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These are the user uploaded subtitles that are being translated: 1 00:00:00,390 --> 00:00:04,000 Hey, guys, welcome back to the next part of our series, we're going to continue with the topology 2 00:00:04,020 --> 00:00:05,970 of the upper legs, so let's get to it. 3 00:00:06,000 --> 00:00:06,980 This is where we left off. 4 00:00:06,990 --> 00:00:08,790 As you can see, architecture is almost complete. 5 00:00:08,790 --> 00:00:11,010 Just this little extra bridge that we need to do. 6 00:00:11,310 --> 00:00:12,470 We're very, very close. 7 00:00:12,480 --> 00:00:14,580 So let's get to it now for this. 8 00:00:14,590 --> 00:00:17,070 Like, I'm actually going to make it a little bit easier for us. 9 00:00:17,310 --> 00:00:21,430 And and I'm going to show you again the same trick that we did before we deal with the arm. 10 00:00:21,450 --> 00:00:22,650 I'm going to start with a cylinder. 11 00:00:23,430 --> 00:00:28,020 I'm going to change the divisions of the cylinder to 16, which is the same amount that we have on the 12 00:00:28,020 --> 00:00:28,890 on the lower leg. 13 00:00:29,640 --> 00:00:35,280 And I'm going to use the cylinder as a base to save me a little bit of time, especially on the on the 14 00:00:35,280 --> 00:00:36,400 initial block in here. 15 00:00:36,690 --> 00:00:41,300 Now you can see that the direction of the lines will be a little bit skewed. 16 00:00:41,610 --> 00:00:42,240 That's fine. 17 00:00:42,480 --> 00:00:43,500 It's completely normal. 18 00:00:44,100 --> 00:00:47,340 We're going to delete the top elements here. 19 00:00:49,310 --> 00:00:49,850 Like this. 20 00:00:51,730 --> 00:00:52,920 Like this, there we go. 21 00:00:54,110 --> 00:01:00,980 And I'm just going to like this guy, make it live surface again, windows and mesh and conform. 22 00:01:01,010 --> 00:01:04,460 Remember where you sit here. 23 00:01:05,060 --> 00:01:05,530 There we go. 24 00:01:05,930 --> 00:01:08,080 So that's going to give me a little bit of a head start. 25 00:01:08,090 --> 00:01:12,230 You can see that the lines are not perfectly like uniformly split. 26 00:01:12,240 --> 00:01:17,510 Sometimes you're going to get a little bit of extra movement or extra space in certain areas is just 27 00:01:17,510 --> 00:01:20,330 a matter of moving moving them around. 28 00:01:20,420 --> 00:01:21,310 Oh, my God. 29 00:01:22,320 --> 00:01:23,580 I feel like my tongue is. 30 00:01:25,080 --> 00:01:25,760 Tirtha. 31 00:01:27,130 --> 00:01:28,050 So here we go. 32 00:01:31,260 --> 00:01:37,400 Now, as you can see, the most interesting part about the armors are this things right here, right. 33 00:01:37,680 --> 00:01:42,300 And it's the same thing that we just saw with the detail here on the lower leg. 34 00:01:42,390 --> 00:01:50,340 Like we need to find a way to keep our up and down topology, like flowing from from top to bottom, 35 00:01:50,340 --> 00:01:55,890 left to right, while at the same time, like getting these things into into the project. 36 00:01:55,900 --> 00:01:56,130 Right. 37 00:01:56,430 --> 00:02:00,550 So what I'm going to do is I'm actually going to start by creating the the outer border here. 38 00:02:00,780 --> 00:02:02,760 We don't need to worry about this inner edge. 39 00:02:02,790 --> 00:02:04,410 That's that will be overkill. 40 00:02:04,560 --> 00:02:05,940 Like, if you want to do it, go for it. 41 00:02:05,940 --> 00:02:11,580 But it's definitely take way more time than I think you would be willing to spend on this sort of thing. 