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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,999 Hello, so in this chapter we are going to start creating a lot of the assets for the character. 2 00:00:07,002 --> 00:00:12,999 So if we check out the actual concept piece here, the one I created in my previous tutorial, 3 00:00:13,002 --> 00:00:15,999 then we have a few things we need to make. 4 00:00:16,002 --> 00:00:21,999 So one thing, the big thing here is the blue cloth around his waist here. 5 00:00:22,002 --> 00:00:29,999 We got the sandals there, we got the headgear with the scarf covering everything, 6 00:00:30,002 --> 00:00:36,999 and we got the belt area, the scabbard and the bag, and of course we got the sword. 7 00:00:37,002 --> 00:00:43,999 So all those things are things that we need to create some kind of model of in Blender. 8 00:00:44,002 --> 00:00:48,999 We're going to start off with creating the stuff on the character itself, 9 00:00:49,002 --> 00:00:55,999 so the cloth, the belt area stuff, then this, and then we'll do the sword as the last thing. 10 00:00:56,002 --> 00:01:02,561 Okay, so for the cloth, I think the easiest thing to be done here is maybe creating some kind of cylinder, 11 00:01:02,563 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:05,000 --> 00:01:10,999 and then setting that cylinder to be around 8. 13 00:01:11,002 --> 00:01:15,999 Just keeping it very simple, then deleting the top and the bottom, 14 00:01:16,002 --> 00:01:23,999 and then bringing that in, kind of like this, figuring out the right height for it, 15 00:01:24,002 --> 00:01:30,000 something along those lines, maybe a little bit taller. 16 00:01:32,000 --> 00:01:35,999 Just seeing here if we can bring it in-ish. 17 00:01:36,002 --> 00:01:43,999 Then I think the concept at least shows that there is a slight gap there, 18 00:01:44,002 --> 00:01:51,999 right here where that's where the cloth meets, and that can be a way to peek through also. 19 00:01:52,002 --> 00:01:55,999 The concept doesn't really suggest the character having anything underneath, 20 00:01:56,002 --> 00:02:00,999 but I think maybe it would be good to put some kind of garment, like an underpant or something like that, 21 00:02:01,002 --> 00:02:03,999 so I might also put that in. 22 00:02:04,002 --> 00:02:07,999 We could kind of sculpt it in and then just color it, 23 00:02:08,002 --> 00:02:14,999 but I think creating just a little bit of a cloth might be interesting, 24 00:02:15,002 --> 00:02:21,999 so I'm just going to subdivide this here until I get kind of square-ish looking things, 25 00:02:22,002 --> 00:02:26,999 maybe a bit more like that. 26 00:02:27,002 --> 00:02:29,999 Yeah, I think that's pretty good. 27 00:02:30,002 --> 00:02:32,999 Then I could subdivide this. 28 00:02:33,002 --> 00:02:36,999 If I needed to, just set it to simple, or I could set it to Captain Clark, 29 00:02:37,002 --> 00:02:42,999 and then say Keep Corners, then we get that instead. 30 00:02:43,002 --> 00:02:48,999 And this is just getting some sort of a base here, 31 00:02:49,002 --> 00:02:52,999 and it's not supposed to do anything really special. 32 00:02:53,002 --> 00:03:00,999 I could, of course, sim this to get a base, but I don't think it's that necessary. 33 00:03:01,002 --> 00:03:08,999 I think we could just sculpt it out and get what we need from that. 34 00:03:09,002 --> 00:03:14,999 So I might just pull this out here a little bit at the different directions 35 00:03:15,002 --> 00:03:21,999 so we get what we need here, 36 00:03:22,002 --> 00:03:29,999 like that, like that, like that. 37 00:03:30,002 --> 00:03:34,999 Rigging this will also be a little bit of a challenge. 38 00:03:35,002 --> 00:03:41,999 I would potentially sim this in either Unity or Unreal 39 00:03:42,002 --> 00:03:45,999 if I was getting it into a game engine. 40 00:03:46,002 --> 00:03:49,999 I think that's actually how I would properly tackle it. 41 00:03:50,002 --> 00:03:55,999 But I think we can add some bones also to the cloth 42 00:03:56,002 --> 00:03:58,999 just to be able to move it. 43 00:03:59,002 --> 00:04:06,999 And it depends on what it is you're looking to do, of course. 44 00:04:07,002 --> 00:04:09,999 Let's see. Okay, cool. So I got that. 45 00:04:10,002 --> 00:04:17,999 And I am intending to potentially sculpt this to get it closer to what I want. 46 00:04:18,002 --> 00:04:24,999 So I'm just putting it in a rough position here. 47 00:04:25,002 --> 00:04:26,999 That seems pretty good. 48 00:04:27,002 --> 00:04:37,999 And I'm just going to be doing a single layer kind of sheet around the body here 49 00:04:38,002 --> 00:04:39,999 because that's all we really need. 50 00:04:40,002 --> 00:04:46,999 Doing thickness doesn't really make too much sense for the level of detail we're doing. 51 00:04:47,002 --> 00:04:49,999 Okay, so we got that thing there. 52 00:04:50,002 --> 00:04:53,999 Then it would be good to create some kind of belt-like structure around 53 00:04:54,002 --> 00:04:59,999 so we can kind of create this cloth with that in mind. 54 00:05:00,002 --> 00:05:02,999 I might just pull this up a little bit more 55 00:05:03,002 --> 00:05:07,999 and then just give everything an extra subdivision. 56 00:05:08,002 --> 00:05:09,999 Is that necessary? 57 00:05:10,002 --> 00:05:13,000 I'll keep it low for now. 58 00:05:14,000 --> 00:05:16,999 Let's see. So we got to create this belt here. 59 00:05:17,002 --> 00:05:20,999 So we got kind of like a leathery thing underneath, I think, 60 00:05:21,002 --> 00:05:24,999 and then some kind of metal thing and a metal thing there. 61 00:05:25,002 --> 00:05:28,999 So let's start with the leathery thing around here. 62 00:05:29,002 --> 00:05:30,999 So I'm going to grab a cylinder. 63 00:05:31,002 --> 00:05:33,999 Maybe set that to 16. 64 00:05:34,002 --> 00:05:35,999 Delete that. 65 00:05:36,002 --> 00:05:38,999 Bring that up here. 66 00:05:39,002 --> 00:05:44,999 This is going to become the thing around, 67 00:05:45,002 --> 00:05:47,999 like the bigger leathery thing 68 00:05:48,002 --> 00:05:51,999 that kind of sits and tightens everything together. 69 00:05:52,002 --> 00:05:58,999 And that thing, I might just place that so that it fits with the waist here. 70 00:05:59,002 --> 00:06:03,999 So I'm going to just get that to exactly kind of fit around. 71 00:06:04,002 --> 00:06:07,999 And this I'm actually going to conform to the body somewhat. 72 00:06:08,002 --> 00:06:11,999 So we could do that by putting a shrink wrap on it 73 00:06:12,002 --> 00:06:14,999 and just saying, you know what, go here. 74 00:06:15,002 --> 00:06:16,999 And then it does that. 75 00:06:17,002 --> 00:06:24,999 And then we could make it expand a little bit like that. 76 00:06:25,002 --> 00:06:29,999 And then we could do something like that. 77 00:06:30,002 --> 00:06:32,999 And then it kind of just conforms by itself. 78 00:06:33,002 --> 00:06:35,999 But it gets a little bit uneven. 79 00:06:36,002 --> 00:06:40,999 We could also try a project method instead and see what we get there. 80 00:06:41,002 --> 00:06:44,999 That actually doesn't look too bad. 81 00:06:45,002 --> 00:06:47,999 Then if I subdivide this one. 82 00:06:48,002 --> 00:06:54,999 Yeah, subdivide it and then give it a solidify modifier on the other side here. 83 00:06:55,002 --> 00:06:58,999 Then we give that a little bit of thickness. 84 00:06:59,002 --> 00:07:01,999 I think that could actually work. 85 00:07:02,002 --> 00:07:03,999 It might be too high detail for what we want here. 86 00:07:04,002 --> 00:07:13,999 Let's see if we bring this one down again. 