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These are the user uploaded subtitles that are being translated: 1 00:00:00,970 --> 00:00:02,920 Hi, guys, welcome back to our next part of our series. 2 00:00:02,950 --> 00:00:05,830 They were going to continue with the topology of the fingers we're going to start with. 3 00:00:06,110 --> 00:00:07,040 So let's get to it. 4 00:00:07,480 --> 00:00:08,380 This is where we left off. 5 00:00:08,380 --> 00:00:12,820 We finished the arm, pretty much all of the torso and the head is completely ready. 6 00:00:12,820 --> 00:00:15,130 So we have all of those guys ready. 7 00:00:15,140 --> 00:00:19,690 As you can see, if we take a look at how much geometry we have, we only have five thousand triangles, 8 00:00:19,960 --> 00:00:21,670 which is very low, to be honest. 9 00:00:21,670 --> 00:00:23,890 So we can definitely go a little bit higher later on. 10 00:00:24,520 --> 00:00:28,210 But this one was looking really, really cool, like the silhouette and everything is going to be reading 11 00:00:28,210 --> 00:00:30,250 very, very nicely on our final render. 12 00:00:30,730 --> 00:00:34,000 You've probably already seen the final render because it's on the cover of the videos, of course, 13 00:00:34,120 --> 00:00:37,420 but you're going to see how we get there with it throughout the series. 14 00:00:37,420 --> 00:00:37,760 Of course. 15 00:00:38,050 --> 00:00:41,860 Now, I'm just going to like this guy right here, make it live again, and I'm going to start drawing 16 00:00:42,130 --> 00:00:43,330 now for the fingers. 17 00:00:43,330 --> 00:00:46,150 Guys, fingers are very, very tricky. 18 00:00:46,180 --> 00:00:51,910 And the reason they're tricky is because we need to make sure that we're keeping a very specific sort 19 00:00:51,910 --> 00:00:56,530 of topology order to make sure that they deform in the best possible ways. 20 00:00:56,530 --> 00:00:59,070 Hands are one of the most important parts of any character. 21 00:00:59,320 --> 00:01:02,200 So we definitely want to make sure that things deform in a nice way. 22 00:01:02,470 --> 00:01:03,530 And how is this going to be? 23 00:01:03,550 --> 00:01:04,420 Well, they're easy. 24 00:01:04,540 --> 00:01:05,950 I'm going to start with the index finger. 25 00:01:05,950 --> 00:01:08,740 And what I'm going to do is I'm going to draw a square right here. 26 00:01:08,770 --> 00:01:10,670 The first, like the vision of the finger. 27 00:01:10,690 --> 00:01:13,870 This is the first Falange. 28 00:01:13,900 --> 00:01:17,980 We all usually have the it's three three like bonce here on the finger. 29 00:01:18,250 --> 00:01:19,540 And this is the first one. 30 00:01:19,570 --> 00:01:20,410 This is the second one. 31 00:01:20,410 --> 00:01:21,990 And this is going to be the third one. 32 00:01:22,300 --> 00:01:29,260 So the way I like to do fingers is I like to draw like this sort of like boxy looking element here. 33 00:01:29,680 --> 00:01:34,270 And it's very important that we give this middle line very, very clean, because that's where the reagor 34 00:01:34,270 --> 00:01:35,650 is going to be placing the bones. 35 00:01:35,950 --> 00:01:39,910 They're going to eventually bend the fingers in the in the animation in the rig. 36 00:01:40,180 --> 00:01:45,700 So if we were to just like writable Ojai's everything like sausages, just like a cylinder going across 37 00:01:45,700 --> 00:01:50,290 the whole finger, it would be very difficult for a Reger to find exactly where to place the bone. 38 00:01:50,440 --> 00:01:55,180 And then when they bend the fingers, the fingers might bend in a very weird looking way. 39 00:01:55,490 --> 00:01:58,260 Remember that the first division is the longest. 40 00:01:58,270 --> 00:02:03,130 So when you take a look at the divisions here, make sure that they are slightly larger than the rest 41 00:02:03,130 --> 00:02:03,430 of them. 42 00:02:03,610 --> 00:02:07,720 And then the second one is the second longest, of course, and then the last one is the shortest. 