42 00:02:12,390 --> 00:02:16,740 So, for instance, see this part right here like this means that we're going to have to at another 43 00:02:16,740 --> 00:02:20,670 point right there, which is completely OK, we're going to go here now. 44 00:02:20,700 --> 00:02:22,920 Remember how I mentioned that we're going to be simplifying. 45 00:02:22,950 --> 00:02:27,480 I think here's where we can start simplifying a little bit like we don't want to have as much geometry 46 00:02:27,480 --> 00:02:28,700 if we don't need to. 47 00:02:29,130 --> 00:02:32,040 So we need a lot of geometry down here because of the details. 48 00:02:32,040 --> 00:02:39,580 But now we can go from maybe 14 to, let's say first sorry, from 16 to maybe like 14 or 12 feet. 49 00:02:40,230 --> 00:02:41,550 So we just keep going here. 50 00:02:41,550 --> 00:02:43,380 And here's where things are going to get interesting, right? 51 00:02:43,380 --> 00:02:47,730 Because we want to keep going up, but we don't want to break. 52 00:02:49,010 --> 00:02:53,030 This up and down policy that we have, so what's going to happen is we're going to start getting this 53 00:02:53,030 --> 00:02:58,340 sort of effects where, for instance, here this phase is going to move up like this. 54 00:02:58,760 --> 00:03:03,950 And in this part, we're probably going to have something like this and then something like this and 55 00:03:03,950 --> 00:03:05,210 then maybe something like this. 56 00:03:05,540 --> 00:03:13,670 And that's completely fine as long as everything gets fixed or or we go back to the to the traditional 57 00:03:13,670 --> 00:03:15,800 like flow eventually. 58 00:03:15,830 --> 00:03:16,880 So, for instance, here. 59 00:03:18,020 --> 00:03:19,070 That one's right there. 60 00:03:19,270 --> 00:03:20,680 And what's really going to end up there? 61 00:03:23,210 --> 00:03:24,290 We have, of course. 62 00:03:26,960 --> 00:03:32,630 This line going here again, crazy, Burgess's trying to go way too deep. 63 00:03:33,550 --> 00:03:35,400 Now what we want to go. 64 00:03:36,410 --> 00:03:40,730 So was going to go here, double click here and clear the dots. 65 00:03:40,760 --> 00:03:47,180 There we go, smooth a little bit here and we're going to have this sort of, like, zigzag thing going 66 00:03:47,180 --> 00:03:47,360 on. 67 00:03:47,360 --> 00:03:49,580 Right, which is completely fine. 68 00:03:49,750 --> 00:03:50,530 A triangle there. 69 00:03:50,570 --> 00:03:51,290 No problem. 70 00:03:51,290 --> 00:03:55,730 I rather have one triangle that starts increasing the amount of points I'm ever going to have, like 71 00:03:55,730 --> 00:03:59,030 a triangle here, because, again, this part is going to move as a whole. 72 00:03:59,030 --> 00:04:00,150 The whole leg is going to move. 73 00:04:00,170 --> 00:04:03,350 We're not usually going to be bending this particular area. 74 00:04:03,560 --> 00:04:07,370 And this all of this lines that I just created, maybe even a triangle here. 75 00:04:07,670 --> 00:04:09,650 Now, I think the triangle thing here would be. 76 00:04:11,040 --> 00:04:14,830 Like a triangle like there, I want a triple triangle. 77 00:04:14,850 --> 00:04:17,820 Sometimes we use the shapes, I'm not so sure. 78 00:04:19,350 --> 00:04:20,910 I don't love them, to be honest. 79 00:04:22,170 --> 00:04:23,320 Let me try something different. 80 00:04:24,810 --> 00:04:27,180 Let's try it straight double triangle. 81 00:04:27,300 --> 00:04:28,490 The triangle is not that bad. 82 00:04:29,680 --> 00:04:33,790 And it's better so those lines, all of those lines, what we're going to do is they're going to allow 83 00:04:33,790 --> 00:04:39,190 me to create the little ledge that we're going to need on this armor right here. 84 00:04:39,940 --> 00:04:42,520 Now, here's a secret we can go to see brush. 