All language subtitles for 58 - Character Creation Concept and Reference

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:08,192 So we have talked about how to 2 00:00:08,448 --> 00:00:14,080 Two of the three major types of assets that we will be using in our level 3 00:00:15,360 --> 00:00:18,944 Tiling wall sections here 4 00:00:19,712 --> 00:00:21,504 And we've gone over how to make you 5 00:00:21,760 --> 00:00:23,296 Play trance such as this one here 6 00:00:24,064 --> 00:00:30,208 So the type of acid that I want to go over how to make is a course the 7 00:00:31,232 --> 00:00:36,608 The phone is a little bit more complex because it's going to require things like animations 8 00:00:37,376 --> 00:00:40,704 Just going to check that step-by-step and at the end 9 00:00:41,216 --> 00:00:43,776 We should have a functional character 10 00:00:44,032 --> 00:00:46,592 And will be replacing 11 00:00:46,848 --> 00:00:49,920 Prototype character that we currently have in our level 12 00:00:51,712 --> 00:00:54,016 So for the purposes of this 13 00:00:54,784 --> 00:01:00,525 We are essentially going to be making this character I will be recreating this character work 14 00:01:00,527 --> 00:01:02,875 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 15 00:01:02,876 --> 00:01:02,720 A close approximation of 16 00:01:02,976 --> 00:01:09,120 So the first thing to know about making characters that this character has been modelled in what is called a tea 17 00:01:10,144 --> 00:01:15,264 It is so named because the character has its Arms out in 80 and its legs together 18 00:01:16,032 --> 00:01:20,640 It is important that we model our character of in this pose 19 00:01:20,896 --> 00:01:25,248 For the purposes of adding a skeleton which will enable as to animate 20 00:01:25,504 --> 00:01:26,784 8 l time 21 00:01:28,576 --> 00:01:30,880 Without further ado let's just 22 00:01:31,136 --> 00:01:37,280 In starting this setup to recreate something similar to this character 23 00:01:38,560 --> 00:01:41,888 So what I'm going to do is I'm just going to open a new general blender file 24 00:01:43,424 --> 00:01:44,960 Which of course will bring me in this 25 00:01:46,496 --> 00:01:49,056 Now the first ever most important thing 26 00:01:49,568 --> 00:01:50,592 In car tomorrow 27 00:01:50,848 --> 00:01:52,896 To think about your scale 28 00:01:53,664 --> 00:01:54,944 So I'm just 29 00:01:55,456 --> 00:01:56,992 Delete my camera 30 00:01:57,504 --> 00:01:58,784 Am I alright for the time 31 00:01:59,040 --> 00:02:01,088 I won't be needing them for this 32 00:02:01,600 --> 00:02:02,624 Particular Airport 33 00:02:02,880 --> 00:02:09,024 So when you're creating a character is really important that you want to maintain a scale that will work 34 00:02:09,280 --> 00:02:12,096 In here it will be the same size as Central 35 00:02:12,608 --> 00:02:14,400 As this character is right here 36 00:02:16,448 --> 00:02:18,240 I have to do that 37 00:02:19,008 --> 00:02:20,800 Unreal characters are about 38 00:02:21,056 --> 00:02:23,104 1 m wide and es 39 00:02:23,872 --> 00:02:26,432 1 m wide in the gym 40 00:02:26,688 --> 00:02:27,456 2 m 41 00:02:27,712 --> 00:02:30,528 So the first thing I'm going to do 42 00:02:30,784 --> 00:02:33,344 Set up for this is to create 43 00:02:33,600 --> 00:02:35,648 Cube of the dimensions of Central 44 00:02:36,416 --> 00:02:38,720 To really that size 45 00:02:38,976 --> 00:02:41,792 Maintainer in here as a scale reference 46 00:02:42,560 --> 00:02:48,704 Turn on my control panel to bring up the transformed a and under 47 00:02:48,960 --> 00:02:52,800 Pensions here not under Skylander the dimensions themselves I'm just going to edit these 48 00:02:53,312 --> 00:02:54,336 So that date 49 00:02:54,592 --> 00:02:56,384 