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These are the user uploaded subtitles that are being translated: 1 00:00:00,780 --> 00:00:04,920 Hey, guys, welcome back to the next part of our series that we're going to continue with the top of 2 00:00:04,920 --> 00:00:05,160 the hour. 3 00:00:05,430 --> 00:00:06,490 So let's get to it. 4 00:00:07,020 --> 00:00:10,550 This is where we left off and then we jump onto the arm. 5 00:00:10,560 --> 00:00:15,030 So all of this like armor pieces that we have before we do the hats, which are going to be really, 6 00:00:15,030 --> 00:00:15,760 really interesting. 7 00:00:15,930 --> 00:00:19,730 Now, before I jump there, I want to show you a cool little trick for certain areas. 8 00:00:19,740 --> 00:00:21,470 It might be a little bit difficult to do. 9 00:00:21,720 --> 00:00:26,760 So, as you can see here, we finished a little like offset or a little edge loop on the sides of this 10 00:00:26,940 --> 00:00:27,790 detail right here. 11 00:00:28,080 --> 00:00:34,350 You can always use, like the bridge tool to fix or stitch these areas without having to do them manually 12 00:00:34,350 --> 00:00:39,900 with them with the Quadro, because, you know, the quarter sometimes has a wonky way of doing this 13 00:00:39,940 --> 00:00:41,540 sort of like crazy areas. 14 00:00:41,550 --> 00:00:44,920 So feel free to just use the bridge tool in case you need it. 15 00:00:45,360 --> 00:00:49,020 The only thing that you need to remember about that is that any time you use the bridge tool, you need 16 00:00:49,020 --> 00:00:52,440 to have the exact same amount of edges on one side and on the other. 17 00:00:52,470 --> 00:00:55,670 Otherwise the tool will just won't work anymore. 18 00:00:56,190 --> 00:01:01,880 So the object is already on the surface mode and we're just going to start drawing. 19 00:01:02,130 --> 00:01:09,930 Now, we already know that on the top side here we have if we double check here, 12 sites now to display 20 00:01:09,930 --> 00:01:11,220 this thing, which is really handy. 21 00:01:11,430 --> 00:01:16,590 You're going to go into Windows UI elements, no sorry, display, heads up display and you're going 22 00:01:16,590 --> 00:01:18,660 to select the object polygon. 23 00:01:20,010 --> 00:01:26,070 So now if I select this loop, I'm going to get 12 faces, which is the amount of faces that we have 24 00:01:26,340 --> 00:01:26,980 going around. 25 00:01:26,980 --> 00:01:29,040 And I'm going to do the same trick that we did with the head. 26 00:01:29,040 --> 00:01:30,510 I'm going to duplicate this thing. 27 00:01:30,540 --> 00:01:32,100 I'm going to change the name to arm. 28 00:01:32,670 --> 00:01:38,310 And then on this one right here on the new one that we just duplicated, I am going to delete this line 29 00:01:38,310 --> 00:01:41,550 so that we can delete every single piece on the on the topology here. 30 00:01:41,790 --> 00:01:44,480 And we're going to start working from this guy on. 31 00:01:44,790 --> 00:01:51,830 So the way we want to approach this kind of thing is we want to make sure that everything fits nicely. 32 00:01:51,870 --> 00:01:55,890 OK, this is because we're doing a watertight mesh character. 33 00:01:55,890 --> 00:02:00,960 If we were doing a character where every single piece was a separate mesh, then we would just like 34 00:02:00,970 --> 00:02:02,580 split the different parts and that's it. 35 00:02:02,610 --> 00:02:06,810 However, on this specific character, we're going to be doing a watertight. 36 00:02:06,820 --> 00:02:13,290 So everything should be on the same on the same mesh from the start by creating a little bit of the 37 00:02:13,290 --> 00:02:14,880 main loop that we're going to need here. 38 00:02:15,180 --> 00:02:18,130 So we don't really know that we need 12 sites here. 39 00:02:18,270 --> 00:02:22,410 I'm going to try and capture the 12 sites here on the border of the element. 40 00:02:22,410 --> 00:02:24,440 I'll show you what we're going to do here in just a second. 