85 00:04:44,290 --> 00:04:49,270 So I like the pieces and sometimes sometimes not all the things, for instance, in this case, it's 86 00:04:49,270 --> 00:04:54,580 not really the case sometimes that the biology here is actually good enough to just bring it into into 87 00:04:55,200 --> 00:04:56,020 a spoiler alert. 88 00:04:56,020 --> 00:05:00,040 We're going to be doing that with the sword, because if you remember, the sword actually has a very 89 00:05:00,040 --> 00:05:01,660 low, nice topology here. 90 00:05:01,660 --> 00:05:03,340 So we can utilize this to bulgy. 91 00:05:03,580 --> 00:05:08,260 You raise a couple of the edges that we're not using, modify or fix a couple of others. 92 00:05:08,500 --> 00:05:10,990 And we don't need to do the sword from from the beginning. 93 00:05:10,990 --> 00:05:16,240 We can utilize what we already have as long as the topology is nicely built here in. 94 00:05:16,960 --> 00:05:21,610 So in this case, sense that the body is not perfect, it's not perfectly optimized, a little bit too 95 00:05:21,610 --> 00:05:23,920 dense, then we do need to do this. 96 00:05:24,280 --> 00:05:25,080 This whole process. 97 00:05:25,240 --> 00:05:30,010 Some of you might be asking, well, can we just like go here, grab this guy and try like. 98 00:05:31,820 --> 00:05:33,350 Like, what's the word? 99 00:05:35,180 --> 00:05:40,490 So dynamic, so like another searing measure, like let's close this thing, the cyclone, we can go 100 00:05:40,490 --> 00:05:46,490 to geometry and say, hey, why not see Ramesh and try to go half right, like half the amount of the 101 00:05:46,490 --> 00:05:47,190 budget that has. 102 00:05:47,210 --> 00:05:48,380 Well, you can try. 103 00:05:48,380 --> 00:05:53,990 But the problem is, since this is it has a very specific topology, the more you see, Ramesh, the 104 00:05:53,990 --> 00:05:58,010 more you're going to lose the details, see how this doesn't look like like solid, very nice armor, 105 00:05:58,190 --> 00:05:59,240 just looks like clay. 106 00:05:59,240 --> 00:06:01,340 And then it's not exactly what we're looking for. 107 00:06:01,340 --> 00:06:04,750 And even though we're going half, it's still not good enough. 108 00:06:05,060 --> 00:06:08,810 This one, on the other hand, it's going to look really, really nice and it's going to look like actual 109 00:06:08,810 --> 00:06:10,420 like arm pieces, armor plates. 110 00:06:10,790 --> 00:06:12,830 That's also another thing that I want to mention. 111 00:06:13,160 --> 00:06:14,690 We're going to be doing that with the pants. 112 00:06:15,560 --> 00:06:20,390 One of the advantages that I see about topology, especially for hard surface, if you've ever going 113 00:06:20,390 --> 00:06:26,360 to do like like the helmet for, like Iron Man or like a halo armor or something, you're going to see 114 00:06:26,360 --> 00:06:33,950 that even if you can work very, very nicely on on Seabridge, some things are easier and more manageable 115 00:06:33,950 --> 00:06:36,560 here in my area due to the nature of the software. 116 00:06:36,560 --> 00:06:37,670 It's more control. 117 00:06:37,670 --> 00:06:41,330 You can modify each Burdick's with way more tools than what we have right now. 118 00:06:41,330 --> 00:06:41,840 In Seabridge. 119 00:06:42,140 --> 00:06:43,340 You can measure things. 120 00:06:43,340 --> 00:06:45,280 You can follow image planes a little bit better. 