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These are the user uploaded subtitles that are being translated: 1 00:00:00,810 --> 00:00:04,230 Hey, guys, welcome back to the next part of our series that we're going to be talking about, the 2 00:00:04,470 --> 00:00:08,340 apology of the chance, the details, we're going to go into the stitching of this elements that we 3 00:00:08,340 --> 00:00:10,320 were working with on the last video. 4 00:00:10,320 --> 00:00:15,470 So I just clicked here to make the live surface, make sure you're safe and I'm going to this guy. 5 00:00:15,630 --> 00:00:22,380 And now we need to find a way in order to to get this guy like this little belt buckle into the topology 6 00:00:22,380 --> 00:00:26,130 of the chest without modifying too much what we already have. 7 00:00:26,340 --> 00:00:31,890 So the way I like to do this is I like to erase all the faces that the element is touching, even if 8 00:00:31,890 --> 00:00:33,200 it's touching it just a little bit. 9 00:00:33,210 --> 00:00:38,190 I'm going to erase all the faces, keep only the faces that are not being affected by the element. 10 00:00:38,560 --> 00:00:41,000 Maybe this one's not that much right now. 11 00:00:41,040 --> 00:00:44,670 What we're going to do is we're going to select both objects, both Poly's. 12 00:00:44,910 --> 00:00:47,460 We're going to go into mesh, we're going to combine them. 13 00:00:47,670 --> 00:00:51,900 And what we're going to do is we're going to stitch together the elements that we have here. 14 00:00:52,170 --> 00:00:54,390 Some of the vertices are going to be really easy, right? 15 00:00:54,390 --> 00:00:57,420 Like, for instance, this guy that's pretty straightforward, even this guy. 16 00:00:57,750 --> 00:01:02,500 But for instance, this guy right here, it won't be as easy to know exactly how to stitch it. 17 00:01:02,700 --> 00:01:06,650 My advice is make sure it makes the most logical sense. 18 00:01:06,660 --> 00:01:11,550 So, for instance, here I could have come here and now the triangle, but why not just move this thing 19 00:01:11,550 --> 00:01:14,490 around a little bit and make sure everything's squares right? 20 00:01:14,670 --> 00:01:19,320 As long as everything is a squared and it falls in a very nice way, you shouldn't have that much of 21 00:01:19,320 --> 00:01:21,240 an issue with the with the rigging process. 22 00:01:21,570 --> 00:01:26,250 Now, going back to this site, for instance, that one's a very straightforward patching. 23 00:01:26,550 --> 00:01:28,320 This one's very straight for the war as well. 24 00:01:28,800 --> 00:01:31,920 That one stitches there very nicely as well. 25 00:01:32,150 --> 00:01:34,620 Just we just need to find the exact point of view. 26 00:01:34,620 --> 00:01:37,020 Can't just grab both birdies and go Mersch. 27 00:01:37,020 --> 00:01:38,690 The center should be fine as well. 28 00:01:39,630 --> 00:01:41,670 Let's go back here, for instance. 29 00:01:41,670 --> 00:01:43,530 This guy can over here. 30 00:01:43,650 --> 00:01:47,010 And here's where you might have a couple look like trying some stuff. 31 00:01:47,010 --> 00:01:49,050 However, this is very important. 32 00:01:49,290 --> 00:01:54,590 I strongly advise you against modifying the center line too much. 33 00:01:54,600 --> 00:01:55,560 What do I mean by this? 34 00:01:55,560 --> 00:02:01,620 We already have this central line going right here and I usually want to keep that one as close as possible. 35 00:02:01,620 --> 00:02:05,570 So it will be better to just move this thing around and maybe have a triangle. 36 00:02:05,580 --> 00:02:10,050 But on this side, that way we have a clean line going all the way through the side of the character. 37 00:02:10,260 --> 00:02:15,420 And if we need to cut or do any sort of like, weird movements here, it will be easier than having 38 00:02:15,420 --> 00:02:19,610 this triangle be here and then breaking the the actual, like, middle line. 39 00:02:19,650 --> 00:02:23,280 OK, so just try to keep your center line as clean as possible. 40 00:02:23,280 --> 00:02:27,060 It's not going to be a we're not going to be able to have like a a perfect center line, of course, 41 00:02:27,060 --> 00:02:28,770 because this is no longer symmetrical. 