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Hey, guys, welcome back to the next part of our series that we're going to continue with the top of
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the hour.
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So let's get to it.
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This is where we left off and then we jump onto the arm.
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So all of this like armor pieces that we have before we do the hats, which are going to be really,
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really interesting.
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Now, before I jump there, I want to show you a cool little trick for certain areas.
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It might be a little bit difficult to do.
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So, as you can see here, we finished a little like offset or a little edge loop on the sides of this
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detail right here.
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You can always use, like the bridge tool to fix or stitch these areas without having to do them manually
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with them with the Quadro, because, you know, the quarter sometimes has a wonky way of doing this
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sort of like crazy areas.
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So feel free to just use the bridge tool in case you need it.
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The only thing that you need to remember about that is that any time you use the bridge tool, you need
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to have the exact same amount of edges on one side and on the other.
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Otherwise the tool will just won't work anymore.
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So the object is already on the surface mode and we're just going to start drawing.
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Now, we already know that on the top side here we have if we double check here, 12 sites now to display
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this thing, which is really handy.
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You're going to go into Windows UI elements, no sorry, display, heads up display and you're going
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to select the object polygon.
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So now if I select this loop, I'm going to get 12 faces, which is the amount of faces that we have
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going around.
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And I'm going to do the same trick that we did with the head.
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I'm going to duplicate this thing.
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I'm going to change the name to arm.
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And then on this one right here on the new one that we just duplicated, I am going to delete this line
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so that we can delete every single piece on the on the topology here.
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And we're going to start working from this guy on.
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So the way we want to approach this kind of thing is we want to make sure that everything fits nicely.
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OK, this is because we're doing a watertight mesh character.
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If we were doing a character where every single piece was a separate mesh, then we would just like
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split the different parts and that's it.
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However, on this specific character, we're going to be doing a watertight.
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So everything should be on the same on the same mesh from the start by creating a little bit of the
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main loop that we're going to need here.
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So we don't really know that we need 12 sites here.
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I'm going to try and capture the 12 sites here on the border of the element.
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I'll show you what we're going to do here in just a second.
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For now, I'm just going to ignore.
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You know, the fact that that there's like some space in there.
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So we're going to push this coin right here.
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Going here.
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Here, don't worry too much about the little like Nixon next, that this thing has like the little holes
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or damages, I know that they they are asymmetrical or slightly asymmetrical.
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I think.
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So it's it's really fine because all of those details are going to be cashed in or are going to be projected
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onto the normal map.
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So we should be fine now here.
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We need to, of course, give some volume to this area so that it fits on this little like dip that
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we have here in between the the elbow.
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Now, if you remember, I actually added this little section here so that when we bend the arm, we
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have a little bit of space before this thing actually crashes.
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We overlap is very, very common, especially in video games.
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But we want to make it seem the the least disruptive as possible.
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So.
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Right.
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Both here.
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Well, I'm going to do I'm just going to create a little bit of a loop here, similar to what we did
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with the ice.
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Just going to create a little loop here that goes inside this little pocket.
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We're going to have a triangle here.
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And we're going to have a triangle here as well.
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And make this a triangle.
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And make sure that it matches another one of the Bernice's here and then this guy should just float.
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Now like this.
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Goes where?
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Actually, are we missing?
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Yeah, this one's a little bit too stretched out, so let's just move it a little bit.
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And this one right there, perfect so that my friends will make sure that everything is nice and clean.
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I'm going to delete this guy right here because, of course, we're going to be stitching this guy to
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the rest of the arm later.
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And that was just a matter of doing all this elements right here.
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Now, I'm actually going to go all the way to the front here to where this piece of armor is located.
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And I'm going to start drawing my 12.
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ETCHELLS So the reason I want to do this is because this specific part where it meets the hand, that's
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going to be a very important sticking point with the with the next couple of beers, what we're going
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to be looking into the topology of the hand.
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So I want to make sure that this is as clean as possible.
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You can see one, two, three, one, two, three, getting almost to the side of the character.
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That's perfect.
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And then on the middle section here, we're going to have one, two and three.
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And on this side, one.
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Two and three.
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There we go.
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Now, I know that the 12 lines here will eventually match with this guys in a hopefully in a very straightforward
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way.
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I'm just going to finish this a little like LECG that we have right here.
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I need to do a little bit of like the.
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Little patching there later on, that's fine.
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There's going to be this union.
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Now, this union is going to be actually really, really important because we're going to be using that
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specific line to cut the UVs so that all the seams are hidden from our main characters.
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And that was just a matter of projecting this whole thing.
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I'm going to go with this line right here, which to me implies that this is kind of like the center
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line of the of the arm.
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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
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element.
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So, for instance, high point, high point, high point.
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And just like match them like this and I'm going to do the same thing over here.
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So I'm going to be like high point.
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High point.
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High point.
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Much.
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It's going to be a little bit trickier because Maya wants to do some of the things you can always do
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this and then just.
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The leader, one of the largest.
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So we have the same amount of lines now you're going to see that we're going to have something similar
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to what we had on the neck, like we're going to need a couple more divisions here than we need here.
