Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
We are now almost ready for rigging. There's just one last step involved and
that's to apply some of the modifiers and optimize the model for efficient
rigging. So as you can see we have different modifiers applied along the
model like the mirror modifier here and their subdivision modifier. There's still
skin modifier on the branches and stuff like that so I want to get rid of that
and basically at the end of this chapter we'll have a pure mesh ready for rigging.
So right now I will just select all, press shift D to duplicate, enter and
press M to move this to backup collection. So we saved all of our
objects. If we need to go back and edit something because these are destructive
operations they will alter the mesh and change its geometry. So first of all we
can start with the body and first of all I want to apply mirror modifier. We
can't have mirror modifier active for the rigging because they're in the right
part of the armature. Obviously if we need to move the hand separately and
stuff like that and there is a subdivision modifier with two levels of
subdivision. Right now I want to reduce this to one and let me uncheck the
optimal display so we actually see the resulting mesh and now if we enable
wireframe overlay this is what we will be getting if we apply this subdivision
modifier right away and I kind of like this density I think it will be enough
for some basic deformation with the armature. So we can just click apply and
you might have noticed there are some of these dents created on the texture
because we painted with the two levels of subdivision over these locally UV
islands so if we go to the texture paint mode you can just select the fill tool
pick up this color paint everything in between the islands with the same color
and you will get rid of that. So sometimes these errors might occur when
you're trying to keep the model editable as long as possible and then you try to
paint the textures and stuff like that and then you need to apply those
modifiers. Don't worry about that maybe in this case it would be better to apply
the subdivision before the painting and paint over the high poly islands but
then again if we would need to change something change the geometry it's
generally harder to work with more dense geometry. So it's not a big issue it's
just something you need to keep in mind. We can now switch back to the layout
view and we no longer have any modifiers on the body if we go into the edit mode
you can see this is much denser mesh but still there are all those seams the UVs
still work so this is basically ready to go and we can now move on to other
objects. So the second one should be the mask it's one of the most prominent
objects on the scene it will be most lighted probably in the end result so we
can reduce the viewport subdivision on the subdivision modifier to 1 it's still
dense enough and right here if we disable optimal display once again and
enable the wireframe overlay you can do this with the Q if you remember. This is
a little bit more dense than the body but at the same time again this will be
the most prominent object on the scene and it's a little bit more detailed so
there are these radiuses and steeper angles and details so it obviously needs
a little bit more dense geometry. So I think this will be okay if we just
apply this. So that's the mask there's no longer any mirror modifier because we
applied it to have some of these differences on the left and right side
to create some visual interest here and there and for the feathers I wouldn't
add any subdivision modifier there or anything but still there is a mirror
modifier we'll need to apply that and it would be very tedious to go feather
to feather and apply mirror modifier so there's an easier way how to do this we
can select the mask the head and branches and hit H every time to hide
those and now we can just drag a selection around those feathers so we'll
need to shift click one of those to have an active object that we want to merge
those into and let's press ctrl J to join them into one mesh and then we can
apply this mirror modifier for all of those so click apply and now we have all
of those as one mesh and UV islands are just duplicated over one another so the
texture still works so this is for the feathers the head was okay but I can see
here right away that this neck might not be enough for the rigging so we can
select this loop right here and drag it out a little bit and maybe even press E
then Z and extrude and scale this a little bit down so we have so we have a
little bit more space there to work with the armature so let me tab out and now
if we press alt H will unhide everything we have then these branches so let's
select those and just press the slash key on the numpad to isolate them into
a local view and here there's a little bit more going on we have the skin
modifier will which we will need obviously to apply then there's a
subdivision modifier and even the mirror modifier so we need to get rid of all of
those and first I will apply the skin modifier here and let's leave subdivision
as last and we can even move it in the modifier stack down as last so but
before we apply mirror modifier I want to simplify the geometry on this a little
bit if we tab in you can see the mesh that the skin modifier created and the
skin modifier creates these even loops along the length of the object which we
don't need basically so if we start alt and shift clicking them we can select
