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Hey, guys, welcome back to the next part of our series, we're going to continue with the topology
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of the upper legs, so let's get to it.
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This is where we left off.
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As you can see, architecture is almost complete.
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Just this little extra bridge that we need to do.
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We're very, very close.
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So let's get to it now for this.
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Like, I'm actually going to make it a little bit easier for us.
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And and I'm going to show you again the same trick that we did before we deal with the arm.
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I'm going to start with a cylinder.
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I'm going to change the divisions of the cylinder to 16, which is the same amount that we have on the
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on the lower leg.
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And I'm going to use the cylinder as a base to save me a little bit of time, especially on the on the
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initial block in here.
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Now you can see that the direction of the lines will be a little bit skewed.
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That's fine.
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It's completely normal.
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We're going to delete the top elements here.
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Like this.
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Like this, there we go.
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And I'm just going to like this guy, make it live surface again, windows and mesh and conform.
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Remember where you sit here.
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There we go.
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So that's going to give me a little bit of a head start.
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You can see that the lines are not perfectly like uniformly split.
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Sometimes you're going to get a little bit of extra movement or extra space in certain areas is just
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a matter of moving moving them around.
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Oh, my God.
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I feel like my tongue is.
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Tirtha.
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So here we go.
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Now, as you can see, the most interesting part about the armors are this things right here, right.
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And it's the same thing that we just saw with the detail here on the lower leg.
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Like we need to find a way to keep our up and down topology, like flowing from from top to bottom,
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left to right, while at the same time, like getting these things into into the project.
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Right.
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So what I'm going to do is I'm actually going to start by creating the the outer border here.
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We don't need to worry about this inner edge.
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That's that will be overkill.
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Like, if you want to do it, go for it.
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But it's definitely take way more time than I think you would be willing to spend on this sort of thing.
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So, for instance, see this part right here like this means that we're going to have to at another
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point right there, which is completely OK, we're going to go here now.
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Remember how I mentioned that we're going to be simplifying.
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I think here's where we can start simplifying a little bit like we don't want to have as much geometry
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if we don't need to.
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So we need a lot of geometry down here because of the details.
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But now we can go from maybe 14 to, let's say first sorry, from 16 to maybe like 14 or 12 feet.
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So we just keep going here.
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And here's where things are going to get interesting, right?
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Because we want to keep going up, but we don't want to break.
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This up and down policy that we have, so what's going to happen is we're going to start getting this
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sort of effects where, for instance, here this phase is going to move up like this.
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And in this part, we're probably going to have something like this and then something like this and
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then maybe something like this.
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And that's completely fine as long as everything gets fixed or or we go back to the to the traditional
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like flow eventually.
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So, for instance, here.
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That one's right there.
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And what's really going to end up there?
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We have, of course.
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This line going here again, crazy, Burgess's trying to go way too deep.
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Now what we want to go.
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So was going to go here, double click here and clear the dots.
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There we go, smooth a little bit here and we're going to have this sort of, like, zigzag thing going
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on.
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Right, which is completely fine.
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A triangle there.
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No problem.
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I rather have one triangle that starts increasing the amount of points I'm ever going to have, like
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a triangle here, because, again, this part is going to move as a whole.
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The whole leg is going to move.
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We're not usually going to be bending this particular area.
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And this all of this lines that I just created, maybe even a triangle here.
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Now, I think the triangle thing here would be.
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Like a triangle like there, I want a triple triangle.
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Sometimes we use the shapes, I'm not so sure.
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I don't love them, to be honest.
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Let me try something different.
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Let's try it straight double triangle.
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The triangle is not that bad.
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And it's better so those lines, all of those lines, what we're going to do is they're going to allow
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me to create the little ledge that we're going to need on this armor right here.
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Now, here's a secret we can go to see brush.
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So I like the pieces and sometimes sometimes not all the things, for instance, in this case, it's
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not really the case sometimes that the biology here is actually good enough to just bring it into into
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a spoiler alert.
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We're going to be doing that with the sword, because if you remember, the sword actually has a very
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low, nice topology here.
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So we can utilize this to bulgy.
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You raise a couple of the edges that we're not using, modify or fix a couple of others.
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And we don't need to do the sword from from the beginning.
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We can utilize what we already have as long as the topology is nicely built here in.
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So in this case, sense that the body is not perfect, it's not perfectly optimized, a little bit too
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dense, then we do need to do this.
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This whole process.
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Some of you might be asking, well, can we just like go here, grab this guy and try like.
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Like, what's the word?
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So dynamic, so like another searing measure, like let's close this thing, the cyclone, we can go
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to geometry and say, hey, why not see Ramesh and try to go half right, like half the amount of the
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budget that has.
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Well, you can try.
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But the problem is, since this is it has a very specific topology, the more you see, Ramesh, the
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more you're going to lose the details, see how this doesn't look like like solid, very nice armor,
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just looks like clay.
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And then it's not exactly what we're looking for.
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And even though we're going half, it's still not good enough.
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This one, on the other hand, it's going to look really, really nice and it's going to look like actual
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like arm pieces, armor plates.
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That's also another thing that I want to mention.
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We're going to be doing that with the pants.
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One of the advantages that I see about topology, especially for hard surface, if you've ever going
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to do like like the helmet for, like Iron Man or like a halo armor or something, you're going to see
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that even if you can work very, very nicely on on Seabridge, some things are easier and more manageable
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here in my area due to the nature of the software.
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It's more control.
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You can modify each Burdick's with way more tools than what we have right now.
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In Seabridge.
