements like that. We can even add two of them to really support them, right? And this are definitely
going to be like black rubber or something. So if we see it from the back, we can see that these guys
are attached to this thing. This blade right here is
attached to the side plates, so no need to move it or add
anything, and that's it. So now we just grab all of
the elements right here. Shift right-click, we call mirror and we're
going to mirror this on the World x negative. And look at that. We've got this
very nice looking. I'm plates with a
little hole and everything in our lives
looking chunkier and chunkier, which is the deal rightly, we definitely want
this guy to be like a tank because he's gonna be defending everyone
on the savanna. So thanks to this
construction right now, things are looking
quite, quite nice. I'm going to select
all the geometry, just delete the history to
make sure that we're clean. We can freeze
transformations as well. Actually, no, we cannot freeze transformations on the tail because there's like rotations and stuff, they're
gonna be inherited. We don't want that just yet. But at least on this,
all of these guys, we can definitely
freeze transformations. So yeah, that's it
for this one guys. I'm going to stop
the video right here and I'll see you back on the next one when
we continue with this big box right here, this is a little
bit more complex. It might take a couple
of beers actually. Before we do that, I want
to show you the cables real quick because there
are definitely going to look really nice
and it's super easy. I'm just going to
create my curve here. And I'm going to create
a couple of cables that go up into the, into the leg. We can go into control
vertices and just like modify some of this
vertices if needed. Like this. We'll grab
this guy right here, push it to the side. Again. No need to make a lot of sense
out of this thing, right? Like we don't need to be super specific about
where they're connecting. So as long as it kind of
makes sense, that's fine. This one is going to be
on the left. Like this. We can definitely move
the pivot point of this guy in the Lord's, this guy's a little bit. Let's push this guy up. So for this one, it's
going to be one. We're going to have to
decide how we're going to connect this to
the leg over here. And then there's a second one. I'm just going to literally
grab this curb and duplicate it, move it
to the other side. Let's center the pivot
point on the curve. And we can rotate this
curve 90 degrees, or from this case 180 degrees, because it's a
relatively clean curves. So again, it might be
useful to just reuse. It's going to be the
left one, right? You can see how it just
touches this bar right here. And now if we grab both of them, we can use our sweet mesh tool to create the cables, which
you can see right there. Definitely make them
a little bit smaller. And that's it. Scrubbed the cables.
So their history. And when we smoothed
them, we're going to have a nice little cable
going right there. Those might be the only kind of things that are going
to be erected with Dynamics or with
some sort of softer regular or something
in order to, in order for us to be able to see a little bit of
deformation, right? Like them tightening and moving. Look at that. The insertion point
right there on the leg doesn't make a lot of sense from an engineering standpoint, but it looks, it
looks just fine. We're just going to push this
in a little bit to hide it. And yeah, that's
that's pretty much it. Definitely going to assign
the same sort of like black rubber material
to these guys. And we're also going
to mirror them. There we go. And we're, we're almost
there, almost there. So the next part is
going to be again, this part is right
here on the upper arms or what would be the shoulders? Close to the shoulders. And the after that we're going to jump to
the chest or so. Yeah. Hang on,
tight tail to you. Back on the next one. Bye bye.
39. Arm Armor: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the arm armor. We're gonna be working with
this block right here. Now, this is probably the trickiest shape
that we've done so far. Because a lot of the
pieces that we've done, our very flat elements, like the jaw right here, even that one right there. Cylindrical shapes like this
one that was easy because we had to split it into
two different elements. So we've, we've had
relatively easy so far. This one is where things start getting a little bit tricky
because you can see, first of all, we have some
crazy looking pebbles going on, on the top side. And then we have some insects and another bubble right here. So again, it's a little
bit complicated. So let's delete half of this. First of all, one of the things that's going
to be a little bit easier for us to work with is to
make this thing solid. Why solid? Because remember that when
we're working with solids, we have access to other tools
such as the Bevel tool. When you have an edge
like this one right here, we can't really bubble it
unless we have a solid piece. So you can see that here, there's a very big bubble in
this position right here. So I'm going to bevel
it right there. I'm going to go to the Bevel. We're gonna increase the
fraction quite a bit. And then this guy right here, I'm going to press W and
we're going to go to object mode to play around with the directions of
this thing right here. Because remember we have
frozen the transformations. We can create a relatively easily create this sort
of shape right here. Then I'm gonna go with my Insert Edge Loop
and we're going to insert an edge loop
right around there. As you can see, it's,
it's almost halfway, halfway, but not quite right? And if we then select this
line right here, we extrude. We should be able to push
this actually, in this case, local translate C. And I'm going to grab this
edge right here and we W going to push it in
because we want to have this thing be really,
really quite flat. Rather we can also grab
these guys and we'd scale going to component. Or in this case we can try going to not symmetry when
they go along normals. Let me see we have over here. Let's reset the tool and
let's go along normal. There we go. And just rotate this
a little bit to get the exact thing
that we want. Same for this ones right here
are we can flatten them. And then we recover
the sort of like very straight and nice line
that we have right there. Now, I'm going to grab this edge right here and this
edge right here. And we're going to bevel it to get that sort of shape
that we have right there. Probably increased the bevel or they're a little bit more. You can see that it's kinda
like flushed with this thing. So now that we know
that we can grab, for instance, this guy right
here and just collapse. Or actually to be honest, I'm just gonna go up
this vertices and snap it to the next one right there. Same for this one right here. We're going to snap it with v, with the V key in your keywords. Actually, I think I haven't
just Karnak in a while, sorry about that. There we go. So we use the V key there. And then very important, we need to grab all
of the vertices, all of them and say
in the modeling tab, of course, we're going
to say Edit Mesh, Merge, going to merge
the vertices together. So that gives us the first
shape that we have right here, which is this fluid element right here and this
one right here, I see another bevel on
this one right here. So I'm going to add it
just kinda makes sense to me to have like a like another
bevel right around there. Now, that's the first like a beak shape that we
have on this area. And of course right now it
looks a little bit soft. We can go mesh display
and hardened the edge to make it look a little
bit like hard surface. And we get the basic shape. Now on the corners over
here you can see that we have another bevel
and that's important. So I'm going to add another
line right around there. So they can grow
that this two edges right here and
Bevel them as well. It's going to create a really, really interesting breaking
point right there. That's a little bit too much. So I'm going to use my fraction, make it a little bit smaller. And then this one right here. That looks quite nice. It looks really, really
interesting to be honest. So I'm going to
leave it like that. Again, it's a little
bit interesting to see we have this
other shape right here, which we're going to
add in just a second, looking like an extra appendix on a separate piece, right? Like this whole
thing is gonna be a separate piece in this area. Then on this part right
here we have that cut out, which is also going to
be quite important. So Midas, we're already
like a library. They're not gonna be able
to do it, of course, because we don't have
a nice clean elements. So I'm going to cut
right through that. And then I'm going to
delete these faces. Use my cut tool to add one
line right around there. And now since we have
two faces here and two faces here, we can bridge. We've got two faces here
and two faces here. And we can bridge
is going to give us a nice clean up loop
around this whole thing. And that we can grab again our CO2 and cut
right around there. Then the one there
right in the middle. And this guys seem to be going
probably like 50 per cent. They think we go, we go 50 per cent on both sides. And of course, I
can see that this You guys a little
bit smaller, right? So I would expect
this to be reduced. So for this once again, to
keep it clean topology, we can just modify things. They're a little bit, we can grab these two
guys right here, Control E and push
it in like that. And that's going to
give you both the indentation that
we're going for. Very blocky. Like again, I'm
not worrying about the angles that we have
on this side right here. I'm not worrying about anything. I just want to make sure that we get the very basic shape. If we can get the basic
shape to work at this stage, then everything else
becomes a lot easier. Now that we have this, I can see that these things
are kind of like flared out disguise right here. So easiest way to
flirt this things out is to just push them
back a little bit. That's going to give
us a little bit of a flare out right there. There'll be one option. I could also grab these guys and maybe bring them in
a little bit more. It's going to give us a really,
really interesting break. Like right there. We do have those
like little circles. It, it is possible to create a little
silk goes right there. However, due to the
way that topology is, is being placed right now, the way we have it
placed right now, it is definitely going
to be a little bit trickier than you might think. So those are the details, especially since
they're so small. Those are the kind
of details same for this bench right here. That will definitely add essay detail on another
and another time. I'm going to add, there seems to be nothing that's pretty
much shared, right? Like that's pretty much
it for this whole thing. Now, the only problem that we have with this
is that we need to actually create the
thickness, right? Because this thing
is supposed to be some sort of like thick element. There's going to be
holding everything else. So I'm going to delete
all of these phases. Careful they're not this one. I'm going to delete
all of these phases to create a shell, right? We've talked about this before. How do we create a
thickness for this shell? Where then press Control E. And we're going to use
the thickness option to push this in
just a little bit. Actually, we don't need us as much things for this
particular piece. I think a minus -1.2 might be more than enough because otherwise we're
going to start crashing. As you can see right there, we're going to start
colliding with other elements And we
kinda wanna keep it clean. Let's of course,
reverse the normals. Maybe make it a
little bit bigger, maybe make it a
little bit wider. Just again so that we
don't touch the metal. We can now definitely
go into object mode, snapping to a central line. There we go. You get a little
bit wider still. Now, that's going to house
pretty much everything. Right? And yeah, that's
that's looking quite, quite nice as a blackout. Now we need to fix the ambulance because as we've
mentioned before, we have this angle
is right here. But let's fix it in a list. Let's call it a relatively clean way because I don't want to just add like a lot of
lines are gonna go all around the character
or the element. So what can we do here? Well, we can actually
try and see how COO, how can we reduce 12321, right? And that's, that's a very
common like Topology tool or there is a very common
topology trick where we create a square coming from
the center face. Then we just loop this to
the corners like this. See that? So by doing
this, look at that. By doing this, we've
successfully converted this three lines into a
single one over here, while not adding a bunch of different lines
going everywhere. It's a flat area. So
even those like pinches on the corners are gonna
be perfectly fine. And as soon as we start adding some support that justice
is gonna look even better. Now, one thing I'm definitely
gonna do here is I'm going to mirror this
on the object mode x negative so that we can get the exact same pattern
on the other side. And if we live history
and do a quick test, remember with our
mesh cleanup option, we're going to see that, oh, that's, that seems
to be an angle. Okay. That's a really
weird that we got a that was because
of the mirror. You can see that like really
weird line right there. And we have a couple of
angles on the inside as well. That's fine. Those are very, very
easily fixable. So how do we fix this? Simple? First of all, we delete the
vertices that we don't want, or actually let me
go back a little bit before the mirror. There we go. So I'm going to isolate
this real quick. Let's first fix this
insight thing as well. So I'm going to use
my car to go from here to here to here to here. The little box, and then go
to the course like this. There we go. And easiest way to do this is just let's delete
half of this thing. And we mirror now. That should give
us a clean result. Okay? Now again, if we give this a quick shot on our
mesh cleanup tools, we are going to get a
very minor thing there. It just an extra little point. Just delete that one and
we have clean to patch. Now we need to harden
this whole thing. So I'm going to start with
my introduction loop, and I'm going to start going on this ones right here is first. You could try, although I
usually have issues with this, you could try using
object x symmetry. In this case, it is
working, which is great. Sometimes it doesn't work. So if it doesn't work, you're probably going to
have to do this manually. I look at this, one of
the beauty about is the new topology change that
we did there is that we're not going to have
to send this lines all the way to the
bottom because they're gonna be held by this
initial elements. We of course add some supported
it just to the whole war. There we go. One right there for effect. And this should be
pretty horizontal lines. So one there and one here. We can add the one right there. It's going to keep it really, really nice and sharp. Another one right
there, perfect. One right here, one
down here. Nice. And now here's
where things might be or might get a little
bit complicated, right? Because if I try to
insert one right here is going to stop
on the triangle. And the second one
that I tried to insert, it is going to work. It's going to give us
a really weird pinch. So here's the trick for
this particular area. I'm going to grab the triangle, so I'm gonna delete them then with my Insert
Edge Loop tool. Now, knife tool, which
whichever you prefer, we're going to insert one right there and one of the sides. And as you can see, that really is going to work quite nicely. This one more here. Just stop right there. And as you can see, that makes
it look quite, quite nice. However, the topology
here, it's a mess. So what we can do
here is just select this field, the whole, right? And if we press number three, we're gonna get this
thing which is not bad, it's not ideal either. I know some people like to
just grab this thing and go mesh and triangulated like
not carrying what we get. We're gonna get a,
not that bad a shape. One more thing we do here
is we answered a natural. And that's it. We get this very
interesting cliche. Yes, there's a little bit of a weird topology
going on there. But as long as we don't
have, what's the word, as long as we don't have
any sort of angles, we should be fine. Again, we can try adding
another cut right there, going through the middle
or we can treat it as like collapsing
some elements. I don t think we're
dead bad actually like having this
triangle float this way. It's working fine. You can see like we have
this edge right here. We might be able
to delete that one that will clean up things
a little bit there. That yeah, that's
that's pretty much it. I would probably add
one line right here. Used to sharpen things
a little bit more on that specific area and look at how clean this
whole thing looks. Not bad, right? Probably one more
line right here. And that's gonna be it. That's gonna be the
main shape right there. Now, this shape right here, very easy, very easy. We're gonna go to the side view. I'm going to go to my Create
Polygon tool and it's like 123 all the way down. And then we go to the border. We go here and we go up.
And like right there. So we get this shape right
here and we can start just like flatten things,
rotating them, scaling them and just getting some nicer and nicer lines actually come out
like this thing. The concept, we don't
see that that much, but I kinda like it going a
little bit further in again, kind of like a like
an extra layer of protection right there. We can still see the bevel. I'll probably push this vertex down so we can actually
see the bevel. So I'm going to keep it
right there at the corner. Along with that one as well. Maybe get it closer. Follow the shape of the element. Quite nice. Let's delete
that one right there. Actually, we need it. We're going to have
it right there. And that with a knife brush. Let's just create a very basic, very basic shape, as you
can see right there. Control E, extrude this out. It'll be this extra
platelets going. They're giving us some
interesting angles. I'm actually going to grab
this edge right here, which seems to be babbled. And let's bevel it a little bit concerned about the fact that we're
gonna get some a couple of angles right here. It's not the end of the world. We know that we can fix them. So this one goes there. Then than it does
get tricky, right? Because we're going to have to, or actually might be a
better idea to just go around and meet with the other
angle on the other side. There we go. That's
a lot better. That way everything is soft. And this one would just be able to segments
and small fraction. So when we smooth this out, it looks perfectly fine. Now this does, does have
a circle right there, which I do think we need to add. So before we do the bubble,
this is a lot easier. We don't do any like
weird things first. I'm going to assign a new, or I'm going to introduce a
couple of edges right here. Remember, for this
kind of stuff, we need at least four faces. So this guy is right here. I'm going to say
mesh or Edit Mesh, circularize, maybe rotate
them a little bit. Control E, Offset. Control E. I've pushed this ear. That way we create a
nice little circle. We can do another control
ie already there. And maybe even like
a bevel right there. And that's what we get. Now since the topology got
a little bit more complex, it might not be a good
idea to double everything. So we're gonna go with
traditional shops right here. This is going to harden
all of this like strong angles that we have
on this particular area. Give it a nice straight element. Now here, careful because when
I do this one right here, you can see that this
one is actually going to go inside the circle. But we need it
because we need it to heart and this
corner over here. So how are we going
to avoid this from influencing the circle right here, what we're
going to collapse. So we're gonna go
to this guy right here and this guy right here. And we're going to
collapse all of those. And yes, we're gonna have
a triangle right here going into the actual
of the circle. But that's going to
allow me to keep a really tight and clean
circle right there while having support edges that go all the
way to this area. Now from a texturing
perspective, again, we can just add a couple of edge loops right there
and one more right there. So that when we do the
tax restructuring, we don't get a horrible
thing right there. Once we have this right here, this is very interesting shape. Of course what we can
do is we can grab this and move the pivot point. Very important. Let's isolate these
two guys right here. I'm going to center the
pivot point for this one. And I go to the front view. And I'm going to move
the pivot point with D to the center of this shape. So that when we mirror, we're going to mirror
from the object, which is gonna be on the
center of that shape. And we're going to get
this detail right there. Look at that beautiful piece. Not bad right now,
fricking Beth. So with that, we've successfully created this piece which
I really like this sort of like wings style thing that protects the mechanisms
here a little bit. Yeah, we're ready. So
this one, for instance, I think will be or
would look good as a, as a rubber thing. And then this one would look
good as an armor piece. We've grabbed both of
them, delayed history, and we're going to mirror
now on the world axis. And again, we're looking for this sort of chunky feel
for the whole thing, which in this case I feel
like we are getting there. It kinda seems like we need a little bit
more black somewhere. So I'm gonna grab this
guy is right here. I'm going to make this rubber so that we would create a
little bit of a balance. So on this one,
the side ones are rubber and the
central one is armor. And then on this
one, this side wants our armor and the
central one is rubber. Again, just playing
a little bit there with the balance of
things on this one, I am actually attempted to
do something similar like maybe this front cap or something could be
made out of rubber. We'll take care of that later on under texturing
process as well. Remember that this
thing is right here. This green elements
are pretty much like welded to the mainframe or to the box of the character
are going to remain there. They're gonna be slightly
covered by what? They're going to be
heavily covered by domain. And of course, all of
this place right here. So I'm going to stop the
video right here, guys. And in the next
one we're gonna do this little plate that
we have right here. We start with this one and
then we're gonna be building from the top part all
the way to the bottom. So yeah, hang on tight and I'll see you
back on the next one. Bye.
40. Chest Plate Modelling: Hi guys. Welcome back to the next
part of the series three. We're going to
continue with this at chest blade right here. And this just put
this actually really, really cool and really easy. It's one of the pieces I will say because it's already there. Now, one thing that I
notice what this one is that we actually rotate
it a little bit. So I'm going to go
back to rotation zero. We'll careful there. Let's delete this other
half right there. And you might remember
that we rotated. This easiest thing to do, to be honest, is just, let's, Let's get rid of
cemetery. There we go. Grab these guys, shift,
select everything else. And there we go. We got flat faces. Then we grabbed this flat
faces here and we are, which is a scale it down back
so that it fits the world. That's it. That way we are sure that this is perfectly, perfectly flat. Now, I'm going to rotate
this thing like this. I'm going to grab
this edge right here, move it down from
the world axis. So that's balanced, right? And we're going to mirror this guy because
as you can see, it's like it's off. It's off. It's just off. Let's go world again here. Flooding this up,
flooding this up. And the, ideally we want this team to be like really,
really, really straight. So actually, let
me show you this. It's a little bit of what we're repeating,
a lot of stuff here. But it's just easier
to rebuild this and make this a little
bit more precise. So I'm going to move this
like this. There we go. And now that we have this, we can of course
a mirror this on the negative axis from the
bounding box and hit Apply. Well, that's really weird. Let's do a very quick
freeze transformation. Delete history. There we go. So now we have the shape. This is the shape of
the word looking for. I think this should be
a little bit sharper. So I'm gonna make this
a little bit sharper, a little bit smaller,
something like this. I'm just guesstimating here. Of course we can go to our actual element
and we can fit this. Tried to get as
close as possible. Sorry about that. So to get as close
as possible and then bring the
rotation back to zero. Why do this? Because it's a little bit
easier to model what we need to model when this thing is like perfectly
straight like this. It seems like the vertices
right there and not merchants, merchant together
merge to center, both on the top
and on the bottom. And there we go. Now, this is a slightly
different because you can imagine that the inside part is
going to be really flat, but then the outside parts
come like a bevel, right? So I'm gonna grab this
guy is Control E, W. I'm going to push them out. And then I'm going
to scale them in just with the traditional
skill right here. And this is gonna give me the effect that we're going for. Now, this central edge, I'm going to actually
make it slightly smaller because you can see this sort of like straight line
going across the whole thing. So slightly smaller. And we're going to get this
definitely going to bevel the outer edge because I hate
having razor sharp edges. So I'm going to bevel this. Given the feed goes
inside like that, I actually really liked that sort of like shave that
we have right there. Probably a little bit
less, something like that. There we go. This is pretty much the shape
that we're looking for. Now, the main details that we have is that this
band right here, which is actually
another element like we don't actually need to
model this in the circle, which is debatable
whether or not we want to have this as
its own little piece. I think it might be valid to have with us its
own little slot. And then at this cut right here, right like that one definitely
needs to be modeled in. So I'm going to
add one line right here with my knife brush
and pressing Shift. So it goes exactly the 50%. And then it definitely
seems like another 50% there and another
50% right there. On the center here, we can already start adding
some lines for our circle. Let's go. That one's a little bit more closer to
that, like the 60%. So let's go 40% there
and see 80%, 70%. There we go. That's
a lot better. So this guy is right here. We're going to
circularize or workshop. We can delete this,
grab this edge, and circularize mesh
as circularized. There we go. And we should have
this very nice, interesting effect right there. Of course, control ie, Offset, Control E forces in, control E offset or in
this case thickness, and then fill that
hole right there. Some people might be like, well, we can just poke it right leg. Let's just poke it and
we're gonna be fine. However, we actually would benefit from continuing
the edge flow. Because since we're going
to have to cut over here like this, this
thing right there. It's going to, it's going
to allow us to really utilize those edge loops to
go through other places. So now we can go to
this guy right here. I actually want to make
it go a little bit wider. And we can grab this edge
is very similar to what we did or what
we've done before. Let's grab the edge
is going around. We're going to
bevel. We're going to of course go to the options, two segments and
the small fraction to create the actual loops. And we're going to change
the filtering to uniform. Actually, let's go
back to one segment. There we go. And that's gonna
give us the disorder like Ashley though
we want right there. Now we can grab that
edge loop that goes through both sides,
Control E off. So just a little bit and push this in so that
when we smooth, we get a nice cut edge. Right? Now it's time to add
our sport edges. So let's start. Let's start with a
knife brush here. We're going to add
one right there, one right there, one right
there, and one right there. That's gonna give us
the nice sharp look. I'm going to add one right
here and one right here. It's gonna give us the
sharp look right there. A couple of edges here again
to keep things uniform, we already know that one
right here and one right here should pretty much hold most
of the edges on this site. That seems to be working fine. And then on this
side, we're probably going to need the
one right here. You can see here, here's
where we're going to need one right there and one right there to really give us the soft effect we want
on this part right there. However, as you can see, we're having the same
issue that we had before, where this lines are running all the way to the other side. We don't want that. So here's the trick. Let's go back a couple of steps. I'm actually going to
delete this line or this phase right there and
delete that face right there. And on the other
side, same thing, I'm going to delete this
face and this face. Okay? So now when we insert the edge right here
to sharpen this line, it's going to stop where
there are no faces. Then we graph that
edge right there. We collapse it. We grabbed that the tree there
we collapse it. Same deal over here, same deal over here. And we just bridge from one
side to the other, like this. We bridge from one side
to the other lightness. And there we go.
We're going to have that little picture there. Nothing to worry about. It's very noticeable
and we're going to have a super clean circle with our cutout right
there on the middle. Now I can kind of see this lines like going
a little bit higher. So it's kind of like sharp
on this side right here. And this is again where
the non-linear band, or sorry, the lattice is really useful because we can
insert a lattice tool. Let me very quickly save. There we go. So we can do
the form, insert a lattice. And on the options
here on the lattice, we can add one more division on the division and grab this
lattice points right here. And push this up. As you can see, this is
gonna give us see sort of like, I don't know
how to call it. Actually add three
lines here as well. Because it really lets
go to a top view. I really don't want to
like pull the edge. I just want this guy right here. So as you can see, this
keeps the edge like tight. And we can do this to give this very nice
interesting effect to the whole piece
though, the history. And there we go, our
very nice like plate, this is ready to go. The only thing
that we're missing is this piece right here. And we can actually just
get it from these pieces. So as you can see,
it goes pretty much to the halfway point. So I'm gonna go to
the right view. I'm going to select this
piece is right here. Probably. We probably don't need
to go to the front view. Probably don't need this
face is right here. Maybe this once we do, we go, we're going
to say Edit Mesh. And we're going to
extract, or sorry, not extract this mesh. Or I didn't mentioned
in duplicate. There we go. Push them
just a slightly up. There we go. So we can select a
little bit easier. And I'm going to delete
some of the sport edges. So we can work with
a low poly version. First. Let's go to
the right view. You can see how this thing like follows the
shape of the element, but then it becomes thinner. So let's make it thinner. We can even like just
delete this guy right here. That way we only need
to control this. And we're going to get the
sort of thinness that we want, which is probably about there, seems to be a little bit
thinner as well right there. And that was just a
matter of control. E thickness up. Give this like an armor pieces like a attached to
the whole thing. Let's pebble segments
and it's more fresh. And there we go, we get the
very nice-looking piece. And now we can of course
grab these guys and just tend to feel
with points and position them with the
proper rotation and everything that
they need right now I'm going to keep them like this because we're going to still
need to do more stuff. This one is definitely
going to be armor, and this one is definitely
going to be black rubber. So, yeah, that's pretty
much it for this section. However, we're not done. We're still missing that little cylinder that's going
to be pumping out, which could also be
like black, right? So I'm gonna select
this edge right here. And this face is right here. I'm going to say Edit
Mesh and duplicate. Push them up a little bit. Let's assign the black
material, black rubber. Let's turn off the materials
for just a second. So real quick. And then
this one we're just going to extract out, right? Because it's going to
give us this very nice. Look. Here we go. Let's do a little bit of tightening so we don't
need the back faces. This is one of those parts. What I would probably
delete the back faces because we're not
going to be seeing them. This one's verbal
them a little bit. And then the fraction
small segment. There we go. We've got this and
as you can see, we have two little
indentations right there. And I think it might be
a good idea to add them. So what I'm gonna do
here is I'm going to do an offset on the
elements right here. And I'm going to smooth
this permanently. So I'm going to
say Mesh a smooth, which is gonna give me
way, way more pieces. Now that we've got more pieces, we can grab this
case right here. For instance, Control E, offset a little bit, Control E pushed
up. And one more. There we go. Now when we smooth, we're gonna get the result that
we're looking for. We can take a look at
the things without the elements and look how
beautiful dad ******, Look right now, Beth. So yeah, that's
pretty much it for the back plate or for this plate that we have here
on the chest again, we're gonna have to like
properly placed it and stuff. We go to the right view. I think we're a
little bit small. So I'm going to grab
everything here and just freeze transformations. Center the pivot point for all
of them have been grouped. This to be honest, central
pivot point for the group. And just play with the
shape of the element. Looks like don't, don't
scale it or anything. We can just play a little
bit with the shape. And that pretty much captures
the whole, the whole thing. So, yeah, now of
course we can grab the whole group and just a
mirror this to the other side. Let's do x 0 World negative. Same for this one,
we're going to have to go world x negative. And this one we're going to
have to go world x negative. There we go. So that allows us to have both pieces where
they're supposed to go. And again, the character
is looking chunky, looking very, very tacky, which is the main idea
behind the whole, the whole guardian thing. And even though we are getting quite high
on the poly count, so quite manageable
like with everything on the single low poly version, you can see that we're only at 21,200.19 thousand polygons, which again, it's
more than fine. I'm going to repeat
this once more. I know I've said it before, but just so that everyone
understands, we will, we might read this
in the future, not necessarily in
this course right now, but we might read this index
rig this in the future. And when we read
something like this, you usually work with
something called a proxy, which is like the base measure, the blocking that we did
so that animators can animate everything
with the proxy that Maya is not struggling
with a lot of polygons. And then the proxy gets
replaced with this, I would say high poly element. And then at render time, activate the rendering
option data. It's going to sub-divide
all of the pieces and it's gonna give us the best
possible result to go. Again, believe me, when I say you that this is the
amount of polygons that you might be doing with really heavy pieces like this. Of course we're not
going to just like sub-divide them for the
sake of subdividing. If we can save performance and save some pieces,
we're gonna do that. But it's, it's
relatively normal to have a high density of a folic count like this when we're working with a
high character like this. So let's do a rather
I think I render is garret will not guaranteed. What's the what's
the proper word? I think we can do
a render because we've advanced quite a bit. So let's do a very quick
render right here. There we go. Look at
that view, the foveal, if it's looking again,
nicer and nicer, I do think we definitely need to smooth a couple of things. So let's, let's try it. It's gonna be a little bit
heavy, but let's try it. Let's do a select all
by type geometry. And let's press number three. We're gonna go into almost
4 million polygons, but it should be working fine. Oh, except for this guy. So of course, because
that's the new blockings. Let's render again because I really want to see the detail on this pieces and a lot of
the detail only shows one, we are really sub-divide
the elements. So yeah, that's
it. Look at this. Not beth, not bad at all. So I'm going to stop
the red right here. Let's save this
image to compare to the rest of the elements is
going to be guardian nine. That's it for this one guys. In the next one, we'll
continue with the chest. So hang on tight and I'll see
you back on the next video.
41. Upper Back Modelling: Hi guys. Welcome back to the
next part of the series. Today we're going to
continue with the upper back off the character. Let's turn off all of
the materials for now. Let's of course, turn off
our render setup and bring back on our image planes to
write here, there we go. So what I mean by this upper plane is at
this part right here, and probably this
little part right here, which are easy models. And they're going to help us see how everything is
just looking right here actually already has a very
similar construction to a work going from
just going to adjust the vertex right
here a little bit. And this line right here is a little bit problematic
because as you can see, it's really close to the circle. So that means that if we
wanted to do something similar to what we did with
the big plate over here. We need a little bit more space. I mean, it is possible to do it, but we might have some issues. So what I'm gonna do is I'm
going to insert a natural right there and right here. And it should right here. And then really close
right there as close as possible as I can to
that particular place. One more right here, and one more right about there. This, as you can imagine, will give us the necessary
faces on this piece. Now, to keep things a
little bit cleaner, like we already
know that this is the thickness that this
element is going to have. So I'm just going
to add a line with my cut tool right
at the 50% mark. Delete half of this and
delete this guy right here. That way we're not
going to be worrying about the back faces. And we can work with
this ones right here. Control E. And I'm going
to offset a little bit, and then I'm going to delete. Now here's where the
issues are going to arise. So when I select this guy
and I say circularize, we're going to have
to scale this thing. Does, you can see it doesn't
perfectly fit, right? And I do want to have a
perfect fit right there, but that means I'm
going to have to move this thing back like this. Now this is fine because this
element is completely flat. But be very careful
that this lines, especially here on the element, is not gonna be perfectly,
perfectly aligned. This is because the closer
we get some of the vertices, remember the tighter the
circle is going to look. So by moving these things
to the side a little bit, we're gonna make sure
that we give a really sharp edge right
here on the top, while still keeping things
nicely on the circle. Like place right here. I'm going to make this
a little bit bigger, just get as close as
possible their control E offset to create a very
small edge loop right there. Control E, push it in, control E, thickness
there a little bit. And then in a very
similar fashion to how we did the other piece, we're going to fill the hole, but we're going to use
her Cut tool to just cut from one side to the other. That way we're keeping
the, the topology flowing. And if we need to
add support edges, they're gonna be able to flow through this circle right here. So now that we have this, and since we already
have the button, might be a good idea to
get the button already. So I'm gonna grab this
guy right here and this four guys right
here, Edit Mesh. And we're going to
duplicate, of course, forces up a little bit and then just extrude
this all the way up. So when we smooth, we're gonna get the sort of
like nice effect that we want that has a nice
little like detail. So of course I'm going
to bevel this thing. And then I'm going to
grab this guy right here, Control E offset that once, Control E offset twice. And then this guy right here,
probably this one as well, control E, Offset,
Control E and push it in. That's going to
give me the effect that we're going for. Now. I'm actually having
the same issue that we had before where it's too soft. So best thing we can
do here is just grab the object and say
Mesh and smooth. That's going to give
us way more geometry. And then with this new geometry
that we have right here, it's going to allow us to
get this guy in there. And that's going to look a
lot closer to what we have on the concept that we go. So that's gonna be
our element now, to save a little bit
of polygons because we do have a little
bit too many. We can just delete that
caps here on the back. Just expand this a little
bit so it's a little bit flatter. And there we go. Now we have this very nice, very nice looking
cylinder shape. On this area. We can
make a little bit flatter, push it up. It's all up to us how
we want to modify it. Now, other than that, because this piece pretty much
seems to be ready. To me. We have this extra like
cover piece on the back, but we're going to
extract it from this one. So we're gonna go
to the right view. And what I'm gonna do is I'm actually going to
duplicate this piece. And then I'm going to
select two of these pieces. Go here. With the Cut tool. We can add some elements right there and use the points
that we have right here to model the silhouette of the piece that we need to
add, the armor piece, right? So it's gonna go right around
there, right around there. And yeah, that's pretty much it. Now, we just delete all of
these pieces over here. Well, the extra faces
that we don't need. And we're going to have this interesting piece right here. Probably going to delete
this lower part as well. We're just gonna be left
with this guy right here. From, again, from a
modeling perspective, it's a good idea
to add a couple of more like edges right here. But before we do that, remember that the
simpler the element, the easier it is to do
the, the thickness option. So we're just going to make
this a little bit thicker. Probably something like
there, there we go. Isolated real quick. Let's grab this inner edge
loops that we have right here. And of course we're
going to mirror on the World x and negative x. And we're going to get
this shape right there. It doesn't have a lot
of like elements. So just like bubbling everything
might be a good idea. Let's just delete history. Let's throw in a pebble. It's not really working. If it's not working, the problem means that we have some errors on the topology. So let's, let's check this
out. It's really weird. Let's go back. There we go. There we go. Let's history again. Just going to grab
all of the edges. Let's read bubbling there. Okay, So that means
that the bevel, the edges are like way,
way too far apart. The Bible can't
really find a way to to make it work properly. No, no worries. We're just going to press
number three and we're going to start adding our supportive. Just for instance, we can do
an offset right right there. And then of course with our
inset can do the borders. So one right there
and one right there. We do one right here, one right here, one right here, one right here, one right here. Oh, there we go. Look at that. Yeah. Okay. So my bad, That's my bad. Actually, let's
let's go back real quick because you can see
when I press number three, this is perfectly fine, but something happened here. Like something really
weird happened there. Now we can actually,
I think we can solve it because it's this
face right here. So let's just delete them. Let's delete some of the support edges here and we can very quickly
rebuilt later on. That should be a very
basic like block. So I'm just going to feel whole. And then with my CO2, we're going to cut
from that point to the back point. There we go. So now, so now it's a clean
up point right there. And then we do our
offset tool again. We're going to
recover that element. Of course here we are going
to need the one right there. It goes across both of them. What the **** is happening here? Let's try this again. I'm not really sure why that's happening
because as you can see, the sea clean
topologies is clean. Clean up blocking. Let me delete history just for the I don t think we have
any angles or anything. Okay. Okay. Okay. No, we don't have it then gone, but we do have some there we go. That as the crazy Brzezinski
that we had right there. So yeah, unfortunately, I
don't know why this happens, but unfortunately
the mirror tool, sometimes we'll add
that extra polygon even with the proper settings. I've tried a lot of
different variations and I always get that affect
every now and then. So it's just a matter
of being very, very careful about
where we place our stuff to make sure that we don't get that sort of problem. There we go. Again to help a little bit of
the texture stretching. Let's just add a couple
of lines right there. And that's gonna be
our main element. Now we do have a
hole right there. You can see that
one right there. However, unfortunately,
the topology is not ideal to get that whole in there with
with modeling gummy, we could of course,
but it's just going to stress things a
little bit too much. So I'm going to leave
that for the for the, what's the word for texturing? Now we'll just mirrors
this thing again. Again, I use points, use
one brush border everything to make sure that we
get the proper effect. But even then sometimes
we'll get an extra vertices. So it's always a good idea.
I'd like to just smooth my objects and then
go into vertex mode. And you should be able to
pinpoint if you have a, a vertex like a crazy vertex doesn't seem like we
have it right now. So let's just at the
domain lines that we need. So it's gonna be
one right there, one right here, one right here, and one right here. That should give us a
really clean effect. One right there. That said again, just to help with the
texturing, stretching, Let's add like 123 right there and just
like one right there, maybe one right here. And that's going to work
a little bit better. First number three. We get this very
cool looking effect. This one, we of
course do a mirror. No issues because it's not gonna be like pasted or anything, just gonna be on the
top or on the back. And there we go, we get the
very, very cool detail. I kinda want to add detail, like another detail to
this guy right here. So I'm going to alter the line. And then I'm going
to do what we've done before to add a bevel. So we're going to select, like I'm going to click and then Shift right-click on the, on the backside click Shift, double-click, click,
Shift, double-click. And then we just select
that one. And that one. We bubble. Small fraction. Got everything here, Control E, Push it in a slightly. We can try thickness to
alleviate a little bit of stretching us that we
get from the support edges. But there we go. And then maybe just add like one support
that's right there. We don't need as
much. There we go. So it's just a small
little detail, right? But those are great
for like the like the dirt in the
middle edge work and stuff once we go into texturing. Now this one actually kinda, kinda make sense to have
a section line as well. Let's actually do the
trick we've done before. It gets remember, so I'm gonna select this
line right here. I'm gonna say Edit Mesh,
and we're going to detach. And then grab this one. Just push it in a little bit to one side or actually
to the other side. And then push this one a
little bit to the other side, grab both of them, control E. And we're gonna do a
thickness to the inside. And then we're going
to cross them. Like as you can
see, they're gonna be like really close together. So when we do this, we get this very interesting
section line right there. And it's a little
bit cheaper because we're not going to have to add. A lot of elements. Might be just add one level
right there and look at that. Now it looks like a like a
like a section line, right. Like something that
we would expect from a car manufacturing
process or something. And yeah, that's
that's pretty much it. I can imagine like maybe
you take these things out and then there's a
big boulder, something. And then when you remove it, you can take this piece of art. And that's it. Let's
go to the bottom view. To this piece right here.
This is probably one of the easiest pieces
we've done so far. I'm just going to position the points a little bit closer. I want to like other bevel, to be honest to this
edge right here. Of course. Let's
delete the other one. So I want to grab this edge
right here and just bevel it. Of course not that much. Something like that. And
we need to fix it, right? So easiest way to fix a gun is to connect it on both sides
as we've done before. So we just connect it on
this side, and there we go. Now, if we want to be super, super clean about this, well, we can do is
delete half of this. Flattened this, if
it's not flattened, like make sure it's
perfectly flat. There we go. Then
extrude again. That way. The front and the
back vertices are exactly what they're
supposed to be. Now we do have a
circle and this one, I do think it might
be a good idea to have it as an actual circle. So I'm going to add
one code right there. One could write their
own code right there. One could write their
own code right there. And one corridor, we
need our eight cuts. Let's delete this
guy right here. Both sides. Select this
guy, mesh, circularize, circularize both of them, and then select both of them, control E, offset a little bit, and then Control E and push in. And then we bridge. Then if you want to keep
things symmetrical, we can just grab that ring
right there and collapse. There's gonna be a
symmetrical ring now. And we're probably
going to bevel this little edge right
there. And that's it. That's pretty much it. I kinda want a bevel,
the whole thing. So remember when we rebel, it's a good idea to
select every single site, so close the loop so that we
don't get any any handguns. We bevel something like that. And now we start adding
our our edges, right? So 1234, 567, 891-012-1415, and texture stretching. There we go. That's it. We get this very cool
looking sci-fi plate is going to be protecting the inner side that I remember we were saying that this
guy is gonna be like, like right around there, right. Let's go to the right view. That's where it's
supposed to be. So we're going to have
this big plate right here, which is one of the main things is that we need to model this, this big guy right here. And that's pretty much it. Yeah, of course mirrors
this to the other side. And there we go. Let's
turn on our colors. Like giving this guy some color. So those guys are
going to be armor. Then this guy is going to be
black rubber. There we go. So yeah, little by little, we're building our
line right here. Now. I just know that there's another very similar
plate right here. See this one right here. So we're going to have
to do that one as well underneath this thing. But we'll do that
after this piece. I think this is the next
piece that we need to do. We're going to do
the ribs piece. We're going to
need to we need to position it properly where it's supposed to be like with proper inclination
and everything. And the Amsterdam,
we're just gonna be missing this guy and this guy. So two more big pieces
here on the chest area. And we're gonna be done
with this chapter. So make sure to get
to this point, guys. Make sure to increment and save to have some backups
of your of your stuff. I would hate to
know that some of you guys got a corrupted
file or something. So make sure to get that and I'll see you back
on the next one. Bye bye.
42. Side Chest Armor: Hey guys, welcome back to
the next part of the series. Today, we're going to
continue with the set aside a chest armor, which
is this one right here. I'm actually going to
delete it because that was a very basic blocking
that we did. And you can see that this
sided chest actually has a very similar language shape
to this one right here. So it has this very
nice flaring thing than a couple of cuts right
there and it goes back. So we're going to trace this. I'm going to go to my
poly Create Polygon Tool. And we're going to
trace this piece to get the exact sort of
like babbling effects. There we go. I can kinda bevels
on the top as well. So we're probably
going to go like this. And then like this, there we go. So that's roughly the
shape of the main plate. Now, the important
thing other than that, this detail which
is just a bubble, like, I love this. We can either damage
or something. I don't think it's a
cut line right here. Or at least it doesn't seem as the strongest or cut line is
more of the bubble effect. The important thing is
this piece right here, which is a little bit tricky. So first we need to solve
this piece right here, and we've already done
something similar. We can just offset this with Extrude and then push this up. And that will solve our
problems right there. In regards to this, the sites of the piece. Now, very important here. I definitely want to
bring this center point, that point, and I want to bring it to where
it's supposed to be, which is roughly about there
because I really want to give it the thickness that
chunk ***** that we need, which is I think
something close to this. Let's bring in the skeleton so that we can see where
the skeleton ends. There we go. So it's definitely going
to have a little bit of an inclination later on. But right now we're
going to keep it really, really simple. So something like this. Now, I kinda want
to push this thing in and give it a little
bit of a shelf like this, similar to what
we've done before. And then now we need to solve the issue of the
angle and right. So this big, huge angle
that we have right here, super easy or relatively easy
by using our cut tool here. And just like creating
squares where we need them. So for instance,
this one right here, Let's just bring it up, up and around right there. Like this one. Very similar
process just like that. And then we have this
one right here. Again. Let's keep it simple. Like roughly following
the shape that we have over here. And that's it. With that, we pretty much
have solved the issue of the, of the angles, right? Like everything is a square, everything has proper topology. We know we can make things like add this board edges where we need the big
piece is this one right here. This is the tricky one. And then I'm going to show you
a slightly different trig. Now, what I'm gonna do is
I'm actually going to model this thing with a Create
Polygon tool first. So we're going to model this
thing right here like that. Then we're going to
make sure that we have the proper construction and
modelling of this piece. And then we're
going to integrate it to the big piece right there. So the first thing I
see is that this thing has an offset like that. And then the back face, of course, we're
going to delete it. There we go. We should have this
very clean piece. Let's go to the right view. And you can see that
these points are really, really, really thin. It's not perfectly, perfectly
straight or balance. It's going to have
something, something like this and then this
edge right here. We're going to push
it right there. Grab this vertex, and
keep it right there. That's gonna give us the
effect that we want. It's kinda like one
of those things that they add on
top of cars, right? But I do want to keep it
integrated to this piece. I want to show you how it
goes because we could just like literally pasted
this right leg on top. But that's not going to
look as nice, right? So let's, let's really
integrate this thing. Now. I'm going to
grab the outer edge. I'm going to extrude it and
give it a little bit of offset to create this sort
of like insertion point. And then this case right here, I'm going to extrude them, offset, give them a
little bit of thickness. Well, maybe not that much
opposite very simple offset. A little bit more thickness. There we go. That's
gonna be roughly get. Then this fish right here. I'm going to push it in. But then what I wanna do is I want that collapsed
these two guys right there. So we create like a, like a thin effect
right here and then it goes into a deeper
group right here. I'm not even sure
that would be like aerodynamic again,
I'm not an engineer, so don't, don't
quote me on this, but this is the general thing
that we're gonna be doing. Now, the problem is
that if we smooth, it looks horrible, right? So what I'm gonna do
is the following. I'm going to create a
new line right there. And I'm going to delete this loop that we
have right there. So now it's an empty loop because I want to keep
this super simple, but I do want to like
add all of the details and the bubbles that we need
to this corners right here. Careful here though,
you can see the, there we go, just going to
push the library there. So I'm going to grab
all of the corner pieces, all of them. And we're going to bevel. Actually, oh,
that's that's fine. We can even grab that
one right there. And let's grab that one
right there. If we babble. And we are, of course, two segments in a small
fraction when we smooth, this thing is going
to look really, really clean, really
tight, right? Then of course we need to add
a couple of support edges. So one right there
and one right there, one right there,
and one right here. And that's going to create a
really clean looking shape, which is what we want to insert. However, we have a lot of
lines here and I don't want to insert all of these lines into
this big piece right here. So that's why we
added this loop, because we're going to go
to this corner right here. We're going to collapse
to the center. Or, or in this case actually something that's
gonna be a little bit easier to be honest. Let me, let me isolate this so we can
work a little bit cleaner. So I'm gonna, I'm gonna do a bridge from this
guy to this guy. From this guy to this guy. The original sites. If you guys remember, we're going to be left with that very interesting
triangle right there. See that? And the way we're
going to solve this, we're going to fill the hole. And then with my CO2, I'm just going to do this. So it's gonna be a
stitching technique where we stitch that to the
corner of the piece. In that way, we avoid
having to send all of those like a bevel edges into the topology
of the other guy. So feel home. And then with our CO2, which is cut from
there to there. Similar thing right here. Feel whole. And we cut from here to here. Over here, we do the
exact same thing. We fill the hole. And then with my CO2, we got from that little
point to the corner. There we go. So now when we press number
three, as you can see, we're gonna get this
super-strong face, right? Oh, the **** is happening. There. Should be getting
things clean here. I'm going to do another
edge loop here. Control E. And just another
edge loops should be like a straight
natural. There we go. We're getting a weird
interaction here. I'm not sure why
that is happening. We have a crease yet or
do we do a crazy cut? I don't think so. Everything seems,
or it looks fine. Let's find this face. This face right here. So that tells me that there's something wrong with this face. Let's just delete it.
That's really weird. I'm not sure if it's
because it's very thin. Let's give this some thickness. Now it's not the thickness. So this means that there's something wrong with this
face are with this area. And it's usually because we added more polygons
that we should. So if you click and just
move things around, Let's do a delete history. That's really, really
freaking weird. I'm going to delete
this guy again. That's solves it a little bit. It's definitely on dislike
corners right here, so I'm gonna delete
those corners. There we go. So as you can see, that's one of the issues
took those corners, right? There are causing some issues. If we get rid of those things
are a little bit better. Let's add the one support
edge right here away. The second is that all the other letters
because that's the triangle. Okay, I'm gonna go
to the right view, and here's what I'm gonna
do to try to solve. Because I also think
that's because this is really, really long. So I'm going to
grab my cultural, I'm just going to give this
a three cuts right there. That should also alleviate a little bit of the
texture stretching. And then now I'm going to
grab this edge, Control E. Just push it out. And then Control E again
and just push it out again. And then these two
guys, we can merge the center and same
for these two guys. Rush to center,
emergency center. We're getting the
same sort of issue. That's really interesting. I'm pretty sure it has to
do with the like Dell, the level like once we
do this very big shape, as you can see, we're not going to have that much of an issue. So once we combine this with
dementia, we should be fine. Let me just rebuild
this real quick. So I'm going to
again feel whole and then grab my CO2
from here to here. There we go. Same
thing over here. We just got from here
to here. There we go. So now that we have this shape, we can grab both of these
phases or this shapes. Well, I'm gonna do
is I'm going to move the pivot point of this guy to like this
distance right there. Then snap it so it's right
on top of the element. And this element, of course, we need to create enough
divisions for this to fit. So I'm going to add like
one line right there, one line right there, one eye right here, and probably a couple
of lines right there. We might need to move this
edge a little bit lower. As you can see, we're
building up the sort of the connection point for
the whole thing, right? So we're going to
be we're going to be stitching this new
piece, settlement. And since it's a
flat piece, we can actually play around and
move these points around. Like if you want to have a
look and even cleaner look, we can do something like this. It's perfectly fine. We're going to combine both objects
into a single object. That's very important for
the bridge tool to work. And that was just a
matter of our bridging. So we've reached that one
and that one right there. Over here we have 1234 and we have four
on the other side. So 12341234, we bridge 12345678
and we bridge, you get that green color. Remember that we just need to go to assign the basic lambda1. Let's go to the right view. And I just want to balance these things
a little bit more. So just move this vertex
points so there are flowing a little bit better in regards to the other elements. As you can see, we
have an edge loop that goes right around them. So when we press number three, we get this piece
inserted on the elements. So we've integrated
to topologies, two different topologies
into a single piece. Now of course, to
really tighten this up, we need to Let's delete
history real quick. There we go. I'm getting again
the display issues. I hated the spacious. Whatever. Let's
grab our cartoon. Actually. No. Dysplasia is a little bit
like worse than before, because as you can
see, I click this. I am doing a history, but to actually not just
deleting the history. So yeah, it's just my
major is just loosing it. So let's grab everything here. Let's try to delete history
and see if that works. Not really working using is just like destroying the whole thing. So I'm just going to
say real quick guides. And in the next one we'll
finish this piece and we'll do the little small piece
on the bottom here, this extra section that
we have right there. And that will just continue
in the next video. Bye bye.
43. Side Chest Armor Details: Hey guys, welcome back
to the next part. So I just restarted Maya and we're back to,
we're back in action. Let's start like, I think
the details to this guy. So subordinates right there
support that right there. Support that right
there is going to help that one right there because
it's flowing nicely. Like you can even see
this one's right here. Well, actually we
don't need that one, but we need one here
and probably one there. There we go. A couple
of one right here. Careful they're screening
a small It's the one they're going to help
alleviate the the intensity, probably one here to really
captured that sharpness. And then one right here. For linear one right
here and one right here. Let's do one on the back. End, one last one right here. That's it. And again, to help
with extra stretching, just a couple of
ones right there. And that's it. We've got this very nice. Like sharp effect. Do have a couple of weird
lines right there freely. Like I'm not sure if it's
because one line right there. I'm going to try something.
I'm going to try deleting deadline right there. I think it's just really, really stretching like
things right there. One thing we can do though, instead of deleting that, is, we can try to collapsing this
guy's a little bit more. So if we, if we tried to bring this up a
little bit higher, that might help, not really helping that
much right there. Or we can trace spending
them a little bit more. But to be honest, that's one of those things
that it doesn't really like destroy
the topology as much. So I would probably just
leave it as is, to be honest. I'm not sure if like adding an extra support
line right there. Yeah, that definitely helps. That definitely helps. So yeah, that's it. That's the that's
the big armor piece right here for that,
for the chest. Let's give it a nice armor
material. There we go. And later on, this one
that would definitely, definitely be a rubber. I mean, thanks to the fact
that we have edge loops, we could actually just select these guys and just assign
the rubber material. We will really want to see
the detail right there. So that's of course
wanting that we can do. Now we go, oh, careful there. Let's say it's a horrible Look. I don't want to follow. So I'm just gonna go
from here to here. Let's delete this selection. There we go. Cool, right? So of
course this one, as we've mentioned previously, it's gonna be like
right around there. And we're going to have to
probably like rotate it. Let's center the pivot point. Okay. I have to
rotate it so that it matches or false
into place nicely with the chest boost
write something like 70. If there's a little
bit of overlap, this is what we would expect. We're also going to have
to accommodate some of the other pieces like
this one right here. That means that this guy is probably going to be
separated just a tad bit. Like we have the
proper the proper inclination which seemed to like bring this out a little bit and play around with the, with the intersections, right? So they, they make sense, they're playing nicely
with the other details, even if there's a little
bit of what's the word, a little bit of overlap. That's fine. Now we have space right
here for this other piece, which was that I was mentioning, which
is this one right here. So let me show you another
way we can do the holes. We can just start
with the cylinder. Rotate this 90 degrees
so it's facing us. Change the resolution
or the divisions to something like eight. And then push this forward. Grab this side faces. And when we extrude
those sides faces, we're gonna get the edge
loop with string again. And then just use this
vertices right here to rebuild the shape
that we want. Right? Like that's, that's
one way to do it. Now the only problem with
that is as you can see, the typology flows a
little bit weirdly. So I'm going to show you
another option here. Once we have the edge loop right there, actually like that. I'm going to grab the to
the leg down faces Control E. And we're going to move them back and then grab this
three phases right here, or even four faces. Control E, push them forward, and then grab these
three phases, control ie, push them back. And finally. Grab like this, three phases
right here and push them up. That way we create a
grid-like structure, right? With R versus like all of
these guys right here. We bring them very
much all the way up, probably like right
around there. And we use them to create the
does he lead of the shape. This case right
here, push them up. Then this case right
here, push them up. That way we get the
more square-like silhouette than what we had. Right? So something like this. Now we do want to be
careful like don't, again, don't model more like space are things that
we're not going to see. So maybe we can bring
this guy's like lower. Like we don't need as much
volume as what I'm capturing. There we go. And we just got this like
interesting looking shape. That's also gonna be like
slightly tilted and everything. Now of course, we grab this
face and we delete them. And we brushed them. So we
start from, if that happens, this is very common, just rich
offset until you find the proper, the proper elements. So lets just grab
both of those guys, bevel two segments and
this mole fraction, we just do 12345. Now here is where things
can get interesting. Six over there. Again, just a couple of lines for the texturing, stretching. And here, remember
what we did before. So I'm going to destroy this. Let's start with this
one right here first. It's going to do one
line right there. Careful need to do it on
the other side as well. Or actually, there's an
even easier way to do it. I'm just going to grab this edge all the way to this
edge right here. It did the other side. So let's manually select this little edge loop
here on the side. Then we're going to bevel. Let's do three segments
and the small fraction. Then, all of these
points right here, we're just going to merge the center for this
ones that we were gonna get a nice little
sharp corner right there without actually having any issues on the other side. It's gonna be an
armor pieces well, and now we find the
proper inclination. Given the proper thickness. Again, a little bit of
overlap is perfectly fine. Not a lot right there. So let's push this right there. There we go. You got this nice interesting
shapes, which again, we can add bolts and lines
and change the colors and stuff kinda like this,
things being rubber. Think that might look a
little bit more interesting. And we can grab all
of this guy's shift, mirror and mirror this on the World x negative
and hit apply. And we'll look at that. Now that we have that, Let's grab this
guy's real quick. I'm going to select all the
faces over on this side. And then what I'm gonna
do is I'm just going to combine this and rotate this and make it sit the way
it's supposed to be sitting. Which will be like
right around there. That's her that's her main
shape right there which is going to be covering some
sort of like exhausting. We have this 22 main,
like a hostess. We're going to have
to include as well. But this already
gives us a really, really nice like blocking
leg look at dad. Once we do this business and we assign them the armor bits. Like doesn't this
look just amazing? Like a freaking tank. Like I wouldn't like to face
this thing on the wild. So yeah, that's that's
pretty much it, guys. I'm going to stop
the video right now and I'll see you back
on the next one. Bye bye.
44. Back Turbine: Hi guys. Welcome back to the next
part of the series three. We're going to continue
with the vector vine, which is this piece right here. This one. As you can see, this one is just a little bit like complex. It has a couple of
cuts that we didn't really took into consideration when we're doing the blocking. So it has this very
interesting cut line on the bottom part,
this one right here. So what I'm gonna do
is I'm going to try to keep this really
flat right here. I'm gonna go with my CO2. I'm just going to add
the line right there, just gonna be that one. Then I'm going to grab
the face and this face, two faces Control E. And we're going to
extrude them out. The reason why I wanted
to do this is because we want to graph this
vertex right here, move it down to, I would say, roughly
about there. And then this one right
here move down as well. And then this one is important
one because it's going to go in an angle to the
center like this. So that way we create this
very interesting block, it's going to capture the
shape of our turbine. Now, again, this is one of the things
that we need to kind of like interprets or create
our own variation of stuff. And we have this things
right here, like this bench, which I think are going to be on this piece right there,
but at the same time, I'm not really sure I
want to add them there because they're not
gonna be as visible. Because this whole like like a scapula or clavicle
is going to be blocking it. So having it on this part right here might not
actually be a bad idea. Now you can see that we have
a little bit of a problem here with some overlap. So I'm going to push this
back just a tiny bit. Careful there. I just want
this face right there. It's going to push this a
little tiny bit right there. And then that should be keeping the general
shape of the Sherman. Now, let's add the
bevels because I definitely think that the votes are going
to be important. And I do think we're going
to have bubbles pretty much going like on the front section, like this front section, on this back section. Not in this one because that's where the section line. Yes. So yeah, like that. Of course it's going to create some handguns, but no problem. What I really liked that
blocky shape. There we go. Let's keep it like that. One thing I'd like
to do with bubbles, especially with this
kind of pebbles, is to add the two segments. So two segments but
bring the deaf to zero. So we actually don't
have any debt. So that way we can keep the
triangular looking shape without actually affecting
any other beats are pieces. Now actually here, let's
bring it back to two. So that way we can just fix them really,
really quickly here. So very simple movement over
here that fixes the gun. And I think that's all the
angles we have to be honest. So yeah, now this phase, I do think I'm going to make
it a little bit bigger. Then I push it along the
component, along the normal. I'm going to press Control
or I was gonna see if we could like yeah, I think
we're going to do it. I'm gonna grab this guy
Control E. We're going to Offset Control E and then pushes it to create like
the exhaust of this abet. Now here on the front, on
these two guys right here, we're going to offset and then Control E again and really pushed us in quite a bit,
something like that. This is going to
be the dimension that we're looking for right? Now. This is one of those
situations where I might start thinking about how to simplify things
a little bit better. So for instance,
this one right here, I think I prefer to
have a triangle on this flat face because it's just gonna be
a lot easier to, to, to deal with the
topology dealt with. So I'm going to snap the
points, so just did there. And then merge both of
those points to the center. Like that. Now, this is the
triangle right here, that we have a triangle
on the front end and that way we have a really clean, like a movement over here. Now for this one. Again, like how can we
get rid of this triangle? Well, we already know
that when you have a triangle and it's really
close to another triangle, if you join them like that. Now squares like this line pretty much makes
them squares however. So it's going to destroy
the topology a little bit. So I might again tried to find
something a little bit like slightly different
solution for that one. For now, I'm just
going to keep it. Of course, if I press number
three when start adding some more support edges
for this particular piece. So we're going to have
right one right there. Have one up here, one down here. Let's do 12.3. It's going to keep
it really sharp. Nice line right there. Another one right there. One right there. Looking nice. Probably one more there. Now here's the tricky one
because on this lower section, things are not flowing
exactly as I would expect. So let's go back because again, that's going to it's going
to create a little bit of an issue on this,
like lower areas. So to simplify this lower area, I'm actually going to Control
E. Just extrude down. Okay, so we're going
to create another little section right there. And that line is going to help me tighten up all
of those elements. Now, since we have
relatively low polygon, it might not be a bad idea to be honest for this
particular piece again, to just bevel the whole thing segments and its mole fraction. And that's gonna give us the
result that we're going for. And yeah, I mean, that
just a just works. You can see it just perfectly, perfectly, perfectly works. So for the bands, I want to show you a couple
of things right here. So I'm going to
start with a queue. You don t think we have
the middle section light, but we can very
easily create one with our cartoon right there, the section line there we go. And that way we can
grab this element, move it to the
center right there. And we're going
to keep it simple because if you remember, a lot of this band is
going to be covered. So even though we're going to
have pens like everywhere, we might do something
on the armor later on. But I just want to
keep it simple. So this one is going to be
a thin piece right here. And to give it a little bit
of more visual interests, Let's add a couple
of cuts right here. And then this one, I'm
just going to push forward a little bit thinner. Bevel the whole thing. And that's it. It's gonna be like
my band right there. I'm going to position it. Let's go to World mode. There we go. So this one's going to
be right around there. And then just Control D.