87 00:07:14,002 --> 00:07:18,999 Maybe it's just because it makes it less jaggedy. 88 00:07:19,002 --> 00:07:26,999 We could also select these and go to select and say checker deselect 89 00:07:27,002 --> 00:07:31,999 CTRL delete and then we get this. 90 00:07:32,002 --> 00:07:43,999 And then here we get this here and we want a bit more of an offset. 91 00:07:44,002 --> 00:07:47,999 That's almost nicer to have it like that. 92 00:07:48,002 --> 00:07:53,999 Just keeping it simple and this is really where the model references can come in handy. 93 00:07:54,002 --> 00:08:00,999 How detailed these ones are and then do something in the same vein. 94 00:08:01,002 --> 00:08:06,999 But I think we were almost fine having that little of detail there. 95 00:08:07,002 --> 00:08:13,999 I think that's a little bit on the heavy side. 96 00:08:14,002 --> 00:08:18,999 But I think that's okay if it makes everything a little bit easier. 97 00:08:19,002 --> 00:08:21,999 Cool, so we got that going on there. 98 00:08:22,002 --> 00:08:23,999 Then we have our cloth underneath. 99 00:08:24,002 --> 00:08:26,999 This one needs to go over there. 100 00:08:27,002 --> 00:08:29,999 And the sculpt here can also go in there. 101 00:08:30,002 --> 00:08:31,999 And the eyes there. 102 00:08:32,002 --> 00:08:36,999 And then I want to sculpt the cloth so that it fits underneath right there. 103 00:08:37,002 --> 00:08:41,999 Okay, so let's see what's next here. 104 00:08:42,002 --> 00:08:51,999 I think the belt buckle, the big golden piece, this piece here is what I should be attacking. 105 00:08:52,002 --> 00:08:53,999 And this is just some simple modeling. 106 00:08:54,002 --> 00:08:56,999 Nothing really crazy going on here. 107 00:08:57,002 --> 00:09:02,999 I might do it with a piece like this. 108 00:09:03,002 --> 00:09:05,999 And then mirroring this across. 109 00:09:06,002 --> 00:09:10,999 And then having a cylinder maybe. 110 00:09:11,002 --> 00:09:16,999 So do something like that. 111 00:09:17,002 --> 00:09:20,999 Then I could also... 112 00:09:21,002 --> 00:09:24,999 And then I get half of this here. 113 00:09:25,002 --> 00:09:25,999 Like that. 114 00:09:26,002 --> 00:09:30,999 And then that's mirrored over, so that's good. 115 00:09:31,002 --> 00:09:35,999 And then putting that in there. 116 00:09:36,002 --> 00:09:42,999 Maybe even trying to conform this to this one a little bit. 117 00:09:43,002 --> 00:09:46,999 It should be even on top and bottom. 118 00:09:47,002 --> 00:09:52,999 No, it doesn't have to be. 119 00:09:53,002 --> 00:09:55,999 Like that. 120 00:09:56,002 --> 00:10:01,173 Then... 121 00:10:01,173 --> 00:10:03,217 Subtitled by online-courses.club We compress knowledge for you! 122 00:10:03,218 --> 00:10:03,999 Let's get... 123 00:10:04,002 --> 00:10:06,999 I'm going to set the 3D cursor between these two. 124 00:10:07,002 --> 00:10:08,999 So cursor 2 selected. 125 00:10:09,002 --> 00:10:11,999 And then this goes around the 3D cursor. 126 00:10:12,002 --> 00:10:16,999 So I get this kind of behavior here. 127 00:10:17,002 --> 00:10:23,000 And then making it go like that. 128 00:10:24,000 --> 00:10:32,999 Maybe even bringing it in like that also. 129 00:10:33,002 --> 00:10:35,999 Some kind of lip like that. 130 00:10:36,002 --> 00:10:37,999 And then... 131 00:10:38,002 --> 00:10:41,999 I don't know exactly what this thing is going to be like. 132 00:10:42,002 --> 00:10:48,999 But just giving it some kind of detailing. 133 00:10:49,002 --> 00:10:49,999 Like this. 134 00:10:50,002 --> 00:10:51,999 I could always sculpt on top of it afterwards. 135 00:10:52,002 --> 00:10:54,999 Maybe I'm just beveling in an edge there. 136 00:10:55,002 --> 00:10:56,999 Or something like that. 137 00:10:57,002 --> 00:10:59,999 That's not too bad. 138 00:11:00,002 --> 00:11:03,999 And then here, got that. 139 00:11:04,002 --> 00:11:09,999 Got that like so also. 140 00:11:10,002 --> 00:11:16,999 And then we can bring in this one here. 141 00:11:17,002 --> 00:11:22,999 I could solidify this one or just give this one some thickness. 142 00:11:23,002 --> 00:11:24,999 Like that. 143 00:11:25,002 --> 00:11:27,999 And then back to a median point. 144 00:11:28,002 --> 00:11:33,999 And just adjusting that a little bit. 145 00:11:34,002 --> 00:11:36,999 Just give it a little bit of soft selection to make it a bit more... 146 00:11:37,002 --> 00:11:44,999 Like a metal that's been actually touched by human hands. 147 00:11:45,002 --> 00:11:45,999 Okay. 148 00:11:46,002 --> 00:11:48,999 Bringing that in. 149 00:11:49,002 --> 00:11:51,999 It looks a little bit like a wrestler's kind of... 150 00:11:52,002 --> 00:11:58,999 Or MMA fight or those kind of belts that they wear in the champion's belt. 151 00:11:59,002 --> 00:12:04,999 And this one definitely goes here according to the concept. 152 00:12:05,002 --> 00:12:06,999 See how big that is. 153 00:12:07,002 --> 00:12:08,999 It could be a little bit bigger. 154 00:12:09,002 --> 00:12:13,999 And I think this one could then also be a little bit bigger. 155 00:12:14,002 --> 00:12:27,999 And that's kind of the look that it's suggesting here. 156 00:12:28,002 --> 00:12:33,999 Like that. 157 00:12:34,002 --> 00:12:35,999 Okie dokie. 158 00:12:36,002 --> 00:12:36,999 We've got that there. 159 00:12:37,002 --> 00:12:42,999 And then we do have potentially another cylinder. 160 00:12:43,002 --> 00:12:47,999 Then I will also make that happen here. 161 00:12:48,002 --> 00:12:54,999 Could move that one so it's a bit clearer. 162 00:12:55,002 --> 00:13:06,999 Like so. 163 00:13:07,002 --> 00:13:18,000 And then we have that here. 164 00:13:19,000 --> 00:13:26,999 Just creating a little bit of a definition here. 165 00:13:27,002 --> 00:13:37,999 Set this to normal. 166 00:13:38,002 --> 00:13:40,999 Like that-ish. 167 00:13:41,002 --> 00:13:42,999 That seems pretty good. 168 00:13:43,002 --> 00:13:48,999 Then here I kind of want a hole in here. 169 00:13:49,002 --> 00:13:50,999 So press I. 170 00:13:51,002 --> 00:13:53,999 Faces there and there. 171 00:13:54,002 --> 00:13:55,999 And bridge. 172 00:13:56,002 --> 00:13:57,999 Set the edge loop there. 173 00:13:58,002 --> 00:14:00,999 Then I get a little bit of a... 174 00:14:01,002 --> 00:14:02,999 Also try this here. 175 00:14:03,002 --> 00:14:04,999 Make it rounded. 176 00:14:05,002 --> 00:14:05,999 Like that. 177 00:14:06,002 --> 00:14:08,999 Then do that. 178 00:14:09,002 --> 00:14:11,999 Then I get a little detail like that. 179 00:14:12,002 --> 00:14:20,999 Not super essential but it's just a little thing that we might see when it goes bigger. 180 00:14:21,002 --> 00:14:25,999 And I could sculpt on this one afterwards if that was something. 181 00:14:26,002 --> 00:14:31,999 But I don't necessarily think that we need it. 182 00:14:32,002 --> 00:14:40,999 But it could be interesting to sculpt on it just to get some slightly metallic look. 183 00:14:41,002 --> 00:14:43,999 Getting it buffed up and edged. 184 00:14:44,002 --> 00:14:45,999 Then we could project some stuff. 185 00:14:46,002 --> 00:14:49,999 We could do it with that one and the helmet. 186 00:14:50,002 --> 00:14:51,999 Okay. 187 00:14:52,002 --> 00:14:57,999 Then this one here I think that I can create the next layer. 188 00:14:58,002 --> 00:15:00,999 I might just duplicate this one. 189 00:15:01,002 --> 00:15:02,999 Not like that. 190 00:15:03,002 --> 00:15:05,999 But going in here and then duplicating it. 191 00:15:06,002 --> 00:15:10,999 Turning off the shrinkwrap and turning the solidifier off. 192 00:15:11,002 --> 00:15:18,999 And then just doing like this. 193 00:15:19,002 --> 00:15:22,999 Then I might do that there. 