more of those and press ctrl X to just delete them but here it might modify
your angles so either you create that angle on your own by beveling this edge
so you can press ctrl B and create a bevel there and basically choose the
radius you want for those or if you want to make this a little bit more
simple you can just leave some of those that define those angles but at the same
time I feel like these branches would benefit for a little bit deeper angles
so I will now just hold alt and shift and select all of these loops that I
don't need I will just leave out those defining the corners there so ctrl X for
quick edge dissolve and here as well so alt shift click to select some of these
you control X and this might look a little bit tedious right here but keep
in mind that that these additional loops in combination with the subdivision
modifier later would create thousands of unnecessary faces and vertices so that's
something you don't want to have when you try to rig something when you need
to maybe animate it later and here I don't plan to do any animation but at
the same time some performance issues might occur if you have the geometry too
dense
okay so I think that was the last of them and now if you look at your model
this is looking a little bit more organic but maybe a little bit too much
so I want to add some of these supporting loops so with ctrl R I want
to create some of these end loops which will make the end points not that sharp
and just here and there maybe you don't need to touch all of those and now you
can basically decide where you want some of these steeper angles so here I want
to select this loop and bevel this with three segments here as well
so now we are adding some of this geometry but we have a full manual
control over where we want this to be more dense and where we want a little
bit of a steeper angles so I think this looks good for now and now that we
managed to clean up this a little bit more we can tab out and apply the mirror
modifier and apply one level of subdivision okay let me go out of the
local view now there are only these clothes and a little bit details like
the talisman or the pendant left and this will be quite easy to handle so
let's select this piece of cloth and we added the solidify modifier so we saw
this would look with some thickness I want to remove this for a while this was
just for a preview purposes we will make this thicker later when this is all
rigged and if we disable optimal display here and enable wireframe overlay I
think this looks good so we can just apply the subdivision there with the one
level of viewport subdivision and now this is still the curve so we'll need to
convert this to mesh you can check it out how this will look with just the one
one resolution level on the curve I think the two will be fine here so let's
just press Q and convert this to mesh from curve right now this is a mesh
object with no modifiers on it okay and one last thing here again I want to
remove the solidify modifier disable the optimal display so we actually see the
mesh and this is a little bit more dense than the body underneath if we disable
this this is just too basic so we need some subdivision there and I think the
one level will be just fine but we need to apply more modifier here as well and
apply that subdivision there on that mesh now for this part this is the same
as the belt here so let's just press Q and convert to mesh from curve and again
I've created the quick menu by right-clicking on this option here and
adding two quick favorites and the last thing here the talisman itself you can
see we have some bevel there and some subdivision so if I disable this right
now we can see how this looks without the subdivision and basically the bevels
should be enough but there's a little bit of a weird shading there if we
disable subdivision but we can easily fix that with normals so just remove the
subdivision here we won't need that and we'll enable harden normals and that's
the option on the bevel modifier that will basically adjust the normals so
that the large flat parts are shaded nice but you can see the warning here
that we need to enable auto smooth in object data properties so that the
blender can take care of the normals so let's just switch to the object data
properties here enable that auto smooth and we can increase this angle all the
way to 180 degrees so we give the blender full control over all the angles
and basically now the bevel modifier control the shading normals and if you
look at it now this is no different than it was with the subdivision modifier
apart from this hole here but I can live with this compromise when we can save so
much of the geometry just by using the bevel modifier so let's apply the bevel
modifier so this is for the talisman itself and now let me just click through
all of these objects and there are no more modifiers there there's no mirror
modifier so this is one solid mesh if we enable the wireframe overlay we can
see the mesh density right there and I think this is fairly consistent if you
look at the size of these faces there are no like very dense part apart from
these details here on the mask but as I said before this is the prominent
feature and we need this steep angles there and some of these detailed areas
but all in all I think this is quite consistent mesh density and we can use
this for rigging right away
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.