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Hi, guys, welcome back to our next part of our series.
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They were going to continue with the topology of the fingers we're going to start with.
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So let's get to it.
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This is where we left off.
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We finished the arm, pretty much all of the torso and the head is completely ready.
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So we have all of those guys ready.
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As you can see, if we take a look at how much geometry we have, we only have five thousand triangles,
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which is very low, to be honest.
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So we can definitely go a little bit higher later on.
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But this one was looking really, really cool, like the silhouette and everything is going to be reading
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very, very nicely on our final render.
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You've probably already seen the final render because it's on the cover of the videos, of course,
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but you're going to see how we get there with it throughout the series.
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Of course.
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Now, I'm just going to like this guy right here, make it live again, and I'm going to start drawing
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now for the fingers.
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Guys, fingers are very, very tricky.
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And the reason they're tricky is because we need to make sure that we're keeping a very specific sort
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of topology order to make sure that they deform in the best possible ways.
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Hands are one of the most important parts of any character.
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So we definitely want to make sure that things deform in a nice way.
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And how is this going to be?
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Well, they're easy.
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I'm going to start with the index finger.
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And what I'm going to do is I'm going to draw a square right here.
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The first, like the vision of the finger.
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This is the first Falange.
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We all usually have the it's three three like bonce here on the finger.
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And this is the first one.
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This is the second one.
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And this is going to be the third one.
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So the way I like to do fingers is I like to draw like this sort of like boxy looking element here.
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And it's very important that we give this middle line very, very clean, because that's where the reagor
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is going to be placing the bones.
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They're going to eventually bend the fingers in the in the animation in the rig.
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So if we were to just like writable Ojai's everything like sausages, just like a cylinder going across
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the whole finger, it would be very difficult for a Reger to find exactly where to place the bone.
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And then when they bend the fingers, the fingers might bend in a very weird looking way.
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Remember that the first division is the longest.
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So when you take a look at the divisions here, make sure that they are slightly larger than the rest
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of them.
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And then the second one is the second longest, of course, and then the last one is the shortest.
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So there we go for the thumb, though, the thumb only has two divisions and we're just going to grab
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or draw two squares right here.
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There we go.
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Now we're going to do the exact same thing, but on the inside of the of the finger.
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So we're going to do one.
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This is where the sculpture comes into place, because if you sculpted the wrinkles with the finger
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like I did here, it's going to be a lot easier to find exactly where this elements are.
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So one, two, three, four.
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Same deal here.
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One, two, three, four.
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One, two, three, four.
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Make sure again that the length of the elements makes sense.
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I want to make sure that the first one is long enough.
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I would go.
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OK, go.
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And then the last one right here.
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Now I get my my whole philosophy for topology, and it's one that I share with a couple of other artists
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and they kind of all agree that this is the best option is keep it simple.
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And later on, if we need to add more divisions, it's easier to have more divisions at the end, like
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after you've played the basic, like, build of your of your topology, rather than trying to do it
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from the from the very beginning.
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Now, what we're going to do is we're going to close the squares.
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Now, this could get slightly tricky because as you can see, the camera doesn't really play well with
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us.
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So what I'm going to do is I'm actually going to go into the fingers and I'm going to use my Bridgton.
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I'm going to do those three bridge.
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These three bridge.
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This three bridge I'm presenting the letter G on my keyboard, the letter G repeats the last action
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that we did.
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So in this case, the action.
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This is the bridge to and therefore it's just repeating the bridge.
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It's a very, very handy tool, especially when you're doing something that's very repetitive, such
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as this specific part of the process.
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So letter letter G.
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Just got a couple of these guys, g finally here.
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We're pretty much creating, like the little box, if you remember, I believe when we did the Palladin
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on Seebruck, we did something similar.
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I started with a very single or very simple finger.
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And then we we duplicated the finger and created the whole Hanso.
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So very, very common for us to do this sort of thing that we go and now comes the magic, because now
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what we're going to do is I'm going to go into my Quadro again and I'm going to have one line on the
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top.
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One line on the top, one line on the top, one line on the top, one on top, and one of the sites
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and see how the finger immediately gets this sort of like sausage look like it gets more like circular
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there.
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For instance, we got some weird mistake.
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That's fine.
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We can fix it.
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I'm just going to move this thing back here.
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To the Union of the Fingers, let's find where the other.
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Pointis, remember, if the burtis verdicts becomes like crazy verdicts, just do it manually, go back
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into your Quadro.
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Here you go.
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And one more here.
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There you go.
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So, again, Gracie protects this guy right here.
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Just move it to the position and there we go.
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So now now all the fingers have volume, which is exactly what we're going for.
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Right.
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This is going to help us get this very nice hand, the shape that we're that we're looking for.
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Now, we need to combine all of the fingers into a single element.
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And the way we're going to do this is we're going to go to the side of each finger and we're just to
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connect them like this.
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So it's very important.
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It's a very, very common mistake that people make when they're doing biology for four fingers.
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They they somehow forget that there's a little spacing between your fingers and they and they sometimes
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merge this and that.
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That's wrong.
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You should not have a V shape here in between the fingers.