43 00:02:08,050 --> 00:02:13,090 So there we go for the thumb, though, the thumb only has two divisions and we're just going to grab 44 00:02:13,090 --> 00:02:14,930 or draw two squares right here. 45 00:02:15,550 --> 00:02:16,100 There we go. 46 00:02:16,540 --> 00:02:20,770 Now we're going to do the exact same thing, but on the inside of the of the finger. 47 00:02:20,770 --> 00:02:21,820 So we're going to do one. 48 00:02:22,480 --> 00:02:26,500 This is where the sculpture comes into place, because if you sculpted the wrinkles with the finger 49 00:02:26,500 --> 00:02:31,000 like I did here, it's going to be a lot easier to find exactly where this elements are. 50 00:02:31,390 --> 00:02:32,540 So one, two, three, four. 51 00:02:32,920 --> 00:02:34,200 Same deal here. 52 00:02:34,720 --> 00:02:35,890 One, two, three, four. 53 00:02:35,980 --> 00:02:37,090 One, two, three, four. 54 00:02:38,440 --> 00:02:42,750 Make sure again that the length of the elements makes sense. 55 00:02:43,650 --> 00:02:47,040 I want to make sure that the first one is long enough. 56 00:02:48,790 --> 00:02:49,810 I would go. 57 00:02:51,800 --> 00:02:52,820 OK, go. 58 00:02:53,760 --> 00:02:55,110 And then the last one right here. 59 00:02:57,510 --> 00:03:03,960 Now I get my my whole philosophy for topology, and it's one that I share with a couple of other artists 60 00:03:03,960 --> 00:03:07,640 and they kind of all agree that this is the best option is keep it simple. 61 00:03:07,800 --> 00:03:12,090 And later on, if we need to add more divisions, it's easier to have more divisions at the end, like 62 00:03:12,090 --> 00:03:18,150 after you've played the basic, like, build of your of your topology, rather than trying to do it 63 00:03:18,150 --> 00:03:19,350 from the from the very beginning. 64 00:03:19,830 --> 00:03:22,430 Now, what we're going to do is we're going to close the squares. 65 00:03:22,440 --> 00:03:27,420 Now, this could get slightly tricky because as you can see, the camera doesn't really play well with 66 00:03:27,420 --> 00:03:27,630 us. 67 00:03:27,660 --> 00:03:32,730 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. 68 00:03:33,220 --> 00:03:35,340 I'm going to do those three bridge. 69 00:03:36,460 --> 00:03:38,950 These three bridge. 70 00:03:39,900 --> 00:03:46,830 This three bridge I'm presenting the letter G on my keyboard, the letter G repeats the last action 71 00:03:46,830 --> 00:03:47,400 that we did. 72 00:03:48,090 --> 00:03:49,410 So in this case, the action. 73 00:03:49,410 --> 00:03:52,520 This is the bridge to and therefore it's just repeating the bridge. 74 00:03:52,530 --> 00:03:56,580 It's a very, very handy tool, especially when you're doing something that's very repetitive, such 75 00:03:56,580 --> 00:03:58,590 as this specific part of the process. 76 00:03:59,010 --> 00:04:01,350 So letter letter G. 77 00:04:02,900 --> 00:04:06,750 Just got a couple of these guys, g finally here. 78 00:04:07,970 --> 00:04:12,380 We're pretty much creating, like the little box, if you remember, I believe when we did the Palladin 79 00:04:12,380 --> 00:04:14,630 on Seebruck, we did something similar. 80 00:04:14,640 --> 00:04:17,420 I started with a very single or very simple finger. 81 00:04:17,690 --> 00:04:22,670 And then we we duplicated the finger and created the whole Hanso. 82 00:04:23,570 --> 00:04:29,330 So very, very common for us to do this sort of thing that we go and now comes the magic, because now 83 00:04:29,330 --> 00:04:34,070 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 84 00:04:34,070 --> 00:04:34,520 top. 85 00:04:35,550 --> 00:04:43,080 One line on the top, one line on the top, one line on the top, one on top, and one of the sites 86 00:04:43,950 --> 00:04:49,320 and see how the finger immediately gets this sort of like sausage look like it gets more like circular 87 00:04:49,740 --> 00:04:50,010 there. 