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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.
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We got our sculpt here from the last chapter and that's going to be the base for retopologizing.
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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.
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Because when we get into a low poly character then the mesh is really going to matter for the specific detail.
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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.
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So that's what's going to happen.
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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.
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And then that kind of gets subdivided and shrink wrapped, subdivided and shrink wrapped and it's actually quite efficient and fast I think.
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It's definitely preferred over more traditional retopology methods but they can also be very useful.
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But for this I really prefer this one.
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Cool, so let's get started.
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So the first thing we are going to do here is we are going to create a cube.
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I'm also going to set it to random just so we have that color difference.
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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.
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Then I'm going to set this to clipping and bring this one in here.
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Cool, then I'm just going to start placing this kind of roughly where I need it now and I got it like that.
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Then I'm going to delete faces there and something like that.
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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.
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So I'm going to get shrink wrap, there we go.
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And just put that on top here like that and then we got a shrink wrap.
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And then what we can start doing is we can start manipulating these edges and placing them in different spots.
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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.
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So now when I move something around, it actually attaches itself to the face.
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So we kind of both have the shrink wrap and these control points.
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In reality, you could just only use the shrink wrap or only use the face thing here.
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But having both just means that if you're missing some of them, it still works quite well.
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So this is just a precaution kind of, but it's quite useful.
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So it's so low res right now that it kind of just falls through a little bit.
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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.
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And I'm also subdividing the mesh, so that also becomes a thing.
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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.
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And we also got this one here that is kind of closing itself off.
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So I'm going to use a knife, I think.
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Maybe not a knife, or it could be a knife actually.
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I'll use a knife like this, cut there, delete that.
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Then cut a knife like that and a knife like that.
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And then I can pull these ones higher up here.
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Put this one there, put this one there kind of.
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I'm starting to get a little bit more of that thing.
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And I think it can be an advantage sometimes not having the mirror after the shrink wrap.
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So that the mirrored model is what...
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So it first shrink wraps and then it gets mirrored.
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Wait, let's see here. Does that work for us?
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No, okay, we're going to keep it like this and then we'll just deal with that.
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Nice.
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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.
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And then you get something like that instead.
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Let's see here. You could also use the projection, but that doesn't work as well.
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So let's just offset it here a little bit.
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And then we can start adjusting these things here.
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Ghost mode.
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And I'm just placing these things around where they kind of make sense.
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Like that, like that, like that.
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And I'm keeping it very low res.
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And that's kind of on purpose to make it simple.
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This way it's a lot easier to control the topology flow.
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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.
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I'm just going to set this back to zero.
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And then you see that we're getting that right there.
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So it's starting to wrap a lot more nicely.
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Like that.
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Let's just make sure that we have the right orientation on everything here.
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Yeah, that all looks good.
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Just checking the face orientation there.
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Then back to ghost mode here.
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Then here now we can just start extruding outwards.
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Kind of like that.
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And then we can take the individual pieces like this and just make them work like so.
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And then they just wrap to the whole thing.
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And we're starting to get quite a nice wrapping process already.
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And we've got that thing going over here.
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So maybe that.
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That, that, that.
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And just introduce some edge loops where you need them.
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Probably need one here.
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Need one there.
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I can see the underlying kind of topology there.
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I might need a little bit more just getting it just a tiny bit more there.
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You can also go to object and then say viewport display and say in front.
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Then you always get it in front.
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It's not quite as nice to work with as this just because you lose that relation to the form underneath a little bit.
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But it can also work.
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It might work better for you depending on exactly what you're doing.
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Then I'm going to get this one here.
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Actually maybe I can bring in another one like that.
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That seems pretty good.
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Like that.
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Get this one.
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Start rotating this one out.
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Bring in this here.
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Something like that.
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So that's kind of the cool thing with the string wrap is that it's already kind of working for us.
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But then we can make it a bit more precise with this.
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So I can just pull stuff out and then it kind of just works.
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And then I can adjust it if I need to.
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And I can bring in something like that.
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And then we got that as well.
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So that's quite good.
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Nice, nice, nice.
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And get this one there.
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Get that one.
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Another wrapping process there.
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Cool, like that.
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And that's where you can really adjust and get it more to what you would want.
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Yep, starting to get a more proper retopology here.
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And you can always come in and then you can move these things if the flows aren't the way you exactly want them.
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If the faces aren't really good.
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But right now we just want to block everything out.
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We can also just decrease the subdivision level a little bit.
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And keep it even simpler like that.
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But it's quite fast.
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We're working our way through this model really fast.
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And that's kind of the point.
