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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 --> 00:00:13,999 Hello and welcome to this chapter. In this chapter we are going to retopologize the character and then that retopology we are going to continue sculpting on that and do a subdivided sculpting workflow. 2 00:00:14,002 --> 00:00:20,999 We got our sculpt here from the last chapter and that's going to be the base for retopologizing. 3 00:00:21,002 --> 00:00:30,999 We are still going to continue sculpting some more detail and refining the forms but I'd rather do the final version of all those things on a retopologized mesh. 4 00:00:31,002 --> 00:00:37,999 Because when we get into a low poly character then the mesh is really going to matter for the specific detail. 5 00:00:38,002 --> 00:00:46,999 So I want to get the low poly in as soon as possible and I think we are in a good stage to actually be able to do that. 6 00:00:47,002 --> 00:00:48,999 So that's what's going to happen. 7 00:00:49,002 --> 00:01:02,061 In terms of the method for retopologizing then I use a method where I kind of shrink wrap a bunch of low poly blocks to the mesh. 8 00:01:02,063 --> 00:01:04,284 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:04,284 --> 00:01:10,999 And then that kind of gets subdivided and shrink wrapped, subdivided and shrink wrapped and it's actually quite efficient and fast I think. 10 00:01:11,002 --> 00:01:16,999 It's definitely preferred over more traditional retopology methods but they can also be very useful. 11 00:01:17,002 --> 00:01:19,999 But for this I really prefer this one. 12 00:01:20,002 --> 00:01:21,999 Cool, so let's get started. 13 00:01:22,002 --> 00:01:26,999 So the first thing we are going to do here is we are going to create a cube. 14 00:01:27,002 --> 00:01:31,999 I'm also going to set it to random just so we have that color difference. 15 00:01:32,002 --> 00:01:39,999 Then I'm going to cut down the middle and then select half of it here and then delete that and then mirror this one over. 16 00:01:40,002 --> 00:01:44,999 Then I'm going to set this to clipping and bring this one in here. 17 00:01:45,002 --> 00:01:54,999 Cool, then I'm just going to start placing this kind of roughly where I need it now and I got it like that. 18 00:01:55,002 --> 00:02:01,999 Then I'm going to delete faces there and something like that. 19 00:02:02,002 --> 00:02:12,999 Then I'm going to take my subdivision surface here, apply that to it and then I'm going to grab a shrink wrap modifier to it as well. 20 00:02:13,002 --> 00:02:15,999 So I'm going to get shrink wrap, there we go. 21 00:02:16,002 --> 00:02:20,999 And just put that on top here like that and then we got a shrink wrap. 22 00:02:21,002 --> 00:02:25,999 And then what we can start doing is we can start manipulating these edges and placing them in different spots. 23 00:02:26,002 --> 00:02:33,999 But to have even more control, I'm going to go up to snapping here, turn snapping on and then take this one and set it to face project. 24 00:02:34,002 --> 00:02:37,999 So now when I move something around, it actually attaches itself to the face. 25 00:02:38,002 --> 00:02:41,999 So we kind of both have the shrink wrap and these control points. 26 00:02:42,002 --> 00:02:50,999 In reality, you could just only use the shrink wrap or only use the face thing here. 27 00:02:51,002 --> 00:02:55,999 But having both just means that if you're missing some of them, it still works quite well. 28 00:02:56,002 --> 00:03:00,999 So this is just a precaution kind of, but it's quite useful. 29 00:03:01,002 --> 00:03:06,999 So it's so low res right now that it kind of just falls through a little bit. 30 00:03:07,002 --> 00:03:16,999 So I'm going to give it a bit more dimension here, bring it out if I can, then just see what we can get here. 31 00:03:17,002 --> 00:03:21,999 And I'm also subdividing the mesh, so that also becomes a thing. 32 00:03:22,002 --> 00:03:31,999 And then here we got that hole there and then we could turn on ghosting and then we can start seeing what's actually happening here. 33 00:03:32,002 --> 00:03:37,999 And we also got this one here that is kind of closing itself off. 34 00:03:38,002 --> 00:03:42,999 So I'm going to use a knife, I think. 35 00:03:43,002 --> 00:03:45,999 Maybe not a knife, or it could be a knife actually. 36 00:03:46,002 --> 00:03:51,999 I'll use a knife like this, cut there, delete that. 37 00:03:52,002 --> 00:03:59,999 Then cut a knife like that and a knife like that. 38 00:04:00,002 --> 00:04:04,999 And then I can pull these ones higher up here. 39 00:04:05,002 --> 00:04:08,999 Put this one there, put this one there kind of. 40 00:04:09,002 --> 00:04:13,999 I'm starting to get a little bit more of that thing. 41 00:04:14,002 --> 00:04:22,999 And I think it can be an advantage sometimes not having the mirror after the shrink wrap. 42 00:04:23,002 --> 00:04:26,999 So that the mirrored model is what... 43 00:04:27,002 --> 00:04:28,999 So it first shrink wraps and then it gets mirrored. 44 00:04:29,002 --> 00:04:33,999 Wait, let's see here. Does that work for us? 45 00:04:34,002 --> 00:04:39,999 No, okay, we're going to keep it like this and then we'll just deal with that. 46 00:04:40,002 --> 00:04:40,999 Nice. 47 00:04:41,002 --> 00:04:51,999 And if it's not really behaving the way you want it to behave, then you could also go here to the shrink wrap and just increase the offset a little bit. 48 00:04:52,002 --> 00:04:58,000 And then you get something like that instead. 49 00:04:59,000 --> 00:05:02,999 Let's see here. You could also use the projection, but that doesn't work as well. 50 00:05:03,002 --> 00:05:04,999 So let's just offset it here a little bit. 51 00:05:05,002 --> 00:05:10,999 And then we can start adjusting these things here. 52 00:05:11,002 --> 00:05:12,999 Ghost mode. 53 00:05:13,002 --> 00:05:17,999 And I'm just placing these things around where they kind of make sense. 54 00:05:18,002 --> 00:05:21,999 Like that, like that, like that. 55 00:05:22,002 --> 00:05:23,999 And I'm keeping it very low res. 56 00:05:24,002 --> 00:05:33,999 And that's kind of on purpose to make it simple. 57 00:05:34,002 --> 00:05:36,999 This way it's a lot easier to control the topology flow. 58 00:05:37,002 --> 00:05:46,000 And then you can see that we've got this now, but then if I start increasing the subdivision surface here, then we start getting this kind of stuff. 59 00:05:47,000 --> 00:05:49,999 I'm just going to set this back to zero. 60 00:05:50,002 --> 00:05:55,999 And then you see that we're getting that right there. 61 00:05:56,002 --> 00:06:02,999 So it's starting to wrap a lot more nicely. 62 00:06:03,002 --> 00:06:03,999 Like that. 63 00:06:04,002 --> 00:06:09,999 Let's just make sure that we have the right orientation on everything here. 64 00:06:10,002 --> 00:06:12,999 Yeah, that all looks good. 65 00:06:13,002 --> 00:06:14,999 Just checking the face orientation there. 66 00:06:15,002 --> 00:06:18,999 Then back to ghost mode here. 67 00:06:19,002 --> 00:06:25,999 Then here now we can just start extruding outwards. 68 00:06:26,002 --> 00:06:28,999 Kind of like that. 69 00:06:29,002 --> 00:06:35,999 And then we can take the individual pieces like this and just make them work like so. 70 00:06:36,002 --> 00:06:37,999 And then they just wrap to the whole thing. 71 00:06:38,002 --> 00:06:43,999 And we're starting to get quite a nice wrapping process already. 72 00:06:44,002 --> 00:06:46,999 And we've got that thing going over here. 73 00:06:47,002 --> 00:06:48,999 So maybe that. 74 00:06:49,002 --> 00:06:51,999 That, that, that. 75 00:06:52,002 --> 00:06:57,999 And just introduce some edge loops where you need them. 76 00:06:58,002 --> 00:06:59,999 Probably need one here. 77 00:07:00,002 --> 00:07:01,999 Need one there. 78 00:07:02,002 --> 00:07:08,999 I can see the underlying kind of topology there. 79 00:07:09,002 --> 00:07:17,999 I might need a little bit more just getting it just a tiny bit more there. 80 00:07:18,002 --> 00:07:22,999 You can also go to object and then say viewport display and say in front. 81 00:07:23,002 --> 00:07:24,999 Then you always get it in front. 82 00:07:25,002 --> 00:07:36,999 It's not quite as nice to work with as this just because you lose that relation to the form underneath a little bit. 83 00:07:37,002 --> 00:07:38,999 But it can also work. 84 00:07:39,002 --> 00:07:43,999 It might work better for you depending on exactly what you're doing. 85 00:07:44,002 --> 00:07:48,999 Then I'm going to get this one here. 86 00:07:49,002 --> 00:07:52,999 Actually maybe I can bring in another one like that. 87 00:07:53,002 --> 00:07:59,999 That seems pretty good. 88 00:08:00,002 --> 00:08:01,999 Like that. 89 00:08:02,002 --> 00:08:02,999 Get this one. 90 00:08:03,002 --> 00:08:06,999 Start rotating this one out. 91 00:08:07,002 --> 00:08:12,999 Bring in this here. 92 00:08:13,002 --> 00:08:13,999 Something like that. 93 00:08:14,002 --> 00:08:17,999 So that's kind of the cool thing with the string wrap is that it's already kind of working for us. 94 00:08:18,002 --> 00:08:21,999 But then we can make it a bit more precise with this. 95 00:08:22,002 --> 00:08:26,999 So I can just pull stuff out and then it kind of just works. 96 00:08:27,002 --> 00:08:30,999 And then I can adjust it if I need to. 97 00:08:31,002 --> 00:08:35,999 And I can bring in something like that. 98 00:08:36,002 --> 00:08:37,999 And then we got that as well. 99 00:08:38,002 --> 00:08:40,999 So that's quite good. 100 00:08:41,002 --> 00:08:43,999 Nice, nice, nice. 101 00:08:44,002 --> 00:08:47,999 And get this one there. 