88 00:04:50,010 --> 00:04:51,860 For instance, we got some weird mistake. 89 00:04:51,930 --> 00:04:52,440 That's fine. 90 00:04:52,680 --> 00:04:53,290 We can fix it. 91 00:04:53,310 --> 00:04:54,900 I'm just going to move this thing back here. 92 00:04:55,780 --> 00:04:58,480 To the Union of the Fingers, let's find where the other. 93 00:04:59,540 --> 00:05:05,900 Pointis, remember, if the burtis verdicts becomes like crazy verdicts, just do it manually, go back 94 00:05:05,900 --> 00:05:07,490 into your Quadro. 95 00:05:08,750 --> 00:05:09,340 Here you go. 96 00:05:10,580 --> 00:05:11,550 And one more here. 97 00:05:11,870 --> 00:05:12,410 There you go. 98 00:05:13,060 --> 00:05:15,320 So, again, Gracie protects this guy right here. 99 00:05:15,340 --> 00:05:18,460 Just move it to the position and there we go. 100 00:05:18,970 --> 00:05:23,590 So now now all the fingers have volume, which is exactly what we're going for. 101 00:05:23,590 --> 00:05:23,780 Right. 102 00:05:23,800 --> 00:05:28,690 This is going to help us get this very nice hand, the shape that we're that we're looking for. 103 00:05:29,200 --> 00:05:33,280 Now, we need to combine all of the fingers into a single element. 104 00:05:33,280 --> 00:05:37,010 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 105 00:05:37,020 --> 00:05:38,680 connect them like this. 106 00:05:39,170 --> 00:05:40,110 So it's very important. 107 00:05:40,150 --> 00:05:44,680 It's a very, very common mistake that people make when they're doing biology for four fingers. 108 00:05:45,040 --> 00:05:51,910 They they somehow forget that there's a little spacing between your fingers and they and they sometimes 109 00:05:51,910 --> 00:05:53,130 merge this and that. 110 00:05:53,170 --> 00:05:53,680 That's wrong. 111 00:05:53,680 --> 00:05:56,980 You should not have a V shape here in between the fingers. 112 00:05:57,220 --> 00:05:58,360 It should be like a U shape. 113 00:05:58,360 --> 00:05:59,730 There should be a little bit of space. 114 00:05:59,980 --> 00:06:03,700 The reason I believe some people forget about that is because they want to keep it simple. 115 00:06:03,700 --> 00:06:05,230 They don't want to have as much geometry. 116 00:06:05,380 --> 00:06:10,300 And of course, if we just like combine them into this sort of like B shape, the amount of damage is 117 00:06:10,300 --> 00:06:11,010 going to be lower. 118 00:06:11,200 --> 00:06:16,150 However, you're also going to get these very weird fingers that when you spread your hand out, you're 119 00:06:16,150 --> 00:06:17,890 going to get some very weird information. 120 00:06:17,900 --> 00:06:20,920 So I always, always, always do my characters like this. 121 00:06:20,920 --> 00:06:25,990 And I'm going to show you in the next video, probably on this one, depending on how much or how we're 122 00:06:25,990 --> 00:06:26,550 doing on time. 123 00:06:27,130 --> 00:06:31,540 I'm going to show you how we're going to remove the amount of geometry that we have here, because, 124 00:06:31,540 --> 00:06:36,320 of course, there's a whole lot of geometry here, too, to get them into a better position. 125 00:06:36,820 --> 00:06:42,670 So now we're going to go onto the actual, like body of the fingers and we need to do a couple of tricks. 126 00:06:43,010 --> 00:06:49,150 This is a very traditional way of doing a joint or doing this, bending parts of the fingers. 127 00:06:49,450 --> 00:06:53,470 Usually one of the issues that we have with that formation is, is the following. 128 00:06:53,470 --> 00:06:58,360 When you have a a block, let's say this sort of square. 129 00:06:59,550 --> 00:07:00,370 So for a second. 130 00:07:01,330 --> 00:07:06,560 That's the vision like this, usually when you have something like this and you're Riggert, I'm actually 131 00:07:06,570 --> 00:07:09,090 going to rig it for you guys so you can see the whole process. 132 00:07:09,740 --> 00:07:15,210 So let's say rigging the bone, it's going to be one, two, three. 