And we're going to shift D, shift, D, shift D. This one, I'm probably
going to push in a little bit more,
and there we go. Now what we get this
very interesting, looking like bent the
system, the force, if we add the black rubber, you can kinda see how that thing is going to look very nicely. And eventually, a rigor could
very easily rid of this guy's so that their
pivot points are on the base and we can just
move them up and down. So nice interactive thing that I can just give some nice extra
detail to the whole thing. For the back part,
I just want to show you another thing here. I'm gonna, I'm gonna do a
little bit of something, a little bit more creative. So I want to create
this sort of honeycomb, like a texture for the
specific elements. We're going to create
these cylinder here. Let's say six sites, which is going to create
the Honi com element, gonna go a top view. Let's isolate this guy so
we can work with this one. Let's delete it. The phases. We're going to extrude
the sides a little bit. Probably like Let's do five, so that's an equal number. There we go. Then we are to, I'm actually going to
just keep this line right here for now. So shift select everything
else. And there we go. If we go to the top view, what they can do
now is I can move the pivot point of this
guy to the corner, duplicate, snap it
to the other corner, and then press that rotate this. I believe it's 60 degrees. There we go. Then we duplicate and
rotate this -60 degrees. And we create this interesting
holy comp section. Grab this one, snap it
to this other side, and we get four of them. Right? Then once we have this, we have pretty much
creating a pattern, right? And we can repeat this
pattern a couple of times. So I'm going to
combine these things, combine them into
a single object, grab all of the vertex
right here and merge them. So Edit Mesh, Merge, not much to center, just merge. The corners are merged together. Then the point I'm
again going to move it to a point like that one. Yeah. And we duplicate and
we can snap it there. And then we can snap it there. And then we can snap it there. We create another pattern. Grab everything here
again, we combine, grab all of the vertices,
Edit Mesh, Merge. There we go. Now the
vertex or the pivot point, we're going to move it to
that vertex right there. Control D. We could snap it right there. Control D. We can snap it right there. Control D. We can snap it right there, and we get another pattern. And you can see how
this goes right? Like we can keep repeating this pattern and I'm
just combining and merging to accelerate the whole process because otherwise
we're going to have to combine babble
every single piece and that's just ridiculous or it
will be quite ridiculous. And I'm just going
to say merged again. So now we have a really
nice like big pattern right here with
this or hex shapes. Hex are always very sci-fi ish. Let's make it a
little bit smaller. And what I wanna do
is I want to get this inside sexually isolated
disguise right there. I'm going to get
this inside the, the central line of this thing. So let's put it right there
on one of the central vertex. Like small, small, small. And I just want to get like a
nice cut out of the pieces. So as you can see, by getting
this thing right there, we're gonna get a nice,
nice pattern, right? So we know that that's roughly
the size that we need. So easiest thing to do is
just go into face mode and start deleting all of the faces that
we don't need to. For instance, all of
these ones right here. This one's right here. All of these ones right here. And then all of these
ones right here, delete, some of this extra ones. Probably need to
delete this one. So as well. We're going to be
left with this like interesting looking
element, right? Let's select a real quick. Yeah, it looks fine. We just control E,
give it some depth. And then especially on
this like upper sections, I'll probably give them
a nice little Bevel. We're not going to subdivide
this because they are, the subdivision is gonna
be way, way, way too big. So we just select the, select the whole
thing right there and we bubble. Now working. Interesting. Why is it not working? That's actually a
little bit too big. So let's make it a
little bit smaller. Actually, we can even leave
them like that to be honest. There we go. Yeah. So it was just a nice little extra detail that we can have. There are elements.
Now of course, let's go to component and
let's just push this in so that's a little bit
closer to the base. And that's how we can do that. The content that they can be kept this as a single element. Now, the last part that we need for this
particular one, well, one thing I'm seeing here
is that the bands are actually touching this
piece a little bit. Easiest thing to be honest, would be to just push this thing out a
little bit forward. So we get the nice little bends right there without
actually having to, to, to move this thing as much. We give this a little bit space. I might even do a
cut out here or something to allow
air to go through. Maybe that could be a good idea for this
piece right here. We could maybe like create a whole offset or we could create a whole going
from the front to the back. I think that could
be interesting from a design
perspective because like air is going
to be flowing in at least It's the one option. I'm not saying that has to be the option is just
something that we, we might or could do. So the last piece that we need for this one is this
thing right here, which to me looks like
the support piece that is connecting the whole
thing to the frame. Like similar to how
this thing is or this thing right here
is holding everything. It seems to me that
there's again, a big piece on this side. And to be honest, since it has overlap, I think one of the
easiest one would be to just quite dry this whilst I'm
just going to quadro here, here, here, and
here. There we go. We do have a circle. So it might be a good idea to, at the divisions for the circle, which as we already know, we need eight of them. Delete those faces or cannot
edit mesh circularize. Now of course that piece
right there is gonna be somewhere right
there. There we go. Go to a right view,
grab the circle and rotate it a little
bit so it's not as dirty. Let's make it the proper
size control E offset. And there we go. So now
we grabbed the shape. We center the pivot point. We bring it out. Let's bring it right there at
the centerpiece. Control E extrude that
probably around there, I would say it's a good it's a good support because
that's where the bevel of the main frame starts. And then of course,
on the other side, like on this guys right here, we can just push them in as well to give this a little
bit more support, right? It is generating a little bit of an interesting overlap over
here like a welded piece, but I think it's fine. And finally, we can just started babbling and adding the elements
that we need. I think you've bevel on the outer edge might
look good as well. So we just double that thing. There we go. Once we have that,
we start adding the corner support edges, the texture support edges
on our support edges. And finally, the
Babel support edges. This is probably
going to be rubber or we're going to
make it like rubber. And then we can grab all
of the species right here. Chef right-click and mirror this to the world
and negative x. I have both of our little
thrusters right there. Look at that, this, this shot right here from
the back with all of the components and all of
the mechanical elements. I think this looks
really, really nice. So with that done, we're now pretty much
just one piece away from the end of this section. We need to finish this piece, which is a little bit more
complex than the other ones. But once we have this, we're going to be pretty much ready and we're gonna be able to
jump onto the next chapter, which is going to be the hips. I'm actually going to
leave the hoses for the hips because we
do need something. What we need to know
what's happening here, to know where the hosts
are going to be going. But yeah, that's it
for this one guys. I'll see you back
on the next video.
45. Main Chest Armor: Hi guys. Welcome back to the last
part of this video. Are well, probably
the last part, hopefully the last
part because I really want to move on
to the next part, which is the legs with
all of this armor. So we have this
piece right here, which is the last
chest armor piece. And it's a really blocky shapes like I can
see right here. We don't have a lot of details. Yes, there's a couple
of sexual lines and there's a
couple of elements. But I know we can deal
with those in texturing, even from the top view, it seems like a very flat area. You can see a couple
of cables coming from this side going
into the ECS hosts, which again leads me to
believe that we can actually push like all of these vertices like a
little bit forward, like this, to just give a
little bit more space in this area and have something to look a little
bit more interesting. Like for instance, remember
this thing that we model back with the clavicles
and stuff like maybe, maybe like modifying this a little bit there
and just leaving a little bit of empty space will make things look
a little bit better. Now, from what I can see, probably the most
important part of this piece is this
piece right here, this section, this
element that goes in a hugs this piece right here. So I'm going to grab
this element right here. I'm actually going to
go into world mode. I'm going to move it back, move it up a little
bit so that it lines up a little bit
closer to the deal. Now Michigan, I'm like push
it a little bit further back. So it's not like
perfectly there. You can see we're
getting a little bit for weird result there. We might have a little
bit of overlap here. Don't love it. But the only way to solve this would be to
grab this guy right here. Just like bringing them up. Not that much. I'm going to have to
bring only this edge up because I really want to try to keep this upper section
as flat as possible. And then what we need
to do is we need to extrude and roll this
around the whole thing. So I'm gonna grab this
guy is Control E. We're going to extrude
up, move down. So we hug the surface
and we're pushing it back like this. Again, we're going to have to, to box model does a little
bit more intensely. So for instance, this
edge right here, I'm going to push it
back, push it low. So we go right around there. That way we're following
sort of like the bevel of the element as close as
possible. There we go. Once we have this, you
can see it actually goes down over on this side. So if we go to the right view, you can see that
at this position we actually go down
a little bit more. So we're going to have to do is we're going
to have to grab this guy Control E again, w, I'm going to bring this
down and flatten this. I'm going to move this
out into the second. Let me just make sure that we're probably gonna have
to extrude this out. Keep going in this are
like round direction. Was just out a little bit more. There we go. And now this new faces
that we're creating here, we're going to
extrude them down. Extrude them, them a little bit, of course pushed them out. Here's where I'm going
to flatten things out. Right? I have two, row two this
around from the right view. Push this up. There we go. We're going to have this again piece that's hugging the
rest of the, on this. Now here we need to
decide whether we bring this line back in. This is gonna be
the best decision. Yeah, I think that looks,
That's what looks the best of this vertex, for instance, we're
going to lower it so that really hugs the surface. This vertex right
here, probably going to actually like this
whole edge right here. Push it back again so that
we create clean shapes. What we wanna do here
is create clean shapes. And then this piece
right here, again, as we can see on the right view, you need to insert an edge
loop right around here. Because we're going to be
grabbing this face control E and bringing it down and back. Get to complete
the store like D, like the like the
shape, the whole thing. Now I can actually tell here that something
that's going to change, we're going to change the
silhouette of this thing. We have to move it a
little bit more like this. Of course we mirrored, so we have the exact same one on the other side, which is fine. It doesn't really
impact us that much. And we get this
shape right here. Now of course, this
shape right here, we've done a lot of like a construction on this right side. So we need to mirror this
to the other side to get the exact same effect on the inside on this
part right here, as you can see, we also need to do a little
bit of management. So I'm going to that
thing right there. That means that we probably
have an extra, there we go. An extra vertex on
the central lines. So what I'm gonna do
here is I'm going to use my Offset edge tool to create the sort of
like the chamber where this thing is
gonna be a going into. Let's delete, we're going
to delete these faces, delete these faces as well. And then grab this edge
and this edge Control E, W, going to push it back. A little bit thinner. Push it up. Scale it
is perfectly flat. Push it back up and
it's gonna be hidden. So no big deal here,
which is graph, that guy and that guy
and merge to center, that gain that guy
and merge to center. We bridge from one to the other. We add one line down the middle. We combine those two vertices. Then we bridge from
this guy to this guy. We're gonna keep it really
blocky. Blocky as we can. We're not going to add any more. Like geometry are things
that we don't need to. For instance, I would expect the real piece like if we were actually doing this for real, like holding space
here to support all of the pieces that
we have underneath Java. But if we're not gonna be
seeing them, then we're fine. We can leave it like this. Now that we have this, I do want to clean up
this section right here. So I'm going to push this
vertex up a little bit. Actually, no, that's
not the verdicts that they want to push
this case right here. I've pushed them
forward a little bit. Same for this one. Again, so we can create
an interesting sharp line here at the center that's
gonna be important to them. I'm quite tempted to just flatten all of
these guys to be honest, and then rotate them back like
this so that we will still follow the shape that
we have right there. Might need to move
this a little bit like this. There we go. That looks a little
bit better even. I think this interface
there we go. I'm going to push it out
just a tiny bit like this, just so we get connections
looking a little bit cleaner. And that's it. Of course, if we soften this, it's going to look horrible. So when started like being
smart about how we're going to be creating the sharp edges that we need for
this whole thing. So as you can see, we don't have any sort of like weird like typologies
or anything. So we can just
start adding stuff. I'm going to start adding
like this one right here. It's gonna give me a really
nice effect right there. Let's start with the easy ones. So I know we're going to
have with offset edge loop. We're going to have
one right there. And then we insert edge loop. We're going to have one right
there, one right there. I'm going to focus, of
course, on this side first. Here we go, kinda want to keep this warm brown To be honest. However, we also know
that's not a good idea to give things super round because of text or
stretching, right? This actually, I like
quite a bit to be honest. That moment right there,
it looks very, very nice. So I might just add
like one line right here and one light here. Now actually, I really liked
this curvature right there. It looks really, really clean. Let's see if we can keep it. And I'll do that one there. Again. Do one on the outside, the one on the inside. Right here, one right there. Right there, and one
here on the back. And that's pretty much it. Of course, let's mirror this. Let's get rid of
this one and look at that armor piece like
not freaking bath. We do have a couple of extra
lines here that I am not such a huge fan about this one. So I'm gonna delete that one. I do like that bevel
edge right there. I want to keep it as
clean as possible. We'd have an interesting
one right there. And another one right here. Oh, that's the one. Okay. So that's the one
that's going into this weird loop right there, creating like a little
bit of banding. They're not horrible. Now again, it's not ideal
to have this sort of thing. It's way too extreme. So I'm going to show
you how we would do it. I would just add two
more lines right here, which of course is going
to make things square. But then after adding them, we can actually push
them back a little bit. And that way we can recover this sort of like a round shape that we had this machine
part right there. One there and one there. And that way, that piece
or this piece right here, it looks cleaner
than what we have. And look at that year. Really liked that
guy right there. So let's mirror this. So we get the exact same
shape on both sides. It's very nice, very
organic, I would say. It's really, really,
really cool. Now, thinking I
look at this piece, especially from the top view, I feel like we can add something because it looks
very flat, right? And if you remember,
we have this little hoses right
there and there's like a little like bold or
something that we could add. So it's just like
those little details and we can even
recycled details. So for instance, I can grab
this guy right here that we have on the if you guys remember on down on
the word was there. They were like the spine, right? Like the skeleton of the spine. Now let's just recycle this one. Center point. Move the pivot point right here. I can move it exactly
where I want. I'm just going to move this
thing closer. Like this. We can use maybe like a couple just to add
something there, like small little
detail indicating that it's a little bit more complex than we might
think in those, those little details really
helped with the whole thing. Now, this section,
lines and stuff, we'll add those in texturing. Of course we could. I'm trying to see if we could add like a like a cut line or something, but I kinda like keeping
it really clean like this. You already have a
lot of complexity we want we don't want
to overdo stuff. So even having
dislike rest areas is a good idea.
It's a good thing. Now for the cables at this cables from the
top view and good, you can kind of see
it right there. They're like pipes going
into the into the turbine. So I would imagine this
picture coming from that piece right
there and they're going inside of this element. I'm going to go to
top view right here. And we're going to
use our curve tool. This one, we're gonna do 12345. There we go. The
work. I try again. I think I have my curves hidden. There we go. My
curse word hidden, if that happens to you. I was doing some animation
a couple of days ago. So herein show, make sure to
NURBS curves are turned off. So I'm going to grab
this group right here is gonna be 123456. Then we go to the CVs of the curve and we can flatten them pretty much as if they were like cylinders or polygons. You can flatten them and create a very nice clean 90-degree
curve right there. We're going to bring this
all the way up its position. Right? Right there. We're going to use
our sweep mesh. There we go. We can increase the
precision a little bit to get a nicer tighter
turn right there. And that's it. That's all
we need to just control D move it slightly. The right. I think I'm
going to move both of them slightly
closer like that. Let's isolate them
for just a second. The history and
this one specially, I'm just gonna this
a little bit more. And then we go with
some really clean pipes going underneath the turbine. We don't see where they started. We don't see where they entered, just like overlaid right there. And again, when we
see it from the top, it's gonna be a very
nice little detail there that we can utilize. I think I'm going to
give them like armor. Yeah, I'm gonna give them our
own piece that way we have a contrast between the blacks, the greens, and the
pieces right there. So that's a mirror, this thing. And there we go. I'm going to select
everything here. Delayed history to make sure
that we don't have anything. History freeze
transformations are actually not freeze
transformations just delete the history for now. The history. We're ready
now as you can see, things are really messy again, before we do the UV in process, we're going to dedicate
one whole video, or maybe like two or
three to doing that. And I'm going to
select all of this like flying cameras that
we have right here. Every time I switch cameras. So I sometimes get I create more cameras and I shoot
a lot of this perspective for and stuff which is
like flying everywhere. We really don't need like,
that's the one that we need. That's the shotgun, right? So all of this like small cameras that are
just floating around and creating stuff that we don't
need. They're not necessary. Finally, let's do a render
because we are finished with Chapter six
and we're ready to jump into chapter seven. So Let's say real quick
and let's do Arnold render and let's see our
***** progress so far. I don't know how
many hours we've been working with
this character with, oh my God, look at this beauty. Look at this, uh, BUT nice. Let's stop this. Let's see what error
we're getting. Okay, this is a very
wide this error happens forcing box filter do to use
this usage of this thing. If you want to get
rid of that error, just go here to the
Arnold Render settings. And then under filter is changes to box filter
Save, and that's it. So now when we render, we're not going to get
to the error anymore. So let's stop the render. Let's say file. Look at that. The renderer takes 2 s is still. So I know it's a lot of polygons and it might seem like
it's like overkill, but this is the way,
the way it works. Let's do a very, very quick very quick. Look at the oh,
not that one here. The progress so far
because this is one of the things that
really keeps me motivated when I can
go back and be like, Whoa, remember when we
had nothing but this. Now the head, the torso, the legs, all of the
mechanical parts. And now this armor right here. Okay. We we miss something. I think I missed something. Oh, it's not as 000 0008. We really skip that many pieces. That's the full armor. And then we did this,
and now we have this. Oh, wow, we really did
skip a lot of pieces. I think I'm a good idea
with a vent to keep the what was it to
keep the helmet on. But anyway, so yeah, this is the progress
of our look at this. Really, really, really cool. We're almost done
with the armor, the hips and the legs are
gonna go really fast. I don't think Chapter
seven is going to be as extensive as this chapter was, because there's a lot of things
that we've already done. And after that we're
gonna be pretty much ready to jump into UV and, and later into texturing. So yeah, of course
we're missing domain, which is one of the big
selling points of this guy. But we're really
close guys, really, really close. So hang on tight. And I'll see you back
on the next video.
46. Real Time Light: Hi guys. Welcome back to the
next part of our series. Today we're going to
talk about real-time, a light or real-time rendering, because it might be that you are having issues with your
traditional rendering or it might be that your boss or your
hourly this going by and it's always a
good idea to show them how things are looking, even if we are not completely finished on
a good light, right? So instead of waiting
for a render, we can actually
turn on a couple of features that we have
here inside of Maya. Now, usually I don't
work with this. Things turned on, but it's a
great way to preview things. So let's bring our render
setup here real quick. And let's turn off
our image points. And there are other
symptoms of this. You can see has some
lights going on, right? So if I turn this
little light bulb here, it will actually show me the light that we normally
have on the render. Now as you can see, it won't
give you the same result. It's not the exact same thing as if as if we have the
render like in real time. But it's a good idea
to see elements. We can actually turn on
shadows, which are quite nice. As you can see, viewport 2.0 allows us to have the shadows. We can turn on
ambient occlusion, which is gonna give
us a little bit of extra depth on the elements. You can actually modify a
couple of these things. If we go to the viewport to 0.0 and we go to the
rendering options. We can go to screen
space emulation and we can increase the amount, increase the radius, which is how big the umbilical
region is going to be. That way again, we're gonna
get just a little bit of extra extra details. You can see the
difference equation and we didn't really question, it really makes the
whole thing pop right. Another thing that we can do
is we can turn on this one. This one's certainly
really important. I actually do like to work with this one
every now and then, which is the anti-aliasing. So anti-aliasing
is this thing that happens on pixels
where if you have a line of pixels are going
against or in a diagonal. I'm in regards to the T of the order of the
pixels on your screen, you are going to soften
them up a little bit. The only reason why I don't love this one is because the
edges of the objects, as you can see, they
become really thick. So when we're doing UVs, it's going to be a little
bit difficult to visualize whether or not things are
actually being caught or not. So this one, it's up to you. It's gonna make things
look a lot softer, which is really, really nice. But yeah, just by having
light and shadows, you can already get
something that looks really, really nice in real time. So again, if someone's
walking by your, by your spot and
you're like, Hey, this is what they got so far. It's a lot better to
show this than to show like this, right? It doesn't look bad, just like a very basic
model and people should be able to appreciate
it and understand it. But just showing this
again on a better light is a good idea because it just
makes things look so good. And you can see, like
my computer right here is running at 300
frames per second. So if you have a good setup, this should be
fairly easy to do. Now if you want to
go the extra mile, if you're gonna go
like another level, you can actually go to the
Arnold RenderView right here. And what this will do is
you're actually going to get your render on the screen with the noise there
and everything. This is a little bit slower. As you can see, you move the
camera and it takes a couple of seconds to give
you the proper scene. But it's also a very good
way to visualize how things are looking without the
need to throw in a render. My God. So yeah, that's it, guys. Just very, very short video. I just wanted to include this information here on the course about some quick
rendering preparations. I usually work in
report to point out. And again, if you turn all
of these things on and on, are on and off, you're
gonna be able to just like a visualized
everything nicely. I'm going to turn everything
back off and we're gonna go to the very traditional materials
that we had right here. And let's turn off
our render setup and we're ready to go
back into modeling. We're now going to
be modeling the shin armor on the character. So these back pieces over here, hang on tight and I'll see
you back on the next video.
47. Shin Armor: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with this shining armor. And again, we're really on the last legs pun intended
of the modeling process. After this, we're ready
to go into texturing. Now, this piece, I mean,
come on super-easy. Like after all of the things
that we've models so far, this should be so, so simple. Let's start with this
lower piece right here. So I'm going to move this thing, snap it there to
the middle line. So make sure we have
a central line. Let's go Right there. Perfect. I'm going to delete this face, this face, and this face. We go. And I'm going to grab this back elements right here and
just make them smaller, roughly about their spare
around with the proportions. And this thing is going to be covering this armor right here. We can already like
rotated. That's fine. I'm going to rotate
this a -20 degrees just so that we have an easy
number to remember. Let's go to component. Remember we press R
and then just click. Just turn on
cardinal real quick. There we go. I'm
actually going to push this guy's forward again
on the component axis. Oh, they're inverted. So in this case it's
not going to be component is going to be object. There we go. So I would say
roughly about bear. Now, you can see that
this guy is do have a little circle going
across the elements. So right here, right
on the corner. I would guess that's one
of the attachment points. It kinda looks like one
of the attachment points. So I'm going to have
a right around here. There's a couple of different
ways that we can do it. But since we know
this technique, I'm just going to graph a
couple of lines right here. And I'm just gonna
do a couple more. So it's going to be
like one right there. One more right there. Now I'm using the Cut tool. And the reason why I want
to use the Cut tool is because I need to make sure that I'm
cutting on both sides. Otherwise I will be
cutting on only one side. That's the that's
the main reason. So now we're grabbed
this guys again, right? View, say Edit, Mesh
and circularize. Let's rotate this thing. So that's a little bit more
in line with what we want. We're gonna go
right around there, Control E offset to create
a little thickness. And yeah, that's pretty much it. I'm going to press Control
E for the whole thing. And we're gonna
thickness this in. Just make sure that
we're not collide, collapsing and the edges. This seems good to me. We grabbed this guy right here. And we just invert the, or reverse the reverse
normals. And there we go. Of course, we need to
sharpen this thing. So with my offset tool, I'm going to offset
a couple of lines right there and a couple of lines right there that should hold most of the,
those sharp lines. One right there, and
one right there. One up here, one down here. Then let's just do
1.2 over there. You didn't even need
to be super precise. They're just as
long as it's under the border, we should be fine. And there we go. It might be a good idea to
add one more line here, but I'm going to
use my knife brush. I'm just going to cut
straight through there. That's gonna be a support
edge right there. And there we go. So that'll be the first piece, that one right there. Then the next piece
is very similar. I'm just gonna start
with a cube again. We snap it right
there to the center. Number, to a center point. We go. Now this one is going to
be very, very similar. It's got to be smaller, right? So this face right here
is gonna be closer. Actually, can delete that one. And the thing that's
going to be slightly different is that this thing and this thing are gonna
be bevel, right? So we're gonna double them to create that sort of shape
that we have right there. You can see that this guy
and this guy are going in. They're kinda like tapered in, in a really interesting way. Now what we need to
do is we need to fit this into this
piece right here. So we're going to rotate this so that this top
portion right there matches or kind of like attaches to the other
one right there. Of course, we need to consider
the fact that we don't want this thing to be touching the machines just gonna be like, I don't know, it looks like a
bumper or something, right? So let's make this a
little bit bigger. We're also going to delete the lower section.
We don't need it. And we need to solve
this issue right here, this angle, super easy solution. We go from this point to this point right
there with our CO2. And we go from this
point to this point right there with the
Kaltura like that. Once we have this, we need to include that little
guy right there. Again, relatively
easy to be honest. We are all first nationally. Let's, let's do that cut first. So I'm going to select this
guy and this guy, Control E. No, think of it. Let's give this the thickness
for us to control E. And we're gonna
thickness this in until we touch the, the
element right there. We might need to scale
this up a little bit like that so it fits very
flush and very nicely. We go, Let's invert the normals. And now that we have this,
I'm actually going to give this the bevel and two segments treatment a little
bit more on the fraction. So we get this. And the reason why I want that, I want to have some nice edge
loops on the border first. Now I'm gonna go
to the right view. And I'm going to
create a new cube. We're going to use booleans. So I'm going to create this cube and I'm going to rotate it so it matches the proper
length of the element, which it seems to be
doing right there. I'm going to increase
a little bit more. As you can see, it's quite big. I'm going to try to center
this as close as possible. Now, we want a perfect center. We need to include
one line right there. In one line right there. There we go. That's the 50 per cent. So let's go Object Mode. Scrub that guy. We assist in that, but where from a shaded right
there, perfect. So that's the perfect center. Now we're going to scale
this up quite a bit. Go across, select the first
one, select the second one. Let's delete those
edges that we add it because they're not
actually helping right now. We're going to delete
them right there. And we're going to select
this one and then this one. Then we're going to say Mesh
and booleans difference. It's going to cut through this. You can see right there,
doing a great job. Let's delete the
history right here. Then it's super easy fix
because we just need to go from this corner up there. From this corner down here. Careful to hit the corner. Same deal on the other side. We're gonna go from
that corner to there. From this corner to here. There we go. So that way we have a whole cutting
through both elements. Now we know that that
hose looking very like, it's just not good, right? Actually, we need to do
this on the inside as well. Because we had to,
we had thickness. Here we go. From that corner to this one. From this corner to
this one. There we go. Now we graph the edges
on the square thing is we're going to bubble them. Let's go Control a to
the poly bevel here, small fraction, two segments. And there we go. Of course, when we
did number three, we're going to lose the
roundness of the elements. I really don't want to, what's the word to? To increase the edge
loops and this guy, so we're going to use
the same trick that we use on the other element. I'm going to insert an
edge loop right here, and right here, right
here, and right here. And then we're going to
select like the corners. Let's just do one of
them because we can mirror and we're going to bevel. So we're going to bevel and
we're gonna do two segments. And we're gonna say and change
the military too uniform. Let's see if that helps there. That's not really it's
not really working. We can do a small one. Too much, feel like
it's too much. It's the second time we
get that error, right? Let's go back a little bit. That's really weird. Yeah, No. You know
what guys? I'm sorry. I think it's just
better to just like, let's set some couple of
extra lines here and there. Just to support that
it just that we need. And then of course
we're gonna go mirror object x negative apply, which should have this
on the exact same place. On the other side. There's a little bit
of texture stretching. So let's add just one line on the centers of
all of the things. There we go. That should alleviate
a little bit. And yeah, that's, that's pretty much it for
this piece right here. Again, a little bit
weird, to be honest. Like the shape language is a little bit
weird in this one. It's not bath and just weird. This one is going to
be armor and this one, let's make it let's
make it Robert. Yeah, it looks like a
really chunky protection on the machine right there. Let's mirror this on the object. It's going to be world now and it's going to be worth now. Let's do the history that we go. So that's it. We got the
protection right there. Now. We are missing one
tube right here, which I think is like needed. Kinda wanna grab all
of these vertices, just push them in
a little bit more, and maybe even up a little bit. And that's gonna
give me a slightly like curve on the bottom. But it makes no sense
to me that we're gonna be like creating these
cylinders so close to, we need to like band
or in the fight. So I'm going to create
a cylinder here. Let's just snap it
right around there. Rotate this 90 degrees, and position it right here
instead of the element. Now this one is just
a lot easier to, to make it go through. The whole object. Has to be some middle line. There we go. And of course it's going to be like black rubber or something. I'm going to grab the
edges here and here. Double two segments. And the small
fraction. There we go. That one right there and one right there to help with
the texture stretching. I don't really care about the texture stretching
on the inside. I just want to make
sure that that one looks nice right there. We mirror on the world
minus x and there we go. Yeah, that's pretty
much it for this. That's actually not the sheet. That's like the ankle. This is the shin right here. So I'm going to do another
video called sheen details. And that's gonna be
this big book right here because this one is already
going a little bit long. And the next part
is definitely going to take a little bit more time. So yeah, that's pretty much
it for this one, guys. I'll see you back
on the next video.
48. Shin Armor Details: Hey guys, welcome back to
the next part of the series. We're going to continue
with the shin armor, which is this piece right here. And we're actually
gonna be breaking this into three pieces, this inner plate,
this outer plate, and then this thing right here. Now, this details that
I'm seeing right here, they definitely scream of
a texture like this is a texturing like a warning thing that we can do with paint. It doesn't really make
a lot of sense to have this as an actual element. That means that this
cube right here is that it's just a queue, right? So let's do the first
shape that we need. I'm going to create
another cube right here. And I'm going to snap this
cube to the center of the sheen by pressing
V on my keyboard. There we go. I'm gonna make
this a little bit bigger. And that's roughly the size I
think of machine like this. This thing is is really, really going to like hug
the leg quite nicely, like right around there. And then on top of
this hugging element, if you wish, we're going
to have this boxes. So let's go to the right view. We can see that this
pretty much ends at the very top of the shin bone. So I'm going to push this
quite high right there. And then on the faces, I'm going to push
this face really low, like right around there. Now. I can also see that
this is a little bit wider on top and then it becomes a little bit
thinner on the bottom. So I'm going to add a
division right around there. Grab these two faces, and maybe make it a
little bit bigger. Let's go world mode. There we go. We're going to
push this out a little bit. Which actually doesn't
make a lot of sense. And I'll think of it because
this is a flat piece. So it's actually this face going forward, rather like this. There we go. That makes a little bit
more sense because it has a little bit of a
barrier on top as well. So now that we have this, I am going to isolate
this real quick. Let's delete all of this
intersection right there. Oh, except for this
one, of course. So that's the that's
the main block, the main armor that
we have right there. Then we have this
guy, which again, I'm just going to
extrude a little bit. It kinda seems to
go in like this. And careful not to overlap
as much on the outer side. Let's push this down. This will push all
of this down a little bit more. There we go. Then this guy is going to
push back a little bit. We can actually snap to that. Blake bursts right there. Now that we have this, we can give the thickness
that we need, right? So I'm going to press Control. Actually before we
do the thickness, you can see that we have
some bands right there. It might be a good idea
to add them already. So I'm going to do
50 per cent there. Let's go 40%, 40% right there. I'm actually going to
delete this one as well. That way, when we
press Control E and we're gonna be
extruding out with thickness to create the
thickness of the plate. So a little bit
more. Let's do 11. There we go. Now we're gonna get the empty
space right there where we can attach this sort of
like Ben's right there. Once we have that, I think we need to add the
side plates that we have. So I'm gonna grab
this guy right here, say Edit, Mesh and duplicate. And then of course, we're going to extrude this a little bit to give it the thickness
that we have right there. This one, simple geometry. So let's just bevel it to
segments in a small fraction. The pivot point
is one cool thing to pick when it's still
in the center of the, of the original mesh because we extracted from the
original mesh. So if we press Shift
right-click and go into mirror, we can mirror object
and it's gonna give me the other side
very, very quickly. Now, this does have a, like a spot right
here, like a circle. So we know the
technique already. Let's just add one right there. One right there. Let's do 70%, 70%,
80% right there. And there we go, right
through both elements. Let's isolate a real quick. And we're going to grab all of these squares that we create it. We're going to go Edit Mesh,
stricter, rice, bridge. Let's delete this
guy right here. And then this guy, Let's
give it its, its Pebbles. I'm just going to grab
this guy's control E. I'm gonna do a little bit of thickness to create
an edge loop. That should be a
lot easier to just bubble with a small
fraction and two segments. Of course we're going
to add this case. Let's just add the black rubber. And we can definitely add
one line right there to make sure that we don't get
a lot of texture stretching. Mirror to object mode. And we're gonna get
the exact same thing on both sides, which
is what we want. Now, this one right here, since we're already habit
like quite prepared, let's just, let's just harden
the elements that we need. And it's a very simple. Like to, so it might not
be a bad idea to again, just double everything and give it a really
nice, a hard surface. You look right there. We can definitely add one
or a couple of edge loops right there and maybe
a couple right here. And this is generally
going to help with the, with the overall look. Now, work smarter, not
harder. Let's recycle. Let's go to this guy right here, Control D, and move it
all the way over there. Of course we're going
to delete this one. So we're only left
with one of them. We're going to center the
pivot point right there. And I can see two of them. So we're just going to like create the
little flaps right here. So that'll be like the first
one. Let's go to right view. Let's do three. So I have the second
one right there. And then the third
weren't right there. And then this of course, the best material is
probably going to be the raw material are gonna get that very
cool looking shape. And finally, we have
this piece right here, which as we know, it's
pretty much just a cube. So we actually have a
clean face right here. Let's just grab it again. Let's actually grab
that face and that art. Let's just grab
this face for now. And I'm going to say Edit
Mesh and duplicate again. Push this out. So it sits
on top of that rubber met. There we go. Then of course we need to
like match this thing. Actually, I'm going
to delete that. I want to match this things
a little bit better. So I'm going to grab this
face is on the rubber plate. All of these guys right
there. Maybe maybe not. This one's probably
just about there. And just make sure that we're not grabbing anything
that we don't need. I'm going to say Edit Mesh. And again, a duplicate. Push them a little bit up. I'm going to assign
an existing material. Let's assign the armor material. This one, Let's center the pivot point and
move it so that it matches with that one right
there. Grab both of them. We're going to combine
them, of course, both of them we're going
to assign the material. Let's start combining
some of these guys. So merge, merge, merge,
merge and merge. Let's delete all of this
points which we don't need. Those are fine.
We can use those. Let's go back here. And that's gonna be the base. I'm going to Control
E. Push this out. Alright? And then with the scale, let's do, let's try
components scale. There we go. So we can
create a sort of like brick. Bricks shorter detail kinda makes it look like the muscles that we would normally expect. I definitely want to grab
all of these guys and we are going to like,
perfectly flatten them. There we go. I personally, as you guys know, don't love this
guy's right here. So I'm going to
flatten those as well. I'm going to give them one
small like extrusion down. So we have a flat sort of
like border right there. And now let's delete the
ones that we don't need, which are all of these ones. And this piece right here,
I'm going to double it. So we get a really, really nice and clean effect. This area right here is the one that we're going to
paint with this sort of like safety, safety thing. Now the pivot point
unfortunately is not the center anymore. But if we turn on this
thing right here, we should be able to snap. It should be able to snap this point right
there at the middle. And now if we mirror
this on the object mode, we should have it on both sides. And look at that very, very nice sheen on the whole like a lion thing that we can still see a little bit
of the curvature from the, from the armor, which
looks very cool. I'm actually the wedding
if that's what we want. It looks a little
weird in my opinion. So to be honest, I'm just going to
grab everything here. All of the pieces. I'm going to combine
them go to right view. And I'm just going to like get them in there
a little bit more. Because it makes
more sense, right? Like from the same perspective, it makes more sense
that this thing is like really protecting the
whole, the whole thing. We can recycle this
cylinder right here, bring it on top, on top here. Play around with the thickness. However, there is a
bolt that's going to go through both elements right there. So we can see a little
bit of the armor underneath and look at that. It even goes through the
shin bone very nicely. Sorry about that.
Dark just went crazy. But yeah, this goes right
through where we need it. We'll just grab both
elements. Shift right-click. We're going to mirror this on the world axis and hit Apply. And with this we're
pretty much done. As you can see, we have the machine and the shin
details right here. Next one, we're going
to jump onto the knee and after that legs and hips. So let me go get
my dog on control. And the ****, I'll see you back on the next video. Bye bye.
49. Knee Armor: Hey guys, welcome back to
the next part of the series. I was gonna say of the CD. Oh my God, it's getting
a little bit late over here and I need to
continue with this. So we have the knee right here, we're going to continue
with the knee armor. And then the average is actually quite interesting
because as you can see, we have this sort of like
section lines which is like a, like a cylinder that's was very low poly and then the like, the very basic like front armor. So for this particular piece, I think it's a little
bit easier if we start with the cylinder. So I'm going
to create these cylinder. I'm going to press W and V and middle mouse Creek and
the cylinder should jump all the way to year. It's actually like
locking the axes. There we go. So we'll just
move this thing here. We rotate this 90 degrees poly
cylinder and we move this, and we need to count how
many sides this has. 123 is probably like 12
or ten sites actually. Yeah, actually it turns
out it looks really, really nice as you
can see right there. This is pretty much the shape
that we have right there. So you can see that the
picture on the picture, my knee is not exactly
where it's supposed to be. So this thing is going to
be attached to the knee and it's gonna be going a little bit further out than the knee. So I'm going to go right there. I'm going to grab
the cap or this one Control F 11 to grab the
cap Control E to offset. And we're going to
create a disorder like border the way
one right there. I'm going to delete this. I'm going to delete all
of this ones as well. And probably this one is well, I can only see like
one and 2.3 phases. So we're pretty much only seeing as this three
phases are right here. Now, this three-phase,
or what I'm gonna do here is I'm actually
going to move this thing, this whole object down so
that we match the concept. And I'm going to
use the concept as a guideline to know
where things should be. For instance, this
guy right here, if we go scale on
the world axis, they should be
right around there. Make them a little bit bigger. And then this ones, I actually have the nice,
a nice distribution. Now one thing here that's
important is we actually don't want all of
these faces right now. I just wanted like a flat face, so just this angle right here. Let's go to quadro mode. And we're going to draw
this section right here. Can of course grab
these vertices. Now let's go to component
mode and create the proper rotation for
the component right there. Let's go now to
world mode again, remember you press R
and then you go there. There we go. So now we've
got the object again, then we bring it
back to where it's supposed to be, which
is right there. And it's a rather, I would say, simple, simple thing to control, going to group all of
the vertices here. And this thing is pretty
much like a shield, right? And so this thing
is shielding the whole like, uh, like mechanisms. So I'm gonna grab this
guy is right here, push them out to give this guy a little
bit more, more room. Maybe push this in a little bit. And as you can see,
that's going to protect the inner rotation of my knee. I think I'm going to make
it a little bit bigger. So even though this thing
is gonna be like a soft and it's important
that this thing has enough like room after that. Well, we're of course going to have is this case right here. I'm going to hit Control E, have this flat area. So we are going to press W and move this forward, flatten it. Not that much. Something like
this, I would say. Okay. So like so like that's the
knee like parts of the armor. Right. Then this thing seems
to be going up a little bit. So I'm going to press Control E and bring this up a little bit. Then this guys right here are going to go
towards the center. I'm not sure if we
have, we don't have a central line right there. We have one right here. Now, let's do one
central line real quick. And remember the central
blindness is useful because we can snap with V and snap this so that we find that specific
center line right there. So yeah, that's it. That's pretty much the
shape of this thing. Now, I kinda want a
bevel this thing. I don't want this to be
like perfectly round, so I'm going to bevel
it a little bit. And then we're of course
going to position the point on the center as well like that. And when we mirror
on the object mode, wait, oh right, let's freeze
transformations and let, and then we mirror,
mirror on object mode. There we go. We're
going to have this. It seems like things are
not perfectly aligned. That's fine. Simple thing which
isn't just stitch this together with the
merchant to center. And we're going to have
this sort of shape. It's a weird shape to be honest, I don't love it. It's weird. And here in Mexico we
have a quote that says that weird things are
related to ugly things. So let's, let's make this
thing a little bit thicker. On the outer side like this. That makes it look a little
bit more like an armor. And I'm actually going
to grab this guy and bring them in a
little bit as well. I just think or even
rotate them in. Like I don't want to
create a lot of volume. So something like that, that makes it, makes it
a little bit more sense. Even this vertices down here, I think we could benefit
from having them go in a little bit less
real to them as well. It just gives us
more like a round shaped like following what
we would expect from a, from this sort of
like shapes right? Now, you can see that there's
a circle right there, which means that this thing is attached somehow to
the central piece. So we probably need to push this in a little
bit more like this. There we go. That actually. Makes a little bit
more sense as well. Yeah, I like that. I like that. So now let's give this a
thickness and the press Control E. And go with thickness in. Let's hold that we don't break things probably not as
much less than minus one. And then we can just scale
things a little bit here. I'll leave push this. Yeah, it looks good.
That looks good. Nice. So now that we
have this, of course, we're going to reverse
the lines right here. And we need to harden this. And do to do with this
thing is looking, it kind of makes
sense again to harden it with the verbal technique. So two bubbles on
a small fraction, because we really want
this very hard surface, the blocky, blocky look to
the whole thing like this. So now that we have this, the only thing that
we're missing is the hole that's
gonna go across the, the main thing and it's gonna be attached this whole element. But I think that if we
add the hole is going to really make things a little
bit complicated for us. So let's give it a shot. This of course is
gonna be armor. Let's give it a shot,
but just overlapping. This guy right here. Let's,
of course delete that guy. Bring this guy.
Let's go right view. I'm going to snap it right
there on the center. Of course, we're going to
graph the vertex on this side, just push them to
the other side. That will be the connection. And I think that's like that's more than
enough to be honest. Like yes, we could
model the actual hole, but it's just going to
overlap this thing. It's not going to look
like that intense. So yeah, that's pretty
much it just grabbed this both of these guys and mirror them to the other
side of the world. Let's play history
freeze transformation. We're going to mirror
world x negative. There we go. And that is it. So short video, but that's it. With that will pretty
much solve the issue. The knee armor that we
have right here, very, very blocky, makes sense with
the rest of the element. And again, I think this is a good point to do
a, an armor render. I think I'm actually going
to go try and go back to like like armor
zero CO2 together, another frame when the armor was just being built or I mean, at any point we can
just hide it right then the end and see how it looks
with a whole thing on top. So, yeah, let's, let's
do a quick render here. Let's go into render setup. Let's do Arnold. Render. Should have saved, by the way, always safe. Very nice. Let's say File Save image is going to be lie on garden 11. And that's it, guys. We
are just two pieces or three pieces away from finishing
the armors for this guy, we just need to do
the leg right here, which is a very fun piece, and then the hips. Then after that, just a
couple of little things on the tail and we're
gonna be good to go. So yeah, hang on tight and I'll see you back
on the next video.
50. Tail Armor: Hi guys. In this one we're going to
continue with the tail armor. This is the next part. And I'm actually really
conflicted about detail because I love how this is skeletal tail looks and I understand where
we're going for here, which is a sort of like cloth thing or like rubber thing that's going to protect
the inner mechanisms. I feel like this looks so cool. So let's start with
the tail first, like the armor, armor pieces. Let's see how that looks. And then if we feel like we can, we need to add that like a, like a host thing.
I will add it. The reason why I don't love the host thing is because again, the mechanism looks really cool. Like we did a very good job in thinking how to link all
of these pieces together. And we're just going
to hide everything and that to me, I don't look. So let's go over here. Let's start with
the quadrat tool. Very simple. We're just going to do
123456 and hit Enter. And as you can see, we need to, of course,
clean this up a little bit. So would our cut tool, we
go here and down here, enter, and we'll go
here and up here Enter. And that gives us the main frame of this like armor piece. So I'm going to grab
the piece control E, and we're going to
extrude all the way out. So we covered both elements. I'm going to go really, really
close to the black thing, which is right around there. Then we are going to
delete, Of course, all of this inner pieces so that we're only
left with a hole. Just this piece right here. Very simple, very, very simple blade Control, E, thickness up. And that's going to
create the main, the main hall for the
whole, whole element. And then we just like if
we press number three, we can see how this is going. Of course, we're going to delete this inner pieces as well, because eventually
we're going to merge this together side. And I think again,
simple pieces. Let's just double this. Like so. And we're gonna get this very boxy looking, nice elements. Grab this guy mirror to the
other side, and there we go. That's gonna be my
first armored piece. Now, at the second
arm pieces you can see goes inside
this first armpits. I'm just going to Control D. Of course, let's center
the pivot point. It's going to be either
a little bit smaller or McDonald's a
little bit bigger. And we're just
going to modify it. Now this has a slightly
different curvature, as you can see right here. It points up. So all of these guys
kind of like point up, like this, changes quite a bit on the on the
movement thing. There we go. Oh, can just recycle
what we had there. And play around with this thing. Let's bring this thing up. Let's turn to the point
being this thing up a little bit so we
can bring this one up as well a little bit. And that should be enough. Now as you can see, we do need
to make this a little bit wider so we're not actually like colliding with the armor. That means that this
one also needs to be wider if it's going to be housing and these
other piece right here. So I'm going to grab these
two guys right here. I'm going to right-click
and I'm going to assign existing material is gonna
be the armor material. And this is going to
allow me to see how the color breakups are looking. So far. I like them. I think this is
a nice break. Afford a tail. Now you can see there's a small
little thing right there. Like small little
plate or detail. It looks very similar
to this one right here. Of course this is a
little bit too much. Maybe this one we could reuse. Or if not, we're
probably gonna have to like maltose again. Now here you can see
that again, this, this location, It's going a little bit
more towards this side. Again, we're
modifying a couple of elements from the
original concept. If you want to
perfectly match them. As long as we're not
touching the seed like that, that's touching the elements. So that's why we're calling
modifying them a little bit. Should be able to
get something that looks quite, quite nice. So I think I really like this, like I really liked the fact that we have this thing right here and then we can build
everything up from there. So for the tail back here, I think we can do something
really cool because I'd like to sort of like negative shape that we have right here. And I actually really like this piece that we
have right here, the general shape, right? So we need to attach a
new sort of like armor, whatever this is right here. And this is what I'm gonna
do. I'm gonna start with my Create Polygon Tool. And we're going to
trace the shape of this thing right here. There we go. That's a super simple
polygon to fix bright, because we can just
go from here to here. And that's it gets
very nice square. And what I'm gonna do is I want to create a
negative shapes. I'm going to push this, let's
center the pivot point. I'm going to push this
to the side like here. Then Control E, push this out. You can see kinda like
tapers in, right? So what I'm gonna do
is I'm going to scale it in like this to create a sharper looking shape
that's going to be on top or it's gonna be like attach somehow to the rest
of the elements. So probably right around there. We can see that
there's a hole in this piece right
here, which is fine. There's one more
thing I wanted to do. I actually want to graph
this vertex right here. I want to see if I
can push them in. At least this one. No, it's not really working. Maybe this one right
here, I'm going to push it out because again, I want to create this sort of like interesting looking shape. And then these two
guys right here, I'm going to push
them in a little bit. That's going to create a
different type of element. But the best way to
do that actually it's to grab these two
guys and just rotate them. Because otherwise we create
something called like non planar faces where things are looking just
a little bit weird. So I'm going to do this. It's
gonna be tapered on the, on the upside and then like
thinner on the inside. And you can see that
on this part right here it seems to be connected
right to the other side. So what I need to do
here is I need to move this or mirror this
underworld and negative axis. Then I need to assign one here, let's say like 80%
and 80% on this side, delete, this face is right here, actually
not delete them. I kinda want to, because
that both looks like, like like an indentation
and something else. So I'm actually going to
do something else here. I'm going to offset. And then I'm going
to extrude again, push them up and delete. And then we select this
side and this side. And we're going to bridge and look at how cool this
shape looks like. We're kinda like mirroring the same sort of effect
that we have right here. But within in armor piece
that's gonna be hugging. This whole element is going
to be going through this with a nice bold right there. Now for the bolt, again, we can do the whole, I really like the simplicity
of this shape right here. And I think if we just do the bevel trick and the embeddable does
very nicely there. That's going to pretty much
solve all of our issues. This of course it's
gonna be the armor, armor material right there. The only thing we need
is just the Roth, right? So lets just grab this
rod right here again, or maybe even like
this one right here. Control D. Delete all of those
back faces right there. Go back to this one. We can center this on the grid. Just get it where
it's supposed to be. Like no need to over-complicate it unless we're gonna
do some sort of animation where we like this, assembled the whole thing,
something like this. This is more than enough. As you can see, we go through
the, through both elements, create a nice little hoop
and that I really like this, like how this looks to me. It just makes more
sense to you again, have the exposed sort of sort
of like tail mechanism and just have this piece of
support at the end could be used to defend
itself or something. But it just, it just
makes sense, right? So now if I had to do the tail because
I do want to include that, like if we had to do the tail, I'm actually also going to ignore the little
piece right there. It's just so simple, right? Like that little
guy right there. Like, where would it go? I'm thinking Where
were we were and why would I add
something like that? And I can't seem to find
that specific answer. They know if I don't do this, someone in the comments
is gonna be like, Hey, you forgot to do
this little piece. So let's very quickly do it. Let's just go. I'm just going to
do quadrant again. Just a very simple
square piece like that. Center point. Let's move it to the side, is going to be connecting
both of these pieces. So Control E, Push
it out. There we go. Then I am just going to
bevel the whole thing. I'm going to add a couple of
lines to create my circle, which is going to be
this one right here. Both of these guys. And we're going to say Edit
Mesh and circularized. There we go. Through this a slightly
control E, offset and bridge. Let's bevel those
small fraction 2 s. There we go. You're saying to black
rubber material. And it's just a small
detail That's going to be right here again,
it's weird, right? Because it's kinda like
hidden between both of them. And it's weird because
it needs to be like at the very back like this
actually To make sense. Yeah. So not sure. I'm not really sure. Like I again, I don't
love those detail, but I'm just going to add
it for completion sake. So let's mirror this
to the other side. And that weak, it's just small little rubber detail
there at the back. Now that we have that again, I'm going to show
you real quick how I would probably do this or like cloth effect
on the whole thing. So I'm gonna go to the tail. And you've probably seen this
in like military equipment. Were they again, protect
the sort of stuff. So I'm going to use my curve
tool and I'm going to create a curve that follows closely
the shape of the tail. Just try right there. And then we're going to
use our sweet mesh tool, which we already know will
create a nice cylinder. Increase the scale of the cylinder is
something like an eight. It really, really
thick like that. And the, in the, in
the options here, I'm going to give this
a couple of more sites, something like 12 sites. So we have a central
line and that amount of polygons that we
have right there is perfectly, perfectly fine. Now we need to grab the tail. And the tail was to live
with the Phoenicia. Because if you remember, we actually rigged
the tail, right? So we had all of this things
like inside of each other. So I'm going to Shift
P, all of them. I'm going to combine
them into a single mesh. So now the whole tail
is a single mesh, which again not ideal, but it can be done. Then this guy, I'm going to
make this a live surface. And this guy right here,
I'm going to use mesh and conform at what
conformed will do is, as you can see, it will push the cloth to the different
parts of the mesh. So they kinda like shrink
wraps around the whole thing. See that right there?
It's kinda like shrink wrapping and creating a really
tight construction on top. The whole thing. Then what we can do is we can grab this guy right here and extrude it a little bit more. This is going to
create a sort of like crumbled
effect right there. Is going to give
us the illusion of being a cloth that's on
top of the whole element. I'm of course going to have to fix a couple of
things right there. You can see the
vertices right there, like colliding a little
bit between each other. Probably easiest way to do that would be to just delete
some of this edges. For instance, if we delete
this edge right here, at pretty much solves
the whole thing. Grab this edge right here
and just move it down. And again, you
guys have probably seen this or like
military equipment. We have this sort of
like it could be rubber. It could be like a bunch
of different things. Just wrapping around the
L. I'm going to press V, which is soft selection. Go to my right view. We can push this back. And that's gonna give
me something, right? This is why I don
t think this is a great idea because if we do it with a traditional cylinder is not going to
taper this thing. It's going to still be quite
thick and it's going to look really, really weird. This looks like an intestinal or like a little bit of ****. So I don't like it, but if I had to do it, this is probably how I would do it. Just created a cylinder
and shrink rapid along the whole,
the whole thing. Now let's see if we can go
all the way back to before we destroyed the tail by
on parenting and stuff. We yeah, it seems we did. Okay. Cool. So yeah. So this is pretty much what I will do for the
tale of my friends. This is, this is the
end of this one. And on the next one
we're now going to jump onto the, onto the legs. We're gonna do the
legs and then the hips and we're gonna be
pretty much set, so hang on tight and I'll see
you back on the next one.
