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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:11,008 So this is where we are currently at with our Rita pollogie progress 2 00:00:11,264 --> 00:00:17,408 You've got a good chunk of the face done in darkness video we're just going to 3 00:00:17,664 --> 00:00:23,808 Resume ari topology using the same methods that we discussed in the previous video 4 00:00:24,064 --> 00:00:30,208 So again this message are mostly about extruding individual 5 00:00:30,464 --> 00:00:33,536 Is here to conform to the 6 00:00:34,304 --> 00:00:40,448 The form of the underlying Scott so let's just proceed with this 7 00:00:40,704 --> 00:00:42,240 Again 8 00:00:42,752 --> 00:00:48,896 In order to make sure we have all our first easily manipulated 9 00:00:49,152 --> 00:00:55,296 I'm doing right here is just pressing G and moving these vertices around but because I have both the shrink 10 00:00:55,552 --> 00:01:00,909 Setup and it's not being set up 11 00:01:00,911 --> 00:01:03,259 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 12 00:01:03,260 --> 00:01:08,096 This process should go fairly quickly so I'm just going to proceed 13 00:01:08,352 --> 00:01:10,144 Coming down 14 00:01:14,752 --> 00:01:19,872 I'm just coming down the cheek line here from the sand 15 00:01:20,640 --> 00:01:23,200 I'm just sending it again to extrude 16 00:01:23,456 --> 00:01:26,016 Compressing ga2 tweak 17 00:01:26,272 --> 00:01:32,416 These vertices when I feel and they need to change their position 18 00:01:32,672 --> 00:01:33,184 Slightly 19 00:01:37,536 --> 00:01:43,680 If you do not have to present every time you need to tweak a point 20 00:01:43,936 --> 00:01:50,080 You can also change the type of selection that you have set up so by default 21 00:01:50,336 --> 00:01:56,480 Your selection is defaulted box election which is represented by the box in the towbar on the left here 22 00:01:56,736 --> 00:02:02,880 Discuss to the left-hand toolbar very much when it comes to modelling we talked about it more 23 00:02:03,136 --> 00:02:09,280 When it comes to sculpting and then I simply because I am teaching you the hotkeys for these functions 24 00:02:09,536 --> 00:02:11,328 When they have dancer 25 00:02:11,584 --> 00:02:17,728 As I mentioned at the beginning of this process I'm really only going to be covering 26 00:02:17,984 --> 00:02:24,128 The types of things that I would use to create the model like this and we will be discuss 27 00:02:24,384 --> 00:02:30,528 You know complex functions as we go but I'll because this is a product based 28 00:02:30,784 --> 00:02:35,392 Going over every single one of these 29 00:02:35,648 --> 00:02:41,792 Functionalities in detail that something that you can do on your own time or if you take my 30 00:02:42,048 --> 00:02:48,192 Course that covers these things and more detail however most of these 31 00:02:48,448 --> 00:02:54,592 Common functionalities here have hotkeys images what are yous and 32 00:02:54,848 --> 00:02:58,688 I will be teaching because it makes for faster work 33 00:02:59,712 --> 00:03:04,576 Connect these out here I'm just going to select all of them and press F to fill 34 00:03:06,368 --> 00:03:12,512 Sorry I was saying the selection we have really here is default 35 00:03:12,768 --> 00:03:18,912 If we can hold on this we have some options here for the types of selections we can use 36 00:03:19,168 --> 00:03:25,312 And one of them is tweek select an so basically what this does is when you click and drag on a 37 00:03:25,568 --> 00:03:31,712 Instead of creating a box selection was going to do is just going to move that point so if you find that this is easy 38 00:03:31,968 --> 00:03:38,112 Apology to just click and drag to 2 weekly points that's perfectly valid to use I 39 00:03:38,368 --> 00:03:44,512 Turn to use the GQ because I like to be able to select multiple points at once 40 00:03:49,376 --> 00:03:51,936 Ok so what's 1 to 3 41 00:03:57,056 --> 00:04:03,200 Ok so for this this isn't getting label when to use a grid fill 42 00:04:03,456 --> 00:04:06,016 In order for this to work 43 00:04:06,272 --> 00:04:10,880 We have to be careful about our