133 00:07:15,480 --> 00:07:16,000 There we go. 134 00:07:16,560 --> 00:07:19,290 So I am going to grab this two joints. 135 00:07:19,290 --> 00:07:24,660 I'm going to grab the box and I'm going to say rigging skin wineskin. 136 00:07:25,710 --> 00:07:26,120 Putsy. 137 00:07:27,640 --> 00:07:31,960 It's an object move, so want to object, smooth skin binds. 138 00:07:32,320 --> 00:07:32,770 There we go. 139 00:07:33,190 --> 00:07:37,930 So when you have this and you bend an object, one thing that usually happens, of course, the weight 140 00:07:37,930 --> 00:07:38,950 is not properly done here. 141 00:07:38,950 --> 00:07:43,320 But you can see here on the on the inside how the weight is actually losing. 142 00:07:43,340 --> 00:07:48,660 You're getting this is sort of like lost the volume on the bending part of the of the element. 143 00:07:48,940 --> 00:07:53,060 And that happens because Maya doesn't really know how to modify this kind of thing. 144 00:07:53,080 --> 00:07:58,570 So one way that we usually offset that is by making sure that there's enough divisions. 145 00:07:59,910 --> 00:08:01,880 Like Quadro. 146 00:08:04,100 --> 00:08:06,980 If we have enough, we're actually looking at the Internet. 147 00:08:07,010 --> 00:08:10,170 Look, let's go back to malling tools and search. 148 00:08:11,180 --> 00:08:17,240 So if we have enough divisions on our element, even if we go crazy like that, what's going to happen 149 00:08:17,240 --> 00:08:23,110 is Meyer will know or it should be a little bit easier for Maya to know how to properly the form of 150 00:08:23,130 --> 00:08:24,020 this sort of things. 151 00:08:24,260 --> 00:08:27,440 So now when we've been this, you're going to see that we don't lose as much volume. 152 00:08:27,470 --> 00:08:32,120 Of course, the weight is still not properly done, but you can see that there's not a lot of volume 153 00:08:32,120 --> 00:08:34,820 lost here on the on the bending area as what we had. 154 00:08:34,820 --> 00:08:36,160 We just like a single division. 155 00:08:36,410 --> 00:08:42,380 So that's why for a long time and still we do when we are doing our characters like this guy or when 156 00:08:42,380 --> 00:08:48,050 we're doing fingers or like legs and elbows and everything, we try to have enough subdivisions or enough 157 00:08:48,050 --> 00:08:53,330 divisions on the bend, the areas of the of the object, because that's the part that we're going to 158 00:08:53,330 --> 00:08:53,480 need. 159 00:08:53,510 --> 00:08:55,910 So usually you go one and two. 160 00:08:56,300 --> 00:09:01,790 OK, so in every single division you're going to have like one supporting each on each side of the elements 161 00:09:01,790 --> 00:09:06,260 or one, two, one and two, one and two. 162 00:09:06,510 --> 00:09:12,050 Again, that's going to help the Reger make sure that the weight, the force properly when he's doing 163 00:09:12,050 --> 00:09:13,040 the skinning and the Rick. 164 00:09:13,490 --> 00:09:17,410 And we're not going to have that much of a candy effect nowadays. 165 00:09:17,450 --> 00:09:22,700 There's also like muscle systems and bland shapes in the formations that help us alleviate that sort 166 00:09:22,700 --> 00:09:24,110 of effect. 167 00:09:24,290 --> 00:09:26,480 But for games, we still don't have those. 168 00:09:26,480 --> 00:09:28,140 Or if we do, there are a little bit expensive. 169 00:09:28,160 --> 00:09:29,690 So not all of the games use them. 170 00:09:30,380 --> 00:09:33,130 Therefore, this technique is still very, very handy. 171 00:09:33,650 --> 00:09:36,520 Now we're going to add one or a couple of divisions. 172 00:09:37,250 --> 00:09:40,280 I think one is fine on the tip and then one here. 173 00:09:40,280 --> 00:09:43,880 So we're going to do tip and then the middle of the finger tip. 174 00:09:43,880 --> 00:09:44,900 The middle of the finger. 175 00:09:46,040 --> 00:09:47,540 Tip middle of the finger. 