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Hey, guys, welcome back to the next part of our series that we're going to be talking about, the
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apology of the chance, the details, we're going to go into the stitching of this elements that we
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were working with on the last video.
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So I just clicked here to make the live surface, make sure you're safe and I'm going to this guy.
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And now we need to find a way in order to to get this guy like this little belt buckle into the topology
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of the chest without modifying too much what we already have.
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So the way I like to do this is I like to erase all the faces that the element is touching, even if
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it's touching it just a little bit.
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I'm going to erase all the faces, keep only the faces that are not being affected by the element.
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Maybe this one's not that much right now.
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What we're going to do is we're going to select both objects, both Poly's.
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We're going to go into mesh, we're going to combine them.
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And what we're going to do is we're going to stitch together the elements that we have here.
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Some of the vertices are going to be really easy, right?
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Like, for instance, this guy that's pretty straightforward, even this guy.
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But for instance, this guy right here, it won't be as easy to know exactly how to stitch it.
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My advice is make sure it makes the most logical sense.
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So, for instance, here I could have come here and now the triangle, but why not just move this thing
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around a little bit and make sure everything's squares right?
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As long as everything is a squared and it falls in a very nice way, you shouldn't have that much of
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an issue with the with the rigging process.
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Now, going back to this site, for instance, that one's a very straightforward patching.
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This one's very straight for the war as well.
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That one stitches there very nicely as well.
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Just we just need to find the exact point of view.
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Can't just grab both birdies and go Mersch.
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The center should be fine as well.
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Let's go back here, for instance.
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This guy can over here.
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And here's where you might have a couple look like trying some stuff.
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However, this is very important.
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I strongly advise you against modifying the center line too much.
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What do I mean by this?
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We already have this central line going right here and I usually want to keep that one as close as possible.
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So it will be better to just move this thing around and maybe have a triangle.
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But on this side, that way we have a clean line going all the way through the side of the character.
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And if we need to cut or do any sort of like, weird movements here, it will be easier than having
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this triangle be here and then breaking the the actual, like, middle line.
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OK, so just try to keep your center line as clean as possible.
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It's not going to be a we're not going to be able to have like a a perfect center line, of course,
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because this is no longer symmetrical.
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However, we can definitely keep it clean.
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Let's move this thing here.
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I think they're perfect now here, for instance, why not just have a triangle in that way?
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We get a very nice square there.
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Here we need to follow the Batman cape.
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OK, so we're just going to add another line here, another one here.
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So that we can have this thing follow or flow in a very nice way.
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Let's get that point away from us, this one right here.
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Now, here, I mean, it's a weird area, but we can that's a square, definitely a square, so that's
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fine over here.
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I'm going to add one square.
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We're actually.
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And probably this triangle is a little bit better.
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Yeah, because this guy's at least follow, roughly follow the same moment here, and then we're going
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to use a little technique here.
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We're going to double click this area, Mesh Filho, and then with my copter, it's going to make these
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two tracks.
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Now, I know that this topology doesn't look as nice as what we had before, but don't worry, this
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is called stitching.
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And it's relatively normal that we get this this sort of element.
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It won't look perfect if you any more than you've been the character.
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This thing is also going to bend.
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And that's something that we can't avoid.
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Video games do it all the time with armor and the like, all the extra pieces of like metals and stuff.
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If you were doing this for like let's say for like a film or TV production where the body count is usually
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super, super high, then all of this will be like just separate topology.
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The koff would be simulated to get like the exact wrinkles and everything.
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This is only for video game or low poly productions.
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OK, now here at eMESH and we're going to.
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Feel whole again.
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There we go with my.
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I'm also going to make this triangle so that it looks like a stitch and that's it.
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As you can see now, the silhouette is looking really, really good.
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Can see the little black circle element right there.
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Remember, all of this is going to be eventually smoothed out with the mesh display.
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Soft.
