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We are now almost ready for rigging. There's just one last step involved and
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that's to apply some of the modifiers and optimize the model for efficient
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rigging. So as you can see we have different modifiers applied along the
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model like the mirror modifier here and their subdivision modifier. There's still
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skin modifier on the branches and stuff like that so I want to get rid of that
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and basically at the end of this chapter we'll have a pure mesh ready for rigging.
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So right now I will just select all, press shift D to duplicate, enter and
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press M to move this to backup collection. So we saved all of our
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objects. If we need to go back and edit something because these are destructive
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operations they will alter the mesh and change its geometry. So first of all we
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can start with the body and first of all I want to apply mirror modifier. We
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can't have mirror modifier active for the rigging because they're in the right
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part of the armature. Obviously if we need to move the hand separately and
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stuff like that and there is a subdivision modifier with two levels of
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subdivision. Right now I want to reduce this to one and let me uncheck the
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optimal display so we actually see the resulting mesh and now if we enable
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wireframe overlay this is what we will be getting if we apply this subdivision
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modifier right away and I kind of like this density I think it will be enough
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for some basic deformation with the armature. So we can just click apply and
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you might have noticed there are some of these dents created on the texture
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because we painted with the two levels of subdivision over these locally UV
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islands so if we go to the texture paint mode you can just select the fill tool
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pick up this color paint everything in between the islands with the same color
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and you will get rid of that. So sometimes these errors might occur when
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you're trying to keep the model editable as long as possible and then you try to
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paint the textures and stuff like that and then you need to apply those
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modifiers. Don't worry about that maybe in this case it would be better to apply
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the subdivision before the painting and paint over the high poly islands but
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then again if we would need to change something change the geometry it's
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generally harder to work with more dense geometry. So it's not a big issue it's
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just something you need to keep in mind. We can now switch back to the layout
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view and we no longer have any modifiers on the body if we go into the edit mode
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you can see this is much denser mesh but still there are all those seams the UVs
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still work so this is basically ready to go and we can now move on to other
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objects. So the second one should be the mask it's one of the most prominent
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objects on the scene it will be most lighted probably in the end result so we
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can reduce the viewport subdivision on the subdivision modifier to 1 it's still
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dense enough and right here if we disable optimal display once again and
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enable the wireframe overlay you can do this with the Q if you remember. This is
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a little bit more dense than the body but at the same time again this will be
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the most prominent object on the scene and it's a little bit more detailed so
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there are these radiuses and steeper angles and details so it obviously needs
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a little bit more dense geometry. So I think this will be okay if we just
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apply this. So that's the mask there's no longer any mirror modifier because we
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applied it to have some of these differences on the left and right side
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to create some visual interest here and there and for the feathers I wouldn't
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add any subdivision modifier there or anything but still there is a mirror
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modifier we'll need to apply that and it would be very tedious to go feather
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to feather and apply mirror modifier so there's an easier way how to do this we
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can select the mask the head and branches and hit H every time to hide
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those and now we can just drag a selection around those feathers so we'll
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need to shift click one of those to have an active object that we want to merge
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those into and let's press ctrl J to join them into one mesh and then we can
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apply this mirror modifier for all of those so click apply and now we have all
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of those as one mesh and UV islands are just duplicated over one another so the
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texture still works so this is for the feathers the head was okay but I can see
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here right away that this neck might not be enough for the rigging so we can
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select this loop right here and drag it out a little bit and maybe even press E
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then Z and extrude and scale this a little bit down so we have so we have a
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little bit more space there to work with the armature so let me tab out and now
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if we press alt H will unhide everything we have then these branches so let's
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select those and just press the slash key on the numpad to isolate them into
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a local view and here there's a little bit more going on we have the skin
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modifier will which we will need obviously to apply then there's a
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subdivision modifier and even the mirror modifier so we need to get rid of all of
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those and first I will apply the skin modifier here and let's leave subdivision
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as last and we can even move it in the modifier stack down as last so but
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before we apply mirror modifier I want to simplify the geometry on this a little
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bit if we tab in you can see the mesh that the skin modifier created and the
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skin modifier creates these even loops along the length of the object which we
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don't need basically so if we start alt and shift clicking them we can select
