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These are the user uploaded subtitles that are being translated: 1 00:00:00,600 --> 00:00:04,280 Hey, guys, welcome back to the next part of our series that we're going to continue with the topology 2 00:00:04,290 --> 00:00:06,010 of the ELEX, so let's get to it. 3 00:00:06,420 --> 00:00:08,690 This is where we left off with the little writable. 4 00:00:08,740 --> 00:00:11,200 Did you hear of the lower leg, the feet in the lower leg? 5 00:00:11,220 --> 00:00:16,020 So now we're just going to keep moving on and we're going to be facing this specific part of this this 6 00:00:16,020 --> 00:00:17,560 area right here of the of the leg. 7 00:00:17,580 --> 00:00:20,630 That's very interesting, but also a little bit complicated. 8 00:00:20,640 --> 00:00:25,950 And here's where I want to show you how we can utilize a little bit of seebruck to help us with those 9 00:00:25,950 --> 00:00:27,670 details and save us a little bit of time. 10 00:00:27,960 --> 00:00:32,370 So let me jump real quick to our our project here. 11 00:00:33,350 --> 00:00:34,100 Good to do. 12 00:00:34,150 --> 00:00:35,200 Well, not that's not it. 13 00:00:36,700 --> 00:00:38,520 There we go, there we go. 14 00:00:41,760 --> 00:00:43,320 Just one second for this to open. 15 00:00:48,080 --> 00:00:48,530 There we go. 16 00:00:50,000 --> 00:00:54,180 This is the one that you have that you have with with the project included. 17 00:00:54,440 --> 00:00:55,660 So I'm going to go on to Alex. 18 00:00:55,970 --> 00:01:00,920 I am going to dynamic's all of this thing so that we're only working on the on those specific legs. 19 00:01:01,310 --> 00:01:08,240 And if you remember reviews, of course, the last course this guys were actually built using, what's 20 00:01:08,240 --> 00:01:10,460 the word, using our similar. 21 00:01:10,730 --> 00:01:14,930 So they actually do have cleanish topology. 22 00:01:15,210 --> 00:01:18,230 It's not the most perfect, but it is a little bit heavy. 23 00:01:18,440 --> 00:01:24,120 But it tells us how we should approach the specific area here of the leg. 24 00:01:24,150 --> 00:01:29,750 So as you can see, what this element wants us to do is it wants us to follow this straight pattern 25 00:01:29,750 --> 00:01:31,400 all the way up to the to the left. 26 00:01:31,580 --> 00:01:36,850 And in between that pattern, insert this element, this curvature element of our leg. 27 00:01:37,280 --> 00:01:41,360 So I'm going to go back to my I'm going to grab this guy again. 28 00:01:42,310 --> 00:01:43,850 I'm going to Quadro. 29 00:01:44,060 --> 00:01:50,280 And I know that eventually at this height, we need to find the exact same like this. 30 00:01:50,420 --> 00:01:50,560 Right. 31 00:01:50,630 --> 00:01:52,580 If you remember, we have what was it? 32 00:01:52,580 --> 00:01:53,930 I think it was 16. 33 00:01:54,350 --> 00:01:56,900 So we're going to have our border here. 34 00:01:58,410 --> 00:02:06,510 And we want to have a 16 sided look, so that's one, two, three, four, five, six, seven, eight. 35 00:02:07,370 --> 00:02:14,990 Probably need to push this case a little bit more so they're more uniform and then one, two, three, 36 00:02:14,990 --> 00:02:18,740 four, five, six, seven, eight. 37 00:02:20,700 --> 00:02:24,780 Again, the reflex is going to help us a little bit later on, so I know that this is how it needs to 38 00:02:24,780 --> 00:02:25,400 end, right? 39 00:02:25,440 --> 00:02:27,860 This is how the leg is going to finish right there. 40 00:02:27,870 --> 00:02:31,520 And I also know and I can do this with my tab key. 41 00:02:31,530 --> 00:02:37,160 If I double click here, I can go to extend Leupp and I can extend this loop, bring it up. 42 00:02:37,920 --> 00:02:41,590 You can see it's going to try its best to to do the proper job. 43 00:02:41,610 --> 00:02:45,860 Sometimes it will not work, especially since there might be. 44 00:02:45,870 --> 00:02:46,020 Yeah. 45 00:02:46,020 --> 00:02:50,160 You can see there's like an inner part of the wood there that's trying to stick to that area. 46 00:02:50,280 --> 00:02:52,620 I'm just going to do it manually, to be honest. 