selection here 44 00:04:11,392 --> 00:04:17,536 18 points going all the way around I think it will be easy to dislike this 45 00:04:22,143 --> 00:04:23,935 The point here 46 00:04:24,447 --> 00:04:29,567 Press spacebar to pull bar for tungsten and it was typing grid 47 00:04:29,823 --> 00:04:35,967 And we can see here with the shortcut for the control f i just frequently forget 48 00:04:36,223 --> 00:04:38,527 Sometimes it's easier just to 49 00:04:39,807 --> 00:04:40,575 Search 50 00:04:42,111 --> 00:04:45,439 Phil 51 00:04:46,719 --> 00:04:49,279 And that's because these 52 00:04:49,535 --> 00:04:52,095 Even 53 00:04:52,351 --> 00:04:54,655 Set alarm to 3 54 00:05:01,567 --> 00:05:07,711 So it just takes a little bit of experimenting I do find that the grid fill works best when 55 00:05:07,967 --> 00:05:11,039 Have the same number of points 56 00:05:11,551 --> 00:05:17,695 In on each side of your selection but you area 57 00:05:17,951 --> 00:05:23,327 Control take control 58 00:05:25,631 --> 00:05:27,167 Insulate Britain 59 00:05:31,519 --> 00:05:36,895 Message just a matter of trial-and-error unfortunately 60 00:05:43,039 --> 00:05:49,183 1 work out here and decide this app so the 61 00:05:49,439 --> 00:05:55,583 Function I just dead is accomplished by tapping double tapping g on the keyboard 62 00:05:55,839 --> 00:06:01,983 To move freely if you press it again before you drop it you'll get this and slide functionality which allows you to 63 00:06:03,519 --> 00:06:07,103 We distribute edges along their face 64 00:06:16,063 --> 00:06:22,207 The grid fill is not really working for this 65 00:06:23,231 --> 00:06:25,535 That's ok we can fill it in by hand 66 00:06:36,287 --> 00:06:40,127 That's another m carers if you have a 67 00:06:40,383 --> 00:06:46,527 She has an obvious quite right here typically if you grab one edge of it in process 68 00:06:46,783 --> 00:06:52,927 Sometimes have 69 00:06:53,183 --> 00:06:54,719 Part-time interpreter 70 00:06:54,975 --> 00:07:01,119 Exactly you are trying to fill and so if that ever does not work properly 71 00:07:01,375 --> 00:07:07,519 Always manually select offer points and head off to fill in the face so 72 00:07:08,287 --> 00:07:11,103 I mean by that is here I have 73 00:07:11,359 --> 00:07:17,503 And sort of this bloke here by Mariana so we should be able to fill it with one quarter here in one corner 74 00:07:17,759 --> 00:07:23,903 10-year self wonder smart enough that if I select these two 75 00:07:24,159 --> 00:07:29,535 Tommy and hearing just press three times and also done completely in 76 00:07:31,839 --> 00:07:37,983 Do you think that we are going to have to have a triangle here but that is ok in this case 77 00:07:42,079 --> 00:07:48,223 What's the synonym for remembering that this functionality is a product of the F2 78 00:07:48,479 --> 00:07:51,807 How to enable that in the previous video 79 00:08:00,255 --> 00:08:06,399 I'm just trying to taking a moment to think about how I want to resolve this area here 80 00:08:11,007 --> 00:08:17,151 This face is not going to have any sort of facial animations we can definitely get away with 81 00:08:17,407 --> 00:08:22,271 More triangles then we would if this where they are a character 82 00:08:37,375 --> 00:08:43,519 Set living here to get a better Curve on this 83 00:08:43,775 --> 00:08:49,919 And I do want to grab this add an extra hour in a mentally connect here then I can start filling in this area 84 00:08:53,247 --> 00:08:59,391 The most difficult part of apology is going from areas of higher level 85 00:08:59,647 --> 00:09:05,791 Details for 2DS eyes to areas of lower detail such as the cheek which are relatively 86 00:09:06,047 --> 00:09:12,191 Is that where you can get triangles and fools and turtles interesting 87 00:09:12,447 --> 00:09:17,567 Apology is forever puzzle 88 00:09:18,079 --> 00:09:20,127 And I was just about getting the 89 00:09:21,407 --> 00:09:24,479 The best geometry for the shape 90 00:09:25,503 --> 00:09:29,343 Sometimes that means you have to make a few compromises in 91 00:09:29,599 --> 00:09:31,391 Things like having triangles 92 00:09:40,351 --> 00:09:46,495 This is an area that can