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So this is what you would see in game or on engine, which is perfect, and now we just need to finish
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all the other.
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So remember why I said, hey, let's wait on this guys a little bit and then we'll we'll jump back into
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them.
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Well, one of the reasons is some of these things could be added as a separate piece, like a piece
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on top of the unmount so that we don't interfere that much with the topology that we already have or
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or since this guy's even though they do change the silhouette, they're not as important as this main
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bell right here.
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We could let these guys be just floaters.
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A floater is any element that's going to be floating on top of the geometry and that's going to be projected
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onto the map.
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OK, now I'm going to jump onto the side here.
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Remember I mentioned like, how could we add a little bit more detail without breaking the topology?
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And if you remember, I mentioned on one of the sites that I think could benefit from having this sort
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of element is this loop right here.
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That's like a line that's going all the way through here.
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So what I'm going to do is I'm going to start moving some of my vertices so they match that exact same
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height that we're going for.
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Usually, if you can accommodate the the vertices that you have to follow the shapes that you want,
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that's going to be way easier than adding extra geometry.
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But there's going to be places, for instance, here where we can no longer, like, follow the topology
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properly.
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So what do we do here to we're going to grab the cattle and we're going to say, hey, you're going
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to flow in this direction.
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And usually we're going to find some sort of bertice or some some sort of face that we can use as an
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anchor point.
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And that's where we're going to end our little like modification of the part of the torch.
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For instance, here, we can definitely go here and hear a lot of people get really, really scared
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about adding triangles to their to their work because they think triangles are like ible or something.
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They're not evil.
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You just need to know how and when to use them properly.
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For instance, when they use my Cuttle again here, we're going to cut from here.
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Here and then we're going to anchor ourselves right there, that way when we go into our control mode,
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we can move this guy to the side a little bit.
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Make sure that we don't lose as much volume there.
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And that line right there is going to help me hold this point.
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Up.
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That line is going to help me hold this element right there, see how it is hung on the surface a little
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bit better than what we had before.
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Now, if we want to, this is where things get a little bit tricky and we want to add like an actual,
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like, step on this area.
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Again, with the CK2, we can start like here and then just got on this specific areas.
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This.
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Just follow all the way down.
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They are there and there and then we have enter, you're going to see that now that the apology has
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moved in such a way that we have a little bit of a shelf there.
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So it might give us a little extra shadow.
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It won't make it difficult for the to to rig this character.
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We don't have any angles.
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We don't have any, like, bad geometry or anything.
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Things are flowing and working nicely and see this little thing right here.
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See how this is a very small triangle and this is a very big triangle.
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That's the kind of things that you want to look out for and just modify them, just move them up a little
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bit.
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That way we can we can capture the curvature of that little shelf a little bit better.
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It could be a little bit of a problem area right there, but again, and this is one of the cool things
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about working on a team.
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When you have a Grieger, you're going to be like, hey, look, I did this for this specific part.
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Do you think that's going to work?
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And they could even throw in some bones, try some defamation and see whether they work or not.
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And if it doesn't just modify them before jumping onto the next step, a lot of the of the lessons you're
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going to be learning are going to be from trial and error.
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You're going to try something out and then things are going to work and then other things are not going
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to work.
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So just just be mindful of that.
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Don't don't worry too much and make sure that you you carry the whole thing all the way through the
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process so that you learn all the things that you're going to be need.
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So I'm going to go on this guy right now.
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So the floaters, I think we're going to go with traditional geometry.
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So let's erase the faces where they are.
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So mentioned before, this is usually the way I like to work with this sort of things.
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All of us are very.
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Straight elements for triangles.
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Just do this now, you might be wondering, do I need to go inside of those areas and character like
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the inner elements?
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Not really.
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That can be very easily captured on the ngoma.
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So you just need the cover.
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Let's make sure Maya wants to help particular angle sort of tricky angles like the big areas, sometimes
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I like to go with a small section and then just move this thing to the side like this.