121 00:06:45,290 --> 00:06:53,840 So I personally like to use Maiya a little bit more for for the for the hard surface kind of thing than 122 00:06:53,840 --> 00:06:54,350 than Sèvres. 123 00:06:54,350 --> 00:06:57,950 Whenever I need to do like a very intricate robots and stuff. 124 00:06:58,160 --> 00:07:03,320 I like to start Conceiver using the same techniques that I showed you before in the in the in the other 125 00:07:03,320 --> 00:07:05,030 current course, in the series course. 126 00:07:05,330 --> 00:07:10,970 And then they bring those objects into maiya, give them a proper topology, bring them back in to see 127 00:07:10,970 --> 00:07:13,220 Rush and and continue working from there. 128 00:07:13,220 --> 00:07:17,930 You're going to see that a lot of people in their hard surface workflow, they do something similar. 129 00:07:18,110 --> 00:07:23,270 They start with the blocking and Seaver's sometimes they clean that same blocking consumers with a very 130 00:07:23,270 --> 00:07:23,960 nice topology. 131 00:07:24,110 --> 00:07:29,540 And other times they're going to bring those into other software like Max or Motorino, like there's 132 00:07:29,540 --> 00:07:36,080 a lot of hard surface tools out there and they're going to bring the the objects there to to finish 133 00:07:36,080 --> 00:07:36,500 them off. 134 00:07:36,890 --> 00:07:38,180 So here we go. 135 00:07:38,870 --> 00:07:43,310 Now you can see that I'm not worrying about this empty space that's going to be probably a shadow or 136 00:07:43,310 --> 00:07:44,750 something later on. 137 00:07:44,750 --> 00:07:48,350 We can paint this as a shadow, too, to hide a little bit of that. 138 00:07:48,710 --> 00:07:51,530 A specific border is very, again, common for. 139 00:07:52,420 --> 00:07:53,180 Four characters. 140 00:07:53,890 --> 00:07:54,880 If you remember. 141 00:07:55,940 --> 00:08:01,690 I think I've mentioned in the civil course, that's where we need to avoid having a lot of, like, 142 00:08:01,690 --> 00:08:08,200 hanging pieces because then it gets tricky both for the base and for this apology that you're seeing 143 00:08:08,200 --> 00:08:08,500 here. 144 00:08:09,370 --> 00:08:10,300 It's not the end of the world. 145 00:08:10,510 --> 00:08:15,520 Just keep it in mind, if you have if you have a lot of, like, very big holes in your geometry, it 146 00:08:15,520 --> 00:08:16,090 could get tricky. 147 00:08:16,780 --> 00:08:17,770 So there we go. 148 00:08:17,780 --> 00:08:19,940 That's the that's the basic start here. 149 00:08:20,260 --> 00:08:25,270 Now, I'm going to do this things off camera, guys, just to save a little bit of time from the bees. 150 00:08:25,270 --> 00:08:29,440 I don't it's not that I don't want to show you the whole process, but, you know, we've already seen 151 00:08:29,440 --> 00:08:30,370 how we do it here. 152 00:08:30,700 --> 00:08:35,760 And it will just be more like ten more minutes of me going about like this whole geometry. 153 00:08:35,780 --> 00:08:41,260 The only thing I'm going to do is I'm going to start moving this alliance up like all of these elements. 154 00:08:42,310 --> 00:08:47,410 And once we hit this area again, we're going to do the same little shelf thing here. 155 00:08:48,630 --> 00:08:53,010 And try to keep the same flow going on the on the shape of the of the. 156 00:08:53,520 --> 00:08:56,430 I want to show you, though, how to connect this to this. 157 00:08:56,650 --> 00:09:01,620 So I'm going to combine both objects, dillehay surface information center, pivot everything. 