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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,279 Hello and welcome to this introductory chapter, first of all I would like to say thank you 2 00:00:05,282 --> 00:00:10,699 for checking out this course, I hope it will be useful and I hope it will be insightful. 3 00:00:10,702 --> 00:00:16,179 So in this chapter I am just going to go through the different chapters throughout the course, 4 00:00:16,182 --> 00:00:20,219 of course Game Ready Character in Blender and essentially this course is going to go 5 00:00:20,222 --> 00:00:27,220 through the creation of this character over here from basically just having a concept 6 00:00:27,620 --> 00:00:34,620 and then doing the sculpt, texturing, rigging and also some animation basically. And the 7 00:00:35,900 --> 00:00:42,739 target for this character is kind of this like an isometric MOBA style character or 8 00:00:42,742 --> 00:00:47,419 like an action RPG kind of character, so it's not like a really high fidelity realistic 9 00:00:47,422 --> 00:00:52,660 character, more something a little bit more punchy and graphic, so that's the overall 10 00:00:52,860 --> 00:00:59,860 idea. So chapter 1 here, that's going to be the next chapter, we're going to be starting 11 00:01:00,123 --> 00:01:02,334 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:02,335 --> 00:01:04,039 off with the modelling the base, so we're going to do a model that's going to become 13 00:01:04,042 --> 00:01:07,859 the sculpt essentially, so we're going to do some block art essentially and then we're 14 00:01:07,862 --> 00:01:13,859 going to use that to then sculpt the actual anatomy and the body and stuff, then we're 15 00:01:13,862 --> 00:01:20,860 going to take that sculpt, we topologise it, get a nice flowing mesh with good topology, 16 00:01:20,900 --> 00:01:25,339 good flows, then after that we're going to be finalising the body so we're going to bring 17 00:01:25,342 --> 00:01:30,579 everything together and kind of tie everything up after we get the retopology, we're going 18 00:01:30,582 --> 00:01:37,299 to continue sculpting just a tiny bit with a multi-resolution workflow and at this stage 19 00:01:37,302 --> 00:01:43,699 we'll essentially have the finished character body kind of. Then in chapter 5 we're going 20 00:01:43,702 --> 00:01:48,459 to be modelling the items, so all the clothing, all the sword, the helmet and all this other 21 00:01:48,462 --> 00:01:53,019 stuff, the sandals and stuff, we'll be modelling all those in that thing. It's a pretty long 22 00:01:53,022 --> 00:01:59,259 chapter but we're just going through the modelling, nothing really extreme is happening there, 23 00:01:59,262 --> 00:02:05,259 but there are a few tricks and tips here and there. Then in chapter 7 we're going to be 24 00:02:05,262 --> 00:02:09,819 doing UV unwrapping, this is actually the only place where we might be using secondary 25 00:02:09,822 --> 00:02:16,820 add-on, which is the UV unwrap, I think it's called Blender UV unwrap, literally, and it's 26 00:02:17,300 --> 00:02:20,819 free, you can go to their website and just get the add-on and the executable and then 27 00:02:20,822 --> 00:02:27,899 you can install it into Blender and then using that to do some of the layout for the UV unwrapping. 28 00:02:27,902 --> 00:02:33,899 It should be pretty straightforward, but we'll be using that add-on for those things. Then 29 00:02:33,902 --> 00:02:39,139 in chapter 7 here we are going to be doing the base texturing, so we're essentially going 30 00:02:39,142 --> 00:02:46,099 to go into the sculpt mode's vertex paint, which we're going to use to lay down a foundation 31 00:02:46,102 --> 00:02:49,579 for all the colours and then we're going to be doing a lot of the colouring for the 32 00:02:49,582 --> 00:02:55,059 body using that tool essentially. Then in chapter 8 we're going to continue texture 33 00:02:55,062 --> 00:03:02,059 painting but now getting into the actual texture painting workflow where we have maps to paint 34 00:03:02,062 --> 00:03:09,539 on and we're going to use that to do the rest of the textures here and there, some of the 35 00:03:09,542 --> 00:03:14,699 helmet, some stuff here and there. Not like crazy in detail but you could definitely take 36 00:03:14,702 --> 00:03:18,619 it further than we do there, but I do show you all the techniques and the necessary information 37 00:03:18,622 --> 00:03:24,499 there. In chapter 9 we're going to be finalising the model, that's going to be where we have 38 00:03:24,502 --> 00:03:29,339 the model, the resupology, the texturing, all of that stuff is done and we are bringing 39 00:03:29,342 --> 00:03:38,499 it together and making sure we kind of have it done and ready for rigging. So in chapter 40 00:03:38,502 --> 00:03:43,259 10 we're