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There we go.
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And this thing goes down.
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Well.
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That's not letting me let you step through this down there street straight down.
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The stripped down we need to do the the manual merging of the points, that's fine.
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It's again, this is Maya having issues, knowing where what depth the purchases are.
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Let's just bring it out, come back here.
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Get there.
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There we go.
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So now to stitch this again with the with the rest of the elements, we need to find a way in which
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we don't create that like geometry that's going to be really difficult to work with.
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Right.
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So let's just put this down.
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Go.
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And there was one thing you're also going to be learning is the fact that sometimes.
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You're going to need to go all the way to the texturing part into the into the base and see whether
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or not certain areas of the character are working because it is a little bit impossible to to make sure
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that everything is going to work from that from the get go.
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You're going to have to to fix things.
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So once we hit the texturing part in the next couple of modules, you're going to see that maybe you
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will detect that.
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There are a couple of things that are not working exactly as we expect.
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And we're going to have to go back here to hopefully fix that specific area and then keep on working.
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So that's looking good.
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Now is just a matter of repeating the same thing with these two guys right here.
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Now, as you can see, I did not believe this faces just yet.
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Why?
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Because I know I'm going to be needing them to create this faces over here.
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So I can start building the little like so because, like a little loop that's going to capture.
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The silhouette there.
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Same here, here.
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We're going to have some interesting triangles, there could be a little bit long.
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For instance, I think I think it's fine, but I do think that it's way too long.
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So I'd rather add one extra line here just so that the.
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That the stitching is not as big and we don't get that much of a.
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The problem, there we go, so now when we stitch this.
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We should have smaller stitches because if you have, like, really, really big triangles going into
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the abdomen, that could be problematic.
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So something like this.
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We go here.
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We call here.
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It's a triangle there.
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We go there, the square here on the corner.
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This one on the other corner.
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There we go.
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So that was just a matter of feeling empathy.
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So now that we have that now we can erase this guy again.
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We can just bring this thing up a little bit.
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Just so that we are both having, as I mentioned, such a big space in between the.
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In between the squares tried to get them as much as possible so that everything bounced nicely.
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Now we can erase.
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And we can start adding.
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The.
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The border here.
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That's going to eventually.
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Create.
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The little segment where everything is going to.
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Then the uniform that would go.
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And it's just a matter of their birth.
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So I'm going to finish this guys off camera is just doing the same thing I did here, triangle the square
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square.
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And now we're going to be jumping onto the next section of the character, which is The Bracers.
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We're going to start moving down here.
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We're going to do The Bracers.
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Then we're going to jump on the heads, hips, legs, lower legs, foot armor are still a lot of the
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apology to the guys.
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However, as you can see, the process, it's not difficult.
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I don't consider this process to be extremely difficult.
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It definitely is a little bit tedious.
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It will take a little bit of time, but it shouldn't be that bad.
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Now, one thing that you're that I'm noticing here, though, is that the depth is a slightly different
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see how these things are floating.
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00:13:44,400 --> 00:13:45,960
Just hit this with the relax button.
231
00:13:46,910 --> 00:13:52,400
And now the character is going to be a little bit more asymmetrical because the height on this area
232
00:13:52,400 --> 00:13:54,760
is not the same as the height of this area over here.
233
00:13:55,130 --> 00:13:57,320
But this is going to it's going to break even better.
234
00:13:57,350 --> 00:14:02,150
So just make sure to hit this with a little bit of a relax during the years that are a little bit.
235
00:14:03,220 --> 00:14:05,650
Or they're not exactly where they're supposed to be.
236
00:14:06,490 --> 00:14:07,820
And there we go.
237
00:14:07,840 --> 00:14:10,970
So you hang on tight, guys, and I'll see you back on the next one.
238
00:14:11,200 --> 00:14:11,590
Bye bye.
23044
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