All language subtitles for 10. Talisman Modeling_1_und

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,560 The last thing we'll need to model for our character is some kind of talisman or pendant 2 00:00:04,560 --> 00:00:10,720 that he has hanging around his neck. So first of all we'll need to hide some parts here so they 3 00:00:10,720 --> 00:00:16,480 don't get in the way. So just look from the side like this and drag a selection around all those 4 00:00:16,480 --> 00:00:21,600 head parts and the feathers instead. And we'll just press H to hide those, we don't need to see 5 00:00:21,600 --> 00:00:29,760 them right now. And now we'll press Shift A and add a circle. And I think something like 24 segments 6 00:00:29,760 --> 00:00:38,160 will do, so rewrite 32 to 24. And now we can tab in and press 7 on the numpad for a top view 7 00:00:38,160 --> 00:00:44,000 and scale this down a little bit to something like this. And we'll need to modify the shape, 8 00:00:44,000 --> 00:00:51,440 so press G then Y, move this a little bit forward but not too much so that the distance here 9 00:00:52,160 --> 00:00:58,800 looks consistent. And now we'll modify the shape even more with proportional editing, 10 00:00:58,800 --> 00:01:04,720 so press O to enable that, select the front vertex, press G then Y and move this to the front 11 00:01:05,760 --> 00:01:10,640 and adjust the falloff with the mouse wheel to something like this. 12 00:01:12,400 --> 00:01:20,000 Okay, and now we'll disable proportional editing by pressing O again. And let's go 13 00:01:20,000 --> 00:01:23,680 to the snapping settings and instead of vertex we'll be snapping to face. 14 00:01:24,080 --> 00:01:30,000 And don't forget to check project individual elements so the vertices are projected separately. 15 00:01:30,880 --> 00:01:38,000 Now let's rotate this a little bit so you can see where this is located. So we can go back now with 16 00:01:38,000 --> 00:01:46,400 number 7 on the numpad and now select all, press A and we'll press G then Z, so we are moving only 17 00:01:46,480 --> 00:01:54,720 so we are moving only on the Z axis but we don't see this. And now hold CTRL so these vertices 18 00:01:54,720 --> 00:02:00,800 actually snap to the surface of the body and left click with the mouse. And what happened 19 00:02:00,800 --> 00:02:07,280 is that we limited the movement on the Z axis and with snapping and individual elements projected 20 00:02:07,280 --> 00:02:12,560 we snapped the circle on the body. And that's exactly what we need and now we'll just need 21 00:02:12,560 --> 00:02:18,880 to modify this a little bit more. So go to the front view by pressing 1 on the numpad and select 22 00:02:18,880 --> 00:02:24,960 this front vertex once again. And once again we'll enable proportional editing with O, press G and Z 23 00:02:24,960 --> 00:02:33,680 and by holding CTRL we can move this down so these two vertices are kind of touching the edge of the 24 00:02:33,680 --> 00:02:39,440 chest there, something like that. And we can look from the side now and as you can see it goes 25 00:02:39,520 --> 00:02:43,920 something like this so we can now just press G and move it in place 26 00:02:47,280 --> 00:02:53,120 like that and adjust the position of these two vertices. We'll have to toggle the X-ray so we 27 00:02:53,120 --> 00:02:59,040 hit all those vertices when we are selecting them, disable proportional editing, press G and move it 28 00:02:59,040 --> 00:03:05,440 in place like this. Okay let's check it out, looks all fine to me so we can now tab out, 29 00:03:06,160 --> 00:03:12,800 toggle the X-ray and press Q again and convert this to curve from mesh and we'll add some 30 00:03:12,800 --> 00:03:21,760 level geometry here, something like 0.015 will be enough and let's reduce the resolution to 2 again 31 00:03:21,760 --> 00:03:27,760 and CTRL 1 to add that subdivision modifier with one level of subdivision and right click 32 00:03:27,840 --> 00:03:37,920 and shade smooth so we have a nice curve there. And now go into the edit mode and since we snapped 33 00:03:37,920 --> 00:03:44,800 the curve itself on the body now that it has some volume it goes inside of the mesh there 34 00:03:44,800 --> 00:03:50,640 so let's press G and Z and move this up a tiny bit. We can help ourselves by holding SHIFT 35 00:03:50,960 --> 00:03:57,680 and leave it like this. Okay we can now continue by creating a talisman itself 36 00:03:57,680 --> 00:04:03,520 so let's press SHIFT A and we'll add a cylinder here and let's modify this to six sides, 37 00:04:05,440 --> 00:04:12,960 press S to scale down and we'll apply the scale so CTRL A and apply the scale and now we can 38 00:04:12,960 --> 00:04:20,160 press period on the numpad so we are focusing our view on the object and start modeling. 