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Hey, guys, welcome back to the next part of our series that we're going to continue with the topology
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of the ELEX, so let's get to it.
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This is where we left off with the little writable.
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Did you hear of the lower leg, the feet in the lower leg?
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So now we're just going to keep moving on and we're going to be facing this specific part of this this
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area right here of the of the leg.
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That's very interesting, but also a little bit complicated.
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And here's where I want to show you how we can utilize a little bit of seebruck to help us with those
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details and save us a little bit of time.
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So let me jump real quick to our our project here.
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Good to do.
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Well, not that's not it.
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There we go, there we go.
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Just one second for this to open.
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There we go.
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This is the one that you have that you have with with the project included.
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So I'm going to go on to Alex.
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I am going to dynamic's all of this thing so that we're only working on the on those specific legs.
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And if you remember reviews, of course, the last course this guys were actually built using, what's
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the word, using our similar.
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So they actually do have cleanish topology.
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It's not the most perfect, but it is a little bit heavy.
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But it tells us how we should approach the specific area here of the leg.
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So as you can see, what this element wants us to do is it wants us to follow this straight pattern
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all the way up to the to the left.
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And in between that pattern, insert this element, this curvature element of our leg.
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So I'm going to go back to my I'm going to grab this guy again.
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I'm going to Quadro.
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And I know that eventually at this height, we need to find the exact same like this.
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Right.
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If you remember, we have what was it?
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I think it was 16.
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So we're going to have our border here.
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And we want to have a 16 sided look, so that's one, two, three, four, five, six, seven, eight.
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Probably need to push this case a little bit more so they're more uniform and then one, two, three,
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four, five, six, seven, eight.
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Again, the reflex is going to help us a little bit later on, so I know that this is how it needs to
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end, right?
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This is how the leg is going to finish right there.
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And I also know and I can do this with my tab key.
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If I double click here, I can go to extend Leupp and I can extend this loop, bring it up.
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You can see it's going to try its best to to do the proper job.
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Sometimes it will not work, especially since there might be.
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Yeah.
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You can see there's like an inner part of the wood there that's trying to stick to that area.
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I'm just going to do it manually, to be honest.
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We're going to do this here, here and keep on filling this area.
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Remember, we do broad strokes first and then we use our lines to have more divisions if we need to.
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Here we go now here's where the fun begins, because, as you can see, the actual detail here is actually
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not that big.
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We could technically ignore it and just like do a full body leg and just have that be projected on the
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on the element.
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But there is a little bit of a silhouette change.
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So we will be it will be good for us to to try and respect that and actually like Molefe through.
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So we're going to start here and I'm going to do so.
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I'm going to go to the high point of the element and then to the low point on the outside.
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And we're going to create that little like triangle shape right there.
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We're going to do the same thing here.
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We're going to go to the high point, push this to a low point and then this to a low point.
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That should give us, as you can see, the ledge there that should catch the information.
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Now, on the top part here, we might need to do a couple of, like, interesting tricks.
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I think with the with the amount of resolution that we have, it shouldn't be that much of a deal.
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Like we should be able to just utilize the same amount of elements.
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But sometimes we're going to be we're going to need to triangulate and stitch similar to what we did
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on the on the chest remer when we added a little belt to the chest where we had to triangulate a couple
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of areas.
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Well if that ever happens.
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Just be confident that as long as it's on an area that's not being modified that much, we're going
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to be fine.
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So.
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There we go, we go down here.
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Big square here, again, the cool thing about this specific part of the armor is that you're not going
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to be bending this thing like this whole leg is going to move us as a single unit.
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So since it's not going to be bending, we don't need to do any, like, crazy stuff.
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And I don't see how here we have a little bit more curvature that we're able to capture.
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This is what I was talking about.
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Like we might need to have a couple of extra points here, move them a little bit to capture that curvature
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that we have.
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And then we don't want to have as many triangles.
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But one triangle there, that's perfectly fine because again, we're not going to be bending this.
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The character is going to be bending at this height right here.
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Right.
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And I will just get this here.
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Here's where things are going to get slightly complicated.
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Why?
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Because we have this curvature here and the leg here, it wants to follow the same pattern that it's
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been following since we started.
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Right like this.
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Very straight loops going up.
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And what's going to happen is we're going to have this sort of like stairstep effect.
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So we're going to get something like this is probably the last square because because this is what we
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need.
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Right.
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We need to to make sure that everything follows very, very nicely.
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And we're going to have this sort of effect.
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This is completely normal.
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And the only difference that you're going to see is that on the borders where there's curvature right
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here, here's where we're going to have a couple of triangles and we're going to have to do a little
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bit of magic.
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For instance, we're going to have like a triangle here and we're going to have to do a little bit of
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magic to stitch this thing to the rest of the elements, which shouldn't be that much of a deal.
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So we're just going to.
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Continue.
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Remember, try here, I'm feeling a little bit of extra work, I should have gone with, like broad
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strokes instead of trying to do everything my hands are, the proper way would be to.