194 00:15:23,002 --> 00:15:27,999 Then put key corners on this one. 195 00:15:28,002 --> 00:15:32,999 This will be the second part of it. 196 00:15:33,002 --> 00:15:36,999 That's going to wrap it around. 197 00:15:37,002 --> 00:15:41,999 And it's going to probably just stay like that. 198 00:15:42,002 --> 00:15:44,999 Let's see here. 199 00:15:45,002 --> 00:15:51,999 We need a mirror. 200 00:15:52,002 --> 00:15:58,999 And we need to turn off normal here so we can move things again like we used to. 201 00:15:59,002 --> 00:16:01,999 And getting that in there. 202 00:16:02,002 --> 00:16:12,999 Just adjusting this a little bit. 203 00:16:13,002 --> 00:16:21,999 Probably turn on clipping so that we don't have anything intersecting like that. 204 00:16:22,002 --> 00:16:24,999 There we go. 205 00:16:25,002 --> 00:16:33,999 And this one can also have probably a solidifier modifier on this one. 206 00:16:34,002 --> 00:16:36,999 Should it go inwards or outwards? 207 00:16:37,002 --> 00:16:41,999 I was actually thinking outwards. 208 00:16:42,002 --> 00:16:48,999 Let's try that. 209 00:16:49,002 --> 00:16:51,999 And then we do have this stuff here. 210 00:16:52,002 --> 00:16:56,999 That is, we could snap it to the surface like that. 211 00:16:57,002 --> 00:17:02,999 Let's see if that gives us something. 212 00:17:03,002 --> 00:17:16,999 Maybe that gives us a little bit of room to play here. 213 00:17:17,002 --> 00:17:19,999 Just snapping this to this. 214 00:17:20,002 --> 00:17:27,999 That seems pretty good actually. 215 00:17:28,002 --> 00:17:34,999 It's a little bit uneven here and there, but that is okay. 216 00:17:35,002 --> 00:17:38,999 Getting a little bit of that look there. 217 00:17:39,002 --> 00:17:40,999 That's quite nice. 218 00:17:41,002 --> 00:17:50,999 And on these planes themselves, I could use another layer inside. 219 00:17:51,002 --> 00:17:57,999 So I might go like this and then like this here. 220 00:17:58,002 --> 00:18:01,999 Just forget about that one. 221 00:18:02,002 --> 00:18:04,999 Slide that over. 222 00:18:05,002 --> 00:18:08,999 Put that layer in there. 223 00:18:09,002 --> 00:18:13,999 Without that one. 224 00:18:14,002 --> 00:18:22,999 This layer will have something a bit different. 225 00:18:23,002 --> 00:18:24,999 How do I want to do that actually? 226 00:18:25,002 --> 00:18:33,999 Because I only want the outside to really go crazy. 227 00:18:34,002 --> 00:18:39,999 I could make it so that it only peeks through. 228 00:18:40,002 --> 00:18:42,999 Maybe we'll just delete it. 229 00:18:43,002 --> 00:18:49,999 And then this one will have... 230 00:18:50,002 --> 00:18:55,999 Keep corners, keep corners. 231 00:18:56,002 --> 00:19:02,999 And then that one is like that. 232 00:19:03,002 --> 00:19:06,999 Maybe that's okay. 233 00:19:07,002 --> 00:19:08,999 And then we have it. 234 00:19:09,002 --> 00:19:15,999 There's a little bit of design work here where we're just figuring out exactly what could be good on this one. 235 00:19:16,002 --> 00:19:22,999 But maybe the detailing is kind of like this. 236 00:19:23,002 --> 00:19:30,999 And then it just sits like that. 237 00:19:31,002 --> 00:19:34,999 And then it clamps together with the other one. 238 00:19:35,002 --> 00:19:37,999 So I'm going to reduce the thickness of this one a little bit. 239 00:19:38,002 --> 00:19:39,999 Not make it as bulky. 240 00:19:40,002 --> 00:19:49,999 But that does mean that it is coming together right there. 241 00:19:50,002 --> 00:19:52,999 Maybe it's just the edges that I don't like. 242 00:19:53,002 --> 00:19:55,999 They're coming out too much. 243 00:19:56,002 --> 00:19:56,999 Like that. 244 00:19:57,002 --> 00:20:08,999 And then these ones can come in a little bit. 245 00:20:09,002 --> 00:20:11,999 Like that. 246 00:20:12,002 --> 00:20:16,999 Like that. 247 00:20:17,002 --> 00:20:17,999 Yeah, okay. 248 00:20:18,002 --> 00:20:18,999 You know what? 249 00:20:19,002 --> 00:20:19,999 I think that's fine. 250 00:20:20,002 --> 00:20:23,999 And then creating some kind of lip over here. 251 00:20:24,002 --> 00:20:28,999 A piece that can connect them. 252 00:20:29,002 --> 00:20:32,999 Like that, like that, like that. 253 00:20:33,002 --> 00:20:52,999 And then just connecting these two here. 254 00:20:53,002 --> 00:20:54,999 And then we have this one. 255 00:20:55,002 --> 00:20:56,999 And we can group that one in there. 256 00:20:57,002 --> 00:20:59,999 And this one can also then be a little solidified piece here. 257 00:21:00,002 --> 00:21:04,999 Just to give it that thickness. 258 00:21:05,002 --> 00:21:05,999 Like that. 259 00:21:06,002 --> 00:21:06,999 And that can stick out like that. 260 00:21:07,002 --> 00:21:07,999 I think that's actually fine. 261 00:21:08,002 --> 00:21:08,999 Cool. 262 00:21:09,002 --> 00:21:10,999 Like I said, that's a shade smooth. 263 00:21:11,002 --> 00:21:13,999 Shade auto smooth there. 264 00:21:14,002 --> 00:21:16,000 And this one could get like a bevel or something. 265 00:21:17,000 --> 00:21:17,999 But I don't think that's necessary. 266 00:21:18,002 --> 00:21:22,999 Because we might be doing that slightly differently. 267 00:21:23,002 --> 00:21:23,999 Mirror. 268 00:21:24,002 --> 00:21:26,999 Set that over to the other side as well. 269 00:21:27,002 --> 00:21:28,999 Like that. 270 00:21:29,002 --> 00:21:32,999 And that essentially is our belt piece there. 271 00:21:33,002 --> 00:21:35,999 Then I can bring in the cloth again here. 272 00:21:36,002 --> 00:21:38,999 I'm going to call this the cloth. 273 00:21:39,002 --> 00:21:42,999 And then this will be the belt area here. 274 00:21:43,002 --> 00:21:44,999 So the question is how I should do the belt. 275 00:21:45,002 --> 00:21:49,999 If I should combine everything as is now. 276 00:21:50,002 --> 00:21:53,999 And then that might make sense actually. 277 00:21:54,002 --> 00:21:54,999 It's not really going to move. 278 00:21:55,002 --> 00:21:58,999 So I think I'm going to visual geometry. 279 00:21:59,002 --> 00:22:00,999 That doesn't make sense. 280 00:22:01,002 --> 00:22:01,999 Yeah, I think so. 281 00:22:02,002 --> 00:22:03,999 And then I'll just combine that. 282 00:22:04,002 --> 00:22:05,999 So that's the belt essentially. 283 00:22:06,002 --> 00:22:08,999 And then we have some material separation we can do later. 284 00:22:09,002 --> 00:22:10,000 Then we get the cloth. 285 00:22:11,000 --> 00:22:14,999 And now I want to actually apply the cloth. 286 00:22:15,002 --> 00:22:17,999 That's the mesh we have for the cloth here. 287 00:22:18,002 --> 00:22:19,999 Then sculpt mode. 288 00:22:20,002 --> 00:22:21,999 Let's see. 289 00:22:22,002 --> 00:22:25,999 Do we want to get a higher resolution for the cloth. 290 00:22:26,002 --> 00:22:33,999 And then sculpt on some wrinkles for the cloth. 291 00:22:34,002 --> 00:22:34,999 That could actually be the case. 292 00:22:35,002 --> 00:22:37,999 So let's say subdivision surface here. 293 00:22:38,002 --> 00:22:39,999 Keep corners again. 294 00:22:40,002 --> 00:22:41,999 Let's give it one more layer of subdivision. 295 00:22:42,002 --> 00:22:51,999 And then we get maybe one more layer. 296 00:22:52,002 --> 00:22:52,999 Like that. 297 00:22:53,002 --> 00:22:53,999 Then it's a bit easier to sculpt. 298 00:22:54,002 --> 00:22:55,999 Then I'll jump into sculpt mode here. 299 00:22:56,002 --> 00:23:05,999 And then I'm going to make it fit underneath this belt. 300 00:23:06,002 --> 00:23:11,999 Make that come out there. 