39 00:04:20,160 --> 00:04:25,360 If you don't want the body to get in the way you can additionally press SLASH on the numpad 40 00:04:25,360 --> 00:04:30,240 and that will isolate the object in the local view as you can see here so there's nothing 41 00:04:30,240 --> 00:04:38,000 visible here and we are in the local view for this object only and if we now look from the front 42 00:04:38,000 --> 00:04:45,680 you have to exit local view to see the reference there. You can see the shape right here 43 00:04:46,480 --> 00:04:51,680 and this is something we are going to be modeling right now so let's go back to the local view, 44 00:04:52,960 --> 00:05:01,040 toggle the x-ray and we'll start by tabbing in in the edit mode. Let's scale this down, 45 00:05:01,040 --> 00:05:08,240 the top side, the top face and we'll select the bottom face, move it a little bit down like this, 46 00:05:08,480 --> 00:05:16,320 like this, maybe adjust the scale a tiny bit, then press E to extrude and scale this down so 47 00:05:16,320 --> 00:05:24,000 this is the basic shape of the talisman and we can scale this down even more I think. 48 00:05:25,440 --> 00:05:33,440 Okay and now I will use a bisect tool to give this that kind of more organic crystalline look 49 00:05:33,440 --> 00:05:38,240 so let's select the bisect tool from the toolbar, it's here where the knife is, 50 00:05:38,240 --> 00:05:44,160 if you click and hold you can select the bisect tool and now you need to have your geometry 51 00:05:44,160 --> 00:05:53,360 selected to be able to use the bisect so press A, rotate this a little bit and make a cut like this 52 00:05:53,360 --> 00:06:00,800 just under this loop start the cut and do it like that and that will create this bisect gizmo, 53 00:06:00,800 --> 00:06:08,240 you can additionally move this if you don't like the position and now here in the bisect tool 54 00:06:08,240 --> 00:06:13,120 settings you can choose whether you clear the outer or inner part of the cut so let's clear 55 00:06:13,120 --> 00:06:19,840 the outer since the arrow is facing this way and now if you look at this it's open so we'll need 56 00:06:19,840 --> 00:06:26,240 to check fill additionally and this is what we are going to use to make the rest of the talisman 57 00:06:26,720 --> 00:06:33,680 so let's press A again to select all, rotate this a little bit and make maybe a larger cut here so 58 00:06:33,680 --> 00:06:38,800 it goes over the loop there but now you can see the arrow is pointing this direction so we'll 59 00:06:38,800 --> 00:06:49,200 clear the inner and fill and we'll do one more cut here so press A, do a cut, clear inner and fill 60 00:06:49,200 --> 00:07:03,520 okay and maybe somewhere here as well and fill okay this is looking all right so far but 61 00:07:04,080 --> 00:07:10,800 I think this bottom part should be longer so let's select all, press S then Z and scale this up a 62 00:07:10,800 --> 00:07:16,240 little bit then we can look from the front, toggle the x-ray, pick up the select tool once again 63 00:07:16,240 --> 00:07:22,480 select these vertices here and move them up a little bit now we can toggle the x-ray again 64 00:07:22,480 --> 00:07:26,640 rotate this a little bit, go to the face select by pressing 3, select the top face, 65 00:07:27,760 --> 00:07:34,000 press E for extrusion but release this with the right mouse button and now just scale it up so 66 00:07:34,000 --> 00:07:41,920 press S and scale it out like that and now press E again and scale this up, let's do an inset 67 00:07:41,920 --> 00:07:49,760 so press I for inset and move this up, G then Z and move this up maybe we can scale