41 00:02:24,900 --> 00:02:26,280 For now, I'm just going to ignore. 42 00:02:27,920 --> 00:02:31,190 You know, the fact that that there's like some space in there. 43 00:02:32,580 --> 00:02:34,440 So we're going to push this coin right here. 44 00:02:35,770 --> 00:02:36,820 Going here. 45 00:02:37,830 --> 00:02:43,950 Here, don't worry too much about the little like Nixon next, that this thing has like the little holes 46 00:02:43,950 --> 00:02:48,960 or damages, I know that they they are asymmetrical or slightly asymmetrical. 47 00:02:48,990 --> 00:02:49,470 I think. 48 00:02:49,800 --> 00:02:55,800 So it's it's really fine because all of those details are going to be cashed in or are going to be projected 49 00:02:55,800 --> 00:02:56,730 onto the normal map. 50 00:02:56,730 --> 00:02:59,200 So we should be fine now here. 51 00:02:59,220 --> 00:03:05,790 We need to, of course, give some volume to this area so that it fits on this little like dip that 52 00:03:05,790 --> 00:03:08,410 we have here in between the the elbow. 53 00:03:08,640 --> 00:03:13,890 Now, if you remember, I actually added this little section here so that when we bend the arm, we 54 00:03:13,890 --> 00:03:17,070 have a little bit of space before this thing actually crashes. 55 00:03:17,070 --> 00:03:20,190 We overlap is very, very common, especially in video games. 56 00:03:20,580 --> 00:03:24,620 But we want to make it seem the the least disruptive as possible. 57 00:03:25,080 --> 00:03:25,440 So. 58 00:03:25,440 --> 00:03:25,650 Right. 59 00:03:25,680 --> 00:03:26,480 Both here. 60 00:03:26,750 --> 00:03:30,510 Well, I'm going to do I'm just going to create a little bit of a loop here, similar to what we did 61 00:03:30,510 --> 00:03:31,200 with the ice. 62 00:03:31,560 --> 00:03:35,610 Just going to create a little loop here that goes inside this little pocket. 63 00:03:36,960 --> 00:03:38,550 We're going to have a triangle here. 64 00:03:40,030 --> 00:03:42,660 And we're going to have a triangle here as well. 65 00:03:44,120 --> 00:03:45,290 And make this a triangle. 66 00:03:46,500 --> 00:03:52,860 And make sure that it matches another one of the Bernice's here and then this guy should just float. 67 00:03:53,990 --> 00:03:55,670 Now like this. 68 00:03:57,690 --> 00:03:58,710 Goes where? 69 00:04:00,390 --> 00:04:02,430 Actually, are we missing? 70 00:04:02,470 --> 00:04:05,640 Yeah, this one's a little bit too stretched out, so let's just move it a little bit. 71 00:04:06,210 --> 00:04:12,090 And this one right there, perfect so that my friends will make sure that everything is nice and clean. 72 00:04:12,180 --> 00:04:16,080 I'm going to delete this guy right here because, of course, we're going to be stitching this guy to 73 00:04:16,080 --> 00:04:17,460 the rest of the arm later. 74 00:04:17,700 --> 00:04:21,090 And that was just a matter of doing all this elements right here. 75 00:04:21,330 --> 00:04:26,730 Now, I'm actually going to go all the way to the front here to where this piece of armor is located. 76 00:04:27,060 --> 00:04:28,710 And I'm going to start drawing my 12. 77 00:04:29,180 --> 00:04:34,620 ETCHELLS So the reason I want to do this is because this specific part where it meets the hand, that's 78 00:04:34,620 --> 00:04:39,360 going to be a very important sticking point with the with the next couple of beers, what we're going 79 00:04:39,360 --> 00:04:41,230 to be looking into the topology of the hand. 80 00:04:41,640 --> 00:04:45,320 So I want to make sure that this is as clean as possible. 81 00:04:45,720 --> 00:04:49,920 You can see one, two, three, one, two, three, getting almost to the side of the character. 82 00:04:49,920 --> 00:04:50,720 That's perfect. 83 00:04:51,240 --> 00:04:57,380 And then on the middle section here, we're going to have one, two and three. 84 00:04:58,050 --> 00:05:00,120 And on this side, one. 85 00:05:01,380 --> 00:05:02,140 Two and three. 