51. Leg Armor: Hi guys. Welcome back to the
next part of the series. Today we're going to
continue with the leg armor. And it's this big block
ducks we see right here that this sort of
shapes tend to be quiet. I wouldn't say challenging but
quite confusing because of the perspective and because of the intricacies of the details. But remember that if at any
point you are having issues trying to imagine how
this things or make, you can just draw on top
of them and be like, Okay, I know that the body has
to flow this way, right? Remember, I think
we actually did this piece a couple
of hours back. And then we have this
piece right here. And it flows right. So it's this big box attached with this small
little box right here. And if we follow that
through logic and we tried to create it with
very basic elements, it should be fairly easy
to, well to recreate it. So I want to start with
a cube right here. I'm going to copy this or
like a side view of the cube, which is this one right here. Let me bring my pure file over here so we can
analyze the piece. And then we know that of course this piece is going to be
on top of the skeleton. So it's kinda protecting the wheel or the d
axis or the axial. This thing right here. Hello, but again, try to find an angle that's easy to
remember such as 60. So they have, we need to align any other thing we
know that 60 is the, is the degree of movement. I can see that this face, Let's go component mode. It's a stretch like this
because it kind of goes back very similar to what we have
on the underneath, right? It kind of like
protects everything. And then this edge right
here keeps going forward. Again a little bit more
than everything else. So something like this. Now you can see a
couple of deficient. So let's add those divisions are going to add one division
of 20% and one division, I think 30% for that one. And you can see that this
piece right here, actually, this line right here seems
to be going in a little bit, just a little bit, something
like this to create some visual interest rate there. This thing is a lipid thinner
though. And it sits right. It's covering half
of the sphere. So we're gonna, we're
gonna push this up and we can make it
a little bit thicker. Here we go. And that will be like
the ED initial effect. Now of course we can center
this so that it's right there on the center
of the wheel. And then from this section right here you can see
we have this cutout. So why not just add
the shape right there? And then select this
face is right here. Well, as you can see, there's a little bit
of a dip right there. So probably just this
two phases right here. Control E. You just bring
this guy's out like that. Then on this area right here you can see it's kind of like
flat going to the back. So I'm going to grab
this piece right here. It component mode, push it up, probably with this one as well. Let's push this guy
up a little bit. I'm trying to know
actually, you know what? This guy is gonna be
pushed down like this. There we go. That's going to create the
shape, the work going for. I'm going to bring this
in a little bit or actually bring this out
a little bit like that. And then this side right here, it's being pushed
out a little bit. And this vertex right here, we can push it out a
little bit as well. So we can greet at this are
like flat area right there. And then on this side it's
kind of like a bevel again. So it wants to push
this thing out. And then like this, right? Then this thing also
going down like this. But now we need to combine it with this section over here. Easiest way would be to just delete this
piece is right here. And then this vertex
snap it right there, and this vertex just
snap it right there. Merge and merge. And then just move this
around a little bit, or maybe this one. Just move it back so that
it matches with the sort of like sharp effect that
we're getting over. He's just very, very
box modeling, right? Very, very boxed mildly, our process that we're doing
here degenerate the shapes. I do think this is a
little bit too much, so I'm going to bring this
in a little bit more. I know we have the handle
thing right there, but I don't want
this thing to be like moving all the way out. Is this representing the like
the calf muscles, right? And then this guy right
here and probably this one. We're going to extrude
a little bit more to create this sort
of like paint area that we're eventually
going to have, right? They're tempted to
go Object Mode. Having some issues. Okay, let's, let's go very
quickly here and do a mirror object x
negative. There we go. Let's clean this box
modeling and little bits. For instance, all
of these guys is r. I'm going to go component mode
and just flatten them out. We go object mode again. We can just start giving you this D sharp effect
that we want. We do have a little bit
of a curvature here and that's something that we're going to have to ask ourselves, do we want to keep
this curvature, which is not a bad curvature? Or do we want to flatten
all of this out? Both of them I think could work. So if we go component mode
and we flatten them out, then we go to object mode and maybe scale them
out and pushed him back. Like that could give us something close to what
we're looking for. Yeah, that's actually
not that Beth, I think this is capturing the essence of the shape
that we want to get. Now of course, here
on the inside, having a little bit of an issue
because we need to create the space for the,
for the wheel. And even though we could
do the thickness trick, I don't think it's the
best idea to be honest, for this particular one, I'm going to grab
this guys right here. Control E offset a little bit. Just so we can actually work, probably going to need one
more phase right there, Control E, offset a little
bit just to create the, the main the main area. Yeah, that's perfect. And then Control E again. And we're going to
try to extrude n. Now this is one of
those elements that's gonna be a little
bit difficult to do. So I'm going to have to show you guys a different technique. So what we're going
to have to do is we're actually going
to have to delete faces on this inside part. And we're going to
have to manually rebuild this elements. So actually let's, let's
delete those guys right there. So what we want is we want to fill in or create a feeling. For this time. I'm going
to grab these two edges, control E and just move
this down like that. Push this in a little bit. We don t have to go
all the way down. And then we can go back to Edge mode and bridge this
to this side right here, which should match
perfectly fine. Then we have one
division right there. So we're going to add
one side right there. And that one's gonna
be one to 1.2. And we're going to
bridge as well. Oh, rich. Rich. Now on this side
you can see that we have this guy right here. We need to add the one
line right there to properly create a D merging
element right there. And finally, we just merge
this one right here. We can mirror. So we can save
a little bit of time there. Just make sure that we don't
have any extra vertex. Here we go, seems
to be working fine. And that's it. We have a very nice blocking
section right here. Now you can see that we have an important detail
right here in this area. So I'm going to add
D division there. I'm going to offset the points which is
going to be right there. Then this edge right here, it's gonna be a
little bit smaller. This one's gonna be a
little bit thicker. Control E, Offset, Control E, and push air. There we go. That's the sort of
detail right there. We also have a
section line right here that goes through,
through both elements. I do think that's important. So I'm going to bevel,
give this a fraction, control E and push
this in like that. Of course, if we
smooth this out, it's going to look horrible. But since again, everything
has to be quite blocky. We want things to
be quite blocky. This is where the bevel
technique can really work. Because when we do that, that get all of the blocky lines that
we have on the concept. And they're just right there sitting on top of
the whole thing. I can definitely tell this
case are a little bit weird. Bringing them in. I'm going to, I'm going to take some artistic liberties
with this piece as well. Because all of this section
seem to be a little bit too much to me. Here we go. That's it. Yeah. That's that's pretty much it. So now if we just
assign a material, you can see we have this very
blocky looking thing out, this thing on the connection
that we have right there. I don't love it. I
generally do not love it, so I don't care too much about
the overlap because again, I think we can justify
this is one of those parts that
whatever it moves, it's not going to
move in a weird way. But it looked, it just
looks weird, right? So I'm gonna go and graph
this vertex right here. All of these guys, I'm going to try
to push them down, at least until we clear
the that area right there. And then maybe we
can grab all of these guys and go
a little bit up. Again because it just looks really, really freaking weird. I don't love that. It looks dirty and I don't
like when things look dirty. So let's go back a couple steps. Go back before the bevel because we're going to have to correct a couple of things. So before we do the bubble, Let's figure out what
we're gonna do with this piece right here. Another thing I kinda wanna do is this edge is right here. They look a little bit weird. Like they don't match with the whole like five. There we go. That looks a little bit better. It's a very simple change
there in silhouette. And I think that already
makes it look interesting. And again, as I was mentioning
this guys right here, one thing we could do is
we could maybe bring them down and rotate them in and then bring
them down like this. Rotate them out so
that we're more into like a 90-degree
angle that I think it looks a little bit better and it should pretty much give us more. There we go. See that gives
us quite a bit of room. Back here. I still think
that this point right here, like the whole corner, It's a little bit too high. So I'm going to lower it a
little bit so we don't have any any issues on the top side. That looks a little bit better. And now to solve this section
right here, to be honest, I'm really tempted to just
like delete this guys again. Like all of this I think. Now we will have to delete
all the way to this side, which is quite a bit of or just or just push this guys on the world
axis to the front. Yeah, that to me it looks a little bit better
like I don't know how this thing is
being supported by the by the whole thing. But that to me, just looks a lot cleaner than what we had. Before. We do the bubble trick. We do need to solve this
new hole that we created. So let's follow me
patch of this faces. Actually, those faces
we do need to delete. There we go. I actually
don't care too much about that little
overlap right there. We can still solve it by just pushing this case out a
little bit more. Yeah. Pretty much. It gets rid of the whole thing. So now we need to, to close all of these gaps while keeping
this negative volume. So let's delete
half of this thing. And let's manually
close this up. So that means that
this guy needs to go, well actually we can just mirror or bridge from here to here. That creates a division
on the center. And then where it says, I can just go 11.2. So from here to here, here to here, I don't
want to insert the natural pure because
it's gonna go all around the whole thing. So to be honest, it's it might be easier. It might be easier to just
stop at somewhere around here. It's actually the
breaking a little bit. So we're going to
push the vertex down. So it's a little bit flatter. X again, if I inserted
a national hero, he goes around and we
get the same problem. So we need to get rid
of this guy right here. And to be honest, a triangle
is probably the best ideas. Just, just the bridge
that right there. And this guy would
just feel whole. It's gonna be a triangle there. It's on the inside. Really don't care. And which mirror? There we go. So now you can see we get this, of course we're going to
use our bevel thing to segments in a small
fraction to get very nice blocky armor look. Look at that beautiful,
beautiful, beautiful. Let's add the armor piece. And yeah, that captures
pretty much all of the like like intense effects
that we have the pieces. Now if it's too much, if you're like, Hey,
you know what, like, I do like it, but
I think some of these pieces are a
little bit too sharp. One thing we can do is we
can just go to some of them and delete the bevel. So as you can see,
that's going to soften the shape a
little bit more. Yes, we're gonna get a couple of curvatures now instead
of hard surface, see that this hard surface
you feel or effect. But it can't get an
interesting results as well. You're not gonna get England's
don't worry about that. As you can see,
everything's four points. You will get a little
bit of stretching, but shouldn't be dead bath. And this also makes
it look quite nice. We have all of the mechanisms safe on this side,
on the backside. And and yeah, that's that's pretty much it for the
for the leg armor piece. So let's just mirror
this on the world. And we're going to
have that over there. Of course, later on
on the texturing, I'm definitely going to
add some rubber parts and actually we're still
missing this detail. So I'm going to show you how to do that detail
in the next one. Okay, guys, because this one's already going a
little bit too long. After dad were pretty much, it's gonna be left
with the last piece, which is this sort
of boxy protection that we have on the hips. Right here. There's a boxy
thing that slots right there. And then this side views
right here which are covering a little
bit of the hips. So yeah, hang on tight and I'll see you back
on the next one. Bye.
52. Leg Armor Detail: Hi guys. Welcome back to the
next part of the series. Today we're going to
continue with the leg armor detail by detail, I mean, this very cool looking like handle that we
have right there. So the word we're gonna do
this is actually quite simple. First of all, I'm gonna go
here to the bottom part. And based on the size of
this thing is not really a big handle strong like
half this piece right here. We're going to
just, just a curve. So I'm going to start
with the curb right here. I'm going to create this are like 90 degree bend right there. And then I'm going to Control Vertices and
snap disgust together. Snap these guys together, and then just play a little
bit with this guys over here. So this one, this one right here should be the one that's actually
the outer ones. So this is down here.
This one goes up here. So all of these
guys, we're going to again snap them together. And all of this guys we can snap together and
this is gonna give us a really clean a
profile for our curve. We're going to sweep
mesh around that thing. I'm going to bring the
scale down on the profile, but I'm going to
increase the precision. Can see that's gonna
give us a really nice band right there. It is bending a little
bit more than I want. A number three
definitely solves it. But yeah, it's not ideal. Now one thing about the
supermesh that's really cool is you can actually activate
this optimized thing, which is going to remove
some of the elements, increase the precision
a little bit there. And we can also
go to the control vertices and move
them a little bit. So as you can see, by moving all of these guys
a little bit up, for instance, we
can create a band that looks a little bit
more like logical, natural. So once we have this, I'm
going to delete the history. So it's now separated from the, from the initial curve. I'm going to snap all
of these vertices there and snap this verse
is right there. And we're just going
to mirror, of course, we're going to mirror on the, actually let's just
mirror on whatever axis. And then I'm just
going to say World, negative World negative Z. There we go. The history again. That's it. We got our very nicely
handled right there. Now, before I move
this to its place, I'm actually just
going to duplicate it and get it to where
it's supposed to be or as close to the position where it's supposed to
be just to get an idea of whether or not I'm okay
on the size of things, which it seems like I am
maybe a little bit too big, so I'm going to have to make
it a little bit smaller. As you can see,
the scale is 0.75. And I also think we should
make it a little bit thicker. So I'm gonna make this 0.65. Okay? I'm gonna go back to this
guy right here and just scale this down to 0.65 to
make it a little bit smaller. And if I wanted to
make it thicker, well, we already know
the drill, right? Control E. And we're going to make this thicker like this. And as you can see, we
get an inner shape. I'm actually going to delete
that inner shape by deleting this guy's first
and then this guy that we would get
a thicker element. Now, this elements,
as you can see, goes into a little square. So we need to get
that little square. I'm gonna show you a
different trick here. I'm going to start
with a cylinder. I'm going to go to
eight sites, of course. Then I'm just going
to extrude this guys out to create the
edge loops, right? And then I'm going to
extrude them once again, control E once more. There we go. Let me isolate
distinct real quick. Top view. And what they can do is
I can grab this guy, this guy and this guy scale
this, and then this guy, this guy and this guy
scale this, this guy, this guy and this
guy scale this, this guy, this guy and
this guy and scale this. And that's also
going to give me a very nice square right there. Of course, we're going to select this vertex right
here, Control F 11. And we can control E and
push this in, right? That's gonna be the, the slot where we are going to be
placing the whole thing. If we want to keep
this a little tighter, we're just going to delete
this thing right here. So this just sits on
top of the element. Once we have this, of course, if we press number three, we're gonna get a really
weird looking at element. So we need to add some
support I just like here and here It's going to tighten things up
a little bit more, of course one right there. And I think that's fine. Like a squarish, roundish
thing should be fine. We get this word supposed to go. It's going to change the scale. On the y-axis, it's
going to go right there. And then we mirror this on
the world z-axis as well. Grab both elements.
Let's combine this so that we only work
with one of these guys. I'm going to Control D,
duplicate it and bring it to this face right here,
which is positioned at. And this is something
that's very, very common when dealing
with the mechanical stuff. You're gonna be keep
bashing quite a bit. So we're gonna go right here. Remember the 60 degrees? This is where it comes
in handy because I know that the proper position
right here is 60 degrees. So that gives me
one of the angles. And then the
secondary angle gonna be probably roughly about there. Let's go to object mode. So we can, which is on the
top side, keep rotating. Keep rotating. And that's gonna give us
the effect that we want. Look at that. So I remember when
I was working with, we were doing the concept. This piece is I loved
them, I just love them. I love them so much
that I think we could even like
improvise a little bit. And then another
one, like somewhere, like maybe on this
part right here. Since it's very flat. We can add this little
extra detail right here. We're going to have
to find the angle for this particular piece. But as soon as we find it, like it's just one of
those things that makes mix elements look
a little bit more complex than that there
actually are, right? So just grab those guys, mirror to the other
side and there we go. Now, those ones, I'm
actually going to give them the metal, the chrome effect. What's Krona was not Chrome. Let's do D M or gray
material was just that one. Let's just let us give the
gray material. That's fine. The reason why I
want to give them a liver materials
because they're supposed to be made that maybe
a stronger metal. And that's it. With that, we're pretty
much done with this piece, My friends with the leg piece. Now we're just missing the The box that goes in here
on the top of the pelvis, which is that one right there. And this size boxes, which are very, very simple. You can see the geometry that we have, fairly, fairly simple. Maybe just a couple
of guidelines there that might be
a little bit tricky, but we'll deal with them. And after that, we're gonna be done with the whole character. So, yeah, well,
actually not done. There's one final thing that
we're going to have to do, which are of course the
domain that the plates, all of the plates that
we have right here, the circular be a little bit
tricky as well, so yeah, hang on tight and I'll see
you back on the next one.
53. Hip Armor: Hi guys. Welcome back to the next part of the series that we're going to continue with the hip armor. And it's very basic like
this piece is right here. Super easy to do. Like, I don't even
think you need to record this because if
I let you guys do it, I'm sure you could
find the solution fairly, fairly easily. So I'm going to start
with a cube right here, as we've been doing
quite frequently. And we're gonna get the length of the element right there. So this is roughly how, how big the elements should be. You're going to rotate this
90 degrees so that it's flat. We're going to of
course, like modify it because you can
see this thing is kind of like sitting on
top of this angle right here. So we're going to
start with doing this. Once we have this, we're going to get
the proper length. So that's the proper like a, like a width or thickness. And then we're going to
have this proper length all the way until here. And with my CO2, we're going
to have this one right here. So what they can see
here is very simple. We just grabbed this guys
right here and bring them up to roughly about there. That seems to be about
the size that we have. Now I can definitely
tell and see that at this guy and this
guy are beveled because of this bevel
that I see right there. So let's bubble those like that. And then this piece right here, we of course need to fix it. It's gonna be a flat piece, so we're going to
go right there. And then we're gonna
go down and around. And to keep this thing as
super clean as possible, we can of course
go mirror object x negative being applied. It's going to keep things super, super Actually, it's
not x negative. Let's afraid of transformations. And now we do x negative
and that we go. So we got this right, like we got this very
cool looking phase. We've got the bevel
that we're looking for. And we have an extra
little detail up here. So this on this
face is right here. Quite long. It goes almost
until the very end. So I'm gonna just
going to Control E, offset this right here. Control E ofs it again. And that thing right there, we're going to push this in. That's going to give
me this sort of detail that we're
seeing right there. Now on the front side of things, you can see that we have this
very interesting detail. So we're of course
going to cut this with the, with the knife tool. We're going to need
another line right here, which I'm actually
going to scale down and move down until we get
the proper like element. And then this two
guys right here, we're going to push back. It's gonna give it that
nice angle right there. So we have this. Now we need to add or we need to offset a couple of
flows right here. And trying to see if we
just move this and scale. I think that's the ideal one. I'm just going to grab
this guy right here. I'm gonna go to component mode. We're going to push this. Actually we need a
couple more edges. So I'm going to
add another set of support edges right there. And then this case right here, I'm going to push them down. And that's gonna give me the cut line that I'm looking for. So now I should be able
to select all of this. Let's go right view, not
dose this, this, this. And then 1 234-567-8910. There we go. And
that's gonna give me the coupling that
I'm looking for. This is one of those pieces
that I think could benefit the way more from the one of the initial
things that we did, which is the detached option. So I'm just going
to say Edit Mesh and we're going to detach. That's going to again
change the way this works. Let's isolate this. Grab the whole edge right here. Like this. I'm going to see control E. And we're going to offset. Or actually in this
case we're going to thickness in a little
bit like that. There we go. And then we grab this
face is right here. We double-click this
guy and this guy. There we go. Control E. And we also thickness dense. We're missing that
come through E. And we thickness this year. There we go. So when we do number three, and of course we heard
an old the edges. We're going to have the nice like the nice sharp effect
on that particular piece. And that's pretty much it. We have this block right here, but this is just a cube that's
a sliding on something. So we can keep that one
fairly, fairly easy there. Now, I'm a little
bit concerned about this angle that we
have over here. So let's fix it real quick. I'm just going to
grab my knife tool again and just cut from
one side to the other. And from one side to the other. There we go. That should fix pretty much everything and we can
start adding our support. I just, uh, so let's
start with the first one, which is gonna be right
here on the back. Let's start with this
one on the side. And then we're going
to do one right here. And then we're gonna
do one right here. We're gonna do one more. Here. We go. Of course, once
you're in the front, a couple here on the corners. Let's do 12341234. It's going to sharpen
the effects right there. Of course we need one right there to support
the sharp effect. That's going to be
that one right there, and another one right here. There we go. And over here, there we go. So as you can see,
the bottom part is already like working
quite nicely. And now we just need to keep
adjusting the upper part. So we definitely need
a warrant right here. We need another one, like right here. And that's working. One more here. Go. It's like one more. Like, Oh, we can't add one there
because there's a triangle. I mean, we can try. That works. Take a look at the shape. Yeah, that's looking nice. So now we just need to do
the same thing that we did like the like
the three lines, like one there, one there, one there, one there. One there, one there, one there and one there. And that's gonna
give me the effect that we're going for
one more right here. A couple therefore, for
texture stretching, same for this one right here. There we go. And then a couple here again for the same reason for
texture stretching. Maybe one right there. There we go. And of course we're
going to mirror this again to make sure that we have the exact same
topology on both sides. It's a little bit dense on
the backside right here. That's definitely
one part that we could simplify,
simplify somehow. But it looks nice. As you can see, we get this really interesting
hip armor right there. Now one thing that I'm
definitely seeing is that this hip Armour seems to
be a little bit longer. So I'm just going to scale
this up a little bit more. And now another thing
is it seems too long, like maybe the perspective on the images is like
playing matrix. But I imagine this thing. Let's center that point. I imagine this thing is
going to be like right here, right on top of the hips. It's a little bit
too much, so I'm gonna make it a
little bit shorter. Maybe even like Gulag
here and maybe a little bit wider right there so that we can somehow attach it to the top part of the hips. Like look at that actually. It kind of looks loo, really, really, really fricking big. It seems to be covering part of the of the clavicles as well, but I don't know,
I don't love this. Well, let's assign the material
and see how this looks. But one thing we
can do is we can definitely assign the black
rubber material to that one. So I'm not in love with
this shape to be honest, it's too big for my taste. So I'm going to make it
a little bit smaller. And I'm going to play a
little bit with the rotation and the like. The placement. We know that this thing
is not moving like this. This green thing is not
going to be moving, so it's gonna be right there. And we have dislike night. Remember this kind of
like step that we did. That to me feels like a natural place to
place this thing. And that should still give
me enough range of movement. Now we could move this
up a little bit more. Almost like an horizontal
approach like this. You can definitely
have a little bit of overlap or maybe
not even overlap. We could even link,
just leave it like this attached to this
particular piece. And that should give me enough. French woman said that if I want to move this whole leg up, this armor is not going to
collapse with this as easily. You can of course, make it even, even like a little bit smaller. And again, playing
with just shapes, I just want to move things
around a little bit because it looks it looks a little
bit weird for me. Okay. So something like this makes it a little bit
more sense in my, in my, in my mind. We're going to
mirror this now on the world axis to get the
other side of the elements. And it's just again, it kind
of looks like Let's go. World cannot, will not
look lower right there. Now. I mean, if it's gonna be some
sort of like protection, but something that to me makes it a little
bit more sense. But then again, it doesn't make a lot of sense to
have this horizontal. So we did have this shelf when we were
modeling deed the top part. So it might be that this is D, the intended like idea, right? For this, for this main
thing to be right there. I don't love it because
it doesn't look as dynamic as this are like
angle view right here, but when would you
see it from the top? It's very flat as well. So it's one of those
tricky, tricky situations. I mean, one thing
we could do though, is we could add some
like the former here. Let's, let's delete
the history and we can add a deformed lattice. Let's add some divisions
on the x-axis. And then if we grabbed this
lattice points, for instance, we could modify and make
this a little bit rounder. I think I like this
idea a little bit more. Kind of like sharpen
this and maybe even grabbed this guys and just push them forward a little bit. Definitely going to change the the original sign a little bit, but it's just think it makes a little bit more
sensitive than the kind of things that I will
definitely ask the artists or the
lead or to the side. I was like, Hey, what do you, what's your idea for this piece? Because it doesn't make
much sense to have it just like a float and it
feels very flimsy. I think I think that's my issue. Like I feel like if
something hits it from the bottom part, it's just going to bounce and it doesn't make too
much sense to do that. We could of course like bring
it back a little bit more, but then we run
into other issues. Usually kind of like that
solution a little bit better. It keeps the spirit of the
piece a little bit cleaner. So even if we have a
little bit of fun, I have overlap right there. I prefer this, this seems way, way more stable than
what we had before. Might need to make this, again a little bit thinner. Push it closer so that we have enough range of movement
on the outer side. So this to me, I think this is the
best solution for this, for this particular piece, like being able to use it as a little bit of a
shelf back here. And that way when we
create this piece, the top of the pelvis part, we're gonna be able
to just fit it on top of this and just created another
sort of connection. You'll still get
some cool shapes. We still get some cool
elements and we can work, we can definitely
work with this. So yeah, that's that's pretty
much it for this one, guys. I'm going to stop the
video right here. And the next one, we're going to jump a
two. What's the word? We're going to jump to D. To the last part, which is
this guy right here and the host is now the hoses. It makes a lot more sense now to plug them in
right around there. But we can have one connection there and one
connection down here. And then the curvature
is going to be going through this direction. And the Probably, probably to like one point right there and one
point right here. We'll see we'll see
how we connect this. Just to mean like a hoses
are going from there. But yeah, that's pretty
much it for this one guys. I'm going to say real quick and I'll see you back
on the next video.
54. Pelvis Armor: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the pelvis armor, which is the final piece
that we have right here. By the way, I did
change this one. I went from horizontal to again, like a oriented or this angle. And I just think
it looks better. A, it might not
make a lot of sense from this internal
perspective view, but it just makes sense from
a design point of view. It just protects the, what's the word, the
spine a little bit more and it just looks a
little bit better. So I'm just going to
keep it like that. I know it doesn't make a lot of engineering sense, but
it just looks better. So we're going to start
with a Create Polygon Tool and we're going to create
this armor piece right here. So we're gonna go like this, this middle point,
and there we go. So that's gonna give us the main like a frame
that we want to have. But of course we need to take a couple of things into account. First of all, we're going
to get the proper width, which is gonna be
right around there. Then I'm going to cut right. We need to fix the guns. So let's delete this
face right here. Invert the Pauli's. And with our Cut tool or knife, I'm just going to
create that right there at the new line,
right in the middle. Probably a little bit higher,
like right around there. And right around where
it ends with the spine, which is right around
here, I would say. Because we can definitely make this thing a
little bit thicker, just a tiny bit thicker. Or it's the pivot point, just tiny bit thicker. And what we can do, of course, is delete this face right here. That way we just grab
this guy and this guy, and we extrude and snap this
to the center like this. And this, both of
these vertices. First this once we immerse the center and then this ones
we merged the center. And we get this very
nice block, which is, you can see here we
have a sort of like a bent going on and then the d, like a sexual line
here on the back. So let's work with that. Well, we're gonna do, is, we're going to start
with the knife brush. We're going to use it
right here on the back. Let's go to object mode. Right here on the back. Around there I would
say, right view. Of course, Let's get
out of isolation mode. Oh, look at that right there. I'm gonna go component mode, or in this case, object mode. Now it's not working. Let's
just push this manually. It's gonna be right
around there. If we want to be super
precise because of course like blunders guys and
then just rotate them. That way. I know the deadline is
perfectly, perfectly straight. And then move this
up a little bit. And that's gonna be my, my
section line right there. We're going to mirror this
object to the other side. So object X is fine. We're going to get, and we're gonna do the
section line real quick. So this guy right here, we're going to bevel it for a low babble right around there. And Control E, push to say, not that much, right
around there we go. So I am going to add a very simple like edge loop
right here, right here, right here, right here are actually what's
gonna do that before or two to try to avoid the
issue with that depends, but maybe we're not going to
have that much of an issue. Grab these two guys right here, are three guys control E offset. So it's going to create the
paneling that we have right there for some sort
of bands, control E. And we push this
in. There we go. So that gives me the shape. Of course we're going to
mirror to have the shape on both sides and against It's the poly count is relatively
like like soft right now. I'm just going to say a bevel, just going to bubble
two segments. And the fraction is fine. So
when we press number three, we get this very clean
looking shape right there. Of course, this shape
right here on the back can be black like rubber. And then on here, we do have those bands, but unfortunately the bends
are actually not straight. So I'm going to leave
it like this for now. And we're going to play
with some patterns on the other texturing section for this thing at the
basic armor material. Again, to prevent
the stretching, I'm gonna go 12312345. It's going to alleviate
the stretching effect. One right there. We have a lot of lines
here in the center, so I'm just going to
delete some of them. We don't need as many. And we can have 11 right there. Let's, of course mirror again. And that's it. Get a
horrible extra vertex there. That the only one. We get a couple of actually,
let's go back. I'm just manually going to
add this with the knife tool. 40%, 40%. There we go. Where we
keep things super clean. And that sets you can
see this thing right? There is going to
be on this part of the element and this part
of the effect is going to be protecting the spine
as well with this guy. Did, this does mean that
we're not going to be able to bend this
character back. Meaning that he is
going to be leaping. There's a limited amount
of things like this, might be able to rotate, but like that guy right there, this guy can only rotate it down two to go like or to lay low. If we want to alleviate that, of course we can go
central pivot here. Just play a little bit
with this guy right there. Now, I don't love this ugly overlap that we're getting on this
part right here. So I'm going to isolate
this guy's real quick. I'm going to show you like this is horrible, horrible, horrible. So I'm going to extrude
this guy's out. I prefer this sort of
overlap right there. That looks a little bit more. Well not ideal, but a little bit nicer than what we had before. So be mindful about that. From the top view. I don't see a lot of details. You can see it's
very, very basic, but we can definitely add a
similar sort of like blocky, blocky pattern, like they're
there and maybe there. So a extrusion, a little offset and then an
extrusion and push this in. And if we use our offset tool, you should be able to push us to the borders and get this interesting paneling
look from the top view. Again, not, not bad. It looks okay. I'm going to go back real quick. I'm just gonna do this
two guys right here. So Control E offset and then
Control E, push this in. And we're going to offset
this guy right there. So that gives us
something again. Now we can even go, I'm going
to isolate this real quick. Let's go and select
this case right there. Shift select to get
all the other edges. This is just to be a
little bit extra clinical. Just going to assign the
black rubber material. We're looking for a
nice render, right. So that like black
rubber right there. It gives us a nice nice touch. Yeah, that's that's pretty much it right there for that one. So now the only thing that we're missing are this
host is right here. And the, what's the word? And that's pretty much it. You can see how this Gaussian, but again, like we
know this is going to, unless we had an empty
slot on the center, then that will be, that wouldn't make a
lot of sense because it gives then we're seeing
it flat right here. So even if that's the thing with ideas and
counterpart, even, even the best artists will have a little bit of a
difficult time sometimes, like figuring out every
single, every single element. So this one right here,
it's gonna go there. I'm going to use my
control vertices here to clean the host a little bit. Give it a nicer, softer curve. We go. And that before we extrude it, I definitely want
to move it around. As we mentioned, this
one's going to be coming from probably up there. Like up here. It's gonna be one of the hoses. And then this insertion point is going to be all the way here. So that means that as
we keep going back, there's gonna be a little
bit of curvature going back. Like this are very straight
and then curves back down. Let's go to the right view now. We're going to have
actually that one. It's telling me that's
coming from lower. So yeah, that's fine. We can leave it right there. And we can go right view again
and with my curve again. And then do a second one. Then it's a little
bit straighter. Let's move this to the side. So that's the one that's
going to be coming from. The top part. I'm going to center the pivot
point which we can manage this one easier so that one's
gonna be coming from there. And on the insertion point, another thing we can do is we
can turn on soft selection actually and make this radius
really, really, really big. So it actually goes almost
to the beginning of the, of the curve like that. Then this one, I'm going to
have it like right there, maybe just a little bit higher. There we go. Now we've got both
curves at the same time. We can use the sweep mesh at the same time
and it's actually going to influence both
of them. That way. We only have to get the proper distance once and we're going to have the
proper thickness of the Of the illness like, right, they're probably going to have to make this a
little bit smaller. And now that we have this, we definitely need to
move things a little bit. I'm going to grab
this group right here again, control vertices. This guys with this
sort of like size. We're going to have
to push them up. We're actually not interfering
either up or down, like we can decide, but I definitely
need more space. Either that or this
guy right here. We can make them a
little bit smaller, like both of those options work. But I think it might
be a good idea too to bring the
connections down. So grabbed it controlled
vertex right there. That position at the point where it makes a
little bit more sense, like they're a little bit
of overlap and that's fine. That one or this one right here. Same, same deal. Like I'm going to grab this
vertex points right here. Just push them a little
bit closer to the, to the connection
point. Over here. We also have a similar issue, not with that one, but
with the other one, with this one right here. So control vertex. We've grabbed this
guys and we're just going to push them in. So they're actually
like entering this section of the of the body. And then this one is right here. Similar thing. I need to pull them
up a little bit. We might be able to yeah,
something like that. Now we do need a connection, so I'm going to grab both
of these guys right here. Now that we know where they
are going to be finishing, there are the road we
can delete history. I am going to combine them to work this a
little bit faster. Duplicate them. I'm just going to select the one of the
duplicated elements. I'm going to select the,
the connection phase. There we go, shift, select everything
else to face mode, select everything
else and delete. We're gonna be left
with this sort of caps. Grab all of this inner
capsule right here. Actually just grab the
whole object to be honest. And Control E and thickness
this guy's up. Okay? And then the outer edges work in that of
course pebble them. That. And the interfaces, this one
is very, very important. This interfaces go make sure that we're not selecting
anything that we shouldn't. We're going to extrude them
first and then delete them. They go a little bit inside of the element and then
we extract them. Now, we might need
to push them out. So I'm going to graph should
made a mistake right there. This is, this is a way
to That one's easy. We just push this in. We might need to rebuild
this one right here. So control E and just extrude n. Even if there's a little bit of overlap there. I
think that's fine. Then we're going to have to
graph this one right here. And component models closest
possible to component mode, we're just gonna have to read a little bit of
overlap right there. To get that in. This one should be a little bit easier because we're
really straight. So there we go. Then this one right
here, same thing. Push them out, get
them right there. Such a small detail,
but if people see it, I just wanted things to, to make sense, right? So now that one is definitely going to
be like a black rubber. And this ones are definitely
gonna be like a metal. So let's do, let's do
Chrome for those wants. Same for, remember
this guy right here. Let's do Chrome for this one. Now we select this guy right
here, shift right-click, and we mirror on the world. And we mirror on the world. And there we go. The armor, my friends is done. We have finished. I'm going to save
this real quick. And let's celebrate with a very quick render here
of our, of our system. So let's bring a render
setup I've already saved, and let's do a quick
render and see how, how bulky this character looks with all of
the armor pieces. Now of course, we're going
to shoot from the shotgun. And that is beautiful. It looks great. Like I loved the bulkiness, I loved the complexity
of the shapes. Everything makes sense,
everything falls into place. And yeah, I know some
of these pieces are not like perfectly
soft and that's fine. This is not the final
render, and let's just save this as random number 12th. And that's pretty much it guys. So we're ready to jump onto a very important
part of the process, which is the main domain
was the final part in here, we're actually going
to go a little bit magical because if
we tried to make, to make sense of where the
connections are gonna be, I think we're going to go crazy. So we're gonna see how
we can deal with this. We're going to do
the main real quick. And yeah, let's, let's see what we have
on the next video. There's the main beat is
gonna be the last video of this chapter of
chapter seven, I believe. And after that, we're going
to jump into Chapter eight, which is going to be UVs. So hang on tight and I'll see
you back on the next one.
55. Mane Construction: Hey guys, welcome back to the next part
of the series two. There we're going to continue
with the main construction. And this, as I mentioned
on the last video, is one of the final
parts of the element. And it's one of the
easiest ones as well. Like look at this,
come on, Come on. Everyone can build this
main played right here. We're just going
to go right here. We're going to create the
base of the domain, right? Like right around there. We're going to grab
these vertices, push them up, scale them out. And then we're going to
grab the upper face, Control E, push it
up, scale it in. And that is it. Like once we do this, I mean, you're halfway there. We're just going to
set this right here, make it a little bit thinner. Probably like around there. And you can see this
is sort of sci-fi ish. It's supposed to be solar panel. Okay, So we're gonna
build it as such. I'm gonna grab this
guy right here, Control E offset to
create the proper size. Therefore, the indentation. Here we go and then grab
this piece is right here. Control E, push them
in to create the word. The actual cells are going to be the cells
we're going to do texture like there's no way we're going to model
each individual cell. There'll be, there'll
be suicide pretty much. So we're just going
to do this thing and do two segments
and a small fraction. As you can see, that's going to solve most of the stuff
right here again, from a texture perspective, it might be a good idea to
add a couple of divisions to alleviate the texture
stretching that we might get. But this is it. This is the main
plate right here. Now, the big issue
is going to be, how the **** are we going to be constructing or building
the plates around the neck? Well, first of all, I know that this
thing's pivot point is going to be down here. The second thing I know is that I do want to have some sort of system that allows me to
rotate this thing around. So remember how we had like this and let us
write here or like, I think it was this
one right here. I'm just going to duplicate it. Let me just make sure that it didn't duplicate this twice. Now, I'm just going to duplicate
this on the right here. And this is going to be the
attachment point or one of the attachment points
for the whole thing. Let's rotate this 90 degrees. And with a scale, you can press Control and
click this icon right here, so that we modify the size of this element
without actually modifying the
underlying proportions. And that way we
can get this piece right here that wherever
this business quite heavy, 2000 triangles for
a single pieces. It's quite a bit. This is
2000 triangles really. Yeah, Well, that's, yeah,
that's quite heavy. So imagine now for
each of these panels, we're going to have
a lot of polygons. This is where we might be able
to simplify a little bit. So if you can, you can just
delete a couple of the, of the support edges
that we might have. And that's going to help us alleviate a little
bit of the issues. However, again, we're going, we're going full cinematic
for a full overkill here. So we don't care, we do care, but we're not gonna be too
worried about that. So this guy and this guy,
we're of course going to combine into a single
object. Right now. This guy, I'm going to
assign the armor material. And what I can do just to make this thing look
a little bit nicer, is I can select
this panel thing. I'm going to assign
a new material, Arnold AI standard surface. And all the way here, we're going to have this
new one we're going to call M solar panel. And I want to go metallic. And I want to go blue. A blue kind of like, I always like to sort
of like teal color. There we go. So that's gonna be, it seems like we forgot
a couple of phases. So just grab those faces and assign the silver pen
color. There we go. So now that this thing is combined and we're
of course going to move the pivot point down so that it matches with the rotation
of the cylinder. And if we rotate, the whole
thing is going to rotate. So we need to do is
we need to duplicate this guy and start
positioning it. Where did this thing
is gonna be assigned? So I'm actually going to turn
on this discrete rotate, which is going to
allow me to rotate in, in angles so that it's
a lot easier to find. And we're going to have one
central piece right here. Scale it down just because
you can see the first, it kind of looks like
four layers of flight, like this or like planes. So this is going to be
the first one. Habit. We're not going to make
a lot of sense of this, meaning that I'm
not going to worry too much about where
their position. You can see this one.
The first position seems to be really
close to the head. So we're going to
have it right there. That's gonna be the
positions attached to whatever piece makes sense. So like the green
piece right there, we might need to scale
this in a little bit to just make sure that the
overlaps are not that obvious. There we go. So that will be the first, that would be the first layer. And then we're going to do the second layer,
the second element. And we're going to rotate
this, as you can see, that was, well, actually
let me delete that one. I'm going to freeze the
transformations and this one so that the
rotations are really clean. Let's go world
rotation. There we go. So that when we rotate, we can find like EC angles. So that's gonna be
like 45 degrees. We're going to go slightly
back so they don't touch. And here's where I'm saying, like it's gonna be so convoluted and so intense
that it doesn't really matter as much if we
make a lot of sense of the insertion
points and stuff. This one I think I'm
gonna make a little bit smaller on the scale
side of things. And then Control D rotate, It's going to be 90 degrees. Again, we need to find a
close insertion point. We might even push it forward. That's fine. And then we're going
to do another one. That's gonna be 135. This one that we're going to
push it backwards. Again. We might not even see where
these things are actually like sorry, attached to. But it doesn't really
matter because it's such a, it's such a conceptual piece. It should be perfectly fine. There we go. Well, actually, I like that one. Let's do this one
again, control D, rotate 90 degrees
or 180 degrees. This one's gonna
be like down here. There's one, for
instance, I think we could attach it to the neck. Kind of makes sense. At least we complete the sort of like silhouette function
that we're going for. So now this guy is, of course, we're going to mirror them. Let's go mirror options and
we're going to mirror them on the x and negative
world and hit Apply. And that's going to
build our first layer of elements right? Now. Technically, technically,
we should be able to just grab this
guy's Control D, push them back, and
then make them bigger. And that should give us a
relatively nice effect. However, as you can
see right there, the effect is not perfect because they're going to
be covering each other. So I think the first two layers, I'm going to do manually. So in this second layer, the next layer of this elements, of course, are
going to be bigger. But not only are they
going to be bigger, they're gonna be rotated
a little bit to the side. And they're gonna
be right there, 15 degrees, as you can see, right around there,
so that we can actually get a little bit
more sunlight, right? Like that's the, That should be like the DID or
the general idea. Now, when seen from the, from the top view, we do need to leave enough
room for the other ones. It's probably going to
be like right there. So that if we mirror
this to the other sides, in this case it's going
to be world positive. They do not touch
perfect, so that works. That actually means that I can, I can move this thing a
little bit more so just a tad with their apply and as long as they
don't touch or fine, that that to me it looks good. We can have a third one. So we could do another one right there and then
can increase the size. It's gonna be like the
third layer right there. It's gonna be attached
to the neck again. And believe me guys, I know this might not
make a lot of sense, but that's what we're going
to have to do this one. I'm going to really
bring it back. Same for this one.
So we can create the sort of like
layering effect. When seen from the side. These things are also
rotating a little bit, so I'm not sure if
we should rotate this a little bit there
as well, I think not. And this is one of the issues
with this concept piece. The fact that we don't have a super obvious way on
how this is working. But I kinda like this. I think, just like moving them
back and forth like that. The front silhouettes probably gonna be the most
important, right? So, so by positioning
it like this, we should be getting
a fairly good idea of how we want things to be. So the next layer, that's important
in the next layer, after a thorough debate, one, we're going to
go back and we're gonna go with a smaller layer. So it's gonna be
probably around that. There we go. And then finally, we're going to
have a final layer which definitely
going to be smaller, almost touching the back and
covering a lot of the things right here attached
to this second part of the, of the element. You can see how this things
become smaller and smaller. And that way we have a lot of solar panels like watching the, are catching the light. And now the only thing that
we need to do is we need to start positioning the rest
of the elements, of course. So for the rest of the
elements, for instance, on this second piece right here, I'm going to duplicate
another one, wrote it again, push it back, and then we need to find the position which
is right there. But at the same time, I have to play around with
the intersections, right? So here we might need to
turn off discrete rotate. And I'm going to go to
the object Rotation. Use the Z rotation in this case or the Y
Rotation to try to find the proper position
for this thing. Because as you can see, it's
not gonna be as easy now, I have to play around with where these things are going to be to catch as much
light as possible. That one there makes
quite a bit of sense. So as you can see, they're
not all perfectly level. Yes, we're gonna be able
to see inside of the lion, which again, some of
you might not love. We can add a new
one right there. But then still wet starts
breaking up a little bit. It's going to be like a
really huge one that, I don't mind that one as much. It looks kinda interesting. From a silhouette standpoint. It looks, it looks quite fun. And then we're going
to duplicate this one. Let's rotate with
discrete rotate again. That one's gonna be a writer
on their skill it in. Again, it would just
have to move this around and find an attachment
point that makes sense. So a little bit back
here to the neck. Actually, I made
a mistake there. When scaling. We do duplicate this. We're going to scale,
we're going to secure uniformly so that the, the cylinder does not change. Again, we tried to find
decision right there. We had way more time. We could design a whole
contraption that connects all of these guys like
properly and everything. That's definitely going
to be complicated. One thing we can even
do, to be honest, this just utilize
the same elements like connect ourselves to another plate and play around with the fact that some of
them are gonna be like that. As long as the overlaps
are not super obvious, we should be fine.
So there we go. Now we have 123 shift and
we've mirrored to world. In the mirror to World negative. We're
going to hit Apply. There we go. That
looks quite nice. It looks quite busy, right? This one. So eventually when we have shadows and MED occlusion
and everything, that's definitely going
to be covered quite nicely with the rest
of the elements. So that was the second row, which is this one right
here, the third row, here's where we
can repeat stuff. So for instance,
for the third row, we can just grab the first
elements, push them back. I'm going to actually
combine all of them. Just rotate them a little bit
and try to make them work. What we have. Again, as long as
we didn't have like horrible elements we might be able to
get it to work with. Now actually, it's not,
it's not working quite, not quite as hard as I thought. So we're gonna have to
do this individually. For instance, this
guy right here, that one does translate quite
nicely to the next section. This one right here. This one does not, right? So this one, I have to
bring it down a little bit. Let's go to World mode. We've got to bring it
down a little bit. And we're also going to
have to bring it out. So I'm going to have to
grab all of these faces. Focus on this site first. Push this out, rotate
this a little bit. Let's get rid of
discrete rotate, rotate. This just makes sure that the cylinders like
kinda touching. Because then we have
the arm and we got to be careful about
the arm as well. Now that we have this we mirrored to fix it
on the other side, we might even to be honest, like rotate it back a little
bit and move it forward. So that helps cover
some of these areas. Now we mirror
again. There we go. And then we are left with very little room on
this areas, right? So might as well just grab
some of this big guys, rotate them a little
bit and just play around with the empty
silhouettes that we might have, that we might still have. Like for instance, that will
make sense right there. Right? Because it covers
all of this area. It does leave an interesting
gap right there, but just not much we
can do, to be honest. I really don't want to add
another one right here. And if we do a
definitely want this to make it a little bit smaller. Because now we're getting into, into a overlap territory
where things might overlap. Like if I move the arm up, it's going to
overlap a little bit with the main right here. So that's going to
stop that we want to be careful about
and to think about. Because if eventually we
want to rig this thing, that's gonna be a,
a, a possibility. Now let's just mirror this guys. And I think that's
pretty much it guys. Like. It looks a little bit weird from the back due
to the placement, but from the front it has nice, nice read right there. Let's I'm gonna hide
this guy for a second. Actually. I'm just going to move it out of the way
because we need it. And let's bring the render setup and see how this
looks when rendering. Let's turn off the image planes. And the moment of truth. Here we go. Get the render down here. Let's close this and
say Arnold render. And let's see what we get. Will it look good? Oh,
that looks really sexy. That's nice. That's really, really cool. I do think we can make the whole thing a
little bit bigger. Because it seems a little
bit small silhouette wise compared to
the concept piece. But that looks really nice. There's a couple of empty spots right here that I
would definitely like to modify so we can get something
a little bit nicer, but let's do a
quick test on the, Let's close this right here. Let's do a very quick
test on this thing. So as you can see, all of
these guys are the elements. I'm just going to
combine them real quick. Center to the point. Actually, we got
this one as well. Let's go back. Let's everything except for
the first one. There we go. So we're going to combine
and center the point. And let's just play around
with the size of this thing. Make it bigger. I know it doesn't
make sense from the insertion point of view. I just want to make sure that it looks a little bit better. I'm going to save
a snapshot here. I'm not going to
save this image, but I'm going to save a snapshot. Yeah, that's a lot better. I think that's a little
bit too much though. So we're going to have to
go like right around there. That makes, that's 1.1. So it's not that big of a deal. Now it looks a little bit small. So let's go one point, that tool, Let's go 1.2. There we go. That's a little bit better. I'm gonna go
perspective because I just want to see it
from the front view. I think go perspective shape. Let's take a quick render. It looks quite nice like that I can imagine like
resting on a rock and just getting all of this
sun energy to do its duty. So yeah, that's it, guys. I will do a little bit of
off-camera tweaking on this part right here on the
what's the word on the, on the rotations and
some of the positions. But this is what we
would need to do. Again, this is
something that you definitely need to talk to with your rigor and with
your art director, and especially with
the concept artist to make sure that if
there's any questions you might have on
the concept that you can solve it properly. But yeah, like as you can see, this gives us a really, really, really cool silhouettes. I'm going to stop this.
Let's save this one. Is going to rely on guardian 13. And I mean, come
on from the very first blocking all the
way to this point, I think we've made a huge,
huge, huge improvement. So now this looks quite nice. This looks like a clean
render, a clear product, but now we're going to
jump onto the next stage, which is gonna be the
texturing process. And the texturing process is really going to take
this to the next level, is going to make it look like
a very realistic robots. And we're gonna be able to
add some very cool details, for instance, here on
the panels as well. So they actually looks like it's this sort of texture
or like a special, like a photo voltaic
cells and stuff. So make sure to
get to this point, guys, this is gonna be
the end of chapter seven. The next chapter we're going
to start with a clean-up. We're going to go over the whole thing and
we're going to start cleaning up the pieces,
getting everything ready. And after that, we're
just going to jump into moving and texturing. So hang on tight and I'll see
you back on the next one.
56. Clean Up: Hey guys, welcome back to the next part of our series
today we're going to continue with the cleanup
before we jump into UVs, and this is what
we have right now. So first of all, I'm going
to turn off the skeleton. And as you can see where a lot
of things that we use like curves and stuff that we
don't really need right now. So I'm going to select
every single piece of the armor and we're
going to delete history. We are going to freeze
transformations which are going to send things where
they're supposed to be. But we're not going
to, what's the word? We're now going to be
centering the pivots because some of the fields
that we have are actually working quite nicely. And then we sent her them, then we're going to have a
little bit of an issue. So now I'm going to go and say Select all by type
curves because I do remember that we use several curves and it's
important we delete them because we don't
need them anymore. I also have a lot of
cameras right there. So I'm going to say Select. And then All by type cameras. We're going to select
all of the cameras, including our shot camps
somewhere where it sits. Should be right around there. But if we just delete
things, there we go. As you can see, we cannot
delete certain things like the like the the render setup. There we go. So we did delete. Actually
let me go back here. Where's the camera? Show? You they deleted one point. Oh, there we go. Okay. Okay. So for whatever reason
this thing is right here, I'm just going to bring
the shotgun setup to the render
setup. There we go. Or even like outside of the
render setup, there we go. So now again, we can
hide the skeleton. We go. And I can say about the bus
select all by type cameras. Of course we de-select
that one and we delete so that we have let me delete
all of the other cameras. There we go. We select all by
type curves again, and we delete all of the curves. We can start like just
like renaming stuff. So for instance, this is
the lion main panels. And here's where our
little handy renaming tool can come into play. Because we can start
grouping stuff, right? So the way we can think about the general grouping of
elements is probably by, by focusing on the sections
of the body, right? So for instance, all
of these parts right here, all of those guys, I'm going to Control G. And that's gonna be the head armor. So this group right here, it seems like we have one group, right hip water
disguise the neck, so we actually already
have the head armor there. So let's on parents. So we already have all of this head armor
pieces right here. And for simplicity sake, we're gonna run our R script, whereas this one right here, we're going to just
rename everything too heavy armor piece and
just renaming number. Here. There we go. 12345
all the way to 14. We can start doing here as well, is we can start seeing which pieces are always
going to be together, right? So for instance, this piece right here, this
piece right here, this piece right
here, they might always move as a single element. So if we need to,
we can combine. However, I don't
want to combine just yet because for the UV process, it might be a little bit faster to do it in a slightly
different way. We don't have the skeleton
which is pretty clean. It's not perfectly clean,
but it's pretty clean. We have some groups right here. Just to leave those groups,
you can even go to file. And the optimized scene size which should delete all
of the empty groups. There we go. If we
have groups that were not leave it like
this one right here, that means that
there's something. So that guy, Let's grab
all of these pieces, for instance, Control G. And then this group we're
going to cold front leg group. There we go. And all of these guys, we're going to rename
to front leg armor. And we rename, There we go. Then we can start
doing is we can start hiding things. That way. We can see how many other
things were left or left. So let's hide the
head, for instance, the panelists are
pretty much going to be I think we can have them on the head to be honest. I'm just going to middle
mouse drag and drop them into the head
armor. There we go. Now, all of these
pieces right here, actually another
way, think of this, maybe we can have everything
on a single front leg. So let's just select
this again and rename. There we go. Then all of the species
right here Shift G to ungroup and then Control G. And this are going
to be chest armor. Suggest armor. Or all of these pieces
right here we go. And of course this is
gonna be just armor. Group. Scrub. This guy right
here, hideout one. And then I think
based on the volume, I think all of
these pieces can be its own group, so Control G. And this is gonna be back leg armor. There we go. Of course is going
to be a group. Just get this here, H, which tells me that we have
a floating panel over here. I'm going to leave it for now
because we might need it. So I'm going to call
this original panel. There we go. These are empty groups. Let's just delete those. We have some stuff right here, empty group but Selenium, Let's delete it, Let's leave it. And technically, if we
bring everything back here, which will have
the whole thing. So that's the armor
which looks really dope. Then we have the
skeleton on the inside, which also looks
really, really cool. So, yeah, that's,
that's pretty much it. Now you might see something
interesting here, guys, I actually divide it. This guy's into
different segments. So we have the skeleton, we have the head armor, we have the front leg, and then we have the back leg. So we're going to have
something called yield, which is the way we're gonna
be creating our UVs for the whole thing so
that we have a lot of resolution for
our final renders. This is, of course
again, going to be a little bit
performance heavy, but it's kinda look
amazing at the end. You already saw the video, of course are the intro video. So to do that, one of the ways that
we can organize things is exactly like
I'm doing right here. So I have the head
armor, the front leg, the chest armor,
and the back leg. And we're gonna do something
similar for the skeletal. We're also going to divide
it into four pieces. So we're probably
going to have eight You them islands at the variant, one for the skeleton and
one for the other things. Now, this guy right here, Let's press Shift P. In
other words supposed to be. Let's get into the head armor. And I'm just going
to copy the name here and this is
gonna be our Murphy. So with this guys, we have pretty much
everything ready. We actually don't need
the image planes anymore. If we want to clean this
in a little bit more, we can just delete them. Will be fine. I'm going to say File increments and safe so that we keep
the original one. And n are seen as you can see right here
is it's a lot cleaner. We can still do a
renders and everything, But we are ready to jump
onto the next stage, which is going to
be the UB process. So I'm going to show you, I've shown this before
and you probably already know the basic or my
basic process for UVs, but we're gonna be doing this well for each individual piece. The cool thing about
this character is the fact that you're
going to let a lot about UVs because we have so many different pieces
that by the end of this you're probably going
to be a master at UVs and each piece has
its own challenge. And that's one of the things
that they love about UVs, that if you know how to do them or if you
learn how to do them. Every time you do
them, you're gonna get great results
which are textures. Okay? So, yeah, that's it
for this one guys. I'll see you back
on the next video.
57. Using Uv Checker: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the UE process. And I want to show you a very, very cool tool
which is this, uh, UV check or you can find this at UB checker da Vinci dot XYZ. And this was released
not too long ago or not so long after
I'm recording this. It's a great tool. It's a great tool
because we can generate our own UB checker map
with specific colors, is specific, like
patterns, everything. Now, why are these
maps important? This is one of those steps
that a lot of people just ignore or
don't use as much. But you can actually
get a lot of very cool information from using a UV checker map
on your UV process. And the reason why these
are so good is because you can see both at the
direction of the islands, the resolution of the islands, and also the stretching
of your textures, which we've talked about before. It's really, really important
when we are inside of Maya. Let's say I just
grabbed this piece. I'm going to actually
gonna, I'm gonna have to assign a new color
to every single place. So I'm just going to
select everything here, right-click, assign
new material. I'm going to assign a
new Arnold material, or actually, let's
do a Maya material. Let's do an Arnold material. That's fine. Let's do
an AI standard surface. And there's going to be
called M UV checker. There we go. I think I wrote that wrong. So I'm gonna grab this
piece right here. And let's say we do just
an automatic UV, right? So we'll just grab this
guy and we say UV, automatic UVs and
we're like, whoa, Abraham has said that the automatic UVs are
fine sometimes. They are fine sometimes, but not in this particular case, because if you see this,
this is not great. It's not really great. We can turn off
this little checker do we have here inside of Maya? And it's not a bad checker,
as you can see right here. We do have the letters,
we do have the elements, but it's a little bit
difficult because there's a lot of empty space, so we don't see everything
that we might want to see. The only thing that's not great, Let me turn this thing off. There we go. So I'm just clicking
this so that we can see the black
and white thing. The only thing
that's not great is the one we press number three, this is where we're
gonna be seeing in the UVs, like a stretch. But since this UV is
not actually an image, as you can see, we're
not really seeing the UV stretching happening. So it could trick us into believing that we don't
have any UV stretching. And that's why it's wrong. So this tool right here, the cool thing is again,
you can do your own. I recommend either
grabbing one of the basic ones or selecting
one of these guys right here. I personally really
like this one that has like round corners. It looks really nice. And you can change the colors as well. This one has this sort of
like Rainbow road color. We can go with
this normal scroll we can do with Valhalla. I actually really like Valhalla and down here we have
the custom colors. So if you want, for instance, we can go into like some
green shoes right here. Right? Just keeping most of the stuff. They're just modifying
the details a little bit. So we get something
that's a little bit like green and brown. It's not that I don't
love it, That's not bad. Let's say we're going
to use this one. Okay, so now we can decide that whatever solution we
want to export our stuff. And they recommend
that you export this at roughly the
resolution that you're gonna be working with in either a substance or
on the final renders. And since we want to go really, really high, we're going
to be width for k. So of course, if you want
to donate, you can donate. Let me open this real quick. I'm going to Control X on
my file, source files here. And we're going to have
this on our source images. You can of course, use this one. It's going to be here
available for you or you can download your own. So now as you guys know, all of these guys right here, all of the species have
the same material, are gonna go to
Color, got to sign a file and working the inside of the UV checker that we have
right here costume, you'll be checker by value. Once we do that, what's going to happen is
we're going to see display, especially if we press
number six, the UVs. And as you can see,
this are horrible. Some of them are
really stretched, some of them are
completely broken. And eventually we'll wanna
do is we want to create a UV that looks good
for every single piece. Okay? So I'm gonna go to this piece right here and just show you why this
is so important. So remember that we can see the stretching now
as you can see right here. This tells me that, yes, there's a little
bit of stretching, but it's not that bad. Okay, so this UV right here is actually
working relatively. Oh, sorry, sorry,
sorry about that. I got caught meets nice. So this UV right here is
going to work like this. This could potentially
work on our subject, but the problem is that we have some cuts where we
don't really want them. The direction of the UVs are not actually going in the
proper direction. And in general, it doesn't
look the way it should. So the process that
we're gonna be doing to generate the actual UVs
that we want is as follows. First of all, if this is too distracting for the UB process, you can of course, go back
to the standard material. We work on, the
UVs here and then we see the display
or the final result. And we're going to follow
three very simple steps. We're going to create new UVs. We're going to unfold those UVs. We're, we're gonna cut first
where we want the cut-off, our UVs, and then we're
going to unfold, okay? So we also want
to save ourselves time and we're going to just delete the one
of these sites, do it on one side and then
mirror it to the other side. I'm going to start with
this one right here. I'm going to start
with my first step, which is going to be UV. And we're gonna do a
camera based projection. This will take a
picture of our UV, as you can see right here. And it's going to show the
whole thing very, very nicely. I'm going to, you can minimize this or move
it to another side. I'm actually going
to see if we can. Let's just keep it right here. The thing is, it tends to occupy quite a bit of
space. But there we go. I am going to turn
this option on, which is going to
show me which UVs are facing forward and which
are facing backwards. So this red is pretty
much Maya telling me, Hey you, UVs are
flipped or wrong. But we can fix this of course. So now that we have this, I'm gonna go to UV
and we're going to say 3D cut and sew UV tool. And you can see everything is a single pink Ireland
in this case, which means that right
now we have no cuts. However, if I start
cutting, for instance, here on this corners right here, and I caught all
around the element. We're gonna get two
different colors telling me, hey, okay, cool. So this is a different island, and this is gonna be
a different islands. So this is pretty
much what we want. Now, one of the rules
that we're going to talk about is we want to
make sure that we hide. This seems in the
best possible places so that we don't see them
on the texturing process. Nowadays, hiding
the seams is not as important because we
have a lot of tricks to paint over them and the software is
nowadays they know how to blend those seems very
nicely and get a nice result. However, it's always a good
idea to try to hide them. Now, if I were to unfold this, I'm just gonna select
the UV shells over here, but it doesn't say
Modify and are tools. Just modify, modify
it and unfold. We're going to get this. So the back part
looks really nice. And if we go into
our color mode, you can see or
you're going to see, let me turn off this thing. You're gonna see that
this looks great. Look at that super nice. Of course, the only thing
we might need to do is grab this shell and
rotate it around. So that's, It's facing
the proper size. But look at that
like if we were to project the texture
over this thing, that texture would look
absolutely perfect. On this. It doesn't look that bad. It looks quite nice as well. Even the F4 right there, the distortion that
we're getting is not that big, so
things are working. Okay. We do have a little
bit of wobbling this year, not the end of the world, that's perfectly fine, but
where it gets a little bit tricky is under corners
like right around here. Because if we take a look at that uv is you're going to see that the corners actually don't have a lot of space
to blend nicely. So this guy right
here is not blending perfectly and we start getting
this curvature effect. How can we solve that? Well, let's turn this off. And usually for a square
objects like this, we're going to have
sharp corners. And we have one sharp corner, for instance, right here,
this guy right there. So it is a good idea to use our uv 3D cut and sew
YouTube to cut that corner. As you can see, it's going to
stop right there because it doesn't know where to go,
what are left or right. And that's a perfect place
to add a small little cut to our elements to help alleviate the tension that we might
get from our uv maps. Now, it's not always necessary, but in this case, I do think
it's going to work now, take a look at this
island and when I press Control U again, which
is the shortcut. Now we're gonna get that cut. And by having that card now, the texture is going to be
a little bit more relaxed. Yes, we're gonna get a cut so the texture is no longer
going to be following along. But you can see this
piece right here. It looks a lot more relaxed. And the in general,
it's going to give us a really nice effect. Now, how can we
alleviate this cost, right there is, is
there a way to do it? Well, you can see when
we press number three, it definitely smooth
out a little bit so we lose a little
bit of funkiness. But unless we want
to cut more islands, it's pretty much unavoidable. But yeah, as you can see
this piece right here, this is perfectly
working the way we want. I'm gonna do one more
thing. I'm going to press Control L and Control L as the shortcut does. We'll go to modify
and we'll apply this thing called
a layout function. The layout function
we'll make sure to fit a both elements into or
any islands that you have right here
into the easier to one space in such a way that both sides are
perfectly equal. This is very important. We don't want one part
of this things to be super high-quality like this, and then the other one be very low poly or the
other way around. We don't want one of
these pieces to be really low poly like this. And then the other one be
a little bit different. Now, I'm definitely seeing that the black color is not
helping me at all. So I'm gonna go back here. I'm just going to
grab Rainbow road, download this at for K. I'm also going to
include this one on our, on our source images folder. I'm going to replace the file. And when you replace the
file here inside of Maya, the only thing you need to do
is go here and say Reload. And as you can see, we're gonna
get the exact same thing. This should allow us to see
things a little bit better. So yeah, like as you can see
for this particular one, yes, we have a cut right here. We can hide it very easily, but everything else
flows very nicely. Like Look how nice
the texture is projected along the side of
this element right there. And that process that
I just did there, that's the process that
we're going to have to repeat everywhere. Every single piece of
this animal right here of this lion has to go through that process of creating a UVs, doing the proper cuts and projecting at the very end,
we're of course going to. Organize things in
such a way that they share the same
texture resolution. Right now, I'm not going to
care too much about that. So let's say, for instance,
this piece right here, you can see this piece
actually doesn't have a horrible UE is looking quite nice,
but it's not perfect. So let's delete half of it. It might be a good idea to go to the front view and just
delete half of everything. We'll do that once we get
into each individual piece. On this one right here, we can follow a very
similar pattern. First of all, we go UV. We do a camera based mapping. One thing we can do to make
this a little bit faster, Let's add some shortcuts. So it's gonna be my UV mapping, that's gonna be my UV editor. And this is gonna be the
3D cut and sew tool. So we just camera based
projection right there. You can see right here. Going into, here we go. For some reason. Let's leave that one. Try this again. Uv
camera with okay, cool. So UV calories projection. Again, just making
sure it works. For some reason it doesn't work. It's really weird anyway. So we do that and then we jump into 3D cut and sew UV tool. And in this case, for instance, the best god is again, along the edge right here. We can even use
like see this edge, a little support edge that
we have. That's also fine. We're gonna do it on this side. And of course, on this side you get a couple of
different islands. Let's go with no materials
so we can see the islands. There we go. And in this case at the
thickness that we have, it's actually not that big. So we could avoid
cutting the corners. But I know from experience
that it really helps, especially like on
this one right here, like on this inner
corner right there. Cutting those corners on a cube is really, really,
really useful. Careful there. Okay, I thought
they had gotten all the way through like
this one for instance, we really don't need
to cut that corner, is it's perfectly
fine for the circle. We really don't need
to cut the circle. But this one's right here. Again, we can benefit. One thing that you are
going to hear from studios and the uncertain
workflows is that you shouldn't add more cuts than you need because
each card that you add is extra information that the model is
inheriting their true, That's true for games. You want to be
very careful about how many costs you
do to an object. You don't want to
go crazy about it. However, for movies,
I've seen things that are cutting so many ways.