it 68 00:07:49,760 --> 00:07:59,200 on the X and Y so S and shift Z, scale this up a little bit okay now if we look from the top 69 00:07:59,920 --> 00:08:08,000 we can see that the corner of this cylinder is facing on the front, it's on the Y-axis 70 00:08:08,000 --> 00:08:15,680 and we want to rotate that so let's press A to select all, R, Z and enter 30 degrees, 71 00:08:17,200 --> 00:08:26,320 confirm so now we have these faces aligned with the Y-axis and now I want to extend 72 00:08:27,200 --> 00:08:35,040 the part that goes around the rope on the neck so let's go to the vertex select, select these 73 00:08:35,040 --> 00:08:41,360 two vertices by holding shift and press J to join as you can remember that will create two 74 00:08:41,360 --> 00:08:48,480 faces there and now with the vertex select active again I want to select these two, press J to join 75 00:08:48,480 --> 00:08:55,040 and this way we created a rectangular shape here, the rectangular face and we can now extrude this 76 00:08:55,040 --> 00:09:03,200 out and now switch to the edge select by pressing 2, select these two edges and press CTRL B to 77 00:09:03,200 --> 00:09:10,800 bevel so we want to have something like this now I will select these side faces 3 for face select 78 00:09:10,800 --> 00:09:15,920 select this one rotate a little bit and shift click here to select that one as well and now 79 00:09:15,920 --> 00:09:23,120 I want to inset this and we are creating a hole here but we need this in circular shape so with 80 00:09:23,120 --> 00:09:29,040 the loop tools add-on enabled I will just right click loop tools and select circle here let's 81 00:09:29,040 --> 00:09:36,240 look from the side and let's rotate this a little bit so R and let's align this and maybe move it 82 00:09:36,240 --> 00:09:42,400 here tiny bit and we still have the other one selected as well so while in the side view this 83 00:09:42,400 --> 00:09:50,560 was all happening at once and now we need to delete these faces so X faces and go to the edge 84 00:09:50,560 --> 00:09:56,800 select by pressing 2, alt click this loop, alt click this loop so we have both of those selected 85 00:09:56,880 --> 00:10:03,120 and now we can just right click and select bridge edge loops and that will connect those and we have 86 00:10:03,120 --> 00:10:09,920 now one solid geometry for the whole talisman for the whole pendant now let's fix this shape 87 00:10:09,920 --> 00:10:15,280 once again a little bit so look from the front side toggle x-ray go to the vertex select and 88 00:10:15,280 --> 00:10:22,560 I want to select all of those and move them a little bit up and scale it down so it matches 89 00:10:22,560 --> 00:10:28,400 the size of this top part right here a little bit more okay now toggle the x-ray again and 90 00:10:28,400 --> 00:10:35,440 we'll now add bevel modifier so go to the modifiers tab and add the bevel and we'll add two segments 91 00:10:37,920 --> 00:10:45,360 and we want that arc for the miters so select that and now for the limit method 92 00:10:46,240 --> 00:10:52,720 we don't want everything to be beveled because we want this hole to be circular but at the same time 93 00:10:52,720 --> 00:10:59,120 we can't really use angle because it's really inconsistent there are a lot of angles here 94 00:10:59,120 --> 00:11:05,600 we won't be able to match all of those needs so we need more of a manual control over what gets 95 00:11:05,600 --> 00:11:13,200 beveled and what not and we need to enable the weight mode so you can immediately see nothing 96 00:11:13,200 --> 00:11:18,560 gets beveled because there are no bevel weights on these edges so if we go in the edit mode so 97 00:11:18,560 --> 00:11:25,520 let's tab in and I will use the n key here to expand the side panel you can see there's mean 98 00:11:25,520 --> 00:11:34,160 bevel weight for the edges data and now if we select all and increase the mean bevel weight to 99 00:11:34,160 --> 00:11:41,280 one you will see those blue line appear which mark the beveled edges so now go to the edge select 100 00:11:42,240 --> 00:11:48,240 and I really wanted to select all and bevel everything because more things will be beveled 101 00:11:48,240 --> 00:11:53,760 in the