47 00:02:54,040 --> 00:02:58,700 We're going to do this here, here and keep on filling this area. 48 00:03:00,120 --> 00:03:08,200 Remember, we do broad strokes first and then we use our lines to have more divisions if we need to. 49 00:03:10,850 --> 00:03:16,250 Here we go now here's where the fun begins, because, as you can see, the actual detail here is actually 50 00:03:16,250 --> 00:03:17,180 not that big. 51 00:03:17,180 --> 00:03:23,620 We could technically ignore it and just like do a full body leg and just have that be projected on the 52 00:03:23,660 --> 00:03:24,560 on the element. 53 00:03:24,560 --> 00:03:27,080 But there is a little bit of a silhouette change. 54 00:03:27,080 --> 00:03:33,130 So we will be it will be good for us to to try and respect that and actually like Molefe through. 55 00:03:33,410 --> 00:03:35,750 So we're going to start here and I'm going to do so. 56 00:03:35,750 --> 00:03:40,340 I'm going to go to the high point of the element and then to the low point on the outside. 57 00:03:40,340 --> 00:03:42,800 And we're going to create that little like triangle shape right there. 58 00:03:43,160 --> 00:03:44,390 We're going to do the same thing here. 59 00:03:44,390 --> 00:03:49,670 We're going to go to the high point, push this to a low point and then this to a low point. 60 00:03:49,670 --> 00:03:54,520 That should give us, as you can see, the ledge there that should catch the information. 61 00:03:55,250 --> 00:03:59,990 Now, on the top part here, we might need to do a couple of, like, interesting tricks. 62 00:04:00,350 --> 00:04:04,640 I think with the with the amount of resolution that we have, it shouldn't be that much of a deal. 63 00:04:05,540 --> 00:04:09,740 Like we should be able to just utilize the same amount of elements. 64 00:04:09,740 --> 00:04:14,570 But sometimes we're going to be we're going to need to triangulate and stitch similar to what we did 65 00:04:14,570 --> 00:04:19,790 on the on the chest remer when we added a little belt to the chest where we had to triangulate a couple 66 00:04:19,790 --> 00:04:20,260 of areas. 67 00:04:20,270 --> 00:04:22,400 Well if that ever happens. 68 00:04:23,770 --> 00:04:30,100 Just be confident that as long as it's on an area that's not being modified that much, we're going 69 00:04:30,100 --> 00:04:30,580 to be fine. 70 00:04:30,820 --> 00:04:31,300 So. 71 00:04:32,690 --> 00:04:35,240 There we go, we go down here. 72 00:04:36,640 --> 00:04:43,720 Big square here, again, the cool thing about this specific part of the armor is that you're not going 73 00:04:43,720 --> 00:04:48,400 to be bending this thing like this whole leg is going to move us as a single unit. 74 00:04:48,410 --> 00:04:52,480 So since it's not going to be bending, we don't need to do any, like, crazy stuff. 75 00:04:52,690 --> 00:04:56,670 And I don't see how here we have a little bit more curvature that we're able to capture. 76 00:04:56,980 --> 00:04:58,270 This is what I was talking about. 77 00:04:58,280 --> 00:05:03,220 Like we might need to have a couple of extra points here, move them a little bit to capture that curvature 78 00:05:03,220 --> 00:05:03,790 that we have. 79 00:05:04,090 --> 00:05:06,430 And then we don't want to have as many triangles. 80 00:05:06,430 --> 00:05:10,480 But one triangle there, that's perfectly fine because again, we're not going to be bending this. 81 00:05:10,520 --> 00:05:12,970 The character is going to be bending at this height right here. 82 00:05:13,270 --> 00:05:13,600 Right. 83 00:05:14,700 --> 00:05:16,620 And I will just get this here. 84 00:05:16,800 --> 00:05:19,160 Here's where things are going to get slightly complicated. 