You wouldn't believe it. There we go. So Control L to make
sure everything fits on a single place. And there we go. Once we
go back to our material, you can see that that
piece right there has a perfect UV setup. Now it's a little bit twisted. You can see here and it's
a little bit crooked. Like we can see how the
elements are not like flowing perfectly fine because it's trying to flow in this way. Is that the end of
the world like is this like like Cadbury, they're like really
affecting us? And if the answer is yes, this is one of those moments where it might not be
a bad idea to grab that edge right there and
say uv, Cut UV edges. Of course the same on this
over here to the edges. And then if we unfold again, that's gonna give us
a straighter look. What the **** is actually
giving us a really weird look. Okay, so if this happens, oh, because we forgot
to cut right there. Look at that, see those little
three points right there. And those little two
points right there. Let's do, let's
open our UV toolkit here. We're going to cut. Whenever you see things
are not working the way you expect that parabola means that you made a mistake on the cutting aspects
of control you. There we go, That's
a lot straighter and that when we see the uv, uv is going to be
really, really straight. Yes, we have a cut right there. Am I worried about
it? Not really because I know how to fix that inside of inside of
Blender blender, Substance Painter,
what the **** am I talking about? So that's it. Now of course, this one
we're going to mirror to the other side, the
other side of the world. Right now they're sharing UVs. Eventually we're going
to lay them out as well. The resolution is
going to become smaller because we're
sharing more space, but things are going to
look a little bit better. One thing we're
definitely going to have to do, for instance, here I can tell that some
of them are flipped. It look at those
flipped elements. We can select all
of those red UVs. And it's very important
that we say modify, flip. So they're blue as well. Control L again. And that way we should be seeing the proper like
letters and stuff. So that's FC row, GCO, HCI. Of course, we're going
to align them later on. But yeah, that's
that's pretty much it. So I know right now we
see the whole line. It looks like really,
really What's the word really intimidating red because of all of the different pieces. So the way we're gonna do this is we're going to start small. We're going to do group
work or group part by part. We're going to start first
with the legs and then we're going to jump onto the top
parts and stuff like that. And as we mentioned before, we only have to do it on one side. We do it on one side and
then we just mirror it to the other side and we
are going to be good. One thing again that we do
want to make sure it happens, and we're going to
talk about this later on at the end
of this chapter, is we want to make
sure that all of the pieces share the
same resolution. We don't want some pieces to
be really high resolution, and then some pieces to
be really low resolution. Everything should be really,
really, really clean. So that's it for this one guys. I'll see you back
on the next video.
58. Leg Armor Uvs: Hey guys, welcome back to the next part of
the series student, we're going to start
with the UB process. Let's start with the
leg armor right here. So as you guys know, we have everything
set up right here. We're still going to do
a little bit more clean up before we jump into textures. But we can just
start like UV stuff. So I'm just going to start, let's go with the first one. Let's go right here. We delete half of this. We're gonna go to this
piece right here, and we're going to frame
it roughly around there. We're going to say UV and
planar mapping, or sorry, camera based projection, just to get the very basic
projection right here. And this is one of those. We're gonna have a lot
of pieces that are very similar to this one. This is one of those
pieces that we can divide into two parts, like the front and the back. Now I'm going to show
you here one trick that we're gonna be
using quite a bit. And that is to use one
of the support edges, preferably the one
on the back to cut through half of the elements
right there, like that. Just like that. And with that done, we can pretty much go
and unfold this thing. And we're gonna get something
that looks quite nice. Look at that. So it gets a nice
distribution right here. However, the one thing
that you might not like, and I actually
don't like either, is the fact that even
though it does look good, the shape of this thing, little bit weird right? Now. Remember we mentioned
this and we don't want to have more cuts
than what we need. But every now and then, it's a good idea to just
like cut a couple of extra edges to have
things be a little bit flatter and a little
bit less intense. Again, there's no
problem if we use this UV instead of substance painter or
this UV right here. The reason why we're
not gonna have any issues is because dextrose, which is going to just going to map themselves pretty nicely. However, imagine we wanted
to create a pattern like a checkerboard pattern
like the UV checker. The problem is that
this one is gonna be just fine because
it's very straight. So we can have texts and write this text along this
line on the underside. This one's gonna
be very difficult to match this curvature. So this is one of
those occasions, will be one of
those elements are items where I would definitely, definitely suggest that we
go around the whole thing, of course, on both
sides right here. And do a UV and unfold, or sorry, a cut UV edges. By doing that, actually let me, I normally don't do this. But I'm going to, I'm gonna
get the UV editor right here. We're going to have to cite
a double B array here. Now we are also going to
be using the toolkit, so we're going to
have it right here on the go or not there. Can I get a little
window thing? Now? We're just going to
have it over here. So that way we can work on both elements a
little bit easier. So now if we do a Control U and unfold this and
Control L to lay this out, as you can see, things are
gonna be a lot straighter. Yes, we're gonna have
a cut which could potentially show on
the UV lines later on. But it's, it's gonna be fine. Let's go with this one
now. This is even easier. This is just a box, so
we're just gonna do again a planar or a camera
based mapping actually to save a
little bit of time. Or we can do, we can actually
grab everything here. All of those pieces. And let's just already do
AUB camera based prediction. That way we skip
one of the steps. She can see that
might look good, but of course we know
it's stretching horrible. But this is going to save us
one step right there because we don't need to do the same
thing every single time. Now we have this one. Now this one again, it's
one of those things that syllabus tricky because
it has, it has thickness. So yes, we can, again go with our 3D cut and sew tool right
here on the back, we're going to have the front
view and the back view. But when we do this, we need to see
whether this works or not. So you can see this one. It kind of works, but we get a lot of
distortion here on the front, especially for this
thing right here. And the reason we're
getting this is because this code right here is making a really,
really difficult. So I'm just going to select that color right
there, which is, you can see it's going
to go on both sides. Uv, let me get this
called uvea, just there. We might use it quite a bit
and then control you again. And there we go. So you
can see this is gonna give us a cleaner approach, it cleaner distribution
of the whole thing. Now I can also see
here that we have some guns for whatever
reason we shouldn't have. So I'm going to delete
those lines right there. This is a good moment
to clean things up. In case we see this
sort of stuff, I can see another anger. And right here, let's
just use our cut tool. There we go. That's it. As you can see,
that's also going to make the whole texture
look a little bit better. Angles are debating of our existence because
as you saw there, they really distort the way
things look, look at that. This is a smooth version and look how nice the
texture stretches. So that's it. That piece is done. So let's go to the next
one. This one right here. This one's a little bit interesting as well
because we have a whole host tend to
be really tricky. People tend to mess
this up quite a bit when I'm doing
this with my students. And the reason why people
have issues with this, because they forget
that they also need to cut one line going
across those holes. Otherwise, things are
not going to work. Okay, so we cut that line right there and that we're going to call it the
half line right there. So now if we unfold, well, first of all, let's
lead the other one. There we go. Control you. As you can see, we get
again islands there. Okay. Ish. But they are having
a little bit of an issue with the with the stretching
of the whole thing. This would be one
of those, again, elements or just like things that would probably
cutting to multiple parts. So for instance, I can go
around this whole thing. And that means that I'm
going to have the side view and front view, the source. We're going to give
me a cleaner effect. And again, there are
ways I'm going to show you those ways when we get into texturing to hide all of this seems so
if you have seams, you can deal with
the seams instead of pretty much all of
the software's nowadays. Now it seems a little bit more important in character creation. Is he all of the
different islands now control you and look at this. So now this really looks like a, like a nice organized effect. Let's do Control L. And we'll look at how clean
the grid looks, right? That's what we're going for. That's the kind of
distribution that we want. So as I was
mentioning, seams are hiding seems it's a
little bit more important when we're dealing
with characters for this kind of stuff,
for mechanical stuff. Thanks to things like metal edge where things like dirt
and stuff like that, that we really don't need
to worry too much about. Similar thing right here. We're gonna go through the cut. Let's go right through there on the inside of the
little buttons as well. Anytime you have
a negative shape, we need to cut so we
get both islands. Now this one, I have a
little bit more optimistic because they're actually
like really straight. So as you can see, we get a little bit of
a nicer distribution. Yes, there's a little
bit of stretching. This are stretchy going
here on the corners, but everything else
is quite, quite nice. I'm not particularly
worried about this. We could, of course, again, cut the corners here,
like the lines. I don't think it's
really necessary if I want it to be a little
bit more precise, I'll probably cut this
corners right here. Those are probably going
to help a little bit. Let's just call
this UV edges and you can see how things are here. Control, you would get a straight or Effect
Control L again. And there we go. So that's gonna be my
finger right there again. When we press number
three, look at how nice again,
stretching has worked. Yes, there's a little
bit of curvature here. If we want to really
eliminate this, we would need to
separate both sides. We can try adding a
texture thing right there. That one helps, as you
can see right there, it makes things a
little bit straighter. Not changing things as much. So to keep things simple, I'm just going to remove it. There we go. Now let's go to this
little guy right here. Cylinders. Cylinders
are really important. I think I've mentioned
them before. Most of the pieces
that we've done so far have been very easy. So cylinders are used a sort of like a mantra
which is a cap, cap and the cross. And that should give you a super clean
cylindrical layout. Look at that. Perfect. That's what we want. Any cylindrical shape
we're going to be following a specific pattern. Let's go with this
one for instance. Just going to
delete right there. Go through the gut. So CAP, cap. And usually it's the
bottom one because again, that's the hidden one and
unfold. You can delay out. And there we go. Very important that
things are squared. That's why we froze
the transformations for everything before
we started this, because otherwise we will have a slightly different issue. Now, this is where
we're Thanks again, can get a little bit tricky
because as you remember, this piece right here, SAP's that's made out of
multiple different parts. And usually when doing UVs, it's a lot easier
if you work with things as separate pieces. Let, let me bring
this over here. There we go. So what I'm
gonna do here is I'm actually going to say a
mesh and separate. That way we have
separate pieces. And again, it's just
gonna be a little bit easier because we
can just isolate this one and that worry
about the specific one. So we go here. That's the cut right there. And it's a very flat thing. So even if a and m fold right
here should be more than enough control l. You can see that's working
perfectly fine. Same for this one right here. Hopefully you guys
are already seeing the importance of
proper modeling. Like UV should not be painful if you are suffering
when doing UVs, that probably means
that you didn't do the right thing when
you were modeling. And that's what you're having a hard time doing
this sort of things. Because if you have clean
topology, clean edges, clean edge flow and everything,
then as you can see, doing this shouldn't
be that painful. Now, careful here with
definitely need to go to the Insert
rings right there. There we go. The cut has been done
on both of them. We're gonna do on
fall yet I'm gonna show you one thing
in just a second. Let's go with this
piece right here. This one's a little
bit more complicated, and since most of this wall
is going to be hidden, I'm really tempted to go
across the corner like this. Actually, before we do that, let's go across the
front and back. And then we'd go across
the corner there, corner here. And on the inside. Because whenever you add
one of this section lines, once one of this UV lines, you are gonna get
like stopping points. So things are going to stop. This one I do want
to let them fall just to see how it
looks. Control you. Control l. Not a fan of the, this
thing right here. Like how it's strength to
go on a weird direction. So I am again tempted to just cut one more
time right there. There are some tools
that can be used to straightening things
a little bit more. But to be honest with the process that I'm
gonna be showing you, I think they're going to do a little bit more
harm than good. This one on the back. Not really care too
much about this. It's hidden cylinder. We already did that one and we have this little like
three pounds right here. Now here's the trick.
This three pounds are pretty much the exact
same thing, right? So we don't want to work hard, work smart, so I'm going
to do one of them. And once they have
one of them going to select that one,
select the next one. I'm gonna go to Mesh
Transfer attributes. And we're going to transfer
pretty much everything. But we're gonna be
sampling in the topology, which is the way they're built. So if I hit Apply,
as you can see, I've successfully transfer the
UVs from one to the other. And therefore, like we just
have all of them right now. Yes, there are sharing things. I'm actually going to
go windows or mesh. Let's add that tool, the transfer attributes
to my shelf. And now of course here
we're going to have to lay them out properly, control you and Control L.
Let's combine them, Control L. And now they each
have their own stuff. It looks very wonky, but again, when we
press number three, you should get a
slightly better result. Right now here I think the texture stretching
is really hurting us. So I'm going to add the 1.2
right there, 1.2, 11.2. The topology is now
no longer the same. But hopefully this should help us with the structures
of the texture. Like it should look
a little bit better. I don't love that like wonky, wonky change on
the texture there. It could be because we
need to do a couple of extra cuts right here,
like this corners. Especially like probably
like the bottom corners. Let's try all of these
Side Corners as well. And this sort of
thing happens mostly with square shapes
like this one. Let's see if that's a little
bit of a better job. There. Doesn't really change
that much to be honest. So it's mainly the
change in perspective. But that's fine.
That's a small detail so we can deal with that. Yeah, so that's,
that's this because now we can grab the whole piece, recombine it again, and
do another control. You control L to get everything
in the same position. We're gonna do this for
everything later on. But as you can see,
we get a really, really nice distribution of
the materials right here. This one will have a very
quick cylinder here. Let's go to this on
the right there. Delete this one right here. Then you can just
graph the edges, grab the edges, cut, and then with the 3D codons. So you'll be told
it's down there. Control. You need to keep
your mouse on top of the elements so it knows
to use a control you, otherwise it doesn't work. Now, this piece right
here is a little bit more interesting
because as you can see, if we try to unfold this
by just going to the side. Like what we've done right here. It can work, but it's
gonna give us a really, really ugly looking thing was of course, delete
the other side. So it's not perfect. It's pretty **** good. Yeah, that's pretty good. Mare. Sheesh. I was expecting this to be a lot like dirtier
but no, like this. Just looks perfect, guys. Like it's great. Like you can imagine this thing if we look stabilized
a little bit more and keep it
really close here. And we're gonna do this
later on by the way, we're going to
organize our shell so they look a
little bit better. You can see that
clean distribution of the elements,
that's just beautiful. Barely any distortion, a
little bit of distortion here, but it's so, so small, really don't, don't see
any issues with it. Now, this piece, It's again, a little bit more
complex, especially. Thickness, right? Like you can see that it's not the same thing as the last
one that we did because this one has a slightly
different type of thickness. So if I try to go with my 3D
cut and go Right here, Yes, I'm going to get
an island and that island will probably separate nicely them already guessing
that I'm gonna have to separate these inner
piece right here. There we go. So this is a little bit
flatter. That's flat. And this is like a
second thickness that we need I'm sorry, that we
need to take care of. So to do this, I'm actually going to go
to this line right here, which goes across the lines. I'm going to separate
the wings, right? Like this Wings right here. They're gonna be separated
from the rest of the VM and you can see
the color changing. And that's a good point
or a good position to use or have a seam line. Mainly because again, we dirt and grime
and stuff like that. We can very easily hide
that particular element. And then this one right here will also have its own sort of like taking this thing
going right around here, which is pretty much
going to follow. It's pretty much going to follow its its length right here. It goes. We have one
island right there, one island back here. I have to do the same
thing over on this side. Right there. There we go. Now this one again, to
alleviate a little bit of the tension because
I know this is a really, really big piece. I'm also going to separate at
this lower part right here. I'm going to go around
this whole block, a block or box like
this. There we go. And again, this, this guy right
here, like might as well, just like finish the, the line right there. Finished the line right there. And probably this
one right here. So we're going to have
that inner one and then this like long pink one again, super long islands are
not super recommended. So let's just cut this as well. It has a lot of cuts. Can kind of expect it. The secondary line right there
that actually don't like, let me go back a
couple. There we go. That'll be careful on this. There we go. That one right there. There we go. Enough here that while cool because I
didn't want to have like extra, extra lines. Careful there. Okay. And it's a game of patients for this
particular areas, guys. As I've mentioned before, after
we're done with this UVs, you guys are gonna be masters. You're gonna have a lot
of experience doing complex pieces which
tend to be quite tricky, especially for
people that are just learning how to, how to model. Here, let's be very careful to hit the exact same
line. There we go. Now let's give it a shot. So we're going to say Control U. Oh, no, that's horrible. But don't worry, this is
actually relatively good. Because as you can see, we're getting this message. It's not very often that you get this message which is a a, an actual like backup. So let's just send the
report real quick. Any error, any error that we
can send could eventually help the developers
to find the solution. I think you've already
sent. There we go. And when this happens, when you actually like get an error like those and he
tries to save a backup, you might be able
to get the backup, which is what I think it's
going to happen right here. There we go. So we get this little alert. And it was like, hey,
we recovered something. You might want to check
this one out. Let's see. Yeah. So as you can
see, we got something. First thing you do here. When this happens,
you're going to press Control or he's going to go File Save Scene As you're going to save a
backup for new scene. So this was 005. Let's go 006. There we go. So now we have the backup ready. Let's keep going here on my, on my cut tools. And I think I already
had the console, so let's open our UV editor. Let's get this out. I'll just skip it like here. Let's try Control U. Okay, so if it's
crashing right here, this is important as well. If it's crushing right here, it means that there's something wrong with the data topology. And it usually happens
with either super. What's the word like super, like dense measures
like this one like really, really intense meshes. Or again, because we
haven't an issue. So I don't want to
stop the video, guys. I know we're going a little
bit over the usual time, but I do think this is
very, very important. So let's, let's,
let's figure it out. I'm going to say Control 0 to open and we're going to
open our armor right here. First, let's see if
we have an angle. So easiest way to check if
we have an angle is to go into the mesh element
right here and say, remember that we were
using the cleanup option. We'd select matching
polygon and hit Apply. And there we go. We got two angles right here. And it's probably one of
those stupid and guns, which is just the extra
vertex right there. Look at that. I'm going
to press number three, which is heat again, you apply. Okay. We've got another one over here. Yeah, like just a very, very stupid like extra
element right there. Hit play again and there we go. No, no longer, we no
longer have any angles. Let's say real quick again. Go into UV, UV editor. I'm going to keep this in low, low, low poly mesh. So number one, and
let's try controller. There you go. So once we do that,
as you can see, we've successfully clean up the angles and we no
longer have the issues. So let's see the
distribution of this things. And it's not bad. As you can see, the
main areas which are all of this, are perfectly fine. And things look good at
this top part though, like this, if we go UV, UV shell, this UV
shell right here, it's a little bit
wonky as you can see. So I'm not super worried
about that because we have what's the word? We have the another
type of like like cut. Wait a second. That's not the one. Let's go to UV, UV editor. I'm trying to like
this one. This one looks a little bit weird. Let me let me see
where this one is. Okay. It's this like
back sexual right here. Yeah. So this could benefit from just an extra cut along
this corners right here. We go. So by doing that and doing another
control you and Control L, we're going to have things
that look a little bit better. Just slightly by Leiber. It's a really thin
phase right here. Came from, from a
UE perspective. That one doesn't make sense. I'm going to show
you here a trick. There we go. We say a UV or codons here and
we're going to cut. Now, this is long faces
that we have right here, like this edge and this edge, I'm going to say so, just gonna be sewn to
where it belongs. It's down there. Perfect. Now v unfold again, which will have something
that looks a lot cleaner. So yeah, that's it. That's the that will
be the organization for this big piece right here. Since we're already
here, Let's just finish at this guys right here. Give me, give me two more
minutes so that we finished this little masterclass
on the UVs. And we can, we can
move on to the pelvis. So this guy's, for instance, we actually don't need
to unfold like this things because they
actually don't have any faces right here. And they're going
to unfold nicely. And the pipes actually, we only need one line that goes through
the back like this. And that should give
us a nice effect. Most of the times
when we use the, what's the word the mesh, it actually gives them a very
nice like unfold option. But there you go. Like this. You can see this
is just like the little flat areas right there. And the rest of the effects. That's it guys. I'm going to stop the
video right here. As you can see, this
whole leg is finished. I'm actually not going to mirror it just yet
because it's gonna be easier to organize
everything before we mirror. And after I won't labor. We might not even do
a mirror at the end. Like if we want to keep things
a little bit optimized, we could use or reuse the same textures on
one side to the other. But we'll see, we'll
see that when we get into the texturing face. For now, I'm going to
stop this one, guys, I need the next one
we're gonna do with the hips and the
little tail things. So hang on tight and I'll see
you back on the next video. Bye bye.
59. Hip Armor Uvs: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the hip armor, which is this bone right here. So let's jump straight into it. We're going to just delete
all of these guys right here, delete this guy right here. And this actually again
gives us a little bit of an advantage because at
this piece right here, which has already been cut
as part of the geometry. We don't need to worry
too much about the, what's the word cards
because we already have a big cut that goes through
all of those things. So I'm just gonna go
in this corner right here and cut this
down a little bit. And that's going
to unfold a very, very nicely, very much
like a, like a box. So that right there, That's
pretty much all we need. If we want to add a
little bit extra help, that corner might
be a good idea. And maybe like that
corner right there, maybe maybe even going. Now I don't want to go see that. That goes all the way
to the other side. So just that corner right there. Now of course we have the
other parts of the mesh, which has all of this
big box right here. Let's go into object
mode, and there we go. Now, this one, we need to utilize the fact that we
have that thing right there. So I'm gonna go all the
way across that corner. So we have the bottom part. And then we follow that line. Pretty much gives us
the lower section. And since it's a
very boxy thing, it might not be a
bad idea to just go across like that
on the back part. And if my calculation is right, we might just need this
little corner right there. In this little
corner right there together, a clean unfold. Want to be extra, extra like a precise, we could use this
line right here. Go across a both sides, cut this one as well. That's going to again, probably give us a slightly
better unfold. So let's take a look here. Make this a little bit smaller. And now it's not letting
me docket anymore. Oh, it's because of this. There we go. Let's get this over
here. Control you. Okay, there we go. Now, this one did not crash. We had this on the last part,
so I'm gonna cancel this. This one did not crash, but
it is giving me the warning. It's like, hey,
you gotta issues. You got to fix
things here because otherwise, this is
not going to work. And this is why I always
tell that these are like a final boss on your
modeling process because you can do something
that looks really cool, but when you try to UV it, you're gonna get this
sort of issues and you need to figure out
how to solve them. So let's grab this
guy and first of all, let's go to the check
the check attributes. So mesh cleanup, Let's do
this work here, cleanup. So if we do that and
I hit a cleanup, we're gonna we're
gonna be getting some some lines like
that one right there. Thinks the only one that says, let's say an angle. And it's again probably an
angle because they're really like ugly vertex right there. Let's do it again. So select
the object, clean up. If you get a selection, then that means that you
have an issue somewhere. There we go. There's
another one right there. Delete that one. Again. Vertex. Really small, but
that one right there. Oh, it's not letting
me delete that one. Okay. So it's not letting
me delete that one. That's a little bit of an
issue because that means that there might be a couple more issues than
originally expected. It's oh, it's right there. See that line right there. That's an edge actually. So I'm just going to try
and delete that edge. If you can't do
that, don't worry. Grabbed your faces
and delete the faces. You might see the phase
or the edge right there. Little League. Ugly here. Sometimes it's even like a face. There we go. Now we
can reap rich this. Technically, we check, we shouldn't have any issues there. That's another cleanup. And you can see that's
clean now, perfect. Now we go here to the
front where there seems to be slowly similar issue. And that also looks like
a like a bath like face. So I'm just going to grab
those faces and delete them. Let's try re bridging. I'm going to press F to try to focus on just that one guy right there. This one right here. And this usually happens when using this technique
that I show you. Because sometimes the
edges gets so close together that they
can bridge together. That's what I'm checking here. Looks good. Okay. So let's check the cleanup. Still got to clean up
right there. There we go. Perfect. So now we click, there's
no more cleanup. So that means that we're fine. Let's say real quick. And then we try to unfold. Now. The unfolds should work. Sometimes unfold. We'll allow you to use the tool, even if you don't have the revenge of the
topology is not perfect. Because sometimes
angles will be like properly solved for
whatever reason. But yeah, like this one, It's like that's
where we need it. This one again, let's very
quickly do a check-up here. I'm I'm now scared about
guns, so yeah, that's fine. This one is perfectly fine. And as you can see, this is just a box
like this is a very, very simple box for
objects like this, we'd have very simple box. You can actually try using
the automatic UV map, which is gonna give you this. In this case, it's not perfect because it's giving us way, way more faces than
what we actually want. But I've seen some productions where they use
techniques like this. And it's, it's fine. It's not ideal, but it's
fine. It's going to work. Now you can see
there's a little bit of extra stretching right there. That's the kind of stuff that we definitely want to avoid. So I'm going to assign one right there when actually right there. So when we press number three, we don't get as much
texture stretching. Now if we want to clean
things up, for instance, I I do like some of the cuts but not not not all of them to be honest. So I'm just going
to say a UV and do another camera based prediction
to reset this thing. If you don't want to
do double the work, we can try and turn an
object x symmetry on. And if this works, as you can see, we're
going to get both sides, which is quite, quite handy. I'm going to cut this
length here on the front. Definitely going
to cut this line here underneath the whole thing. There we go. This other corner. It's also going to be important. This one right here,
this one right here. There we go. So technically, if my calculations are
right control you. Almost, we miss just
one line right here. You can see that this is way, way too intense on the box. So it might be a good idea to select like this edge right
here and the caudate as well. Let's try again, control you. And you can see like
this big box right here, it's making a little
bit of a mess, right? So again, it might be a
good idea to to cut it. So we get two extra islands. There we go. That way this is going to look a lot straighter like this. Look at that. Really, really
clean. Well, except for this part right here. I can now see the error, which is that line right there. Let's cut. And down here, this line
right here, Let's cut. Now things are gonna be way, way we flatter. She can
see it right there. That looks quite nice. And we'll get a super
clean distribution. This piece is this are easy, back to some, some
easy stuff, right? So let's go with
this one right here. We're going to use a
very similar process, which is the inside right there. And for this one, I
do think it might not be a bad idea to cut
the corners here. Again, just to guarantee a really smooth transition
of the whole elements. Yes, we're going to
have some extra cuts. Not too worried about
those, to be honest. There we go. It seems like we missed a couple of
actions right here. And a really, really small
mine are right there. Let's cut. That's also going to help
with the unfolding process. And there we go. A little bit, we're getting a little bit
of texture stretching. This one is worrying me
a little bit more thing. It's we can deal
with it for now. Let's go with this one. Similar process. We're going to go
through the gut. We're going to cut
alongside the borders. There we go. And then
we're gonna do a gut alongside this border,
this war there. This border. And I think that's it. Control you. Control L. Yeah. That works. Perfect. With this little
piece right here. This is one of the, I wouldn't say like bad things
or are tricky things, but there are more elements
you add to your stuff. Well, the more preparation
you're going to have to do on your on your JOB pieces. Held there. It's trying object x symmetry. Let's not do that. Actually. Let me just
turn-off switch. There we go. It's a simple one, so I'll just do it on
both sides to be honest. I know we've been deleting
some of the other half's. This one's a simple one. There we go. I think the final
part that we need is this cylinder right here
and this guy right here. Cylinder actually
already has a nice cuts. I'm just going to
Control L. That's it. When you create this cylinder, if the only thing that you do to a cylinder is your
bevel the borders. You can very quickly do this unfold process
like it's no big deal. Now, this one right here
is the final piece. I am going to try and
churn object x here. We definitely need to
separate it from this. And this becomes kind
of like a cylinder, like this thing on the center. So that's the cap. We also already have
the cap on this side. That's cap, cap. And we go across I'm getting
a weird By right there. This is not working.
Let's turn it off. It'd be because it's not perfectly symmetrical
or something. We could do a mirror. And now it's going to be
perfectly symmetrical, but we need to clean that line. So that line, for
instance, we're just going to show it back together. So now we have the cylinder
going across and now we have this two guys over here. Just go right there. Right there. Right there. I'll have stopped
on line over here. There we go. It's gonna give me, here's how
we can even simplify that. So where we have the
UVs on this side, we just mirror again. And then this edge, we just
saw it back together again. Technically we unfold. We're going to get the
back-to-back that from the front. The cylinder right
there on the Min. And that's it with this my
friends, as you can see, we've successfully like
Don, all of the things. Now I'm just gonna show you
one very quick thing here. I'm going to grab everything. And technically one thing we
can do is we can just grab all of the elements right
here and say Control L. And this should lay all of
the elements into a single, like in a single
island right now. And that we are sharing this for K map between all of
these different pieces. And this is mainly to see
how things are looking. However, we're going
to talk about you, them's a little bit later. And we're eventually going to be doing is we're
actually going to be distributing all of this
thing along several islands. So for instance, I
can say three islands right here and hate layout. This is going to give
me more UV space. Again, I'll explain
what this thing is. If this is the first
time you see it, don't worry, I'll explain later. But this will give
me, of course, a little bit more resolution. And the important
thing that I want to see here is I want
to make sure that every single piece has
pretty much the same size. It might be slightly different. For instance, I can
see that this edge E4 is a little bit bigger than other parts of the
element like this, each shoe. But as long as they're
close together, that means that we're
doing things properly here with our UB process. So that's it for this one guys. I'm going to stop
the video right here and I'll see you back
in the next one. We will continue now, I
think with the chest armor.
60. Chest Armor Uvs: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the chest armour off our character here. And let's just bring it in. So as you can see, a lot of different pieces but
nothing that we can handle, like we've been creating all of these different
elements and so far we've got good results. So first of all, as you can see, the holes is right here and
the attachments of the holes, since they were extruded
from the original hoses, they are working perfectly fine. Like we don't really
need to change anything on the UVs
for those ones. So we're just going to keep
moving to the next one. So let's start with
this piece right here, which again it's made
up of multiple pieces. Now, you can actually do the UVs for multiple
pieces at the same time. Again, that the process that
we're gonna be doing is a very basic camera
based projection to clean the elements. And as long as you know where to find the cuts and stuff,
it should be fairly easy. Now you might remember that
this piece right here, what's actually
hollow on the back. So technically we
could unfold it. However, with long
pieces like this, you might have a little
bit of a weird stretch on the borders. So I do recommend going and going to the
border right there. This thing, the ring. I do recommend adding one caught the swat. Pretty much
like a cylinder. Like we follow the same sort
of like cylinder principle. Then this piece right
here, for instance. It's very flat, right? So we have the
front and the back, but we'd have a weird
bend on the corner. And we know those bands
can cause some issues. So we're going to cut. Let's go here. We're going to cut right here. So it's gonna be the
front and the back. And I'm probably going to be
cutting the corners as well. So that corner
right there and it might not be a bad idea
to unfold that one, but let's see how it does first. And then we see that we need
that extra cut, will add it. We might want to add
this code right here. I should know it goes across it. So yeah, let's just keep
it like that for now. Let's go out. And finally, we have
this piece right here. And we're also going to
do a very simple process, just the back UV. Maybe, again, maybe just to
alleviate a little bit here, we might cut the insight there. Like the cap on the inside. But other than that, I think I think we're fine
with this one. Let's give it a shot. Now, remember this
is a full piece, so we need to see the
full piece over here. And we're going to control you. Control l. I know we're doing
right now. Don't worry. And let's take a look
at the stretching. Like if it's stretching
is not too bad. So I do see this are like
weird the factory there, but if the stretching
is not too bad, I'm actually going to
just leave it like that. Which I think I think we're fine until we have that
much of an issue there. So yeah, that's,
that piece is ready. This one, as you can
see, already has good UV's pretty much. So it's just this local guys, even those little guys already have relatively good pieces. Let's just probably
unfolded Control L. And it looks a
little bit better. Again, it says it's
a small piece. If we really want to
like fix this one. Let's just take a look
because it's an MTP. So one thing we might do
with this one is just so like this corners. I'm just going to say so. Then when we unfold again, we'll get cleaner,
cleaner shifts, a little bit of distortion
going down though. Don't particularly like. So for this particular ones, I might just cut like this. Like the top part. Let's cut then like the
late with their CO2 here, we can cut the inner corners. And this should be more like
bands, again like cylinder, but the very, very
square cylinder, again, don't worry
about the EU them. So as long as they're unfolded, we're in a good spot right now. And so that pieces right now. One thing we can do here, it's I leave it up to
you if you want to. Of course, we can hide things, but you can start like
literally hiding things. So as long as or as soon as
you finish certain elements, like hiding them
so that you feel like you're moving
forward and that you are. What's the word I just just advancing and stuff
might be a good idea. So let's grab all of
these pieces right here. That seems like a workout
too, mirrors some of this. Let's grab all of this
piece right here. I'm going to say UV. And we're going to do a very
basic camera based mapping. So now all of these
guys have pieces and we'll just keep going. For this piece right here, which is again, just a box. We can follow along with a very similar thing to what
we did on the hips, right? So again, in this case now
I'm going to start deleting things that we're gonna
go through the gun. So you'd be two, we're gonna cut probably on
this border right here to alleviate some of the pressure that we
might find on the inside. And it might not be a bad idea to like square this
UVs right here. Again, for simplicity sake. I no extra costs have mentioned before can be impactful on the on the polygon or not polygon and performance should be fairly easy to deal with. Let's grab the
border right here. It's going to separate
the back part. This one on the back. I'm actually not
going to separate. Well, I'm gonna just gonna
go across like that. And let's see how it unfolds. If it unfolds nicely,
then we're good. If not, we'll already know
it's not going to work. I'm just going to separate
that one right there. And again, we can just like HE specific
corner right here. This piece actually could
have benefit from an automatic from the
automatic mapping. Because automatic mapping
for very squarish shaped like this one's
actually not that bad. You get something that's very close to what you're looking for and you didn't spend
as much time on it. There we go. Now,
this panels here. Oh, tough decision, but I do think it's worth it to just
cut them to be honest. So we're going to have
this front panel right here all the way to
the bottom part. Might be a good idea to also
cut this panel right here. It's just going to give
us a, a nicer result. I know extra cuts are scary
because it feels like we're not going to have a clean
distribution of things. But it's just, it's just
way better if we do it. So as you can see, we've got
this looking quite nice. Now a lot of distortion,
which is great. Everything is
already square root. The proportions is wrong. Don't worry about that. We'll figure it out later. There we go. This
one is interesting. There's when it's really
interesting piece, why? Because it's really
complex, right? Like I don't want to click Like so many
times for the whole thing. So I'm going to show
you a technique and we're gonna go right view. And what I'm gonna do, I
normally don't use this tool, but in this case is really
useful, the Lasso tool. And what I'm gonna
do is I'm going to select all of the phases on one side and then deselect them. As you can see, we have all
of this like faces selected. And I'm going to
go to a relatively plain like element here
and we're going to see UV. And I'm gonna do
a planar mapping, camera based projection, heat
apply that as you can see, gives me the cut
of those phases. Then I'm gonna go back
to the right view. I'm going to again
go into lasso tool. And then I'm going to
select the back faces. The same thing, the
UV planar mapping. I have two sets of
elements right there. As you can see now, the
only thing that we need is to cut this intersections. So yeah, we still need to do a little bit
of manual selection. But it's not as much as
what we had before, right? So we simplified the amount of points that we
need to just let, just do a UV, cut, UV edges. And when we unfold, which have two main
like that works. Oh, we got a non-meaningful
geometry really. Where I'm actually curious where we have a
non-meaningful geometry. That's weird. Let's do our cleanup. We don't have nominated
for geometry. I'm just going to say fixed
and see if we can fix it. Hi Anna, seem to be
doing something there. This guy right here. The guilty one. Really weird actually the word getting that error. There we go. See that is the insight. So everything else
was looking fine. So let's go back. Before it fixed the whole thing. What they can do here.
So I'm just going to grab all of the vertices. And I'm going to say edit
mesh, mesh, mesh, merge. Once you see your one should
give me a clean effect. You can see the UVs
are not helping. You know what it is. It's a
double face. There we go. I'm just going to double-click. There's actually a
way to fix this. Should be fixed by a, how many
faces we have right there. Here's what I'm gonna do.
I'm gonna select UV shell. You will show up and I'll move
this Jewish law over here. There has to be, We can try just selecting
this guy. Here we go. You can see it right there. That the guilty, Those were
the guilty faces right there. So at one point probably we didn't like simplified properly. And that's why we got
this extra faces here. I told you guys the UV, UV, UV section of this
thing, of doing this thing. It's very nosy like
you're, you're, you're gonna know
where you mess up. If you don't do, if you model something and
you modeled it wrong. This is when you're
gonna notice. You can see those faces are just like dancing a little bit. Okay, Let's do the shot now. So you control you. There we go. Now we have this guy right here. They're really weird, like really weird distribution on
the center of this faces. Those to me seem
like double faces. I'm just going to delete them.
For this ones right here. Let's just delete those faces. The outer edge, which of course needs a
little bit of work. I mean, it's not the end
of the world, right, but definitely
until we will work, Let's rebuild this section
right here with the bridge. Now let's go through the
code and Sue cut, cut, cut. And yeah, let's just cut this outer edge a little
bit in a couple of sections. Help alleviate the whole issue. And that should give,
so that should give us a slightly better layout. It's a here like if
this is too long, but let's just do a
couple of cuts their uv. It's such a simple thing, like a simple
object that I think it's fine, like it's clean. A couple of weird
sections there. Things to discuss right here. I actually grabbed them over this bar right
here. That's fine. It's just gonna be
a black plastic. We're actually not going
to be smoothing this out. It's gonna be, it's
gonna be kept like that, like a really hard
surface, the effect. So yeah, as long as we have
a clean the distribution on that side, it should be good. Let's hide this, hide
this, and keep going. Now we have all of those guys. We've already talked about this. This one's fairly easy. So just on the bottom there. Control you Until you will do control you. Why do you why don't
you want to unfold? You have a proper cut, right? Yeah. It's really weird. Let's see Sometimes, okay, yeah, let's freeze transformation to the history, stuff like that. Important to do that
because when we don't, things might not
work as expected. Okay, So my eyes definitely
not liking something here. Really weird. Strike directly with
the tool over here. Let's try layout. Okay,
layout is working. There you go. Okay, I know
what's happening here. Again, we've got a
double geometry. What is silly me? Forgot that we have these
guys over here. Look at that. So yeah, let's I'm going to just leave like
this guy right here. Grab all of them,
go into face mode so we can select the
faces on all of them. Because one important
thing here is against his worth
sharing topology. Once we do one, this guy right here, it'll be Error Control L. There we go. That looks
like what we're going for. The first 1 s one. And we say at the end or sorry, mesh transfer attributes,
we just press G. G repeats the last
actions as you guys know, and we get this. Now we might need to unfold things because
as you can see, the proportions are
a little bit off. Let's delete history
and everything. The history and everything. Race transformation. Okay, I have to control you, control L if something did not transfer properly
here, Let's try this again. From one to the other. Mesh transfer attributes. Transfer attributes. And we're going to use typology. There we go. Apology
topology and the Polish. Better. They're all sharing the same
space control you control L. Don't worry about
the scale just yet. We'll figure it out one later. As long as all other things
are being unfolded properly, then we are good. So let's look at these guys
and just press H, this guy. Let's do one more. I'm going to pause the
video after this one so that we can separate things and have a
cleaner chapter section. We're going to go
in there, in there, definitely in there
across for that cylinder. And that this box, I do
want to cut the corners. We're gonna go to the
corners of the box. Now that we have that, of course, this face
right here, we delete. And we're just going to
be left with this guy, which we'll do Control
L. That's perfect. Great distribution. Nice. We do a little bit of
texture stretching there. I don't want that to be honest. So I'm going to add
one line right there. We actually miss that one point. So when we press number three, the texture does not
move all the way here. So that seems gonna be hidden over the closer to
that edge right there. So that's it guys. I'm going to save
this real quick. I'm going to stop the video and I'll see you back
on the next one. We will continue with the
rest of the chest arbor.
61. Chest Plates Uvs: Hi guys. Welcome back. Oh my God, my voice just broke their welcome back
to the next part of the series today we're going to continue with the
chest plates right here. And what the **** is going
on with my voice today? And let's just jump into the, into the elements right here. So as you can see, we have
some transformations, not something that
we love to have some just going to freeze the
transformations and everything. There we go. And we're going to start deleting
some of these elements. So we delete that
guy right there. And that this one simple, right? We've done this once before. We're just gonna go, we should already have a base elements. So 3D card, Let's cut right
there and right here. And let's cut the corners
because we know that the corners can help with
a little bit of elements. If you by accident cuts
something that you don't want, you can just hit Control
on your keyboard and re-sample those
elements much. And that's going to,
that's going to solve it. So there we go. Control U and then Control L. We're having the issue
with control you. Like meiosis was not liking us. Unfolding the elements. Let's go here with this one. Actually let me, let me isolate this one real
quick. There we go. And again, this one
is relatively simple. I actually thought we
already had this one. Didn't we know? A similar one. So yeah, 3D guns. So we're gonna go
right here on the, on the back line, which is going to separate at
the big plate right there. And then we have this corners, which again, it's an option. I do think in this case, it's useful because it's going to give us a
more relaxed caught, even though we're going to
have a seam line there that could apparently V, a
little bit complicated. Now look at this one. If you guys remember, this is one of those like black things that we want to separate from the rest of the
elements, right? So we're going to go right
here to the actual cut, which is this one right there. And that is the actual
separation that we're gonna get from the whole thing where this little triangular
element was. The reason why I want this
is UB islands can a lot of the times be used to quickly
select a specific part. So I can very quickly
select this part right here when we are inside
of Substance Painter to just fill it in with a black rubber material so
that one's ready, downs ready. Let's keep going
with this one now. Again, super easy one. Just go through the cut. Let's go down to backline, down the round line right there. And it might be a
good idea to go here. You especially
because this thing is a little bit slanted, it's not like
perfectly straight. Whenever we have
curvature on an object, especially if we're gonna
be like subdividing it. It can create a couple
of different issues in our topology that could impact the unfolding
process. There we go. That looks really good. Remember the right
now the skills might not be perfectly fine. We're gonna be fixing that. After we're done with pretty
much everything else. Let's go with this piece
right here real quick. And this will, as you can
see, what we have thickness. So that tells me that we can go through the thickness
line right there. That's going to separate
the thickness nicely. And again, just to help support the unfolding of elements, we can cut those
corners right there. I think that's pretty much it. And then this one's
like on the other side, like this one right here. And this one right here. That look just doing
that should give us, let me actually,
again like gravity. You enter and snap
it right there. Let's keep this guy over here. I wish I could, just like I can. Oh cool, Perfect. Here we go. So now we go over
here, UB control you. And there we go. As
you can see, we have this very nice
unfolded elements. Not a lot of distortion, and that piece is working.
It's working fine. Let's go with this
box right here. Now, this box, we can actually utilize the central line that
we have right here. Well, we actually already
have the central line. So technically the only thing we need to do are the corners, like this corner right there. This corner right here. Okay. This already is
telling me that we're gonna have some issues. Let's go this corner right there and this
corner right there, we're gonna have some, this happens with this technique
that I showed you before. Here's what I'm gonna do. I'm just going to delete the, the line on the one side. Let's just delete one block
because we know this is gonna be symmetrical right now here, let's fix this vertex. Push it in a little bit more
like this. There we go. Let's make sure
that this shell on false nicely like that. Look at that beautiful unfold. Now what we're gonna do is we're of course going to mirror this on the world positive axis, but I'm not going to merge. I am going to combine with with, with original, but we're not going to merge
borders and hit Apply. This should give
us, as you can see, the two islands without
actually combining them. So that will fix any issues
that we might have had. I can still see this very weird-looking
vertex right there. So let's grab this and
hide it right there. That's it. So if we take a look
at the textures that I was working very nicely, this guy's just unfold. Know, like don't,
don't overthink it. Just unfolded and
that said, yes, there's a little
bit of distortion on the top and bottom sides, but it's such a small
piece and it's hidden by the other piece that we really don't care too much about it. Now this is where things become
a little bit problematic. We'll get the pipes as well. I thought they had the UVs
for this ones. No problem. Let's go really quickly, right? There are actually four. For whatever reason,
you can't use 3D cut with multiple
objects selected. So we get a select
them separately. But you can use unfold
with multiple control. You control L. There we go. So those guys are ready. And then this one is the
final one that's missing. And we're gonna go
again with our 3D cut. And so we're gonna
go all around now, this one's a little
bit more complex as well because of the
way it's constructed. Let's see if we can do object X. Just to save us a
little bit of time, it seems like we can. So we very carefully go here now some of
you might be like, why are we not picking this upper line when we've
done that in other pieces? Because this is a
little bit more complex and they really want to hide the scene so that we
don't see it anywhere, but the very border
off the object, okay? However, you want to be super precise then all of the other pieces that
I've been grabbing, the other elements you might need to do at a
slightly different. There we go. So as you can see that pretty much a device like the bottom part,
from the top part, we know that this block right here could also be
problematic for unfolding. So let's cut it out. And let's cut out this corner
on that specific block. There we go. So
that unfolds very similar to how everything
else to unfold it. This corner right here
definitely needs to be colored. And then like this
corner right here, this corner right here, the important
corners, pretty much. Now from experiences a question
I get asked a lot like, how do you know how to
find certain things? It has to do with experience. Like the more times you
do this UV process, the easier it gets
from experience. I know that if I cut
this island like this, like separate the two
independent elements, it's going to be just a
little bit easier overall. So let's see how this looks. I'm going to say
Control U. There we go. Like that island. That looks good. This Islands right here, they do a relatively
good, not perfect. They definitely
look a little bit better than I was expecting. So, so that's a,
that's a good thing. This is perfect and this
is perfect as well. Now, how can we improve
this guys right here, because it's not bad, but it's also not great either. So I think we can separate
the back part right there. You can see that the
topology is quite weird. So by separating that,
that part right there, we should be able to clean
it up a little bit and maybe even this front part. So again, I'm not too
worried about the I'm not too worried about
the seam lines because I know we can get them
to work a very nicely. As you can see, this shape
right here on the UV island looks way better than
what we had before. So yeah, that's it. With that done we're pretty much done with the chest armor. So let's bring everything in. Everything has been properly UV. Same of course, for
the back armor. So all of the species have
now been properly laid out. I'm going to say real quick. I'm going to delete the history again and everything
so we don't have any extra resources
being used right here. And what we can do is, again, we can lay these things out in the UTM tiles to get a general idea of how
everything's gonna be organized. So I'm going to select
everything here. One thing that we must remember
is that we are missing certain mirror options
for the other side. We will deal with those
at the very, very end. But for now I can just grab
all of these guys go into UV shell and say modify layout. And here's an important couple of things
that we're gonna do. The packing of resolution
to 56 is fine. For this one. The texture map is going
to be for k. We do want to have at least eight
shell padding, which is eight pixels
between each shell, because we don't want
any contamination going from one shell to another. And under tile pattern I'm
going to add four pixels. So it should be separated
from the border of the tile at least
by four pixels. I'll let's distribute this in four elements at this shelf
rubric age peer relations. Finally, we're going
to preserve to the region, so I'm
going to hit apply. It seems like we have
some manifold geometry. That's really weird. Let's just say fix, hopefully it doesn't destroy anything. And if we take a
look at the UTMs, look at this beautiful. Not only have, I have, I've successfully like packed everything into a
single element. We should have pretty much
the exact same distribution of sizes on every single piece. So as you can see, no peace has more resolution
than any other piece. Like the numbers, the lines, the grades like
everything is looking very little symmetrical so far. This is what we want to achieve. We want to create
something or what was it? I think it was this
piece right here. Remember that we had some
weird stuff and whatever. So lets just grab
everything again. Let me freeze
transformations again. Let's try one more thing here. Control L. Control L again. There we go. So scaling things a
little bit weirdly. Let's try this again, Control L. Let's just do modify layout. There we go. Now again, every single piece
has the proper resolution, the proper distribution, and our UV search is working
exactly as we would expect. So chest armor done, back leg armor done. I'm going to hide
those real quick and we're now going to jump
onto the front leg armor. And that we also need
to do, of course, the head armor, but that one's going to take
a little bit more. So next video we'll do this front leg armor should
be a relatively fast one. Not a lot of complex
stuff to be honest. And after that we'll
jump into the head. And finally, the skeletons, skeletons definitely got to
take a little bit longer because it has more
and more parts. We're probably gonna
divide it again in 3.3 pieces to make this thing like mover or events
a little bit faster. But yeah, that's, that's
it for this one guys. Make sure to get to this point. Make sure to keep your UVs
very clean, very organized. And I'll see you back
on the next one.
62. Front Armor Uvs: Hi guys. Welcome back to the next
part of the series. Today we're going
to continue with the front leg armors
that we have right here. So let's start, let's start off first by freezing
the transformations. Let's lead at this
thing right here. And some of them
like for instance, the cables, they
already have their UVs. The only thing we need to do or we could do is like unfold them a little bit to give
them a slightly better. What's the word distribution? But those are pretty much ready. Now, this one's right here are interesting because
if you guys remember, we actually have the exact
same leg on the bag. We just changed the scale. So in theory, we should be able, especially if we delete
this half thing right here. There we go. We should be able to select
the one on the back, the one on the
front and say Mesh, and transfer the attributes. If it doesn't work, in this case, it does
seem to be working. In that work. There we go. So in case it doesn't work, it might be because we modified the topology by adding an
extra edge loop or something. But in this case, it seems to be working, so that's great. We serve ourselves quite a bit of time there with
selecting and stuff. Let's select the
other one right here. Same thing, mesh and we
transfer attributes. And then we check
this guy right here. Which UV shell? This one did not work. Is it different or it
was different, right? I think this one was
indeed different. Yeah. So you remember
that the topology for this one was
slightly different. So let's go with this one. That's of course grab all of
these pieces right here and we're gonna do a planar mapping. So UV camera based
projection. There we go. So for this one, already solve. Okay, that's perfect. So let's just hide this one. This one, and let's go
with this one right here. So similar process
and 3D cut and sew. We're gonna go, this is where
I'd go on the inner line, not on the exact point, just on the inner
line right there. And if we want to just give
this thing a little bit more like a cleaner cut, we can go to the, the points right there, the corners of the object, of the original object.
And there we go. Just control you, control L. That works great. And that piece is ready. Let's go with this one. Face, mouth, bleed that one. Actually let me,
let me very quickly go and delete the face
modes of all of these guys. We could combine everything
and then select the faces and then separate the pieces. But to be honest, just
a couple of minutes here and just a couple
of seconds here. So let's go with
this one right here. Again, got thickness. So relatively easy cut. We go back here and this one
does have a strong corner, but we might be
able, There we go. That's actually quite nice
as you can see right there. Normal distortion, a little bit of distortion
there on the front, not the end of the world. So I'm going to keep it. Let's go with this
piece right here. Super easy, like Come on guys. Again, I don't even need to to tell you
exactly how to do it. This or this is what I meant when I was saying
about the practice. Like we've done so many
of these like blocky shapes that this
extra one right here, the only thing that we need
to be careful about is cutting the hole right there. So that when we
unfold both of them, we get a nice distribution. And that's like, that's
everything we need. This one's right here. Pretty much the
exact same thing, which is go with our cut tool. Write down the back, right down to back. It does have a little extra
piece there on the front, but again, not too
worried about that. Let's do a quick layout and
take a look at how it looks. That's great. It works perfectly fine. So that one, that one's
done, that one's done. This guys. Again,
like seriously, do we really need to do this? And the answer is yes,
we need to do that. This one is, since
your interests blocks actually an automatic mapping,
it's just perfectly fine. Look at that. Like automatic mapping, we
get perfect cuts everywhere. We do get a couple more cuts than what we really
need the right. Like it's cutting more,
more times than we need. But it's such a small
piece that again, it's not a big deal, so let's hide that
one and that one. And let's move on
to the next one. This guy is right here. Flat pieces, flat pieces are awesome because we
just cut right here. Now this one does have
a couple of corners. So I am going to cut those corners to help alleviate the tension
that we might get. You remember, we
actually had something similar on another piece
and we actually cut across. Let's see how this one unfolds. And see if we need to
do the same process. How do we not like this before? Remember doing this once, maybe as the example, right? And then since we deleted
the UVs, we've lost itself. Let's just very quickly
do this guys right there. There we go. And over here control you. Control L. Yeah, so we get that like weird distortion and
I don't love it, especially because
I do think we're going to have some sort of like special texture on those areas. So let's see UV cut to V edges. And that should give us a slightly different
distribution. Yeah, I remember this piece. We had the same issue
last time, right? So uv, uv edges right there. Over here to the edges. And now that we've done that, the reason why they
are being laid out in four tiles is because we had the layout options
set to use your thumbs. And that's why we're getting
this sort of result. But yeah, now this
fish right here, again, slightly tricky piece. Not horrible, but
slightly tricky. It does seem to have a
couple of handguns maybe. Let's do a quick check. Knowing guns, That's great. So let's go through the cut and we're going to cut it back here. So that's the front section. In the back section,
we definitely, when I cut this
corner right here. And we definitely want to
cut this corner right here. And of course the ones
on the inside as well. Let's be very careful here. There we go. This is also one of the reasons why working
with proper scale. All the way back when we
started modeling this guys, I said that small,
this improper skill, because if this was super small, it will be very
difficult to zoom in and select the specific
edges that we need. But yeah, that's it. So we take a look
at the front arm or legs and we turn
everything back on. All of the pieces have
been properly done. And look at this. All of the species that
we're seeing right here are now ready, like we have the
UVs that we need. They are properly laid out and we can now jump
onto the next one, which is gonna be
the head armor. This was a short
videos I've mentioned. The head is actually going
to be quite simple as well. I know the main right
now seems very, very what's the word
a challenging, right? That's a lot of pieces like
are we gonna do all of them? And the answer is no,
we're actually going to be going then try to
transfer the attributes. Hopefully we're gonna
be able to do it. If not at probably the
easiest option for this one is to delete all
of the plates. Again. Go back to the first one
that do the UVs for one of them and then repopulate or rearrange all
of the elements. I think that's probably
what I'm gonna do. And actually siem soar already
here, let's just do it. Why not? So here's
what I'm gonna do. I'm gonna grab this
piece right here with its little like
cylindrical shape. And then I'm going to shift
select everything else. Because we know just
like replacing things where they're supposed to
be is relatively easy. With this guy.