158 00:09:01,920 --> 00:09:03,600 And now we're just going to connect this. 159 00:09:03,630 --> 00:09:08,020 So I know that this guy is eventually going to jump here and then on the knee. 160 00:09:08,040 --> 00:09:09,720 Remember, we talked about this on the fingers. 161 00:09:09,720 --> 00:09:12,360 You usually want a little bit more geometry than you might think. 162 00:09:12,360 --> 00:09:17,490 And the reason is we want to make sure that there's enough things to bend once we go into the into the 163 00:09:17,490 --> 00:09:19,640 skinning process, this sort of thing. 164 00:09:19,650 --> 00:09:20,560 It's very important. 165 00:09:20,580 --> 00:09:22,550 That's why I want to show you how to how to do this. 166 00:09:22,550 --> 00:09:24,510 So I'm just going to continue here, for instance. 167 00:09:26,750 --> 00:09:32,450 And once you hit this place, what we're gonna do is we're going to create a little bit of a division 168 00:09:32,450 --> 00:09:32,810 here. 169 00:09:35,060 --> 00:09:38,090 So like this, it's like a little bit of a Rothe. 170 00:09:39,130 --> 00:09:40,540 And then on this road. 171 00:09:41,480 --> 00:09:47,480 We need to capture the volume, it's a very common mistakes that people don't capture the volume of 172 00:09:47,480 --> 00:09:48,680 this specific areas. 173 00:09:48,710 --> 00:09:50,870 It doesn't matter if you get a lot of triangles in this area. 174 00:09:50,870 --> 00:09:54,600 It's very common for cloth to be very, like, triangulated. 175 00:09:54,620 --> 00:09:59,390 It's completely normal because it needs a lot of resolution to properly capture these things. 176 00:09:59,400 --> 00:10:01,340 For instance, there there we go. 177 00:10:01,340 --> 00:10:01,940 See that? 178 00:10:02,720 --> 00:10:05,360 So we go there, they're. 179 00:10:06,460 --> 00:10:07,150 They're. 180 00:10:09,770 --> 00:10:10,850 This is going to come up. 181 00:10:12,770 --> 00:10:13,420 Like that. 182 00:10:15,970 --> 00:10:16,310 Uh. 183 00:10:17,650 --> 00:10:18,240 There we go. 184 00:10:19,770 --> 00:10:25,650 Now, here, they're triangle there, that's fine, so long as we captured the details, it's going 185 00:10:25,650 --> 00:10:26,160 to be fine. 186 00:10:27,120 --> 00:10:29,460 So this guy, for instance, we can bring it in a little bit more. 187 00:10:29,460 --> 00:10:32,280 So we captured that cavity here. 188 00:10:33,520 --> 00:10:35,640 Like that, there we go. 189 00:10:36,840 --> 00:10:41,190 For instance, this guy, see how there's a lot of space there, just jump, jump the gap. 190 00:10:41,210 --> 00:10:43,010 All of this is going to be kept around the normal map. 191 00:10:43,310 --> 00:10:48,980 And again, it's better to close the gap than to have a lot of extra geometry there. 192 00:10:49,760 --> 00:10:52,060 If it's too much later on, we can we can fix it. 193 00:10:52,070 --> 00:10:52,820 We can have a. 194 00:10:56,160 --> 00:11:00,330 Like another thing, actually, I'm going to move this case here. 195 00:11:01,770 --> 00:11:05,850 Like that, I prefer that I know that we're not capturing the silhouette if we want to, and we can 196 00:11:05,850 --> 00:11:06,490 have one line there. 197 00:11:06,540 --> 00:11:06,960 There we go. 198 00:11:07,470 --> 00:11:11,700 That's better because I want to keep the the border here on the on the boat. 199 00:11:14,720 --> 00:11:17,510 I think that's it's it's very important that we. 200 00:11:18,800 --> 00:11:20,000 Try to capture this. 201 00:11:21,850 --> 00:11:23,200 This border that we have here. 202 00:11:33,180 --> 00:11:33,510 Oh. 203 00:11:35,590 --> 00:11:36,130 Let's go. 204 00:11:36,220 --> 00:11:36,900 There we go. 205 00:11:41,240 --> 00:11:44,870 So we finished the lip here, the little border, the LECG. 206 00:11:45,960 --> 00:11:52,200 Going all the way around and now we can focus on the on the actual court itself, another another technique, 207 00:11:52,200 --> 00:11:54,750 you know, it's just to to breach everything. 