going to be rigging the bodies, we're going to create a skeleton and start skinning 41 00:03:43,262 --> 00:03:50,659 it to the actual body here and get that moving. And then in chapter 11 we're going to be rigging 42 00:03:50,662 --> 00:03:53,539 all the items as well, they have a little bit of a different rigging setup, we've got 43 00:03:53,542 --> 00:03:57,819 the scabbard, we've got the cloth, also some really interesting things there with how we 44 00:03:57,822 --> 00:04:01,659 might solve the cloth. In the course we're going to be solving the cloth with doing some 45 00:04:01,662 --> 00:04:08,779 bones, it could also be simulated but for this it just made sense to do it with bones 46 00:04:08,782 --> 00:04:15,319 to have a little bit of control. Then in chapter 12 here, we essentially have a finished 47 00:04:15,322 --> 00:04:20,219 rig here in chapter 11, we have a finished rig of everything, so in chapter 12 we're 48 00:04:20,222 --> 00:04:24,019 going to take that rig and actually do a run cycle animation. I go through a little bit 49 00:04:24,022 --> 00:04:28,379 about how to do a run cycle if you haven't done it before or just how you might animate 50 00:04:28,382 --> 00:04:36,060 that in Blender. And then in chapter 13 we're going to be doing a sort of attack animation 51 00:04:36,620 --> 00:04:40,499 and it's just two varying animations just to see that you can do a little bit of both 52 00:04:40,502 --> 00:04:44,539 here. One is looping, the other one is not necessarily something that's supposed to loop 53 00:04:44,542 --> 00:04:50,979 but that's also fine. And then the very last chapter in chapter 14 we're going to be exporting 54 00:04:50,982 --> 00:04:58,339 everything from Blender and getting it out into something like Unreal Engine or Unity, 55 00:04:58,342 --> 00:05:01,579 in this case it'll be Unreal Engine but the process is essentially the same. And then 56 00:05:01,582 --> 00:05:06,219 I'm just going through a few steps inside of Unreal, just setting up the character just 57 00:05:06,222 --> 00:05:12,059 so you can see that everything works but sometimes you have to tweak a few things to get it to 58 00:05:12,062 --> 00:05:16,739 work the way you want it. And for Unity of course it would be a little bit different 59 00:05:16,742 --> 00:05:21,839 but you can get it there with everything you learned here, you can get to a really usable 60 00:05:21,842 --> 00:05:29,899 state in a game engine. So yeah, that's essentially the chapter breakdown, going to be excited 61 00:05:29,902 --> 00:05:35,419 to get started. Also in this chapter I'll just go on to talk a little bit about the 62 00:05:35,422 --> 00:05:41,139 reference that I had from the previous, from the concept phase. I also did a course on 63 00:05:41,142 --> 00:05:45,579 the concept for this one and I'll just go through some of the reference I had from there 64 00:05:45,582 --> 00:05:52,059 and then some additional reference I gathered specifically for the 3D part for this course. 65 00:05:52,062 --> 00:05:57,379 So check that out right after here. So I have a reference board here that I also used when 66 00:05:57,382 --> 00:06:03,539 creating the concept for the character we're going to be making in this course. And so 67 00:06:03,542 --> 00:06:09,339 that's kind of the stuff that is over here. So some of that reference will be used again 68 00:06:09,342 --> 00:06:15,299 for the actual 3D process that just sort of makes sense. And there's a real world reference 69 00:06:15,302 --> 00:06:22,539 and some tattoo reference, some character references and a little bit of extra stuff. 70 00:06:22,542 --> 00:06:26,220 And that's all well and good and we'll get into that a little bit later. But some additional 71 00:06:26,820 --> 00:06:32,299 reference that I've gathered for the specific 3D process are over here. And that includes 72 00:06:32,302 --> 00:06:38,099 a lot of kind of anatomical reference, just some muscle definitions and all these things. 73 00:06:38,102 --> 00:06:42,539 I think that's really important even if we're doing a stylized character, just having references 74 00:06:42,542 --> 00:06:48,139 for the actual thing, right? Like what does it actually look like? And it can be really 75 00:06:48,142 --> 00:06:54,939 good because in essence we are creating an abstraction, a stylization of something real, 76 00:06:54,942 --> 00:07:01,219 right? We're creating some kind of stylized character, but that all builds on real world 77 00:07:01,222 --> 00:07:06,339 anatomy. So having these things can still be really, really, really good. And I got 78 00:07:06,342 --> 00:07:11,779 these just from, I think from anatomy 360. There's some free references there you can 79 00:07:11,782 --> 00:07:17,419 grab or you can find other stuff elsewhere, but super handy to have that as well. I also 80 