86 00:05:02,250 --> 00:05:02,820 There we go. 87 00:05:03,540 --> 00:05:10,650 Now, I know that the 12 lines here will eventually match with this guys in a hopefully in a very straightforward 88 00:05:10,650 --> 00:05:10,920 way. 89 00:05:11,280 --> 00:05:16,510 I'm just going to finish this a little like LECG that we have right here. 90 00:05:16,980 --> 00:05:18,600 I need to do a little bit of like the. 91 00:05:20,340 --> 00:05:22,510 Little patching there later on, that's fine. 92 00:05:23,810 --> 00:05:25,400 There's going to be this union. 93 00:05:25,420 --> 00:05:28,700 Now, this union is going to be actually really, really important because we're going to be using that 94 00:05:28,700 --> 00:05:35,350 specific line to cut the UVs so that all the seams are hidden from our main characters. 95 00:05:35,660 --> 00:05:37,910 And that was just a matter of projecting this whole thing. 96 00:05:37,960 --> 00:05:43,730 I'm going to go with this line right here, which to me implies that this is kind of like the center 97 00:05:43,730 --> 00:05:44,900 line of the of the arm. 98 00:05:45,080 --> 00:05:50,060 And one way I like to do this to make a little bit faster is I like to go for the high points of my 99 00:05:50,060 --> 00:05:50,470 element. 100 00:05:50,810 --> 00:05:53,560 So, for instance, high point, high point, high point. 101 00:05:54,080 --> 00:05:58,310 And just like match them like this and I'm going to do the same thing over here. 102 00:05:58,440 --> 00:06:00,440 So I'm going to be like high point. 103 00:06:00,620 --> 00:06:01,520 High point. 104 00:06:02,180 --> 00:06:02,990 High point. 105 00:06:05,860 --> 00:06:06,310 Much. 106 00:06:07,400 --> 00:06:11,210 It's going to be a little bit trickier because Maya wants to do some of the things you can always do 107 00:06:11,210 --> 00:06:11,960 this and then just. 108 00:06:13,210 --> 00:06:14,410 The leader, one of the largest. 109 00:06:15,480 --> 00:06:19,230 So we have the same amount of lines now you're going to see that we're going to have something similar 110 00:06:19,230 --> 00:06:23,060 to what we had on the neck, like we're going to need a couple more divisions here than we need here. 111 00:06:23,340 --> 00:06:28,790 We might simplify it or we just might have a couple of extra lines that where we're going to be adding. 112 00:06:29,250 --> 00:06:30,180 So we go here. 113 00:06:30,360 --> 00:06:34,380 So that's high point, high point, high point. 114 00:06:35,370 --> 00:06:37,350 And then we have one division there. 115 00:06:37,360 --> 00:06:38,640 So this one is going to go there. 116 00:06:39,760 --> 00:06:45,160 I was just a matter of filling in the gaps and distributing the things, so they are. 117 00:06:46,260 --> 00:06:52,230 As close or as uniform as possible, we don't want things to be extremely big on one side and then extremely 118 00:06:52,230 --> 00:06:53,120 thin on the other side. 119 00:06:53,210 --> 00:06:55,950 For instance, here, see how we have a little bit more. 120 00:06:57,280 --> 00:06:58,190 Geometry here. 121 00:06:58,300 --> 00:07:04,030 So we need to be careful that the geometry is flowing as nice as possible, so we go to a high point. 122 00:07:04,180 --> 00:07:06,600 I'll explain why we're doing the high points in just a second. 123 00:07:09,240 --> 00:07:10,980 There we go, we go, there we go. 124 00:07:11,580 --> 00:07:13,680 So high point, high point, high point. 125 00:07:14,680 --> 00:07:19,870 Now, here's where things are starting to twist a little bit, and this this is it's not super common, 126 00:07:19,870 --> 00:07:21,340 but it happens sometimes. 127 00:07:21,880 --> 00:07:27,850 It's just a matter of moving things around, making sure that the lines of the of the geometry that 128 00:07:27,850 --> 00:07:30,990 you're projecting flow as nice as possible. 129 00:07:32,880 --> 00:07:37,080 Again, we want things to be very uniform, even if we lose a little bit of that like central line that 130 00:07:37,080 --> 00:07:37,680 we had before. 