301 00:23:12,002 --> 00:23:14,999 Make that go out there. 302 00:23:15,002 --> 00:23:17,999 Make that go there. 303 00:23:18,002 --> 00:23:29,999 Make that go there. 304 00:23:30,002 --> 00:23:33,000 Like that. 305 00:24:01,000 --> 00:24:07,999 So just getting it in underneath here, under the belt. 306 00:24:08,002 --> 00:24:12,999 Like that, like that, like that. 307 00:24:13,002 --> 00:24:13,999 Squeezing it in under. 308 00:24:14,002 --> 00:24:15,999 And it's okay if it intersects with stuff underneath. 309 00:24:16,002 --> 00:24:16,999 That's fine. 310 00:24:17,002 --> 00:24:31,999 But I just want a clean kind of separation there. 311 00:24:32,002 --> 00:24:49,999 Okay. 312 00:24:50,002 --> 00:24:53,999 That seems pretty good. 313 00:24:54,002 --> 00:24:57,999 At least this lip here, that's just being a little bit annoying. 314 00:24:58,002 --> 00:24:58,999 There. 315 00:24:59,002 --> 00:24:59,999 Cool. 316 00:25:00,002 --> 00:25:04,999 And to avoid kind of that stuff moving too much, we might come in here 317 00:25:05,002 --> 00:25:06,999 and then go to sculpt mode. 318 00:25:07,002 --> 00:25:11,999 And then go and turn on face sets. 319 00:25:12,002 --> 00:25:13,999 So I'm going to be painting in some face sets here. 320 00:25:14,002 --> 00:25:22,999 So if I go to this draw face sets thing, then I can kind of just draw it out underneath. 321 00:25:23,002 --> 00:25:27,999 And this face set is basically what I don't want to move here. 322 00:25:28,002 --> 00:25:29,999 So it keeps drawing a new one here. 323 00:25:30,002 --> 00:25:31,999 So I'm going to hold control while I paint. 324 00:25:32,002 --> 00:25:39,999 Then it picks up the face set that's already been kind of done. 325 00:25:40,002 --> 00:25:41,999 Let's see if I turn on ghost mode. 326 00:25:42,002 --> 00:25:42,999 Can I still see that? 327 00:25:43,002 --> 00:25:48,999 Nope, I cannot. 328 00:25:49,002 --> 00:25:54,999 So this thing here, I'll just hide it. 329 00:25:55,002 --> 00:25:59,999 Then cloth. 330 00:26:00,002 --> 00:26:02,999 This is the kind of stuff that I don't want to move. 331 00:26:03,002 --> 00:26:05,999 I don't want this stuff to move at least. 332 00:26:06,002 --> 00:26:06,999 All right. 333 00:26:07,002 --> 00:26:07,999 That's the idea. 334 00:26:08,002 --> 00:26:12,999 And I clean this up a little bit. 335 00:26:13,002 --> 00:26:13,999 Nice. 336 00:26:14,002 --> 00:26:17,999 So I got that right there. 337 00:26:18,002 --> 00:26:18,999 I don't want that to move. 338 00:26:19,002 --> 00:26:25,999 So when I now want to sculpt this one, I can go in and say, if I had a brush like this, 339 00:26:26,002 --> 00:26:27,999 it would just sculpt on top of everything. 340 00:26:28,002 --> 00:26:36,999 But if I said, when it's here to advanced and said, 341 00:26:37,002 --> 00:26:39,999 affect only vertices that I share face sets with the active vertex. 342 00:26:40,002 --> 00:26:45,999 So if I say face sets onto that one, then you can see it kind of stops me from there. 343 00:26:46,002 --> 00:26:47,999 And then now I can sculpt there. 344 00:26:48,002 --> 00:26:51,999 So it works as a mask essentially. 345 00:26:52,002 --> 00:26:55,999 And that means I can sculpt all this stuff and move it. 346 00:26:56,002 --> 00:26:58,999 And I can do it like this without affecting that area. 347 00:26:59,002 --> 00:27:04,999 So it's going to stay in place where I've kind of masked it. 348 00:27:05,002 --> 00:27:06,999 So that's pretty good. 349 00:27:07,002 --> 00:27:12,999 Because then I could go in and use a tool like this, the cloth brush like this. 350 00:27:13,002 --> 00:27:15,999 You see this one, it is affecting it quite a lot. 351 00:27:16,002 --> 00:27:21,999 So I need to turn it on for this one as well. 352 00:27:22,002 --> 00:27:25,999 And then there it's a little bit more. 353 00:27:26,002 --> 00:27:29,999 So let's see if I kind of just drag. 354 00:27:30,002 --> 00:27:32,999 Very. 355 00:27:33,002 --> 00:27:34,999 Let's see what we get here. 356 00:27:35,002 --> 00:27:42,000 If I really reduce the strength. 357 00:27:43,000 --> 00:27:48,999 We might get something that could be useful. 358 00:27:49,002 --> 00:27:52,999 Maybe it's also just around here. 359 00:27:53,002 --> 00:27:54,999 Maybe it's more around here. 360 00:27:55,002 --> 00:27:59,999 We're getting stuff that could be useful. 361 00:28:00,002 --> 00:28:11,000 I was trying to create something that gives me some variation. 362 00:28:12,000 --> 00:28:15,999 That's kind of interesting also. 363 00:28:16,002 --> 00:28:23,999 And if the cloth brush is not really doing it for us, then we could also just get. 364 00:28:24,002 --> 00:28:30,999 Oh, that's interesting. 365 00:28:31,002 --> 00:28:32,999 I'm just creating some variation here. 366 00:28:33,002 --> 00:28:39,999 Then we could also just sculpt in by hand. 367 00:28:40,002 --> 00:28:40,999 All right. 368 00:28:41,002 --> 00:28:43,999 Just moving some stuff around here. 369 00:28:44,002 --> 00:28:59,999 Just getting slight wrinkles in. 370 00:29:00,002 --> 00:29:01,999 Okay, let's see here. 371 00:29:02,002 --> 00:29:07,999 Maybe this stuff here. 372 00:29:08,002 --> 00:29:09,999 Let's see what else we can adjust something. 373 00:29:10,002 --> 00:29:13,999 If we adjust the drag, we could also say push. 374 00:29:14,002 --> 00:29:16,999 Then stuff gets pushed inwards. 375 00:29:17,002 --> 00:29:21,999 And then we get cloth kind of going that direction maybe. 376 00:29:22,002 --> 00:29:32,999 And then with some weight on it like that. 377 00:29:33,002 --> 00:29:37,999 Kind of like that where the cloth gets pushed inwards here. 378 00:29:38,002 --> 00:29:40,999 It's also kind of interesting. 379 00:29:41,002 --> 00:29:54,999 The kind of shapes it creates there. 380 00:29:55,002 --> 00:29:59,999 I'm just kind of experimenting with this thing right now just to see what I get. 381 00:30:00,002 --> 00:30:00,999 It's quite wrinkly. 382 00:30:01,002 --> 00:30:09,999 And I think the wrinkliness is definitely dependent on the topology. 383 00:30:10,002 --> 00:30:16,999 So that's something we'll be fighting a little bit I think. 384 00:30:17,002 --> 00:30:21,999 Also got features like the grab feature here. 385 00:30:22,002 --> 00:30:27,999 So if I just grab this one, then it will. 386 00:30:28,002 --> 00:30:28,999 It won't really cloth the form. 387 00:30:29,002 --> 00:30:32,999 So that's interesting. 388 00:30:33,002 --> 00:30:40,999 If we go to cloth here, I just say pinch perpendicular. 389 00:30:41,002 --> 00:30:41,999 All right. 390 00:30:42,002 --> 00:30:42,999 So that's pinching everything together here. 391 00:30:43,002 --> 00:30:47,999 So we could use that for everything around the belt area. 392 00:30:48,002 --> 00:30:58,999 Just to see what we get. 393 00:30:59,002 --> 00:31:02,999 I might get a few clumps here just kind of coming together. 394 00:31:03,002 --> 00:31:09,000 Which could look interesting. 395 00:31:10,000 --> 00:31:20,999 Or something along those lines. 396 00:31:21,002 --> 00:31:26,999 Yep. 397 00:31:27,002 --> 00:31:32,999 This is definitely creating something that is a bit more akin to what I was imagining. 398 00:31:33,002 --> 00:31:37,999 Like bigger kind of strokes of cloth. 399 00:31:38,002 --> 00:31:41,999 Then it's a little bit wrinkly and decrepit. 400 00:31:42,002 --> 00:31:42,999 Nice. 401 00:31:43,002 --> 00:31:43,999 And then I can move this out. 402 00:31:44,002 --> 00:31:48,999 I could probably also smooth out a few bits and bobs here. 403 00:31:49,002 --> 00:31:53,999 If it doesn't really work the way I want it to. 404 00:31:54,002 --> 00:31:58,999 I'm going to bring in this again. 