cause us some interesting issues are here because we're going from the small 93 00:09:46,751 --> 00:09:52,895 The larger area were going to need to increase the number of quality has going this 94 00:09:53,151 --> 00:09:54,943 Cell 95 00:09:55,455 --> 00:09:59,807 Best way I think to increase your 96 00:10:00,345 --> 00:10:02,889 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 97 00:10:02,889 --> 00:10:02,367 Remember of it 98 00:10:02,623 --> 00:10:08,767 Quad Loops using a diamond shape so basically what a day 99 00:10:10,303 --> 00:10:14,399 Is a quad piece of geometry but it just 100 00:10:15,679 --> 00:10:18,495 It doesn't quite follow the standard 101 00:10:18,751 --> 00:10:22,335 Quad for my group 3 102 00:10:24,127 --> 00:10:29,759 Together about this and wonder get a life there so this is your area and increase your maitri 103 00:10:30,015 --> 00:10:36,159 You have to Lips coming off of these two edges and then you have decreased 104 00:10:36,415 --> 00:10:37,951 On this side 105 00:10:38,463 --> 00:10:42,303 So we're going to have to do something like that here 106 00:10:42,815 --> 00:10:43,839 In order 107 00:10:44,095 --> 00:10:47,679 To get enough faces to cover this area 108 00:10:50,751 --> 00:10:56,895 The unfortunate thing about creating Diamonds is that they usually create either triangles or 109 00:10:57,663 --> 00:11:00,991 Or poles and poles are 110 00:11:01,247 --> 00:11:07,391 This one right here we have a point that has five edges coming off of it instead of 4 111 00:11:07,647 --> 00:11:10,463 This is a Poole 112 00:11:10,719 --> 00:11:16,863 These can also cause problems for things like facial animation which again we do not really have to worry 113 00:11:17,119 --> 00:11:23,263 That would this particular piece and if this were a character that needed to speak in a mode 114 00:11:23,519 --> 00:11:29,663 Careful about where we place these typically you want to place an on areas like the cheek or the 115 00:11:29,919 --> 00:11:36,063 That don't have a lot of defamation at win the character speaking or moving their eyes 116 00:11:36,319 --> 00:11:40,159 Area of a mesh 117 00:11:40,415 --> 00:11:46,559 I need to be animated you want to keep really clean loop such as these lives around the eyes 118 00:11:46,815 --> 00:11:52,959 But we can tell him more about that when we talk about creating our character mash 119 00:11:53,727 --> 00:11:57,311 Pronounce let's just proceed 120 00:11:58,335 --> 00:12:00,383 On word with this 121 00:12:01,407 --> 00:12:07,551 I actually want to merge this point in this point 122 00:12:07,807 --> 00:12:13,951 Because I don't like the sort of funny gap here for the way I won't do that in blender is 123 00:12:14,207 --> 00:12:20,351 Merge vertices function which you can access by Simply pressing m on your keyboard it's going to give you 124 00:12:20,607 --> 00:12:26,751 Emerge menu here and you can choose how you would like to know to vertices the filter obviously 125 00:12:27,263 --> 00:12:33,407 Halfway between the two points at the cursor or whatever your 3D cursor is and if you were 126 00:12:33,663 --> 00:12:39,807 At the beginning of our apology process we placed our 3D cursor up here at the 127 00:12:40,063 --> 00:12:46,207 So that one we can read them at first Wychwood 128 00:12:46,463 --> 00:12:52,607 At this point right here or at last which wouldn't bother at this point right here because it's the last time we had 129 00:12:52,863 --> 00:12:57,727 And so like that last to snap that point down here 130 00:12:57,983 --> 00:13:00,543 We do have a triangle here fit again that's ok 131 00:13:01,311 --> 00:13:03,871 In this particular case 132 00:13:09,503 --> 00:13:12,831 This is a really good area to create another diamond 133 00:13:13,087 --> 00:13:15,647 Because we are ready have this point coming in my first 134 00:13:18,207 --> 00:13:21,023 So now we can create 135 00:13:21,279 --> 00:13:26,143 The quads coming up this way and we can read this one again 136 00:13:34,079 --> 00:13:39,711 And then we can also have some quite coming up this way on the mouth from here 137 00:14:41,407 --> 00:14:43,455 Make sure we have the edge 138 00:14:43,711 --> 