42 00:02:29,010 --> 00:02:32,040 However, we can definitely keep it clean. 43 00:02:32,820 --> 00:02:34,080 Let's move this thing here. 44 00:02:34,740 --> 00:02:40,230 I think they're perfect now here, for instance, why not just have a triangle in that way? 45 00:02:40,230 --> 00:02:41,700 We get a very nice square there. 46 00:02:42,120 --> 00:02:45,140 Here we need to follow the Batman cape. 47 00:02:45,150 --> 00:02:50,190 OK, so we're just going to add another line here, another one here. 48 00:02:51,160 --> 00:02:55,900 So that we can have this thing follow or flow in a very nice way. 49 00:02:57,020 --> 00:03:01,190 Let's get that point away from us, this one right here. 50 00:03:02,500 --> 00:03:08,530 Now, here, I mean, it's a weird area, but we can that's a square, definitely a square, so that's 51 00:03:08,530 --> 00:03:10,290 fine over here. 52 00:03:10,300 --> 00:03:11,440 I'm going to add one square. 53 00:03:12,610 --> 00:03:13,510 We're actually. 54 00:03:15,410 --> 00:03:17,180 And probably this triangle is a little bit better. 55 00:03:18,580 --> 00:03:24,850 Yeah, because this guy's at least follow, roughly follow the same moment here, and then we're going 56 00:03:24,850 --> 00:03:26,140 to use a little technique here. 57 00:03:26,170 --> 00:03:32,230 We're going to double click this area, Mesh Filho, and then with my copter, it's going to make these 58 00:03:32,230 --> 00:03:32,980 two tracks. 59 00:03:33,760 --> 00:03:38,710 Now, I know that this topology doesn't look as nice as what we had before, but don't worry, this 60 00:03:38,710 --> 00:03:39,580 is called stitching. 61 00:03:39,580 --> 00:03:43,320 And it's relatively normal that we get this this sort of element. 62 00:03:43,690 --> 00:03:47,560 It won't look perfect if you any more than you've been the character. 63 00:03:47,650 --> 00:03:48,970 This thing is also going to bend. 64 00:03:48,970 --> 00:03:50,730 And that's something that we can't avoid. 65 00:03:51,070 --> 00:03:56,610 Video games do it all the time with armor and the like, all the extra pieces of like metals and stuff. 66 00:03:57,100 --> 00:04:04,180 If you were doing this for like let's say for like a film or TV production where the body count is usually 67 00:04:04,180 --> 00:04:08,230 super, super high, then all of this will be like just separate topology. 68 00:04:08,230 --> 00:04:12,030 The koff would be simulated to get like the exact wrinkles and everything. 69 00:04:12,040 --> 00:04:15,590 This is only for video game or low poly productions. 70 00:04:15,660 --> 00:04:20,350 OK, now here at eMESH and we're going to. 71 00:04:21,700 --> 00:04:22,660 Feel whole again. 72 00:04:22,870 --> 00:04:24,070 There we go with my. 73 00:04:24,460 --> 00:04:28,540 I'm also going to make this triangle so that it looks like a stitch and that's it. 74 00:04:28,990 --> 00:04:32,170 As you can see now, the silhouette is looking really, really good. 75 00:04:32,240 --> 00:04:34,750 Can see the little black circle element right there. 76 00:04:34,840 --> 00:04:38,320 Remember, all of this is going to be eventually smoothed out with the mesh display. 77 00:04:39,230 --> 00:04:39,590 Soft. 78 00:04:40,400 --> 00:04:47,390 So this is what you would see in game or on engine, which is perfect, and now we just need to finish 79 00:04:47,390 --> 00:04:47,990 all the other. 80 00:04:48,270 --> 00:04:53,900 So remember why I said, hey, let's wait on this guys a little bit and then we'll we'll jump back into 81 00:04:53,900 --> 00:04:54,080 them. 82 00:04:54,320 --> 00:04:59,480 Well, one of the reasons is some of these things could be added as a separate piece, like a piece 83 00:04:59,480 --> 00:05:05,430 on top of the unmount so that we don't interfere that much with the topology that we already have or 84 00:05:05,480 --> 00:05:11,300 or since this guy's even though they do change the silhouette, they're not as important as this main 85 00:05:11,510 --> 00:05:12,260 bell right here. 86 00:05:12,560 --> 00:05:15,190 We could let these guys be just floaters. 