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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 --> 00:00:04,920 In this chapter we are going to create the branches on the head if you press 1 2 00:00:04,920 --> 00:00:09,640 for the front view you will see it on the reference here and we'll use some 3 00:00:09,640 --> 00:00:13,360 really simple trick to do this. We'll be just extruding some vertices and 4 00:00:13,360 --> 00:00:17,720 applying skin modifier over them and then fixing some issues so let's get to 5 00:00:17,720 --> 00:00:23,680 it right now and I will select the mask first and press H to hide this and now 6 00:00:23,680 --> 00:00:30,800 select the ball that's a placeholder for head and hold shift S and switch cursor 7 00:00:30,800 --> 00:00:35,840 to select it so we have a cursor there and now I'll press shift A and with the 8 00:00:35,840 --> 00:00:40,160 extra objects active we have an option to create a single word object add 9 00:00:40,160 --> 00:00:46,480 single word and right now we are already in the edit mode after adding so just be 10 00:00:46,480 --> 00:00:51,340 sure to switch this to vertex select by pressing 1 and now we can move the 11 00:00:51,340 --> 00:00:58,780 vertex in place where the first branch will go so somewhere here probably and 12 00:00:58,780 --> 00:01:03,820 now we'll just extrude some branches and don't worry if you don't see behind the 13 00:01:03,820 --> 00:01:11,060 feathers here remember that this should be very organic process when I first 14 00:01:11,060 --> 00:01:14,700 extruded these branches I didn't have any like a real branch reference or 15 00:01:14,700 --> 00:01:19,820 anything so just go with the flow and finish like you see here on the 16 00:01:19,820 --> 00:01:25,820 reference so I will just press E now and extrude the first vertex and continue 17 00:01:25,820 --> 00:01:31,740 like this until I match something similar that I can see here on the 18 00:01:31,740 --> 00:01:37,180 screen I might have a little trouble to do that as well since I don't remember 19 00:01:37,180 --> 00:01:44,820 the exact position for these branches and now let's enable the x-ray and I 20 00:01:44,860 --> 00:01:50,540 will push this a little bit up and extrude this down so I can create this 21 00:01:50,540 --> 00:02:02,220 part as well so let's extrude this then a little bit of that okay and I will 22 00:02:02,220 --> 00:02:07,900 just continue by duplicating this first vertex so shift D and duplicate where 23 00:02:07,900 --> 00:02:14,140 the next branch would go and just start extruding that so press E extrude or you 24 00:02:14,140 --> 00:02:20,780 can ctrl right click to make things really fast and just click through that 25 00:02:20,780 --> 00:02:27,780 but sometimes I find actually pressing E and extruding a little bit more precise 26 00:02:27,780 --> 00:02:36,620 than with the ctrl right click so keep that in mind 27 00:02:36,620 --> 00:02:41,580 okay something like this and there's another branch right here and it's 28 00:02:41,620 --> 00:02:53,540 barely visible so let's just do something like this and then a little 29 00:02:53,540 --> 00:02:58,860 part like that I will now tab out so you better see the structure for these 30 00:02:58,860 --> 00:03:03,780 branches if you want to repeat this and now I will add the skin modifier so go 31 00:03:03,780 --> 00:03:08,820 to the modifiers tab and add a skin modifier and this doesn't look pretty 32 00:03:08,980 --> 00:03:14,820 right now but we'll fix that if we tab back in and select these three vertices 33 00:03:14,820 --> 00:03:21,540 we can drag a selection around them or shift click and we will mark all of them 34 00:03:21,540 --> 00:03:27,180 as root and now select all so press A and press ctrl A to scale all of this 35 00:03:27,180 --> 00:03:32,460 down and with this we are actually modifying the radius on these vertices 36 00:03:32,460 --> 00:03:36,980 from which the skin modifier takes the information about how thick it should be 37 00:03:36,980 --> 00:03:43,740 so right now we are trying to find some middle range some middle median value 38 00:03:43,740 --> 00:03:48,460 for the thickness of these branches something like this I would say and now 39 00:03:48,460 --> 00:03:57,340 we can scale up the roots so press ctrl A and scale this up and we can maybe 40 00:03:57,340 --> 00:04:03,980 move them a little bit closer here so it's really visible that these are a 41 00:04:03,980 --> 00:04:09,020 little bit more wide and now select all of the endpoints you can see so by 42 00:04:09,020 --> 00:04:17,820 holding shift just