131 00:07:38,040 --> 00:07:38,690 That's fine. 132 00:07:38,700 --> 00:07:40,710 I'd rather have some clean geometry. 133 00:07:41,580 --> 00:07:48,900 And nice loops then this very like extreme twisting on the on the geometry, because at the end of the 134 00:07:48,900 --> 00:07:52,960 day, this part of the character that the forearm, it's actually not going to bend as much twisting 135 00:07:52,980 --> 00:07:53,760 moves as a whole. 136 00:07:53,970 --> 00:08:00,990 So the topology, even though we always need to be mindful of how we build it, it's not as critical 137 00:08:00,990 --> 00:08:04,400 as what we have, for instance, on the on the shoulders or on the face. 138 00:08:05,160 --> 00:08:11,060 So there's a little bit of breathing room that we have here with that, with the elements that we got. 139 00:08:11,490 --> 00:08:16,130 So you can see that we have a little bit more like geometry on the on this like outer side. 140 00:08:16,380 --> 00:08:21,570 So it's going to start moving the the adults a little bit and we're not going to move this points up 141 00:08:21,570 --> 00:08:26,440 there because those are the ones are going to be stitched to the to the other part of the underwear 142 00:08:26,440 --> 00:08:26,940 we have. 143 00:08:28,280 --> 00:08:29,690 So all of these guys over here. 144 00:08:29,720 --> 00:08:30,190 There we go. 145 00:08:33,220 --> 00:08:36,430 And I have one more line there, because we're definitely going to need it right now. 146 00:08:37,320 --> 00:08:38,940 We are going to be talking about the. 147 00:08:40,330 --> 00:08:43,840 The Triangle's see how things are getting a little bit too compacted here, that's fine. 148 00:08:44,080 --> 00:08:45,910 This also happens on the on the leg. 149 00:08:45,910 --> 00:08:47,420 You're going to see that on the leg there. 150 00:08:47,440 --> 00:08:50,290 Certain areas of the leg that are going to be a little bit more dense than the others. 151 00:08:50,530 --> 00:08:57,400 And it's very, very common, especially because arms and legs cannot flare out like there are really, 152 00:08:57,400 --> 00:09:01,320 really thick and they become very, very thin as they go into the ankle and into the wrist. 153 00:09:01,630 --> 00:09:03,200 So it's kind of expected. 154 00:09:03,730 --> 00:09:05,950 So don't don't don't sweat. 155 00:09:06,910 --> 00:09:08,900 Or don't worry that much about their income. 156 00:09:09,670 --> 00:09:13,810 So now this thing is complete and the reason why we did this big square is because now we can actually 157 00:09:13,810 --> 00:09:18,520 go here and start adding a couple of extra steps to make sure that the form is following nicely. 158 00:09:18,550 --> 00:09:20,500 Now, see this like this that we have there? 159 00:09:20,830 --> 00:09:26,020 One of the cool things about this process is that now, as you can see, we can very easily just add 160 00:09:26,020 --> 00:09:30,900 one and he will try and follow that specific silhouette as much as possible. 161 00:09:30,910 --> 00:09:32,170 So let's add like a couple here. 162 00:09:32,170 --> 00:09:37,990 So we get that very nice around the fact we're going to add probably just one here and probably two 163 00:09:37,990 --> 00:09:40,280 here, I think to it's going to be a good idea. 164 00:09:40,300 --> 00:09:45,400 Now, we can relax, of course, to make sure that this is a little more a little bit softer. 165 00:09:45,410 --> 00:09:47,770 Of course, it's following the forms as nicely as possible. 166 00:09:48,520 --> 00:09:52,780 But again, the cool or the the thing that you're going for, the thing that we're looking for in this 167 00:09:52,780 --> 00:09:56,320 old redeposit process is that the silhouette looks clean and interesting. 168 00:09:56,320 --> 00:09:56,540 Right. 169 00:09:56,860 --> 00:09:57,910 Like this sort of thing. 