We're gonna do UV. Let's do a camera based mapping. And this one is going to
be a little bit different. That's super, super different, but just a little bit different. First of all, the pivot point, it would be a good
idea to center it and then move it to the
field point down here. That's what I'm gonna do after
we're done with the UEs. So on the UV side of things,
I definitely, definitely, definitely want to
get the intersection, that intersection or this
intersection right here. It's gonna be it's own island. And that's super important
because that inner island that we're going to cut here is going to have a
specific texture, is going to have the
sort of like solar panel thinking like hexagon
thing that we're gonna, we're gonna get now the
remaining of this piece. Or it might be a
good idea again to God on the backside
of the element, which you can see, it should go pretty much the whole side. We go, we're going to have the back part and then this
front part right here. I'm actually going to cut
them here at the center. And that the border is why? Because if we leave
them like they wear, What's going to
happen there is we're actually gonna get
a really light. We're gonna get empty
spaces on the inside. It works really
well if we wanted to include the initial islands, but in this case, it's
better to do it like this. And I'm going to show you why in just a second
now I'm going to live with concern about okay. I thought we had like a like
a double extra time zones, so we do control you. You're going to see that we get this shapes and this
is what we want. The place where we're
gonna have like the cells. This is gonna be the back part and then all of these borders. Why? Because again, when
we pack things, they're gonna be packed a
little bit better thanks to this horizontal shapes. We're also going to
get a Kotlin radar, but it actually makes sense to have a cut
line right there because that's probably how we would assemble this elements. Just one more thing
here, of course, for the, for the cylinder, we're going to cut the cap, the, a cap right there. And then one line across. Wanted to just do a
Control. You were gonna get a nice distribution
and that's it. So now what we need
to do, of course, is we need to duplicate this guy and create all of the
different elements. Now here's an interesting thing. We actually don't wanna do this. Now, we're gonna do this after
we're finished texturing. And you might be
wondering why is that? Well, I don't want to have
each individual like a plate. Like I don't want to give
each individual plate its own UV space
because we do that. What's going to happen is
we're gonna get a lot of what we're going to need a
lot of space because the surface area
that these guys are covering is going
to be quite big. In order to optimize
a little bit, we're actually going to
be sharing the uv space. So what we see here is the exact same thing
we're going to see on all of the other ones. And due to the fact that we are going to be like moving them and modifying them like
they're gonna be on a different
orientation and stuff. The scratches are the
things that we add. They might not be as noticeable. I'm going to show you
one more trick here. Well, I'm gonna do to, again give a little
bit more variation is I can do three of them. So I'm gonna do 12.3 and then
I'm gonna do three more. I'm going to make them slightly
bigger because they're gonna represent the
bigger like place. Okay, so we're gonna have
three variations for placed three big
ones and small ones. And later on, after
we're done texturing, we are going to be
positioning them again, back into the line. Again. This is to
save a little bit of space and to save a
little bit of texture. Because otherwise
imagine having like, what was it like 24 or
something that we have. We will need like
for you than for five-year them just
for this guys do to the how much surface area they have compared
to everything else. So this is pretty much
what we're building, a kit of this like main thing. And we're going to be duplicating this
pieces from the kit, modifying them, scaling them, rotating them to give the
variation that we're looking against a little bit of a way to optimize,
to optimize six. Now, before we jump
into production, which I've mentioned
this before, it's gonna be the next chapter. I'm going to show you how to optimize this into materials, because we want to have control over the different materials and each material will have
its own unique space. But first we need
to finish the UVs. So I'm going to stop the
video right here, guys. And in the next one, we'll do the armor of the
armor right here, all the UVs for the armor. So yeah, hang on tight and I'll see you back
on the next video.
63. Head Armor Uvs: Hey guys, welcome back to
the next part of the series. We're going to continue
with the final part of the armor, which is the head. We've talked about this
once. If you skip the head, don't go back and check
why and why and how I did the armor plates right here because we're gonna be
using this in the next part. And we covered that
on the last video. Sometimes we covered
a little bit of information that I can't
really get on the title. So you might need to go back
and check if that happens. So yeah, we'll just
grab all of these guys. Let's freeze the transformations and we're going to
of course go to UV and do a planar mapping or
camera embrace prediction. Any of those will work. That gives us the
base to start with. This case right here. The main panels I'm going to control. Let's grab all of them. There we go. Control G. Just call this panels and
just hide them for now. Let's hide the chest,
Let's hide the back armor. So we're only focusing
on this part right here. And let's begin. So most of this
parts on the header are relatively or not relative to the really,
really, really easy. So for instance,
this one right here, we're gonna go to the back line. And that's pretty much it. Of course. We're going to be deleting
half of the other side. And we do control. You should get this. Oh wait, we have a lot of pieces here because we combine things. Remember, let's delete
all of those guys. There we go. Let's go
to the next piece, which is this one right here. Same process, 3D cut. We cut right there. This one has a whole, so
we need to cut the hole. Otherwise, we're not
going to get the island. That islands working
perfectly fine. Here we go. Let's go with this one's now, let's isolate them real quick. And these are just
cubes, to be honest. So again, for cubes and things
that are really square, just an automatic mapping
is going to be fine. Like, yes, it does a lot of cuts like we get a cut pretty
much on every edge. But such simple piece, we really don't need to
worry too much about it. Let's do control you
control L and take a look at the distribution
of the elements. This one seems to be a little
bit wobbly on the texture. You can see this like
a thin gray there. And I think it's because it could be either
because we're missing one edge that helps
with the Amun-Ra here. Or it could definitely
be just due to the way that this thing is cut. So you can see here
the problem is, on this side, have a lot
of like tooth's, right? And each to this trying to, to unfold in a specific way and we're not letting it do
it as properly as well. We might want to avoid that. We might need to go here. And just like this, first two edges on the
teeth right there. Where's the corners? Pretty much like if we're doing
corners on the teeth, even though we don't
have many corners. There we go. There we go. There we go. We do UV and we
cut the UV edges. Let's see how that
looks now, control you. Control you. As you can see, we get a couple of extra cuts
and that should alleviate. There we go. It really, it really does see
how nice this looks. Now. We still have some,
some contractions. They're on all of
this secretary there. If we want to alleviate that,
we could do it as well. But I think it's coming
from all up here. So I'm just going to do this
extra ones that we missed. Maybe this one
right here as well. It's, it's, it's an
important corner. Let's do again UV
cut, Control U. And that should straightening things up a little bit more. And it should alleviate
a little bit of the worldliness not doing
it the best job he does, like smooth quite a bit
when we do number three. But yeah, it's one
of those pieces. And other thing we
could do is we could definitely split that
the front part of it. I really don't think
it's necessary, so I'm gonna keep it like this. And again, once we
get into texturing, I'll show you how
to how to utilize a substance painter to
get that sorted out. So we got a couple of
places right here. Let's do this two and the
cylinder going to isolate them. So cylinder should be
quite, quite easy way. We've done this before, but actually this
one is a little bit different because this is not
a cylinder, this is a pipe. So for the pipe, it works exactly the same
as the cylinder. The only difference is that
will do it on both sides. So we do it here and here. Very important you do it
on both sides because it's pretty much like
two cylinders in one. So that's how we,
that's how we solve it. That's on there is now done. This plate right here is another one of
these teeth things. So careful with this one. Let's do one line across. And let's see. Oh, of course, we'd have to control you. That's a little bit
wobbly as well. You can see, you can
see it's trying, it's trying to solve it, but it's not really giving
us the best result. And I'm not really sure. I know why this is happening. It's not straightening this
as nicely as possible. So we're getting this
or distortion due to the intensity of
the curvatures that we get on those
particular elements. One thing we could do is we can select this one and
we can actually do a planar mapping on the x axis. As you can see, that's going to give us
a really clean effect. But we're going to
have this unfolded like weird unfolded
thing right there. We can try unfolding again. We're gonna get a very similar
like distortion effect. So I'm gonna keep this
distortion right here. And again, I want
to show you how we can fix this in the
substance painter. And it might not even
be that much of a deal. Sometimes I see my students who struggle with this a lot
and it's one of the things that I like to talk
about this production and instruction. It's not the same thing
when I teach you how to do the things I always tell
you. You have to do this. These are the rules that
you need to follow. And if you don't
follow these rules, your object is going to be
horrible and stuff like that. But in reality, when you're actually
working on the studio, like sometimes time
constraints, money constraints, like a lot of
different constraints, are not going to let you do things in the best possible
way that you are used to. So you're going to
have to do things that are like sub-optimal or not as good because you just don't have time
to do them perfectly. And I see that every day, as you guys know, I have
a studio over here. And sometimes my artists
will come to me was like, Hey, I'm having issues
with this guy right here. The first question I asked is, are we going to see it like, is that something that
we're gonna be seeing? Some words are more important. And more often than not, the answer is no, it's, it's gonna be hidden know or this on the back
of the character, on the back of the asset or
on the back of the property. And it's like, don't
worry, then don't worry. Just keep doing it because we only care about the shot, right? Like all afford your portfolio. You shouldn't use
this thing that I'm saying because on
your portfolio, people that are hiring are
gonna be really, really, really critical about,
about the level of commitment and perfection that you can get on your stuff. So for your portfolio, you should always do things as clean and as nice as possible. However, again,
sometimes in production, you won't have the
time, and it's fine. As long as the object
looks great, It's fun. That's why I'm leaving
some of these areas a little bit sub-optimal
so that we can figure out if we can use them like that instead of substance and
fix that with the textures. Or if we're going to have to
be way, way more precise. Here, this is
looking quite nice. I'm just going to graph. This is like extra
edges right here. There. There. There you go towards UV
toolkit and say cut. There we go. Unfold. That's it. And remember, we did this before as well with
another similar piece. We just grabbed those two
edges and we say uv, uv edges. And when we unfold again,
can I cleaned it up? There we go. Proportions
right now are not great, but the grid is looking nice on that piece and
that's, that's good. So now I do remember that
this thing and this thing, we're pretty much the same one. We just modify a couple
of positions and stuff. So we should be able to transfer the attributes
as long as it's set to topology that we go and we save ourselves a
lot of time right there. So these two guys
are ready antenna. Let's go for the
intended because this one's a little bit tricky. This one is a complex or a compound object where
we actually combined, if you remember, a
cylinder, any cube. So probably the easiest thing
for this kind of things is to separate them
again and be like, okay, so if this was the cube, let's separate the queue
from the cylinder. This being e cylinder. We're going to follow
the cylinder rules, which is gonna be cap, cap. And we already have a
cross section right there. So this should unfold
relatively nicely. However, again,
based on experience, I know that this
part right here, I have a little bit of an issue, so I'm just going to separate it to alleviate that attention. And we're gonna go to the
corners of this object right here and split it out. So that's the base, right? They're gonna go pretty much
through all the borders. This is a very square shape, so we're going to benefit
a little bit more from this sort of
pattern object. We do control you
and there we go. That's a nice layer right there. Hide it. Next piece. What's this? Oh, let's see. Okay, That's a nice pieces is like the connection
point, right? Like we're, we're,
we're gonna be rotating from gadgets 3D cut. And let's just cut one right
here. This is the cap. Cap, can be one Kab, one cap and then
this bottom part, Let's just cut it
into like that. That's it. Again, when we do
layout, usually, usually the unfolded
will make things wrong, but when you lay out, you
should get a closer proportion. Unless we have some sort of transformation
information or something. This one simple cube we do, I would recommend cutting
the corners of this one, to be honest, this is a
little bit more rounded. I loved the 3D cut tool. It's just, it's just so amazing. And this is another thing
that I tell my students, like you guys, if
you're watching this, you're probably watching
this in 2023 or are close to the
time of the year. And the tools that you
guys have access to now are way, way, way, way, way above what we had when I was a student
and when I started, I started my 3D journey in 2011. So it's, it's been
12 years since I since I've been doing this at the time
of this recording. Back then, doing UVs was
so painful like so, so, so painful unfold
3D did existed, but there was another
software that you had to buy and download to
have access to it. So it was, it was really,
really difficult. You have to use like
cylindrical mappings and planar mappings. You will have to
select the faces. It was, it was believing
case, it was horrible. Like no one, at least on my school when they taught us a UV is like no one
wanted to use UVs. We all use like just like
procedural materials, like the very basic materials
that didn't have any, any sort of like texture
mapping because doing it. And we didn't have
Substance Painter either. So if we wanted to
texture things we had to we had to do it
manually in Photoshop and calibrate all the maps
and everything in Photoshop. It was just it was just not a good time to be a
3D artists back then. And I theorize. My hypothesis is that in
the next couple of years, the 3D technology is going to be moving at gigantic
steps. We've seen it. I've seen throughout
this ten years like how far we've come and the things I think like UVs and the topology
and elements like that, they're gonna be a thing
of the past, however. And this is one of the, some of my students
have been scared about new technologies coming. It's like no, don't worry
about that because again, ten years ago, if I had taught, I've talked to a texture
artist and be like No, I don't need UVs because
there's gonna be an automatic like unfold tool that I'm gonna be able to utilize. There'll be like
Yeah, but you need to know like things and
like there's always people that are gonna be
against technology evolving because you feel like all of the things that you've
learned are now obsolete. And even though that
fear is a very human, well, we need to see instead, at least this is my opinion, is we need to see
how we can utilize these new technologies
to have more free time, do more interesting things. So for instance, right now, we've been doing this for what like 2020 will probably like 15 or 16 h. Like if
we could skip this, like three or 4 h of UB of UV
mapping and UV processing. And use those to do more modeling and more sculpting
and more advanced stuff. Because we know that
the UVs are going to be automatically taken care of, then that will, that will make our models
even better, right? So that's how technology works. Like if you used technology
to your advantage, you aren't gonna be able to
create more amazing stuff. We need to use technology as a tool and not see it
really as an, as an enemy. Let's go finally to the head. This is probably the
most complicated piece of the whole thing. And again, this is where one of the main things that
we need to think about is like how can
we simplify this? Like how can we subdivide this into a couple of different
pieces so that the, so it's not as complex. So I'm gonna go object x first and let's see if that works. So that we can save
ourselves. Yeah, there we go. You can save yourself quite
a bit of time by doing this. I'm going to separate this
back part right here. I'm going to press number three. Separate this back
part of the head. Here we go. And now that we have this back
part separated, we can of course go through
the corners right here. Here's where number three is
really helpful because we can we can visualize
the lines nicely. There we go. So the inside, we're of course going to
need some of these corners. Especially like
this one, this one. Like that whole back section
that looks, that looks fine. That should unfold nicely. And then of course, like this
central line right here, this line going all
the way to the front. Or it can I go down here? I was talking to a friend of
mine. He's a concept artist. He has a harder time right now, at least at the time
of this recording, there's been a lot of talk about like generated
images and how you can use like meat
journey and stuff like that to degenerate. And he's like Dude,
that amount of work, like there's no way I can
compete again, those things. Okay. We've got an issue here. That's a that's a bad
thing right there. It seems like we,
like extrude that. We selected the phase that we shouldn't have and
we extrude that. So let's fix that
before we move forward, I'm just going to press
Control Shift mirror. We're going to mirror
on World x negative. We are going to merge borders
and vertices and hit Apply. That should give us
the proper solution. However, we're going to
have this line right here. We're going to say UV and we're going to show the UV edges. There we go. That should keep
everything else the same, but we should be
solving that issue. We were talking and he was like, What am I supposed to do now? And I told him, Well, I don't know
the future of course, but I will suggest
that you start seeing what kind of things
can't the computer do, like, what are the limitations
of those sort of tools? And that's the market, right? Like that's the things
that you should start like a improving add or, or just like working
a little bit more on because that's the kind of stuff that people are
not gonna be able to recreate using AI tools. And the same thing's going to happen to us through the artists eventually went when
things like read topology and things are solved, them, we don't, we no longer need to do everything manually. We're going to have to
ask ourselves, okay, what are the things
then that I need to improve that maybe it's modeling,
maybe it's a sculpting, maybe is the sign
like being able to design things that
look even better or like, like more interesting looking
and things like that. That's the stuff
that we're gonna be. Uh, well, yeah, that's, that's the kinda stuff
that we're going to have to worry about later on. So we are getting quite a
bit of stretching here. That's, That's concerning
as you can see right there, that line right there
that said that's a no-no. So we definitely need to ensure the natural right around there. And that should help us, as you can see with
the texture session, we still have a little bit
of a pinch right here. You can see it how
when we smooth it, it's a little bit
of unavoidable on that particular point because of the way we constructed this. But again, it's minor and we can hide it with textures later on. So that's it. I think with that, we've pretty much
finished everything here. So let's bring in all
of the armor pieces. And let's save real quick. I'm going to grab
everything here. That's a UV shells. And let's modify, lay this out, let's keep them five users, okay? I'm going to hit Apply. So if this is happening, then that means that something's
not properly frozen. Let's do off on symmetry. There we go. Let's try again UV shells, tools or sorry, modify. And we're going to lay out
that week, as you can see now. And we can, I think we can
do one more that week. So as you can see now,
every single piece of the armor without its
mirror, of course, but every single
piece of the armor has the proper construction. Some of them like this
one right here is looking a little bit weird. That's really weird because we do have some nice
cuts right here. I'm gonna go UV, UV shell. Yeah, that UV shell a weight. Now it doesn't look good. It's like distorted. It's really weird. Let's let history
freeze transformation. And let's throw
in another layer. There we go and then unfold. That should be very,
you know, why, why that was because it
was copying the old one. The old one, we did change
the shape a little bit. So let's do another
control you just to be sure there's probably
going to take a little bit longer
and then Control L. There we go. So now every single piece on the armor has a good resolution. And we, I think we briefly talk about
textual resolutions. If we haven't talked
like fully about them, I'll explain them
a little bit more, but they can select this piece, for instance, select the UVs. And if I go to the UV toolkit, that's an option here
in the transform pads where I can check
what the textile, the resolution of this thing is. And if I say get, we have omega. We have, as you can see,
a textual resolution of 28 pixels per unit,
which is great. This is really, really,
really good rates. There's really high. Of course, that's because we have for you
then there are five items. That's a really good number
and it's a really good number because I know that we're
missing a lot of pieces, a lot of armor pieces
that we need to do. Pretty much we're going
to divide this by two when we do the other
part of the elements. So textual resolution is one of the ways in which
we're going to calculate how much resolution or
how much texture is we want to assign to
each specific part. Okay, so that's it, guys. I'm going to stop the
video right here. And then the next one, we're going to jump
onto the armor. We're gonna do the sort of
the arm or the skeleton. We're gonna be doing the
UVs for the skeleton. And then just guessing
thing we're going to start the other way around. We're going to start
with the head and then we're gonna go all the way down. So hang on tight and I'll see
you back on the next one. Bye bye.
64. Head Skeleton Uvs: Hi guys, welcome back to the next part of the
series. Do that. We're going to continue
with the head, the head of the character,
this guy right here. As you can see, we already
have some nice divisions on this guy right here. We, at least we were a little bit more careful when we're doing this things. Again, we're going to clean
everything up as soon as we get into the
texturing preparation. So I'm not going to
select the neck here. Let me get rid of all
of this connections. It seems like we are
selecting something, that one right
there. Okay, cool. Well, first of all,
we can just grab every single piece right here, freeze transformation,
delete history. As you can see, the tail
changes a little bit. I think it just moved up a little bit because
we combine this thing. So I'm just gonna move it down. We can of course, rotate this. Let's go right view.
And just position it a little bit closer
to where it was. We're going to be separating
the tail by the way. I just wanted to again
clean everything up. And then we're gonna do
a UV and we're gonna do a camera base like projection. There we go. As you can see, we get this. It's not ideal. Yeah,
it's not ideal. This is not the best one,
but it's gonna give us something to start
working with it. Let's start with this
piece right here, where we're gonna go to
this element right here. And as you can see, it's
made up of a couple of cylinders and then
this box right here. But if you remember
this, we're actually very square looking elements. So should be fairly easy to do. One thing that we can
definitely do here again, to seem a little bit of time, is just delete half of it. Okay? So we're gonna start with
this one right here. Go to our element right here. And you can see that we actually have like a
nice indentation there. That's a good point
to add a division. Otherwise we're going to have a little bit of a trouble or problems with a
lot of distortion. Let's do our different
code right there. In here. Let's do one more right
there and right here. So we're adding a couple of
extra caps to that cylinder. And again, that's
because it's generally going to be a little bit
more useful that way. We're not going to go to
this line right there, which is going to
give us both sides. And we definitely
want to capture the corner points
here because it's a, it's a relatively complex shape. And we already know from
experience from the, from the other pieces
that we've done so far. That adding or taking
those into account, it's gonna give us a
slightly better result. And finally, this
box right here. Technically we just need
to do one cut across the whole thing like this. Let's go down here. There we go. Now, we're going to mirror
this on the World x negative, same things that we've
done every single time. And this edge that
we have right here, we're going to say UV. Let me actually add
the soul UB edges because we're gonna be
using that quite a bit. Now, we do a quick check
control, you control L. And that's, it
seems like we have this part right here which
is not looking great. Which means that
we forgot to cut somewhere in this
slide right here. Let's go to the other side. Finished the connection there. Let's also add our code UVs. There we go. We're probably
going to have to do, oh no, it's just one. Interesting. Now on this one also divide this
into two sections. So we're going to split this. Everything else seems
to be working fine. Now we have the word here. I knew I knew we had another
island somewhere. Yeah. Again, just follow along this island like that and we cut and we're probably going to
have no, that's it. Okay, cool. So again, just control you and that should give
us a cleaner unfold. I'm actually going
to go to my Modify and layout options and I'm
going to lay this in a single, use them for now, just so that we can appreciate things a little bit
better than wouldn't have to be like looking
for them on other spots. There we go. You can see
that one looks great. Let's go for the
header right here. Very boxy, again,
very boxy like stuff. It might not be a
bad idea to do. Again, kind of like a box. So I'm gonna go to my
3D cut and sew tool. We're going to cut along
that line and that line. Then whenever you have a sharp line like the like
the mouth right here, that's usually a good
place to cut as well. So let's cut back here. And I think that should be it. Like we do a unfold now. Oh my God, that's horrible. That's fine. At least we got a save
file right there. So let's close this real quick
and let's open Maya again. I'll pause real
quick. There we go. So remember, anytime
we get a crash, the first thing we need
to do is we need to save, Save Scene As, Let's save
this as armor eight. So you can see I have a
lot of backup files here. Precisely to prepare for
that sort of eventualities, let's check for an guns and we do have an
angle. There we go. So that's probably what
caused the main issue. Then press number three. And that's a really weird
angle that we got right there. Oh, okay. Okay. So let's see. Okay. So it seems like we have a double face or
something. See that. That's really weird. The shading that
we're getting there, It's really, really weird. Let's go back to vertex mode. I'm going to press
number three again. I'm going to try to analyze. There we go. See that guy right there,
Crazy little vertex just floating around
in that direction. Let's see if that fixes. It will still have one more. Okay. So again, let's
press number three and let's go into vertex mode. Pressing number three is
usually going to give us an idea of where
things could be. It looks like non
manifold geometry. Now also remember that we had initially just delete things. Like sometimes it's
just easier to, to delete, like faces or
working in a wrong way. Let's go back here. Okay. We've got another
issue right there. I'm not sure why
that's counting us. Why do we have those
holes right there? I don't even remember a
heading them to be honest. It's really weird. Okay, let me, I'm gonna destroy those edges. And then let's turn
on symmetry object x. And I'm going to use
my knife tool to go from that border there. Delete that vertex. And we just reached this again. Okay, let's see if we
still get the angle. Up here is the last
one that we have. Really weird angle and see that. So let's delete that face. You can see there's an
invisible edge right there. We need to delete
that one as well. You might need to delete a
couple more things here, like that guy right there. Okay, That's a
little bit better. Now I'm going to
delete these faces. As you can see to
complete this guys, we need to insert an edge
loop like right around there. That should our bridge
these two guys together. There we go. I think it's because of the
stitching that we were doing, but I'm I'm just curious. It looks very weird. And here what I'm
gonna do is I'm going to go from here to here. And then from here to here. Or just like feel whole, I will have a triangle
like up there. Let's delete history, freeze transformation,
checking the cleanup. Okay, No more, no more issues. So that's that's good.
Let's go back here. Let's clean deadline. Rebuild that one. When that line, there we go. So over here, just complete
the line on both sides. And then again,
that should give me the card that I'm looking for. Let's say real quick. It's open or UV editor. And give this a shot
control you still has. I'm just, I'm just
going to say fix. Let's see if we can fix
it and if it fixes it, then we should be fine. Let's do a quick Control L, which will have the other setup. Now, let's fix a little
bit of this guy. So right there, we're going to show, so if you're in cotton, so let's just show that one
we're going to show as well. Control you control L
control and that, yeah, that should like this
right there should give us a nice distribution
of the polygons. Get a little bit of
a stretch right? There. Shouldn't be
that much of a problem. We'll try to fix it. I'm a little bit concerned about the display issues that
we're getting here. That's a really, really weird. But we have things
like things are clean, so that means that we
are doing things right. So let's just hide that for now. Let's just add that
one for now as well. This piece right here, I'm actually going
to delete that one. Why? Because it's gonna be
underneath the armor. If you guys remember, we
have the armor on top so we really don't need that extra piece. Let's
go with the camera. I think he's right here. So they're cylinders. So very, it should
be fairly simple. We're going to do cap capillary
there on the center cap. Cap. And I am going to do an
extra cap right here. The reason why I
want to do that is to get less deformation. And then we go across
and across UV, UV shells for this guys
with the control you. There we go. It's a nice clean, a nice clean unfold
for both elements. That one. This guys have thickness, so we do need to do a cut, but these are actually
even like wasting simpler. We just need to do
a cotton the back. That's it. That's all we need. Let me bring my UVs back here. I'm going to bring my UV editor. There we go. Let me see if I can
get my UV toolkit. There we go. We can
actually get it there. Perfect. So let me show you one
quick trick right here. Right now this workspace
that we have a way of actually like modified
it a little bit, right? Like this is not the default. This is not the
default workspace because of the UV
layout right here. We can actually go up
here to General and we can save current
workspace S. And I'm going to call
this UV and T heat. Okay? So now if we lose this,
we can just jump there. If we go back to
modeling standard, you can see how things change. But if we go to UVs and T, which will have our UV
window UV toolkit over here. And it's just a cleaner
way to organize her stuff. Let's now do this little
pipes right here. Again, fairly simple. Just
got on the underside. Should be more than it. And then these little guys
right here, There's cylinders. We do CAP Kab across, cap, cap across, and then this
one same thing, cap, cap across, cap, cap across. Select everything
here and control you. Control L. There we go. So 0 point, actually, we forgot to do an
inner code right there. So it's just, let's
add our code UVC, UVA. And we're going to click
here to save all shelves. So now this thing
crashes. Were fine. So that guy right there, that guy right there, actually that guy now the case files this inner
guy that we need to cut where it looks like a little crunch or
maybe we do the cut. That's a little bit
better. Okay, My want to cut this one as well. There we go. So yeah, that's, that's it. Let's go now to this
piece right here. Simple one. We cut
one side here, the other side right there. Across control you. It's a shortcut. Remember that guys done, that goes down, it gets
down to this done. Spheres. Spheres are fun. There's a couple of
ways to cut the sphere. So I'm going to show you one
that I particularly like. It does get a couple
of more simple. They usually get to eat
better deformation. So you can cut them
like cylinders. You can cut the pulse like
this, and then across. But what I don't like about this particular
deformation is that you get like this super
weird looking island. It's very difficult to work
with that specific island. So I don't particularly love it. I prefer to be honest. Let's go back here to
just cut them in half. So just right here. That will you get pokey ball. Like things are in
this case we forgot. Let me erase what we did there. And we're literally just
going to cut across. And what we get this sort
of distribution, yes, we do have a little bit of
distortion towards the center, but it's not as bad and we get a cleaner effect right here. So yeah, that's, that's how
we'll probably do that one. Now, this thing
seems to be parented to this thing right here. Let's isolate that real quick. This is a very chunky block, but it is a cylinder. It has a hole going
through the middle. So we definitely need to cut the inside and one line
across right there. And then since we
have a central line, we could try this central line. Let me show you. Then we can cut the corners right
here. There we go. That will work at how
the back part and the front part like that. And then here, I think we can also
cut the front part to be honest like this. Then we can remove
that line right there, so we have a cleaner effect. What are the other students? This is a cylinder. We can grab just one line and cut that one. And it should unfold
very straight like that. Look at that. Really
clean, right? So we, even though it's a cube, we treated a little
bit more like a, like a cylinder and
it'll work just fine. Now, technically this guy and this guy are the same topology. They might not be
the same in scale, but they should be
the same in typology. So we should be able to transfer the attributes as long as we have the setup to
topology, see transplant. There we go, Look at that. So we save a little bit of
work in there as well. Let's grab this
piece right here. And this again, it's kind of like a cylindrical thing, right? So ideal. Ideal situation for this one would be to cut
this whole thing. It will also make it easier to, to assign a different
material to that specific part
if we need to. Sometimes it won't let
you do this as you can see right there when you
can't find an edge loop, it's gonna be a
little bit difficult. So you're going
to have to start. And then once we have
that, it will follow. We will connect the dots
if you wish. There we go. That's a cylinder and
let's cut across. And then this piece right here. We're going to do something
similar on this side. Let's cut that right there. Go with our CO2 here, here, here, here, here we go. And then this piece right here, we can just use
one of the corners like this one right there. And that's pretty
much the cylinder, so it should unfold
again nicely. If you want. You can
also cut the caps here. Just going to simplify
it a little bit, some of the things like that. Then we'll just missing
this line right there. Once we have something, we can just keep it
going. There we go. Control you. And let's just take a look
so that one looks fine. That one looks fine. Caps look fine. This does not that
means we probably missed a cut somewhere. Where did this? There we go. This one definitely
needs another cut. And that's a capital gain.
So that's that these are two of the capsule
as well. Careful here. You can see we're
having a little bit of an issue with forgot this one. So let's separate control. You have one right there? Somewhere around there. Very small, very small
etch let me find it. There we go. It's this
one and this one. Let's cut them. There we go. Then we just got one
more edge right there. Control you. This one is freaking
out a little bit. We maybe color the
more than we should. So I'm going to grab
these two guys and just weld them together
back together. And this guy says,
well, this guy, this guy welded
together, control you. That's a lot better.
For this one. I kind of don't like things being in like split like this. So I'm just going to grab that edge and sew
it back together. And then when we unfold, it
should be a lot flatter. Control l. I know we have like the weird effect right now, but look at that, not Beth. Little bit of distortion there. Again, we can do
another extra code, but it's a simple piece. So it's fine. Oh, careful there. From here to here. Let's just say you stuff, Mesh
Transfer Attributes. Now this should have
the exact same number. Now, this thing is holding
onto something really weird. Can you see that? Oh, I
know what that could be. Yes, of course. There we go. This guy is right here,
Shift P. Here we go. It was somehow connected to the, to the, to that
sphere right there. Maybe we took it from there when it was Parenthood
or something. But there we go. With that, we're pretty much
done with the head. So I'm going to stop
the video right here, gives the guys and I'm going to I'm going to keep going
with the leg right here. So hang on tight and I'll see
you back on the next one.
65. Arm Skeleton Uvs: Hi guys, welcome back to the
next part of the series. And now we're going to continue
with the arm as cotton, which is this guy right here. Well, we have arms and legs. Let's see how fast we move in. Then if we move fast enough, we'll probably do both of
them had the same time. So let's start with this one, which is great because we know it's going
to be repeating. Now this one is
very boxing again, so it might be a good idea to separate the bottom
part from the top part. I'm just gonna go down
the line right there. And we definitely
need some cut lines, especially on like this
intersection right here. This is gonna give us the
best kind of unfold. Up here. I'm going to look for
the little stars. You can see are right there. Right there, right there. And right there, there we go. And over here, we've
got this one. This one. And this one. I think
those should be enough. Let's go to the other side, which is that one. That one. And that one. Let's unfold into what we've got to control. You. Look at that. So again, the reason why we are cutting a couple of
more lines that you might expect is to alleviate the curvature
that we would get. Because if we keep this curve, then as you guys
know, we're gonna get slightly weird distortion. And all of those lines
starting a hard edges and heritage are
great places to hide seam lines because of the
metal edge weight and things that we can add to
those specific points. Of course, let's
lead the other side. Let's go to the back part here. Let's leave the one of them. And since we're already
working on this one, let's just do a mesh
transfer attributes. It should be the same one
as you can see right there. Cool. So we can hide that one.
We can hide that one. We've got a lot of
boxes over here because all of these boxes
and cylinders and stuff, I'm gonna, I'm gonna go for more complex stuff before
we do those boxes. Let's start or we're actually
this one was already done. Let's do this box real quick. Now this box is fun. It's an interesting piece
because if you guys remember, we did the section
line trick, right? So if we go into our cut tool, you're automatically
going to see a white line going down the
middle, which is great. Now the only thing we need
to do is relax that line a little bit with the extra cuts that we're gonna be adding, which is pretty much going to
be this length right here. So we're actually,
let's, let's do it. They don't fold first
and see what we get. You can see this is like
a little bit too much. Light gets stretched a
little bit too much. And we're going to see
texturing textures just like going everywhere. So we definitely need to
add some section lines. So let's separate the elements in this sort of like
boxy, boxy way. Separate right there. It's going to give
me a clean one right there and probably just the
bottom or the back part. That should be it. So again, look how
easy it is when we have proper topology. Now we unfold, Look at
that beautiful straight, super straight like
things are looking way, way better and that
piece is ready. This one is one cylinder. So it's just a cap. Cap and across. We're gonna get that.
Perfect ready next one. By the time you've
finished this guys, you guys are gonna
be masters at UVs. You're gonna be able to
do or get to be seen like 10 s. So let's, of course, I believe
half of them for now. Cut line. We're gonna cut right there, right there, right there, and right there. There we go. That's it. Don't overthink it. Just do it. Just do it and gather yourself. That looks as nice as possible. Same for this one, like this one that are a little
bit thicker, right? And the only thing that's going to change with
thicker elements is that we might need to
cut some of the corners. So we start with this one. There we go. And
this one, this one. This one. This one. This 11 more there, one more there. One more there. I remember when I started
doing a UVs again, like ten years ago. It would take me like a
full day to do UVs for a character and a character that was less complex than this. So again, the more you do it, the more practice you get, the faster you're going to get. But you usually do
take some time. I'm already here. I'm just gonna go for
this one. I know we have or we're gonna
have a different video for the for the chest that says we're already here,
might as well, right. So let's just keep going here. 1234. There we go. All of those lines. Or you
can keep them as they are. I'm actually going
to just cut straight across or actually no, I don't like that story straight across because it's
going to make things. A little bit weird.
I'm actually going to go to this line right here. So we're going to have the
upper part of the element. Now we do have, as you can
see here, some sexual lines. So it's important that we cut like the top part
and the bottom part. This is pretty
much the cylinder, so we need to respect that. Let's cut the bottom part
here as well, right there. And that should be
flooded enough. Like if we do a quick unfold. Well, almost, almost, almost. Wow, actually. Not
delete this whole thing. Okay, so let's go back here. What happened here? Let me go
back a couple of very good. We have a nice line here. Let's delete the history. That says, I don't know why it freaked out because
this is a nice cut. Control U there we go. Yeah, Something happened
there. There we go. So flat, flat, flat, flat, flat. Yeah. There we go. A lot
of flat pieces, yes. A couple of streamlines,
a lot of fluff pieces. It's going to be
covered by the plates, so no need to worry. Actually, this line right here, that line that we
have right there, we can actually sew
it back together. Just like unfolded. It's gonna give us a slightly better on full pattern as
you can see right there. So yeah, that's the chest done as you can see,
that's a big piece. I'll keep that for
the chest videos. Let's go back here. And another way I like to do
this stuff is just go for the big pieces first because those are the ones that you're going to know this the most. And from a psychological
point of view or whatever, when you start seeing things
become smaller and smaller, it or at least to me, it feels like I'm I'm making more progress even though it's pretty much the
exact same thing. I always want to when
I said I was a kid, they had this sort
of like a thought. There was a store near near me. It was like three or
four blocks away. But if you took one
street towards it, you would be going
through a very long like a house or a very
long wall, like a fence. And it felt like forever
walking through that alongside that first because
it was a single fence. However, if you walk
down the street, you would go pass
like several houses. And for whatever reason, I'm sure there has
to be some sort of like psychological
explanation. It just felt faster maybe
because you kind of broke down the task into
smaller chunks. I'm sure if there's a psychologist or
watching this video, they're like, yeah, yeah,
that's exactly what happens. Or something similar. But they just felt a lot
easier to do it that way. So I find the same property works right here for UVs view, if you break this down
into multiple parts, it becomes a lot easier to
just like power through it rather than like
imagine if we had to combine the whole
thing into a single, a single mesh and then just do everything
at the same time. It would be a nightmare, right? Especially like on
this part right here. Like look at how many
little bits and bolts we have right here can be,
can be quite daunting. But again, if you just take
one at a time and be like, okay, I I know we're doing here. I know the sort of process I need to
follow this cylinder. This is a box. This is organic and you
just go from there. A lot, lot easier and a
lot more, more manageable. So let's, for instance, grab these two guys, which
I know are the same. Start with this upper one. Double-click, Double-click. Long, unfold object mode from one to the other,
Mesh Transfer Attributes. There we go. Two birds, 1 st, right? Then we have all of
these boxes which actually share a very
similar topology, but since they have
different proportions, the way they might unfold
might be slightly different. So in this case, base and corners is
probably our best bet. I do however, remember that this upper one is very similar. So let's just Mesh
Transfer Attributes. Work should afford that work. Okay, if that happens,
it's probably didn't work. Yeah, it worked. Kind I know
it doesn't it doesn't work. This one works a lot better.
Let's try that again. Mesh Transfer Attributes. Now. Okay, let's just do it again. So I'm just gonna do a UV
camera base or UV camera base. There we go. Having a little bit
of an issue here. I think mine is
already freaking out. So let's hide that
one. Let's go down here, grab this case right here. One thing that you could do, for instance, this
guy right here, let's just combine them
all into a single one. They're all cylinders, right? So you might find it a lot faster to just
have everything in a single object to be able to cut very quickly
across all of the axis. Going to go here,
here, here. Here. We go. Those are, oh my god,
I made a mistake here. Okay, so let's see if we can get away with this
by doing Italy history here. Rubbing where we were with no. Okay. Okay. Oh, my bad. I actually I did it right. I was the camera was
rotated so that one's fine. Let's, I'm gonna delete. Let's see if we have independent like this guys right here. If there are any single thing, I'm just going to delete it. Then for instance,
this case right here, we need to go into face mode and delete the fixers like that. Big boxes again,
simple, just inside. Insert. I'm actually like since this
are just very simple pieces, they're gonna be
covered everything, just something like that. Even if we get a little bit
of stretching on the borders, again, it should be fine. It's gonna be be minimal. You can see right
there the stretching is very, very minimal. The most important part
of this staggering, that one right there
and it is working as expected. Let's go here. Same deal. From this one to this one,
Mesh Transfer Attributes. There we go. I'm actually
going to combine them. Control you. Therefore here we have
crazy face right there. Let's just delete
it. There we go. Probably some sort
of like remnants from, from other pieces. This one right here. Same deal. And when I get to this point, I try to move a little bit
faster as you can see. And I don't even
like unfold yet. I just quickly move through the, through the different pieces
that we need to unfold. Like this guy right here, this guy right here,
that one right there. Because I know that
as soon as I get into them fold and
unfold function, I can just grab everything
and then folded. Well, we do need to do is delete the faces on this side because they do not either
data or mirror them, right? But right now, I'd
be a little bit easier to just delete them. We go. Now, we can grab a couple of the pieces that we've
been doing control you. And we should have a nice
and nice and full for dose. So that one's already
demonstrated. Demonstrating. This one right here is
one of the ones that we were having some
issues with actually that it looks it looks nice. Control L. Kinda nice. Not perfect. Let's fold. Yeah, I mean, it works a little
bit weird, but it works. So let's just hide that one. Little guys right here. Let's isolate them. Delete. They have thickness.
So as you guys know, things change a little bit
for this type of items. We're going to do the
inside, both of them. And then the outside
we're going to go for the corners as well. I don't care about the
insight for this ones. And the reason why
I don't care about them is because we're never going to see them right
there inside the leg. So even if there is a little bit of distortion
right there, it's fine. The important parts
are out here. So that one's done. Well here. Definitely going to clean a
lot of stuff right there. Now this a little
bit more complexity, slightly more complexities
because as you remember, It's actually made out of 1234 different
islands, five-six, like it's a little bit
more interesting now, it's actually like
the UV doesn't look that bad with the
camera based projection. But unfortunately, this
is not going to work. So this is one of
those things that we might be able to get away
with, the automatic one. Like dad right there. Looks okay. To be honest. Like it's it works. We can definitely add a couple. I'm going to go to
the right view. I'm going to add
a couple of cuts for the texture stretching. So with a knife Russia
just gonna go 12.3. It's going to alleviate
the texture stretching. And yes, we do get a
lot of different bits. As you can see right there. It's simplifies
things quite a bit. It's probably not the
cleanest way to do it. We could definitely
simplify this a little bit more or optimize this
a little bit more. What's also another bad thing? And especially since it's
gonna be again covered by a lot of different things. It's fine. That one's actually ready, just need to unfolded. We go just hide it. This little spheres right here. We can just cut. Down the middle dose. Let's go Object Mode. Control. You go high dose. Let's go to this one. This one's a little bit
trickier because it's a cylinder that has
two holes like the, the length and then there's like little thing right there. So we're gonna go, of course
cut UVs, object mode. Go, cut the V's. We're going to cut right there. Actually, let's go on
the inside, right there. On the inside right there. Then of course
we're going to have one line going across
on both sides. Then very important. The little window
thing is go Control U. And there we go. That's the, that's
the outer edge. And then this is
just a cylinder. It's actually the most basic
cylinder of all times. We didn't even like you gave it the Babel or
anything, that's fine. It's cut cut across. Control U on all of
them. There we go. Let's hide that one. And
almost there, almost there. I know that the videos
now are going a little bit longer than what
we normally do, but I just want to
make sure that we get everything covered so
that one simple one. Let's go here. I don't remember if this was a single piece. Yeah,
it's a cylinder. See that it's already cut
right there and over here. So that tells me that the
only thing we need to do is like one card
across back here. We even did the section
line thing on the inside. And then this sphere right here. It does have a couple
of extra lines. Select that one right there. I'm going to do this
like a cylinder. It's going to be pulled
pole and across. Both of those guys control you. Let's fix it. Let's see if we can fix
it. Let me see real quick. We're getting a little
bit of an error on this guy right here. Oh, that's because my bath. All of those. There we go. A quick
Control L to lay this out and see if
we get separated. A couple of, of the
islands don't love this. Where are they? Some insight faces right there. It's fine. Little bit of an issue but shouldn't be
that much of a deal. It's because actually let
me delete these faces. This faces and all of this like Ireland thinking,
just delete it. Here's a trick. Select everything
shifts, select. There we go. That way we clean
those, lay, those guys. And let's just grab
this guy's control E. In. Let's go right view. I'm going to press,
I'm going to move this up or just going to rotate the scale this in a
little bit like this. And then I'm going
to like this guys. I'm going to bring them down. This guys, I'm going to
bring them up to recreate what we had before right there. And now to clean that stuff up, of course we're going to
have to do another uv. So let's do UV camera base. Okay, my eyes already freaking out as you can see here with
the displacement stuff. There we go. Uv camera based. Then we're going to
cut on their side, on the side of that
capillary there, that Cadbury there and across. Let's do fold. That's a lot better. So UVs, as you can see, perfect way or perfect moment to fix stuff that might be wrong. Two more pieces, I'm just
going to do this guy and this guy and
then this thing. So I'm going to do
with the chest. So the sphere, as you can see, has a thickness to it. We've talked about this before. Easiest thing is just cut on one of the sides in that set. And then this ring right
here, it's a cylinder, Pretty much the section line. It was done. Or careful with those
little guys right there. I'm just going to
triangulate them. So mesh triangulate to make
sure that we don't have any, any weird thing going on. And I'm going to go Object Mode. Let's delete this
side over here. Cut, we're going to cut
across one of the bubbles. And then we're
gonna do cap, cap. And over here this
kinda like a sphere, so we're just going to cut
the border of the sphere. And this should unfold nicely. There we go. So for this one,
control, you. Perfect. That's it. I'll just hide those guys. And as you can see, we're
very close, very close guys. Just a little bit
more work right here. Shouldn't be that bad. We're gonna be ready to
jump into texturing, just a couple of extra material
things that we're gonna be like preparing and
we're going to be good. So I'm going to stop the
video right here, guys, make sure to save make
sure to get to this point, and we'll see you
back on the next one. Bye bye.
66. Chest Skeleton Uvs: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the chest skeleton. Uv switches, all of
this part right here, and we have a lot
of repeating parts, a lot of simple parcel.
Let's start with this one. Again. Simple enough, it's a
cylinder, so we cut the cap, we cut the other cap,
and we cut a cross. And then we go to this
piece right here, which is just the two blocks, just to very nice little
geometrical blocks. So I'm not even going
to delete them. I'm just going to go over here. Well, actually,
no, I think of it. I am going to delete
it. Why? Because I just want to save a little
bit of time with the with the multiple tool or the uv Cut tool right
here on the corners. So I will just cut the
corners on all the sides. And that's gonna give us
a nice one for again, I'm not going to
unfold right now because I know that
it's going to work. We've seen it work so
many times before, so might as well, over here, Let's
delete this guy. Let's delete this guy. And here's where we can start. Again, saving a little bit
of geometry and topology, we can delete the phases
on the back like that. Remember Control
F 11 will give us a clean cut of the UV or the
faces that are selected. And then we'll just
cut like that. And like that. Now one thing I don't
think I've mentioned is that every time you do it, every time you unfold something, you are going to get distortion. Distortion is unavoidable
on a what's the word? The sturgeon is on avoidable
on any geometry that we, that we click Generate UVs from getting some weird
results over there, but it seems to be working. And the reason why we get
distortion is because we're jumping from a 3D
shape to a 2D shape. And every time we do that, we are gonna get destruction. Like it's just the nature
of losing one dimension. So no matter what you
talk to anyone like that, there cannot be a Perfect
UB where you have absolutely no distortion
and everything is perfectly like laid
out and stuff. There's always gonna be a
little bit of distortion and a little bit of funkiness. That good news is that thanks to all of the new softwares
that we have nowadays, all of that distortion
can be easily corrected with the different
tools that we have. So we have this
shape right here. This one's a little
bit more complicated. Again, let's delete half of it. We're gonna go with 3D cutting. You'd, you'd be two. And we'll first thing I
notice is this is cylinder, so let's just call
it the cylinder out. It's a very simple, this
huge box over here. I'm also going to cut it out. Now this is gonna be
a little bit more important because we're actually going to be seeing
a little bit more. So I'm going to cut the
corners on the inside. They don't falls a
little bit better. There we go. And then all
of this shape right here, I'm probably, I'm actually tempted to just do
a symmetry line and do it like on the, on deadline. But I think it's
gonna be easier if we just go here and then follow
this line right here. So we're going to have the outer edge and then the inner edge. And of course, we do
need to add some cuts to this outer edge right
here to help it. With DOM fall. There. Probably there as well. Let's see Control U. Let's see how this looks. So this piece looks really good. This one looks a little bit weird as you can
see right there. It's a little bit
difficult to read. All of the other ones look good. So what is the best option here? If we have a piece that
looks a little bit weird to read, well, let's re so that line
together. So unfold. Actually, let me go back there. So I think this is one of those pieces that it
might be a good idea too, to recombine or re, like to separate this,
this top part right here. Something like this.
And there we go. So that when we
extract this top part, and I love this other
like pink part should unfold a little bit better. Yeah, that looks as you can see that it looks a
little bit better. We have some nice guts,
nice distribution. And it just works. School there. This one is just a
box with corners. Let's go with our cartoon here. It's got the back part
of the of the box. And the corners. There we go. Perfect. And then we're
gonna go here. Control you. There we go. So nice clean shapes to different
sections. That's great. Let's hide that one. Let's go with this armor piece. This one is very simple. I think we can just get away with a, with a cut along the back part because it's relatively flat, so it should unfold. Relatively flat as
well. There we go. It's great. We got this guy right here
and this guy right here. Let's just combine them. History. Delete those guys right there. Let's go here. Half and half. We're gonna J control you. And there we go.
We hide that one. And then we have this
shape right here. Now if you remember this
shape has England's and actually want to use
this as an example because I mentioned when
we're modeling this, you can actually
use penguins like they're, they're
relatively fine, as long as they're flat, as long as you have a
flat angle like this one, sometimes I'm fold doesn't
even care about them. So let me delete that one. Let me show you if I try
to unfold, as you can see, it unfolds like it has a big angle right
here, but it unfolds. Why? Because if this angle is a very simple and gone to solve, and that's where
we can get a nice, like what resolution
if you wish. So yeah, that one, that one's there. Of course. I'm going to transfer the
elements to the other side. And to do that, we need to delete all of these
guys right here. Topology should be very similar, like we didn't change the
amount of phases or anything. So in theory, I
should be able to transfer the attributes
that one didn't work. Let's see if it works back here. Yes, it worked perfect. That saves us quite a bit of time because as
you can see now, all of these guys
haven't properly UV. It might not be a
bad idea to just combine them though
their history. Let's do control you control
L to just unfold them. And now all of them have
their own little UV. We can hide them. Then we have this
pipe right here. It's just too big cylinder. This one is one of those
elements that it is a good idea to split
into a couple of parts. Otherwise, we're
going to have huge islands on the UV map. And that can make
it a little bit complicated to unfold properly. So as you can see,
I've divided into two parts right there. There we go. We're just
going to hide that one. Pipes, super simple pipes. Remember we mentioned not all of the pieces we're going
to be subdividing. Some of them are going to
remain like completely solid with that
one and that one. Control you. There we go. And we transfer. It, doesn't it
doesn't like that. Okay. That's fine.
Let's not transfer. Let's just like manually do it. There we go. That said
we got all of that part. Now, for this one is
right here, this PCC. We also have an angle like
this big face right here. We've mentioned,
shouldn't be that much of a problem.
I'll show you why. Let's go right there. One thing we can
do, a nice trick, you can grab just that
face and go UV and do a camera based prediction just on that face and
that will you cut it out. See that, like I just call it out from the rest
of the element. Now if you unfold,
we're gonna get this. So again, either it works,
we'll get the whole thing. One thing that we might
need to do is we might need to add a support edge on
that line right there. Well, no, actually no,
because we're not going to be we're not going to
be smoothing this guy. We don't have support
edges really. So that one's just
going to be like that. So this one right here, where's my, where's
my isolate select? Right there? That one. And now these guys right here, they're all boxes, right? Very, very basic boxes. So this is one of those
cases where again, we got to be a little bit
faster, right? Like efficient. So we're going to delete
half of this guys. We could use automatic mapping. But it's going to generate
a lot of different lines. And I don't want to
have as many lines. So I'm just gonna
go to this line right here and I'm
going to ignore the corners that
we normally cut. Why? Because this you should just bends this
extra small detail. It might not even have
like specific details. It might just be like a, like a very basic
material or something. You show control. Control you, there we go. Let's hide that one. And we're just missing a couple
of pieces here. Now. This one right here. I do believe we had the neck, didn't we? Neck. This is the problem with
having done this sort of like a wrong with
having done this. I'm gonna do something here.
I'm going to say Select all by type geometry. And we're going to turn
the visibility on. That way. I'm going
to have everything. So this box right here should be the same one
as this one right here. Let's see if we can
transfer the attributes. Yes, perfect. And now from this one, we just transferred to this
one right here. This one is actually a
little bit different. Some modifications, so we're not gonna be able to do that. Let's go back to well, I mean, I'm sure we've done
everything on this side, so now this is confusing
me a little bit. So let's hide that. Let's hide the chest. There we go. So this one right here. This one right here. There we go. Control U. Let's hide, hide, hide, hide, hide it. Let's just hide all these
things. There we go. That one's ready. That one needs to be fixed. So I'm just gonna
do for this guy is just at this
three more pieces. So this one right here. It's an interesting one because it has a lot
of cuts cylinders. So one there, one there, one there, one there. Before that. Let's
do the other side across this pretty
much like a box. So it might be a good idea to follow this edge right there. This edge right there. Let's go down here
and down here. Control you. There we go. It's a clean,
clean distribution. Let's hide that one.
And then this one, we actually had it from the
other one as well, right? Remember that there
was a really tricky one and I'm just going
to simplify this one. Again, no need to
over-complicate. So lets just grab it in
a natural that's clean, like that one right there, that one right there,
that one right there. And now we're just
like this guy. Let's cross cut across. This pretty much is under that. Should do it. Which is
neat to touch that. There we go. There we go. There we go. There we go. Control you. And that's a slightly dirtier,
but at the same time, like faster UV for
this guy right here, go from Dan to another one
and we're going to say Mesh and transfer attributes. There we go. That's it. We've
pretty much finished with the whole chest
and front area. And now we only need to go
to this remaining part, which is the hips. The whole of the components that we have here for the
skeleton of the, of the, of the character, all of the species right
here and the tail. But hopefully you can already picture that the tail is
going to be relatively fast because we have a lot
of very similar elements. They're just like
the same block, especially starting here, it's pretty much the same block. So as long as we do
one of them and we duplicate it or not duplicate,
we just transfer it. We're gonna be able to
copy that very, very fast. So that's it for
this video, guys. I'll see you back
on the next one. Bye bye.
67. Back Leg Skeleton Uvs: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the lecture, which is the, well,
the hips and the legs. The last part of the
whole thing right here. So this guy has we saw already, we already have like
clingo visa so that one, we just hide this simple box. Again. I wish there was like
a command to delete things that we
originally mirrored. It's one of the
things that I'm like, Yeah, that will be like an
interesting plugging to do. I'm sure there has to
be. I mean, again, we could separate things
and just what's the word? Just delete them. But I feel like that's
going to take a little bit longer to learn, reorganize things
and clean things up. So I'm just gonna do
it manually here. I actually will that work. Having second thoughts of that, maybe it can work. Let's
let's give it a shot. So I'm gonna grab all of the
things where theater mirror, I'm going to say
Mesh and separate. That way. We can very easily just
delete all of these guys. And yeah, we're gonna have
like bad names and everything, but we're going to
clean everything up once again at the very end. So maybe that just
like speed up, speed up a couple of our process here and gone right there. Do we care? Now? We don't care. It's just
a very simple piece. Leave it like that. This one right here. So under cut, cut across. What are we actually using
the tool that we want? Rid cut, cut, cut, and across. There we go. This one right here.