102 00:08:48,002 --> 00:08:52,999 Get that one. 103 00:08:53,002 --> 00:08:57,999 Another wrapping process there. 104 00:08:58,002 --> 00:09:00,999 Cool, like that. 105 00:09:01,002 --> 00:09:11,999 And that's where you can really adjust and get it more to what you would want. 106 00:09:12,002 --> 00:09:16,999 Yep, starting to get a more proper retopology here. 107 00:09:17,002 --> 00:09:21,999 And you can always come in and then you can move these things if the flows aren't the way you exactly want them. 108 00:09:22,002 --> 00:09:24,999 If the faces aren't really good. 109 00:09:25,002 --> 00:09:26,999 But right now we just want to block everything out. 110 00:09:27,002 --> 00:09:30,999 We can also just decrease the subdivision level a little bit. 111 00:09:31,002 --> 00:09:34,999 And keep it even simpler like that. 112 00:09:35,002 --> 00:09:36,999 But it's quite fast. 113 00:09:37,002 --> 00:09:40,999 We're working our way through this model really fast. 114 00:09:41,002 --> 00:09:44,999 And that's kind of the point. 115 00:09:45,002 --> 00:09:47,999 Versus a lot of other techniques. 116 00:09:48,002 --> 00:09:52,999 Which might not have exactly the same going for them. 117 00:09:53,002 --> 00:09:54,999 And then we get to a point like this. 118 00:09:55,002 --> 00:10:00,000 Where we say, okay, you know what, we just want to have that happening there. 119 00:10:00,345 --> 00:10:02,217 Subtitled by online-courses.club We compress knowledge for you! 120 00:10:02,218 --> 00:10:01,999 Maybe we'll put that down. 121 00:10:02,002 --> 00:10:03,999 Maybe we'll put that down. 122 00:10:04,002 --> 00:10:05,999 Maybe we'll put that down there. 123 00:10:06,002 --> 00:10:12,999 And then maybe we go through. 124 00:10:13,002 --> 00:10:14,999 Let's see, that was not the one. 125 00:10:15,002 --> 00:10:19,999 This one. 126 00:10:20,002 --> 00:10:34,999 Like so. 127 00:10:35,002 --> 00:10:40,999 And then we got this one here where we might be needing a little bit of edge loop. 128 00:10:41,002 --> 00:10:43,999 So put that in there. 129 00:10:44,002 --> 00:10:45,999 Like that, so it's connected there. 130 00:10:46,002 --> 00:10:47,999 Going to try putting this on in front here. 131 00:10:48,002 --> 00:10:50,999 Just to see the edge loops. 132 00:10:51,002 --> 00:10:54,999 So that's looking pretty good. 133 00:10:55,002 --> 00:10:56,999 Looks kind of nice and clean. 134 00:10:57,002 --> 00:10:58,999 I really like what's going on here with these ones. 135 00:10:59,002 --> 00:11:02,999 They're flowing nicely into the chest there. 136 00:11:03,002 --> 00:11:04,999 That is pretty good. 137 00:11:05,002 --> 00:11:08,999 And as you can see the silhouette is probably a little bit different with this level here. 138 00:11:09,002 --> 00:11:12,999 Of resolution. 139 00:11:13,002 --> 00:11:15,999 So we could actually use a little bit more rest there. 140 00:11:16,002 --> 00:11:18,999 I also want to count how many edge loops I have around this one. 141 00:11:19,002 --> 00:11:26,999 And the way to do that is to kind of, you can go up to, where is it here. 142 00:11:27,002 --> 00:11:28,999 And then say statistics. 143 00:11:29,002 --> 00:11:30,999 And then you select something like that. 144 00:11:31,002 --> 00:11:33,999 And then it tells you, okay, there's seven edges selected. 145 00:11:34,002 --> 00:11:36,999 And I'm thinking maybe eight is a good number. 146 00:11:37,002 --> 00:11:39,999 You kind of want a very divisible number. 147 00:11:40,002 --> 00:11:41,999 We got two there, two there, two there. 148 00:11:42,002 --> 00:11:45,999 And maybe one, where are we missing one? 149 00:11:46,002 --> 00:11:49,999 Maybe one across the chest here. 150 00:11:50,002 --> 00:11:51,999 That seems reasonable. 151 00:11:52,002 --> 00:11:56,999 And then now we have eight edge loops around there. 152 00:11:57,002 --> 00:11:58,999 That's so good. 153 00:11:59,002 --> 00:11:59,999 So good. 154 00:12:00,002 --> 00:12:05,999 And here we can start, you know, really placing these edges where they're most useful for the form. 155 00:12:06,002 --> 00:12:14,999 And that's what I was kind of talking about, that this is where we can get a little bit, 156 00:12:15,002 --> 00:12:19,999 not necessarily creative, but like decisive, or also creative. 157 00:12:20,002 --> 00:12:27,999 We're kind of choosing the right places to give extra attention. 158 00:12:28,002 --> 00:12:29,999 And we can also see how it looks without the thing, right? 159 00:12:30,002 --> 00:12:35,999 So if we go down, then we get this level of simplicity, which can also be really good, 160 00:12:36,002 --> 00:12:39,999 having something this low poly, if that's what you're going for, right? 161 00:12:40,002 --> 00:12:44,999 But we're kind of approaching probably something more along these lines, right? 162 00:12:45,002 --> 00:12:48,999 That's the level of fidelity that I'm probably going for. 163 00:12:49,002 --> 00:12:53,999 We could also go one step further, and then we see we get a lot more fidelity. 164 00:12:54,002 --> 00:12:56,999 It can also be a good way of wrapping this. 165 00:12:57,002 --> 00:12:58,999 So let's see here. 166 00:12:59,002 --> 00:13:01,999 I got that there. 167 00:13:02,002 --> 00:13:07,999 And you always have this like low poly one, so adjusting these is quite easy. 168 00:13:08,002 --> 00:13:09,999 Let's see here. 169 00:13:10,002 --> 00:13:10,999 I got that there. 170 00:13:11,002 --> 00:13:12,999 That there. 171 00:13:13,002 --> 00:13:14,999 And it's a little bit of fiddly work with this stuff here. 172 00:13:15,002 --> 00:13:18,999 You're just kind of going around and marking them all in. 173 00:13:19,002 --> 00:13:22,999 But again, if you forget one edge, but it looks kind of okay, then this all works. 174 00:13:23,002 --> 00:13:27,999 You don't have to necessarily hit every single one. 175 00:13:28,002 --> 00:13:36,999 I'm just doing this now to keep it neat. 176 00:13:37,002 --> 00:13:39,999 Like that. 177 00:13:40,002 --> 00:13:41,999 That's looking pretty good. 178 00:13:42,002 --> 00:13:47,999 Then we can start building this out here. 179 00:13:48,002 --> 00:13:50,999 I can see here the clipping is getting a noise. 180 00:13:51,002 --> 00:13:52,999 I'm going to turn off the clipping. 181 00:13:53,002 --> 00:13:54,999 And then bring that in. 182 00:13:55,002 --> 00:13:57,000 Bring that in. 183 00:13:58,000 --> 00:14:04,999 Then we say I kind of want to establish the first part of the leg here kind of nicely, 184 00:14:05,002 --> 00:14:08,999 so it doesn't become an issue. 185 00:14:09,002 --> 00:14:09,999 Let's see here. 186 00:14:10,002 --> 00:14:11,999 Like that. 187 00:14:12,002 --> 00:14:13,999 Like that. 188 00:14:14,002 --> 00:14:14,999 Like that, like that. 189 00:14:15,002 --> 00:14:20,000 We also want to make sure we probably have eight or more edge loops around this. 190 00:14:21,000 --> 00:14:26,999 That's also something we should check and be aware of. 191 00:14:27,002 --> 00:14:37,999 Let's try getting these ones also kind of neatly positioned here. 192 00:14:38,002 --> 00:14:41,000 Like that, like that. 193 00:14:51,000 --> 00:14:51,999 Looking pretty good in terms of wrap. 194 00:14:52,002 --> 00:14:53,999 Let's see how many loops we got around here. 195 00:14:54,002 --> 00:14:56,999 We got 10. 196 00:14:57,002 --> 00:14:59,999 That's not too bad, but we could use a bit more. 197 00:15:00,002 --> 00:15:00,999 I'm going to put one in there. 198 00:15:01,002 --> 00:15:03,999 I'd rather have 12. 199 00:15:04,002 --> 00:15:06,999 That's okay because the leg is a little bit bigger than the arms. 200 00:15:07,002 --> 00:15:12,999 I'm just looking here for a good spot to put them. 201 00:15:13,002 --> 00:15:16,999 I can't really put them here because that one goes all the way to the arm there. 202 00:15:17,002 --> 00:15:19,999 It would be a good place to put it though. 203 00:15:20,002 --> 00:15:22,999 Is there one I can remove from the arm then? 204 00:15:23,002 --> 00:15:25,999 Okay, actually the one on the bicep there. 205 00:15:26,002 --> 00:15:26,999 We could delete that one. 206 00:15:27,002 --> 00:15:28,999 Control, delete. 207 00:15:29,002 --> 00:15:33,999 And then instead I could put that one there. 208 00:15:34,002 --> 00:15:36,999 Then I put some detail there. 209 00:15:37,002 --> 00:15:39,999 The chest still looks pretty good. 210 00:15:40,002 --> 00:15:44,999 We could always maybe get some 211 00:15:45,002 --> 00:15:47,999 where with the chest in a different way. 212 00:15:48,002 --> 00:15:50,999 If I just say shade flat here, then 213 00:15:51,002 --> 00:15:53,999 it does look like all the chest is running that way. 214 00:15:54,002 --> 00:15:56,999 We could maybe have some stuff that 215 00:15:57,002 --> 00:16:00,999 runs across this one here. 216 00:16:01,002 --> 00:16:04,999 Hmm, that sort of depends. 217 00:16:05,002 --> 00:16:06,999 It's also good that the edge loops are like this. 218 00:16:07,002 --> 00:16:10,999 That means it's going to be quite simple for deformation. 219 00:16:11,002 --> 00:16:13,999 This stuff here is actually bothering me a little bit. 220 00:16:14,002 --> 00:16:18,999 Like how it's wrapping around here. 221 00:16:19,002 --> 00:16:21,999 It would almost be better if it wrapped around there a little bit. 222 00:16:22,002 --> 00:16:24,999 So if I go down, then I can see that 223 00:16:25,002 --> 00:16:27,999 this loop here, they're all going down to the arm. 224 00:16:28,002 --> 00:16:30,999 I think that's fine here, but actually maybe this one, 225 00:16:31,002 --> 00:16:34,999 these bands here, I would maybe like them to go that way instead. 