405 00:31:59,002 --> 00:32:00,999 Like that. 406 00:32:01,002 --> 00:32:01,999 Like that. 407 00:32:02,002 --> 00:32:13,999 Like that. 408 00:32:14,002 --> 00:32:17,999 Cool. 409 00:32:18,002 --> 00:32:23,000 I think that's it for the cloth. 410 00:32:24,000 --> 00:32:27,999 It might be too much in terms of the actual folds. 411 00:32:28,002 --> 00:32:30,999 When I'm looking at stuff like this. 412 00:32:31,002 --> 00:32:34,999 Then the folds are a lot simpler. 413 00:32:35,002 --> 00:32:36,999 But I'll leave it like this for now. 414 00:32:37,002 --> 00:32:39,999 And then maybe when I see the rest of the ensemble. 415 00:32:40,002 --> 00:32:44,999 I might come back and remake it a little bit simpler. 416 00:32:45,002 --> 00:32:46,999 But there you have it at least. 417 00:32:47,002 --> 00:32:47,999 The cloth brush. 418 00:32:48,002 --> 00:32:48,999 It can be used for some things. 419 00:32:49,002 --> 00:32:50,999 It's quite a fun one. 420 00:32:51,002 --> 00:32:51,999 Okay. 421 00:32:52,002 --> 00:32:53,999 Very nice. 422 00:32:54,002 --> 00:32:56,999 Then I just want to adjust these ones inwards here. 423 00:32:57,002 --> 00:32:59,999 I can get this. 424 00:33:00,002 --> 00:33:03,999 Get that. 425 00:33:04,002 --> 00:33:08,999 And get this moving outwards there. 426 00:33:09,002 --> 00:33:14,999 We do have some kind of folding and variation on the actual concept. 427 00:33:15,002 --> 00:33:18,999 That's a bit more. 428 00:33:19,002 --> 00:33:20,999 These fold in on themselves a bit more. 429 00:33:21,002 --> 00:33:25,999 But this is also totally fine. 430 00:33:26,002 --> 00:33:29,999 Like that. 431 00:33:30,002 --> 00:33:31,999 Then what else do we have? 432 00:33:32,002 --> 00:33:36,999 Then we have the headgear and the undergarment. 433 00:33:37,002 --> 00:33:38,999 I think I'm going to do the undergarment. 434 00:33:39,002 --> 00:33:42,999 I'm just going to hide these here. 435 00:33:43,002 --> 00:33:43,999 Maybe. 436 00:33:44,002 --> 00:33:44,999 Yeah. 437 00:33:45,002 --> 00:33:46,999 I'm just going to hide these two. 438 00:33:47,002 --> 00:33:50,999 Then bring in a cylinder. 439 00:33:51,002 --> 00:33:53,999 Cylinders are nice because they can just quickly wrap around something. 440 00:33:54,002 --> 00:33:55,999 But are they really the actual. 441 00:33:56,002 --> 00:33:59,999 Actually I'm going to grab a cube. 442 00:34:00,002 --> 00:34:01,999 Then I'm going to split that in half. 443 00:34:02,002 --> 00:34:04,999 Make it smaller. 444 00:34:05,002 --> 00:34:09,999 Make it go over here. 445 00:34:10,002 --> 00:34:13,999 Make it like this. 446 00:34:14,002 --> 00:34:16,999 I'm going to create a pair of underpants essentially. 447 00:34:17,002 --> 00:34:19,999 Alt E and say individual faces. 448 00:34:20,002 --> 00:34:21,999 And then. 449 00:34:22,002 --> 00:34:25,999 I guess they should be actually mirrored. 450 00:34:26,002 --> 00:34:26,999 So we do this instead. 451 00:34:27,002 --> 00:34:28,999 Then we mirror this. 452 00:34:29,002 --> 00:34:29,999 Mirror. 453 00:34:30,002 --> 00:34:32,999 Then I can move this one out. 454 00:34:33,002 --> 00:34:36,999 I don't know why that one is there. 455 00:34:37,002 --> 00:34:41,999 There we go. 456 00:34:42,002 --> 00:34:45,999 And then we'll say. 457 00:34:46,002 --> 00:34:47,999 That should also be gone. 458 00:34:48,002 --> 00:34:49,999 And then we can use shrink wrap again. 459 00:34:50,002 --> 00:34:53,999 To just wrap it around the model. 460 00:34:54,002 --> 00:34:56,999 And we can project. 461 00:34:57,002 --> 00:34:57,999 Let's see here. 462 00:34:58,002 --> 00:34:58,999 Not on surface. 463 00:34:59,002 --> 00:34:59,999 Project. 464 00:35:00,002 --> 00:35:01,999 Positive negative. 465 00:35:02,002 --> 00:35:04,999 And then give it some more subdivisions. 466 00:35:05,002 --> 00:35:06,999 Or we could give it some. 467 00:35:07,002 --> 00:35:07,999 Let's see here. 468 00:35:08,002 --> 00:35:16,999 Subdivisions there. 469 00:35:17,002 --> 00:35:18,999 Like that. 470 00:35:19,002 --> 00:35:22,999 Maybe a few more subdivisions. 471 00:35:23,002 --> 00:35:33,999 And then we're starting to get something at least. 472 00:35:34,002 --> 00:35:34,999 Oh okay. 473 00:35:35,002 --> 00:35:37,999 It's wrapping all the way around here. 474 00:35:38,002 --> 00:35:38,999 Why is it doing that? 475 00:35:39,002 --> 00:35:41,999 Let's just say nearest point on surface then. 476 00:35:42,002 --> 00:35:45,999 Let's see what it's doing here. 477 00:35:46,002 --> 00:35:49,999 Maybe this one first then. 478 00:35:50,002 --> 00:35:52,999 No. 479 00:35:53,002 --> 00:35:55,999 Clipping and then getting this to merge. 480 00:35:56,002 --> 00:35:56,999 Okay. 481 00:35:57,002 --> 00:36:00,999 That's definitely causing some of the issues here. 482 00:36:01,002 --> 00:36:06,999 And then let's get this one to be offset a little bit. 483 00:36:07,002 --> 00:36:10,999 Not that much. 484 00:36:11,002 --> 00:36:13,999 There. 485 00:36:14,002 --> 00:36:14,999 And what do we have here? 486 00:36:15,002 --> 00:36:15,999 Okay. 487 00:36:16,002 --> 00:36:16,999 So we also have this one of course. 488 00:36:17,002 --> 00:36:17,999 They're locking up like that. 489 00:36:18,002 --> 00:36:24,000 So that's causing some issue. 490 00:36:25,000 --> 00:36:30,999 Let's try moving this up here. 491 00:36:31,002 --> 00:36:39,999 Could also try bringing in something a little bit more like this. 492 00:36:40,002 --> 00:36:51,999 And then letting this kind of just having a little bit of space in between. 493 00:36:52,002 --> 00:36:53,999 Like that. 494 00:36:54,002 --> 00:37:03,999 Then we need to correct this also of course. 495 00:37:04,002 --> 00:37:08,999 Then offset. 496 00:37:09,002 --> 00:37:09,999 Yeah. 497 00:37:10,002 --> 00:37:15,999 Let's see what project will do with this one instead. 498 00:37:16,002 --> 00:37:21,999 Project is also a little bit interesting here. 499 00:37:22,002 --> 00:37:28,999 So face orientation. 500 00:37:29,002 --> 00:37:30,999 It's almost something like that I would want. 501 00:37:31,002 --> 00:37:34,999 Also that level of resolution. 502 00:37:35,002 --> 00:37:36,999 So if you say wireframe. 503 00:37:37,002 --> 00:37:40,999 No actually optimal display here. 504 00:37:41,002 --> 00:37:51,999 And not wireframe. 505 00:37:52,002 --> 00:37:52,999 Okay. 506 00:37:53,002 --> 00:38:02,999 Let's take this one and just raise this one a little bit here. 507 00:38:03,002 --> 00:38:07,999 But if I just offset this just a tiny bit. 508 00:38:08,002 --> 00:38:14,999 Then we see this one's going to have a higher back than front. 509 00:38:15,002 --> 00:38:18,999 I think that'll be a little bit more natural. 510 00:38:19,002 --> 00:38:21,000 Like that. 511 00:38:22,000 --> 00:38:33,999 Maybe something where these things are a bit higher as well. 512 00:38:34,002 --> 00:38:35,999 Let's see here. 513 00:38:36,002 --> 00:38:44,999 Something along these lines. 514 00:38:45,002 --> 00:39:02,999 And move that up. 515 00:39:03,002 --> 00:39:04,999 Let's try that. 516 00:39:05,002 --> 00:39:08,999 So we got these underpants here. 517 00:39:09,002 --> 00:39:11,999 And then we say subdivision surface. 518 00:39:12,002 --> 00:39:14,999 That's going to even them out a little bit. 519 00:39:15,002 --> 00:39:16,999 I'm going to smooth these. 520 00:39:17,002 --> 00:39:19,999 Just to conform the vertices. 