Same drill cut. Or actually in this one, we
can cut on the inside edge. It's going to make it a
little bit easier and very important if we have thickness, we do need to cut on
the inside as well. So all of those pieces are
ready. Let's go with this one. Thickness. So we go on
the inside like that. Actually, I believe this
one might be my work. Nice. Now, let's see. There we go. We've got our celebrate here, so we'll just control you. Perfect. It's done. Let's go with this guys. This is pretty much
like a cylinder as you can see right here. So we're going to cut, cut and I'm going to go in the inside like
right around there. And to simplify things, I'm actually going to cut
the back part as well. Because he has a lot of like a intricacies like going in
and out and stuff like that. So we're just going
to do Control U. There we go. Oh, I missed
In and Out burgers. If you guys are visiting of the United States or you're
from the United States, please go get an in
and out burger on my on my name on me. So we cut the
windows right here. And we cut right there. We go across, can use this line right here
to hide the same line, of course, on the inside
and on the outside. Control you. There we go. That one's ready. This one right here. Simple edge loop. So inside, outside across, inside,
outside across. Again, doesn't even need
to be the exact same edge. Perfect. This one. Now, this one's a little bit different because
we have the cylinder, like coming out of the back. So we're going to
cut the cylinder as its own little
piece right there. Of course we're gonna give it a cut on the back right there. And then this is just a ring. So cut across, across
line right there. And probably again
use the cylinder like insertion point to have the
other edge right there. Maybe even caught
that one right there. Control you. There we go. Clean. High that cylinder. Simple. One caught
two cuts back. You got there we go. That one. Oh, this
was I love this part. I'm just so happy with
how this turned out. So let's do some slightly
cleaner UVs for this one. I'm just gonna go corner. Corner there, corner there, corner there. Corner there. Let's go all the
way to the back. Smoke is pretty much
going to be like a box. So we're just going to be
following the corners here. Right there. There we go. So that's
like the front view. Then I really want most
of this to be kept. So I'm just going to try to
cut this corner lines right here on both sides. Let's go down here
and right here. And hopefully this
will unfold nicely. Look at that. Great, not perfect,
but quite nice. Like I really like this. I think we could
definitely like a fourth cutting those
little guys right there. Let's cut those. Rewards are coming from the
top or at the top part. Okay, Yeah, so we'll just keep the top part
is like separated. But everything else
looks really nice, really, really nice like
this guy right there. That means that we could
create a decoupled. It goes from here to the sides and it's going to look amazing. So I mean, I'm sad that
we're not going to see this much because
it's going to be covered by a lot of other stuff, but that's part of the process. Let's go here. Minus
will combine these guys. And we cut, cut. Let's hide the cut
like in there. In there. Actually in this case, we're actually going
to be better if we make the cut out here. Because we want to keep that flat part a little bit like what flatter its control you. There we go. That one. Let's go to this one. Same drill. So we got right there, right there and across. Let's hit. Most of these pieces are just
gonna be like pure metal, maybe a couple of
scratches and stuff, but we're not going to be
paying as much attention because they're quite hidden. This is a cylinder, Pretty much. So. We of course cut a
little hole here. And then this piece right
here, it's very flat, so minus will just grab
one of the bubbles. Maybe you'd like
just one battle. And there we go. Look at that. We get this like a, like
a cylindrical piece. This one right here
has thickness. So it's again a cylinder. Let's cut one of the
inner sites right there. And then one cut on
the top or the bottom. I want the top. There we go. Perfect. Next, this one can seem
like sort of situation. We might want to keep
the bigger caps, like right around there. And then this circular piece is going to be its
own little thing. There we go. So you can
see we get cleaner, cleaner, that cylinder E
colt cylindrical cuts. Sometimes we're going
to have to do that. Sometimes we're
going to go to the closest or innermost, like cap. It depends. It depends on the item. This is one of the
things about 3D. I get this question quite a bit and a lot of different places. It's like, how do
you know when to do certain things or when
not to do certain things? It's a lot about the experience. The more objects you do, the more you understand
how they will unfold, how will the form
and stuff like that. But also you need
to understand that. And I mentioned this
in a previous video. Not everything has
to be perfect. Sometimes we worry, I think people worry a
little bit too much about everything being
completely, completely perfect. And you can get away with
like, good enough geometry. I was, I was watching,
for instance, a couple of weeks ago, a TV show with my daughter. She's she's really
small right now. Are you really young rather? She's like she's about
to be two years old. And she watches a lot
of like Disney stuff. And this isn't a produces
a lot of like animator the things like with Mickey and Minnie and all these
characters, right? And I was looking
at the geometry, I was looking at the textures
of the 3D shows and stuff. And it's not great,
like you see that. And it was like dude, like a very entry-level artists can do this sort of stuff and
generate really cool results. So why is it that
they can do it? And that's because
of time constraints. And again, money constraints
are really important, like this guys need to produce, shows pretty much like 11
full episode a week, right? So you don't have
time to model and sculpt and do everything as
perfectly as you might want. So don't overthink it. If you're doing your
own personal projects or even if we're
following this and you finally get small little issue here or there, that's fine. As long as you can generate an amazing looking
render at the end, you're going to be just fine. Now, this piece right here, it does seem to me like it's like it's really similar to one of the
ones that we had before. So let me see if I can. Again, I'm just going
to say select my God, select all by type geometry. And let's turn this
divisibility to on. This guy right here is very similar to this
guy right here. I'm gonna see if I can transfer the attributes. Here we go. It seems like we were able to. And then this one right here is very similar to this
one right here. So again, mesh
transfer attributes. And there we go. This one, this first
one is very similar, as you can see, is like connected with a lot
of different pieces. I'll explain how to fix
that in just a second. Let's let's hide stuff again. All of this case are ready. This case ready. Pretty much the
whole leg is ready. Now this box right here, which is one of the
important ones. So for this box, we need to be very
careful because it's a really complex object. So I'm going to
turn on object x. And we're going to cut all
through the border like this, even that good readers, fine. We're just going to keep
following the line. I'm going to press number
is three so they can more easily select
the DH librettos, the one that continues to erode. Let's do this. There we go. So as you
can see now we have the bottom part right there. And then it might
be a good idea to utilize this corner
we have right here to split this
side boxes from the, from the rest of the elements. So splitting them like that, it seems to work quite nice. Let's explicit that
box right there. And then here we're just going to cut the corners a little bit like that corner right here. I'm even tempted to use this section line that we
have right here to cut it. That's also going
to help me with the relaxation of
the whole thing. In this frontal thing, I really want to cover this war. So I'm going to
cut it like this. Now this should unfold
it a little bit nicer. We're gonna go to that
corner right there. There we go. This should work. Let's give it a go
and control you. And again, let's just
analyze the shelves so yeah, that sure, it looks
really nice, really nice. This side shells might need a
little bit more relaxation. You can see how, I mean, we can always look
at the texture and see how these
things are looking. Let's do a quick layout. That's not bad actually. Yeah, this works. It's totally works. Yeah,
that's pretty much it. So this box is ready. This box is also ready, but we need to split
all of these guys. So this main thing, I'm going to say
Mesh and separate. And now each one of this
as a separate piece. Of course, we're going
to delete history. And this guy right
here, actually, it seems like we
didn't inherit the, was it the geometry. So let's go back. There we go. Let's split it now. So separate, mesh, separate. And now we should be always
they'll have the parent. Okay, that's fine. So we're gonna grab
everything here, Shift P. As you can see now, H1
should be separated. So this guy and this guy are
pretty much the same thing. Getting mesh and
transfer attributes. And let's see if it works. It seems to be working, which is great because it's going to say what's
quite a bit of time. But then this one right here, I believe it has a very
similar Let's try. I'm just going to give it a
shot and see if it works. The CID work. It does work. Nice. It does work. It seems. That's great. So yeah, that's gonna say it was quite a bit of time because
now that we have this, we can just transfer
it to the next one. So from here to here,
mesh transfer attributes, and then from here to here, transfer attributes
from here to here, transfer attributes from here to here, transfer attributes. And we just keep going
along the whole tail. There we go, We'll get that. So now all of those sections are like properly,
properly done. Now this piece right here does not have the transfer
attribute thing, right? So we're gonna have
to do a quick UV, but at the same time
we already have, we already have
that thing there. So let me see if I
have it over here. Let's again select all
by type of geometry. This is where having a better organization than
what I have written, that might be maybe even better, but yeah, so this one right
here already has UVs. So we're going to select
this one, this one, and we're going to say Mesh
Transfer Attributes, perfect. So from here to here, gene from here to here, G, from here to here, a gene from here to here, G from here to here, a G again, from here to
here is G once more. One final time, one more time. And there we go. Perfect. So now, now my friends select all
by type geometry. Let's turn everything back on. And we should have it. Let's turn the groups on
as well so we can see it. There we go. Our whole
skeleton is now properly UVs. We're gonna do
something very similar. Let me increment and
save real quick. There we go. I'm going to grab
all of the pieces from the skeleton right now. What I'm gonna do is
I'm going to lay them out on five view
then towels as well. So I'm modifying actually let's, let's, let's lay them out
on four-year Dewey towels. Very important
pre-surgery, the ratio should be out and
we say layout UVs. And if this works as expected, it didn't strike this
again, Control L. Well, it's trying why?
There's definitely try and was having
a lower Phoenicia, let's help it by the linear history
freezing transformations. Now let's select everything
here and try again. There we go. A little bit better
still a couple of errors here for
the overall thing. But as you can see, we get a really good idea of the textile resolution
that we're going to have. So if we've got something
like this box right here, and we use our UV toolkit
to check the number. Remember that we
had the number over here. I'm gonna transform tab. Let's say get 2,121.28, I
believe was for the armor. They're not really
that far apart. So that tells me that we're
definitely going to be having a really close amount of
resolution, which is great. Now, the one thing that
we are missing though, is we are missing the the mirror function
on the other side. Now, this is where
we need to decide if we want to go the extra mile or we want to optimize things. If you're gonna be
optimizing things I recommend you do not mirror. We're going to
texture one side of the character and then we'll mirror everything
for the render. However, what that will produce is you're going
to have slightly, well, you're gonna have
that same texture on both feet and both legs on
both hips and stuff like that. It might be in my visible. If you can afford it
with your system. Like if you have a good
enough system that you can work with,
a lot of view them. So a lot of textures. I do recommend the mirroring this things and getting
the other side as well. This of course, will reduce the amount of texture
resolution that we have. We're gonna go from 21 to
something probably like ten. We're gonna get there a
way, way better result. Okay, so I'm going to show you in the next video
because this, again, this thing that's
happening right now, It's a very common
issue that I face when things are not working
exactly as I expect. In the next week, I'm
going to show you how to properly mirror all of these things and get all of the texture resolution
to work perfectly fine. So hang on tight, and I'll see you back on the next video. Bye bye.
68. Proper Texel Resolution: Hi guys, Welcome back to this final video
on this chapter. Is this the final
thing we're gonna do before jumping
into Chapter nine, which is gotta be
materials and texturing. And we'll wanna do here is
one of the prepared this whole thing for a
proper resolution. So as you can see right here, we have all of the armor pieces, like all this four groups right here. I'm
going to Control G. I'm going to call this
lion armor group. So I have the lion group and I have the skeleton
group right here. Now, I'm going to disable
the materials so that we can see everything in the
way it's supposed to be. This one. I'm actually going to assign the basic law and we'll
say, well, what's it? Was metal base or something. There we go. Yeah, whatever. Like
we're just going to assign this thing
and we're going to start first with the
skeleton because that was the first thing that
we need to define. Are the skeleton, as
you can see right here, there's one thing
that we're not going to be like adding
on the same thing, like or there's one element
which is this little, I think that's not going
to be on the main group. So this little, I think
it's going to have its own little UV. So we're just going to
control you and Control L. Okay, Now of course, the layout is not gonna be on for you them. So that would be ridiculous for the eyes just gonna
be on one of them. So that's it. This is one of the
pieces are one of the elements that's going to
have its own little group. And what I'm gonna do
here is I'm going to reassign one of the old
materials which was this. Well, what's a D the red
glass material. There we go. So we know that that's going to have its own material,
everything else, every single other bees that we have right
here is going to be part of the same material. It's going to be the
skeleton material and we're going to have rubber,
we're going to have metal, we're going to have
like, I don't know, like carbon fiber and stuff and we're going to have a
lot of different things. So one thing that we can do if the layout this
not working properly, I'm going to save
this real quick. If we wanted to try
this, like ideally, we should be able to go to
modify layout and say, Hey, pack all of these things
into Foursquare's and hit Apply if it works. Great. Okay, So it did work. As you can see,
every single piece is packed into this
for UB islands. And if we check now, I can already see that we
have a couple of issues, like we probably forgot to unfold a couple of
things, That's fine. Let's just select everything
I'm going to say, modify and unfold them. I'm taking a gamble here. This is a lot of
processing things that Maya has to do that. But I'm taking the gamble.
Technically, everything should be unfolded now. Now let's Control L and
see if it can packet. Perfect. So you're gonna have to do
a quick check here and just like quickly visualize whether
everything looks nice, like everything should look relatively nice as
long as you don't see an island that's like all crooked or all like
collapse or destroy, we should have a good distribution
of the whole elements. And we can actually check what's the textile
density that we have. We can grab all of
these islands again, go to the toolkit and say, Hey, give me my textile density. As you can see, it's
going to say, hey, you have a 23 points of
density for a full skeleton, like we did mirror it on the other side and we have
23 points of density. What is taxable resolution? So textile density
is the amount of pixels that we have for
each unit of our elements. You can see this
example right here. This is by the way,
by a couple of guys named or a site name beyond extent they have are very cool guides that you
can look for porphyry. And they explain how to select your scales and
everything very, very nicely. I'm not going to
go in depth about the methods that
they use because this method is a little
bit more for games. But I'm just going
to explain real quickly what this means. If you have an object,
you will expect, you expect that object to
have certain amount of resolution so that when
you see it on your screen, it has the most like pixels
that you can expect. So this is a perfect
example if you have this render right here and you're going to have a clay pot. And this is the
distance at which you are gonna be seeing that, well, there's gonna be a certain
amount of pixels that are going to be displayed
on that specific pot. So you want to make sure
that your texture is at least the same amount of pixels so that it
doesn't look pixelated. Usually we go over that. But we can calculate
this textile density by using the formula that
they show you in Maya. And what we want
is we want to have as much texture
resolution as possible. You can see this one
right here. This is the real-world scale of this
like a trunk right here. And it has 20.48
pixels per centimeter, which is again, a
really good scale. This a at a 1024
texture resolution, you can see that we lose half
of the amount of pixels, which is going to make it
look a little bit pixelated, especially if we do a close-up. However, if we make it bigger, if the object
becomes really big, then even though it has
the exact same UVs, the textile resolution
is gonna be lower. Why? Well, because we're
increasing the scale, as you can see right here. However, take into
consideration that this one right here is not only increasing twice the scale, it's also going half the resolution that
we had right here. So that's why we
go all the way to 5.12 pixels per centimeter. Again, this is the formula
on how you calculate. And there's again, no specific like hard rule of what the
best number is gonna be. But we're going to try
to go for 20 because it's going to make things
look really, really nice. So now I know that
this thing right here, this character has 20 resolution on the whole, like armor piece. Of course, the eyes are
gonna be overlapping, so we're not going to have
a different material. So what I'm gonna do is
I'm just going to grab every single thing right here. I'm going to assign
a new material. And this new material
is going to be Arnold AI standard surface. And I'm going to
call this EM Lyon. Let's just call it
like inner scouts. And just so that we
have a name that we know what's gonna
be the final name. So we are going to be
texturing the whole skeleton. A single material that is going
to have unique titles for UDM towels right here and look at the packing the
weekend right here. Trying to do this
back in manually, by the way, would be
almost impossible. It will take way, way,
way too much time. Now, let's go back to
this guy right here. And I'm gonna go here. Let's go out. And now we're
going to grab the armor and we're gonna do the exact
same thing as you can see. This is the armor bits. I've mirrored them both. And if we check the
elements right now, some things are not like
perfectly what the **** is this actually the hills that it's really weird. We don't unfold or something. Let's go to this
guy's real quick and check what the ****
happened here. Let's go UV shell,
Let's try control. You control, you know. Okay, wow, that's really weird because this
guys do have UVs. These guys don't
seem to have it. So let's try transferring. So let's say Mesh Transfer
Attributes. There we go. Successfully solve that issue. Let's say real quick again. So I'm gonna grab
every single piece of the armor and we're gonna do
the exact same thing first, I'm going to throw
in a quick unfold just to make sure that we did unfold every single piece and we didn't forget
because as you know, I was moving a little bit faster right there. There we go. And then we're going to
press Control L. And again, we're going to pack this into four islands and look at
this packing right there. Freaking amazing. It's super complicated to read. But usually this is
what happens with such complex meshes as, as this guy's like, you are going to
have a little bit of a hard time with reading stuff, but that's what we're gonna
be using other software like substance to paint everything
again, I'm just checking. This is the kind of
stuff that I want out like like visualize and see why, why, why is this happening? Like if I see that there's a little island
overlapping worries shouldn't we can manually do it or just try to do
another, like unfold. Just to be very, very
careful though you don't have any like
collapse things. This is one of the little
things right there. Again, just in
general makes sure that things look as
nice as possible. Once we have that,
we can of course check the textual resolution. So we go to our UV
toolkit and say, Hey, what's the textual for all
of these pieces? 21.71. So it's not exact and it
doesn't have to be exact. So another very common thing that my students who
struggle with it, they tried to make
sure everything has the exact same number
as long as you're close to it, you're
gonna be just fun. I could even bring
this all the way to 18 and we would be
perfectly, perfectly fine. So I'm going to select
everything right here. And all of these
pieces are gonna be textured again in
a single material. So I need to assign
a new material here, Arnold AI standard surface. And we're just going to
call this M lion armor. And that way we know that all the materials
that are inside that armor lion thing are
gonna be textures just nicely. Let's collapse this
thing for a second. Let's go to outliner and let's bring the skeleton back in. That's it. My friends,
like with this, we've successfully capture
every single thing. Now, I just want to show you one very cool thing right here. I'm going to grab
everything again, every single piece right-click. Oh, you know what, we missed? The main. Where's the main? There we go. The panels. So the panels right here. They already have
their UVs, right? So lets just grab this. I'm going to assign
a new material to this guy's Arnold AI
standard surface. And we're going to call
this m lion panels. And if we grab this
guy right here, I'm going to say
Arnold or sorry. Let's go to the UV toolkit, the UV editor rather. Let's unfold. Well, they're already
on false and let's just lay them out Control L. Now let's check what
the resolution is. So as you can see,
this guys have 48. That's way too much. So this means that they're
going to be like way, way, way too intense.
What can we do here? Easy, we just go to modify, we go to our layout
and instead of four, we're just gonna have
to, we hit Apply. Now when we check get, you're gonna get 38.89. It's still too much,
still way, way too much. So let's bring this down
to just a single one. Now let's check how this looks. There we go, 24. Now they're in line with the rest
of the elements and our textual resolution
is going to match everything
with our character. You can imagine if we had all of the different
panels for our main, then that will definitely create way more resolution that
we actually need, right? So, yeah, that's pretty much it. One thing we can do here to make these things look a
little bit premier, just move them to the back. So I'm thinking about the render I want to show you right now. There we go. You know what? Let's bring them for the front and have them like right here just
for the render shot. And what we can
do is, of course, bring our render setup. What I'm gonna do is
I'm going to select all of the elements right there. I'm going to assign again
dUB checker, right? Because at any point we're just decided everything back again. Let's say this real quick. If we go panels, look
through selected, and we do a quick render here. Actually this guy
right here, I feel like maybe a little
bit too much. Let's push them back. Animals, Lucas elective. Yeah, that's a
little bit better. Just like get them right there. If we render now, We're gonna be rendering
and we should see a very even distribution
of the whole picture. I'm going to pause real quick. Oh, actually, no, there we go. And look at that. So if we take a look at this, if anyone takes a look
at this render setup, you're going to see that every single piece of our element is properly proportional
to every other piece, like the size of the paneling is very close to the size
that we have right here, is very close to every
single piece of our element. This is what we want to see
as a clean render setup. This means that our UV has
been properly laid out. Some people might be a
little bit like picky about like making sure
every single letter is pointing up, for instance. So just like B3, and make sure
everything's facing up. If you wanted to go the
extra mile and rotate every single islands so that it matches, you can go for it. However, due to the texturing process that
we're going to do, which is going to be
a little more grungy. We don't really need
to do that as much. So I'm just going to
hit stop right here. And let's save this image. We're going to save
this as lion 14. Of course we lost
the beautiful mane, but don't worry, we'll texture this guy and we'll get it back. So that's it for this one guys. We've finished the UE process. I know what took
quite a bit of time. It's part of the process, it's part of the projects. This is something
that you encounter every time you're doing
something like this, especially as complex as this. So take your time, make sure you follow every
single step as close as possible and get ready
because we're gonna go, we're gonna jump into one of the most amazing and fun parts of the process
which is texturing. So hang on tight
and I'll see you back on the next chapter. Bye bye.
69. Exporting the Models: Hi guys, welcome to the
next part of this series. Today we're going to
start with texturing. And I love texturing is one of my favorite things to
do on the 3D world. So I'm sure you guys are
going to enjoy this wall. Here we go. So first things first, we need to export everything. And I'm gonna be exporting this as three separate
objects, the panels, which we're actually
going to be a texturing at the very end of this chapter, the armor and the scalp. Now, technically, technically, we can texture this
codon on a single file, the armor on another file, and then the panels
on another file. You can also try if your
computer can handle it to export everything
into a single file. For this particular process, I think it might be, and we are going to
benefit a little bit more from texturing things
as separate elements. So I'm going to grab the
skeleton right here. I'm going to say File
Export Selection. Now before I do that though, as you can see, everything
has a really bad name. As you want. Just make sure that everything
has like clean names. Someone might rename or say, I'm just going to call this
a lion skeleton underscore. We're going to have three
paddings because we might have a lot of pieces and
just renaming numbers. So everything should be renamed into a new piece,
as you can see right there. So a harder than five
pieces, that's fine. And then I'm going to
add the underscore geo. Just to that. We're not gonna
do, we're gonna do bakes. We're, we're not gonna be doing
high poly, low poly bags. What we have right here is what we're going to be exporting to the to the Substance
Painter files. So this is the first one. Then for the armor
piece right here, we can do the exact same thing. Now I'm going to
bring the panels out. The panels here Shift
P to get the group out and the armor group, it's a little bit cleaner so we can actually
just grab this thing. I'm going to press Shift and
click to expand everything. I'm just going to select
everything right here. I'm going to right-click
and then reassign the lion armor. The same thing for the group. Right-click and reassign
the lion skeleton. There we go. This guy right here,
if you guys remember, I'm actually going to shift P. We don't want that. I don't think we're
gonna be texturing dose was just gonna
be a basic material. So now what we can do is we can grab the skeleton
and the lion group, both of them and say
File Export Selection, very important. We're going to export
this on the Assets folder and we're going
to export this as FBX if by any chance
or by any recent, you're FBX plugin
is not turned on. You're gonna go to
Windows Settings and Preferences Plug-in manager and you're gonna look for it
so you can turn it off. I'm going to call
this lion underscore. Underscore textures. Why this name? Why am I choosing this name? Because I don't want
to make a mess later on and send this
file for rigging or something when
things are not really cleaned up here under
Geometry side of things. So a lion for textures lets
me know that this file is only going to be
useful well for textures. So I'm going to
export selection. He will definitely
take a little while. As you can see, some of the measures are gonna be
tested later, that's fine. And if things worked
out properly, we should see it here
on the Assets folder. So you can see 20 mb guys, 20 mb for whatever many like
almost 400,000 triangles. I'm going to open another
software walkway, which is marmoset to look for. This is a software
that we normally use for our rendering, like a presentation, things, not going to talk about it much. I just want to drag and
drop and then show you guys like it's working. Like it has no issues processing all of these
things right here. I can actually go to Render
internal ray tracing, which is real-time ray tracing. It's working. It doesn't care that we
have this many polygons. So I know a lot of people get scared when we have
a lot of polygons. But look at this, this
software is perfectly managing this and we can even go to
the line skeleton here. I'm going to make this metallic. I'm going to bring
the roughness down. I'm gonna go to the armor. Let's give it a like beige
look that we had before. We go, let's increase the
resonance a little bit. So we are rendering almost
400,000 polygons in real-time. We had ray tracing and the
software is not carrying, it does not care. So don't worry about the
amount of a polygon. So we're going to
have the bottlenecks nowadays are not polygons. Bottlenecks nowadays
are actually textures. Okay? So we're gonna jump into Adobe
substance in 3D painter, and we're going
to be bringing in this line for textures model and do a quick test to see first if my
computer can handle it. Hopefully, we will
be able to work on both texture sets
at the same time. And second, if, if we
can do the big problem, so we're going to
create the new project. I'm going to set the texture
resolution to four K. Don't worry, if your
computer can handle it, you can work at a
lower resolution. If I see that my
computer is struggling, I'm actually going to be
working at a low resolution, but at the end, we can
export that for K hopefully. So let's go right
here real quick. Let's go to our assets and we're going to select
line for textures. Opengl is fine and
very important. We want to use UV
tiled workflow. If you do not select this, then all of the hard
work that we did with the UTMs is
now going to work. I'm going to hit, Okay. Again, if everything
works as expected, we should be able to see
the model right here. Now, we're getting a couple of arrows right here
as it's loading. Let's just hope that it does.
It seems like it's failed. It failed. Why did it fail? I don't know. I really don't know
why it failed, but one thing that I'm
guessing is that it could have been because we had some England and he
doesn't like ngos, substance major and
others of which don't like guns as much. So let's grab this guys
again, I'm going to say file. First of all, let's,
let's press number one. We're not going to be
exporting a sub-divided mesh. We're going to export again. And over here, we can actually triangulate the mesh.
Very important. So we're going to
triangulate the mesh. And what that will do is it will triangulate the measure
of the whole thing, right? So let's go back here, File New, and let's
try importing again. The Scarlet changes string
to recompute some elements. Loading failed again,
that's really weird. Let's go here to the, to the element and see
what thing is failing. So as you can see, it says lion skeleton 046 has faced spanning across
multiple uterus. Okay. That's a problem. And I think that's the main
issue that we're having. So it's a skeleton. Okay. So let's go to the skeleton. Let's go to the UVs,
the UV editors. Then we check the UVs. It says that something is like spanning or spanning
across multiple. Yeah, you can see
that one right there. That's a problem.
So let's fix that. How do we fix that? We select all of the shelves, are gonna go modify layout. What I'm gonna do is I'm
going to give more padding. I'm going to change the
shell pattern here. Let's say this is going
to be four K maps. I want eight pixels
away from each shell and eight pixels away
from each like border. And I'm going to do for,
for Serbia voracious and we lay out, Let's
see what we get. Okay, there we go. So now thinks it should
be working properly. Let's go to the armor as well. Since we're doing this, just want to make sure that
we don't have any issues here either. You
have to control L. There we go. So a little bit of space between islands and between everything. Let's try again. So skeleton, armor File, Export Selection. We export again. There we go. File New, select
again. Hit Okay. There we go. So yes, we do get a
couple of issues. Mesh normals are
embattled, that's fine. As long as we can
load this thing, then we're in a good position. So welcome to Substance Painter. Hopefully this is not the
first time you are watching substance between any
this is don't worry, I'm going to keep it
really, really basic. And I'm going to show
you every single step of the process. In this video. I just
want to show you the bakes because the Big
Sur going to be very, very important for
us to work properly. But I just wanted to talk about a very interesting thing
here on the element. Well, it seems that we
imported something that was using the UV checker
for whatever reason. I can't seem to find it. That's fine. And then we have
the inner skeleton. There we go. You can turn it on and off by using this little
icon right here. And we have the armor as
well. Why is this important? Because it will
allow us to focus on just one thing and not
worry about other elements. The way Substance Painter
works is we're gonna be using all of this pre-generated
materials right here. And don't worry, I'm
going to try to use all of the default ones. Will generate the textures
generally like damage, metal things and all
of the things that you saw on the intro video. And the way to do that, or one of the things that we're going to need
is we're going to need to do something
called a bake. So I'm going to go to this little croissant
thing right here, which is the baking options. And usually when we're
using Substance Painter, we're baking information from a high poly mesh to
a low poly mesh. However, for this
particular character, we actually don't need
the hypotension because this is pretty much
the high poly mesh. We have a really, really
high density overall. So what we need to
do is we need to capture where the plates are colliding with each other so that we have a little
bit of ambient occlusion. We need to see how things
are connected and stuff. And the way we're gonna do this, it's very simple. We're
just going to change this. I am not going to go to for K. I don't think we need for k.
I'm going to keep this at two K for this maps right here. And I'm literally just going to say Beck's bake
selected textures. What this will do is, as
you can see right here, it will bake all of
the different units and all the different textures. It will bake normal
map information, world space information, ID information which we're not using really ambient
occlusion information. This is the important one. Look at that, look at
those beautiful shadows that we get right there. Right? We're gonna get to
curvature information. We're going to get position
information and we're going to get this
information, as you can see, it's doing the armor first, but as soon as it finishes, the armor is going to jump in. It's going to do the skeleton
as you're about to see. There we go. It's good doing the
skeleton right there. And it's gonna do all of the maps that we
are seeing here. The ID, world space, ambient occlusion and
curvature, position thickness, normal map, its details. Whitespace normal
map is to know where each face is,
pointing are facing. Id map is usually
used for masks. We're not going to use
it Ambient Occlusion. Well, its parts where light
doesn't get as easily. So we get this very
natural shadow. We've talked about
this one before. Curvature is the
super-important one, which is like the edges or the concave and convex
parts of the element. Position is how high or low the object is in
regards to the ground. Important if we
want to add things like like more than
stuff like that. And then thickness,
as the name implies, is which parts are
thicker and thinner. So once we do this,
we can go back to paint mode and look at this. We already get something that
looks quite, quite nice. We would need to
get really close to start seeing some issues. Now, if you wanted to make
this even cleaner, yes, we can increase this to four K and that's definitely
going to work. One of the things
that you can do, which is not gonna
be as impactful, is changing the entire Leah
anti-aliasing to four. By doing this and
doing another bake, what we're gonna do is
we're going to soften up a little bit of those lines that we just
see it right there. Especially when pixels
are not going in the direction of the
screen or the texture map, you might get a little bit
of like stair-stepping. And by increasing
the anti-aliasing, you're going to be able to, to minimize a
little bit of that. Again, I don't think we
really need to push it to 16 if you want to go for it and you want to go the extra mile, then be my guest. But for now I'm just going
to keep it at a four K. Now again, the viewer
computer is really strong. You might be able to
handle a large amount of textures and you
might be able to change the output
size from two K24 k, which is going to give
you better bakes, which will translate in
better generators and masks. However, I think we
can away with this. I don't think we're
going to go like super, super tiny with the details. Or it could just
gonna be doing some general details in
general decoration. And that should be
more than enough. So let's just wait for this thing to finish
because I want to show you a very quick tests that I like to do whenever
I finished my bakes, just to analyze whether
or not things are working the way I'm
expecting them to work. So as you can see, every single part here
is the UV trigger. I can I don't know what piece
has a UV trigger turned on? I guess we'll find
out the ventrally. But yeah. So now that we have this, well, I'm gonna
do is as follows. First I'm going to go to the
inner skeleton right here. I'm gonna go to my
smart materials which are disguised right here. You're going to have, we
have, as you can see, we have a lot of different
smart materials. And I have this, for instance, this steel scratch or this
steel rusted surface. The goal of this still damaged
or really, really good. We even have this plastic armor. So I'm just going to
grab this steel stain. I'm going to drag and
drop it right here. What this will do, what
the union workflow allows us to do is we can just work on this one layer and they will automatically, as you can see right
here, please have on every single part
and look at that. It even is grabbing some of the information about
the envy of the cushion, like club, where all of
the other elements are. And look how nice
this looks like. We get darker areas where the ambient occlusion
is a little bit stronger because we would expect
that part's probably too rushed a little bit
more than others, right? So yeah, that's it. That looks quite nice. I'm going to turn on
the armor back again. I'm gonna go to the
armor and I really liked this machinery
piece right here, this smart material
which is some machinery like generating
texture, texture. And it will add like
dirt and damage and rust and stuff to the whole
like armor best only. And as you can see, as soon as it's finished loading here, I'm already seeing that this is definitely
going to be a little bit difficult even for
my computer to handle. So I might need
to switch back to today and I'll show you how
to do that very, very easily. So there we go, Look at that. So now we've got this very
cool generator and it's adding the Metal Edge were
and everything exactly on the parts
that we needed. So you can imagine
how this allows us to visualize or pretty much how things are
going to be looking. So by using this to
smart materials, I can very quickly
check whether or not the banks are working properly. And to me, this
tells me that yes, they are working
perfectly, perfectly fine. As long as we don't see any
stretching or anything, then that's that's a good sign. Another good sign the leg or another good option or
test that I'd like to do. Let me go back to
the inner skeleton and delete this one as well, is just go to the very basic materials and grab one materials
such as the aluminum, this aluminum insulator, which has a pattern and
you drop it on top. And if you increase
the tiling down here, let's say like a ten tiling, you should be able to, I'm
going to turn off the height. You should be able to see the tiling pattern
very pretty similar to how we did it with
the, with the UV maps. You should be able to see the
tiling pattern everywhere. And as long as you don't
see anything that's distorting and moving
in a weird way, then that means that we're
on a good, a good position. I'm going to go to the armor. I'm going to do the
exact same thing. Just drop this guy right here, change the title
to something like, What did I checked on this one. So let's do the same. Over here. Changed the title to ten. Get rid of the height
information so we only get the texture.
And there we go. Like this should
allow us to see that every single piece
that we brought here is behaving properly. If you see one piece
that has stretched textures are like crumpled
up textures or something, then that means that you
messed up your UV process. But look at this,
this is beautiful. Every single piece has
been properly you beat and we're ready to jump
into the texturing even like the events that
we have right there, like everything seems to
fall and as you can see as well, there you go. Those are the guilty ones. That little guy right there.
That's the guilty guy. Because as you can see, that's the UV
checker, right? Yeah. Found you. So I'm going to
have to go back to Maya, mirror that little
guy that I missed, assign the proper material
and bring this thing back. I'm going to do the base again. But yeah, this is
a guy with this. I'm pretty sure that everything's gonna be
looking quite nice. You can see that some
of the islands don't perfectly share
the UV resolution and some of them are
slightly higher death like that guy right there
compared to the armor. But everything has a really like we would need to go really, really close to start
seeing the pixelation. And that's not something
that we're gonna be doing. This is probably as close as we're going to go
to the character. And this gives us a
really nice result. So that's it for this
preparation video guys. Again, as I mentioned,
I'm going to go back and remove
this little dude, re-explore things,
re-import, rebate, and I'm gonna get ready
for the texturing process. So hang on tight and I'll see
you back on the next one.
70. Blocking the Materials: Hey guys, welcome back to
the next part of the series. So we're back here instead
of Substance Painter and that we're now going
to start attacking, I'd like to use
that word attacking the texturing prices, right? So we're going to
start blocking in the different colors and the general things
that we want to do. Now, the good news is that even though we don't
have an ID map, which could potentially be
very handful or handy too. Um, is that the word helpful? Helpful. It can be very helpful to quickly select
certain things. We actually do have something
a little bit better, which is the fact that
most of the geometries are separated into the types of geometries that we need, right? So what we can do is as follows, I'm going to start
with the armor because I think that one's
a little bit easier. I'm gonna go here, down here to my basic materials. I'm going to start
with a basic or a plastic math material. This of course, is going to
be the color of our arm. And since we want
this character to be on like this abandoned
stuff, 1 s here. I'm going to look for a
lion, lion reference. So if we look for a lion
and we're gonna get all of these cool images about
lions and a weekend. Literally pick the
color of the light, like the closest color
that we can get. So in this case, as you can see, is this sort of
like beige color. So I'm gonna go down here, use my color picker and
grab this very nicely. Sand color of our life,
therefore, Guardian Life. Now, other than the armor, which is going to be
one of the main pieces, we're also going to have a couple of extra
materials, right? So here what I'm gonna
do is I'm going to press Control G. I'm going to
call this layer armor. Control G will group
things around. Let me bring Cardinal here because there are
some shortcuts here that I want to make sure you guys
see this is going to bring the armor pieces or
we're gonna be able to select which aren't pieces are
gonna be affected by this. Now I'm going to
look for a rubber, okay, So I'm gonna
look for rubber. As you can see, we have
this rubber vulcanized, which is a very basic
rubber material. I do believe this is included
on all of the projects. I don't think I've ever
download anything now, if we look closer or if
we zoom into the rubber, you're going to see
first of all, we get some weird lines. That's because of the
high information. If we remove the
height information we might be able or
is that a normal map? I think that's a normal
map. That's fine. So the rubber, as you can see, has a very cool detail
on the texture itself. It gives variation to the, to the general things. So I'm going to press Control G, and I'm going to
call this a robber. However we need to do now is I'm going to right-click
and I'm going to add a black mask to hide every single piece of
rubber that we have. Now that I've done that, I'm going to press number
four on my keyboard, which is going to get me into the field or polygon feel too, which is super, super handy. And this is why
we're gonna be using this with the polygon tool. We can select triangles and fill each individual
triangle with white, as you can see right here, revealing what's
inside of this group, which in this case
is the rubber. Or we can select our polygons,
Like whole polygons. In this case, it's
not really going to work because
everything has been triangulated or
the important one, we can select objects. So if you just
click on an object, every single face
that's connected, then that object will
automatically be selected, Alexa. So as you can imagine,
this is going to be super, super helpful because we're
gonna be able to very quickly select all of the different parts
of our character. If you want to get
rid of a color, you just press X on your
keyboard to switch to black. And now here we erase from the masks x again and
we're back to white. So what parts are we going
to have with a black rubber? I think this like support pieces are definitely
going to be black. This one, not that one,
is fine like that. This guy right here. We can click this thing which is going to give us symmetry. Now the character is not
perfectly symmetrical, but it should work. Let's give it a shot. For instance, with this
pieces right here, there we go, and you can see
both sides get selected. Let's grab that one right there. Perfect. Over here. We're gonna go to the front, so we're going to select
that one right there. This one, for instance, we might only want to paint the top part of the bomb part here is
where we unfortunately, my need to go into again polygon fill and use something lacquer
triangle selection tool. And by doing this, we can select only the triangles and will generate this slightly different
effect that you can see here. I'm painting other
stuff, but right now, I'm not gonna do
it on those guys. Let's go to Polygon Tool
right here and right there. Over here. Now
this is important. Remember that we made a
cut on this specific part. You can also use
this fourth option, which is the UV option. And that should only paint,
as you can see right there, the UV element painted
out one, of course, these two little guys, those guys right there, I think this oh, I would love to only
paint this block, so I don't remember. I thought these were
two different parts. Are they not? Let's do UV. There we go. We're gonna go UV on that one. And we get that very
nice change right there. Of course, let's go back here to object mode and we paint
those guys right there. We can go back here and paint this little
guys right here. Definitely the bolts. Do we have this box right there? So as you can see, by following this process are
following this procedure. Well, we're able to do, is we're able to get a
really nice idea of how the general colors of
the whole thing are gonna be, are gonna be affected. Now, this is interesting. We get weird projection right there and I'm not
sure why we got that. I don t think it's a masking you should That's
a normal issue. If I present a littler see and navigate to the normal map, it seems to be some something, something weird going on there. I'm going to keep it
like that for now. But we definitely
you're going to have to check what that is later on. So let's move down one. I think the nice would
look good in black. For this inner
pieces right there. In general, we'll wanna do is we want to add
a little bit of variation on the,
on the whole thing. So for instance, or
all the way back here, I'm going to go UV
and I know that that last part was cut
in a different way. Let's go object mode,
and I'll select that. As you can see by doing this, we've successfully created
a really nice breakup on the materials that the
character has, right? So we have something that looks really,
really interesting. I don't want to do
this guys though. They'll say ten. We're going
to use like a harder metal. But I am going to do this
two guys right there. Perfect. So yeah, that's that's pretty much it for this material,
for the raw material again, just, just do a
quick look around, make sure that
you're not selecting things that they
shouldn't have selected. And as long as we're doing things properly, we should find. Now we're gonna go
for another material. I'm going to select
wonder they really, really like which
is the steel roof? Steel roof is one of my
favorite materials students other substance painter again, because it has like variation on the texture as you
can see right there, it gives us a really
interesting pattern and spot the ears blotchy look. However, you can see
that we're getting a really weird look
here on the elements. And the reason why we're
getting that thing is because of the normal maps. So if I remove the normal map, you can see that things
are no longer going to be being in creating
some weird elements. So what we can do here is we
want to keep the normal map. We can go all the
way to the top and change the UV projection to try planar projection
that will clean things up and it should
give us a smoother result, overall control, G again, I'm going to call
this metal metal. There we go, right-click
and add a black mask. And then again, in object mode, we're going to be selecting
the pieces that we want to be made out of metal.
Careful there. Okay, I'm going to turn off symmetry and do
that will manually. Oh, what the ****,
we don't have. I forgot to mirror this thing. That's fine. If you
forgot to mirror one piece or something,
don't worry too much. We'll, we'll solve that later. Back in, in Maya because it's
sort of like simple pieces. Here. I definitely want
this just to be like metal. And I think for instance, like this little guy right here. Which is the connection point. That could be, that
could be metal as well. Let's turn off the
inner skeleton so that we oh my God, sorry. Sure. That we're only working on the other things
that we're seeing. Now one thing that I'm
definitely going to do with this is steel roof is
I'm going to bring the roughness a little bit up because I don't want
this to be as shiny. So a little bit duller, not super dope, but just a little bit duller
than what it was. Because I do like a
little bit of that shine, but it's also a little
bit like light. So I'm going to bring
the colors down as well because I do want
this to be metallic, but I don't want to override or over exposed to anything else. So I'm gonna go
back to the robber. I kinda wanna like
that little block right there to be
a rubber as well. And that's it. That's
pretty much it. Finally, the last
bit that we need to feel with a very basic block of color for this character. Actually, we got the
bends right there. I think depends, could benefit from this thing right here. There we go. And then there were some connectors,
connectors with here. Another important one. Those connectors are
gonna be very important. Like say, take your time to go through all
of the details. Like for instance,
this box right here is make them rubber. You see that we're
missing something. You do it on your,
on your stuff. Go over once again. The finally, the cables. Cables are important or unimportant bit of
the whole thing, which is, this one
is right here. For that one, I'm going to
use a, another material which is gonna be carbon-fiber. We do have this very cool
looking carbon fiber material. I'm going to Control
G, all these cables, right-click and I'm going to
add a black mask as well. Number four, we're going to fill those cables and the
host is over here. Of course right now it
looks horrible. Why? Because we need to
increase the tiling. So I'm gonna go to the
timeline right here of the carbon fiber and other Thailand we can see
something like ten. It looks a little bit
better, but maybe like 15 will look even better. There we go. That's a lot nicer. They're a little bit too
shiny for my liking, so I'm going to increase the
roughness on both patterns. So we get the very
cool looking like carbon-fiber effect without actually changing
a lot of stuff. Now, here if you want, you
can change the colors. For instance, I know
that this guy is gonna be sort of like blue. It might not be a bad
idea to add like this, like dark blue color to the carbon fiber and look
how nice that looks, right? It's just a little bit of
a hint that's going to allow us to make this
thing look even better. I'm gonna go back to the metal. And for instance here
on this Robert beat, I'm actually going
to make it the metal instead of, instead of rubber. Why? Because we already
have rubber underneath. So we don't want to like
make it extra extra rubbery. We just want to keep it
a little bit cleaner. Now over here, I think
we can go rubber. And if we go UVs, we should be able to select there we go. The lower portion of
that guy right there. And maybe like the back portion
of this guy right here. This is step by the way, guys is really important. This is one of those
steps that you might have to do several times
when you're in a, in a production pipeline. Because you will
show this to your, to your leader, to the
client and be like, Hey, this is my idea of the patterns and
they might be like now, I actually want the
colors to be inverted. I want all of the
colors to be like, I want more robert than armor, I want more armored and rubber. I want this specific piece to be robber in this specific
piece to be armor. And the great thing about this, what's the word this
process that we're doing? The fact that we have access to the masks is, as you can see, we can very, very
easily select pieces. It seems like I also forgot
to duplicate that one. That's unfortunate. Cable. We have a couple of cables here. Again, I'm not going to worry too much about this
piece is right here because this are
very easily mirrored even though they
will share UV space. I'm going to keep it like
that. But if you see that you have you're missing a
very important piece. Made sure to go back and
fix it because otherwise it might look wrong from a
specific angle. So that's it. That's the deblocking
for the armor. So I'm going to turn
the armour off. Let's go to the skeleton. And you can see this catheter
has a lot of dark spots. Now, you might be
wondering what this is, but why do we have this? Well, the reason why we have this is because
we're actually baking ambient
occlusion information that's coming from the armor. So the armor is occluding
this piece is a little bit, and therefore is degenerating
any of your depletion map. And you might wonder, why is that important? Do
we actually need that? And the answer is yes.
I'm going to show you here real quick why
that's the case. If I were to add, let's say, a rust layer on top of
the skeleton armor. And I want to add a black mass that only
goes to the crevices. By adding a generator, which is called a generator, we are going to be able to
hit those specific spots. And if I bring the armor up, you're going to
see how the pieces that are closer to the armor, all of those guys
are really rusted. Why? Because humidity
would go there a little bit more than
on other spots. So if we want to get this
very nice detail there, we do need to have the
ambient occlusion. However, if for whatever reason you don't want to have
that ambient occlusion, you can actually go
to the baker again. And over here where
it says a match, we are going to bake only
or you can actually, I think you can turn off
like the lion armor. And the end pretty much changed this match thing to
only buy mesh name. You can also change this into the basal active textures only
baked the inner skeleton. That way, you might be able to avoid having
this whole thing. Another option, and I've
mentioned this before, this if you export things
as two separate objects, like if you have two
separate texture files, one for the skeleton
and one for the armor, then of course they're
not going to be transferring details
from one to another. Personally. I do want this because I'm not
going to be doing any sort of like explosion view or anything for my, for my lion. Which means that we don't need to have a clean
pieces right here. So this skeleton, I do want to have a
slightly different hue. So I'm going to go for titanium, which you have right
here, titanium pure. I'm going to Control
G coldest metal. And the titanium pure. I'm
gonna go to the color. I'm going to change its hue
to sort of like bluish hue. Although I know kinda
looks interesting like this or like
greenish, yellowish hue, it makes more sense with
the sort of without, with a yellowish and the hue that we would
normally expect for lions. You can of course make this even a gold plated,
something like this, like a little bit golden, which doesn't look that
bad to be honest. And I keep it really,
really soft right there. I'm definitely going to
increase the roughness quite a bit because I don't want this
to be super, super shiny. And the only thing I don't
like about this model is that we don't have anything
on the texturing, right? Like there's there's no
texturing on the whole thing. But you guys remember
that we do have the steel steel roof. I'm going to go for
my still rough. I'm going to place it on top. And what I'm gonna do is
I'm actually going to remove everything except
for the roughness. I'm only going to keep
the roughness channel on. And what that will
do, as you can see, it's going to introduce that irregularity on the roughness channel
of the whole thing. So we're layering to base materials to create something that looks a little bit nicer. Let's see it right here. You can see even
the shadows that we have from the, from
the empty location, they are no longer as
obvious as what we have thanks to the
layer of this things. Now if you wanted, of course,
this is still roughness. We can also increase
it a little bit. It's going to use an uneven, dusty or more interesting effect for the whole,
for the whole thing. Now we're also going
to introduce a rubber. I'm Robert material to
this particular layer. We're gonna go right here, Control G, right-click
black mask. This folder is going
to be called rubor. With number four, I'm going to start filling in
certain elements. For instance, this guy is here. It might be a good idea
to bring in The Lion. Why? Because by
having the lion here, we might be able to see where the main
shapes of colors are. And this is a little
bit more advanced. It took me several years
to understand this, but there's a balance that we need to find when we're
blocking ink colors. You don't want to have
a lot of one color on one specific area
because it makes, or it waits it
down a little bit. There's one example
I can show you, dislike color weight thing. So if you guys remember
the Nintendo Switch logo, right, like everyone has seen
this Nintendo Switch logo. When we see it, it looks
very balanced, right? It looks like it is
very symmetrical, but it's actually
not symmetrical. There are some people that have done analysis of the
proportions of the logo. And you're going to see
that this part right here, which is like the
negative shape, a slightly bigger than
the positive shape. Why? Because the positive weight that we have right
here, like the, the amount of mass and
contrast that we get here makes it so that if we
don't make this thing bigger, it's going to look like there's more weight to this
side of the image. It's against a
little bit more of a conceptual thing regarding like color theory
and stuff that's important that we have those things into or
keep those takes into consideration because they are important for the
blocking of things. So for the rubber, all of this like inner
elements right here, Let's go Object Mode. This fear pretty
much like all of the connections are gonna be
like flexible connections. I want to make them want
to make them rubber. So all of these guys
right there. There we go. See how nice the tail looks now, thanks to dead break up
that we have right there. That's the kind of stuff that
we're going for over here. This thing right there, that guy right there. Of course, on the
other side as well. You're on the inside. Let's do that one. Then. I like this like
big block right there. Since we already have
the knee on the outset, I'm gonna I'm gonna do the
inside of the knee so that we still again have
a little bit of that contrast between
one piece and the other. I'm going to keep my
favorite piece of metal. This guy's definitely
going to be black rubber. The blocks right
here is definitely going to be black rubber. There's little box right
there, black rubber. That part's going to be metal. That guy, black rubber, rubber. Now let's do the center
of that cylinder. Like rubber. See how nice things look. Kinda wanna go with black
rubber and those ones as well. Makes a little bit more sense. Now, now that I see this and I checked this one and this
one out, it looks weird. So I'm just going to
add black rubber down there and maybe make
it reverse like maybe we'll keep this
clean. Metal bits. Yeah, that looks a
little bit better. So we'll do this. Embarrass Erica. At the front, how low a lot of mechanisms here on the
front of you guys remember, try to turn on
symmetry so that we can do this all with faster. So there's all like Bolsa stuff. A little boxy, boxy thing is probably just the boxy
things to be honest. Kinda want to keep the
cylinders as metal boxy, boxy thing, boxy
thing, boxy thing. Boxy thing. Up here. That guy right there. Note that one. That one right there, that one. Now, we'll keep it like that. And then here you get
to balance things out. That could be a rubber thing. That's a sphere cap right there. That little bolt.
This like huge. Here for instance,
we have remember disorders like separated meshes. We can do one of them again to just break things
up a little bit. Look how nice this is looking. Great. Kinda want to, oh, let's go. I'll be there, of course. The cap of that thing, right? The inside here,
all of this mesh, all of those bands that
we have right here. This big block right here, like an exhaust or something. Go to the hair on the head. We got that piece
actually looks nice. So some rubber piece, of course, that
cable right there. I'm not gonna do the cable
like the like the well, the other cable that
we're reducing, it feels a little bit too much. I actually want to
keep those metal. Yeah, like all of
the inner mechanism, I really want to keep
this metal for the jaw. And I think that's
pretty much it. Let's press number one. And there we go. Oh, wait a second. When you see those
two guys right there. I'm actually tempted
to because we need a little bit more like those
little guys right there. I think a little bit more. Control here. Remember that we change. Let's do those ones. That should balance things out a little bit on the back there. And that's it. That's pretty much it. Once we have that
splits, of course. That's a nice plate too. So as we of course
have the spine, if you remember,
we did the spine. So I'm going to grab
the cylinder from the spine and make
it rubber as well. It's very difficult to,
we're gonna be seeing it, but there are a couple
of angles where it might be it might be visible. And yeah, that's it. That's pretty much it. With this don my friends, we've pretty much blocked in the whole section
of our character. This could potentially
be the render like we could just export the textures and
render this out. However, of course, we're
gonna be building up some of the details that we have I'm going to Control S real quick. Just keep in mind, this is
very important since we're working with a lot of museums and we're working
with a lot of layers. The file will be heavy. I think when I save this, like before they
started this video, it was like 20 more like half
a gigabyte or something. So it is a heavy file due
to the way we're working. I'm going to click
this thing right here real quick, which is the IRA. Ira is a render engine inside of substance
painter that allows us to see like proper ray tracing and proper light
bounces and stuff. And it's gonna give
us a really nice idea of how the whole thing
is looking at which, at this point, I think it's
looking quite, quite nice. So I'm going to stop the
video right here, guys. And then the next one
we're going to start working on the details. I'm going to try to
keep this very simple. We could spend 15 h doing texturing in the same way we
spent 15 h doing modeling. But I think the most
important thing is to get something that looks good as cure for
our four elements. So, yeah, hang on tight and
see you back on the next one.
71. Armor General Details: Hi guys. Welcome back to the next
part of the series. Today we're going
to continue with the armor general details. And I have here in
Google a couple of reference images from
machinery, right? This, this guy's
supposed to be out there on the savanna
protecting the animals. And as you can see, what
happens with machinery is we will get damaged, especially on the edges. That's why the edges
and the curvature map. What's so important,
we'll get damaged on the edges and
then that damage, if it's metal, it
will get rusted, they will get
disrupted and stuff, parts that are used
more like this piston right here or another insurance that's the
name of that thing. They will be maintain
a little bit more and that's why we need to keep
them a little bit cleaner. The skeleton itself, I'm going to try to keep it
a little bit cleaner, but on the armor we can actually go a little bit crazy, right? So I'm gonna go to the armor, and let's go to the armor first. The first thing I need to do to get the very nice
like metal edge, where is we actually need a metal underneath
the whole thing. So I'm going to add a
metal element right here. And I'm going to add this
metal again like the iron rod, which I really,
really like as well. We'll have the iron
rot underneath the plastic mat
pure and right now, nothing should be happening like you shouldn't
see any change. If you see that the
piece becomes like iron, then that means that
you didn't mess things properly and you might want to check that out, that one out. Now because I have
this, I can go to the plastic mat pure. I can right-click and I
can add a white mask. Then I can right-click again, and I can add the generator. And the generators,
I'm going to add our typical metal
edge where what this will do is you
can see it will create a damage where only the
edges are highlighted. Actually let me go back here. I'm going to add a
black mask instead. I'm going to add the generator. And the generator we're
going to add again the metal edge where
oh, that's weird. I thought it was going
to do it differently. That's fine. We can just invert this. And by inverting this is, look at this. We get a very, very, very cool distribution of dirt, like pretty much hitting every single edge
of our element. Every single line that we
created, every single effect, every single thing is being affected right now
by all of this. Which is cool. But at the same time,
it's not ideal. Why? Because as we can
see here on the examples, the metal edge work will not be uniform like you will have
more metal edge where on the parcels are going to be a little bit more used or closer to the ground and
less metal edge work on parts that are
not gonna be as use. So in this case, what's happening is
we're getting a lot of damage up here and
down here as well. I'm gonna increase
the damage actually, I'm going to increase
the damaged a little bit more to
something like a 0.88. Like as you can
see, really, really grungy, really,
really cool looking. And this is one of the most common mistake that
students make. They will just throw in a mental edge, wear
and call it a day. They're like, This looks
super cool. This is great. I'm going to keep it. Even though I'm
not against this. I again, will recommend to go the extra mile and do a couple of things that
I'm going to show you. So first thing I
want to show you, I'm going to use a very
common trick that involves multiplying a couple of layers together to get a
more random effect. So I'm gonna go here to the field layer or
to the mask layer. I'm going to right-click. I'm going to add
a new fill layer. This new fill layer overrides the other metal edge word layer. So if I had this other one, we have no metal edge where
if I have this at zero, pretty much every part of
the metal is being affected, then the cool thing about
the field layers is that the fill layer
is meant to receive an image right here on
the grayscale channel and use that image to map
it around the whole thing. So if I look here, I
can look, for instance, for the clouds generators like this class three, and
I can bring it in. And as you can see, what's
happening here is now we have a cloud layer That's going above or around the whole thing. I think I can actually go
there. We go to the mask layer. So this is what's happening. We have this mask layer covering the whole outline
where we see white. We're going to see the paint
and where we see black, we're going to see the metal. Now that we have this, we need to tweak
it a little bit. What I'm gonna do
is I'm going to increase the contrast of this Klaus to get really interesting and a strong
clouds look at that. Okay? We can also change the balance. The more or less
clouds who want, I want a lot of clouds to be
honest, something like this. And what we can do
is we can change the blending mode that we have right now I'm gonna
go to the mask again. So this is the mask
that we have right now. If we don't have this one, this is the middle
edge wear mask. Okay? And the interesting thing
about blending modes, if you've never
heard about this, is that blending modes are just mathematical
operations, right? So one, in this case, white means that
we see the paint and zero black means we
don't see the paint. And if we don't see the
paint, of course we're gonna be seeing this thing over here. The class is the exact same
thing where we see black, we're going to see the
metal and where we see y, we're going to see the paint. Now, if we do a very
simple multiplication, if we multiply white against white, we're
going to get white. If we multiply white
against black, we're going to get black
because black is zero. So if we go normal
and multiply this, you can see now we're
combining these two layers. We're combining the clouds layer and we're combining
the metal layer. Let's go to the material,
and this is what we get. Now, what we can do here
instead is say, Hey, you know what, I don't
want more metal. I want less metal. I want the clouds to remove metal like elements
from the whole thing. Well, instead of
multiplying, Let's divide. And what that will
do, as you can see, is now the clouds are going
to work pretty much as a mask that they can use to remove a little bit
of that middle edge. We're in a very random way. So as you can see, this
gives us a very natural, very nice-looking
distribution of the noise. Because now it's not exactly. You can see, for
instance, this part right here and that part right there. There are different because
they have their own UVs and the cloud information is affecting them in
different ways. If we go up here to the
tiling, for instance, I can increase the tiling
that's going to break things down into smaller pieces. And this is what's going to
start giving us a really, really, really nice effect. So that's like the bare minimum that I would ask from you
guys when you are texturing, at least whenever you're using a metal edge or a dirt layer, at least use of
clouds or a dirt or something to break up
the monotony or the, the leg very even
distribution of the noise. Once we have this, now we go the extra mile
now is where we really say, Hey, I want to show
everyone that immigrate artists and that I can do things that look really, really cool. I'm going to
right-click again and I'm going to add
the paint layer. Paint layer. As the name implies, we're
gonna be able to paint. And if we go to our
brushes right here, I can look for
something like this. Dirt spots or splash away like the nurse
Flush for this one. And what you're gonna
do is with black, you're going to start like
manually adding more detail. The parts that make a
little bit more sense. So we talked about how the parts that are
exposed a little bit more to the ground might have a little bit
more damage to them. Well, I'm literally
mainly going to go here. You can also press X to bring back some of the
paint if you want. And if I see like,
hey, you know what, like it doesn't make
sense to have a lot of damage on this
corner right there. Remove it, use x, we white color and paint
out some of the details. Okay? This is what really divides
a lot of people that know how to use a substance
painter from artists that no, where to place all
of these things. So for instance, see this
breakup right there, looks very ugly, right? So let's use our element right here to add a little bit
more effects right there. Now, this breakup that
we're seeing there, that is because the I believe
it's the clouds right here. Yes, the clouds, they follow
the UVs of the elements. So we have a cut on the UV, we might get a slightly
different result. What you can do here on the
clouds filter is you can also change the projection
strap plan and projection. And that's going to
make it a lot more uniform as you can
see right there. We're still keeping
our paint layer and everything because this is
on top of everything else. That's like a like an
override that we're doing. But as you can see,
we get a really, really nice if faculty can
use dots, for instance, to remove painting in a
more like a stipple effect. This is where I mentioned
that you can spend so much time just like, like adding the
details and elements, painting things in and out, and having a lot of fun just describing the general effects. We have a lot of different
types of brushes like this. Dirt brush is also really good. For instance, if
I go to the face, I would expect the face to be
a little bit more damaged, especially like right here. So for instance,
I can add some of this elements like that. Spend as much time as you
need on this step guys, like add and remove as
many points as you want. If you want to keep
things procedural there, you can use play with
filters around here. I'm gonna show you one more
filter that I really love. I'm going to have you
feel that you're here. And this field layer
is now going to be something called a scratches. There's a scratch
generator here instead of suspense been through
this one right here is the one that
I liked the most. Scratches, roughness. I'm going to invert
this because I want to scratch to be removing that. We definitely want to tile this. I'm going to make a
tile of like 101, like really small scratches,
maybe not that small. Let's go five. There we go. Down here. We can increase that a
little bit on the balance or at least the contrast to make the scratch a little bit finer. And I want to include them
like an hour and I want to have this scratches
along with everything else. So again here we can use
something like a linear dodge. Or in this case, I think
it was some Multiply. There we go. We're going
to multiply this as well. And as you can see, it's an extra layer of
scratches that we're adding to all of the armor to generate a very cool
looking effect. And this is all
procedurals at any point, if I showed this to my art lead or my client
and they're like, Hey, you know what, the scratches, I liked
them but they're too much. Just bring the balance down. Just bring the balance
down and we'll create a very nice effect right there. So this is, this is one of
the details that we can add, but that's not the only
detail that we can add. I'm going to add one more detail to the armor piece right here. And then we're going
to do the rubber on the next one, the next video. And that of course, is a
dearest rubber will not brush. That's why I'm not going
to add the the top of the rubber only armor and metal will get the rust
that we are expecting. So what I'm gonna do here, so I'm gonna go back
to my materials and I'm gonna look for Rust. I personally like
this rust fine. I'm going to have it
on top of the metal. So you can see right there on top of this whole metal thing. And when I right-click, add a black mask, right-click and we're going
to add another generator. And in this case
we're going to add, of course, the dirt generator. And as you can see, their
generator is going to go to all of the places where we would expect it to be or
the humidity and water to be. Contained and therefore we're, we're gonna get a
little bit more rust, which looks really good. A lot of people
again, they just see this and they're like,
Oh, this is amazing. I'm just going to leave it
like that. I love this. I don't want to
add anything else. But here's where
we need to again, go the extra mile and make
things look even better. So, um, first of all, I'm
going to reduce this. It's a little bit
too much like level. I do want to have a
little bit of rust, but not that much,
something like that. We can decrease the
contrast or increase it, I think when they
increase it a little bit, so it's a little
bit harsher high. The ones like a soft Ross, they want to like a more
pancake key, rust if you wish. And here you have an option. You can change this
to an overlay, which is going to make it
a little bit like rather, I don't think it's going to
really work in this case. I think I'm gonna go multiply. The reason why I want
to go multiply because if because it will
keep it at normal, it just looks like
it's on top of it. If we go to multiply, it's going to look like it's
actually like, I don't know, somehow combining
with the paint, which looks really,
really nice. I think. Now that we have
this, as you can see, we get a lot of rust on the
inside of the elements. That's something that you
might not want to use. I'm going to change
this to trip planner. Very important, again to make sure that we don't
have any issues. I want to have a little
bit more robust. Then I'm going to add
another fill layer and we're going to use the breakup technique
that I show you. So for instance, we have this
grunge, a dirt scratched. This is great. This is also a
procedural generated. And what we can
do here is we can multiply against the
rust and look at that. Now, what we're doing is we are generating a
layer that looks really, really interesting
because it's not a uniform sort of like a rust that we're
getting everywhere. It's, it's a more stylized
and the interesting effect. We can of course
change the balance. We can change the contrast. We can play around
with these things. And that's going to
give us a really nice and interesting look over the whole thing. Now, I did like having the very nice and fine
line of rust everywhere. And here's where you can
combine stuff that you can have another like rust layer. Let's get rid of that crunch. Look at that. It looks really, really cool. But what I'm gonna do
here with the dirt layer, so we're going to
really decrease it. So it's only on the
borders of things. And I am going to use that
technique now with the clouds. So I'm going to add
another field layer. This is going to
be a clouds layer. We're going to
increase the balance, increase the contrast, are
going to multiply this, which is going to remove a
little bit of the Ross and certain areas where there's gonna allow me to get a really, really interesting breakout
point in other areas. That's, that's the way I would normally build
this sort of things. And of course, if you see that this is a
little bit too much, Let's just bring it lower. For this one, Is this
a little bit too much? It's just bring it lower. It's going to, we're going to balance things out
because we don't want things to be like on
your face, like look at this. This is like super
dirty and stuff. We want to make this a
little bit more realistic, same stuff as what we
did on the last one. I'm going to go to this
one which is my main rust. I'm going to add a paint layer, but I'm going to move this
paint layer down, right-click. And we can move this down, move effects down so
that they can paint. By painting not only
on my painting, like extra rust
on certain areas. I'm also using this grunge layer as a multiplication on top. So for instance,
if I want to add a little bit of like like Ross underneath this
thing, I can do it. If I say, hey, you know what, I would expect the shoes to be really, really,
really rusted. Well, let's let's have a little bit more rust and
damaged in those areas. We can play around with the distribution of this
sort of effect, right? This is what's giving us a really nice random
procedurally generated texture that doesn't look like it's just a filter throw on
top of the whole thing. So yeah, that's that's
pretty much it, guys. For the for the basic armor details that
I want to show you, this is looking quite, quite nice as you can see. Oh, one more thing. Let's go to the paint. You can actually push the
height of the paint up. So if I turn height
here on the paint, I can actually push
this thing up a little bit. That's way, way too much. But just to show you an example, and it's going to look
like the paint is actually like an extra
layer on top of things. I wouldn't recommend
doing it that much. Probably just like a 0.01 or something like
super, super soft. But it definitely, it definitely shows that you can
definitely tell a slide like changing the
grand genus of things. And that could potentially
look a little bit better. We can see it there
on the paint, how it really pushes
a little bit up. One thing I don't
think I've mentioned before I did change my
resolution to to to, to k so that we can work
a little bit better. But at any point I
can just go here to text reset settings and
change this up to four k. And at the Export time, I can also export
everything at for k. It's going to be a
little bit more. It's gonna take a little bit
longer when it's exporting. What's going to look
really, really nice. Let's turn on the skeleton
and look at that. Like we haven't really done a lot of stuff
and we've already got our have a result that
looks really, really cool. So that's it for this one guys. I'm going to stop
the video right here and I'll see you
back on the next one. We'll talk about the rubber and some more general
details on the armor. Hang on tight and I'll see
you back on the next video.