176 00:09:48,570 --> 00:09:54,210 Same here, that's going to help again, get back a little bit of the lost volume and then probably 177 00:09:54,210 --> 00:09:58,210 just one in between each of the of the main lines right here. 178 00:09:58,240 --> 00:10:01,750 So one one, one one. 179 00:10:01,860 --> 00:10:03,360 And so we take a look at this. 180 00:10:03,450 --> 00:10:03,650 Well. 181 00:10:03,690 --> 00:10:05,090 We should have a very nice silhouette. 182 00:10:05,250 --> 00:10:07,570 I think I'm going to add one on the base as well. 183 00:10:08,340 --> 00:10:12,060 It's going to help give the fingers a little bit more shape. 184 00:10:12,820 --> 00:10:15,520 We're missing one here, one here and there we go. 185 00:10:15,720 --> 00:10:20,360 I'm definitely going to add one in here just to keep the size of the squares consistent. 186 00:10:20,550 --> 00:10:23,310 And this is something that's going to be very, very common for you guys. 187 00:10:23,480 --> 00:10:29,970 It's something that when people look at wire frames, any art director, a recruiter will take a look 188 00:10:29,970 --> 00:10:30,330 at this. 189 00:10:30,540 --> 00:10:35,670 You get to make sure that you have the more geometry or more squares where the details are needed the 190 00:10:35,670 --> 00:10:36,010 most. 191 00:10:36,030 --> 00:10:39,750 So, for instance, the face should look definitely denser than the shoulder. 192 00:10:39,760 --> 00:10:44,790 If you have a very dense shoulder and very low poly face, that's a no no, because you're using square 193 00:10:44,940 --> 00:10:49,260 words are not important and you're missing those squares in the parts that are actually important. 194 00:10:49,290 --> 00:10:54,210 So it's very common that the head and the hands, sometimes even the feet are a little bit denser than 195 00:10:54,210 --> 00:10:55,170 the rest of the character. 196 00:10:55,170 --> 00:10:59,970 And that's completely fine because those are the parts that have the most specific movements. 197 00:10:59,970 --> 00:11:00,170 Right. 198 00:11:00,180 --> 00:11:02,960 Like very, very fine movements that we need to take care of. 199 00:11:03,360 --> 00:11:04,590 And and yeah. 200 00:11:04,590 --> 00:11:06,660 So this is it for the fingers, guys. 201 00:11:06,660 --> 00:11:10,570 Again, make sure to the history of this transformation and do everything to make them clean. 202 00:11:10,890 --> 00:11:14,910 I'm going to stop the beauty right here, because I know that this is probably going to take you a little 203 00:11:14,910 --> 00:11:19,500 while to to figure out again, the the way to do it is very simple. 204 00:11:19,500 --> 00:11:24,010 Start with squares, add the visions and make sure that they form in a very, very nice manner. 205 00:11:24,360 --> 00:11:26,220 I have a lot of experience doing this. 206 00:11:26,230 --> 00:11:28,350 That's why it took me very little time. 207 00:11:28,350 --> 00:11:32,880 But if you feel like it's taking you 20, 30 minutes to do, it's completely normal. 208 00:11:32,880 --> 00:11:37,560 The first time I was doing like with the body of four characters, they would take me like two days 209 00:11:37,560 --> 00:11:38,460 to finish the whole thing. 210 00:11:38,730 --> 00:11:43,610 Nowadays I can if I'm in the zone, I probably can do it in like two or three hours, the complete character. 211 00:11:43,920 --> 00:11:45,210 So it all depends on the practice. 212 00:11:45,210 --> 00:11:47,150 It all depends on how complex the character is. 213 00:11:47,550 --> 00:11:51,300 Make sure to take your time and I'll see you back in the next meeting where I'll show you how we're 214 00:11:51,300 --> 00:11:56,090 going to combine both of those things, which is going to be quite the quite different. 215 00:11:56,100 --> 00:11:58,380 So hang on tight and I'll see you back on the next one. 216 00:11:58,650 --> 00:11:59,030 Bye bye. 20884

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