Madlab roughly with 50 00:02:56,896 --> 00:02:58,944 The size of this character 51 00:03:00,992 --> 00:03:04,576 Sell my eggs 52 00:03:04,832 --> 00:03:08,416 1 m in the Y and two in the 53 00:03:09,440 --> 00:03:13,280 Cell in world this is how big our character should be 54 00:03:14,048 --> 00:03:20,192 A couple more things I want to do in order to prep this to be a useful skill reference now 55 00:03:20,448 --> 00:03:22,496 First thing I'm going to do if I'm going to hit 1 56 00:03:22,752 --> 00:03:25,056 To come to front orthographic view 57 00:03:26,336 --> 00:03:27,872 Time to come and to edit 58 00:03:28,640 --> 00:03:29,408 And I'm 59 00:03:29,664 --> 00:03:31,968 Everything selected I am just going to 60 00:03:34,016 --> 00:03:37,856 First I'm going to enable the grid snapping here 61 00:03:38,368 --> 00:03:42,464 And I'm going to g&z to place the bottom of the 62 00:03:42,720 --> 00:03:44,256 Facts on the ground 63 00:03:45,792 --> 00:03:48,608 Always use the x and y axis year as Lee g 64 00:03:50,656 --> 00:03:53,472 The second thing I want to do to make 65 00:03:53,728 --> 00:03:58,080 More useful scale reference is to sheet in wireframe mode 66 00:03:58,592 --> 00:04:04,480 Now we know have you things temporarily in wireframe mode but what I want to do is essentially have 67 00:04:04,736 --> 00:04:07,296 Always be in wireframe even if other 68 00:04:07,808 --> 00:04:10,624 Objects in the scene are shaded solid cell 69 00:04:11,392 --> 00:04:12,160 At the moment 70 00:04:12,928 --> 00:04:14,720 If we were to 71 00:04:17,280 --> 00:04:19,071 You know I say this was your character 72 00:04:19,839 --> 00:04:21,887 If we were to just Tab into 73 00:04:22,143 --> 00:04:23,679 Pre-order chain 74 00:04:23,935 --> 00:04:28,287 Viewport change wireframe is going to shoot everything in the scene in Maya 75 00:04:28,799 --> 00:04:30,335 But I really only one this 76 00:04:30,591 --> 00:04:31,871 To be my friend so 77 00:04:32,639 --> 00:04:36,223 What I'm going to do is I'm going to select the cube 78 00:04:37,247 --> 00:04:39,551 Underneath the object properties tab 79 00:04:40,319 --> 00:04:42,879 Where is the strip down called at Newport display 80 00:04:43,135 --> 00:04:44,159 So explain that 81 00:04:44,671 --> 00:04:46,207 Hear it 82 00:04:46,719 --> 00:04:50,047 There is an option that says of display as texture 83 00:04:50,559 --> 00:04:53,887 So I had to do is change that from textured to wire 84 00:04:54,399 --> 00:04:59,007 And I will give us a permanent Wire frame even if we are in solid OBD port 85 00:05:00,031 --> 00:05:01,055 What does 86 00:05:01,311 --> 00:05:06,687 For me is that has created a bounding box so when I go to 87 00:05:07,455 --> 00:05:12,831 I want to make sure that it stays roughly with in the dimensions of this bag 88 00:05:13,343 --> 00:05:16,671 So that when I'm bringing it into and real it will be the correct size 89 00:05:19,231 --> 00:05:21,535 What's go ahead a real name nurse 90 00:05:24,351 --> 00:05:29,215 And an the next thing I want to do is I want to bring in a 91 00:05:29,471 --> 00:05:30,239 Proportion 92 00:05:31,007 --> 00:05:33,311 So what I mean is 93 00:05:35,359 --> 00:05:36,383 I have created 94 00:05:36,639 --> 00:05:38,431 Very professional looking sketch 95 00:05:38,687 --> 00:05:44,831 Proportions I want to be using for this character it's not going to be using the elastic proportions 96 00:05:45,343 --> 00:05:49,439 Used just like a real life model I'm going to use these cartoon 97 00:05:49,695 --> 00:05:50,207 Proportion 98 00:05:50,463 --> 00:05:51,999 I'm going to use this image as a guy 99 00:05:52,767 --> 00:05:57,887 And I will include this image in the supplementary materials if you would like to use it as a guide as well 100 00:05:58,655 --> 00:06:02,495 So let's bring this image into blender so I can use it 101 00:06:02,751 --> 00:06:04,543 As my proportions guide 102 00:06:06,847 --> 00:06:09,919 I'm going to do is within the 3D 103 00:06:11,711 --> 00:06:13,247 I'm going to add image 104 00:06:13,759 --> 00:06:15,551 And I'm not 105 00:06:17,599 --> 00:06:23,231 I am going to navigate to the area on my desktop where I have saved it 106 00:06:24,767 --> 00:06:27,071 That in the background image 107 00:06:27,583 --> 00:06:30,143 Because I was in respect of you of Corfu 108 00:06:30,399 --> 00:06:35,263 Came in aligned to my camera so I'm just going to put salt in our to reset that rotation 109 00:06:36,287 --> 00:06:37,311 And then 110 00:06:37,567 --> 00:06:43,711 Accent 90 to rotate by 90 degrees in the X so that's why I want to come in 111 00:06:43,967 --> 00:06:44,991 Frank 112 00:06:45,503 --> 00:06:47,551 This images face to the correct way 113 00:06:49,343 --> 00:06:53,183 Now if you work in orthographic mode when you brought this in 114 00:06:53,439 --> 00:06:57,279 And then you rotate your camera and this will probably disappear that is 115 00:06:59,839 --> 00:07:05,983 That you were in orthographic view and it thinks that you only want to see this image while you are an author 116 00:07:07,263 --> 00:07:11,871 You can change the selling fairly easily all we have to do is say let me in 117 00:07:12,639 --> 00:07:18,783 I'm coming to the undertale properties which four images is this I can't hear you just want to make sure that 118 00:07:19,039 --> 00:07:22,879 Show in orthographic and perspective is checked so you can see if I can check it here 119 00:07:23,647 --> 00:07:27,999 The images of Piers for my V40 when I any orthographic view 120 00:07:30,047 --> 00:07:34,655 So I won't be able to see it in first back to the so I'm just going to make sure that it does is checked 121 00:07:35,423 --> 00:07:39,775 From the table we can also change things like the size in the office 122 00:07:40,287 --> 00:07:46,431 The most importantly the one thing I'm going to change here is the opacities I'm just going to enable this override 123 00:07:46,943 --> 00:07:48,479 And then drop as a path 124 00:07:48,735 --> 00:07:49,759 By about half 125 00:07:50,271 --> 00:07:53,855 Less distracting in my viewport while I am model 126 00:07:54,879 --> 00:07:58,975 The last thing we have to do this this app is just to scale this guy 127 00:07:59,487 --> 00:08:02,047 Within our bounding box here 128 00:08:05,631 --> 00:08:07,167 NG and 0 Move It Up 129 00:08:08,959 --> 00:08:10,495 I'm going to turn off 130 00:08:10,751 --> 00:08:14,335 The grid snapping hair and just align the feet 131 00:08:14,591 --> 00:08:16,895 Closest I can it's not perfectly flat 132 00:08:17,407 --> 00:08:19,199 Because I came here 133 00:08:19,711 --> 00:08:20,223 The 134 00:08:20,479 --> 00:08:22,271 Bottom of the box in the floor 135 00:08:23,295 --> 00:08:24,575 Little bit Marjorie 136 00:08:26,367 --> 00:08:32,255 So this is about the appropriate scale for our character now Percy Arms are coming out 137 00:08:34,047 --> 00:08:38,911 This character is also in a t pose so you can just imagine that when the arms come down 138 00:08:39,423 --> 00:08:42,239 This character will fit nicely within the standing box 139 00:08:42,751 --> 00:08:46,335 Do I have a relatively the same dimensions as this character 140 00:08:48,383 --> 00:08:51,199 That is how you get setup 141 00:08:51,967 --> 00:08:52,479 4 142 00:08:53,503 --> 00:08:55,551 Modelling a character of this nature 143 00:08:55,807 --> 00:08:56,319 Set alarm 144 00:08:56,575 --> 00:09:00,159 When we come back we're going to start actually look at how to model something 11446

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.