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We might simplify it or we just might have a couple of extra lines that where we're going to be adding.
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So we go here.
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So that's high point, high point, high point.
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And then we have one division there.
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So this one is going to go there.
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I was just a matter of filling in the gaps and distributing the things, so they are.
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As close or as uniform as possible, we don't want things to be extremely big on one side and then extremely
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thin on the other side.
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For instance, here, see how we have a little bit more.
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Geometry here.
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So we need to be careful that the geometry is flowing as nice as possible, so we go to a high point.
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I'll explain why we're doing the high points in just a second.
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There we go, we go, there we go.
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So high point, high point, high point.
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Now, here's where things are starting to twist a little bit, and this this is it's not super common,
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but it happens sometimes.
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It's just a matter of moving things around, making sure that the lines of the of the geometry that
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you're projecting flow as nice as possible.
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Again, we want things to be very uniform, even if we lose a little bit of that like central line that
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we had before.
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That's fine.
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I'd rather have some clean geometry.
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And nice loops then this very like extreme twisting on the on the geometry, because at the end of the
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day, this part of the character that the forearm, it's actually not going to bend as much twisting
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moves as a whole.
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So the topology, even though we always need to be mindful of how we build it, it's not as critical
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as what we have, for instance, on the on the shoulders or on the face.
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So there's a little bit of breathing room that we have here with that, with the elements that we got.
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So you can see that we have a little bit more like geometry on the on this like outer side.
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So it's going to start moving the the adults a little bit and we're not going to move this points up
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there because those are the ones are going to be stitched to the to the other part of the underwear
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we have.
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So all of these guys over here.
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There we go.
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And I have one more line there, because we're definitely going to need it right now.
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We are going to be talking about the.
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The Triangle's see how things are getting a little bit too compacted here, that's fine.
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This also happens on the on the leg.
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You're going to see that on the leg there.
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Certain areas of the leg that are going to be a little bit more dense than the others.
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And it's very, very common, especially because arms and legs cannot flare out like there are really,
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really thick and they become very, very thin as they go into the ankle and into the wrist.
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So it's kind of expected.
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So don't don't don't sweat.
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Or don't worry that much about their income.
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So now this thing is complete and the reason why we did this big square is because now we can actually
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go here and start adding a couple of extra steps to make sure that the form is following nicely.
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Now, see this like this that we have there?
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One of the cool things about this process is that now, as you can see, we can very easily just add
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one and he will try and follow that specific silhouette as much as possible.
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So let's add like a couple here.
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So we get that very nice around the fact we're going to add probably just one here and probably two
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here, I think to it's going to be a good idea.
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Now, we can relax, of course, to make sure that this is a little more a little bit softer.
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Of course, it's following the forms as nicely as possible.
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But again, the cool or the the thing that you're going for, the thing that we're looking for in this
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old redeposit process is that the silhouette looks clean and interesting.
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Right.
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Like this sort of thing.
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That's exactly what we're going for.
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Later on will decide whether or not we want to increase the polygons a little bit more to get it into
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a well, a very well refined topology.
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We can increase this quite a bit.
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But for now, I think this is this is doing a very, very good job.
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So, yeah, this is it.
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I'm just going to grab this guy, say, mirror world X negativities.
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Fine fly.
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There we go.
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And now we can grab both of these pieces, isolate them.
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Let's build this thing, grab both of them mesh combine.
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And if you go into Burdick's mode, grab all the vertices and go into edit mesh Mirch, just make sure
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that your options are set to point zero zero one.
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And that's going to make sure that only the vertices that are exactly on top of each other are going
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to be merged.
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Otherwise you could get like some crazy thing, like if this was set to like, let's say three, you're
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going to see that a lot of vertices are going to be joining together.
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That's not what we want.
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That's why we want this to be point zero zero one.
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That's like the magic number that's going to make sure that only bodies that are literally on top of
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each other are going to be merged.
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I'm going to apply.
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It seems like nothing happened.
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But if you press number three, which is going to be your smooth mode, you're going to see that now
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everything's a single mesh, like there shouldn't be any weird, like pinches or holes on the on the
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mesh.
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Everything should be just like a one smooth transition.
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If you see a couple of kinks here and there, for instance, there, see that guy right there.
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That's not to be expected usually.
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But if you see that, that's fine.
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Just grab those two master center, grab these two master center, make sure there's no no weird element.
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So we had that there is a very probable that they're here as well.
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We can't just mirror the object.
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We need to do this on both sides because if you remember, our chest is now asymmetrical.
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So that means that we can just, like, cut this and then do it to the other side.
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That's why I'm doing one part each time, because it makes it easier to to produce the whole thing.
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So that's it, guys.
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That's it.
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For this specific part of the of the of the character, as you can see, we're pretty much halfway done.
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We just need to finish the hands and then move on to the next, which are going to be slightly faster.
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I'm going to show you a couple of tricks that we can use from Sèvres to actually read topologies.
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This guy's a little bit faster and and yeah.
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So hang on tight and I'll see you back in the next minute when we continue with the Hense.
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So by.
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