end than not so we'll just now select these parts we don't want to get beveled and we'll 102 00:11:54,320 --> 00:12:00,800 modify the mean bevel weight to zero for them so here in the bottom I want this beveled I want that 103 00:12:00,800 --> 00:12:06,720 diamond look that this is basically chiseled and it's a hard surface and I want to keep this 104 00:12:06,720 --> 00:12:12,160 hexagonal shape up here as well so it looks like it's crafted from metal or something 105 00:12:12,160 --> 00:12:20,400 but at the same time I want a circular shape right here at the top let's tab back in and now 106 00:12:20,400 --> 00:12:26,640 we'll select those edges we don't want to be beveled so these are all the inside edges of 107 00:12:26,640 --> 00:12:32,560 this circle and there's an easy way how to select them you can just hold alt as you would select 108 00:12:32,560 --> 00:12:39,280 the loop but then hold ctrl additionally and click these edges and if we enable x-ray you can 109 00:12:39,280 --> 00:12:44,880 see that these are selected it's a little bit harder visible because these edges are marked 110 00:12:44,880 --> 00:12:50,880 blue at the same time but you can see there are a little bit highlighted so if you alt click here 111 00:12:50,880 --> 00:12:58,480 you will select these edges along the face loop so that's a useful trick and now we can reduce 112 00:12:58,480 --> 00:13:04,000 the mean bevel weight for them to zero you can see they are no longer blue and if we tab out 113 00:13:04,000 --> 00:13:11,520 and toggle x-ray we can see there is no beveling happening there so tab in and we'll need to select 114 00:13:11,520 --> 00:13:18,240 these edges as well so alt ctrl click those as well and decrease the bevel weight there 115 00:13:18,960 --> 00:13:20,560 and on the other side as well 116 00:13:25,280 --> 00:13:33,200 and that's basically it so we can tab out and now if we enable subdivision modifiers so press ctrl 117 00:13:33,200 --> 00:13:38,720 one for one level of subdivision and right click to shade smooth you can see that the bevel modifier 118 00:13:38,720 --> 00:13:46,960 created these supporting edges for us so these things are creased and sharp but the inside 119 00:13:46,960 --> 00:13:54,080 of the hole is smooth shaded and it's subdivided because there were no beveling happening there 120 00:13:54,720 --> 00:14:00,240 now the one last thing to do is to go in the edit mode again select all let's look from the side 121 00:14:00,240 --> 00:14:05,840 and let's press g and z and move all the way down here we can zoom in a little bit so we better see 122 00:14:06,640 --> 00:14:13,600 and let's move this in a way that the origin point is in the middle of the hole so and right 123 00:14:13,600 --> 00:14:18,480 now if we tab out and rotate this and manipulate it will rotate around that origin point and now 124 00:14:18,480 --> 00:14:24,240 we can exit the local view so press slash on the numpad once again and we can move this in place 125 00:14:24,240 --> 00:14:32,400 so press g move it right here we can toggle the x-ray so we better see this curvature here 126 00:14:32,400 --> 00:14:40,000 and let's leave it like this and rotate it in place and probably make it a little bit smaller 127 00:14:40,000 --> 00:14:51,680 so it barely touches this here okay now we can rotate it even more so it touches 128 00:14:52,240 --> 00:14:58,960 almost touches the body not really it's not that important right now and now we can toggle x-ray 129 00:14:58,960 --> 00:15:06,000 again press alt h to unhide all of the other geometry i will disable my wireframe overlay 130 00:15:06,080 --> 00:15:13,200 and have a look around so this is our finished model of the shaman character that's basically 131 00:15:13,200 --> 00:15:19,920 it there will be no more modeling apart from those little wisps that we'll create in the end 132 00:15:19,920 --> 00:15:26,240 but this is now ready for a little bit of unwrapping and texturing so good job getting 133 00:15:26,240 --> 00:15:31,840 all the way up here this is your first character model that's finished and now we'll just need to 134 00:15:31,840 --> 00:15:33,840 make it look great 16924

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