521 00:39:20,002 --> 00:39:23,999 And then I can cut them in half. 522 00:39:24,002 --> 00:39:28,999 And then I'll just mirror these over. 523 00:39:29,002 --> 00:39:35,999 Before the subdivision. 524 00:39:36,002 --> 00:39:44,999 Let's cut the subdivision. 525 00:39:45,002 --> 00:39:48,999 Like that. 526 00:39:49,002 --> 00:39:51,999 Like that. 527 00:39:52,002 --> 00:39:54,999 They might be annoying because they might cut through some of the other stuff here. 528 00:39:55,002 --> 00:39:57,999 So let's see what we get. 529 00:39:58,002 --> 00:40:01,000 It's definitely cutting through some of these things. 530 00:40:02,000 --> 00:40:07,999 But that means we can comfortably raise these ones a little bit. 531 00:40:08,002 --> 00:40:10,999 That's probably not so bad. 532 00:40:11,002 --> 00:40:13,999 Give a little bit of space to this. 533 00:40:14,002 --> 00:40:21,999 It was pretty tight before. 534 00:40:22,002 --> 00:40:37,999 That's probably fine. 535 00:40:38,002 --> 00:40:40,999 Something like that. 536 00:40:41,002 --> 00:40:43,999 I don't think I like the wrinkly cloth. 537 00:40:44,002 --> 00:40:46,999 The more I'm looking at it. 538 00:40:47,002 --> 00:40:50,999 I might hand sculpt some features in. 539 00:40:51,002 --> 00:40:55,999 A little bit later. 540 00:40:56,002 --> 00:41:01,999 But this is actually more than ok almost. 541 00:41:02,002 --> 00:41:04,999 Just keeping it pretty simple here. 542 00:41:05,002 --> 00:41:10,999 Then we could always come in and do things like this. 543 00:41:11,002 --> 00:41:34,999 Especially around where everything is crumpling together. 544 00:41:35,002 --> 00:41:37,000 Like that. 545 00:41:38,000 --> 00:41:40,000 Like that. 546 00:41:41,000 --> 00:42:06,999 Like that. 547 00:42:07,002 --> 00:42:07,999 Like that. 548 00:42:08,002 --> 00:42:09,999 I mean we're seeing the character from up here anyways. 549 00:42:10,002 --> 00:42:12,999 It's going to be hard to see lots of the stuff. 550 00:42:13,002 --> 00:42:14,999 But now we got that. 551 00:42:15,002 --> 00:42:16,999 So that's really good. 552 00:42:17,002 --> 00:42:19,999 Then I think I'm going to do the sandals. 553 00:42:20,002 --> 00:42:24,999 So I can reward myself with the helmet gear a little bit later. 554 00:42:25,002 --> 00:42:27,999 Ok for the sandals I think I'm going to create a sole first. 555 00:42:28,002 --> 00:42:30,999 And that's probably going to be with a plane here. 556 00:42:31,002 --> 00:42:31,999 Like this. 557 00:42:32,002 --> 00:42:34,999 Mirror it over. 558 00:42:35,002 --> 00:42:35,999 There. 559 00:42:36,002 --> 00:42:38,999 Then. 560 00:42:39,002 --> 00:42:46,999 There's got to be something along these lines. 561 00:42:47,002 --> 00:42:54,000 I need to create some kind of sole here. 562 00:43:17,000 --> 00:43:32,999 Like that. 563 00:43:33,002 --> 00:43:37,999 And then maybe a subdivision surface. 564 00:43:38,002 --> 00:43:39,999 Yeah it could be a subdivision surface. 565 00:43:40,002 --> 00:43:42,999 But then before the solidifier. 566 00:43:43,002 --> 00:43:50,999 Maybe just get like a little bit more resolution there. 567 00:43:51,002 --> 00:43:51,999 Yeah. 568 00:43:52,002 --> 00:43:56,999 And then this can be adjusted. 569 00:43:57,002 --> 00:43:58,999 A bit too. 570 00:43:59,002 --> 00:44:00,999 It doesn't have to be a perfect sandal at all. 571 00:44:01,002 --> 00:44:03,999 It can just be something like that. 572 00:44:04,002 --> 00:44:12,999 I forgot to get those bands and strands that we see there on the feet. 573 00:44:13,002 --> 00:44:16,999 There's a couple of ways of getting those in. 574 00:44:17,002 --> 00:44:19,999 We could use some curves across everywhere. 575 00:44:20,002 --> 00:44:27,999 And then just extrude those. 576 00:44:28,002 --> 00:44:30,999 Yeah maybe a curve is actually a good way of doing it. 577 00:44:31,002 --> 00:44:34,999 If I go into shift A and add a curve here. 578 00:44:35,002 --> 00:44:36,999 Add a basic curve. 579 00:44:37,002 --> 00:44:39,999 I'll just kill that curve for now. 580 00:44:40,002 --> 00:44:44,999 And then I can draw on these curves here. 581 00:44:45,002 --> 00:44:47,999 I can do it like that basically. 582 00:44:48,002 --> 00:44:50,999 Oh I need to go into surface. 583 00:44:51,002 --> 00:44:54,999 So I can draw on the curve like that. 584 00:44:55,002 --> 00:44:58,999 And draw on another curve like that. 585 00:44:59,002 --> 00:45:04,999 And then this curve can get an extrusion like that. 586 00:45:05,002 --> 00:45:07,999 And then I can press Ctrl T to tilt it. 587 00:45:08,002 --> 00:45:14,999 Actually the whole thing here can be tilted. 588 00:45:15,002 --> 00:45:17,999 I can minimize the extrusion there. 589 00:45:18,002 --> 00:45:25,999 And then we could add some depth to it as well. 590 00:45:26,002 --> 00:45:27,999 And then we're getting that. 591 00:45:28,002 --> 00:45:38,999 But maybe that's too much. 592 00:45:39,002 --> 00:45:40,999 Depends on the resolution of that one. 593 00:45:41,002 --> 00:45:44,999 So it's quite a lot of resolution there. 594 00:45:45,002 --> 00:45:49,999 I might want to decrease that a little bit. 595 00:45:50,002 --> 00:45:50,999 Yeah something like that. 596 00:45:51,002 --> 00:45:52,999 That's a bit more reasonable. 597 00:45:53,002 --> 00:45:57,999 Okay actually I think this works pretty well. 598 00:45:58,002 --> 00:46:02,999 Then I can move these ones afterwards. 599 00:46:03,002 --> 00:46:11,999 Just to get kind of closer to the result that we need. 600 00:46:12,002 --> 00:46:15,999 Then these ones can go upwards. 601 00:46:16,002 --> 00:46:19,999 These two can kind of just meet here in the middle. 602 00:46:20,002 --> 00:46:20,999 That's fine. 603 00:46:21,002 --> 00:46:22,999 Then I'm going to turn on Fill Caps. 604 00:46:23,002 --> 00:46:25,999 Like that. 605 00:46:26,002 --> 00:46:39,999 Ctrl Delete. 606 00:46:40,002 --> 00:46:40,999 Cool. 607 00:46:41,002 --> 00:46:44,999 And then this one I'll just recenter the 3D cursor. 608 00:46:45,002 --> 00:46:48,999 And then I'll just set the origin for these bands to be at the 3D cursor. 609 00:46:49,002 --> 00:46:52,999 And then I can mirror those over. 610 00:46:53,002 --> 00:46:53,999 Exactly. 611 00:46:54,002 --> 00:46:55,999 Then we get those things. 612 00:46:56,002 --> 00:47:00,999 And then I want to keep creating some of these bands here. 613 00:47:01,002 --> 00:47:03,999 I'm going to draw them over if I can. 614 00:47:04,002 --> 00:47:08,999 Like that. 615 00:47:09,002 --> 00:47:13,999 That's going to be a little bit tricky. 616 00:47:14,002 --> 00:47:15,999 Maybe like that. 617 00:47:16,002 --> 00:47:19,999 And then I can bring this one down. 618 00:47:20,002 --> 00:47:22,999 Then I can Ctrl T. 619 00:47:23,002 --> 00:47:25,999 Just twist this. 620 00:47:26,002 --> 00:47:35,999 And something right here maybe if I need an extra little band specifically there. 621 00:47:36,002 --> 00:47:37,999 There we go. 622 00:47:38,002 --> 00:47:40,999 And you know it's a really simple character. 623 00:47:41,002 --> 00:47:50,999 So don't worry so much about how imprecise some of the stuff is. 624 00:47:51,002 --> 00:47:51,999 It will really not be noticed. 625 00:47:52,002 --> 00:47:53,999 It just needs to be felt. 626 00:47:54,002 --> 00:47:56,999 So it's always better to make stuff a little bit thicker than it needs to be. 627 00:47:57,002 --> 00:48:09,999 So you feel it especially with these smaller characters here. 628 00:48:10,002 --> 00:48:11,999 Like that. 629 00:48:12,002 --> 00:48:12,999 Very cool. 630 00:48:13,002 --> 00:48:16,999 And then I can do another one. 631 00:48:17,002 --> 00:48:19,999 I think I'm just going to duplicate this one. 632 00:48:20,002 --> 00:48:24,999 And just expand it upwards like that. 633 00:48:25,002 --> 00:48:27,999 I can bring this one in. 634 00:48:28,002 --> 00:48:30,999 Bring this one in. 635 00:48:31,002 --> 00:48:34,999 Bring that one in like that. 636 00:48:35,002 --> 00:48:38,999 Cool, cool, cool. 637 00:48:39,002 --> 00:48:40,999 And then we got those things connected. 