87 00:05:15,200 --> 00:05:20,000 A floater is any element that's going to be floating on top of the geometry and that's going to be projected 88 00:05:20,000 --> 00:05:20,890 onto the map. 89 00:05:20,930 --> 00:05:23,750 OK, now I'm going to jump onto the side here. 90 00:05:23,780 --> 00:05:28,790 Remember I mentioned like, how could we add a little bit more detail without breaking the topology? 91 00:05:28,880 --> 00:05:34,670 And if you remember, I mentioned on one of the sites that I think could benefit from having this sort 92 00:05:34,670 --> 00:05:36,770 of element is this loop right here. 93 00:05:36,770 --> 00:05:39,420 That's like a line that's going all the way through here. 94 00:05:39,440 --> 00:05:46,400 So what I'm going to do is I'm going to start moving some of my vertices so they match that exact same 95 00:05:46,400 --> 00:05:47,440 height that we're going for. 96 00:05:48,170 --> 00:05:54,070 Usually, if you can accommodate the the vertices that you have to follow the shapes that you want, 97 00:05:54,080 --> 00:05:56,930 that's going to be way easier than adding extra geometry. 98 00:05:57,230 --> 00:06:03,020 But there's going to be places, for instance, here where we can no longer, like, follow the topology 99 00:06:03,020 --> 00:06:03,580 properly. 100 00:06:03,830 --> 00:06:07,790 So what do we do here to we're going to grab the cattle and we're going to say, hey, you're going 101 00:06:07,790 --> 00:06:09,590 to flow in this direction. 102 00:06:10,580 --> 00:06:14,720 And usually we're going to find some sort of bertice or some some sort of face that we can use as an 103 00:06:14,720 --> 00:06:15,310 anchor point. 104 00:06:15,590 --> 00:06:19,860 And that's where we're going to end our little like modification of the part of the torch. 105 00:06:19,880 --> 00:06:25,190 For instance, here, we can definitely go here and hear a lot of people get really, really scared 106 00:06:25,190 --> 00:06:30,890 about adding triangles to their to their work because they think triangles are like ible or something. 107 00:06:30,900 --> 00:06:31,490 They're not evil. 108 00:06:31,520 --> 00:06:34,250 You just need to know how and when to use them properly. 109 00:06:34,320 --> 00:06:37,850 For instance, when they use my Cuttle again here, we're going to cut from here. 110 00:06:38,810 --> 00:06:45,050 Here and then we're going to anchor ourselves right there, that way when we go into our control mode, 111 00:06:45,050 --> 00:06:47,150 we can move this guy to the side a little bit. 112 00:06:48,230 --> 00:06:50,600 Make sure that we don't lose as much volume there. 113 00:06:51,950 --> 00:06:56,270 And that line right there is going to help me hold this point. 114 00:06:57,580 --> 00:06:58,010 Up. 115 00:06:59,040 --> 00:07:04,980 That line is going to help me hold this element right there, see how it is hung on the surface a little 116 00:07:04,980 --> 00:07:06,410 bit better than what we had before. 117 00:07:06,720 --> 00:07:12,690 Now, if we want to, this is where things get a little bit tricky and we want to add like an actual, 118 00:07:13,470 --> 00:07:14,850 like, step on this area. 119 00:07:14,850 --> 00:07:20,220 Again, with the CK2, we can start like here and then just got on this specific areas. 120 00:07:21,840 --> 00:07:22,290 This. 121 00:07:24,000 --> 00:07:25,620 Just follow all the way down. 122 00:07:26,870 --> 00:07:33,800 They are there and there and then we have enter, you're going to see that now that the apology has 123 00:07:33,800 --> 00:07:37,400 moved in such a way that we have a little bit of a shelf there. 124 00:07:37,880 --> 00:07:40,430 So it might give us a little extra shadow. 125 00:07:40,430 --> 00:07:44,110 It won't make it difficult for the to to rig this character. 126 00:07:44,360 --> 00:07:45,530 We don't have any angles. 127 00:07:45,530 --> 00:07:48,320 We don't have any, like, bad geometry or anything. 128 00:07:48,350 --> 00:07:51,710 Things are flowing and working nicely and see this little thing right here. 129 00:07:51,710 --> 00:07:54,470 See how this is a very small triangle and this is a very big triangle. 130 00:07:54,740 --> 00:07:59,300 That's the kind of things that you want to look out for and just modify them, just move them up a little 131 00:07:59,300 --> 00:07:59,500 bit. 132 00:07:59,810 --> 00:08:04,760 That way we can we can capture the curvature of that little shelf a little bit better. 