00:07:17,422 --> 00:07:20,659 got some pictures just here and there with some different lighting conditions and some 81 00:07:20,662 --> 00:07:27,939 different skin tones, different body types, just all stuff to help me along. Also some 82 00:07:27,942 --> 00:07:32,499 black and white photos here of Iggy Pop because he has a little bit more of a, let's say, 83 00:07:32,502 --> 00:07:38,539 an older, stronger build, which might be relevant. And I'm thinking that the body type is actually 84 00:07:38,542 --> 00:07:45,899 kind of similar to this, what's going on for Baldur here in this concept from God of War. 85 00:07:45,902 --> 00:07:53,139 So that might be a good reference that we can pull from in terms of proportions, right? 86 00:07:53,142 --> 00:07:58,859 I also have some stylized reference and that's just because we're doing something stylized 87 00:07:58,862 --> 00:08:02,419 and maybe there's something that somebody solved in a specific way. Maybe the way of 88 00:08:02,422 --> 00:08:06,939 doing the pictorial is like this, like almost a very square box. Maybe that's the right 89 00:08:06,942 --> 00:08:12,740 way for us to go about it. And the way that this breaks here and the way the quads are 90 00:08:12,980 --> 00:08:17,339 separated. I don't know yet, but it's still good to have something like that on hand. 91 00:08:17,342 --> 00:08:28,099 But as I also stated in the character concept course, this here is my main kind of focus. 92 00:08:28,102 --> 00:08:36,579 I'm trying to do something that would maybe fit into a roguelike or an action RPG or something 93 00:08:36,582 --> 00:08:42,859 like a MOBA, like a League of Legends or a Dota in terms of fidelity. Not necessarily 94 00:08:42,862 --> 00:08:49,219 in terms of style, but in terms of how detailed it is, but then also how simple and readable 95 00:08:49,222 --> 00:08:54,819 something like this character is, the X character. And that's kind of what hopefully I'll be 96 00:08:54,822 --> 00:08:59,779 able to pull from the concept, but then still making it somewhat like that. 97 00:08:59,782 --> 00:09:03,939 I also used Hades as a reference and this is the actual model from the game. It looks 98 00:09:03,942 --> 00:09:08,339 quite different from the concept, but I also exaggerated some of the features for that 99 00:09:08,342 --> 00:09:16,979 specific isometric perspective that we see up here. So the character is exaggerated a 100 00:09:16,982 --> 00:09:21,379 little bit for the camera. I won't be doing that. I'll probably be doing something more 101 00:09:21,382 --> 00:09:28,579 akin to what they're doing here with X and Dota 2, or what they've been doing in something 102 00:09:28,582 --> 00:09:33,659 like Diablo 3 or something like that. If we have a bit more naturalistic proportions. 103 00:09:33,662 --> 00:09:38,219 In addition to that, I also have some topology reference. The topology reference could also 104 00:09:38,222 --> 00:09:43,659 be really good just to see how detailed should I be going. I could be going a little bit 105 00:09:43,662 --> 00:09:49,179 more detailed than this. That wouldn't be too bad, but I also don't need to go more 106 00:09:49,182 --> 00:09:55,299 detailed than this. So that's kind of the trade off there, but I might. Here they go 107 00:09:55,302 --> 00:09:59,739 a little bit more detailed than over here, but not too much. It's still within the same 108 00:09:59,742 --> 00:10:02,362 range, but definitely the face seems to have a little bit more fidelity maybe around the 109 00:10:02,364 --> 00:10:04,407 Subtitled by online-courses.club We compress knowledge for you! 110 00:10:04,408 --> 00:10:10,379 eyes and stuff. And definitely the textures are a lot more detailed than they are on a 111 00:10:10,382 --> 00:10:16,699 character like this. And this is probably more what I'm thinking in terms of simplicity 112 00:10:16,702 --> 00:10:19,899 of materials and these things. So that's also a really good reference to have. And if you're 113 00:10:19,902 --> 00:10:27,339 doing something slightly different, then having reference like that can be super useful. So 114 00:10:27,342 --> 00:10:33,579 that's the reference I have for the modeling process itself. And then I also have some 115 00:10:33,582 --> 00:10:37,419 reference when we get further into modeling some of the details or doing some texture 116 00:10:37,422 --> 00:10:42,859 work, then these kinds of things are going to be really useful. Some real world reference 117 00:10:42,862 --> 00:10:48,459 here and there, but also maybe I'll steal a few things from these other guys. And then 118 00:10:48,462 --> 00:10:55,819 some pattern work here. And yeah, I think that's pretty much it for this chapter. And 119 00:10:55,822 --> 00:10:57,740 then we'll move on to the next chapter. 14558

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