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You can measure things.
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You can follow image planes a little bit better.
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So I personally like to use Maiya a little bit more for for the for the hard surface kind of thing than
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than Sèvres.
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Whenever I need to do like a very intricate robots and stuff.
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I like to start Conceiver using the same techniques that I showed you before in the in the in the other
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current course, in the series course.
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And then they bring those objects into maiya, give them a proper topology, bring them back in to see
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Rush and and continue working from there.
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You're going to see that a lot of people in their hard surface workflow, they do something similar.
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They start with the blocking and Seaver's sometimes they clean that same blocking consumers with a very
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nice topology.
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And other times they're going to bring those into other software like Max or Motorino, like there's
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a lot of hard surface tools out there and they're going to bring the the objects there to to finish
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them off.
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So here we go.
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Now you can see that I'm not worrying about this empty space that's going to be probably a shadow or
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something later on.
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We can paint this as a shadow, too, to hide a little bit of that.
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A specific border is very, again, common for.
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Four characters.
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If you remember.
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I think I've mentioned in the civil course, that's where we need to avoid having a lot of, like,
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hanging pieces because then it gets tricky both for the base and for this apology that you're seeing
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here.
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It's not the end of the world.
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Just keep it in mind, if you have if you have a lot of, like, very big holes in your geometry, it
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could get tricky.
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So there we go.
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That's the that's the basic start here.
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Now, I'm going to do this things off camera, guys, just to save a little bit of time from the bees.
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I don't it's not that I don't want to show you the whole process, but, you know, we've already seen
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how we do it here.
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And it will just be more like ten more minutes of me going about like this whole geometry.
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The only thing I'm going to do is I'm going to start moving this alliance up like all of these elements.
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And once we hit this area again, we're going to do the same little shelf thing here.
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And try to keep the same flow going on the on the shape of the of the.
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I want to show you, though, how to connect this to this.
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So I'm going to combine both objects, dillehay surface information center, pivot everything.
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And now we're just going to connect this.
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So I know that this guy is eventually going to jump here and then on the knee.
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Remember, we talked about this on the fingers.
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You usually want a little bit more geometry than you might think.
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And the reason is we want to make sure that there's enough things to bend once we go into the into the
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skinning process, this sort of thing.
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It's very important.
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That's why I want to show you how to how to do this.
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So I'm just going to continue here, for instance.
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And once you hit this place, what we're gonna do is we're going to create a little bit of a division
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here.
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So like this, it's like a little bit of a Rothe.
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And then on this road.
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We need to capture the volume, it's a very common mistakes that people don't capture the volume of
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this specific areas.
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It doesn't matter if you get a lot of triangles in this area.
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It's very common for cloth to be very, like, triangulated.
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It's completely normal because it needs a lot of resolution to properly capture these things.
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For instance, there there we go.
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See that?
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So we go there, they're.
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They're.
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This is going to come up.
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Like that.
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Uh.
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There we go.
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Now, here, they're triangle there, that's fine, so long as we captured the details, it's going
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to be fine.
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So this guy, for instance, we can bring it in a little bit more.
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So we captured that cavity here.
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Like that, there we go.
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For instance, this guy, see how there's a lot of space there, just jump, jump the gap.
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All of this is going to be kept around the normal map.
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And again, it's better to close the gap than to have a lot of extra geometry there.
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If it's too much later on, we can we can fix it.
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We can have a.
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Like another thing, actually, I'm going to move this case here.
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Like that, I prefer that I know that we're not capturing the silhouette if we want to, and we can
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have one line there.
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There we go.
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That's better because I want to keep the the border here on the on the boat.
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I think that's it's it's very important that we.
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Try to capture this.
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This border that we have here.
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Oh.
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Let's go.
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There we go.
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So we finished the lip here, the little border, the LECG.
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Going all the way around and now we can focus on the on the actual court itself, another another technique,
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you know, it's just to to breach everything.
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So I'm just going to go here.
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And even if we don't have the the thing this will remember that lip service still works so it can break.
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One, two, three, one, one, two, three, bridge.
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One, two, three, four.
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One, two, three.
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For bridge.
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Now we can go back into our Quadro.
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And we can start adding lines, for instance, we're definitely going to need like a line here or a
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line here.
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Howard capturing the again, the highs and lows.
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What happened there?
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I'm not sure what happened there.
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It loose the material.
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It seems like a lot of material that's assigned to the Lambert.
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There we go.
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Right click if you ever lose that just right click go to assign existing material, Lamberg one to go
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back into our Lambert.
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And I was just a matter of.
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Filling all those things in.
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This one, I usually don't like having those as long as you can modify, that's fine.
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But if you if you need to just.
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I'd rather have triangles.
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And we can relax a couple of this areas a little bit, and we want to capture as much as possible the.
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The look of the lake and that's it, I think the Daleks where symmetrical in that area.
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So we should be fine there.
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Yeah, look at that.
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Very nice looking.
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So, again, display stuff, mention the latest history, everything to have this thing very clean.
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And there we go.
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The upper leg is ready.
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We're getting that very nice silhouette, as I've mentioned.
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I'm going to finish this thing off camera.
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This just remaining pieces.
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And in the next minute, we're going to be talking about how to finish or redo.
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We're going to redo the the panels a little bit.
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We're going to just give them a little bit of a nicer look because we might have to see them on the
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on the character when the when the cloth is flapping.
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And I would rather have a nice pant than this sort of like diaper that he has right now.
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So keep on working, guys.
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Hang on tight and I'll see you back on the next one.
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Bye bye.
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