72. Rubber General Details: Hi guys. Welcome back to the next
part of the series. Today we're going to
take a look at rubber. And these are again
some examples of tires and how rubber
looks when it's damaged. You can see one of the main
factors is that it dries up and starts cracking
a little bit like this. We're not going to
go super extreme with this particular rubber. I want to keep it
relatively new, but then it will be important
to have something right. Now. I am going to take out
the height information. I think it's a
little bit too much. Let's hide the skeleton for now. And now I'm going to
collapse the armor piece and I'm going to go all
the way to rubber here. So right now we just have
this very basic rubber. And the first thing
we need to add ASA damage to this rubber. Right now, we could add
another layer of rubber, but it's not really necessary. You can actually just add
like a, like a white layer. In this case, I'm going
to turn everything off except for the roughness and I'm going to bring the roughness
really, really high. It's gonna be a really like
a really dry material. And I'm going to call
this dry rubber. Right-click. We're going to add a
black mask. Right-click. We're going to add the generator and we're going to
add, of course, a metal edge where this
is going to hit all of the borders of our
element in that what we can do is I can
go into Linear Dodge. I really like using
linear dodge when the color is lighter and when
to really bring this down. And as you can see, that's
gonna give us the damaged, the fact that we're
going for on the rubber. It's a very, very small detail, but I think it's going to,
it's going to work nicely. Now. We definitely want to break
this thing up, right? So I'm going to add
another field layer. We're going to use
the same trick. We're going to use a clouds. We can use clouds
to, for instance, let's go to the masks to
see what's going on here. I'm going to increase
the contrast, lower the balance,
something like that. Now what we're gonna do is
we're going to multiply this by multiplying again, as you can see, we're gonna
be hiding a couple of sections of the rubber and it's going to look a
little bit more natural. Other than that, I
think it might be a good idea to add a little
bit of texture to the wheel. You can see how with how
we'd like cracks and stuff. So we could look for
a specific material. I do have a couple
of versions like this crack rock
surface right here, but this is a premium
material that I got from from the substance
3D assets folder. I'm gonna I'm gonna try to
keep it with some water. I'm going to try to
use materials that you guys have access to as well. So for instance, I think I think there's rotten wood is one of the materials that you
guys do have access to. If I have this on top of
the whole rubber thing, then remove everything except for the roughness or
sorry for the normal. We can use this to create some interesting is
striations everywhere. In this case, I don't think
this is great because it has a direction under UV
and we don't want that. Another one we can try. Let me show you just real quick. I don't know if you guys
have access to this once. I don't think so. But if we have, for instance, this crumbling rock right here, and again, we remove everything except for the normal map. We can get this really
interesting effect where hole like a rubber
is now more damage, right? Like it has a lot more texture
or this is fake texture. It doesn't really exist, but it looks really,
really interesting. We can change this to
try planner projection, to try to alleviate a
little bit of that fact. And then if we go to
Normal information, we can bring this thing down so that we do have a
little bit of information, but not that much. I'm wondering where can you guys see that
line right there? We need to know where
that line is coming from. So I'm gonna delete
this thing for now. And let's see where that
line is coming from because that's really weird. There we go. It's on
the armor somewhere. The paint. It's the iron rod on
the overall damage. I'm going to change
the prediction to try planar projection. And that's going to
remove all of those like ugly lines that we
had on the UVs. And that's because
the iron rod damage, even though it's hidden
behind everything else, it's still adding some stuff. So instead of adding that, I'm gonna go fill and let's
just add the scratches. I think scratches are
going to be a little bit more interesting
for this one. Or maybe just from like
grunge information like this, this grunge concrete spots, there we go. That
looks interesting. It definitely makes it
look a lot more intense. So I'm going to lower the
intensity of the rubric. So I really want to keep
it a little bit cleaner. And that's probably as
much as I'm going to do. I would even go here to the
base color of this element, maybe leave it or bring
it a little bit lower. Why? Because we don't want to make this thing like
super, super intense. Later on we're going to add some section lines
for the whole thing. Some extra details that we can. That's going to make everything
look a little bit better. But for now I'm gonna, I'm
gonna keep it like that. Now that we have this, we can go to the metals, which is the final part
in this guy right here. And you can see the melt
or are already being exposed or modified by some of the other elements
that we have right here. I actually don't think I
want to change them as much like right now
they look quite nice. Yes, we have a couple of
weird lines right there. So I'm gonna go to the metal
and on the silver off again, I'm going to change
the prediction to this already tray
planar projection. Okay, so let's again do a little bit of exploration
because there's C, there's a layer here is
the iron rod diamond. I'm just going to take out
the height information on the Arabic since it's
modifying things in the way, I don't particularly like. Now, one thing I'm noticing here is that the metal beats on my character are now
looking a little bit too dark compared
to everything else. So I'm gonna go all the way to the metal and the steel roof
that we have right here. I'm going to push it up again just so that we can
see a contrast. Because thanks to all of the dirt and grime and
things that we've added. Now, everything is becoming
a little bit to to damage. And that's pretty much
what I would that I do want to add a little
bit of rust to this guys. So I'm going to
grab my rust layer here, instead of the metals. I'm going to add a black mask. And this one, it's gonna be
a very simple dirt layer. There we go. I do want to make this darker, so I'm going to make an overlay. Overlay that, that makes it
look really interesting. Multiply, Let's go multiple. I'm going to reduce
the intensity a little bit because I
don't want to have Rus, but not as much as you can see, we get this very cool thing. The one thing that
Mendel does get as well is it usually gets really
clean in certain areas. I'm going to bring another
steel roof up here. I'm going to add a black
mask and I'm going to add a generator. And this is going to be
a metal edge where to bring back some of the shininess and the intensity
of the elements, especially here on the, on the on the teeth. I would expect those
teeth to be a little bit more used like they're being used to crush stones
or something or I don't just fight an
enemy or whatever. So that layer right
there, as you can see, it's really going to
make the teeth Pop. And I really don't need to change as much
with this layer. It's very, very simple. Yes, it's being very like it's happening everywhere
on the elements, but it's not that bad. I think a thing
that works and it plays well with the
rest of the armor. So that's, that's pretty
much it for this thing. However, I do want to talk
about a stencils and, and other particular elements. So when we were doing this, you guys might remember
that I mentioned, oh, where do the section lines? When it's texturing, we'll do this bolt when it's
texturing and stuff. This is where we
can start adding those little small details. So I'm gonna go all
the way to the top. I'm going to add a
new field layer. These are gonna be the bolt,
so I'm gonna go metallic. I'm gonna go a little bit rough, not super rough, but a
little bit rough like that. And I'm going to call this boats right-click and I'm
going to add a black mask. We don't need a
group for this one. I'm gonna go to my brushes. I'm going to grab the
basic hard brush, and then we're gonna
go to my Alphas. And on the alphas you can see we have a lot of
different patterns, especially for bolts right here. I'm going to use
this circle split. I think this one looks very
like sci-fi and interesting. And then turn on symmetry because I don't want
to do this twice. And what they can do now is I
can go to specific parts of the element and click to
generate a bolt right there. Now when I do that, when
I generate that bold, one thing I'm going to
go and do over here. So I'm gonna go to the
height information. I'm going to bring
this in a little bit. So when we see it from afar, it actually it looks
like we're pushing in. I'm going to say real
quick, I'm going to show you something because
this is important. You might see that
ball and be like, why are we even bothering
if that looks super, super low poly and stuff were bothering because
with this bolt, one of the things that we
can do, or as I mentioned, one of the things that
we're gonna do is when we change
everything to four k, that bolt will be seen. Like you can see my
substance painter is loading over here. And as soon as it
finishes loading, we're going to see how the
fork a texture actually looks. You're going to see there's
gonna be a lot more detail. Substance works in a
really interesting way because when you change
from resolutions, it resamples all of the layers, all of the brushstrokes, all
of the things that you did. It resamples dose and generates a preview of how
that thing would look at a higher resolution. So look at this. There we go. Way, way more detail on the
little boat right there. So it might not seem like
much at two k for k, which is hopefully the texture that we're gonna
be rendering at. That thing is going to
look really, really nice. Now, technically, I could keep working on this
guy right here. Like if you want to work
at for k, that's fine. But you can see I just click
and it takes like two or 3 s the position that
the bolt that's not ideal to be honest
or at least to me. So I'm gonna go to
textures that settings, and I'm going to
change this back to two k. You can change this all the way back to
like wonky or, or 512. But it's gonna be very
painful to see, to be honest. I'm just gonna start
going to solve the points right here to
add those little details, those just like extra
little details that make the whole thing
make more sense. For instance, one right there. We can add a cup ball right
there to indicate that that thing is
somehow like Attach. We can make this
bigger. Of course, you can have some big
bolts right there, for instance, can do one there. We can do one there. We can do a couple of
these ones right here. In each such a small
detail, but the same time. That's so much like personality
to the whole thing. Because it means that we're
taking the time to really explore all of the different
things that you would need for a character or a
creature like this. Okay? And again, it doesn't
really take that much time to add this elements
just like little points. And it might not be as visible
as other things, right? That's one of the things that my students frequently tells, like what, why are we even
bothering with this thing? So if, if it's such a
small detail, because There's a famous quote
that says that the devil's in the
details like this, details that we're
adding this level like bowls and things. People might note, notice them the first time they see it. But when they see, they're gonna be
like, oh my god, this dues, this
dude actually went in and added like a
little bolts everywhere. That's the kind
of stuff and that kind of reaction that you want people to have when they're watching
your stuff, right? So yes, it might seem like
they're not really helping, but they are helping. And this is why
texturing and pretty much all of the 3D work
that we do it take so long because there's so many things that we can
modify and change and add. And it just takes time. It's one of those
things that takes time of the main things that I struggled with with
my clients when I'm pitching a project
or something as like, Hey, can you do this in like two or three days?
Just like No dude. I cannot like, I can give you something in
two or three days, but it's not gonna be
as good as the EC50 if you give me two or
three weeks, right? So there's a very
famous saying here in Mexico that people want things
were not Benito and Barto, which is a good, cheap and good cheap and
pretty good shape and pretty. And it's, it's very famous like everyone is like very cultural, everyone knows about
that specific thing. So anytime someone
says that to me, unlike immediately like, Hey, yeah, I could do it, but
you need to pick two. So if you want
something that's a pretty fast, It's
not gonna be cheap. If you want something
that's fast. Fast and or was it yeah. If you just if you
want any of those, you're going to have to pick one of the elements because I can not do both of those
things are the three things. At the same time. You're going to have to
decide what you value most. Set some lines right there. This little lines are
also really good because it means that There's probably some maintains going on
on those specific parts. And that's why this
guys are going to be a little bit fresher
than others, right? So it's just a, just a very
simple details that really, really helps with
the whole thing. And talking about this
like sexual license stuff, we can do something
very similar to add some extra section
lines. Let me show you. Well, first of all, we could use the same brush that we're
using right now and just go, for instance, for this little
hexagon shapes and stuff. And we can just start adding
more patents and elements. That's one way to do it. There are some very nice
section lines right here. I think they're all the
way down here like this, bands and stuff like this. The square, for instance, the squares is really good. Well, we can do
something like that on this guy right
there, for instance. Right? Like we can add this
are patterns everywhere. I don't really want to make it super obvious
to be honest. But it's one of the things
that you can do or, or you can just go
back to your brush. Changes back to a basic card. And if there's a specific
session length that you want, for instance, I wanted to go
like let's see here, here, and then back here, I can just click shift,
click, click, Shift-click. And that way we
create these sexual and that's way, way too big. Of course I'm going to
press Control. It's saving. Let's give this a second. There we go. So yeah, just make
this like a lot smaller and you can create sexual lines as well like that. And it's this small
little detail. I don't think I'm going to add as many as I thought
it was going to add. I think with the bolts we're getting a really nice result. Shift, right-click this and
other circuit I've been using quite a bit to
rotate the light around. And yeah, that's
pretty much it guys. That's the general details
that we can add them. You can see how we're going
from something that was very, very basic to something
that's really advanced. One thing that I'd like
to do is I'd like to just add a very basic like a layer on top and go forward like
the same sort like beige color that we have. So this is what a
normal material would look inside
of Maya and look at how much complexity
we can add to the elements by just
playing a little bit with the elements and
the different like a procedural things that we
have here in South substance. So go the extra mile guys, make sure to add as much details as you need and as you want. And I'm just gonna show
you one more thing on the next and the next video
for this armor piece. And then we'll jump
into the skeleton. So hang on tight and I'll see
you back on the next one.
73. Decay Textures: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the decay textures. And this is just the general pass that I want to show you, that I'd like to
add two objects, especially realistic
objects, due to the way like paint and other elements work
in the outside world. So there's this thing
called a decay. And as you guys know, the UV light that comes from
the sum is very damaging. That's why we are not
supposed to be out in the sun for a long,
long periods of time. And it destroys a lot of things. It washes out a lot of elements. So I'm going to show you here a path that we can do
over the whole character. This is not going to be
inside any of the groups. It's gonna be on
the whole character to give us a really nice, like a damaged look. So I'm going to add a
layer at the very top, and I'm going to go
for a very warm color, very white like this. And then I'm going to call
this like a sun damage. And what we can do is we
can add the black masks. Of course, there's a very cool generator
which is called the gradient generator or the
position, this one right here. So the position generator,
as the name implies, we will hit every single
thing on a specific position, as you can see right
now, is hitting from the top and it's going all
the way to the bottom. And we can change how much we want this to
affect our character. I just want the top
parts to be affected so roughly around
there, as you can see. Now, this thing
right here needs to be damaged a little bit more. So what I'm gonna
do is I'm going to add another field layer. And I'm going to go for some
sort of like grunge effect. Like yeah, like this grunge
concrete dusty. There we go. And of course we're
going to multiply this y multiplied because we
want this grunge concrete Dusty to be hitting the top part of the element only, as you can
see right there. Then what we're
gonna do is we're gonna change this
to Linear Dodge. Linear Dodge like makes
everything a lot lighter. And the one thing I'm gonna
do here is I'm going to actually change the
metal and the roughness. The metal is going to
be really white and the rough ER is
gonna be quite high. So that this looks
a lot flatter. We're not gonna have
as much reflections, things a little bit too yellow. So let's, let's bring
it out a little bit closer to the whites. And there we go. So as you can see, we get
this and the cool thing about this layer is at any point
we can go to the position. And if we play with the balance, we're gonna be bringing
this balance down. So we're gonna be
adding a little bit more like damage to
the whole thing. Leader, does she not
doing as much as I thought it was going
to do to be honest. Overlay will just
like burn things. So maybe like a multiply. Leaner Dutch works really well. Probably going to keep
it normal than normal, looks a little bit
better in this case. So this is, you can
see is gonna give us this very interesting
Sandy looking effect, where it looks like
we have a layer of fog of damage effects on
top of the whole character. We can duplicate this. And if we duplicate this is gonna
be a lot more intense, but I don't think
we need a copy. We're just going to keep it like a single one right there. The other layer that I want to add that again is
very, very common, would be some sort
of like dirt layer that's coming from
the ground up. And for this one, we
can actually go to one of the smart materials
that we have right here. Smart materials are really
cool materials that we can use to generally quick damages. And we have this, for instance, dirt
smart material. If I just add it on
top of everything, It's a procedurally generated
mass that's going to add, as you can see, dirt on
top of the whole thing. But that's not all. We can add the black mask on
top of everything. And then we also
have smart masks. This one's right here. So as you can see, we
have for instances or dirt ground that we can literally just drag
and drop on the dirt. And what we're going to get is we're gonna get some damage. Now, if we go to the mask here, we can change the level, which is how much like
dirt we're getting. And this is gonna give us a, an interesting effect overall. This case, I think this is
not working as expected, so I'm gonna delete that
mask and I'm going to use this ground dirt. There we go. We do ground dirt now. And again we go to
this mask right here. Things to crunch that
we need to change. We can change how much dirt
or damaged we got on top. So I'm going to add a little
bit more damaged there. Well, that's a
little bit, That's actually a really nice level. You can see it adds a
really interesting effect, but it's going everywhere. So I'm gonna go to
the first mask. And if we bring
the balance down, that should only allow
me to have this effect. On the other side. Let's invert this. I
think it's inverted. Now it's not inverted. What masker we're using here, let's just say position mask. I'm going to invert
this position mask, not turn out in the garage
for now. There we go. Let's increase the balance here so that we only get the image on the lower
portions of the carriage. Now, if we get this, because I really like how this looks, but I think there's
crunches way, way, way too much. I'm not sure if I let There
we go by lowering the grunge. Now, we do get
some nice effects. As you can see, we're
gonna get more like a dirt and grime on the bottom
parts of the character. That's gonna make
the whole thing look a lot cleaner, a lot,
well not cleaner. A lot nicer in this case. That's it guys. Like we, those two elements, we get a very nice result. I'm gonna show you
one more and this is, this is a stylistic choice. It's not something that you
might want to do every time, but you can actually add in
ambient occlusion layer. I'm going to add a
new fill layer here. I'm going to call this A0,
which is my ambient occlusion. I'm going to use color. I'm going to use a dark color. Of course, I'm going
to right-click. I'm going to add a
black mask again. Right-click, I'm going
to add a fill layer in this field layer is going to be not any of these generators. But if I look for
ambient occlusion, as you can see, we're gonna get the ambient
occlusion of the element. So just select that
one and look at that. We get the ambient occlusion. The only problem is that the ambient occlusion
is actually inverted and we don't have an invert option on this particular layer
to change that fact. So what I'm going
to have to do is I'm going to have to
right-click again. They knew levels and under
levels we're going to invert. So that thing right
there, as you can see, it's heading in this very
intense ambient occlusion. Pretty much on all
of the shelves count like burnt metal or something that are like smog
or something if you want. Of course, we can change
this to an overlay. We can reduce the amount
of intensity we get. But it says in a stylized, stylized as choice
that you can add to just get a little
bit more contrast, especially if you see the color here, I'm pressing the letter C. You can see how the
base color changes and make things look a
little bit more intense. So I would normally have this, I'd like 30% just to
add a little bit of extra shadow on certain areas. But yeah, so that's it guys. That's pretty much it as you can see with successfully created the textures for the armor
looks very, very, very cool. We're missing one more thing, but I want to do the skeleton. First. We're missing some decals, stickers or the warning signs. Remember that we have over here. So we're missing a
little bit of that. But again, we're gonna do that
after we finish the armor, because right now the armor
needs a little bit of love. It's gonna be very simple. I think it's just gonna
take 11 video for the armor because
since it's covered and we don't have as
many materials is just, I believe metal and rubber. We should be able to generate
the changes very quickly. So yeah, that's
it for now, guys, hang on tight and I'll see
you back on the next one.
74. Skeleton Texture Details: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the skeleton, and that's pretty much the
last part that we need. Now, here's a free cool
thing that we can do, and it's a tool
that's very useful. We can actually select a
texture that we really like. For instance, this dirt
that we have right here, and instances across
other texture sets. So if you just
right-click and you say instantiate across texture sets, I can instantiate this, cross the inner
skeleton hit, Okay? And what's going to happen
is if we turn off the armor, we're now going to
have the same amount of dirt on this one right here, which makes sense, right? Because if, if these things are the inner components
of the elements, we're going to have something
that looks very similar. So that way, especially when we have both elements together and we see
it from the back. The amount of data we have here on the legs is
going to match with the amount of water that we
have here on the metal bits. That's going to give
us a nice result, as you can see right there. Now let's turn off again
the armor right here. And you can see we
could benefit from having a little bit
of something, right? Because right now it's
just dirt, right? Let's go. Here. We just have all of
the basic layers and we just have this instance cert,
which really helps. But let's go to the med listens. For instance, let's add
some middle edge where I'm going to duplicate
the titanium thing here. I'm going to make it a
little bit less rough. And I'm going to add
a black mask force. Right-click at the generator. And we're going to add
a molecular generator. That's gonna give
me some mental edge work here I'm prerogative increasing a little
bit more than usual, just because it's
gonna be carved by the dirt and I really
want to show it. Now let's, let's
compare the results. So this is without metal etch where and when this
is metal afterwards. So as you can see, it
does show through. That's a little bit
difficult to see. And then on the rubber I'm gonna do something
very similar. It's going to bring
the rubber up, like duplicate the rubber. I'm going to turn off everything except for color and roughness. The color of the rubber
is going to be a little bit lighter and the roughness
is gonna be higher. Black mask as a generator. And we're going to add a
mental edge wear as well. There we go. Now, of course, for this one, since it's a little
bit more obvious, I am going to add
the d familiar. We're going to add a fill layer. We're going to add the clouds are going to
increase the balance and the contrast a little bit. And of course we're
going to multiply this. We can play around
here the contrast and valence again to, to show or hide a couple of those elements and generate a
more interesting variation. And that's pretty much it. I don't think we need to
add as much detail to the arm because it's
one of those things that's going to be quite hidden. I do want to go to the dirt
right here and maybe just lower the intensity a little bit because it's way, way too much. I don't want to
remove it completely, although i'm I'm
debating you know what? I'm going to add a white mask. And what I'm actually going
to do is I'm just going to remove it on
the upper pieces. So I don't want to
have as much dirt on the upper pieces
of the character. A little bit more in
the lower pieces, but not as much under
the upper ones. That's it. With that, we've pretty
much successfully completed the texturing process for
all of the base pieces. I don't think I'm going to add the decay that I added to
the paint on this one. I don t think it's
really necessary. One thing I do want to add, so I'm gonna go
back to the armor. I'm going to go to
the base color here. I'm just going to make
it slightly darker. Just to slightly, a little bit, maybe a little bit more
saturated but slightly darker. Why? Because that way the sun
damage that we add it, it's gonna be a little
bit more obvious, especially on the upper sections right there you can
see how it really, it really changes
the balance overall. So we're going to reduce
this a little bit. There we go. So with that down my friends, we are ready to jump onto the last part of the
texturing process, which is gonna be
the the decals. I want to add a
couple of details around a couple of places. One like some warning
signs right here. I want to add the name of
the guardian right here, like a serial number, something, something that makes it look a little bit more interesting. I'm going to show
you how you can do your own decals and the
important here into substance. So hang on tight and I'll see
you back on the next video.
75. Decals: Hi guys, welcome back to the
next part of the series. Today we're gonna do the
decals for this guy, and it's gonna be very,
very, very simple. Let's start first with
the paint like decals, like the warranting
sites and stuff. And I do believe we have
something very similar here. There we go. Like this line structure
in life starts right here. So here's how it works. I'm gonna go to the very top. We're not the very topic,
probably like just above the paint layers. So the armour layers right here. And I'm going to add a new, actually are just
gonna go on top, on top of this one, we're
going to add a new fill layer. This new layer, of course, is
going to occupy everything. I'm going to go for a, I think a yellowish
orangey color like this might be good. There we go,
something like this. I'm a little bit more saturated. There we go. This is going to
be my paint layer. As you can see, it
has a little bit of glossiness, which is great. I'm going to say
other black mask. And now I'm going to jump
into projection mode. So projection mode is number
three on your keyboard. And with projection mode,
what we can do is we can go all the way down here
and on the grayscale, we can assign one thing such as this line
strips right here, and it's going to
create a stamp. You can move the stamp by
pressing S on your keyboard and your mouse is actually viewed
lightly, leap S pressed. You're going to see over
here the shortcuts. And I can move it, I can rotate it, and I can position
it in such a way that it matches
the type of lines. So they wanna do those
ones right there. And this works pretty
much like a stencil. So if I just start painting,
as you can see right here, I'm going to paint
across the surface that we're gonna be
adding this tensor to. The specific part of
them are like painting. Now of course, for this thing to properly work, I'm going
to turn on symmetry. Well, actually we
already have it on. I'm just going to paint
the thing Here we go. So it's not perfectly line up. So let me, I'm gonna make
it a little bit bigger. Rotated a little bit. Lineup really close right
there. There we go. I'm going to paint all of
this section right there. And it's like, oops,
I actually went over a couple of
areas that I didn't want to go over. That's fine. We can just go to number two, which is erase mode. And just erase the parts
that we don't want. Okay? So we'll just erase all of
those areas right there. And all of those areas right there that we we're only left with this sort of yellowish
like warning sign on the, on the flat part of this, of this thing right there. It's a really cool
way to add things. As you can see, the
rust and everything is still on top of the elements. I'm actually going to go here
and I'm going to decrease the wrongness a little bit more to make it a little bit shinier. And what we can do is maybe make it a little bit more yellow, just so they'd really, really shows, there we go. That's way, way better. Now, let's say you like this. Well, let's, let's add some
more before I show you the, how to blend them in
a little bit better. So I'm gonna go over here, press number three again, the mask number three, S. And we can again
like rotate this around and position
it right there. And paint the pattern. There we go. We'll probably see
something similar. I don't know. Like maybe not
that maybe a different one like drinks if we have specific
one that we want to add. You got this one right here. Again, we'll just
drag and drop this onto this section here where it says here, the
gray scale part. You can just drag and
drop this one right there and this
tensile will change. I think like up here maybe. So Let's go there. We painted. Then I'm gonna go up
here and rotate it. So maybe this is like
the handle that you're gonna have to like modify or move around to access the core components
of the elements. I kinda wanna do something similar on the
head to be honest, but I'm not sure about
the specific logo. So maybe like this
radioactive one. There we go. I'm gonna go to this one because we haven't Jed justify how this character is
going to move and stuff? Let's imagine that he's
going to have this sort of nuclear energy on
the inside of the head. There we go. So we got to paint, we've got part of the paint
and it's looking quite nice. How do we make it so that it
looks a little bit better? Well, you can actually
add the generator. We can add generator and we
can add a dirt generator. And as you're about to see, it's going to
generate this thing. But if we multiply, even though we don't have
this layer in the paint layer is still going to multiply
against the paint. So we can play around and change how we want
the damage to be. I'm really going to
increase the contrast here to make it really, really scratchy like this. And now we're going to
have something that looks a lot more unified. We have the dirt on
top and everything and that's definitely going to
help with the whole thing. Now I'm going to go to
Photoshop right here and I have a 2048 by 2048, like document. I'm going to press
X to get or D, sorry to get white and
black on my colors. And then I'm going to
press X to invert those. I'm going to press
Control and delete, which is going to fill the
layer with this a black color. I'm going to press T Now, I'm going to create a new layer. And on this new layer,
I'm going to start writing the name
of this character. So I'm going to
call this project all caps, Project Guardian. And then we're going
to find a nice font, like a sci-fi font. We have this normal shock, which is not bad. You can of course go online and look for a different
sample that you might like or might fit
the character here. I think that one for me
is gonna be the one that matches the most is no shock. And I'm gonna increase the
size of this font to like 72. Let's go 300th. There we go. We got
the project garden. Right there. I'm going to add a second line right
here, your second texts. I'm going call this. There we go. I'm going to call this layer. I'm just gonna give
you the numbers. So one of my favorite
numbers is number four. So I'm going to say 00. Let's call this hello dot 0, like a P, a gene which
is Project Guardian, zero-zero for That's it,
something like that. And we're just going
to have it like this. We're going to save this. We're going to save
this, of course, in our assets folder. There we go. And this is going to be
a PNG file, is great. I'm just going to
call this a decals. So now if we go back
to Substance Painter and we navigate to
our assets folder, we can literally drag and drop this decals folder right here. The finer that's an Alpha and import this either to
the current session, to our project or
to the library. I'm going to import it to
the project and hit Import. There we go. So we can now go to the
top or above this guy. I'm just going to
duplicate this one. I'm going to add a black mask. And then this column
right here is going to be a dark color, black color. And paint layer here. We're gonna go back
to number three. And I go back to my brushes
and select a basic heart. For some recently, I added
this alpha to the brush, which I don't want just
going to double-click, this should work. And then on the alpha down
here on the gray scale, if we go back to the alphas, we can look for RD CAL.
Just look for decals. There we go, drag and drop
this. And there we go. We got the decal right here. So I think that the number, it's gonna be like on this
piece is right down here. I'm going to rotate this in the PG sue for we're going
to have it right there. That's the that's the
that's the main thing. And the name. Like I think we're going to have the name like the Guardian them. You can actually change the
camera to orthographic view, which is gonna be
perfectly flat, might be a good idea for this particular
section right here. I'm going to scale this
a little bit more. That's project right there. Then guard. It looks interesting, but it looks a little bit
weird as well. So I'm just going to have
Guardian on that piece. There we go. We can
have another like code, like small code.
You're on the head. There was going to have
the P24 PGC before. There we go. Yeah, that's that's
pretty much it. Again, you can go crazy
with this decals. You can add as many details
as you want now to this one. I'm also going to
add a generator and it's gonna be
a jerk generator. And we're going to multiply this dark generator
against everything else. There we go. Play around with this one. That's it. Let's go back to our
perspective view and look at this
beauty right here. Not bad right now, Breaking Bad for what
like 2 h of texturing. Again, imagine what we
could achieve if we go like a really in-depth
and do like how? It says like 15 h of texturing. That's the, that's the
beauty of the 3D things. The more time you
spend on a 3D project, the more or the
better it can look. So yeah, that's
pretty much it, guys. Now, I'm going to
stop to be right here because I want to
keep the exporting of the textures as
a separate video. And I'm also going
to show you how to make a smart material so that we can get the
exact color that we have right here for the panels. Okay. So I'm going to say real quick, I'm going to stop the video and I'll see you in the next one for the exporting process.
76. Exporting Textures: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with exporting Texas. And I'm also going to show
you how to export and the smart material so that
when we do the panels, which is going to
be next, we get the exact tones that we
have here with the metal, the exact type of
damage and stuff. So first let's export this
texture is very easy. File, that's protections, that's it. That's
all we need to do. We're going to have
to go and tell this thing where we want
to extract textures. And by default, you want
to export the dexterous into source images and
hit Select Folder. Now on the output Template, this is very important
on the output template, you're going to change this
to Arnold. Ai Standard. Do not use this using
legacy for some reason. They still add this
to the new versions, but you don't need this, you need the AI standard. It will know by default
that these are uterus. As you can see
right here, we get 1001 PNG and all of the
different elements. So I asked for the settings are as for the options
other than that one, you can change the file type to like PNG, target, JP, whatever. We're not going to be using
any sort of what's the word. We're not going to
be using any sort of a height information, even though we are gonna be
exploiting a height map, we're not gonna use
it in our renders. So you can export
this as PNGs is fine. Jpegs are also find targets,
are usually what I do, but they're a little bit
heavy, so I'm going to keep them as PNGs for now. And this is the most
important part on the size. We need to make sure to export
this if your computer can handle it at four K. So
on the list of experts, you're going to see that
we're gonna be exploiting four or two materials is gonna be the lion armor and that line armor
inner skeleton. And as you can see, something interesting
is happening here. It's actually exploring this
with a very peculiar name. It says the name of the model, lion for textures and then
EM Lyon, armor base color. We actually don't need
this line for textures. Thanks. So one thing
I like to do is you can actually
duplicate the preset, which I actually already
did this right here, is called this NTU E4 or sorry,
Now, let me do one more. Here on the Arnold AI standard. I'm just going to copy this
and it's going to create a new standard says
Arnold started copy. And under copy I'm
going to rename this AIR notes are I'm
just going to call this It's called
just empty guardian. Okay? So this thing right here, It's the same setup as the ai Arnold standard
with UTMs and everything. However, what I'm gonna do is I'm going to go to
this part right here. And this is called a flag, which is a name that's being imported from the
name of the element. That's why it has this
dollar sign mesh. We don't need that, so let's just delete that
one right there. We're going to delete that
one on all of the maps. So we're just going to delete this and we're
just going to be, we're just going to
have the texture set, which is the name of the
material, which is great. And then the name of the
map that we're exploiting. Now, we actually don't
need hide information. As I said, we're not going
to be using displacement. We're already using a really
high amount of polygons, so we don't need displacement. So I'm actually going
to delete that channel. And we are actually don't
have any emissive either. The only emissive
line we're gonna have is gonna be
coming from the ice. What we're gonna be doing
that inside of a Arnold. So we actually don't
need that one either. We just need this thing right
here. We go to settings. We change this now to the
anti garden and right here, and if we check
the experts, this is what we're going to have now, M lion, which is the name of the material M line armor
and that base color, mental illness,
normal and roughness. Those are the four
we're going to have one for each of them. Each one of those is going
to be at four cases. As you can imagine, this
is going to be quite, quite heavy on the whole
thing, but that's it. I'm going to save the
settings real quick. I'm going to say file. Let me just say one more time
for good measure. Because what's
going to happen now is that this thing
is going to be re-sample at four k. And
then when it resemble, it's going to export
the texture so it could potentially crash, which is very unfortunate, but it can happen. One thing you can do to
alleviate a little bit of the process here is
pressed the letter C. Did you go into channel mode introduced like
basic color mode. That way you're not actually, we're not actually getting
any information from the, what's the word from
the materials and it just makes a computer
work a little bit less. We export textures again, we connect and tea garden
fork a source images. Everything is ready,
we hit Export. And this is where the exporting process
is going to happen. As you can see,
it's preprocessing everything here,
exporting things. So far, so good things seem
to be working properly. And as soon as we see
this bar finished, we can open the output
directory out here and we can see if we were able to
generate this thing or not. So let's see. So far so good. It's finalizing. Bear we go and yet we
don't get any error. Things work perfectly fine. If we open the output directory, you're going to
see it right here. Look at this color, mental illness,
normal and roughness, the fourth textures
that we need to generate and imagine having to do this complexity of textures
inside the Photoshop. You would be like you would go insane from all of the details
that we need to do here. This is why this you
didn't workflow. This workflow that we
have right now is so, so cool because we
can generate all of this complexity in a really,
really simple manner. Now that we have
this, we also need to export the smart materials. So if you remember, we have this smart material
with Ross and everything. And it has a really good
proportion on the armor, right? So this whole armour
celebrate here. It gives us an idea. Now, one thing that
I forgot to mention when we expert at
four K textures, It's pretty much the same
thing as if we've had gone over here and
change this to forget, you're going to see
this thing is going to update or something. Well, it didn't. But yeah, just to
make sure that you're backing that UK
because sometimes it switches to forget and it's a little bit
more complicated. So I'm going to select
this armor piece. I'm going to change the
name. I'm going to call this guardian underscore armor. And it can right-click and
save this as a smart material. So right-click and we
just go over here. Where is it? Let's turn it on. I think we need to see it. Right-click and say, Hey,
are you there we go. Create some more materials.
So by doing this, we automatically create this
more material right here. Just keep something in mind. Anything that we manually
painted is going to be on this material and
the UVs do not match, then we're not gonna be
able to realize that stuff. But don't worry, we're gonna be modifying a little bit
of this once we go into the panels and we should get something that
looks really, really nice. So that's it guys. We
got smart materials. We can just save this
as more material is saved on your cash, so on your, on your computer. So once we open a new project, and actually I'm going to
show you real quick here, which is wait for this to save. It's definitely it's definitely heavy file. I'm
not going to lie. So let's just wait a
couple more seconds. Here we go. I'm going to say File not still, not, still not ready.
Let me pause real quick. There we go. So now we open the sample file. For instance, let's open sample. We already saved. So no problem. We can open for instance, mat, which is the little dude here that we have here,
the Guardian elements. So if we just drag
and drop this, you're gonna see we get
the middle edge where we get the scratches,
we get everything. However, the paint is
not gonna be here. Why? Because the paint
that we have right here, the layer that we painted
might not match the UVs. You can see we have
this thing over here. So if we want, we can
just delete this. We don't really need it.
The only thing that I actually need is that the
rust, as you can see, the two layers of rust
in the main color white because I want to make sure they both match everything else. This is like a little
bit of a complex, a little dude right here. But as you can see, we
can do this and this. And as long as we
delete those layers, once we import this, we can keep them if
we want to add paint. Of course, look at that. Like mad right now has the
exact same level of damage and level of detail that
the lion Guardian has. So if we want to add
math on a render, we can just export them and
use the same exact texture. And we're going to be saving ourselves quite a bit of time. So I'm going to stop the
video right here, guys. And then the next one
I'm going to show you inside of Maya how to prepare the panels for
the texturing process. And yeah, just just get them ready for the final
final texturing. So hang on tight and I'll see
you back on the next one.
77. Panel Texturing: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the panel texturing. And it's, this
panel's right here. Now, if you remember, the problem with the widths balances that they are looking horrible right now due to
the way they're organized. So I'm going to bring them back to their original position. And I do believe they have
like rotations and stuff. So all the rotations I'm
going to see wear them out. It's going to make it
a little bit easier. And I don't want each panel
to contaminate each other. We'll figure out the
proper placement later. The only thing I
wanna do here is I'm going to separate
them a little bit more from each other because if we keep them really
close to each other, what's going to happen these the ambient occlusion
is going to like affect each other in a specific way and
that's not what we want. I'm just going to move
them like this for now. Just grab this whole group. They should already have
their own material. I believe we study history here. I do believe we change
this to got their history. They have the UV checker right
now from what I can tell. So I'm just going to
grab everything here, right-click, assign
existing material. And we have this M line
panels. There we go. Then we select this guys again. And we're just going to say
File Export Selection assets. And we're just going to call
this panels for texture. There we go. Oh wait a second. We
got an error there. The things, some elements
we're spanning across. Yeah, okay, so lets just
grab everything here, tools. We're going to modify it, we're going to lay them out. We're going to use one-on-one
with this distribution. Hit apply. And there we go. So now they should
be a lot cleaner. Select them again. File Export Selection,
handles for texture. There we go. That's fine. Let's go now to a substance
painter file new. Just gonna be four k,
since it's a single map. I do think we can work with
for k with not an issue. So we're just going to
directly go into fork a scarf. And there we go. First thing we need
to do, remember bake. We need to bake
some elements here. So let's bake at four K and just a big
selective textures. It's going to do a
very basic normal map, is going to do a very basic AMP to cushion map and
the thickness map, which again, not a big deal. This is gonna be super,
super simple thing, but we still want to add
like do it properly. We wanted to make this
true, this thing. It looks as nice as possible. There we go, we can
go back to painting. And the first thing
I'm going to add, of course, is our
guardian material. If we go to Layers
and we just add the garden material,
look at that. We immediately get
the exact same color. Very nice random scratches
along the whole surface. Yes, we do get the paint.
That's horrible right now. So let's just delete it. Or actually I'm not
gonna delete it. What I'm gonna do is I'm
going to add the black mask. What that will do
is it will erase. So in case we want to add
some like decals and stuff, we can use the exact
same color as well. So look that like again, especially when we see it from the bag, we're going
to have some very, very cool and nice variations that are going to allow us to duplicate this guy's a
couple of times without making it so obvious that
they're repeated, right? So now we need to add the cells, the like like the solar panels. And I do believe we
have one like we have this aluminum insulator
that we could use. Let me see if we
have another one because I do remember
there wasn't another like this jet engine. I mean, we could use
it's not that bad. But I think the
aluminum insulator is probably going to be the one
that we're gonna be using. Now, I am going to make a
small little commercial here. If you have access to
substance 3D assets, when you use subscribe
to the Adobe suit, which is one of the
few softwares that I do recommend subscribing to. You're going to have
access to this or a stuff like this solar panel, hexagonal tiles, solar
panels, solar array. So I actually, I just
loved this guy right here, so I'm going to download
it and use it as my own. Now, there are others
like elements. Unfortunately, I can't share this specific one with you guys. So you're going to
have to probably use this aluminum if you
don't have access. I'm going to show you real
quick how I will do it. Just add the aluminum
panel right here. I'm going to add a black mask, going to UB mode. Remember that we cut
the UVs and look at how easy it is to select
this UP is right here. I'm going to change this. The option to try
planar mapping, very important to do this. They're all very
straight like that. And then on the tiling,
we can increase the tiling quite a bit until we find a size that we
like, probably four. And I will probably remove the height
information for this one. So this perfectly,
perfectly flat and smooth. So this is exactly
what I'm going to do with the one that
I just downloaded. That again, I'm sorry,
that they cannot share this one with you. So let me go real quick
here to my downloads. If you download the
material again, there's, there's also 3D substance share. Let me see if you
can find one there. 3d. Substance share. Substance share is the
like the free version, like the community
version of things. And there are some
materials here. If I look for
solar, There we go. Yeah, So you have this one, It's not the exact one, but you have this
solar panels substance by Leonardo dummies. So if you want to
download this one, feel free to use it as well. It's gonna give you a
slightly different result. But if you have access
to the substance, you can't grab this
hexagonal tile. I'm going to import this
on my library because it's probably
something that we're gonna be using quite a bit. I'm just going to
drop it right there. Same same thing. I'm going to drop
it right there. I'm going to change
the appropriation to try planar projection. I'm going to change the tiling so they can actually see
this guy is right there. Probably like there. That looks really nice.
Probably a little bit more. There we go. One more. Let's do ten. And the cool thing
is this elements tend to have like some
stuff right here. So for instance, the color, we're definitely going
to go for this sort of like electric blue color. A little bit bluer. Let's of course add
the black mask and select only the
elements right here. One thing I feel
it's like it looks, it doesn't look metallic. It does say that
it is a metallic, but it doesn't look
metallic to me. Flakes. Hey guys, Sorry for
the Southern jump. Unfortunately, we got a crash on the non substance on the
video recording thing. And I'm just like
starting over here. So I was doing some tweaks
on the other panels, like the one that I
downloaded the solar panel. But there wasn't looking
great to be honest. I'm actually going to go back to the triangular thing right here. And as you can see,
the only thing I did was I changed the tiling. So I added this material right
here, changed the tiling. I have the tiling set to four, change the color
to this blue color and the height information. I didn't remove it completely. If I remove this completely
looks very flat. Actually kept a little bit of the sort of like
foam looking thing, which I think is interesting. Well you can go or do is
go to base color, height. And then here on the
information you can lower the intensity
of that high maps. So we at least get a little bit of roughness there
on the element. It looks really, really nice. Once you're happy
with this, of course, you can add more like dirt and scratches and
stuff for them. I want to keep this guy's
really, really clean. You can just export
File, Export textures. And we're going to
export with our preset on source images for k. And we'll just hit Export. Once we do that, we're
going to have all of the necessary
textures that we need inside of our, of our element. So as you can see, we have
the panels right here, the armor, armor right here at the skeleton right here.
It's a lot of textures. If we take a look at how
many textures we're using, look at this almost
1 gb of textures, which is quite a lot. This is not something that
you could use on video game. For instance, he
will be using most of the memory just for this, but for a cinematic render, we're gonna get a really,
really cool result. So we've successfully now textured every single
piece of her character. The next step is to
set up the materials. And then we're
going to of course, set up our character
for our final renders. So this is the final
video of this chapter. Again, we're successfully completed
the texturing process. Now we're going to jump onto
the final chapter which is going to be rendering
and presentation. So hang on tight.
78. Texture Setup: Hey guys, welcome back to the next part or
the next chapter. This is going to be probably the final chapter of
the whole series. And we're gonna be focusing
on texturing or setting up the textures and creating a very cool render for
our final presentation. So this is what we
have right now. And the first thing is that
I'm going to have to do, and we're gonna do this
a little bit later. We need to clean everything up. So we're gonna have to go
through each individual piece, just give them a name
that's a little bit easier to understand
because right now, Paul II, front surface shape, whatever, it's not
going to cut it. However, first for the texturing process,
here's what we're gonna do. I'm gonna go to my
Hypershade rail here. And I'm going to delete all of the materials that we're
not currently using. So if I say Edit, delete unused nodes,
which should only be left with the lion armor. Lion inner skeleton
lie on panels, the three spheres that we have. In this case, it seems
like we're using a little bit black
rubber. That's fine. But we should be like deleting everything that we don't need. This is going to optimize the scene and make it
a little bit faster. Moles, we're going to go
File and I'm going to say Save or sorry, optimizing size, which is going to delete anything
that we're not using. That of course, we can grab every single piece
right here and try delete history and freeze
transformation for now, just to keep every or have every single thing be
as clean as possible. Once we have that, the
pieces already have their stuff set
up as you can see right here, which is great. I'm going to keep it like
this, but I'm gonna, I'm gonna add a prefix here. I'm going to say old
lion arm are old. And that's going to be
lions skeleton, old. And then panels. Okay? Now, usually for
connecting the textures, we will need to go through a
very time-consuming process of going into the hyper shade, adding texture notes, and setting everything
up properly so the colors and
everything reads exactly like what we had in
Substance Painter. However, I'm going to
show you one trick that I've been using for
the past couple of years, It's not a secret or anything. But there's a lot of
people forget about this. So if you go to windows
settings and preferences and we go and look for
the substance plug-in. Maya now comes in
with this substance plug-in that allows us to
create materials are very, very easily without
having to worry too much about the whole like
setting up process. Right now of course
nothing has texture. I'm going to remove
this thing right there. I'm gonna go to the
substance tab right here, or you can go to
substance menu over here. And I'm going to use
this little icon, which is the applied
workflow to maps. I'm going to click
it and I'm going to select multiple maps. We're gonna go, of
course, to source images and let's start with the panels. Panels are easy ones, so we just select the four
textures over pounds. When I hit select, what this should do is it should automatically link what each
texture is supposed to be, the base color, the
normal, the relevance, and the metallic to its
appropriate element right here. And once we do that, I can
very easily just hit apply. And what will happen
now is if we go to the, the Hypershade in just a second, remember that
whenever you import a texture instead of arnold, it will automatically
translate it into a text file dot txt file. And that's important
because Arnold uses those textures to
generate the renders. This might take a
while, especially because there are
four K textures. But once we have
that, there we go. So if we take a look at this, you're going to see
that now we have this AI standard surface 14, which we're of course going
to rename to EM Lyon panels. Now, the great thing about
this is as you can see, the roughness, the normal, Everything's connected
exactly as it should with all of the
necessary like color spaces, for instance, this
is the normal map. It should be set to row with Alpha's luminance turned
on. This is the base color. It should be to sRGB. This is a metal and
it should be wrought with Alpha's luminance.
It's connecting. Every single thing
that you might need is connecting to get exactly
where it needs to be. So that when we
apply this material, we're going to get exactly
what we're looking for. So I'm going to grab all of this guy's right-click and
assign existing material. And we're going to assign the lion panels like
the normal one. There we go. There we should have the colors. Now the chorus might
be a little bit dark. We talked
about this before. The easiest thing we can go
to on tone map and it's going to be a little bit
easier to see. But yeah, so that's the
panels, panels or die. Now for the body and the armor is going to
be a little bit different because we're going
to have to go all the way down here,
let's say the armor. And we're gonna select the
1001 of each of the maps, the normal, the madness, the base color, and the roughest, and I'm
going to hit Select. They should be linked here. If you don't, if
they don't work, if the link for whatever
reason doesn't work, you can manually select
each one of them was with this little
folder right here. Once we do that, you're
going to hit apply. And again, we're gonna have a new material over
here on the Hypershade. It's converting the textures. But keep in mind that now
I think it's going to be trying to convert
every single texture. So all of the EU them textures. So this might take a
little bit longer. You can see that the Maya
right now, like hanging, just give it a couple
of minutes to give a couple of seconds and
it should be just fine. I'm going to pause real quick. There we go. So as you can see now we have this again AI standard
surface routine. I'm going to change this
name to EM Lyon armor. And the reason why
we changed the other two are more old is because you can have two objects that have
the same name, right? So there we go. Now, how do we apply
this to all of the armor pieces quickly,
right? Well, easy. If we go over here to armor old, we can right-click and select
objects with material. And once we have all of
the objects selected, we can just
right-click and assign existing material and we
assigned a new line armor. There we go. However, we're
gonna have a very, very, very, very big issue. And that's the fact that
some of the pieces are gonna look great, like
this guys right here. But some of the other
pieces are going to be looking horrible. Why? Well, because this doesn't know that this texture is that we are adding of the line armor are supposed to be
used and textures. So I need to go to
the base color. Changed the UV tiling
mode to use them. Mari. By doing that, you can see that it automatically finds that this has four tiles and they
can't generate the preview, but I'll explain why that might not be the best idea just yet. Let's go to the normal
same thing yielding Marie, it automatically
detects the flag, the 1001 code that it has
right here in the name, and it transforms
into a UTM thing. You don't need to change the
color spirits or anything. It should be exactly the same. We're just changing the hue
them option right here. Let's go using
option right here. Option right here,
and there we go. So by doing that,
as you can see, we are not seeing
the previous slide, we're not seeing the textures. If it is important to you to see the textures
and the viewport, you might want to change. Or January this Load button
that says generate preview. However, I don't recommend
doing high-quality. I'm actually going
to go low quality and I'm going to hit
a generate preview. I'm now gonna go,
That's the metal. Now let's go to the base color. Let's go low quality, generate preview, normal map. Low-quality, generate
preview, and roughness. Low quality generate pure white. Because otherwise
it's gonna be really, really heavy for the things
to be showcasing right here. Should be seeing in the
preview right here for some reason it's not showing. There we go. It's
showing right there. I'm not sure what channel is
being affected right now, but you can see the
general colors in there. I think when or if we turn on the light, we might
be able to see. There we go. So now we can see that the colors a little
bit where the metal, this is the one that's
acting a little bit weird. So let's go to the
mellowness and generate the preview again. There we go. It shouldn't change, or
actually we shouldn't be needing to change anything
of the things down here. So it's just a general preview. Again, it doesn't
matter as much, but if you want to see the
preview, you can do it. We're also going to be
seeing this in render time. So don't worry too
much about this. Now, we're going to do the
same thing for the armor. So we're gonna go back
to substance here, select multiple maps,
and we're going to select the inner
skeleton base color. Melanin is normal and refers the 1001 and hit Select, hit, Apply. We're going to get
a new material. Of course, we need to give it a little bit of time
here for you to transfer or transform all of
the textures into four K textures or into a
text extras dx dexterous. There we go. And now that we have this here, we're going to have a new
AA standard substance 14. We always get the
standard surface for Tim because that's the last
number that we are. We used. Every time
we replace this. We free up that number again. So that's why We
get that specific. This is lightened skeleton. Go over here, we select lie on inner
skeleton, right-click, Select Objects, and then
this one you can always right-click and just assign
materials selection. And that's going to do the exact same thing as you
can see right there. Okay? So now, of course we need
to go to the line skeleton and go to the elements right here and change them
to use them titles. So do them. I'm not going to
generate a preview to be honest, I don't need it. We're going to see
it on render time. So that's the normal. Let's go roughness here. Finally, let's go with mental
illness are right here. We go. I'm going to save this
as a different scene. I'm going to Save Scene As
this is no longer gonna be armor is now gonna be rendered. By the way, you guys are not going to have all
of the versions. I'm just going to submit the latest versions of each stage so you can check it out. Otherwise, it will be just
like way too much information. So that's it. We got
this guy right here. We've got a fierce Of course I'm going to have
to select the panels here and bringing in
three different position. Let me center the point. Center the pivot point for
the group right there. I'm going to bring them
back here just so that we can see how
things are reacting. Panel selector
selecting There we go. Have them right there. And if you want, again, we can just like most of these guys to
the side like this. And there's just two to appreciate how
things are looking. Remember we're not moving
this camera at all. Let's say real quick. And now it's gonna be
the important bit. Now, I just want to mention something very
important at this. It's one of these hidden things that you really need to go into the documentation
to, to like, like, fine, anytime we
tried to render, right now we are using
GPU as you guys know, system we're using GPU. The problem is
that if you update your graphics driver like NVDA every now and then
updates or driver, you need to go to
Arnold utilities. And there's an option
here that says pre-populate a GPU cache. You need to do this. It's important that you do this. This is going to improve
your render times and it's going to avoid like, like, uh, bugs and
crashes and things. So every time you update your graphics driver or you're having issues with your GPU, you can try to pre-populate
the GPU cache. It will take a
little bit of time. You can see here it
says it's 26 min. It's not really going to
take me 26 min, don't worry. But it might take a little
bit longer. There you go. Now work at 37 s. So just
giving them enough time, let this thing pre-populate
the GPU cache. It loads like shaders and
stuff into your cash into a cache folder so that when we render It's not taking as long. Okay, I'm going to
pause real quick. Wait for this GPU to, to finish, and then I'll
show you the Render. Very well. So the cash has
been prepopulated. That should make
the rendering time. It's a little bit
easier, but there's one more thing that we need
to check before we try a render with this like for k textures and that
is the texture maker. So I'm gonna go to Arnold
again utilities and there's this texture
manager, TX manager. What this will tell
us is which of the images that we
are using have been properly like transferred or
converted into a TX folder. So as you can see right here, we're only using the first
one of the you them's and not all of them
have the TXT file. And you can look at
that like if you go to your source images
here real quick. Let me show you. You should have each image that you
should have a txt file, which is gonna be slightly bigger as you can
see right here. But this TX thing
is optimized for rendering so that we have
something called MIP map. So it's just a way for, for textures to be
better prepared for the rendering so that the rendering doesn't
take us long. It does a preprocess of the texture so that
when he needs it, instead of going to this one and then doing the
preprocessing, it just goes directly to
the file that it needs, which is this one right here. Okay? So what we can do
here is we can refresh and, uh, try to get, as are
all of these ones. Like to be ready. Again when we shoot
the first render, I'm gonna go here, Arnold,
let's open the render view. I'm going to select. I'll wait till we
don't have a shotgun. We do have the shock.