638 00:48:41,002 --> 00:48:48,999 And then I think this one can also maybe be used further up here. 639 00:48:49,002 --> 00:48:51,999 So if I reverse this one 180. 640 00:48:52,002 --> 00:48:53,999 Then I twist it. 641 00:48:54,002 --> 00:48:59,999 Then we can start using it on the back side of this. 642 00:49:00,002 --> 00:49:07,000 And I could use this to just connect these around here. 643 00:49:31,000 --> 00:49:38,999 And we got that going on there. 644 00:49:39,002 --> 00:49:45,999 And that going on there. 645 00:49:46,002 --> 00:49:47,999 Nice. 646 00:49:48,002 --> 00:49:50,999 And then we have this big thing that needs to sit on top. 647 00:49:51,002 --> 00:49:53,999 We can create that one with a plane. 648 00:49:54,002 --> 00:50:02,999 We could take the sandal actually and use that as our base. 649 00:50:03,002 --> 00:50:05,999 So we can have something similar to the sandal there. 650 00:50:06,002 --> 00:50:09,999 I'll just take the subdivision and turn that off. 651 00:50:10,002 --> 00:50:13,999 Then we can start creating something. 652 00:50:14,002 --> 00:50:17,999 And solidify also. 653 00:50:18,002 --> 00:50:22,999 Actually, so it's almost starting from scratch. 654 00:50:23,002 --> 00:50:28,999 And maybe something like that. 655 00:50:29,002 --> 00:50:35,999 This just needs to kind of sit here on top of these bands. 656 00:50:36,002 --> 00:50:48,999 And create some kind of feeling like that. 657 00:50:49,002 --> 00:50:54,999 And then I think they can then connect all the way up here. 658 00:50:55,002 --> 00:51:02,999 Then I need this one to then become the top one as well. 659 00:51:03,002 --> 00:51:09,999 Let's see, maybe like that. 660 00:51:10,002 --> 00:51:17,999 Then it goes all the way up like that. 661 00:51:18,002 --> 00:51:21,999 And expands there. 662 00:51:22,002 --> 00:51:28,999 Something like that-ish. 663 00:51:29,002 --> 00:51:33,999 Like that, like that. 664 00:51:34,002 --> 00:51:45,999 And then we have that kind of a thing. 665 00:51:46,002 --> 00:51:49,999 Something like that. 666 00:51:50,002 --> 00:51:57,999 That's actually, yeah, I think that's starting to work pretty well. 667 00:51:58,002 --> 00:52:02,999 Then the question is if I need to subdivide this further. 668 00:52:03,002 --> 00:52:05,999 It is kind of at a good resolution. 669 00:52:06,002 --> 00:52:11,999 I also want to be careful with how much I add. 670 00:52:12,002 --> 00:52:14,999 But I think it could do with that. 671 00:52:15,002 --> 00:52:20,999 So the division surface, we could try that. 672 00:52:21,002 --> 00:52:30,999 And then setting it to keep corners. 673 00:52:31,002 --> 00:52:35,999 That's a good question. 674 00:52:36,002 --> 00:52:40,999 If that's right or if the other thing is right. 675 00:52:41,002 --> 00:52:45,999 I think this level of detail matches the skin a little bit better. 676 00:52:46,002 --> 00:52:47,999 Or the body a little bit better. 677 00:52:48,002 --> 00:52:50,999 So I might be going in that direction. 678 00:52:51,002 --> 00:52:52,999 So yeah, I'm keeping it at that. 679 00:52:53,002 --> 00:52:57,999 Let's see, then we got to get more of these ones here. 680 00:52:58,002 --> 00:53:03,999 I could connect these ones in, overlapping them like that. 681 00:53:04,002 --> 00:53:05,999 Bring this to the front a little bit. 682 00:53:06,002 --> 00:53:08,999 They could also connect. 683 00:53:09,002 --> 00:53:10,999 That also works. 684 00:53:11,002 --> 00:53:14,999 Then bring these ones up here. 685 00:53:15,002 --> 00:53:28,999 Let's see how much we need of this. 686 00:53:29,002 --> 00:53:34,999 Probably something along these lines here. 687 00:53:35,002 --> 00:53:37,999 And then maybe some a little bit higher up. 688 00:53:38,002 --> 00:53:48,999 Maybe just a single a little bit higher up. 689 00:53:49,002 --> 00:54:12,999 Yeah, something along those lines. 690 00:54:13,002 --> 00:54:38,999 Hmm. 691 00:54:39,002 --> 00:54:42,999 There we go. 692 00:54:43,002 --> 00:54:44,999 That's pretty good. 693 00:54:45,002 --> 00:54:51,999 Now we could just adjust this a little bit. 694 00:54:52,002 --> 00:54:53,999 Nice, I got those things in place. 695 00:54:54,002 --> 00:54:55,999 That's great. 696 00:54:56,002 --> 00:54:57,999 Check wireframe on here. 697 00:54:58,002 --> 00:54:59,999 Check everything out. 698 00:55:00,002 --> 00:55:02,999 Looks good, looks good. 699 00:55:03,002 --> 00:55:06,999 Then let's see. 700 00:55:07,002 --> 00:55:11,999 Then we can do the gear around his waist. 701 00:55:12,002 --> 00:55:13,999 Or we could do the helmet first. 702 00:55:14,002 --> 00:55:16,999 And the cloth. 703 00:55:17,002 --> 00:55:22,999 The helmet is probably going to be the thing that I might sit with for the longest. 704 00:55:23,002 --> 00:55:25,999 I just feel like helmets always end up like that. 705 00:55:26,002 --> 00:55:28,999 But actually this helmet is not too complicated. 706 00:55:29,002 --> 00:55:31,999 So we could keep it simple. 707 00:55:32,002 --> 00:55:37,999 And then we have the gear around here. 708 00:55:38,002 --> 00:55:42,999 Okay, I think I'll do the cloth and the helmet kind of stuff. 709 00:55:43,002 --> 00:55:48,999 I'll start off with the helmet so we can sculpt the cloth to the helmet. 710 00:55:49,002 --> 00:55:52,999 For the helmet I'm probably going to use some reference here. 711 00:55:53,002 --> 00:55:55,999 I look at this and this a lot. 712 00:55:56,002 --> 00:56:01,999 Like how this stuff is exactly like being wrapped and stuff. 713 00:56:02,002 --> 00:56:07,999 Because that was my main reference for designing the helmet initially. 714 00:56:08,002 --> 00:56:13,999 So it looks like the helmet is pretty much just another cylinder. 715 00:56:14,002 --> 00:56:15,999 That's pretty good. 716 00:56:16,002 --> 00:56:19,999 Maybe I'll get one that is slightly bigger. 717 00:56:20,002 --> 00:56:23,999 I think I want some resolution on this one. 718 00:56:24,002 --> 00:56:27,999 So I'll bring this up here. 719 00:56:28,002 --> 00:56:32,999 Like that. 720 00:56:33,002 --> 00:56:39,999 Something along these lines. 721 00:56:40,002 --> 00:56:42,999 Then we need the cap. 722 00:56:43,002 --> 00:56:44,999 Like that. 723 00:56:45,002 --> 00:57:03,999 Maybe we just slightly keel it in like this. 724 00:57:04,002 --> 00:57:06,999 It looks a bit more like a giant fess right now. 725 00:57:07,002 --> 00:57:09,999 But that's all good. 726 00:57:10,002 --> 00:57:14,999 Okay, then let's bring down a ridge like this kind of. 727 00:57:15,002 --> 00:57:22,999 And then maybe a little bit of an additional ridge. 728 00:57:23,002 --> 00:57:26,999 And then something like that. 729 00:57:27,002 --> 00:57:28,999 Bringing this in. 730 00:57:29,002 --> 00:57:32,999 Getting it to the top here. 731 00:57:33,002 --> 00:57:39,999 And then sculpting in some details like this. 732 00:57:40,002 --> 00:57:44,999 It is a little bit not round enough for sure. 733 00:57:45,002 --> 00:57:49,999 That's not really okay. 734 00:57:50,002 --> 00:57:55,999 Yeah, I think that's probably round enough. 735 00:57:56,002 --> 00:57:58,999 That's round enough. 