133 00:08:06,780 --> 00:08:11,010 It could be a little bit of a problem area right there, but again, and this is one of the cool things 134 00:08:11,010 --> 00:08:12,120 about working on a team. 135 00:08:12,330 --> 00:08:16,400 When you have a Grieger, you're going to be like, hey, look, I did this for this specific part. 136 00:08:16,400 --> 00:08:17,490 Do you think that's going to work? 137 00:08:17,490 --> 00:08:22,050 And they could even throw in some bones, try some defamation and see whether they work or not. 138 00:08:22,200 --> 00:08:26,970 And if it doesn't just modify them before jumping onto the next step, a lot of the of the lessons you're 139 00:08:26,970 --> 00:08:29,010 going to be learning are going to be from trial and error. 140 00:08:29,010 --> 00:08:32,790 You're going to try something out and then things are going to work and then other things are not going 141 00:08:32,790 --> 00:08:33,080 to work. 142 00:08:33,360 --> 00:08:35,210 So just just be mindful of that. 143 00:08:35,220 --> 00:08:40,620 Don't don't worry too much and make sure that you you carry the whole thing all the way through the 144 00:08:40,620 --> 00:08:43,290 process so that you learn all the things that you're going to be need. 145 00:08:43,860 --> 00:08:45,930 So I'm going to go on this guy right now. 146 00:08:46,320 --> 00:08:50,250 So the floaters, I think we're going to go with traditional geometry. 147 00:08:50,250 --> 00:08:52,110 So let's erase the faces where they are. 148 00:08:53,430 --> 00:08:56,760 So mentioned before, this is usually the way I like to work with this sort of things. 149 00:08:57,780 --> 00:08:58,720 All of us are very. 150 00:08:59,710 --> 00:09:02,330 Straight elements for triangles. 151 00:09:02,350 --> 00:09:07,510 Just do this now, you might be wondering, do I need to go inside of those areas and character like 152 00:09:07,540 --> 00:09:08,650 the inner elements? 153 00:09:08,870 --> 00:09:09,460 Not really. 154 00:09:09,880 --> 00:09:12,010 That can be very easily captured on the ngoma. 155 00:09:13,280 --> 00:09:15,380 So you just need the cover. 156 00:09:17,150 --> 00:09:24,840 Let's make sure Maya wants to help particular angle sort of tricky angles like the big areas, sometimes 157 00:09:24,840 --> 00:09:31,310 I like to go with a small section and then just move this thing to the side like this. 158 00:09:31,320 --> 00:09:31,730 There we go. 159 00:09:31,990 --> 00:09:33,150 And this thing goes down. 160 00:09:37,670 --> 00:09:37,960 Well. 161 00:09:40,360 --> 00:09:46,600 That's not letting me let you step through this down there street straight down. 162 00:09:47,750 --> 00:09:55,340 The stripped down we need to do the the manual merging of the points, that's fine. 163 00:09:56,610 --> 00:10:03,480 It's again, this is Maya having issues, knowing where what depth the purchases are. 164 00:10:05,470 --> 00:10:08,020 Let's just bring it out, come back here. 165 00:10:09,580 --> 00:10:10,270 Get there. 166 00:10:10,370 --> 00:10:10,820 There we go. 167 00:10:10,850 --> 00:10:16,270 So now to stitch this again with the with the rest of the elements, we need to find a way in which 168 00:10:16,270 --> 00:10:20,250 we don't create that like geometry that's going to be really difficult to work with. 169 00:10:20,260 --> 00:10:20,510 Right. 170 00:10:20,920 --> 00:10:23,050 So let's just put this down. 171 00:10:24,920 --> 00:10:25,270 Go. 172 00:10:28,830 --> 00:10:33,750 And there was one thing you're also going to be learning is the fact that sometimes. 173 00:10:34,840 --> 00:10:39,430 You're going to need to go all the way to the texturing part into the into the base and see whether 174 00:10:39,430 --> 00:10:45,100 or not certain areas of the character are working because it is a little bit impossible to to make sure 175 00:10:45,100 --> 00:10:47,140 that everything is going to work from that from the get go. 176 00:10:47,290 --> 00:10:49,140 You're going to have to to fix things. 177 00:10:49,150 --> 00:10:54,550 So once we hit the texturing part in the next couple of modules, you're going to see that maybe you 178 00:10:54,550 --> 00:10:55,360 will detect that. 179 00:10:55,360 --> 00:10:58,240 There are a couple of things that are not working exactly as we expect. 