226 00:16:35,002 --> 00:16:38,999 So if I delete this one, 227 00:16:39,002 --> 00:16:42,999 and then 228 00:16:43,002 --> 00:16:46,999 let's see here, delete this one also. 229 00:16:47,002 --> 00:16:51,999 Delete this one, and then get this one to go that way. 230 00:16:52,002 --> 00:16:55,999 Instead, and then 231 00:16:56,002 --> 00:17:00,999 this one can be here. 232 00:17:01,002 --> 00:17:04,999 Now this loop goes that way, 233 00:17:05,002 --> 00:17:08,999 but then if I instead get it to 234 00:17:09,002 --> 00:17:12,999 go, so I need to delete these two here. 235 00:17:13,002 --> 00:17:16,999 Then I see this one should go there. 236 00:17:17,002 --> 00:17:19,999 Then this one can then close up here. 237 00:17:20,002 --> 00:17:23,999 It's a little bit confusing here, but I think it 238 00:17:24,002 --> 00:17:27,999 works itself out in a way where I now have a loop like that. 239 00:17:28,002 --> 00:17:31,999 That's a little bit nicer for how the chest 240 00:17:32,002 --> 00:17:36,000 deforms, I think. 241 00:17:40,000 --> 00:17:43,999 Let's see actually if we increase the resolution here. 242 00:17:44,002 --> 00:17:47,999 What do we get? We get that there. 243 00:17:48,002 --> 00:17:51,999 That's probably because of the 244 00:17:52,002 --> 00:17:55,999 expansion there. Okay, nice. 245 00:17:56,002 --> 00:18:00,000 That's actually working out pretty good. 246 00:18:04,000 --> 00:18:07,999 You can see you can really go up in the resolution and you're still maintaining 247 00:18:08,002 --> 00:18:11,999 somewhat of a good 248 00:18:12,002 --> 00:18:15,999 flow here. 249 00:18:16,002 --> 00:18:19,999 Like that. 250 00:18:20,002 --> 00:18:23,999 Cool. 251 00:18:24,002 --> 00:18:27,999 I might need clipping on again here. If I'm doing all the stuff in the middle, then 252 00:18:28,002 --> 00:18:31,999 you want clipping on to take care 253 00:18:32,002 --> 00:18:35,999 of it. 254 00:18:36,002 --> 00:18:39,999 Like that. 255 00:18:40,002 --> 00:18:44,000 Let's see here. 256 00:18:48,000 --> 00:18:51,999 Cool. 257 00:18:52,002 --> 00:18:55,999 Maybe it's something like this that we're going for in terms of 258 00:18:56,002 --> 00:18:59,999 resolution. That would be double 259 00:19:00,002 --> 00:19:03,999 of what we have. We've got 16 around and that seems pretty good for 260 00:19:04,002 --> 00:19:07,999 a low-res model. We don't really need to go that low-res, but 261 00:19:08,002 --> 00:19:11,999 I think it's also cool to see how much you can actually get out of 262 00:19:12,002 --> 00:19:15,999 that low of a model, like that low-res 263 00:19:16,002 --> 00:19:19,999 of a model. I'm going to turn on clipping here. 264 00:19:20,002 --> 00:19:23,999 There. Then I can bring this down here. 265 00:19:24,002 --> 00:19:28,000 Bring it in. 266 00:19:32,000 --> 00:19:35,999 Just bringing all these in here 267 00:19:36,002 --> 00:19:40,000 one by one. 268 00:19:44,000 --> 00:19:47,999 Like that. 269 00:19:48,002 --> 00:19:51,999 Sometimes it's a little easier to start with a base 270 00:19:52,002 --> 00:19:55,999 mesh, which I definitely also do. You just get one nice topology-flowing 271 00:19:56,002 --> 00:19:59,999 base mesh, but it's also good to be able to do this 272 00:20:00,002 --> 00:20:03,999 on your own and know what you're doing. 273 00:20:04,002 --> 00:20:07,999 That just allows you to do other 274 00:20:08,002 --> 00:20:11,999 forms where a human base mesh might not 275 00:20:12,002 --> 00:20:15,999 fit right. If you're doing some kind of creature or 276 00:20:16,002 --> 00:20:19,999 whatever you're doing right, then 277 00:20:20,002 --> 00:20:23,999 you have a way to also do that. This is not the worst 278 00:20:24,002 --> 00:20:27,999 kind of work. I was using some other methods in the past 279 00:20:28,002 --> 00:20:31,999 like 280 00:20:32,002 --> 00:20:35,999 more straightforward topology tools and they just took so long 281 00:20:36,002 --> 00:20:39,999 for me. It can be meditative, but this is 282 00:20:40,002 --> 00:20:43,999 so fast in a way. I see the results really fast and the results 283 00:20:44,002 --> 00:20:47,999 are good enough for me because it's for a game. 284 00:20:48,002 --> 00:20:51,999 I think it ends up 285 00:20:52,002 --> 00:20:55,999 just working for me, especially when I get the shade smooth 286 00:20:56,002 --> 00:20:59,999 then it's like, you know what, this looks absolutely fine. 287 00:21:00,002 --> 00:21:03,999 That's 288 00:21:04,002 --> 00:21:07,999 kind of what I need. I don't need it to be 289 00:21:08,002 --> 00:21:11,999 perfect because I think 290 00:21:12,002 --> 00:21:15,999 we're doing this character for 291 00:21:16,002 --> 00:21:19,999 an action RPG kind of thing and the character is going to be far away. 292 00:21:20,002 --> 00:21:23,999 It's not the end if the character 293 00:21:24,002 --> 00:21:27,999 isn't absolutely perfect, but still I want to do it nice. I'm trying to do a good 294 00:21:28,002 --> 00:21:31,999 job here, but you can get away with a lot of things. 295 00:21:32,002 --> 00:21:35,999 I think that's what I'm trying to say. A lot of little mistakes and stuff 296 00:21:36,002 --> 00:21:39,999 and it'll be fine. 297 00:21:40,002 --> 00:21:43,999 Like that. 298 00:21:44,002 --> 00:21:47,999 Like that. 299 00:21:48,002 --> 00:21:51,999 Let's see here. 300 00:21:52,002 --> 00:21:55,999 Cool. 301 00:21:56,002 --> 00:21:59,999 I got that going on there. 302 00:22:00,002 --> 00:22:03,999 We pretty much got the entire body here 303 00:22:04,002 --> 00:22:07,999 and we haven't even been going for that long and that's really for me the power 304 00:22:08,002 --> 00:22:11,999 of it all. Let's see how many loops we've got here. We've got 6, which means we've got 305 00:22:12,002 --> 00:22:15,999 12 in total and I kind of want one more loop 306 00:22:16,002 --> 00:22:19,999 here, which means now we've got 8 and then we've got 16. 307 00:22:20,002 --> 00:22:23,999 That's a little bit better. That's good. Nice. 308 00:22:24,002 --> 00:22:27,999 Then we need to start thinking about 309 00:22:28,002 --> 00:22:31,999 how it folds here. 310 00:22:32,002 --> 00:22:35,999 Oh, actually, it could use a loop here. 311 00:22:36,002 --> 00:22:39,999 But then that's going to go down into the arm 312 00:22:40,002 --> 00:22:43,999 and the arm does not need more loops. 313 00:22:44,002 --> 00:22:47,999 Interesting. We've got one there. 314 00:22:48,002 --> 00:22:52,000 We've got one here. 315 00:22:56,000 --> 00:23:00,000 Let's see. 316 00:23:06,000 --> 00:23:11,999 It can be good 317 00:23:12,002 --> 00:23:15,999 to have a few details, especially in the crevices 318 00:23:16,002 --> 00:23:19,999 because stuff gets kind of tight. 319 00:23:20,002 --> 00:23:23,999 Okay. Like that. 320 00:23:24,002 --> 00:23:27,999 Not looking too bad here. 321 00:23:28,002 --> 00:23:31,999 This is working, I think. 322 00:23:32,002 --> 00:23:35,999 That's nice. Let's see. We've got 323 00:23:36,002 --> 00:23:39,999 this edge loop there. That could also use a little bit 324 00:23:40,002 --> 00:23:43,999 of adjustment here. 325 00:23:44,002 --> 00:23:47,999 Hmm. Maybe we should increase it to 326 00:23:48,002 --> 00:23:51,999 10. Then I put one in there so I get a bit more detail there and then one 327 00:23:52,002 --> 00:23:55,999 here as well. Then 328 00:23:56,002 --> 00:23:59,999 we get a bit more definition on the shoulder there 329 00:24:00,002 --> 00:24:03,999 and then I could always go down and we still have a fairly 330 00:24:04,002 --> 00:24:07,999 simple one. This one is now on 9, which gives it 18 in total. 331 00:24:08,002 --> 00:24:11,999 18 is okay. It's also divisible 332 00:24:12,002 --> 00:24:15,999 by 6. 333 00:24:16,002 --> 00:24:19,999 Maybe that's okay, having 18 there. 334 00:24:20,002 --> 00:24:23,999 Okay, cool. Because I do need quite a lot of resolution for the head, so it's good to already have 335 00:24:24,002 --> 00:24:27,999 some resolution established there. 336 00:24:28,002 --> 00:24:31,999 Turn on clipping here, just so I can do that 337 00:24:32,002 --> 00:24:35,999 without too much issue. Then I think 338 00:24:36,002 --> 00:24:39,999 I'm going to start just building that out. 339 00:24:40,002 --> 00:24:43,999 This is a bit more of the 340 00:24:44,002 --> 00:24:47,999 simple approach where I'm just going 341 00:24:48,002 --> 00:24:51,999 to get it out here. I do want to create a mouth, 342 00:24:52,002 --> 00:24:55,999 so at least the topology 343 00:24:56,002 --> 00:24:59,999 for the mouth. I'm not going to be animating the mouth or anything like that, but I think it's worth doing 344 00:25:00,002 --> 00:25:03,999 the topology for the mouth. 345 00:25:04,002 --> 00:25:07,999 We would need a loop like this 346 00:25:08,002 --> 00:25:11,999 where we kind of have 347 00:25:12,002 --> 00:25:15,999 a strand around everything. I'm going to get 348 00:25:16,002 --> 00:25:19,999 this here, bring it up like that, 349 00:25:20,002 --> 00:25:23,999 then like that. 350 00:25:24,002 --> 00:25:27,999 That's the cool thing with the really low topology one here, is that you can just get this 351 00:25:28,002 --> 00:25:31,999 working without too much effort. 352 00:25:32,002 --> 00:25:35,999 It's like that, and then you have the mouth loop essentially, 353 00:25:36,002 --> 00:25:39,999 and then you could increase it like that, and then 354 00:25:40,002 --> 00:25:43,999 there we go. That's the loop for the mouth, so now it can 355 00:25:44,002 --> 00:25:47,999 move properly. We need a similar thing for the 356 00:25:48,002 --> 00:25:51,999 eye, so I can just get this one up there. I'll just turn off clipping. 