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Versus a lot of other techniques.
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Which might not have exactly the same going for them.
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And then we get to a point like this.
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Where we say, okay, you know what, we just want to have that happening there.
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Maybe we'll put that down.
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Maybe we'll put that down.
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Maybe we'll put that down there.
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And then maybe we go through.
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Let's see, that was not the one.
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This one.
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Like so.
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And then we got this one here where we might be needing a little bit of edge loop.
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So put that in there.
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Like that, so it's connected there.
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Going to try putting this on in front here.
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Just to see the edge loops.
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So that's looking pretty good.
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Looks kind of nice and clean.
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I really like what's going on here with these ones.
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They're flowing nicely into the chest there.
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That is pretty good.
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And as you can see the silhouette is probably a little bit different with this level here.
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Of resolution.
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So we could actually use a little bit more rest there.
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I also want to count how many edge loops I have around this one.
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And the way to do that is to kind of, you can go up to, where is it here.
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And then say statistics.
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And then you select something like that.
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And then it tells you, okay, there's seven edges selected.
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And I'm thinking maybe eight is a good number.
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You kind of want a very divisible number.
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We got two there, two there, two there.
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And maybe one, where are we missing one?
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Maybe one across the chest here.
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That seems reasonable.
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And then now we have eight edge loops around there.
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That's so good.
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So good.
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And here we can start, you know, really placing these edges where they're most useful for the form.
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And that's what I was kind of talking about, that this is where we can get a little bit,
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not necessarily creative, but like decisive, or also creative.
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We're kind of choosing the right places to give extra attention.
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And we can also see how it looks without the thing, right?
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So if we go down, then we get this level of simplicity, which can also be really good,
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having something this low poly, if that's what you're going for, right?
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But we're kind of approaching probably something more along these lines, right?
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That's the level of fidelity that I'm probably going for.
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We could also go one step further, and then we see we get a lot more fidelity.
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It can also be a good way of wrapping this.
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So let's see here.
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I got that there.
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And you always have this like low poly one, so adjusting these is quite easy.
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Let's see here.
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I got that there.
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That there.
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And it's a little bit of fiddly work with this stuff here.
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You're just kind of going around and marking them all in.
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But again, if you forget one edge, but it looks kind of okay, then this all works.
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You don't have to necessarily hit every single one.
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I'm just doing this now to keep it neat.
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Like that.
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That's looking pretty good.
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Then we can start building this out here.
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I can see here the clipping is getting a noise.
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I'm going to turn off the clipping.
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And then bring that in.
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Bring that in.
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Then we say I kind of want to establish the first part of the leg here kind of nicely,
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so it doesn't become an issue.
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Let's see here.
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Like that.
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Like that.
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Like that, like that.
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We also want to make sure we probably have eight or more edge loops around this.
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That's also something we should check and be aware of.
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Let's try getting these ones also kind of neatly positioned here.
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Like that, like that.
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Looking pretty good in terms of wrap.
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Let's see how many loops we got around here.
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We got 10.
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That's not too bad, but we could use a bit more.
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I'm going to put one in there.
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I'd rather have 12.
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That's okay because the leg is a little bit bigger than the arms.
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I'm just looking here for a good spot to put them.
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I can't really put them here because that one goes all the way to the arm there.
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It would be a good place to put it though.
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Is there one I can remove from the arm then?
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Okay, actually the one on the bicep there.
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We could delete that one.
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Control, delete.
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And then instead I could put that one there.
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Then I put some detail there.
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The chest still looks pretty good.
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We could always maybe get some
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where with the chest in a different way.
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If I just say shade flat here, then
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it does look like all the chest is running that way.
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We could maybe have some stuff that
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runs across this one here.
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Hmm, that sort of depends.
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It's also good that the edge loops are like this.
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That means it's going to be quite simple for deformation.
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This stuff here is actually bothering me a little bit.
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Like how it's wrapping around here.
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It would almost be better if it wrapped around there a little bit.
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So if I go down, then I can see that
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this loop here, they're all going down to the arm.
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I think that's fine here, but actually maybe this one,
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these bands here, I would maybe like them to go that way instead.
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So if I delete this one,
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and then
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let's see here, delete this one also.
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Delete this one, and then get this one to go that way.
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Instead, and then
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this one can be here.
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Now this loop goes that way,
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but then if I instead get it to
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go, so I need to delete these two here.
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Then I see this one should go there.
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Then this one can then close up here.
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It's a little bit confusing here, but I think it
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works itself out in a way where I now have a loop like that.
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That's a little bit nicer for how the chest
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deforms, I think.
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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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