85 00:05:19,170 --> 00:05:19,620 Why? 86 00:05:19,620 --> 00:05:25,740 Because we have this curvature here and the leg here, it wants to follow the same pattern that it's 87 00:05:25,740 --> 00:05:27,120 been following since we started. 88 00:05:27,120 --> 00:05:27,660 Right like this. 89 00:05:27,660 --> 00:05:30,150 Very straight loops going up. 90 00:05:30,360 --> 00:05:34,280 And what's going to happen is we're going to have this sort of like stairstep effect. 91 00:05:34,890 --> 00:05:41,040 So we're going to get something like this is probably the last square because because this is what we 92 00:05:41,040 --> 00:05:41,250 need. 93 00:05:41,250 --> 00:05:41,420 Right. 94 00:05:41,550 --> 00:05:44,400 We need to to make sure that everything follows very, very nicely. 95 00:05:44,400 --> 00:05:46,010 And we're going to have this sort of effect. 96 00:05:46,350 --> 00:05:47,640 This is completely normal. 97 00:05:47,640 --> 00:05:52,170 And the only difference that you're going to see is that on the borders where there's curvature right 98 00:05:52,170 --> 00:05:55,530 here, here's where we're going to have a couple of triangles and we're going to have to do a little 99 00:05:55,530 --> 00:05:56,180 bit of magic. 100 00:05:56,190 --> 00:06:01,860 For instance, we're going to have like a triangle here and we're going to have to do a little bit of 101 00:06:01,860 --> 00:06:05,880 magic to stitch this thing to the rest of the elements, which shouldn't be that much of a deal. 102 00:06:06,420 --> 00:06:07,920 So we're just going to. 103 00:06:09,220 --> 00:06:09,970 Continue. 104 00:06:11,920 --> 00:06:17,140 Remember, try here, I'm feeling a little bit of extra work, I should have gone with, like broad 105 00:06:17,140 --> 00:06:22,510 strokes instead of trying to do everything my hands are, the proper way would be to. 106 00:06:25,070 --> 00:06:27,680 Well, what did I just say? 107 00:06:28,180 --> 00:06:29,440 Sorry, I. 108 00:06:30,790 --> 00:06:32,530 Push something through my desk. 109 00:06:32,860 --> 00:06:33,370 There we go. 110 00:06:34,320 --> 00:06:36,070 So we're just going to move all of those guys up. 111 00:06:36,660 --> 00:06:38,490 And again, here's where things are going to get tricky. 112 00:06:39,570 --> 00:06:41,820 So we're going to have this sort of like stairstep effect. 113 00:06:43,290 --> 00:06:43,860 Right there. 114 00:06:45,270 --> 00:06:45,860 Right there. 115 00:06:48,190 --> 00:06:48,840 There we go. 116 00:06:49,840 --> 00:06:53,500 So here is probably a square, here's a triangle. 117 00:06:55,190 --> 00:06:59,850 And here we're going to see what happens, we're probably going to have like a square here as well. 118 00:07:02,990 --> 00:07:07,640 Like this and then another triangle there, because the curvature on the inside of the leg is slightly 119 00:07:07,640 --> 00:07:08,030 different. 120 00:07:08,420 --> 00:07:10,850 So now using those little lines that we have there. 121 00:07:11,960 --> 00:07:19,490 It's just a matter of building the high and low elements that we've been talking about, so this are 122 00:07:19,490 --> 00:07:21,200 going to push the silhouette. 123 00:07:23,100 --> 00:07:24,300 And they're going to keep me. 124 00:07:25,900 --> 00:07:27,850 The actual border of the effect. 125 00:07:29,610 --> 00:07:30,320 There we go. 126 00:07:34,560 --> 00:07:39,120 Yep, and that's it, like the only the only other thing that we have to do is we just need to continue 127 00:07:39,450 --> 00:07:43,260 filling in all of this elements in order to to complete the. 128 00:07:44,840 --> 00:07:45,650 The loop here. 129 00:07:46,520 --> 00:07:48,180 Here's where things get a little bit tricky. 130 00:07:48,350 --> 00:07:50,660 Just doing them by hand usually helps. 131 00:07:51,650 --> 00:07:59,480 This is the low point and now we might have a little bit like a couple of more extra loops going up 132 00:07:59,480 --> 00:08:00,650 into the into the leg. 133 00:08:01,070 --> 00:08:02,570 And you already know the answer. 