357 00:25:52,002 --> 00:25:55,999 Move the eye up here. 358 00:25:56,002 --> 00:25:59,999 Then I can close this one off. I'll just 359 00:26:00,002 --> 00:26:03,999 delete that one. Then I get that. 360 00:26:04,002 --> 00:26:07,999 Then I get that here. 361 00:26:08,002 --> 00:26:11,999 Then I get that here. Then I get that. 362 00:26:12,002 --> 00:26:15,999 That there. 363 00:26:16,002 --> 00:26:19,999 Let's see here. We also want to count our loops 364 00:26:20,002 --> 00:26:23,999 here on the eye. 365 00:26:24,002 --> 00:26:27,999 I'm just going to select these here. There we go. 366 00:26:28,002 --> 00:26:31,999 The loop here on the eye now is 11, so that's not 367 00:26:32,002 --> 00:26:35,999 great, so let's make it 12. 368 00:26:36,002 --> 00:26:39,999 Then we got this loop essentially. 369 00:26:40,002 --> 00:26:43,999 Then we can put this somewhere. 370 00:26:44,002 --> 00:26:47,999 It's a little bit easier just having the topology, then we can always correct it 371 00:26:48,002 --> 00:26:51,999 so that it works later on. 372 00:26:52,002 --> 00:26:55,999 That's basically that part. Then everything can be connected 373 00:26:56,002 --> 00:26:59,999 up again and be simple. 374 00:27:00,002 --> 00:27:03,999 Nice. 375 00:27:04,002 --> 00:27:07,999 Like that. 376 00:27:08,002 --> 00:27:11,999 ... 377 00:27:12,002 --> 00:27:15,999 Then we have it like 378 00:27:16,002 --> 00:27:19,999 that, where now we have less topology here on the chin, and I want 379 00:27:20,002 --> 00:27:23,999 to connect it there, so I can just do that. Then we can 380 00:27:24,002 --> 00:27:27,999 make that work somehow, like that. 381 00:27:28,002 --> 00:27:31,999 Then we have 382 00:27:32,002 --> 00:27:35,999 those things there. 383 00:27:36,002 --> 00:27:39,999 Let's see here. So we get 384 00:27:40,002 --> 00:27:43,999 this stuff here. We can merge these two, pressing 385 00:27:44,002 --> 00:27:47,999 M, Center, like that. We could actually 386 00:27:48,002 --> 00:27:51,999 use Blender's Polybuild tool here. That's the tool 387 00:27:52,002 --> 00:27:55,999 over here, and that allows us to do stuff like this, or to 388 00:27:56,002 --> 00:27:59,999 manipulate things. 389 00:28:00,002 --> 00:28:03,999 Holding Ctrl, you can do these triangle things, or you can kind of just 390 00:28:04,002 --> 00:28:07,999 ... I think we can make it so that it 391 00:28:08,002 --> 00:28:11,999 auto-merges a little bit more. Let's see here. If we go over to 392 00:28:12,002 --> 00:28:15,999 the tool properties, then we say auto-merge there. 393 00:28:16,002 --> 00:28:19,999 Then I think 394 00:28:20,002 --> 00:28:23,999 ... yes, there 395 00:28:24,002 --> 00:28:27,999 it auto-merges, like that. We could increase the threshold a little 396 00:28:28,002 --> 00:28:31,999 bit, so it just kind of 397 00:28:32,002 --> 00:28:35,999 ... 398 00:28:36,002 --> 00:28:39,999 like that. 399 00:28:40,002 --> 00:28:43,999 Then... 400 00:28:44,002 --> 00:28:47,999 This tool is quite nice for this kind of stuff here. 401 00:28:48,002 --> 00:28:51,999 Probably need a little bit more resolution here. 402 00:28:52,002 --> 00:28:55,999 This is not 403 00:28:56,002 --> 00:28:59,999 a lot of resolution that I'm getting here. 404 00:29:00,002 --> 00:29:03,999 But this tool is quite useful. This is a good tool. 405 00:29:04,002 --> 00:29:07,999 Like that. 406 00:29:08,002 --> 00:29:12,000 I might also be overdoing the nose here. 407 00:29:16,000 --> 00:29:19,999 Like so, like so. 408 00:29:20,002 --> 00:29:23,999 This is kind of the more traditional tool, and I think the convention is to 409 00:29:24,002 --> 00:29:27,999 do this across the body using this tool to make topology, but I find 410 00:29:28,002 --> 00:29:31,999 this wrapping thing so much faster 411 00:29:32,002 --> 00:29:35,999 for just general 412 00:29:36,002 --> 00:29:39,999 work. 413 00:29:40,002 --> 00:29:44,000 I'm going to bring this up here, bring this around the head. 414 00:29:50,000 --> 00:29:53,999 There's no right or wrong way to do topology, 415 00:29:54,002 --> 00:29:57,999 but there are definitely things that can help you. It kind of depends on what you want to do. 416 00:29:58,002 --> 00:30:01,999 I want to have some control 417 00:30:02,002 --> 00:30:05,999 of the eyes and the 418 00:30:06,002 --> 00:30:09,999 mouth and stuff, so I'm putting topology around that 419 00:30:10,002 --> 00:30:13,999 so that can stretch and stuff, but otherwise 420 00:30:14,002 --> 00:30:17,999 it doesn't really need a lot. 421 00:30:18,002 --> 00:30:21,999 I don't want to be too... 422 00:30:22,002 --> 00:30:25,999 I don't want to be too careful essentially 423 00:30:26,002 --> 00:30:29,999 with how good my topology is 424 00:30:30,002 --> 00:30:33,999 or whatever. I don't mind keeping it simple. 425 00:30:34,002 --> 00:30:37,999 And here I can do something 426 00:30:38,002 --> 00:30:41,999 like that. 427 00:30:42,002 --> 00:30:45,999 And then I can here, I can kind of just say 428 00:30:46,002 --> 00:30:49,999 let's see here. 429 00:30:50,002 --> 00:30:53,999 I'll go back to this one. 430 00:30:54,002 --> 00:30:57,999 Just fill these ones out like that. 431 00:30:58,002 --> 00:31:01,999 That's pretty good. Then here I have a little 432 00:31:02,002 --> 00:31:05,999 if I press F3 and I search grid fill 433 00:31:06,002 --> 00:31:09,999 then... no, because we've got an uneven edge loop amount. 434 00:31:10,002 --> 00:31:13,999 So if I have one edge loop there 435 00:31:14,002 --> 00:31:17,999 let's see here, we've got that one there, 436 00:31:18,002 --> 00:31:21,999 we've got that one there. I could put one here 437 00:31:22,002 --> 00:31:25,999 and then, can I then do a grid fill? Then I can do a grid fill and then it'll essentially 438 00:31:26,002 --> 00:31:29,999 fill that out with the kind of topology that it needs there. 439 00:31:30,002 --> 00:31:33,999 So that's quite neat. 440 00:31:34,002 --> 00:31:37,999 Very good. And then this one could probably use 441 00:31:38,002 --> 00:31:41,999 another one. Just put that out there. 442 00:31:42,002 --> 00:31:45,999 Go back to the poly tool like that. 443 00:31:46,002 --> 00:31:49,999 ... 444 00:31:50,002 --> 00:31:53,999 Bring this in here. 445 00:31:54,002 --> 00:31:57,999 ... 446 00:31:58,002 --> 00:32:01,999 ... 447 00:32:02,002 --> 00:32:05,999 How would I want to do this one? 448 00:32:06,002 --> 00:32:09,999 ... 449 00:32:10,002 --> 00:32:13,999 Let's see here. 450 00:32:14,002 --> 00:32:17,999 ... 451 00:32:18,002 --> 00:32:21,999 Like that, like that. 452 00:32:22,002 --> 00:32:23,999 ... 453 00:32:24,002 --> 00:32:27,999 Very cool. Then I've got that there. I wonder if we could do 454 00:32:28,002 --> 00:32:31,999 so there's 13 in there. We could try 455 00:32:32,002 --> 00:32:35,999 another 14. If I do a grid fill, then yeah, it'll just 456 00:32:36,002 --> 00:32:39,999 fill it out quite neatly here. 457 00:32:40,002 --> 00:32:43,999 That's just super handy, that kind of a tool. 458 00:32:44,002 --> 00:32:47,999 Then I can just adjust these a little bit if I need to. 459 00:32:48,002 --> 00:32:51,999 Also pull them back a little bit if it's a bit too much. 460 00:32:52,002 --> 00:32:55,999 ... 461 00:32:56,002 --> 00:32:59,999 Just going into edge mode there. 462 00:33:00,002 --> 00:33:03,999 ... 463 00:33:04,002 --> 00:33:07,999 ... 464 00:33:08,002 --> 00:33:11,999 ... 465 00:33:12,002 --> 00:33:15,999 Cool. 466 00:33:16,002 --> 00:33:19,999 ... 467 00:33:20,002 --> 00:33:23,999 Just adjusting this thing here. Making it all 468 00:33:24,002 --> 00:33:27,999 kind of work. 469 00:33:28,002 --> 00:33:31,999 Like that, like that, like that. 470 00:33:32,002 --> 00:33:35,999 ... 471 00:33:36,002 --> 00:33:39,999 Pretty good. 472 00:33:40,002 --> 00:33:43,999 We got that stuff there. I might set this one off. 473 00:33:44,002 --> 00:33:47,999 ... 474 00:33:48,002 --> 00:33:51,999 Then here we need to get this connected 475 00:33:52,002 --> 00:33:55,999 up again. Could do something like that. 476 00:33:56,002 --> 00:33:59,999 I think usually that's the method I go by. I just 477 00:34:00,002 --> 00:34:03,999 connect one thing and then the rest becomes this puzzle of like, okay, if that one 478 00:34:04,002 --> 00:34:07,999 is connected like that, how does the rest need to connect? 479 00:34:08,002 --> 00:34:11,999 Here, if I look at it a bit lower, then it's just 480 00:34:12,002 --> 00:34:15,999 these ones that connect somehow. 481 00:34:16,002 --> 00:34:19,999 There's one big plane, so it's like, okay, is it better to 482 00:34:20,002 --> 00:34:23,999 connect it that way and then connect this like that? 483 00:34:24,002 --> 00:34:27,999 It kind of looks that way. 484 00:34:28,002 --> 00:34:31,999 Actually, that worked out pretty well. 485 00:34:32,002 --> 00:34:35,999 Do I want something like that? Then I can do that. 486 00:34:36,002 --> 00:34:39,999 And then this one needs some kind of connection here. 487 00:34:40,002 --> 00:34:41,999 ... 488 00:34:42,002 --> 00:34:45,999 And that's a pretty big jump there, so I might put it in 489 00:34:46,002 --> 00:34:49,999 like so. 490 00:34:50,002 --> 00:34:53,999 Then here, what do we have here? So we have eight 491 00:34:54,002 --> 00:34:57,999 in there. We could try grid fill and just see how it takes care of it. 492 00:34:58,002 --> 00:35:01,999 ... 493 00:35:02,002 --> 00:35:05,999 Not absolutely the best way, but 494 00:35:06,002 --> 00:35:09,999 it creates a loop there. 495 00:35:10,002 --> 00:35:13,999 Yeah, I don't think that's the way I would solve it, actually. 496 00:35:14,002 --> 00:35:17,999 I'll just try undoing that. Maybe I just need an extra 497 00:35:18,002 --> 00:35:21,999 loop here and 498 00:35:22,002 --> 00:35:25,999 there, then underneath there. 499 00:35:26,002 --> 00:35:29,999 And now we've got eleven. 500 00:35:30,002 --> 00:35:33,999 Could also remove that one and try grid fill again. 