170 00:09:57,940 --> 00:09:59,380 That's exactly what we're going for. 171 00:09:59,650 --> 00:10:04,300 Later on will decide whether or not we want to increase the polygons a little bit more to get it into 172 00:10:04,300 --> 00:10:08,460 a well, a very well refined topology. 173 00:10:08,470 --> 00:10:09,910 We can increase this quite a bit. 174 00:10:10,310 --> 00:10:13,470 But for now, I think this is this is doing a very, very good job. 175 00:10:13,900 --> 00:10:15,720 So, yeah, this is it. 176 00:10:15,730 --> 00:10:20,830 I'm just going to grab this guy, say, mirror world X negativities. 177 00:10:20,830 --> 00:10:21,820 Fine fly. 178 00:10:22,010 --> 00:10:22,600 There we go. 179 00:10:22,900 --> 00:10:25,900 And now we can grab both of these pieces, isolate them. 180 00:10:26,290 --> 00:10:30,610 Let's build this thing, grab both of them mesh combine. 181 00:10:31,390 --> 00:10:36,820 And if you go into Burdick's mode, grab all the vertices and go into edit mesh Mirch, just make sure 182 00:10:36,820 --> 00:10:40,030 that your options are set to point zero zero one. 183 00:10:40,270 --> 00:10:44,800 And that's going to make sure that only the vertices that are exactly on top of each other are going 184 00:10:44,800 --> 00:10:45,250 to be merged. 185 00:10:45,280 --> 00:10:50,050 Otherwise you could get like some crazy thing, like if this was set to like, let's say three, you're 186 00:10:50,050 --> 00:10:52,650 going to see that a lot of vertices are going to be joining together. 187 00:10:52,660 --> 00:10:53,620 That's not what we want. 188 00:10:53,840 --> 00:10:56,020 That's why we want this to be point zero zero one. 189 00:10:56,050 --> 00:11:00,460 That's like the magic number that's going to make sure that only bodies that are literally on top of 190 00:11:00,460 --> 00:11:01,720 each other are going to be merged. 191 00:11:01,720 --> 00:11:02,470 I'm going to apply. 192 00:11:02,830 --> 00:11:03,970 It seems like nothing happened. 193 00:11:03,970 --> 00:11:07,750 But if you press number three, which is going to be your smooth mode, you're going to see that now 194 00:11:07,750 --> 00:11:12,040 everything's a single mesh, like there shouldn't be any weird, like pinches or holes on the on the 195 00:11:12,040 --> 00:11:12,280 mesh. 196 00:11:12,520 --> 00:11:15,370 Everything should be just like a one smooth transition. 197 00:11:15,630 --> 00:11:19,420 If you see a couple of kinks here and there, for instance, there, see that guy right there. 198 00:11:19,690 --> 00:11:22,630 That's not to be expected usually. 199 00:11:22,630 --> 00:11:23,740 But if you see that, that's fine. 200 00:11:23,740 --> 00:11:29,830 Just grab those two master center, grab these two master center, make sure there's no no weird element. 201 00:11:29,840 --> 00:11:33,700 So we had that there is a very probable that they're here as well. 202 00:11:33,910 --> 00:11:36,010 We can't just mirror the object. 203 00:11:36,010 --> 00:11:40,660 We need to do this on both sides because if you remember, our chest is now asymmetrical. 204 00:11:40,660 --> 00:11:44,830 So that means that we can just, like, cut this and then do it to the other side. 205 00:11:44,830 --> 00:11:50,620 That's why I'm doing one part each time, because it makes it easier to to produce the whole thing. 206 00:11:50,830 --> 00:11:52,120 So that's it, guys. 207 00:11:52,120 --> 00:11:52,420 That's it. 208 00:11:52,420 --> 00:11:57,130 For this specific part of the of the of the character, as you can see, we're pretty much halfway done. 209 00:11:57,130 --> 00:12:01,570 We just need to finish the hands and then move on to the next, which are going to be slightly faster. 210 00:12:01,570 --> 00:12:05,680 I'm going to show you a couple of tricks that we can use from Sèvres to actually read topologies. 211 00:12:05,680 --> 00:12:08,830 This guy's a little bit faster and and yeah. 212 00:12:08,830 --> 00:12:12,460 So hang on tight and I'll see you back in the next minute when we continue with the Hense. 213 00:12:12,460 --> 00:12:13,600 So by. 20842

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