00:14:49,855 This is going to continue down this way because I want to make sure a maintain the score 139 00:14:50,111 --> 00:14:53,695 Outer Edge for website for next to the edge out 140 00:14:53,951 --> 00:14:57,535 Instead of the entire face and I worry about filling in the faces 141 00:15:00,351 --> 00:15:01,375 After 142 00:15:27,999 --> 00:15:34,143 I want to maintain the sad going away on the 143 00:15:34,399 --> 00:15:37,471 The internet for Christmas that forms the mouth 144 00:15:37,727 --> 00:15:42,847 Set a reminder of that as we are creating the quads 145 00:15:49,503 --> 00:15:55,647 After filling now my asked you add on this calculated where my intention was to 146 00:15:55,903 --> 00:16:02,047 Quiet for a hearing we just sort of had the floating head so I'm just building the triangle menu 147 00:16:02,303 --> 00:16:08,447 And now to make this into a quad I'm going to so I can decide when I right click and hit subdivide 148 00:16:08,703 --> 00:16:11,263 To format last four point here 149 00:16:17,407 --> 00:16:19,199 Cell 150 00:16:19,711 --> 00:16:23,551 Connect this one to this one by selecting and pressing f 151 00:16:24,575 --> 00:16:28,927 And we'll have relieve fine aquatic here 152 00:16:29,183 --> 00:16:31,487 That will leave us with Mr triangle 153 00:16:31,743 --> 00:16:37,887 I will more triangles in this piece and I will typically all like 154 00:16:38,143 --> 00:16:44,287 But I think what I'm going to do is just press on can I think it's more important to get this done 155 00:16:44,799 --> 00:16:50,943 And we can come and clean up those triangles if they are causing problems for us later 156 00:16:51,199 --> 00:16:57,343 Settle occasionally at 13.00 married to hide my sculpt just to see how it 157 00:16:57,599 --> 00:17:03,743 Distraction when you can see already that we're maintaining a lot of these forms within match match 158 00:17:03,999 --> 00:17:10,143 Lower density mesh here which is exactly what we want apology for a few purple 159 00:17:10,399 --> 00:17:16,543 For us it helps as a foreigner better high resolution 160 00:17:16,799 --> 00:17:21,407 It also helps to form our final low 161 00:17:21,663 --> 00:17:27,807 Polypes so not sure if I went into enough detail explaining this before but 162 00:17:28,831 --> 00:17:34,975 Something that looks very nice it is must you dance to really run 163 00:17:35,231 --> 00:17:41,375 In a game engine real-time now course with things like introduced in and your engine 164 00:17:41,631 --> 00:17:47,775 This becomes much easier to handle and back and we'll probably could handle this density 165 00:17:48,031 --> 00:17:53,919 Geometry however we would have nowhere to a texture in properly 166 00:17:54,175 --> 00:18:00,319 I might even something like a tiling texture which for these people you're not on your first can I talk about how to create unique texture 167 00:18:00,575 --> 00:18:05,439 Because I think it makes me learning process just a little bit more straightforward 168 00:18:05,695 --> 00:18:11,839 If you're not familiar with asset creation already so we're going to talk about you need text his first before 169 00:18:12,095 --> 00:18:13,887 Direction to tiling textures 170 00:18:15,423 --> 00:18:21,567 And then I move on from there so if you intended to have just a g 171 00:18:21,823 --> 00:18:27,967 Texture you probably could use you or high-resolution sculpt here 172 00:18:28,223 --> 00:18:34,111 You just seem to get some serious and I think it's just sort of better to learn at this life 173 00:18:35,903 --> 00:18:42,047 So I have a photo of an issue here where I have a 5-sided polygon as I can 174 00:18:42,303 --> 00:18:48,447 This is because anything that has more than four sides you can get some issues with the shading again 175 00:18:48,959 --> 00:18:55,103 So I just need to figure out Dimas after more way to fill this area in an 176 00:18:55,871 --> 00:19:02,015 Depending on the shape of your measurements in this afternoon why is just to an engine appear so 177 00:19:02,271 --> 00:19:08,415 How was Edward solve my problems I now have 6 points to work with which is easy 178 00:19:09,695 --> 00:19:15,839 Also eliminated it's turn