501 00:35:34,002 --> 00:35:37,999 Yeah, that's a bit more reasonable. I think that's 502 00:35:38,002 --> 00:35:41,999 that lines up with kind of what I would want 503 00:35:42,002 --> 00:35:45,999 to happen. 504 00:35:46,002 --> 00:35:49,999 Yep. That actually 505 00:35:50,002 --> 00:35:53,999 works quite well. 506 00:35:54,002 --> 00:35:58,000 Cool, cool, cool. 507 00:36:02,000 --> 00:36:05,999 And we are going to get in the proper 508 00:36:06,002 --> 00:36:09,999 eye shape for sure. Right now it's 509 00:36:10,002 --> 00:36:13,999 just a topology that would allow us to get it a bit easier. 510 00:36:14,002 --> 00:36:17,999 Okay, so we do have this shape here. 511 00:36:18,002 --> 00:36:21,999 Alright, so that's what we created with the grid fill. I think maybe we can do it a little 512 00:36:22,002 --> 00:36:25,999 bit better if I 513 00:36:26,002 --> 00:36:29,999 figure out something 514 00:36:30,002 --> 00:36:33,999 a little bit less extreme with 515 00:36:34,002 --> 00:36:37,999 this stuff here. Just bringing that in. 516 00:36:38,002 --> 00:36:41,999 And then maybe 517 00:36:42,002 --> 00:36:45,999 if it becomes like that. Okay. 518 00:36:46,002 --> 00:36:49,999 Let's try this instead. 519 00:36:50,002 --> 00:36:53,999 There. 520 00:36:54,002 --> 00:36:57,999 There. Then we've got 521 00:36:58,002 --> 00:37:01,999 two there. Hmm. I could do that 522 00:37:02,002 --> 00:37:05,999 or I could also bring it in like that. 523 00:37:06,002 --> 00:37:09,999 And then we've got that and that. 524 00:37:10,002 --> 00:37:13,999 Not the smoothest 525 00:37:14,002 --> 00:37:17,999 but I think it works. Okay, we've got 526 00:37:18,002 --> 00:37:21,999 a little bit of an artifact here. 527 00:37:22,002 --> 00:37:25,999 Is it because they're flipped? 528 00:37:26,002 --> 00:37:29,999 Okay, some faces got flipped here so I'm just going to select everything. Alt-N 529 00:37:30,002 --> 00:37:33,999 and say recalculate. Then it's all back 530 00:37:34,002 --> 00:37:37,999 to normal here. Shade flat. There we go. 531 00:37:38,002 --> 00:37:41,999 Okay. Then 532 00:37:42,002 --> 00:37:45,999 move this in here. 533 00:37:46,002 --> 00:37:49,999 Move that out there. 534 00:37:50,002 --> 00:37:54,000 And bring this up. 535 00:38:00,000 --> 00:38:03,999 Then we bring these things together. 536 00:38:04,002 --> 00:38:07,999 Like that. And here we got seven. 537 00:38:08,002 --> 00:38:11,999 Seven connections. 538 00:38:12,002 --> 00:38:16,000 Another opportunity to bring a bunch of stuff together. 539 00:38:24,000 --> 00:38:27,999 Let's see. We could just do it across the bridge there. I think that's 540 00:38:28,002 --> 00:38:31,999 fine. And then grid fill it. Hmm. That's not 541 00:38:32,002 --> 00:38:35,999 how I would have done it. Maybe like that and then 542 00:38:36,002 --> 00:38:39,999 like that. Like that. 543 00:38:40,002 --> 00:38:43,999 And then like that. 544 00:38:44,002 --> 00:38:47,999 Yeah, I actually think that works. Okay, now we also 545 00:38:48,002 --> 00:38:51,999 need to connect it to this bit here. 546 00:38:52,002 --> 00:38:55,999 So we could get it 547 00:38:56,002 --> 00:38:59,999 like that and then 548 00:39:00,002 --> 00:39:03,999 just bring these ones in here. 549 00:39:04,002 --> 00:39:07,999 And now those are merged because the 550 00:39:08,002 --> 00:39:11,999 auto merge still counts on this one. 551 00:39:12,002 --> 00:39:15,999 Then this one can. Yeah, 552 00:39:16,002 --> 00:39:19,999 that actually works out pretty well. But then this one needs 553 00:39:20,002 --> 00:39:23,999 a new connection. So I'm going to bring this one up. 554 00:39:24,002 --> 00:39:27,999 Bring that one up there. 555 00:39:28,002 --> 00:39:31,999 Like that. Cool. 556 00:39:32,002 --> 00:39:36,000 Then this one can connect there. 557 00:39:38,000 --> 00:39:41,999 Yep, cool. Then I can start pulling up from the 558 00:39:42,002 --> 00:39:45,999 back here. 559 00:39:46,002 --> 00:39:49,999 It's a little bit hard to see with the in front on. 560 00:39:50,002 --> 00:39:54,000 So I'm just going to bring it up like this. 561 00:40:02,000 --> 00:40:05,999 And then with the ghost on 562 00:40:06,002 --> 00:40:09,999 it's going to be a bit easier. 563 00:40:10,002 --> 00:40:13,999 Don't know what happened there, but just redo it. 564 00:40:14,002 --> 00:40:17,999 Then I can just connect here to that. 565 00:40:18,002 --> 00:40:21,999 Like that. I don't need so much resolution on 566 00:40:22,002 --> 00:40:25,999 the back head. It's not a very essential spot, right? 567 00:40:26,002 --> 00:40:29,999 What do we have here so far? 568 00:40:30,002 --> 00:40:33,999 Yeah, this is not too bad. 569 00:40:34,002 --> 00:40:37,999 Let's see here. We've got in front. Then we want to connect 570 00:40:38,002 --> 00:40:41,999 these things here. So that is 571 00:40:42,002 --> 00:40:45,999 taking a little bit of the area here. I want to spread these out a little bit 572 00:40:46,002 --> 00:40:50,000 so we don't get clustered here. 573 00:40:56,000 --> 00:40:59,999 So we do have that one going across there. 574 00:41:00,002 --> 00:41:03,999 Which is also okay. Like it is a game model. 575 00:41:04,002 --> 00:41:07,999 So it's not going to be completely essential. 576 00:41:08,002 --> 00:41:11,999 And we could even them out a little bit 577 00:41:12,002 --> 00:41:15,999 in some sculpting tools. Then in 578 00:41:16,002 --> 00:41:19,999 sculpt mode, then there's this slide relax. 579 00:41:20,002 --> 00:41:23,999 And that can kind of even out these 580 00:41:24,002 --> 00:41:27,999 faces a little bit. 581 00:41:28,002 --> 00:41:31,999 So they're not as even. 582 00:41:32,002 --> 00:41:35,999 And that can be quite helpful. But don't do it on places where you specifically 583 00:41:36,002 --> 00:41:39,999 place the edge loops. Where you're like, okay, that's actually a good spot to have them. 584 00:41:40,002 --> 00:41:43,999 So you can do stuff like that. Or relax things. 585 00:41:44,002 --> 00:41:47,999 Or smooth things out. Or stuff like that. 586 00:41:48,002 --> 00:41:51,999 And you can do the same here on the chest, right? 587 00:41:52,002 --> 00:41:55,999 If you needed to, then you can just do that. 588 00:41:56,002 --> 00:41:59,999 That also works. 589 00:42:00,002 --> 00:42:03,999 Okay, cool. It's going pretty well. 590 00:42:04,002 --> 00:42:07,999 So let's just continue. I'm going to turn off the in front thing and the ghost thing back on. 591 00:42:08,002 --> 00:42:11,999 Then I need to start 592 00:42:12,002 --> 00:42:15,999 connecting these things here. So let's see 593 00:42:16,002 --> 00:42:19,999 what we got. Maybe we can bring this one down. 594 00:42:20,002 --> 00:42:23,999 And just line this one up. So that 595 00:42:24,002 --> 00:42:27,999 it connects here. Like that. 596 00:42:28,002 --> 00:42:31,999 Oh. Like that essentially. There. 597 00:42:32,002 --> 00:42:35,999 Connecting there. And then I also have a bunch here I need to connect 598 00:42:36,002 --> 00:42:39,999 up with. But I can connect that one there. Connect that one there. 599 00:42:40,002 --> 00:42:43,999 Bring in one there. Dup. Dup. And then sometimes it 600 00:42:44,002 --> 00:42:47,999 just kind of lines up quite nicely. Pretty good. 601 00:42:48,002 --> 00:42:51,999 Pretty good, actually. 602 00:42:52,002 --> 00:42:55,999 Then we have this ear here. I'm just going to leave a hole 603 00:42:56,002 --> 00:42:59,999 for now around it. So I'm going to cut out this piece here. 604 00:43:00,002 --> 00:43:03,999 And then 605 00:43:04,002 --> 00:43:07,999 Should we 606 00:43:08,002 --> 00:43:11,999 make it go around like that? 607 00:43:12,002 --> 00:43:15,999 It would be nice if that one connected 608 00:43:16,002 --> 00:43:19,999 to that one a little bit more. 609 00:43:20,002 --> 00:43:23,999 Go back to a solid. And then 610 00:43:24,002 --> 00:43:27,999 we got that there. 611 00:43:28,002 --> 00:43:31,999 Yeah. That feels 612 00:43:32,002 --> 00:43:35,999 pretty good. In terms of 613 00:43:36,002 --> 00:43:39,999 showing the ear and controlling that. 614 00:43:40,002 --> 00:43:43,999 And we do have some topology here to actually spread these out a little bit. 615 00:43:44,002 --> 00:43:47,999 So we can. And that's good. 616 00:43:48,002 --> 00:43:51,999 Okay. So then we want to move across the back of the head here. 617 00:43:52,002 --> 00:43:55,999 Let's see if we can just bring in the 618 00:43:56,002 --> 00:43:59,999 faces here. What's the best way of doing that? 619 00:44:00,002 --> 00:44:03,999 Probably just merging there. 620 00:44:04,002 --> 00:44:07,999 Merging there. And then 621 00:44:08,002 --> 00:44:11,999 the same thing. 622 00:44:12,002 --> 00:44:15,999 Let's see. Go up here. 623 00:44:16,002 --> 00:44:19,999 And we want to go all the way up there. This is where we start 624 00:44:20,002 --> 00:44:23,999 bending it a little bit. 625 00:44:24,002 --> 00:44:27,999 And then we have. If I go there, then there's two for that and three there. 626 00:44:28,002 --> 00:44:31,999 And then there's two there to one there. So actually 627 00:44:32,002 --> 00:44:35,999 I want to make this one go up here. 628 00:44:36,002 --> 00:44:39,999 Then we get a little bit better. 629 00:44:40,002 --> 00:44:43,999 Like that. Then I just place these ones. 630 00:44:44,002 --> 00:44:47,999 Like so. 631 00:44:48,002 --> 00:44:51,999 Then these are wrapped around there. Then we could go 632 00:44:52,002 --> 00:44:55,999 like that. Then we need to wrap these things up. 633 00:44:56,002 --> 00:44:59,999 So I could go here. 634 00:45:00,002 --> 00:45:03,999 Like that. Like that. Like that. 635 00:45:04,002 --> 00:45:07,999 And then one like that. Pretty simple. And it's the back of the head. So you don't 636 00:45:08,002 --> 00:45:11,999 need that much. So that's absolutely 637 00:45:12,002 --> 00:45:15,999 fine. And then for this one 638 00:45:16,002 --> 00:45:19,999 we got 14. We could try a grid fill just to see if it solves it 639 00:45:20,002 --> 00:45:23,999 in any kind of reasonable way. It goes down here and then it creates 640 00:45:24,002 --> 00:45:27,999 that plane there. 