click the end vertices on every branch and we'll now 43 00:04:17,820 --> 00:04:25,140 enable proportional editing so press O or click here press ctrl A and scale 44 00:04:25,140 --> 00:04:30,500 this down and remember you can modify this with the scroll wheel on your mouse 45 00:04:30,500 --> 00:04:37,940 so we don't want the radius to be very large we want something like this 46 00:04:37,940 --> 00:04:44,620 remember to look at the reference you will see at which point this starts to 47 00:04:44,620 --> 00:04:49,300 match so I think something like this should work and now we can turn off the 48 00:04:49,300 --> 00:04:53,460 proportional editing by pressing O again and let's look from the side so I will 49 00:04:53,460 --> 00:04:59,060 press 3 on the numpad and you can see these branches go in several directions 50 00:04:59,140 --> 00:05:05,580 so right now I will hover over the first one and press L to select all the linked 51 00:05:05,580 --> 00:05:10,740 vertices now go back here to the side view and I will press G to move this 52 00:05:10,740 --> 00:05:18,260 here and R to rotate to place this over the reference like that and the bottom 53 00:05:18,260 --> 00:05:26,500 one here so you can see I hovered over there and press L and let's rotate this 54 00:05:26,500 --> 00:05:34,820 as well and around the Z axis so we can place it like this okay and a little bit 55 00:05:34,820 --> 00:05:42,340 more towards the head here so something like that should work and you can always 56 00:05:42,340 --> 00:05:48,260 play with this a little bit more if you hover over this one and rotate around Z 57 00:05:48,260 --> 00:05:52,980 you can get a little bit more angle so from the side it's visible that it's 58 00:05:53,100 --> 00:05:58,340 branch I will leave it like this for a while and we can now exit the edit mode 59 00:05:58,340 --> 00:06:05,700 so tab out toggle the x-ray again and I want to enable smooth shading here on 60 00:06:05,700 --> 00:06:09,860 the skin modifier you have to do this it won't help you if you enable smooth 61 00:06:09,860 --> 00:06:14,860 shading right there because it's overridden by the skin modifier here so 62 00:06:14,860 --> 00:06:20,740 check the smooth shading there and I want to add one level of subdivision 63 00:06:20,740 --> 00:06:26,300 like this so press ctrl 1 or add the modifier here manually and you can see 64 00:06:26,300 --> 00:06:33,300 we have a one viewport division and I really like this so right now I'll just 65 00:06:33,300 --> 00:06:39,060 have to check around if there are some shading issues I really recommend doing 66 00:06:39,060 --> 00:06:46,300 this after using a skin modifier I will try to simulate some problems here if 67 00:06:46,420 --> 00:06:50,860 you maybe have some vertices too close together let me disable the subdivision 68 00:06:50,860 --> 00:06:59,860 it can really break your skin modifier like this so it's always good to go 69 00:06:59,860 --> 00:07:05,060 around your model and check if the skin modifier works properly if you see some 70 00:07:05,060 --> 00:07:09,700 problems like this don't worry about this you can just easily select the 71 00:07:09,700 --> 00:07:14,980 vertex and move it a little bit around until the problem disappears these 72 00:07:14,980 --> 00:07:21,180 vertices just need some breathing room around them depending on the radius you 73 00:07:21,180 --> 00:07:27,180 have applied with the ctrl a so they'll just need some breathing room to work 74 00:07:27,180 --> 00:07:32,140 properly we can now enable the subdivision modifier again and one last 75 00:07:32,140 --> 00:07:37,980 thing that's missing here is the mirror modifier so we'll apply that and it 76 00:07:37,980 --> 00:07:43,820 works automatically because we move the cursor to the center of the head and 77 00:07:43,860 --> 00:07:49,060 that's where the origin point for this whole object is so the modifier 78 00:07:49,060 --> 00:07:54,740 automatically applies the X mirror around that origin point so right now we 79 00:07:54,740 --> 00:08:01,060 can just press alt H to unhide the mask toggle the x-ray to look around and we 80 00:08:01,060 --> 00:08:06,860 are getting somewhere this already looks nice and remember these easy small 81 00:08:06,860 --> 00:08:10,420 modeling shortcuts like creating something from a single vertex and then 82 00:08:10,420 --> 00:08:14,620 applying skin modifier and some of the other modifiers to create something that 83 00:08:14,620 --> 00:08:19,900 looks complex that's something where blender really shines 9144

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