My sudden I'm looking here for some reason
on the render. We're not seeing the
shock them, that's fine. I'm just going to
hit render here. And the first thing I do this, you're gonna see down
here that's going to take a little bit
longer to start. The reason why it's
taking a little bit longer even though
it is starting. You can see the time
here at fencing is because it's doing
that conversion. You can check it
here in real time. Like there's gonna
be like more and more like files being generated. There you go, like all of the texture far so
being generated, this is only the
first time we do it. Only the first time that you do this process with all of the textures be processing
to texture files. And it will take a
little bit longer once we do this one time,
the next time, you're not going to
have to do it now, again on the files
that I'm gonna be so bidding if you try to render, you're going to have to convert this the first time around. It should do it automatically, but if it takes a
little bit longer, just wait for it and
wait for the render. I'm going to pause
real quick again and I'll show you
the final result. There we go. So as you can see,
the rendered 2k, 1 min 41 s. To finish and look at this beautiful texture
that we have right here. Like this is what I meant when I was telling about
the time travel thing. Like you've seen this one. This is the first
time I'm seeing the character with
this textures. You've seen it on
the intro video. So for me, knowing that we got all the way here from
absolutely nothing else, just, it's just so, so cool. So I'm going to render, of
course, from the shotgun, look at this like
second time around. Now that we have all of
the texture files and even we're going closer here. We're not going to need all
of the different elements. We only a very quick render 5 s. He took 5 s thanks to the texture conversion and
text to the GPU precaution. And look at this. I
mean, come on guys. I know you're gonna
be able to do this. I know you're gonna
be able to get here. And once we have this, your portfolio is going to
be just so, so, so amazing. So, yeah, this is it guys. I'm going to stop
the video right here in the next one are off-camera. I'm just going to
assemble all of the plates again so that we have the proper organization and we're gonna start talking
about the environment. I wanna do a small little scene, a small little
environment for us to really showcase our work
in the best possible way. So hang on tight and I'll see you back on the next one. Bye.
79. Adjusting Panels: Hey guys, welcome back to
the next part of the series. Today we're going to
take a quick look at adjusting the panels. So as you can see here, I've duplicated and position the balance where they're
supposed to be. And the important thing
here is that I move the pivot point to the
center of the element. Remember, you can move
the pivot point with the letter D and
then you can use V, just snap it to any point. So I snapped it to the
base right here and then I pushed it and snap it to
the center right there. And by doing that, the cool
thing about this is now every single panel that we
select when we scan it, if we want to scale
it, it's going to scale from that specific point. So it's going to
give us a very nice and uniform alloc
transformation. And technically I could grab like every single panel here. You can see they're
in a couple of groups that I have over here. But I can grab all
the different panels as individual geometries, not the groups, the geometries. And if I scale, I can make the whole
thing bigger or smaller. I do need to be
careful about that. Like some light go. Let's do word
overlaps and stuff. I want to have as little
overlaps as possible. So for instance,
this one right here, I'm going to push it
back a little bit more and something like there. It looks fine. And also the cool thing about this is that eventually on
the animation side of things, by having all of these guys in as individual
elements and all of them with their respective Or were
there selected elements, we could do this
sort of animation. That, as you can see, we don't get a lot of
right now and some of them are going in
the wrong direction. They're going like back. But you can imagine
how we can do like this animation where the panels adjust themselves a little bit. Maybe like to fire like a
super beam or something. That's the kind of fun stuff
that you can do later on. But the thing is, we got this. So I'm going to say real quick, I'm going to jump into Arnold. And very important, anytime
we duplicate something, you need to go here to render. And there's this
update full scene. What this will do is
it will tell Arnold, hey, there's new geometry. We change a couple of things and now this is how it looks. And oh my God, look at this view, the full thing right here. There's looks really good guys. I'm not gonna lie. I really, really, really
liked this thing right here. It's a great, great texture. It's a great model of thing. And it just looks really,
really impressive. I know that I'm the
one who made it, so it will be stupid
for me to say that it's wrong or something. But once you do something and you really like
something that you did, that feeling which I'm
sure you guys are gonna get when you finish
this project. It's just it's just so good. So yeah, that's it, guys. As you can see, we got
most of the things ready. There's one more or a couple
more things I want to do before we jump
onto the final scene, which's going to be
a nice little scene under unlike the Savannah. So what I'm gonna do here
is I need to go the ice. So these guys right here,
as you guys remember, are just a glass or they
should be a glass material. They have the line and
skeletal material right now. So I'm going to sign
an existing material. And I do believe we
have the other one. If we don't, I'm
just gonna assign a new material Arnold
AI standard surface. And it's gonna be a
transmission completely here. And I'm going to change
the color to a red color. By doing that when
we render now, we're gonna get this very
cool red looking effect inside of the eyes. But that's not all. That's
absolutely not all. I'm going to create two spheres. One sphere right here.
I'm going to move this fear to the center of
this character right there. So let me use wire from unshaded because otherwise it's going
to be impossible. There we go. And I'm going to
position the sphere inside. Yeah, this is gonna be the the actual Leica
emission lighter. We're going to have this sphere, I'm going to call high
underscore light. Of course, we're going to freeze the transformations
Lu history. And I'm going to mirror this to the other side,
again, the history. And now that we've done this, I'm going to convert those
into something called a light. And it's gonna be a, what's the word a mesh light. What the mesh-like
does is it will emit light from that
specific point. We'll get that information
being refracted or pretty much like properly calculated
through the eye right here. Let me stop that right there. I should have had updated the scene first because there
was a change in geometry. So I'm just gonna
start right here. I'm going to close
this real quick. I'm gonna go to the
highlight here. One thing I'm going
to do some really going to increase the exposure. Let's start with
something like 15. So now if we render,
we should see, is we should see the light coming from the
inside of the eye, like the light is going to be. I'm just going to be
coming from there. So let's just give this a
couple of seconds for it to properly the calculations. And once we have that, this
thing should be emitting light as if there was a nice
little light bulb inside. There you go. So look at that and we
get this sort of like red hue on the armor as well. Why? Because the, of course, the what's the word? The glass is diffusing that sort of light into the environment. If we want to, we can
change the color. I think it might
look interesting if we change the color
to a blue color. So let's go to like this,
a blue color right there. Now if we render slide
is gonna be blue. We can change this at any point. So not that big of a deal, but one thing we do need
to do is we need to go here and we need to
make the light visible. I do want to see like the white light, they
are on the inside. So now it's going to look like a nice little glowing sphere
on the inside of the robot. So if we take a look at
the shot Cam, There we go. We're going to have
the light information actually going through the elements and creating this
very cool looking effect. I think the exposure might
be a little bit too much. So we're gonna go back to
you to the light option and let's bring this
down to like a 12th. Because again, I do want
light contribution, but not that much. Something like that
looks interesting. I think in might not be
a bad idea actually to make the light or the,
the glass rather. Let's make this red. Let's change the name to
m glass. There we go. With this done. We're now pretty much ready
to go into a scene and position this character
in such a way that he looks like it's
part of the scene now, we're not gonna be
able to reach him. Like the rayon process
will definitely take another 20 or 30 h to explain. But we can definitely move a
couple of things if needed. So this is where I meant
by the cleanup process. For the cleanup, the main thing that you want to make
sure is that things are organized or a group
in a way that makes sense. So we already have
the whole armor right here, which is great. The ideal thing would
be to go here and divided pretty much like
what I have right here. And instead of the next or over the names, as you
can see right here, just having a very simple idea here is it's more than enough. Your rigger will
probably ask you, and this is again
production dependent. They will tell you how they
want things to be set up. Sometimes there'll be
like, Hey, you know what? I want all of the pieces
that are going to move as a single
piece to be together. But talking from my perspective as a rigor or as the times
I've ever done rigging myself, I prefer to just have clean
geometry like this and then I will make the
decisions because I know how I'm gonna
be rigging it. And if I get a lot
of combined things, I'm going to have to
combine and separately and rename and stuff like that. So by having this meshes like
this just clean like that, that should be more than enough. I'm going to, for
instance, grab all of the panels right here, Shift P to get everything out. And we're going to delete
the groups right here. And then all of these
panels right here. Just to make sure
that we're selecting all of them control G. And I'm going to call
this lion panels. And what we could do if
you want to do is we can maybe like parent this lion
pounds into the head armor. So if we buy any point, move their head armor like this, which we could try to do, like
give it that little bit of a rotation or something,
everything is going to move. Okay. So yeah, that's
that's pretty much it. We get this thing.
Oh, that's the eyes. Okay. So this is
not lying skeleton. This is lie on this one. I'm probably going to have it on the skeleton
thing right here. So there we go. So here the skeleton
is the one that I would probably recommend renaming or regrouping to
just hiding everything else, like hiding the armor over here and then
selecting everything. And you'd be like lie on a skeleton legs, ligand skeleton. Hips are lying, skeleton arms just like to organize
things in a way that's a little bit easier to understand and you're
gonna get a really, really cool result there. The highlights very important. The eyelids should also be attached to whatever or
wherever the eyes are. So I'm going to select
these highlights and then P to just parent them to the skirt
and group like that. We've got our renders
setup and everything. So I'm going to
save this in real quick. Here's what I'm gonna do. I'm going to actually
delete the render setup, but by render setup, but by skeletons right here, but by all of these things. Now as you can
see, this only has or where the second
worst my panels are. There we go. We delete that one. So at this point we
only have in the scene, the skeleton and all of the armor of the lion
in a single file. I can save this. I'm going to save this
scene as a render start because this has all of the necessary materials and everything to work properly. We can no longer do a render. This was the final
render that we did right here with no
longer do it right there. Actually let me save this image, have on our little
timeline here. I mean, we could do
at random, right? But there's no
light, so we're not gonna see the same exact thing. We can bring the
render setup again, but that's not what we want. We're gonna do a new render now. The one last thing that
we're going to do is I'm gonna go to the hyper shade. And I'm going to say edit,
delete unused nodes. We should only have the black. I don't even know
why we have this. Let's select objects
with material. It says there's something
with that material. Can't really see it. Everything is being
displayed so it's closed at, again, select objects
with material. I might assign that to
a group or something. I don't know. I'm just going to delete it. We should have the glass, the lion panels, the land armor, the lions skeleton, and the basic standard stuff
that we have inside of Maya. That's all you should
have on your scene. By doing that, that
you can see we're gonna get a really nice clean, lightweight scene are
relatively lightweight. And we're gonna be ready to jump on to the
Rendering section. So, yeah, that's it
for this one guys. I'm going to stop the
video right here. And then the next couple
of videos we're going to start looking
at how we're going to prepare the scene
for our cool render. So hang on tight and I'll see
you back on the next one. Bye bye.
80. Quixel Megascans: Hi guys, welcome to the
next part of the series. Do that. We're going to continue
with the little environment that
we're gonna be doing. And it's going to be
rather simple environment. I don't want to go overboard
with the whole thing. I just wanted to do like
a very heroic sort of, sort of a render
for the character. And I want to have
realistic grounds in order to get a
realistic effect. So the two that we're gonna be using is Quicksilver mega scans. Quicksort mega scans is
a library of things, objects though, like alphas, trees, everything
that you can use for projects inside of
or unreal and stuff. So here with Mexicans, you're going to
have to have a epic accounts or Epic Games account. Just create one for your own. Once you have that,
we can go here to collections and we have a lot of the different
connections. As you can see here, we can download a hole or
a full environment, or we can just download specific pieces
that we might want. So what I'm gonna do
here is first of all, I want to see if I can find something that
looks interesting. I've always liked this like
Nordic coastal cliffs. But that's a little
bit too weird for us. Like this sense I think will be really,
really interesting. You can see we have
a lot of materials. The materials we can
download them and use them as material
for our grounds. But I'm actually looking forward the big stones that we
could use for our project. So I'm going to look for let's see where those likes to Savannah
thing or something here. It has to be
something like that. There's this sci-fi
landscape which just really, really cool. I like that one. There we go. Like this sandstone looks
really, really good. As you can see, we have
like stones and bricks and then we have this guys right
here, rock, sandstone. We get some of
these guys as well. There's guy like a cliff
which is really, really cool. This one looks really nice. This one actually, I think
it's actually quite perfect. Let's see how big this, this doesn't say the size. What I'm gonna do
here, so I'm going to change this to Forky resolution. I'm already logged in, so
that's why I have this. I'm just going to download this. So when you download this, it's gonna be a
relatively big file, but it shouldn't be that
difficult to utilize. I'm gonna be opening over
here my assets folder. Anytime I download assets, I like to keep them in here. And let's bring this in. Again. As I mentioned, I'm
going to keep it simple. So as you can see right here, we have a lot of different maps. We have a leader, I'll veto
LOD for LD50 displacement, displacement normal
LOD zero L d1, d2, d3, d4, d5. What the **** is this? Lod
means level of details. And as you can see,
we have several FBX is with different
levels of details. That the smaller the
level of detail, the more high-quality
the acid is going to be. So in my case, I want
to use the LOD see rho, which is the most advanced one. I'm going to create a new
folder here on my assets. I'm going to call this a rock. Oh, here instead of
the rock folder, I'm going to bring
in my I'm just going to drag and drop
the LOD zero FBX. Now, other than death,
here's the preview. By the way, this is what we
want to have on our scene. Other than that, we need
something like the albedo. So that's the colormap. We could use displacements. So I am going to bring
the e x star displacement just to show you how
we could use that one, we're going to bring the LOD normal and we're going
to bring the roughness. Those are the four
maps that we need. As you can see, we don't
have a metal this map. Why not? Because there's
nothing metallic on that specific acid. Now, here into the render setup, I'm going to save
this as a new scene. Or actually I'm
just going to say file increment and save. The render started
is completely clean. Here we need to start bringing
in all of these elements. So I'm gonna go to
my LOD zero and I'm going to bring it in really
small stone, but that's fine. I think we can work with this. We can make it a little bit
bigger just by scaling it. And we can start positioning our character in such a way
that it looks like he is on top of this rock creating a little small scene right
here for our character. Something like this. And then
I tried to make it so that the floor is like S level this possible. I
don't want to have this. We might need to do a little bit of a pause
for the character. That's fine. Like we
can definitely do it. But we're going to have
something like this. I'm going to turn off
a word from my shaded. There we go. The first thing I'm going
to turn off the ground. We don't need that anymore. The first thing we
need to do is we need to find our shot, right? Like we need to probably find where the camera
is going to be. And the reason why
this is important is because based on where
the camera is gonna be, it's how we're going
to be positioning like all of the elements that
we might want to add. So I'm going to create a
new camera, rendering. Cameras, panels look
through selected. And I'm going to call this
camera this shot camp. As you can see, we
get a shotgun, one, which means that there's
probably a shotgun, or let's call this shotgun. Just call this shotgun
environment. There we go. If we go to the
shotgun and we say panels, look through selected, we need to find the proper rendering
position that we want and we want to showcase our character in the
best possible light. So we're gonna go for
something like this. Now here's where the focal
length is important to. Focal length is the distance that we have from the sensor, the length from the
lens to the sensor. And depending on
the focal length, the way the image looks, it's going to be slightly
different if we go really low. For instance, if we go
for an 18 focal length, you're going to see that
we're gonna get a lot of really heroic and distorted
effect for the whole thing. If we go really high to a 55, we're gonna get a really
flat effect, which is what? Sorry, which one we need will
depend a lot on the type of shot that we're going
for in this case is we're going for
like a heroic shot. I think we're going
to go for a 24. So we get a little bit like distortion and this sort
of like Epic field. We're going to have a
couple of extra renders, of course, but for the lag, one of the main thumbnail
renders I want to go for, for something like this. Now here we can start
adjusting the stone, for instance, just
like rotating around, moving around so it
overlaps a little bit with the foods and stuff and we're gonna get
something like this. Now, as you can see, this shot looks interesting,
it looks good. We see the phase,
we see the main, which is probably the
most important part, but the tail, unfortunately it's not where we
would like it to be. We're, we're not really
seeing the tail, it's kinda like hidden. So what can we do here? Well, if the pivot
points off our elements, where on the proper
position here, we could twist the
tail a little bit, but since it's not one
of the easiest things to do here is just grab the whole thing right
here, the whole tail. And we could just like a group, it control G, move
the pivot point, I'm going to send
you a bill point. This is why we're doing this on a different one and not
like the final model. And we can rotate it like this. So it looks like the tail
is slightly twisted, right? So then when we see it
from the shot camps, we're gonna be able to
appreciate the tail. We can move it and wrote it. And as long as it
doesn't look like, it's like disconnecting from
the body. We should be fine. See that? So just
a little bit here. I know it's disconnecting
from the body, but this is where
we're going for a single shot just for
presentation purposes, you can do a lot of like, really, really tricky things
like this one like you can, you can definitely like a poles your character
a little bit better, degenerate the slightly
more interesting results. So for instance, I can do
the same for the face. I can grab all of the, all
of the different parts here on the face like all
of these guys right there. I'm going to Control
G them again. And I'm going to
move the pivot point to the base of the
neck right there. Why? Because now what they
can do is again, they go to the shop cam, which by the way, let's
make the shotgun bigger. Mentioned this before
we go to the shot, come all the way here
to object display, Let's make the loci
Roskilde really big. There we go. So panels selected and we can
grab this group right here. And we can make the lion
look our way like this, or maybe not our way. We can make like just give
it a slight rotation. So we get a nice
side view or render. Same for the panels right here. I'm going to grab this camera. Panels, look through
selected panels. T rough copy. So we have a copy over here. And they can grab some of
this site panels especially. And just like move them
forward a little bit. Maybe not that one. Like this upper one right here. Because I really want to
see a little bit more of the domain here on the back. You can see there's like
an empty spot right there. It looks a little bit weird. Just move this one
up a little bit. Even if there's a
little bit of overlap, It's like it's not
super obvious and we're covering it right there. It should be fine. There we go. Like
this right here. It looks like a really, really, really cool shot for a, for one of the things that
we're gonna be doing now, materials, we need the
material for this guy. I'm going to save this real
quick and we're going to use the substance thing
again to create a new material like
multiple maps. We're gonna go to
assets, of course, rock. And we select all of
these guys right here. As you can see, it doesn't know the names of
some of these things. It found normal, it found rough this but not base color because this one
is called albedo. Just go here and on height, we're going to use this
displacement right here. I'm going to hit
Select. There we go. If I hit Apply now, as you guys know, we're
gonna get a new shader. It's no longer gonna be a
standard like 14 or whatever. It's gonna be a
different number. It's converting the
textures right now. Again, when you open
this thing or when you load textures
into Maya or no, automatically will
connect things or wouldn't try to transfer
them into t-axis. You can actually disable that on the Arnold
settings, I believe. But it's really not
that big of a deal. It's just wait a
couple seconds and then you're you're good to go. So let's go here. There we go. Let's find the whole thing. The displacement is going
to be connected directly to the distinct right
here to the surface shader or surface groups, right? The shading group rather, this one we're going to call
this M rock that we call. Again, all of the materials
should be properly connected. We just right-click assign existing material and we
assign the M rock material. It will work to
see the textures. This is what we should see. Okay, So we go panels will to select it and this
is what we have. Now, the last thing we
need to do is we need to go to Arnold and we're going to assign a new sky dome light. Now, the sky dome light
that we had before might not be the best one because
as you might remember, that was like a very
traditional ones. I'm gonna go to H DRIs and
I want to go for a sunset. I don't want to go
a little bit warmer on my temperatures now. This bell first son's
first looks really good. I usually will not want I'm
picking these sort of things. I tried to go for something
that doesn't have a lot of like light information. So for instance, this one
right here looks good. Arden forest, this one
right here, Copenhagen. Because as you can see, the shadow is very soft. And what that allows me is
if I want to change things, I'm gonna be able to modify the shadow a
little bit better. This one is perfect on
longer and longer sunrise. It's it has sand and stuff, so this is just great. We're going to bring
this, of course, to our source images
folder. There we go. And if we go into Arnold, we're going to go
to the attributes here of the sky dome
light, and then the color. We're going to plug in
the color information on Longa sunrise stairway. Now, very important, we need to decide where we want
the sum to be, right? Again, it's converting
the texture. That's why can't a
little bit there. And I think I'm gonna
go for likey sort of like backlight for the sunlight
coming from this side. And then we're going to
eliminate a character on this hype for ourselves. So we go look
through selected and this is where we have probably going to go a little bit farther out and just modify the
camera a little bit. I'm trying to go for this sort
of like not in the center, slightly to the side view,
something like that. I think. There we go. Now, the cool thing is we can
grab this guy right here, Control D and create a
slightly different rock, like, just like
use the same rock or download more assets. We're going to keep it
simple here, but we can get another rock and have it
like right around here, degenerate a little bit
of depth on our element. And I can duplicate this
again and have another one. Like on this side right here. Since we're not seeing the
exact same side of the rock, people won't know that
this is same acid. And we create this very
cool looking overlap of things in the
environment overall. Now, I am going to keep the
sun for now, but later on, we'll probably do
a little bit of post-production
instead of Photoshop to have a slightly
different result. This is where the
aces thing works. Really nice. If you go to the, a sustained right here, you can actually play
with the things and see a better representation
of what we're going for. But again, it's not, it's
not really necessary. So I'm just going to
save this real quick. And let's throw in
a quick render. Let's see how this goes. So we're gonna go from this, which was a very
traditional clean scene of our robot to this. Look at that. Not bad, right? Not for Breaking Bad. And look at the stone. The stone looks
really nice as well. Like it's not the most
perfect stone or everything, but it looks quite, quite nice. We get some nice colors overall. And in general, this is, this is looking, this is looking really, really interesting. Now, I'm going to stop the
video right here, guys, this is just the
very basic setup of the quicksort things
and the elements. We can see that our character
is looking quite nice. Again, the Sun or this
guy is not the best one, but we get something
we can work with this. And in the next one, I'm
going to show you how we can make this image look
a little bit better. We're gonna do a little bit
that affects your lightning. We're gonna do some camera
tricks here and there. And we're gonna get a
very nice composition. So hang on tight, and I'll
see you back on the next one.
81. Lights and Camera: Hi guys. Welcome back to the next
part of the series. We're going to start
playing around with some of the render settings and
the cameras and stuff here instead of arnold to get
a more interesting effect. So first of all, I know that
this is not going to be the final image that I
want for my characters. So one thing I could
do is I could bring in the actual image that
I want to be using. So if we look for savannah, sunset, for instance, we can find some
interesting images. Now, I don't want
to go like super, super intense on the sunset. Like I think some of this will be like way,
way, way too much. I'm gonna go to Tools size and we're gonna look for
the largest or largest, the sunset we can find. Again, I don't want this sort of like a sun on the back thing. It looks very, very obvious,
but something like this. This looks really, really good. So that one looks really nice. This one looks nice as well, and it matches a little
bit with the kind of, kind of like colors that
we have with a really, really, really liked
this one right here. Trying to find one that matches
our perspective as well. We're probably going to
be going with that one. It also is quite
big, as you can see, it's not full HD, but
it's quite, quite big. So I'm going to save this
image and we're going to say, but of course in our assets
folder or in source images, South Carolinian marsh sounds. So let's just save
that right quick. And you can see that this one is actually on
the other direction, is on the other side of
the, of the character. So I'm going to go to Photoshop. And let's open real
quick that image. There we go. I'm going to hit Control
Team. Control team. Come on. T, m. There we go. Right-click,
Flip horizontal. There we go. Now the sun is going to
be coming from this side, which is closer to what we
have on our elimination. I'm going to go to
Image, Image Size, and I'm gonna change
this to 1920 by 1080. By, Let's click
this and save 108. It's going to stretch
it a little bit, but shouldn't be that bad. And now we can save this as our same thing that
we had before. It's just save it as
a PNG. That's fine. There we go. So we have our backdrops. So if we go back here, I'm gonna go and
select the image or the light right here and
down here on the disability, I'm going to turn the
visibility down to zero. What this will do
now is if I render, we're not going to
see the, the image. But what we can
do is we can open this thing up and on display. We can bring in a background. And I'm going to say
background image. And we can look exactly for the image that
we have right here, which is this one open. Oh my God, really
admire, really. That was an easy one. Let me open that real quick. This thing guys, don't worry. There we go. So it
recovered from the crash. Let's just make sure that
this is set to zero. That's fine. First thing we do, remember
anytime we have a crash, first thing we do is we
just save to make sure that the temporal file is saved
as a normal file as well. And let's try to render
now the true food. Remember it's the image. Let's give it a shot. Come on my arm. I believe
in you, you can do it. It's not a difficult one.
If there isn't some work, don't worry, I'll show
you another technique. I'm going to pause
real quick and width to see if this response. So the zinc keeps crashing. I've tried a couple of things already and it's still crashing. I think it could be either
the fact that we added more of this guys or the fact
that we added the image. So the problem is I
can't even access the render view to see
if that's the issue. One thing we can try here, and it's not ideal, but we could change the
system to CPU for now. And if we tried to render now, instead of using GPU is
going to try to use the CPU. Now still crashing. So let
me show you a real quick. I'm going to open my Again. Let me show you
real quick how we are going to be solving this. What we can do is again, since we can't really access the rendering, it's pretty much, that pretty much
means that we have successfully
destroyed our scene, like our scene is now corrupted. We change something where
we tried to add something that didn't work and now
are seeing is corrupted. Can we fix this? Yes, we can fix this
relatively easily. So what do we have on this thing that we want to preserve or pretty
much everything? We want the skeleton,
we want the armor, we want the assets,
we want the shotgun. This two groups, the lights
like all of these guys, all of the things
that are in this thing we want to preserve. So I'm going to grab
every single thing here. I'm just
going to say File. And we're going to
export selection. And we're going to export the
selection as a Maya file, Maya ascii, and I'm just going to call it
the next number. So points your CO2 dot MA, and we're going to
export the selection. Now, if we open that, if we open that MA, right here, we're not
going to save that one. We're now in a new scene. And how do I know
where in the museum? If we go here to system, you can see now it's set to CPU. So hopefully now I should be able to open the render view. And as you can see,
things are working. Okay. So let's try again to
go here to display. I'm going to bring in an image, this background
image right here. And I'm going to import. From our source images. This one right here hit Open. Oh my god, is that it? Is that really what's going on? Wow. Okay. Don't worry. Don't worry. So I'm just going to reopen again. And what I'm going to just, I'm not going to import the image. Okay, I'm gonna show
you a different trick. This is not something that I
love doing. It's not ideal. We are of course, going to be adding this image as a background in the
after-effects later on. But yeah, so what we can do if this thing is not
working is we can actually, let's open the scene again. There we go. Again, I know that if I open
the render view, it should be working
fine because we have not added the image. It seems like that's what's
freaking everything out. And what I'm gonna do
is I'm going to create the plane. I'm just going
to create the plane. The plane is going to have
on the polyprotein here and the width is
going to have a 16. And then the height is
going to have a night. That's a 69. So that's a full HD thing. And now we can just
make this thing really, really big like this. And what we can do now is we can assign a new material, is
going to be an Arnold, a flat, which is not going to receive any light
information and it's not, it shouldn't contribute
to any information either on this image. Now here's where
we're going to be inserting the image plane. We've grabbed the South
Carolina thing, hit Open. Then I'm going to
select the camera, which is gonna be the driver. I'm going to select
this thing right here, which is gonna be driven. And I'm gonna do something
called rigging constraint. I'm going to do a point
constraint making sure that maintain offset
is turned off. What this will do
is it will make the image jump to the exact
position of the camera. Then I'm going to grab
the constraints again. I'm gonna do an orient
constraint, which as you can see, it's going to make
this thing orient itself in such a way that it's pointing
towards the camera. But I don't want that.
I actually want to constrain orient constraint
and I want to constrain, actually, it's not, it's
not that let me go back. I shouldn't know. It was fine. Controllers and orient
constraint first, there we go. We're going to delete
this constraints. And now I want to make
sure that this image, if we go to object mode, you can see the y-axis. I want the y-axis
of this image to be pointing towards the
camera at all times. So to do that, what I'm gonna do, I'm gonna grab this guy
again, driver driven. We're going to do
an aim constraint. So aim constraint,
but it's going to be with the aim vector
y, so x, y, z. So we hit Apply. Know,
didn't do it properly. Let's reset settings.
There we go. So it's here, the y
is going to be one and the upper vector
is going to be c. Hit Apply. Nope. Pretty much
just wanted to. We can do this manually, something like that, which is just position
this on the back. Let's, let's avoid the
aim constraint for now. At this thing, we actually
don't need to see it. You can set the scale to zero. It's the same thing. So we do panels, look to select a new
repressed number six. We're going to see the textures
that we can scale this up and generate a plane that we, we like, such as, like this one right here. Again, we're not going
to use this image. It's just there for reference
so that we know where the light is coming from and we can try to get
everything to work. I'm going to Control S
to save this real quick. And then now that we have this, Let's find a nice little
like orientation right here, which will be
something like this. And let's give it a shot. So I am going to
change this to GPU. We're gonna change
this to full HD. Okay, it's already full HD. And yeah, let's just
give it a shot. So Arnold render. Let's see. If it likes it. There we go. It does like a cool, nice. So that's the image, right? And right now the image doesn't look like it
belongs to the whole thing. And one of the reasons
why that might be a s, because of the depth of field. Depth of field is this
thing we normally get with cameras where if an
object is further away, it's going to be blurred out. And this is where
having the plane that's an actual object might actually turn out
to be a good idea. So what I'm gonna do
here is I'm going to go to the camera panels, look through selected and on
the options of the camera. I'm going to look for Arnold. And here we have this option called enabled depth of field. So I want the line, of course to be the main focus. And you can see the lion is 281 units away, like to meters. So I'm going to change the
focus distance two to 81. I'm going to change the aperture size to something like a one. It's very aggressive, but
let's see how this looks. I'm going to save a
snapshot of this one right here. Let's do a render. So as you can see by
doing that, now, things, especially like the stones
right here are gonna be slightly blurrier than
other things on the scene. And we're going to be able to
get something that looks a little bit more integrated. Now, the one thing
I'm noticing is that we need a little
bit more light. Like we have a nice like illumination coming
from the south, but it's not enough
and it looks a little bit like ala place, right? So to make this thing
look even better, I'm going to start introducing
more light into the scene. I'm gonna go to Arnold. I'm going to say enlightened. Let's start with an area light. Let's start with
a big area light. And this is gonna be like one of my key key lights is going to be coming in the pretty much the
same direction as the sun. So right around there. Now this light right here, I'm going to use
color temperature. I'm going to make it a little
bit warmer and I'm going to increase the exposure at
something like a 16th. And let's give it a shot.
Let's see how this looks. Because you can see
16 is not enough. 16 is not enough power on the light to really
get something to look interesting
here on the image. So we're gonna go here
and let's go to 18. Still not enough. Let's
go a little bit higher. 20 over each number is exponential so you don't
want to overdo it. There we go, 20 starting to
look a little bit better. I'm definitely going to make
it a little bit warmer. Don't go super warm because then it's gonna be
like really read and I kinda wanna see
more neutral tones. We might have been changed the image at the
back, by the way, we're just using
it right now to, to get an idea of how things
are supposed to be looking. If you want to hide it, of
course you can hide it. And that we were gonna have
a cleaner render right here. Look at this. This looks really, really nice. We get some nice
light warm tones. We get some nice
illumination here coming from this light. I think. I'm going to increase
it a little bit more. Let's go 2022. There we go. That looks a little bit better. It's looking a little
bit the burnt now. So I'm gonna go to 21. So we get some nice
definition here. Light and shadows are super, super important to describe
the shapes of objects. And then we get
this to look nice. Then that's going to make
our render look even better. I'm going to move this a little bit because I want the head to give me a little bit of
shadow on top of the panels. And that's, that looks
really, really cool. Now, one of the very
classic lights that we have is a like a
rim light, right? Because right now there are some other shadow over here
and it doesn't look as nice. So I'm going to duplicate this slide and I'm
going to bring it the other side. I'm going to use it
to kind of like flood the back part of the
character with light as well. So you can see it right there. Can flood that a
little bit more. There we go. Look at that. That's going to help us separate the character from
everything else. Now that's a little
bit too close. I'm going to go a little bit more towards this
side right there. And just take a look
at the difference between having that extra
light and not having it. I'm going to take a
snapshot right here. I'm going to hide this light. Now let's rather
again and see how we lose a lot of the information. So that extra light really makes the whole character like
pop a little bit more. And that's one of the
things that they don't tell you about, like
movies and stuff. There's so many tricks
and so many like like what camera elements that they do to make things
look a little bit better. So for instance, here,
you're going to push this out a little bit
so we get a tangent. I'm going to push this down as well to make sure that the
lion reads like hairs on the top of this mountain range
or something. There we go. I still see that this
part right here is looking a little bit like
empty, to be honest. So what we could do is we
could grab another light. Well, of course it's
looking empty because we hit that one. There we go. I shouldn't make it look
a little bit better, but I kinda wanna give it a,
another rim light over here. So I'm going to duplicate this. I'm going to bring
this to this side. And if we throw more light, as you can see, we're going to eliminate this
thing quite a bit. It might not be
as realistic now, but it's going to definitely, definitely make it pop right. Now what I wanna do with
this one this summer, I actually want to
move it a little bit. So that's unlike the
rim light right there. I'm going to change the
color to a blue color. Actually, let's
keep it the warm. Well, want to do is I want
to focus this thing a little bit more because right now
it's a very big light. In big lights make
for like nuts. So interesting shadows
as you can see, we don't have as much
shadows right there. So I'm going to start
modifying the spread. The spread is a lot smaller. Going to make this
slightly smaller as well. And this is pretty much
like a spotlight that I'm shining on top
of the character. Okay? So as you can see, if I
move it out of the way, it's not going to
affect me as much. So I can just paint a little bit of the information right
there for the character. This is way too much intensity, so I'm going to lower the
intensity a little bit. I'm going to play with this, position it in such
a way that it starts illuminating the back
part right there. Again, it's not as
realistic because I know that the light's
coming from this side, but it can definitely help generate a slightly
different effect. I'm going for more of a product render like
cinematic render, rather than a super realistic.
I ran the right here. The intensity, they're still
a little bit too much. So I'm going to
lower the exposure a little bit more there. Little bit more
because I don't wanna, I don't want to overblow the colors that we have
right there on the paint. I just want this to be to
work a little bit there. Now. I definitely can have a little more
light on the chest. There we go. So see how this
light is helping me paint those specific
sections there. That's the kind of like a
rendering the work going for. Cool. So we can bring the
image back again. Not a huge fan of this
like image right now. Especially after it made the whole software crash
for so many times. It's not great. It's not great to be honest. Let's just, let's just hide it. We do have a nice
idea here and again, we can integrate this
with an image later on. And it's going to look
really, really nice. So now a couple of other
things that I wanna do is I want to add some
camera effects to the. The render itself, we know that we're gonna be using
a denoise or optics. By the way, if you
don't have a GPU, like an engine, you're
going to have to use probably the noise term, which is this one right here. Optics is four credit course. So that's why it works that way. I'm also going to
add a lens effect. The lens effect is
really, really good. Because with the lens
effect, well we can do is we can add vignette, which is really good to darken a couple of
the other areas. Look at that. Just a little bit of vignette
and this whole array, it looks like a really,
really intense, really epic. But we can also add bloom, which is really important, especially for the eye. We're going to add
very little blue, very, very little point for us. You can see right there, it's gonna make things
shiny, correlate. But let's do point to, we can of course
increase the radius, which is how big the balloon is. It's gonna give us a very nice
like photorealistic shine on the metals as
you can see there. And we can lower the
threshold as well. By lowering the threshold, more things are going to bloom. And by increasing the threshold, like less things are
going to do is I'm going to increase the threshold. But not, not that much, but I just want where I want the I to be the one that
gets the most threshold, like bloom, it a
little bit of bloom right there on the elements. Push this, really
increase the radius, is gonna give us this
very cool effect. Actually seems like the, what's the word, let's do. It seems like the
metal is having way, way more bloomed
and other things. We're going to have to
really lower the strength. Otherwise we're not
going to get there. We can have like some
nice little metal bits shiny here and there. There we go. There's other things
you can add like a white balanced tone
mapping exposure, but we're actually
going to be doing, I want to show you
how to do like small, like you just a very, very small animation
inside of After Effects to showcase this thing right
here, this character. And we can do all that things inside of
After Effects if you don't want to mess
with After Effects or even if you don't know
how to use After Effects, then yeah, like working here with exposure
and things like that would also give
you a nice result. One thing I definitely
want to add this, I want to add a little
bit more focal depth. So I'm gonna go to
the camera again. We were set or we
were setting this at one on the field down here. And I'm going to
set this to 1.5. Don't go super high
because then everything is gonna be out of focus
and we don't want that. Now, if we render
especially like this, like stone right here, should
be really, really blurry. We are going to be getting a
little bit of blurriness on the tail as well because
it's farther away from us. Maybe even a little
bit here on the legs. So depending on if you
want to do this or not, this is a good option. Another thing you could
do if you don't want to have as much things like focus, let's go for a 0.75. I'm gonna go back to
the camera panels, look through selected, and I'm gonna go panels
tear off copy again. I'm gonna go to perspective
view and then this guys, you can physically push
them out of the way, right? So if we physically
pushed them out, even if you rotate them a little bit so we can see more of them. That's fine. Then same for this one. So that what we're going
to have a middle ground, a foreground, and
then a close ground. That can also work. You can scale things
a little bit. That's fine. Now we're going to
have again, like, like foreground, middle
ground and background. And what's going to happen on the scales here is this stone
that's really far away. It's gonna be really blurry. This stone is gonna be
semi, semi, semi blurry. And then this guy is gonna be
like really believe focus. There's gonna be a little bit
of blur there on the tail. It's still gonna be
like quite in-focus. So something like this. And look how nice this
presentation looks like. We can see every single
beat of the elements of the character working
as nice as possible. Now, there are, are
there where some pieces, if you guys remember,
let's go here too. We need to smooth
not all of them, but with, for instance, that one we definitely
want to smooth. So this is the part where if the computer allows
us and allows it, we can start going to
every single piece and smoothing things so that
we get a softer result. This is where, where things are gonna get
a little bit heavy. So I'm going to save
again real quick who avoid any potential problems. I'm going to go to
the line armor. Let's just hit number
three for all of them. Let's go to the skeleton here. Number three for all
of them as well. And if we compare, if you go to the render here, Let's save a
snapshot right here. I think we did. And we render. The render is going
to think a little bit longer because now
we're dealing with like double the amount
of polygons are not doubled like four times
the amount of polygons. But as you can
see, it can handle it perfectly, perfectly fine. And we're gonna get a
really nice clean effect. No texture stretching
like textures are working perfectly,
perfectly fine. And we get a result that looks really, really freaking good. So yeah, that's, that's
pretty much it for this, like lights and cameras setup. As you can see, this
is gonna give us a really great element. We have transparency
so we can get this alpha channel
and use it to place an image that we want
on the backside of this things look like the
panels that they're like, everything looks
really, really good. And now I'm going to show
you a very fast thing. I'm gonna do a camera animation. Then I'm going to let
this thing render and I'm gonna show you the
post-production side of things. But this is it guys like
this is pretty much it like normally when people do models like really cool
moles like this one, I always recommend
to try to get it into a scene like this, like integrated so
that people know how it would look
on the commercial, on the film, on the
game or whatever, and then show, showcase, as you saw in the intro video, more renders using the like the standard render
setup that we had before. So sorry about that. Sorry guys. I'm gonna stop the video
right here and I'll show you a camera animation
on the next video. Bye bye.
82. Camera Animation: Hey guys, welcome back to
the next part of the series. Today we're going to take a
look at camera animation. This is a very, very
cool topic that a lot of people just
like glass over. They don't even
think about doing a camera animation to showcase the 3D aspects of
the whole thing. So one of the great things
about 3D is that we have a 3D world like we actually have a 3D space that we can
move our camera around. One of the great things
or the best things we could do is do a
very simple render, 5 s, 5 s. So seconds of render
where we just push the camera in 3D space. This is not the same by the way, when I was soon as I
used to think this, this is not the same thing as as grabbing an image
and doing a Zoom. I remember one of the first
projects I delivered as a student was what I
thought was a 3D render. And what I did was the
image started like this. And then I just did. My teacher was like,
what did you do there? It's like, Oh, I assume then I didn't have time to read
through the whole thing, so I just render a
really high like I was, I think it was
like a Forky image and then just zoom it
in and he was like, that's not a zoom in
or it is assumed in, but it's not actually
punching in into the scene. So we don't see any 3D. It just like a flat
just looks like a flat image that
you're assuming in. All right, so what
we're gonna do here is we're going
to change the amount of frames right here from
from 32, we need 100. Or was it 121, 2,120 frames
at 24 frames per seconds, which is the time that
we have right now, would be 5 s of animation. I'm going to select my
camera and I'm going to move it back because this, this shot right there, that's the shot that I want to end at. So I'm going to move it back. I'm probably going
to have to modify certain things on the camera, like for instance, right there. So we don't see the
border on the elements. So we're going to
start right here. And I'm going to hit
S on the camera. And then on frame 120,
I'm going to push in. And we're going
to have this very nice close-up of the line. I'm going to hit S again. So with that done,
what we just did is we just created an
animation for the camera. We're gonna go from here and we're going to get this ticket. Attack, attack, attack,
attack, attack. And they can imagine
it like an epic songs, song sounding or something. And we're gonna get this
very cool like movement for the camera where
we punch in and we see the lion in all
its glory, right? So this is very,
very simple thing. Now we could also do
it the opposite way. We could start here
and then go out. I actually think I want to
start a little bit closer. Something like that. There we go. So we're gonna, it's gonna be on an even softer movement where we're gonna get this
very cool effect. Now, if we go to frame
zero, right now, the lion is 350
units away from me. So if I render this,
let me see real quick. If I render this, the line is going to be
slightly out of focus. That's something
that you might want. If you want to have the lion
be slightly out of focus. And then we punch in
and this E and then we see the lion like
fully in focus. Then just leave it like this. If you want to animate
the depth of field, that's also something
that we can do. We can go here to the shop camp and we can see like,
hey, you know what? The depth of field or sorry, not here on the Arnold option. Let's start with a really
high aperture size. Let's go for a two. And if we do an
aperture sizes of two, what's going to happen
is everything's gonna be really, really,
really blurry. But the lie on everything
we can go even higher, let's say like a 55 is
just so, so, so extreme. But you're going to see the
result in just a second. So now everything's gonna
be out of focus like this. Like really, really blurry. And again, we can
go even higher. Let's do it like 25,
which is just ridiculous. If we do this,
every single thing is gonna be out of
focus like this. Only a very, very small part of the rock is going
to be in-focus, which we might also
want to change. Like we can say, hey, you know what, the
focus distance is not gonna be 281 when we start, is going to be
something like 50. Okay, so if we do that,
what's going to happen? This, everything's
gonna be out of focus. You can see 25 this event
like way, way too much. Let's go to five. So by keeping the focal distance close to us and really far away, we're gonna get this,
which is just a mess. This is just like a very, very, very blurry mess. What we can do though, let's lower this a
little bit more. Let's do two things to
start out-of-focus or two. Something like that
looks a lot better. Again, very noisy still,
but out-of-focus, noisy. There we go. And what's going to
happen is in there, in a matter of ten frames where
maybe like 1 s 20 frames, we're going to change or
partially into go here. I purchase, I said
key, focus distance. Set Key. In 20 frames, we're going to lower the
aperture size 2.75, and we're going to increase
the focus distance to 150. Okay? Set Key, Set Key. Then by frame 70, we're going to change the
focus resistance to 281, which is a lot closer set key. And the purchases
remains the same. But by the time we get to 120, we are going to have to 281.75. The purchases which is
the same one we had. Like if we render, this is our final shot right here
at our final render. Our final position
for the camera, with some of the things
like slightly out of focus and the character
really nicely. They're positioned on
top of this stone. If we go all the way
to, let's say frame, frame five, we're going to have this like
super blurry effect. So what's going to happen is
in the span of ten frames, which is half a second, we're going to start with
a really blurry image. And then what we're
going to just focus onto the character and get
a really nice animation. This is the kind of
stuff that we can do. Again, this is the kind of stuff that really makes it pop. So you saw that in
the intro video, we started with this video. We presented the character. Then we show the 360 renders
on the clean character, which is like spheres
and stuff like the professional renders
of the character. But this shot right here is, it's like our selling shall we want people to look at
the shot and be like, Oh, that looks really cool. I wanna know how he did that. And then I show you all of the rest of
the technical stuff. So now that we have this, now that we have are shotgun, we need to render this out. We need to render this
images so that we can work with them in
different software. So I'm gonna go to the
render options right here, and we need to set up
a couple of things. First of all, what kind of image are we going
to be rendering? I'm gonna go with tiff. Tiffs is really good because they do have an alpha channel. So we can use the
Alpha channel to place the what's the word? To? Yeah, to place the
image at the back like a like a transparent
image on the backside of the thing that we're gonna change this to frame
number and extension. Now, if you're a little bit
more prepared or you know how to use EX Rs in like a
compositing software, select nuke or like debenture resolved
and stuff like that. Feel free to export
this in the XR. It's also really good,
but I'm gonna do tiff. As you can see, the
name of the render is going to be rendered
underscore starts 00 to underscore 001t if
that's a horrible name, how do we change that
by saving this scene? So I'm going to call
this file Save Scene As. And this is going to
be called guardian. Let's call this main shot. He'd save S. So by doing that,
as you can see, this guardian main
shot 001 dot TIF, That's what we're looking for. We changed the frame
animation from name, number and extension, so we
get a sequence of images. And here at the start frame
we're going to set this to frame zero or frame one is fine. And we're gonna
go all the way to frame, let's say one-to-one. So we get 120 frames. Once we do that,
that's pretty much it. We said this HDI to 1080. That's great. On render. The samples and
everything are fine. I think we get a nice result, but I am going to
enable the sample, so I'm going to
reduce this to ten. Let's do a quick render
test right here, especially at the finest, like the final render, to see how long this
is going to take, because this is going to
allow us to calculate how long will this
whole thing will take. So as you can see, it's
taking a little bit longer. That's 5 s, that 7 s, 8 s. As long as it takes like a
minute, I'm perfectly fine. Because by increasing
the samples, what we're doing is we're
giving more time to, to get a cleaner image and
get a really nice result. So there we go, 20 s, 20 s for a full HD image, it's perfectly, perfectly fine. And we're gonna get
a lot less errors, especially like on
the lights right here like this,
like little dots. They're gonna be resolved
way, way better. So I'm going to stop
this one right here. And that's fine. We're going to leave
that instance there. Gpu is fine. We don't want any a UVs. We are pretty much ready to go. So I'm gonna hit Control
S, very important. And while we're gonna do here is I'm going to press
number for began to leave a little bit of
more performance room to the system to
solve everything. And I'm going to go
to the rendering tab. I'm going to hit Render. And here where it
says Render Sequence, I'm going to use the
shotgun very important. Select the proper camera. I've had a couple of
occasions where I render something and
it's not the main camera and it's so painful to have to re-render everything
again because you selected the wrong camera. Shotgun, make sure your
frame range is right here. And then we're going to
hit Render and close. I'm not gonna do it right
now because it's going to block my computer
pretty much. So. But this is what
I'm going to do. I'm just going to hit
Render and close. And this is going to
start a rendering. Now, before I finish this video, there's one important
note is that I want to mention a couple of months ago or actually like a year ago when I updated my graphics card, there was a memory
leak inside of Arnold. So you need to go if you
have this memory leak where you started driving with GPU and F for like
two or three frames, sometimes more, sometimes
less, it crashes. That's probably because
the GPU is not like flushing out all of the memory when it
starts a new frame. So it comes to a point. It just like blocks itself. So make sure to go here and download
the most recent ones, like you just go to Arnold renderer.com,
underscore, download, you login to your account. And depending on what
system you're using, download the latest version
that should solve that GPU. I've had it several times in different computers when I
forget to update this thing. And it's really,
really annoying. But yeah, like once you do that, you should be, you
should be good to go. So I'm just gonna hit
here rendering and close. And as you can see that we
get the Maya render view. Very important. This is
the Maya render view. It's going to start rendering. And once it finishes the render, you're going to see
the whole thing. So that's it for this one guys. I'll see you back
on our next video.
83. Post Production: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with post-production. And this is just a
very basic how do we get this frames,
all of this range. So we turned her
into a video and add the image on the
back so you feel want to go the extra mile and do all of these
things that we've been doing on this last chapter, then you're gonna get
the grade results. So as you can see here, we have the 121 frames took about 2 h to 3 h on my computer. I'm going to start a new
project here in After Effects. If you've never used After
Effects, do not worry. I'm going to show you the
most simple way to do it. This is the basic interface
we're actually not going to mess up with like Fairfax
and stuff like that. I'm just going to
right-click right here. I'm going to hit Import File. And we're going to
go to the file, which is this one right here. I'm going to select the
first one. As you can see, it automatically will know that this is a T2 sequence
because he finds that it has a.001 and
all of the other ones. We just hit Import. And that should be it. As you can see, we
have it right here. Now one important thing when we render this will
have 5 s, right? And as you can see right now,
we go into the description. It says we only have 4 s. And the reason why we
have this is because it's actually loading it as a 30
frames per second animation. We don't want that. So
I'm going to right-click. I'm going to say
Interpret Footage Main, and we're going to
change this to 24. Now we should have our
force F 5 s right there. And the only thing we
need to do is drag this thing into this
little guy right here, which is a composition. It's going to create
a composition down here that we're gonna
be able to work with. By default, this thing
is set to false, so we're gonna be seeing
the full composition and if your computer can
handle it, then go for it. As you can see, we're
going to get very nice like a distribution
right here, the nice like camera,
camera effect. But if you're having
issues where you can just load this or bring
this down to a third. I'm going to keep this at four, just so we can see
everything that we need to bring in an image,
the desert image. So I'm going to go for I'm gonna go to Google
Drive or Google Drive. Google. Here. There we go. And we're going to look
for, it's a BATNA, but now we're not going
to look for sunset. We're going to look
for savannah afternoon because it's not supposed
to be sensitive. It's more like afternoons,
Savannah afternoon, Africa. There we go. So we want to look for
a picture that is, again like far away. We don't want to sound
like something like this. Actually, it looks quite nice. I would say maybe
like the sun is a little bit like too on the far side. So
something similar. We just want something
that we can use as a backdrop for our elements. This one is actually not bath, even though it's
really, really low. One thing we can
definitely do is of course go here tools, size, and look for
large size images. And that one's not that bad. Of course I don't want
elephants or anything. I just want to make the sky. So let's do, I'm going
to pause real quick, look for one and
then I'll show you. So I looked for a sunset
and I found this one. And this one actually looks
quite, quite, quite nice. It's not the size that I would like that with the greatest, but I really like even
the goddesses stuff. I'm going to save this
image and we're going to save this image on
our source images. And then if we go back
to After Effects, I'm going to right-click
import again File. And we're going to import from our source images, that image. The interesting thing about
after effects is that it doesn't actually,
what's the word? It doesn't actually like load
things into the software. It's referencing them so you
don't want to move things. Once you are doing
this sort of stuff. We're going to bring this in
the composition right there. And as you can see, thanks
to the Alpha channel that we got from the tiff, tiff element, we can very
easily just like modify this. I'm going to click
or I'm actually just going to grab this
little square right here and use a blip, flip it to the other
side so we get the salt on this
side right here. I'm gonna hit Enter
or actually no, I'm just going to click
outside and there we go. That's gonna be our bactrim. Now, we definitely need to match the backdrop a
little bit better. The first thing I'm
gonna do is I'm just gonna give it a blur. So I'm gonna go to
the Windows options. I'm going to look for
the effects and presets. And over here, I'm
gonna look for a blur. I'm going to use this Gaussian
blur all the way here, or you can just write
it in Gaussian blur. That's the most basic one. We're just going to
drop it right there. And if we increase the
blurriness, lets say ten pixels. As you can see, everything's gonna be
blurred. Tab pixels. I'm definitely gonna
increase this quite a bit for probably like 20 pixels. I think that's a
little bit better. And now we need to adjust the colors of the image
because as you can see, the image looks
really, really yellow and the environment
looks really orange. So we want to match
those things. I'm gonna go here
and we're going to look for hue saturation. And we're going to drag and drop that effect on that
image right here. And what we can do
here, for instance, on master hue, we can
rotate this a little bit. So we find a tone that's a
little bit closer to color. So for image like
that, as you can see, that already makes it look way, way, way nice, right? I'm going to say real quick. I don't want again, I want to make sure that
we don't get any issues. So I'm going to save this on
our project garden assets. We'll call this render. After. There we go. That's it. Now, we can also play a little bit with the
brightness, right? Like right now, the lightness of the backdrop is a
little bit too dark. Like we have a lot of contrast compared
to everything else. We can try playing
with them with the master lightness here. But as you can see, it's not really going to
give us the best effect. And that's because at
this master lighten, this is affecting every
single pixel on the image. And I actually don't want that. So I'm going to look
for another effect, which is called a Levels. Levels in here. And add a levels will
allow me to modify only the output white or
only the output black. So I'm going to make the
black a little bit lighter. I'm going to make the
light a little bit more intense as well like that. And we can very quickly compare. I'm going to close the
effects right now. If we bring this
back down here and just make this as
big as what we have. We can very quickly compare
how it looks with a very like lazy and just like over,
overthinking right there. And once we add a
couple of effects, it looks way, way, way, way more, way more
integrated with the scene. So that's, that's
pretty much it. I mean, if you want
to add more stuff, Here's where you
can use something called an effects layer. So I'm going to
right-click right here. I'm going to create
a new, and we can call this an
adjustment layer. And here on this
adjustment layer, anything that we change
to this adjustment layer, it's going to affect the
whole thing, the whole image. So for instance, if we
look again four levels, actually going to
look for curves.
84. Final Render: Hi guys. I apologize, but the video again cut a recording software
that crashed again. I was mentioning the
adjustment layers. Let me show you that I just
did two things right here. So on the adjustment layers, I added this curves
function right here. And what the curves
function is doing is it's modifying or actually went
to the red channel and they modify their career for the red channel so that
we can push the values of the red colors a
little bit higher or lower depending on the kind
of effect we want to do. This is pretty much like
using color correction on the picture itself, on the blue channel or
does something similar. I added a little
bit more blue and the shadows and less
blue on the highlights. So we have this very
nice like warm, cool effect going from
one point to another. Then I went to the
adjustment layer right here and I modified
the opacity to 25%. And by doing that, we've successfully created this
very cool looking at picture. This is without the color
correction right there. And this is with color
correction, which as you can see, like lightly changes the
way the picture works. The next thing to do is
just say Composition, add to Adobe Media Encoder, which is what I just did. And export this thing out, just like run the Media
Encoder, run this video. It's going to convert it
into an MP4 by default. And with that done,
you are going to have your very cool looking picture, which is what I have right here. Let me show you that
one right there. Okay. Let me navigate
real quick to the assets. And let me play
the video for you. Look at dad. Cool, right? So this is the final result of our
little five-second animation. And as you can imagine, if I'm showing this
in my portfolio, it will be very cool to show this five-second like
animation to let people know that I know how
to render and how to create some
really nice shots. And then show like
the turntables, the front view and side views, the wireframes, like all
of that information, can also be exposed in the
other animations here inside of the software and pays them together into an
intro video or something. So this is it guys. We've successfully gotten to the final part of this process. There's gonna be one more video. We're just going to take a quick overview of all of
the things that we did and that's gonna
be it for this course. So make sure to
get to this point, make sure to render your
amazing looking robot. And I'll see you back
on the next video.
85. Wrapping Up: Hey guys, welcome to
this final video. Today we're just going
to take a quick look at all of the things
that we thought we did along the course. And the first of
all, I would like to thank you guys for being patient and for following
along throughout all of the different
things that we did. It's been an amazing journey. I think I am really, really happy with
the final results. As I mentioned on
the first video, it's always really fun to
me to see the concept, the original concept,
and know that you guys are already seeing the
final video, but I'm, I'm just discovering
it or I'm just building it up as we
go or move forward. So we started with this concept piece by our
amazing friend as Fox. And now we're jumping
into the, the process. One of the main things
that I like to make sure that I teach during
my courses is to make sure you guys understand the process because knowing
how to follow the process will allow you to get
any constant P is any project and
take it from zero, this very basic blocking to the amazing final result
that we got right here. So very important. Remember that one of the
most important things whenever you're
tackling a project is to take it bit by bit,
like byte by byte. You don't want to, want to
try to do everything at once because it becomes very overwhelming and
you can get really, really frustrated hopefully with the whole construction
of the skeleton. You also understood that all the things that
we are looking for when thinking about the future animation
of this element. This element is prepared
to be animated. A lot of the pieces make
a engineering sense. Maybe not like a, like a
realistic engineering sense, but they have the pivot points and the rotations where
they should have it. So that if you wanted to read this character, it
could be array. After we finished the
construction of this counter. And right here we jumped
directly into the armor bits and the ARMA process was
really, really, really cool. A lot of different
techniques, stitching, we did like the Booleans, like fixing, we did
extraction duplication. A lot of like making sure that things just fit it together and we're like properly laid out after we've
finished with this way, of course, a jump
onto the UV process. We made sure to have a super clean GPS for the
whole character. And after that,
one of my favorite parts of the whole process, texturing who look
at this render. So, so, so cool. This is gonna be one of
my portfolio renders as well because I'm really
proud of how this one looks. It looks really, really cool. We use you them's we
use for K texture. So we did, we went quite high on the resolution and
on the, on the details. But as you can see, it pays
off like we get a really, really nice and
realistic effect. And of course to top things off, we went over and so a little
bit of integration with the scene with full CGI
seen and how it can look. We render the video. And well, with this,
my friends, I will. If you manage to get all
the way to this point, you've managed to
finish the project, then I would like
to congratulate you because that means
that you are now a proud master of the hard
surface modeling techniques. With this, you should
be able to tackle any sort of mechanical things
that they throw your way. You can do armor pieces, you can do weapons, you can
do like robots like this. And not only do them from
a modeling standpoint, but also follow through in this production pipeline so that you can texture and
render them and have them ready for
any production. So that's it for me
and my friends again. Thank you very much. Thank you very much for being
part of this. It has been an honor to be
your teacher throughout this, I think almost 20 h of classes. And I hope you like it. I hope you use all
of these tools for your advantage and you can get that dream job
you're looking for. Thank you very much
and I'll see you back on the next
course. Bye bye.