641 00:45:28,002 --> 00:45:31,999 So what you can also do with the grid fill is if you say grid fill, then you get 642 00:45:32,002 --> 00:45:35,999 this little bar here and then you could offset it. 643 00:45:36,002 --> 00:45:39,999 Then maybe there's one that works a little bit nicer. 644 00:45:40,002 --> 00:45:43,999 No, I don't think so. 645 00:45:44,002 --> 00:45:47,999 This actually doesn't. If we get 646 00:45:48,002 --> 00:45:51,999 16 instead. Let's try that. 647 00:45:52,002 --> 00:45:55,999 Grid fill. 648 00:45:56,002 --> 00:45:59,999 That's not too bad. 649 00:46:00,002 --> 00:46:03,999 Then maybe we can go around here 650 00:46:04,002 --> 00:46:07,999 giving it a little bit of space. Like so. 651 00:46:08,002 --> 00:46:11,999 Yeah. 652 00:46:12,002 --> 00:46:15,999 And then it's kind of increasing in resolution 653 00:46:16,002 --> 00:46:19,999 as we're getting closer and closer to the face. That is also 654 00:46:20,002 --> 00:46:23,999 good. 655 00:46:24,002 --> 00:46:27,999 If we just isolate this one. That's not what I wanted to do. 656 00:46:28,002 --> 00:46:31,999 Just isolate this one. 657 00:46:32,002 --> 00:46:35,999 Then here now the 658 00:46:36,002 --> 00:46:39,999 it's kind of more and more resolution as we're getting closer to the face. 659 00:46:40,002 --> 00:46:43,999 And the back there 660 00:46:44,002 --> 00:46:47,999 looks like that. Yeah, that's good. So you get this 661 00:46:48,002 --> 00:46:51,999 contrast where the body is a bit more low resolution but then the face is a bit higher resolution. 662 00:46:52,002 --> 00:46:55,999 And that's typically a good thing. Because if you're doing any kind of 663 00:46:56,002 --> 00:46:59,999 facial deformation, then that's the relationship 664 00:47:00,002 --> 00:47:03,999 you want. And you can see if we go even higher here, then we got 665 00:47:04,002 --> 00:47:07,999 this thing going on. 666 00:47:08,002 --> 00:47:11,999 And we got even more. I like that. But even the low one 667 00:47:12,002 --> 00:47:15,999 works quite well, I think. 668 00:47:16,002 --> 00:47:19,999 That is quite interesting. It would probably be a little bit too low for what we were doing. But going 669 00:47:20,002 --> 00:47:23,999 one step further we get this. And then we have a lot of 670 00:47:24,002 --> 00:47:27,999 resolution in the face. So that's really good. 671 00:47:28,002 --> 00:47:31,999 Nice. Just going to turn on the wireframe here. 672 00:47:32,002 --> 00:47:35,999 And then turn this back on. 673 00:47:36,002 --> 00:47:39,999 So we got this 674 00:47:40,002 --> 00:47:43,999 going on here. That is great. 675 00:47:44,002 --> 00:47:47,999 Let's see. 676 00:47:48,002 --> 00:47:52,000 What else do we need? 677 00:47:56,000 --> 00:47:59,999 Moving the entire side inwards there. Then we got to do 678 00:48:00,002 --> 00:48:03,999 the ears and 679 00:48:04,002 --> 00:48:07,999 some inside stuff for the eyes. And the inside stuff for the 680 00:48:08,002 --> 00:48:11,999 mouth as well. And then we got to do the hands and the 681 00:48:12,002 --> 00:48:15,999 feet. Okay. 682 00:48:16,002 --> 00:48:19,999 We're moving on to that then. Let's see here. 683 00:48:20,002 --> 00:48:23,999 I think before moving on a little bit, I just want to talk about some of the different 684 00:48:24,002 --> 00:48:27,999 shrinkwrapping methods. Because you might get some slightly different results. 685 00:48:28,002 --> 00:48:31,999 And your mileage may vary. So I just want to show some of the options basically. 686 00:48:32,002 --> 00:48:35,999 For this method. Which can help. I'll just set this to 687 00:48:36,002 --> 00:48:39,999 in front again. Like that. And then 688 00:48:40,002 --> 00:48:43,999 if we go down to the shrinkwrap itself, then you can see here there is 689 00:48:44,002 --> 00:48:47,999 near surface is the current model it's set to right now. 690 00:48:48,002 --> 00:48:51,999 But if we switch this model to project, then you can actually 691 00:48:52,002 --> 00:48:55,999 do a whole bunch of things. I just want to reset this one here. 692 00:48:56,002 --> 00:48:59,999 I think this is how it is. So by default it just looks like 693 00:49:00,002 --> 00:49:03,999 this or something. And then you can, if you turn on negative 694 00:49:04,002 --> 00:49:07,999 and positive, you get a different 695 00:49:08,002 --> 00:49:11,999 kind of wrapping. And the cool thing is that if we just increase the 696 00:49:12,002 --> 00:49:15,999 resolution here a little bit. And then if we go to wireframe 697 00:49:16,002 --> 00:49:19,999 like this. Then you can see how it wraps differently than 698 00:49:20,002 --> 00:49:23,999 nearest point to surface. So I'll just set it to nearest point to surface. You see everything 699 00:49:24,002 --> 00:49:27,999 is a little bit more squiggly with the nearest point to surface. 700 00:49:28,002 --> 00:49:31,999 And that's just the nature of how the math 701 00:49:32,002 --> 00:49:35,999 is happening underneath. Project sometimes actually gives you a cleaner result. 702 00:49:36,002 --> 00:49:39,999 Not always. I have some kinds of forms where nearest point to surface 703 00:49:40,002 --> 00:49:43,999 works a little bit better. But project in this case actually 704 00:49:44,002 --> 00:49:47,999 seems to be doing a little bit of a nicer job with keeping those lines 705 00:49:48,002 --> 00:49:51,999 straight. And also you'll notice that if we set it to nearest point to surface 706 00:49:52,002 --> 00:49:55,999 then we're getting some asymmetry. 707 00:49:56,002 --> 00:49:59,999 Where project is actually keeping the symmetry the way we want it. 708 00:50:00,002 --> 00:50:03,999 And so switch to 709 00:50:04,002 --> 00:50:07,999 project instead and remember negative and positive on it. And you're going to get 710 00:50:08,002 --> 00:50:11,999 a much nicer result. When we do the 711 00:50:12,002 --> 00:50:15,999 whole thing I might actually come back and then recalculate or like 712 00:50:16,002 --> 00:50:19,999 kind of redo the middle line. And just make sure that it's all clean. 713 00:50:20,002 --> 00:50:23,999 Because I want to be 100% sure that it's completely symmetrical. 714 00:50:24,002 --> 00:50:27,999 And it might not be right now. 715 00:50:28,002 --> 00:50:31,999 But for now it's definitely working. 716 00:50:32,002 --> 00:50:35,999 So yeah that was just a little thing about the shrinkwrap there. So we have some holes 717 00:50:36,002 --> 00:50:39,999 here and there that we need to cover up. Hands, feet and 718 00:50:40,002 --> 00:50:43,999 ears, eyes and mouth. The last thing I will 719 00:50:44,002 --> 00:50:47,999 do is the hands because they need a little bit more attention. 720 00:50:48,002 --> 00:50:51,999 And they might be done slightly differently. 721 00:50:52,002 --> 00:50:55,999 So I'll start off with doing these areas up here. 722 00:50:56,002 --> 00:50:59,999 And if you actually want to see what the topology actually looks like then you can turn 723 00:51:00,002 --> 00:51:03,999 off optimal display. Then you should be able to see 724 00:51:04,002 --> 00:51:07,999 the actual 725 00:51:08,002 --> 00:51:11,999 wireframe of the subdivision here. And you can see how much 726 00:51:12,002 --> 00:51:15,999 division there is when it looks like this. And that's quite a lot. 727 00:51:16,002 --> 00:51:19,999 And I'm not going to go beyond this. That's basically the 728 00:51:20,002 --> 00:51:23,999 level of resolution that I will be on. So two levels of subdivisions 729 00:51:24,002 --> 00:51:27,999 for the final game model. But yeah, just in case 730 00:51:28,002 --> 00:51:31,999 you were curious about how that works. 731 00:51:32,002 --> 00:51:35,999 Okay, turn this on again just for simplicity. 732 00:51:36,002 --> 00:51:39,999 And then we are dealing with this one here. 733 00:51:40,002 --> 00:51:43,999 And the ear is something that, you know, we didn't 734 00:51:44,002 --> 00:51:47,999 do a great model of it yet. That will come a little bit 735 00:51:48,002 --> 00:51:51,999 later. 736 00:51:52,002 --> 00:51:55,999 But yeah, hopefully we can make that work. And right now we got 10 edges so we could 737 00:51:56,002 --> 00:51:59,999 probably grid fill it. 738 00:52:00,002 --> 00:52:03,999 That actually is not too bad. 739 00:52:04,002 --> 00:52:07,999 And then do we want to introduce an edge loop like that? 740 00:52:08,002 --> 00:52:11,999 Yeah, you know, actually I think that 741 00:52:12,002 --> 00:52:15,999 kind of works. 742 00:52:16,002 --> 00:52:19,999 Yeah, then we got a simple ear there. Nothing too complex and 743 00:52:20,002 --> 00:52:23,999 we don't need that either. So that's totally fine. But then we got the 744 00:52:24,002 --> 00:52:27,999 mouth here. The mouth, let's see. 745 00:52:28,002 --> 00:52:31,999 So the interesting thing with the mouth is that 746 00:52:32,002 --> 00:52:35,999 we, what do we want 747 00:52:36,002 --> 00:52:39,999 for this one? We probably want an inner lip structure 748 00:52:40,002 --> 00:52:43,999 here. We probably want an edge loop around the eyes. 749 00:52:44,002 --> 00:52:47,999 One more there. Selecting this here. 750 00:52:48,002 --> 00:52:51,999 Let's just see what we're actually getting here. 751 00:52:52,002 --> 00:52:55,999 We're getting quite a lot. 752 00:52:56,002 --> 00:52:59,999 Hmm. Well, that's 753 00:53:00,002 --> 00:53:03,999 not too bad. Then we could... 