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more of those and press ctrl X to just delete them but here it might modify
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your angles so either you create that angle on your own by beveling this edge
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so you can press ctrl B and create a bevel there and basically choose the
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radius you want for those or if you want to make this a little bit more
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simple you can just leave some of those that define those angles but at the same
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time I feel like these branches would benefit for a little bit deeper angles
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so I will now just hold alt and shift and select all of these loops that I
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don't need I will just leave out those defining the corners there so ctrl X for
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quick edge dissolve and here as well so alt shift click to select some of these
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you control X and this might look a little bit tedious right here but keep
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in mind that that these additional loops in combination with the subdivision
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modifier later would create thousands of unnecessary faces and vertices so that's
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something you don't want to have when you try to rig something when you need
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to maybe animate it later and here I don't plan to do any animation but at
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the same time some performance issues might occur if you have the geometry too
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dense
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okay so I think that was the last of them and now if you look at your model
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this is looking a little bit more organic but maybe a little bit too much
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so I want to add some of these supporting loops so with ctrl R I want
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to create some of these end loops which will make the end points not that sharp
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and just here and there maybe you don't need to touch all of those and now you
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can basically decide where you want some of these steeper angles so here I want
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to select this loop and bevel this with three segments here as well
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so now we are adding some of this geometry but we have a full manual
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control over where we want this to be more dense and where we want a little
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bit of a steeper angles so I think this looks good for now and now that we
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managed to clean up this a little bit more we can tab out and apply the mirror
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modifier and apply one level of subdivision okay let me go out of the
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local view now there are only these clothes and a little bit details like
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the talisman or the pendant left and this will be quite easy to handle so
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let's select this piece of cloth and we added the solidify modifier so we saw
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this would look with some thickness I want to remove this for a while this was
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just for a preview purposes we will make this thicker later when this is all
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rigged and if we disable optimal display here and enable wireframe overlay I
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think this looks good so we can just apply the subdivision there with the one
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level of viewport subdivision and now this is still the curve so we'll need to
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convert this to mesh you can check it out how this will look with just the one
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one resolution level on the curve I think the two will be fine here so let's
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just press Q and convert this to mesh from curve right now this is a mesh
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object with no modifiers on it okay and one last thing here again I want to
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remove the solidify modifier disable the optimal display so we actually see the
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mesh and this is a little bit more dense than the body underneath if we disable
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this this is just too basic so we need some subdivision there and I think the
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one level will be just fine but we need to apply more modifier here as well and
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apply that subdivision there on that mesh now for this part this is the same
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as the belt here so let's just press Q and convert to mesh from curve and again
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I've created the quick menu by right-clicking on this option here and
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adding two quick favorites and the last thing here the talisman itself you can
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see we have some bevel there and some subdivision so if I disable this right
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now we can see how this looks without the subdivision and basically the bevels
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should be enough but there's a little bit of a weird shading there if we
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disable subdivision but we can easily fix that with normals so just remove the
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subdivision here we won't need that and we'll enable harden normals and that's
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the option on the bevel modifier that will basically adjust the normals so
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that the large flat parts are shaded nice but you can see the warning here
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that we need to enable auto smooth in object data properties so that the
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blender can take care of the normals so let's just switch to the object data
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properties here enable that auto smooth and we can increase this angle all the
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way to 180 degrees so we give the blender full control over all the angles
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and basically now the bevel modifier control the shading normals and if you
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look at it now this is no different than it was with the subdivision modifier
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apart from this hole here but I can live with this compromise when we can save so
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much of the geometry just by using the bevel modifier so let's apply the bevel
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modifier so this is for the talisman itself and now let me just click through
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all of these objects and there are no more modifiers there there's no mirror
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modifier so this is one solid mesh if we enable the wireframe overlay we can
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see the mesh density right there and I think this is fairly consistent if you
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look at the size of these faces there are no like very dense part apart from
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these details here on the mask but as I said before this is the prominent
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feature and we need this steep angles there and some of these detailed areas
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but all in all I think this is quite consistent mesh density and we can use
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this for rigging right away
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