134 00:08:02,600 --> 00:08:03,340 What are we going to do? 135 00:08:03,360 --> 00:08:09,170 We're probably going to use a little bit of technology, magic triangles and simplification to make 136 00:08:09,170 --> 00:08:16,020 sure that we don't over extend all of this topology into the upper side of the of the armor. 137 00:08:17,210 --> 00:08:18,100 So there we go. 138 00:08:21,150 --> 00:08:25,660 So, for instance, here, like we have one, two, three, and that's one, so what can we do? 139 00:08:25,980 --> 00:08:27,810 We do a little bit of tricks here. 140 00:08:29,380 --> 00:08:35,560 And we need to do, for instance, here, this one actually could benefit from having like a triangle 141 00:08:35,560 --> 00:08:35,790 there. 142 00:08:36,710 --> 00:08:39,150 To capture this capture a little bit better. 143 00:08:40,490 --> 00:08:44,440 So we're going to have one, too, that one goes there. 144 00:08:47,220 --> 00:08:49,390 There's an extra verse. 145 00:08:50,790 --> 00:08:51,530 There we go. 146 00:08:51,930 --> 00:08:52,910 Let's get rid of this guy. 147 00:08:54,500 --> 00:08:55,940 This we can just snap. 148 00:08:58,000 --> 00:08:58,600 Up here. 149 00:09:00,880 --> 00:09:04,310 Careful how that point's not actually connected. 150 00:09:08,210 --> 00:09:08,940 Oh, there we go. 151 00:09:08,960 --> 00:09:10,750 So we have like a like a weird face there. 152 00:09:10,880 --> 00:09:16,070 Erica, we've got to be careful with those sort of like nano manifold geometries where where things 153 00:09:16,070 --> 00:09:18,530 are sticking in areas that they shouldn't be. 154 00:09:18,810 --> 00:09:20,150 There we go triangle. 155 00:09:20,420 --> 00:09:20,990 And that's fine. 156 00:09:20,990 --> 00:09:24,740 Like that triangle is not going to hurt anyone because, again, it's an area that's not going to be 157 00:09:24,740 --> 00:09:25,120 bending. 158 00:09:25,130 --> 00:09:28,310 So if there is no bending, triangles are not a problem. 159 00:09:31,030 --> 00:09:31,510 Go. 160 00:09:36,150 --> 00:09:36,410 Well. 161 00:09:39,120 --> 00:09:40,700 There we go, there we go. 162 00:09:44,760 --> 00:09:51,210 And we just keep filling in, remember, get the highs, get the lows and make sure you're capturing 163 00:09:51,210 --> 00:09:54,350 the silhouette because that's the most important part of the whole process. 164 00:10:01,010 --> 00:10:01,730 There we go. 165 00:10:01,760 --> 00:10:02,390 There we go. 166 00:10:09,840 --> 00:10:11,780 Sometimes it gets tricky there. 167 00:10:11,790 --> 00:10:15,530 That's fine, your dad's not on my account. 168 00:10:15,570 --> 00:10:19,260 It's like a couple of extra faces to be like, oh, that's what you're looking for. 169 00:10:19,290 --> 00:10:19,830 Fine, fine. 170 00:10:19,830 --> 00:10:20,000 Here. 171 00:10:20,010 --> 00:10:20,340 This. 172 00:10:21,410 --> 00:10:21,760 S.. 173 00:10:23,630 --> 00:10:25,780 Now we're able to capture this whole thing. 174 00:10:30,370 --> 00:10:31,640 Nope, not there. 175 00:10:35,660 --> 00:10:36,280 There we go. 176 00:10:37,350 --> 00:10:45,000 Let's see if my camera base, something that I've learned with experience, if you go into a very specific, 177 00:10:45,000 --> 00:10:49,200 like camera orientation, sometimes that hellfire. 178 00:10:50,130 --> 00:10:52,650 And, of course, like finding those sort of elements. 179 00:10:55,700 --> 00:11:00,110 So I'm going to go I'm probably near the triangle here because things are getting a little bit too stretched 180 00:11:00,110 --> 00:11:02,840 out, so I'm going to have like a triangle there. 181 00:11:02,960 --> 00:11:04,760 I think that's that's good for me. 182 00:11:08,750 --> 00:11:09,710 There we go. 183 00:11:10,670 --> 00:11:11,480 Go, go. 184 00:11:12,580 --> 00:11:18,430 No one goes down here and here hears modified the GMG a little bit, just so it's not super stretched 185 00:11:18,430 --> 00:11:21,480 out, not worried about it because again, it's not going to the form. 186 00:11:21,490 --> 00:11:23,800 But again, it's just the aesthetics. 