754 00:53:04,002 --> 00:53:07,999 Yeah, I want to bring this eye in essentially so we can create lids. 755 00:53:08,002 --> 00:53:11,999 But I might wait with doing that 756 00:53:12,002 --> 00:53:15,999 until a bit later. 757 00:53:16,002 --> 00:53:19,999 I might close this up though. I think that's what I'm going to do. So I'm going to grid fill it. 758 00:53:20,002 --> 00:53:23,999 Oh, we got 11 vertices right now. That's not ideal. 759 00:53:24,002 --> 00:53:27,999 Let's see here what we can do to 760 00:53:28,002 --> 00:53:31,999 help this along here. 761 00:53:32,002 --> 00:53:35,999 Hmm. We could do that. 762 00:53:36,002 --> 00:53:39,999 Also, can I delete one? 763 00:53:40,002 --> 00:53:43,999 Oh, nope. That doesn't work. 764 00:53:44,002 --> 00:53:47,999 That doesn't seem 765 00:53:48,002 --> 00:53:51,999 great either. 766 00:53:52,002 --> 00:53:55,999 Wait, there's a triangle here. 767 00:53:56,002 --> 00:53:59,999 Oh, I did make a mistake here. 768 00:54:00,002 --> 00:54:03,999 There we go. 769 00:54:04,002 --> 00:54:07,999 There we go. Then I could... 770 00:54:08,002 --> 00:54:11,999 Then now there should be... 771 00:54:12,002 --> 00:54:15,999 It was a square. I'll just undo here. 772 00:54:16,002 --> 00:54:19,999 Right, that's obviously not going to change that. That makes sense. 773 00:54:20,002 --> 00:54:23,999 Because it sits there. But there's a triangle there. 774 00:54:24,002 --> 00:54:27,999 So if I delete that one, but then bring in another one... 775 00:54:28,002 --> 00:54:31,999 I can't have it here. 776 00:54:32,002 --> 00:54:36,000 Hmm, that seems strange. 777 00:54:40,000 --> 00:54:43,999 Wait. 778 00:54:44,002 --> 00:54:47,999 The project might be a little bit 779 00:54:48,002 --> 00:54:53,999 heavier than the other one. 780 00:54:54,002 --> 00:54:58,000 Just something to keep in mind. 781 00:55:02,000 --> 00:55:05,999 ... 782 00:55:06,002 --> 00:55:09,999 ... 783 00:55:10,002 --> 00:55:13,999 ... 784 00:55:14,002 --> 00:55:17,999 Okay, wait. What's going on here? 785 00:55:18,002 --> 00:55:21,999 ... 786 00:55:22,002 --> 00:55:25,999 Sorry, I'm just going to take a little bit of time 787 00:55:26,002 --> 00:55:29,999 to figure out exactly what's happening here. 788 00:55:30,002 --> 00:55:33,999 Something is just happening to the performance. It might be 789 00:55:34,002 --> 00:55:38,000 the wireframe calculation. 790 00:55:42,000 --> 00:55:45,999 ... 791 00:55:46,002 --> 00:55:49,999 What the hell? 792 00:55:50,002 --> 00:55:53,999 ... 793 00:55:54,002 --> 00:55:57,999 ... 794 00:55:58,002 --> 00:56:01,999 ... 795 00:56:02,002 --> 00:56:05,999 ... 796 00:56:06,002 --> 00:56:09,999 ... 797 00:56:10,002 --> 00:56:13,999 ... 798 00:56:14,002 --> 00:56:17,999 ... 799 00:56:18,002 --> 00:56:21,999 ... 800 00:56:22,002 --> 00:56:25,999 ... 801 00:56:26,002 --> 00:56:29,999 ... 802 00:56:30,002 --> 00:56:33,999 ... 803 00:56:34,002 --> 00:56:37,999 ... 804 00:56:38,002 --> 00:56:41,999 ... 805 00:56:42,002 --> 00:56:45,999 ... 806 00:56:46,002 --> 00:56:49,999 ... 807 00:56:50,002 --> 00:56:53,999 ... 808 00:56:54,002 --> 00:56:57,999 ... 809 00:56:58,002 --> 00:57:01,999 ... 810 00:57:02,002 --> 00:57:05,999 ... 811 00:57:06,002 --> 00:57:09,999 ... 812 00:57:10,002 --> 00:57:13,999 ... 813 00:57:14,002 --> 00:57:17,999 ... 814 00:57:18,002 --> 00:57:21,999 ... 815 00:57:22,002 --> 00:57:25,999 ... 816 00:57:26,002 --> 00:57:29,999 ... 817 00:57:30,002 --> 00:57:33,999 ... 818 00:57:34,002 --> 00:57:37,999 ... 819 00:57:38,002 --> 00:57:41,999 ... 820 00:57:42,002 --> 00:57:45,999 ... 821 00:57:46,002 --> 00:57:49,999 ... 822 00:57:50,002 --> 00:57:53,999 ... 823 00:57:54,002 --> 00:57:57,999 ... 824 00:57:58,002 --> 00:58:01,999 ... 825 00:58:02,002 --> 00:58:05,999 ... 826 00:58:06,002 --> 00:58:09,999 ... 827 00:58:10,002 --> 00:58:13,999 ... 828 00:58:14,002 --> 00:58:17,999 ... 829 00:58:18,002 --> 00:58:21,999 ... 830 00:58:22,002 --> 00:58:25,999 ... 831 00:58:26,002 --> 00:58:29,999 ... 832 00:58:30,002 --> 00:58:33,999 ... 833 00:58:34,002 --> 00:58:37,999 ... 834 00:58:38,002 --> 00:58:41,999 ... 835 00:58:42,002 --> 00:58:45,999 ... 836 00:58:46,002 --> 00:58:49,999 ... 837 00:58:50,002 --> 00:58:53,999 ... 838 00:58:54,002 --> 00:58:57,999 ... 839 00:58:58,002 --> 00:59:01,999 ... 840 00:59:02,002 --> 00:59:05,999 ... 841 00:59:06,002 --> 00:59:09,999 ... 842 00:59:10,002 --> 00:59:13,999 ... 843 00:59:14,002 --> 00:59:17,999 ... 844 00:59:18,002 --> 00:59:21,999 ... 845 00:59:22,002 --> 00:59:25,999 ... 846 00:59:26,002 --> 00:59:29,999 ... 847 00:59:30,002 --> 00:59:33,999 ... 848 00:59:34,002 --> 00:59:37,999 ... 849 00:59:38,002 --> 00:59:41,999 ... 850 00:59:42,002 --> 00:59:45,999 ... 851 00:59:46,002 --> 00:59:49,999 ... 852 00:59:50,002 --> 00:59:53,999 ... 853 00:59:54,002 --> 00:59:57,999 ... 854 00:59:58,002 --> 01:00:01,999 ... 855 01:00:02,002 --> 01:00:05,999 ... 856 01:00:06,002 --> 01:00:09,999 ... 857 01:00:10,002 --> 01:00:13,999 ... 858 01:00:14,002 --> 01:00:17,999 ... 859 01:00:18,002 --> 01:00:21,999 ... 860 01:00:22,002 --> 01:00:25,999 ... 861 01:00:26,002 --> 01:00:29,999 ... 862 01:00:30,002 --> 01:00:33,999 ... 863 01:00:34,002 --> 01:00:37,999 ... 864 01:00:38,002 --> 01:00:41,999 ... 865 01:00:42,002 --> 01:00:45,999 ... 866 01:00:46,002 --> 01:00:49,999 ... 867 01:00:50,002 --> 01:00:53,999 ... 868 01:00:54,002 --> 01:00:57,999 ... 869 01:00:58,002 --> 01:01:01,999 ... 870 01:01:02,002 --> 01:01:05,999 ... 871 01:01:06,002 --> 01:01:09,999 ... 872 01:01:10,002 --> 01:01:13,999 ... 873 01:01:14,002 --> 01:01:17,999 ... 874 01:01:18,002 --> 01:01:21,999 ... 875 01:01:22,002 --> 01:01:25,999 ... 876 01:01:26,002 --> 01:01:29,999 ... 877 01:01:30,002 --> 01:01:33,999 ... 878 01:01:34,002 --> 01:01:37,999 ... 879 01:01:38,002 --> 01:01:41,999 ... 880 01:01:42,002 --> 01:01:45,999 ... 881 01:01:46,002 --> 01:01:49,999 ... 882 01:01:50,002 --> 01:01:53,999 ... 883 01:01:54,002 --> 01:01:57,999 ... 884 01:01:58,002 --> 01:02:01,999 ... 885 01:02:02,002 --> 01:02:05,999 ... 886 01:02:06,002 --> 01:02:09,999 ... 887 01:02:10,002 --> 01:02:13,999 ... 888 01:02:14,002 --> 01:02:17,999 ... 889 01:02:18,002 --> 01:02:21,999 ... 890 01:02:22,002 --> 01:02:25,999 ... 891 01:02:26,002 --> 01:02:29,999 ... 892 01:02:30,002 --> 01:02:33,999 ... 893 01:02:34,002 --> 01:02:37,999 ... 894 01:02:38,002 --> 01:02:41,999 ... 895 01:02:42,002 --> 01:02:45,999 ... 896 01:02:46,002 --> 01:02:49,999 ... 897 01:02:50,002 --> 01:02:53,999 ... 898 01:02:54,002 --> 01:02:57,999 ... 899 01:02:58,002 --> 01:03:01,999 ... 900 01:03:02,002 --> 01:03:05,999 ... 901 01:03:06,002 --> 01:03:09,999 ... 902 01:03:10,002 --> 01:03:13,999 ... 903 01:03:14,002 --> 01:03:17,999 ... 904 01:03:18,002 --> 01:03:21,999 ... 905 01:03:22,002 --> 01:03:25,999 ... 906 01:03:26,002 --> 01:03:29,999 ... 907 01:03:30,002 --> 01:03:33,999 ... 908 01:03:34,002 --> 01:03:37,999 ... 909 01:03:38,002 --> 01:03:41,999 ... 910 01:03:42,002 --> 01:03:45,999 ... 911 01:03:46,002 --> 01:03:49,999 ... 912 01:03:50,002 --> 01:03:53,999 ... 913 01:03:54,002 --> 01:03:57,999 ... 914 01:03:58,002 --> 01:04:01,999 ... 915 01:04:02,002 --> 01:04:05,999 ... 916 01:04:06,002 --> 01:04:09,999 ... 917 01:04:10,002 --> 01:04:13,999 ... 918 01:04:14,002 --> 01:04:17,999 ... 919 01:04:18,002 --> 01:04:21,999 ... 920 01:04:22,002 --> 01:04:25,999 ... 921 01:04:26,002 --> 01:04:29,999 ... 922 01:04:30,002 --> 01:04:33,999 ... 923 01:04:34,002 --> 01:04:37,999 ... 924 01:04:38,002 --> 01:04:41,999 ... 925 01:04:42,002 --> 01:04:45,999 ... 926 01:04:46,002 --> 01:04:49,999 ... 927 01:04:50,002 --> 01:04:53,999 ... 928 01:04:54,002 --> 01:04:57,999 ... 929 01:04:58,002 --> 01:05:01,999 ... 930 01:05:02,002 --> 01:05:05,999 ... 931 01:05:06,002 --> 01:05:09,999 ... 932 01:05:10,002 --> 01:05:13,999 ... 933 01:05:14,002 --> 01:05:17,999 ... 934 01:05:18,002 --> 01:05:21,999 ... 935 01:05:22,002 --> 01:05:25,999 ... 936 01:05:26,002 --> 01:05:29,999 ... 937 01:05:30,002 --> 01:05:33,999 ... 938 01:05:34,002 --> 01:05:37,999 ... 939 01:05:38,002 --> 01:05:41,999 ... 940 01:05:42,002 --> 01:05:45,999 ... 941 01:05:46,002 --> 01:05:49,999 ... 942 01:05:50,002 --> 01:05:53,999 ... 943 01:05:54,002 --> 01:05:57,999 ... 944 01:05:58,002 --> 01:06:01,999 ... 945 01:06:02,002 --> 01:06:05,999 ... 946 01:06:06,002 --> 01:06:09,999 ... 947 01:06:10,002 --> 01:06:13,999 ... 948 01:06:14,002 --> 01:06:17,999 ... 949 01:06:18,002 --> 01:06:21,999 ... 950 01:06:22,002 --> 01:06:25,999 ... 951 01:06:26,002 --> 01:06:29,999 ... 952 01:06:30,002 --> 01:06:33,999 ... 953 01:06:34,002 --> 01:06:37,999 ... 954 01:06:38,002 --> 01:06:41,999 ... 955 01:06:42,002 --> 01:06:45,999 ... 956 01:06:46,002 --> 01:06:49,999 ... 957 01:06:50,002 --> 01:06:53,999 ... 958 01:06:54,002 --> 01:06:57,999 ... 959 01:06:58,002 --> 01:07:01,999 ... 960 01:07:02,002 --> 01:07:05,999 ... 961 01:07:06,002 --> 01:07:09,999 ... 962 01:07:10,002 --> 01:07:13,999 ... 963 01:07:14,002 --> 01:07:17,999 ... 964 01:07:18,002 --> 01:07:21,999 ... 965 01:07:22,002 --> 01:07:25,999 ... 966 01:07:26,002 --> 01:07:29,999 ... 967 01:07:30,002 --> 01:07:33,999 ... 968 01:07:34,002 --> 01:07:37,999 ... 969 01:07:38,002 --> 01:07:41,999 ... 970 01:07:42,002 --> 01:07:45,999 ... 971 01:07:46,002 --> 01:07:49,999 ... 972 01:07:50,002 --> 01:07:53,999 ... 973 01:07:54,002 --> 01:07:57,999 ... 974 01:07:58,002 --> 01:08:01,999 ... 975 01:08:02,002 --> 01:08:05,999 ... 976 01:08:06,002 --> 01:08:09,999 ... 977 01:08:10,002 --> 01:08:13,999 ... 978 01:08:14,002 --> 01:08:17,999 ... 979 01:08:18,002 --> 01:08:21,999 ... 980 01:08:22,002 --> 01:08:25,999 ... 