208 00:11:54,760 --> 00:11:56,250 So I'm just going to go here. 209 00:11:57,090 --> 00:12:03,660 And even if we don't have the the thing this will remember that lip service still works so it can break. 210 00:12:05,440 --> 00:12:11,080 One, two, three, one, one, two, three, bridge. 211 00:12:12,150 --> 00:12:14,130 One, two, three, four. 212 00:12:15,450 --> 00:12:17,070 One, two, three. 213 00:12:19,260 --> 00:12:20,550 For bridge. 214 00:12:23,460 --> 00:12:25,830 Now we can go back into our Quadro. 215 00:12:26,690 --> 00:12:32,410 And we can start adding lines, for instance, we're definitely going to need like a line here or a 216 00:12:32,420 --> 00:12:33,140 line here. 217 00:12:40,760 --> 00:12:43,400 Howard capturing the again, the highs and lows. 218 00:12:49,110 --> 00:12:49,880 What happened there? 219 00:12:53,230 --> 00:12:54,430 I'm not sure what happened there. 220 00:12:55,400 --> 00:12:56,380 It loose the material. 221 00:12:56,790 --> 00:12:59,060 It seems like a lot of material that's assigned to the Lambert. 222 00:12:59,120 --> 00:12:59,530 There we go. 223 00:13:02,830 --> 00:13:08,470 Right click if you ever lose that just right click go to assign existing material, Lamberg one to go 224 00:13:08,470 --> 00:13:09,760 back into our Lambert. 225 00:13:11,200 --> 00:13:12,370 And I was just a matter of. 226 00:13:13,070 --> 00:13:14,750 Filling all those things in. 227 00:13:19,980 --> 00:13:24,330 This one, I usually don't like having those as long as you can modify, that's fine. 228 00:13:24,330 --> 00:13:26,070 But if you if you need to just. 229 00:13:27,890 --> 00:13:29,030 I'd rather have triangles. 230 00:13:29,870 --> 00:13:35,840 And we can relax a couple of this areas a little bit, and we want to capture as much as possible the. 231 00:13:36,920 --> 00:13:42,010 The look of the lake and that's it, I think the Daleks where symmetrical in that area. 232 00:13:42,020 --> 00:13:43,260 So we should be fine there. 233 00:13:43,910 --> 00:13:44,660 Yeah, look at that. 234 00:13:44,660 --> 00:13:45,640 Very nice looking. 235 00:13:45,650 --> 00:13:50,870 So, again, display stuff, mention the latest history, everything to have this thing very clean. 236 00:13:51,290 --> 00:13:52,010 And there we go. 237 00:13:52,040 --> 00:13:53,200 The upper leg is ready. 238 00:13:53,210 --> 00:13:55,670 We're getting that very nice silhouette, as I've mentioned. 239 00:13:55,700 --> 00:13:57,970 I'm going to finish this thing off camera. 240 00:13:57,980 --> 00:13:59,750 This just remaining pieces. 241 00:14:00,020 --> 00:14:03,770 And in the next minute, we're going to be talking about how to finish or redo. 242 00:14:03,800 --> 00:14:06,370 We're going to redo the the panels a little bit. 243 00:14:06,380 --> 00:14:11,330 We're going to just give them a little bit of a nicer look because we might have to see them on the 244 00:14:11,900 --> 00:14:14,540 on the character when the when the cloth is flapping. 245 00:14:14,840 --> 00:14:19,730 And I would rather have a nice pant than this sort of like diaper that he has right now. 246 00:14:20,000 --> 00:14:21,370 So keep on working, guys. 247 00:14:21,380 --> 00:14:23,710 Hang on tight and I'll see you back on the next one. 248 00:14:23,990 --> 00:14:24,430 Bye bye. 22726

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