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It should be like a U shape.
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There should be a little bit of space.
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The reason I believe some people forget about that is because they want to keep it simple.
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They don't want to have as much geometry.
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And of course, if we just like combine them into this sort of like B shape, the amount of damage is
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going to be lower.
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However, you're also going to get these very weird fingers that when you spread your hand out, you're
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going to get some very weird information.
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So I always, always, always do my characters like this.
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And I'm going to show you in the next video, probably on this one, depending on how much or how we're
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doing on time.
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I'm going to show you how we're going to remove the amount of geometry that we have here, because,
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of course, there's a whole lot of geometry here, too, to get them into a better position.
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So now we're going to go onto the actual, like body of the fingers and we need to do a couple of tricks.
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This is a very traditional way of doing a joint or doing this, bending parts of the fingers.
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Usually one of the issues that we have with that formation is, is the following.
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When you have a a block, let's say this sort of square.
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So for a second.
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That's the vision like this, usually when you have something like this and you're Riggert, I'm actually
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going to rig it for you guys so you can see the whole process.
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So let's say rigging the bone, it's going to be one, two, three.
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There we go.
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So I am going to grab this two joints.
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I'm going to grab the box and I'm going to say rigging skin wineskin.
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Putsy.
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It's an object move, so want to object, smooth skin binds.
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There we go.
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So when you have this and you bend an object, one thing that usually happens, of course, the weight
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is not properly done here.
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But you can see here on the on the inside how the weight is actually losing.
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You're getting this is sort of like lost the volume on the bending part of the of the element.
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And that happens because Maya doesn't really know how to modify this kind of thing.
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So one way that we usually offset that is by making sure that there's enough divisions.
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Like Quadro.
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If we have enough, we're actually looking at the Internet.
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Look, let's go back to malling tools and search.
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So if we have enough divisions on our element, even if we go crazy like that, what's going to happen
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is Meyer will know or it should be a little bit easier for Maya to know how to properly the form of
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this sort of things.
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So now when we've been this, you're going to see that we don't lose as much volume.
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Of course, the weight is still not properly done, but you can see that there's not a lot of volume
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lost here on the on the bending area as what we had.
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We just like a single division.
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So that's why for a long time and still we do when we are doing our characters like this guy or when
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we're doing fingers or like legs and elbows and everything, we try to have enough subdivisions or enough
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divisions on the bend, the areas of the of the object, because that's the part that we're going to
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need.
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So usually you go one and two.
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OK, so in every single division you're going to have like one supporting each on each side of the elements
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or one, two, one and two, one and two.
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Again, that's going to help the Reger make sure that the weight, the force properly when he's doing
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the skinning and the Rick.
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And we're not going to have that much of a candy effect nowadays.
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There's also like muscle systems and bland shapes in the formations that help us alleviate that sort
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of effect.
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But for games, we still don't have those.
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Or if we do, there are a little bit expensive.
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So not all of the games use them.
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Therefore, this technique is still very, very handy.
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Now we're going to add one or a couple of divisions.
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I think one is fine on the tip and then one here.
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So we're going to do tip and then the middle of the finger tip.
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The middle of the finger.
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Tip middle of the finger.
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Same here, that's going to help again, get back a little bit of the lost volume and then probably
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just one in between each of the of the main lines right here.
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So one one, one one.
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And so we take a look at this.
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Well.
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We should have a very nice silhouette.
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I think I'm going to add one on the base as well.
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It's going to help give the fingers a little bit more shape.
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We're missing one here, one here and there we go.
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I'm definitely going to add one in here just to keep the size of the squares consistent.
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And this is something that's going to be very, very common for you guys.
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It's something that when people look at wire frames, any art director, a recruiter will take a look
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at this.
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You get to make sure that you have the more geometry or more squares where the details are needed the
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most.
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So, for instance, the face should look definitely denser than the shoulder.
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If you have a very dense shoulder and very low poly face, that's a no no, because you're using square
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words are not important and you're missing those squares in the parts that are actually important.
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So it's very common that the head and the hands, sometimes even the feet are a little bit denser than
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the rest of the character.
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And that's completely fine because those are the parts that have the most specific movements.
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Right.
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Like very, very fine movements that we need to take care of.
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And and yeah.
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So this is it for the fingers, guys.
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Again, make sure to the history of this transformation and do everything to make them clean.
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I'm going to stop the beauty right here, because I know that this is probably going to take you a little
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while to to figure out again, the the way to do it is very simple.
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Start with squares, add the visions and make sure that they form in a very, very nice manner.
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I have a lot of experience doing this.
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That's why it took me very little time.
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But if you feel like it's taking you 20, 30 minutes to do, it's completely normal.
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The first time I was doing like with the body of four characters, they would take me like two days
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to finish the whole thing.
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Nowadays I can if I'm in the zone, I probably can do it in like two or three hours, the complete character.
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So it all depends on the practice.
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It all depends on how complex the character is.
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Make sure to take your time and I'll see you back in the next meeting where I'll show you how we're
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going to combine both of those things, which is going to be quite the quite different.
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So hang on tight and I'll see you back on the next one.
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Bye bye.
20884
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