981 01:08:26,002 --> 01:08:29,999 ... 982 01:08:30,002 --> 01:08:33,999 ... 983 01:08:34,002 --> 01:08:37,999 ... 984 01:08:38,002 --> 01:08:41,999 ... 985 01:08:42,002 --> 01:08:45,999 ... 986 01:08:46,002 --> 01:08:49,999 ... 987 01:08:50,002 --> 01:08:53,999 ... 988 01:08:54,002 --> 01:08:57,999 ... 989 01:08:58,002 --> 01:09:01,999 ... 990 01:09:02,002 --> 01:09:05,999 ... 991 01:09:06,002 --> 01:09:09,999 ... 992 01:09:10,002 --> 01:09:13,999 ... 993 01:09:14,002 --> 01:09:17,999 ... 994 01:09:18,002 --> 01:09:21,999 ... 995 01:09:22,002 --> 01:09:25,999 ... 996 01:09:26,002 --> 01:09:29,999 ... 997 01:09:30,002 --> 01:09:33,999 ... 998 01:09:34,002 --> 01:09:37,999 ... 999 01:09:38,002 --> 01:09:41,999 ... 1000 01:09:42,002 --> 01:09:45,999 ... 1001 01:09:46,002 --> 01:09:49,999 ... 1002 01:09:50,002 --> 01:09:53,999 ... 1003 01:09:54,002 --> 01:09:57,999 ... 1004 01:09:58,002 --> 01:10:01,999 ... 1005 01:10:02,002 --> 01:10:05,999 ... 1006 01:10:06,002 --> 01:10:09,999 ... 1007 01:10:10,002 --> 01:10:13,999 ... 1008 01:10:14,002 --> 01:10:17,999 ... 1009 01:10:18,002 --> 01:10:21,999 ... 1010 01:10:22,002 --> 01:10:25,999 ... 1011 01:10:26,002 --> 01:10:29,999 ... 1012 01:10:30,002 --> 01:10:33,999 ... 1013 01:10:34,002 --> 01:10:37,999 ... 1014 01:10:38,002 --> 01:10:41,999 ... 1015 01:10:42,002 --> 01:10:45,999 ... 1016 01:10:46,002 --> 01:10:49,999 ... 1017 01:10:50,002 --> 01:10:53,999 ... 1018 01:10:54,002 --> 01:10:57,999 ... 1019 01:10:58,002 --> 01:11:01,999 ... 1020 01:11:02,002 --> 01:11:05,999 ... 1021 01:11:06,002 --> 01:11:09,999 ... 1022 01:11:10,002 --> 01:11:13,999 ... 1023 01:11:14,002 --> 01:11:17,999 ... 1024 01:11:18,002 --> 01:11:21,999 ... 1025 01:11:22,002 --> 01:11:25,999 ... 1026 01:11:26,002 --> 01:11:29,999 ... 1027 01:11:30,002 --> 01:11:33,999 ... 1028 01:11:34,002 --> 01:11:37,999 ... 1029 01:11:38,002 --> 01:11:41,999 ... 1030 01:11:42,002 --> 01:11:45,999 ... 1031 01:11:46,002 --> 01:11:49,999 ... 1032 01:11:50,002 --> 01:11:53,999 ... 1033 01:11:54,002 --> 01:11:57,999 ... 1034 01:11:58,002 --> 01:12:01,999 ... 1035 01:12:02,002 --> 01:12:05,999 ... 1036 01:12:06,002 --> 01:12:09,999 ... 1037 01:12:10,002 --> 01:12:13,999 ... 1038 01:12:14,002 --> 01:12:17,999 ... 1039 01:12:18,002 --> 01:12:21,999 ... 1040 01:12:22,002 --> 01:12:25,999 ... 1041 01:12:26,002 --> 01:12:29,999 ... 1042 01:12:30,002 --> 01:12:33,999 ... 1043 01:12:34,002 --> 01:12:37,999 ... 1044 01:12:38,002 --> 01:12:41,999 ... 1045 01:12:42,002 --> 01:12:45,999 ... 1046 01:12:46,002 --> 01:12:49,999 ... 1047 01:12:50,002 --> 01:12:53,999 ... 1048 01:12:54,002 --> 01:12:57,999 ... 1049 01:12:58,002 --> 01:13:01,999 ... 1050 01:13:02,002 --> 01:13:05,999 ... 1051 01:13:06,002 --> 01:13:09,999 ... 1052 01:13:10,002 --> 01:13:13,999 ... 1053 01:13:14,002 --> 01:13:17,999 ... 1054 01:13:18,002 --> 01:13:21,999 ... 1055 01:13:22,002 --> 01:13:25,999 ... 1056 01:13:26,002 --> 01:13:29,999 ... 1057 01:13:30,002 --> 01:13:33,999 ... 1058 01:13:34,002 --> 01:13:37,999 ... 1059 01:13:38,002 --> 01:13:41,999 ... 1060 01:13:42,002 --> 01:13:45,999 ... 1061 01:13:46,002 --> 01:13:49,999 ... 1062 01:13:50,002 --> 01:13:53,999 ... 1063 01:13:54,002 --> 01:13:57,999 ... 1064 01:13:58,002 --> 01:14:01,999 ... 1065 01:14:02,002 --> 01:14:05,999 ... 1066 01:14:06,002 --> 01:14:09,999 ... 1067 01:14:10,002 --> 01:14:13,999 ... 1068 01:14:14,002 --> 01:14:17,999 ... 1069 01:14:18,002 --> 01:14:21,999 ... 1070 01:14:22,002 --> 01:14:25,999 ... 1071 01:14:26,002 --> 01:14:29,999 ... 1072 01:14:30,002 --> 01:14:33,999 ... 1073 01:14:34,002 --> 01:14:37,999 ... 1074 01:14:38,002 --> 01:14:41,999 ... 1075 01:14:42,002 --> 01:14:45,999 ... 1076 01:14:46,002 --> 01:14:49,999 ... 1077 01:14:50,002 --> 01:14:53,999 ... 1078 01:14:54,002 --> 01:14:57,999 ... 1079 01:14:58,002 --> 01:15:01,999 ... 1080 01:15:02,002 --> 01:15:05,999 ... 1081 01:15:06,002 --> 01:15:09,999 ... 1082 01:15:10,002 --> 01:15:13,999 ... 1083 01:15:14,002 --> 01:15:17,999 ... 1084 01:15:18,002 --> 01:15:21,999 ... 1085 01:15:22,002 --> 01:15:25,999 ... 1086 01:15:26,002 --> 01:15:29,999 ... 1087 01:15:30,002 --> 01:15:33,999 ... 1088 01:15:34,002 --> 01:15:37,999 ... 1089 01:15:38,002 --> 01:15:41,999 ... 1090 01:15:42,002 --> 01:15:45,999 ... 1091 01:15:46,002 --> 01:15:49,999 ... 1092 01:15:50,002 --> 01:15:53,999 ... 1093 01:15:54,002 --> 01:15:57,999 ... 1094 01:15:58,002 --> 01:16:01,999 ... 1095 01:16:02,002 --> 01:16:05,999 ... 1096 01:16:06,002 --> 01:16:09,999 ... 1097 01:16:10,002 --> 01:16:13,999 ... 1098 01:16:14,002 --> 01:16:17,999 ... 1099 01:16:18,002 --> 01:16:21,999 ... 1100 01:16:22,002 --> 01:16:25,999 ... 1101 01:16:26,002 --> 01:16:29,999 ... 1102 01:16:30,002 --> 01:16:33,999 ... 1103 01:16:34,002 --> 01:16:37,999 ... 1104 01:16:38,002 --> 01:16:41,999 ... 1105 01:16:42,002 --> 01:16:45,999 ... 1106 01:16:46,002 --> 01:16:49,999 ... 1107 01:16:50,002 --> 01:16:53,999 ... 1108 01:16:54,002 --> 01:16:57,999 ... 1109 01:16:58,002 --> 01:17:01,999 ... 1110 01:17:02,002 --> 01:17:05,999 ... 1111 01:17:06,002 --> 01:17:09,999 ... 1112 01:17:10,002 --> 01:17:13,999 ... 1113 01:17:14,002 --> 01:17:17,999 ... 1114 01:17:18,002 --> 01:17:21,999 ... 1115 01:17:22,002 --> 01:17:25,999 ... 1116 01:17:26,002 --> 01:17:29,999 ... 1117 01:17:30,002 --> 01:17:33,999 ... 1118 01:17:34,002 --> 01:17:37,999 ... 1119 01:17:38,002 --> 01:17:41,999 ... 1120 01:17:42,002 --> 01:17:45,999 ... 1121 01:17:46,002 --> 01:17:49,999 ... 1122 01:17:50,002 --> 01:17:53,999 ... 1123 01:17:54,002 --> 01:17:57,999 ... 1124 01:17:58,002 --> 01:18:01,999 ... 1125 01:18:02,002 --> 01:18:05,999 ... 1126 01:18:06,002 --> 01:18:09,999 ... 1127 01:18:10,002 --> 01:18:13,999 ... 1128 01:18:14,002 --> 01:18:17,999 ... 1129 01:18:18,002 --> 01:18:21,999 ... 1130 01:18:22,002 --> 01:18:25,999 ... 1131 01:18:26,002 --> 01:18:29,999 ... 1132 01:18:30,002 --> 01:18:33,999 ... 1133 01:18:34,002 --> 01:18:37,999 ... 1134 01:18:38,002 --> 01:18:41,999 ... 1135 01:18:42,002 --> 01:18:45,999 ... 1136 01:18:46,002 --> 01:18:49,999 ... 1137 01:18:50,002 --> 01:18:53,999 ... 1138 01:18:54,002 --> 01:18:57,999 ... 1139 01:18:58,002 --> 01:19:01,999 ... 1140 01:19:02,002 --> 01:19:05,999 ... 1141 01:19:06,002 --> 01:19:09,999 ... 1142 01:19:10,002 --> 01:19:13,999 ... 1143 01:19:14,002 --> 01:19:17,999 ... 1144 01:19:18,002 --> 01:19:21,999 ... 1145 01:19:22,002 --> 01:19:25,999 ... 1146 01:19:26,002 --> 01:19:29,999 ... 1147 01:19:30,002 --> 01:19:33,999 ... 1148 01:19:34,002 --> 01:19:37,999 ... 1149 01:19:38,002 --> 01:19:41,999 ... 1150 01:19:42,002 --> 01:19:45,999 ... 1151 01:19:46,002 --> 01:19:49,999 ... 1152 01:19:50,002 --> 01:19:53,999 ... 1153 01:19:54,002 --> 01:19:57,999 ... 1154 01:19:58,002 --> 01:20:01,999 ... 1155 01:20:02,002 --> 01:20:05,999 ... 1156 01:20:06,002 --> 01:20:09,999 ... 1157 01:20:10,002 --> 01:20:13,999 ... 1158 01:20:14,002 --> 01:20:17,999 ... 1159 01:20:18,002 --> 01:20:21,999 ... 1160 01:20:22,002 --> 01:20:25,999 ... 1161 01:20:26,002 --> 01:20:29,999 ... 1162 01:20:30,002 --> 01:20:33,999 ... 1163 01:20:34,002 --> 01:20:37,999 ... 1164 01:20:38,002 --> 01:20:41,999 ... 1165 01:20:42,002 --> 01:20:45,999 ... 1166 01:20:46,002 --> 01:20:49,999 ... 1167 01:20:50,002 --> 01:20:53,999 ... 1168 01:20:54,002 --> 01:20:57,999 ... 1169 01:20:58,002 --> 01:21:01,999 ... 1170 01:21:02,002 --> 01:21:05,999 ... 1171 01:21:06,002 --> 01:21:09,999 ... 1172 01:21:10,002 --> 01:21:13,999 ... 1173 01:21:14,002 --> 01:21:17,999 ... 1174 01:21:18,002 --> 01:21:21,999 ... 1175 01:21:22,002 --> 01:21:25,999 ... 1176 01:21:26,002 --> 01:21:29,999 ... 1177 01:21:30,002 --> 01:21:33,999 ... 1178 01:21:34,002 --> 01:21:37,999 ... 1179 01:21:38,002 --> 01:21:41,999 ... 1180 01:21:42,002 --> 01:21:45,999 ... 1181 01:21:46,002 --> 01:21:49,999 ... 1182 01:21:50,002 --> 01:21:53,999 ... 1183 01:21:54,002 --> 01:21:57,999 ... 1184 01:21:58,002 --> 01:22:01,999 ... 1185 01:22:02,002 --> 01:22:05,999 ... 1186 01:22:06,002 --> 01:22:09,999 ... 1187 01:22:10,002 --> 01:22:13,999 ... 1188 01:22:14,002 --> 01:22:17,999 ... 1189 01:22:18,002 --> 01:22:21,999 ... 1190 01:22:22,002 --> 01:22:25,999 ... 1191 01:22:26,002 --> 01:22:29,999 ... 1192 01:22:30,002 --> 01:22:33,999 ... 1193 01:22:34,002 --> 01:22:37,999 ... 1194 01:22:38,002 --> 01:22:41,999 ... 1195 01:22:42,002 --> 01:22:45,999 ... 1196 01:22:46,002 --> 01:22:49,999 ... 1197 01:22:50,002 --> 01:22:53,999 ... 1198 01:22:54,002 --> 01:22:57,999 ... 1199 01:22:58,002 --> 01:23:01,999 ... 1200 01:23:02,002 --> 01:23:05,999 ... 1201 01:23:06,002 --> 01:23:09,999 ... 1202 01:23:10,002 --> 01:23:13,999 ... 1203 01:23:14,002 --> 01:23:17,999 ... 1204 01:23:18,002 --> 01:23:21,999 ... 1205 01:23:22,002 --> 01:23:25,999 ... 1206 01:23:26,002 --> 01:23:29,999 ... 1207 01:23:30,002 --> 01:23:33,999 ... 1208 01:23:34,002 --> 01:23:37,999 ... 1209 01:23:38,002 --> 01:23:41,999 ... 1210 01:23:42,002 --> 01:23:45,999 ... 1211 01:23:46,002 --> 01:23:49,999 ... 1212 01:23:50,002 --> 01:23:53,999 ... 1213 01:23:54,002 --> 01:23:57,999 ... 1214 01:23:58,002 --> 01:24:01,999 ... 1215 01:24:02,002 --> 01:24:05,999 ... 1216 01:24:06,002 --> 01:24:09,999 ... 1217 01:24:10,002 --> 01:24:13,999 ... 1218 01:24:14,002 --> 01:24:17,999 ... 1219 01:24:18,002 --> 01:24:21,999 ... 1220 01:24:22,002 --> 01:24:25,999 ... 1221 01:24:26,002 --> 01:24:29,999 ... 1222 01:24:30,002 --> 01:24:33,999 ... 1223 01:24:34,002 --> 01:24:37,999 ... 1224 01:24:38,002 --> 01:24:41,999 ... 1225 01:24:42,002 --> 01:24:45,999 ... 1226 01:24:46,002 --> 01:24:49,999 ... 1227 01:24:50,002 --> 01:24:53,999 ... 1228 01:24:54,002 --> 01:24:58,000 ... 78804

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