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Well, what did I just say?
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Sorry, I.
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Push something through my desk.
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There we go.
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So we're just going to move all of those guys up.
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And again, here's where things are going to get tricky.
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So we're going to have this sort of like stairstep effect.
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Right there.
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Right there.
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There we go.
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So here is probably a square, here's a triangle.
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And here we're going to see what happens, we're probably going to have like a square here as well.
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Like this and then another triangle there, because the curvature on the inside of the leg is slightly
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different.
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So now using those little lines that we have there.
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It's just a matter of building the high and low elements that we've been talking about, so this are
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going to push the silhouette.
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And they're going to keep me.
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The actual border of the effect.
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There we go.
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Yep, and that's it, like the only the only other thing that we have to do is we just need to continue
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filling in all of this elements in order to to complete the.
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The loop here.
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Here's where things get a little bit tricky.
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Just doing them by hand usually helps.
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This is the low point and now we might have a little bit like a couple of more extra loops going up
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into the into the leg.
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And you already know the answer.
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What are we going to do?
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We're probably going to use a little bit of technology, magic triangles and simplification to make
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sure that we don't over extend all of this topology into the upper side of the of the armor.
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So there we go.
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So, for instance, here, like we have one, two, three, and that's one, so what can we do?
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We do a little bit of tricks here.
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And we need to do, for instance, here, this one actually could benefit from having like a triangle
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there.
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To capture this capture a little bit better.
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So we're going to have one, too, that one goes there.
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There's an extra verse.
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There we go.
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Let's get rid of this guy.
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This we can just snap.
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Up here.
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Careful how that point's not actually connected.
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Oh, there we go.
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So we have like a like a weird face there.
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Erica, we've got to be careful with those sort of like nano manifold geometries where where things
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are sticking in areas that they shouldn't be.
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There we go triangle.
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And that's fine.
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Like that triangle is not going to hurt anyone because, again, it's an area that's not going to be
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bending.
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So if there is no bending, triangles are not a problem.
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Go.
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Well.
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There we go, there we go.
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And we just keep filling in, remember, get the highs, get the lows and make sure you're capturing
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the silhouette because that's the most important part of the whole process.
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There we go.
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There we go.
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Sometimes it gets tricky there.
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That's fine, your dad's not on my account.
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It's like a couple of extra faces to be like, oh, that's what you're looking for.
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Fine, fine.
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Here.
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This.
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S..
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Now we're able to capture this whole thing.
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Nope, not there.
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There we go.
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Let's see if my camera base, something that I've learned with experience, if you go into a very specific,
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like camera orientation, sometimes that hellfire.
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And, of course, like finding those sort of elements.
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So I'm going to go I'm probably near the triangle here because things are getting a little bit too stretched
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out, so I'm going to have like a triangle there.
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I think that's that's good for me.
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There we go.
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Go, go.
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No one goes down here and here hears modified the GMG a little bit, just so it's not super stretched
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out, not worried about it because again, it's not going to the form.
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But again, it's just the aesthetics.
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Right.
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We want things to to look good as well.
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We would go and it would go.
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She's going to manually this extradition finish, this area right here and we're about to close this
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up.
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Start with a single one and then blup sometimes doing that's also a good idea and trying and there we
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go, the whole like is now ready.
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As you can see, it has a very nice silhouette.
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So we're going to see the silhouette on the on the on the model itself, which is going to be really
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good for extra shadow and extra depth there.
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And yeah, that's you guys.
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I'm going to stop you right here in the next one.
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We're going to do the knee and the upper upper leg.
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And then as I've mentioned, we're going to be we're going to leave the pants.
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We're going to do a little bit of a resculpting for the pants.
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We're going to bring them back in and then we're going to finish the whole character.
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How many more things are we missing?
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Let's let's do a quick count here.
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So let's get rid of this.
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Let's hide this.
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Let's see, we got pretty much everything right, except for the character.
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I don't believe it's that much.
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Yeah, it's super easy.
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Yeah.
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So this belt is going to be really, really easy.
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You're going to see how once we get there, the shoulder pads are really easy.
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These guys are easy.
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The hair is going to be a little bit tricky.
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I'm not going to lie the sword.
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I'm going to show you a very nice trick with Sievert and this one as well.
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We're not going to do we're not going to hand topologies this thing.
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It will be a nightmare.
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Would be it would take just way too long.
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So we're actually not that far from the from finishing the body.
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So I know that this process can be a little bit daunting and it can be a little bit tiresome.
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My suggestion, take it steps.
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Take a break every now and then and then just come back and finish, of course, because we need to
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get this to a very, very nice and real Drew.
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You've seen the final product.
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You see how cool the textures look and the render.
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So we want to get there, right.
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I want to show you how to get there.
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But you need to put in the work, not do not slack off and make sure that you're doing the work because
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otherwise the results are not going to show anyway.
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That's it for this video.
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Guys, I'll see you back on the next one.
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Bye bye.
20854
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