this triangle 179 00:19:16,095 --> 00:19:20,191 To a quad so we have a choir here 180 00:19:28,639 --> 00:19:33,247 Extrude these and biting me and an s 181 00:19:34,015 --> 00:19:40,159 Descaler and then girls if you snapping erythematous no problem we can just manually fix 182 00:19:40,415 --> 00:19:41,695 By grabbing the points 183 00:19:41,951 --> 00:19:47,071 Just going to give us a better definition on the inside of this nostril 184 00:19:47,839 --> 00:19:50,399 Before we fill this in 185 00:19:51,167 --> 00:19:55,519 So I'm just going to have to connect across this way 186 00:19:55,775 --> 00:19:57,055 Tiana squad 187 00:19:57,311 --> 00:20:02,431 And we still have a nice defined nose 188 00:20:08,063 --> 00:20:13,951 Continue on Mairead apology from the sprout right up here 189 00:20:15,231 --> 00:20:17,791 Of course to extrude 190 00:20:19,327 --> 00:20:20,351 Is 191 00:20:21,631 --> 00:20:26,239 Whatever method you find it easiest for manual read apology it 192 00:20:26,495 --> 00:20:27,519 Largely 193 00:20:28,031 --> 00:20:34,175 It's nice for some preference I like to grab because it forces me to 194 00:20:34,431 --> 00:20:35,455 19 quads 195 00:20:35,711 --> 00:20:41,855 Where is sometimes when you're using other methods you can be creating triangles and 196 00:20:42,111 --> 00:20:43,135 Even really realise it 197 00:20:54,655 --> 00:21:00,799 So that edge side techniques that I mentioned earlier that works by double tapping also work 198 00:21:01,055 --> 00:21:07,199 So I can grab any individual point double tap G and slide it along is Edge 199 00:21:38,688 --> 00:21:42,528 There's there so I'm just going to 200 00:21:43,808 --> 00:21:49,952 Extreme this point was trying to do a select this point in from a quadratic here but it 201 00:21:50,208 --> 00:21:56,352 If that ever happens a good work around for that is too just extremely individual point which will 202 00:21:56,608 --> 00:22:00,960 Would you then cancel it off 203 00:22:07,104 --> 00:22:10,688 I think makes no sense as a triangle 204 00:22:14,016 --> 00:22:15,552 Cell 205 00:22:16,064 --> 00:22:22,208 Because we are using in your Manor fire it is actually not understanding what I am trying to fill 206 00:22:22,464 --> 00:22:27,840 Play selector CSF because you have to remember these this side 207 00:22:28,096 --> 00:22:33,216 Is a sort of generated side so the best way to feel something like this is actually extruded 208 00:22:34,240 --> 00:22:40,384 An idiot is better to do a diamond like that so we need to maintain this line of symmetry 209 00:22:40,640 --> 00:22:43,968 Don't want any faces that stay in the centre here 210 00:22:49,600 --> 00:22:55,744 And same thing for this point I'm just going to extruder towards the ex remembering that I have clubbing in 211 00:22:56,000 --> 00:22:58,560 Are you all in this case extends past it 212 00:22:58,816 --> 00:23:00,352 Cancel lesson 213 00:23:19,040 --> 00:23:21,088 Tell 214 00:23:21,344 --> 00:23:27,488 You can create the entire face here I will take the rest of the street apology off camera 215 00:23:27,744 --> 00:23:33,888 Just pressing FN filling in faces 216 00:23:34,144 --> 00:23:40,288 Things to remember is that you want your Reid apology to conform to the lines that you've created 217 00:23:40,544 --> 00:23:42,848 Nearest sculpt off to the 218 00:23:45,152 --> 00:23:48,480 I'm just going to do this really fastest to show you 219 00:23:49,760 --> 00:23:55,904 Because I need to apply the string grandma in order to move so if I move this after the fight here 220 00:23:56,160 --> 00:23:57,440 You can see that 221 00:23:57,952 --> 00:24:04,096 Compared to what we started with four before we sculpted we have relative way 222 00:24:04,352 --> 00:24:10,496 Density of polygons that are really easy to manage and we have a much closer 223 00:24:10,752 --> 00:24:16,896 To what we want our final result for me so I'm going this video right here I'm going to finish 224 00:24:17,152 --> 00:24:23,296 Cheers of camera because it is more of the same techniques and when we come 225 00:24:23,552 --> 00:24:27,136 What about where we go from here 21305

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