187 00:11:23,800 --> 00:11:24,040 Right. 188 00:11:24,070 --> 00:11:26,580 We want things to to look good as well. 189 00:11:28,480 --> 00:11:29,620 We would go and it would go. 190 00:11:30,530 --> 00:11:38,270 She's going to manually this extradition finish, this area right here and we're about to close this 191 00:11:38,510 --> 00:11:38,790 up. 192 00:11:47,970 --> 00:11:55,270 Start with a single one and then blup sometimes doing that's also a good idea and trying and there we 193 00:11:55,270 --> 00:11:58,450 go, the whole like is now ready. 194 00:11:58,450 --> 00:12:01,120 As you can see, it has a very nice silhouette. 195 00:12:01,120 --> 00:12:05,260 So we're going to see the silhouette on the on the on the model itself, which is going to be really 196 00:12:05,260 --> 00:12:07,990 good for extra shadow and extra depth there. 197 00:12:08,320 --> 00:12:10,400 And yeah, that's you guys. 198 00:12:10,720 --> 00:12:12,400 I'm going to stop you right here in the next one. 199 00:12:12,400 --> 00:12:14,770 We're going to do the knee and the upper upper leg. 200 00:12:15,040 --> 00:12:18,700 And then as I've mentioned, we're going to be we're going to leave the pants. 201 00:12:18,700 --> 00:12:20,590 We're going to do a little bit of a resculpting for the pants. 202 00:12:20,860 --> 00:12:23,410 We're going to bring them back in and then we're going to finish the whole character. 203 00:12:23,770 --> 00:12:25,020 How many more things are we missing? 204 00:12:25,030 --> 00:12:26,860 Let's let's do a quick count here. 205 00:12:27,760 --> 00:12:29,020 So let's get rid of this. 206 00:12:29,560 --> 00:12:30,730 Let's hide this. 207 00:12:31,770 --> 00:12:35,010 Let's see, we got pretty much everything right, except for the character. 208 00:12:36,030 --> 00:12:37,380 I don't believe it's that much. 209 00:12:37,410 --> 00:12:38,860 Yeah, it's super easy. 210 00:12:38,880 --> 00:12:39,180 Yeah. 211 00:12:39,460 --> 00:12:41,420 So this belt is going to be really, really easy. 212 00:12:41,430 --> 00:12:45,240 You're going to see how once we get there, the shoulder pads are really easy. 213 00:12:45,270 --> 00:12:46,370 These guys are easy. 214 00:12:46,590 --> 00:12:47,950 The hair is going to be a little bit tricky. 215 00:12:47,970 --> 00:12:49,140 I'm not going to lie the sword. 216 00:12:49,140 --> 00:12:52,700 I'm going to show you a very nice trick with Sievert and this one as well. 217 00:12:52,710 --> 00:12:56,100 We're not going to do we're not going to hand topologies this thing. 218 00:12:56,100 --> 00:12:57,270 It will be a nightmare. 219 00:12:57,270 --> 00:12:59,130 Would be it would take just way too long. 220 00:12:59,460 --> 00:13:03,220 So we're actually not that far from the from finishing the body. 221 00:13:03,240 --> 00:13:08,340 So I know that this process can be a little bit daunting and it can be a little bit tiresome. 222 00:13:08,340 --> 00:13:10,190 My suggestion, take it steps. 223 00:13:10,230 --> 00:13:14,730 Take a break every now and then and then just come back and finish, of course, because we need to 224 00:13:14,730 --> 00:13:17,580 get this to a very, very nice and real Drew. 225 00:13:17,580 --> 00:13:18,740 You've seen the final product. 226 00:13:18,750 --> 00:13:20,850 You see how cool the textures look and the render. 227 00:13:20,850 --> 00:13:22,230 So we want to get there, right. 228 00:13:22,230 --> 00:13:23,520 I want to show you how to get there. 229 00:13:23,520 --> 00:13:29,160 But you need to put in the work, not do not slack off and make sure that you're doing the work because 230 00:13:29,160 --> 00:13:31,710 otherwise the results are not going to show anyway. 231 00:13:31,740 --> 00:13:32,500 That's it for this video. 232 00:13:32,520 --> 00:13:34,200 Guys, I'll see you back on the next one. 233 00:13:34,350 --> 00:13:34,740 Bye bye. 20854

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