180 00:10:58,420 --> 00:11:02,780 And we're going to have to go back here to hopefully fix that specific area and then keep on working. 181 00:11:03,250 --> 00:11:04,710 So that's looking good. 182 00:11:05,560 --> 00:11:10,080 Now is just a matter of repeating the same thing with these two guys right here. 183 00:11:10,090 --> 00:11:12,910 Now, as you can see, I did not believe this faces just yet. 184 00:11:12,940 --> 00:11:13,380 Why? 185 00:11:13,570 --> 00:11:19,270 Because I know I'm going to be needing them to create this faces over here. 186 00:11:20,780 --> 00:11:26,780 So I can start building the little like so because, like a little loop that's going to capture. 187 00:11:28,050 --> 00:11:29,070 The silhouette there. 188 00:11:30,250 --> 00:11:31,390 Same here, here. 189 00:11:31,510 --> 00:11:35,720 We're going to have some interesting triangles, there could be a little bit long. 190 00:11:36,460 --> 00:11:40,900 For instance, I think I think it's fine, but I do think that it's way too long. 191 00:11:40,900 --> 00:11:44,800 So I'd rather add one extra line here just so that the. 192 00:11:46,130 --> 00:11:49,280 That the stitching is not as big and we don't get that much of a. 193 00:11:50,650 --> 00:11:53,110 The problem, there we go, so now when we stitch this. 194 00:11:54,860 --> 00:11:59,270 We should have smaller stitches because if you have, like, really, really big triangles going into 195 00:11:59,270 --> 00:12:01,620 the abdomen, that could be problematic. 196 00:12:04,800 --> 00:12:06,870 So something like this. 197 00:12:08,480 --> 00:12:09,470 We go here. 198 00:12:10,840 --> 00:12:11,710 We call here. 199 00:12:13,070 --> 00:12:14,140 It's a triangle there. 200 00:12:15,840 --> 00:12:18,830 We go there, the square here on the corner. 201 00:12:20,290 --> 00:12:21,460 This one on the other corner. 202 00:12:21,490 --> 00:12:21,910 There we go. 203 00:12:21,950 --> 00:12:23,630 So that was just a matter of feeling empathy. 204 00:12:23,800 --> 00:12:26,400 So now that we have that now we can erase this guy again. 205 00:12:26,410 --> 00:12:29,520 We can just bring this thing up a little bit. 206 00:12:30,910 --> 00:12:36,550 Just so that we are both having, as I mentioned, such a big space in between the. 207 00:12:38,280 --> 00:12:43,450 In between the squares tried to get them as much as possible so that everything bounced nicely. 208 00:12:43,920 --> 00:12:44,970 Now we can erase. 209 00:12:45,920 --> 00:12:47,660 And we can start adding. 210 00:12:49,560 --> 00:12:50,100 The. 211 00:12:51,520 --> 00:12:52,420 The border here. 212 00:12:53,410 --> 00:12:54,520 That's going to eventually. 213 00:12:55,470 --> 00:12:56,070 Create. 214 00:12:57,410 --> 00:12:59,750 The little segment where everything is going to. 215 00:13:01,680 --> 00:13:03,510 Then the uniform that would go. 216 00:13:04,800 --> 00:13:06,570 And it's just a matter of their birth. 217 00:13:06,870 --> 00:13:11,190 So I'm going to finish this guys off camera is just doing the same thing I did here, triangle the square 218 00:13:11,190 --> 00:13:11,480 square. 219 00:13:11,790 --> 00:13:15,960 And now we're going to be jumping onto the next section of the character, which is The Bracers. 220 00:13:15,960 --> 00:13:17,780 We're going to start moving down here. 221 00:13:18,060 --> 00:13:19,020 We're going to do The Bracers. 222 00:13:19,020 --> 00:13:25,210 Then we're going to jump on the heads, hips, legs, lower legs, foot armor are still a lot of the 223 00:13:25,210 --> 00:13:26,040 apology to the guys. 224 00:13:26,100 --> 00:13:28,700 However, as you can see, the process, it's not difficult. 225 00:13:28,710 --> 00:13:31,520 I don't consider this process to be extremely difficult. 226 00:13:32,280 --> 00:13:34,230 It definitely is a little bit tedious. 227 00:13:34,560 --> 00:13:37,380 It will take a little bit of time, but it shouldn't be that bad. 228 00:13:37,770 --> 00:13:42,940 Now, one thing that you're that I'm noticing here, though, is that the depth is a slightly different 229 00:13:42,940 --> 00:13:44,040 see how these things are floating. 230 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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