736 00:57:59,002 --> 00:58:11,999 And then we got to bring in this stuff here. 737 00:58:12,002 --> 00:58:16,999 And then we see what we get with this one. 738 00:58:17,002 --> 00:58:17,999 Basically. 739 00:58:18,002 --> 00:58:22,999 That's quite an interesting, looks like a ketchup bottle a little bit. 740 00:58:23,002 --> 00:58:25,999 But I'm going to check out the concept here. 741 00:58:26,002 --> 00:58:29,999 Just to see what is what. 742 00:58:30,002 --> 00:58:36,999 Maybe this thing needs to just be a little bit more prominent in shape. 743 00:58:37,002 --> 00:58:38,999 Like that. 744 00:58:39,002 --> 00:58:42,999 And then this one. 745 00:58:43,002 --> 00:58:52,999 This one can kind of just come together like that a little bit. 746 00:58:53,002 --> 00:58:55,999 It might be that it's just not round. 747 00:58:56,002 --> 00:59:02,999 That's not really working for me. 748 00:59:03,002 --> 00:59:05,999 Or that it's too big. 749 00:59:06,002 --> 00:59:08,999 But we'll see. 750 00:59:09,002 --> 00:59:17,999 Then we have these kind of side panels also. 751 00:59:18,002 --> 00:59:20,999 I'm just going to create a little bit of an edge here also. 752 00:59:21,002 --> 00:59:23,999 Just as a detailing. 753 00:59:24,002 --> 00:59:28,999 As a rim to close things off. 754 00:59:29,002 --> 00:59:34,999 I think maybe this ridge is a bit too big. 755 00:59:35,002 --> 00:59:36,999 It is quite a big helmet I think. 756 00:59:37,002 --> 00:59:40,999 Maybe that's what I feel so wrong. 757 00:59:41,002 --> 00:59:43,999 It just feels so big. 758 00:59:44,002 --> 00:59:46,999 Does this one just sit higher up? 759 00:59:47,002 --> 00:59:50,999 It's quite tricky this one actually. 760 00:59:51,002 --> 00:59:54,999 I'll just move this and then let's bring in the other details. 761 00:59:55,002 --> 01:00:00,999 So we're going to bring in this shade. 762 01:00:01,002 --> 01:00:02,999 And that one I'm going to cut in half. 763 01:00:03,002 --> 01:00:05,999 And then create a mirror. 764 01:00:06,002 --> 01:00:07,999 Like that. 765 01:00:08,002 --> 01:00:22,999 And just place that one where it needs to be roughly. 766 01:00:23,002 --> 01:00:24,999 Let's see here. 767 01:00:25,002 --> 01:00:40,999 We need something like this. 768 01:00:41,002 --> 01:00:44,999 Okay. Let's see here. 769 01:00:45,002 --> 01:00:46,999 So we have our shade here. 770 01:00:47,002 --> 01:00:48,999 I think this one actually goes out a little bit. 771 01:00:49,002 --> 01:00:52,999 And it comes in a little bit too. 772 01:00:53,002 --> 01:00:56,999 And it really looks like the shade is far too high up. 773 01:00:57,002 --> 01:00:58,999 It almost needs to be around here. 774 01:00:59,002 --> 01:01:09,999 Which also means the helmet needs to be down there. 775 01:01:10,002 --> 01:01:10,999 That's quite an interesting look. 776 01:01:11,002 --> 01:01:12,999 Like when you're seeing it from above. 777 01:01:13,002 --> 01:01:22,000 Then it definitely is quite a big one. 778 01:01:23,000 --> 01:01:27,999 I think this needs to be smaller. 779 01:01:28,002 --> 01:01:29,999 For sure. 780 01:01:30,002 --> 01:01:32,999 Maybe it's just because it needs to be addressed to the head a little bit more. 781 01:01:33,002 --> 01:01:34,999 So that the top is round. 782 01:01:35,002 --> 01:01:48,999 But then this stuff here conforms to the head a little bit more. 783 01:01:49,002 --> 01:01:52,999 And then probably the easiest would be to cut this one in half. 784 01:01:53,002 --> 01:01:56,999 So let's press V here. 785 01:01:57,002 --> 01:01:59,999 And then just delete half of it. 786 01:02:00,002 --> 01:02:02,999 And then mirror this one over. 787 01:02:03,002 --> 01:02:08,999 And then this stuff here can start actually coming out. 788 01:02:09,002 --> 01:02:15,999 And forming to the head. 789 01:02:16,002 --> 01:02:28,999 A little bit more. 790 01:02:29,002 --> 01:02:42,999 Let's see, like that. 791 01:02:43,002 --> 01:02:46,999 This is going to be a difficult one to get solved. 792 01:02:47,002 --> 01:02:52,999 So that it looks acceptable to me at least. 793 01:02:53,002 --> 01:03:06,999 Okay, let's try to get in those side panels here. 794 01:03:07,002 --> 01:03:11,999 So if we got the back panel and we got the side ones. 795 01:03:12,002 --> 01:03:16,999 I'm going to take the back one here and say that it starts there. 796 01:03:17,002 --> 01:03:18,999 I'm going to separate it out. 797 01:03:19,002 --> 01:03:23,999 And just do like this basically. 798 01:03:24,002 --> 01:03:29,999 And do something along these lines here. 799 01:03:30,002 --> 01:03:34,999 And then this could come down. 800 01:03:35,002 --> 01:03:38,999 While the other stuff stays up a little bit. 801 01:03:39,002 --> 01:03:42,999 Kind of like that. 802 01:03:43,002 --> 01:03:57,999 And then this one can kind of just sit loose on it like that. 803 01:03:58,002 --> 01:04:05,999 And does it need a thickness? 804 01:04:06,002 --> 01:04:09,999 Probably not. 805 01:04:10,002 --> 01:04:13,999 Probably not. 806 01:04:14,002 --> 01:04:16,999 Okay, this might actually be helping with it a little bit. 807 01:04:17,002 --> 01:04:19,999 I'm just going to join this one into that one. 808 01:04:20,002 --> 01:04:30,999 And then this one will be the connection to the side piece. 809 01:04:31,002 --> 01:04:33,999 But I think I'm just going to do it like that. 810 01:04:34,002 --> 01:04:36,999 And bringing it out. 811 01:04:37,002 --> 01:04:39,999 Then getting it down like this. 812 01:04:40,002 --> 01:04:43,999 And that's going to be covering the ears. 813 01:04:44,002 --> 01:04:46,999 And things like that. 814 01:04:47,002 --> 01:05:00,999 And it's going to have it's own shape. 815 01:05:01,002 --> 01:05:05,999 Maybe creating something like that maybe. 816 01:05:06,002 --> 01:05:08,999 Yeah, because then we've got the cloth coming in also. 817 01:05:09,002 --> 01:05:11,999 I think that sounds alright. 818 01:05:12,002 --> 01:05:13,999 I'm going to give it a little bit of a bend. 819 01:05:14,002 --> 01:05:18,999 Just to not make it completely straight. 820 01:05:19,002 --> 01:05:29,000 And then these two here can also just come down a little bit. 821 01:05:30,000 --> 01:05:33,999 Just rounding that off a little bit. 822 01:05:34,002 --> 01:05:36,999 Then we've got that helmet there, kind of. 823 01:05:37,002 --> 01:05:47,999 And the shadow. It could also be that the shadow is just a little bit too big here. 824 01:05:48,002 --> 01:05:50,999 That definitely helps. 825 01:05:51,002 --> 01:05:53,999 And then maybe this one. 826 01:05:54,002 --> 01:06:01,999 Let's see here what is needed for this one. 827 01:06:02,002 --> 01:06:05,999 So we've got that going on there. 828 01:06:06,002 --> 01:06:11,999 Maybe that is a bit more useful. 829 01:06:12,002 --> 01:06:16,999 It is quite distinct from above at least. 830 01:06:17,002 --> 01:06:21,999 And right here I want a little cylinder on each side. 831 01:06:22,002 --> 01:06:25,999 Maybe with an 8. 832 01:06:26,002 --> 01:06:26,999 Like this. 833 01:06:27,002 --> 01:06:37,999 And then it's just going to have a little bracket like this. 834 01:06:38,002 --> 01:06:45,999 And we're going to put that over here. 835 01:06:46,002 --> 01:06:48,999 Right there. 836 01:06:49,002 --> 01:06:54,999 And that's going to be the little hinge for this one. 837 01:06:55,002 --> 01:07:02,999 And that's stuff that you can just kind of put on and intersect it. 838 01:07:03,002 --> 01:07:12,999 It just adds a little bit of life and detail. 839 01:07:13,002 --> 01:07:14,999 Like that. 840 01:07:15,002 --> 01:07:16,999 Then I can inject that in there. 841 01:07:17,002 --> 01:07:18,999 And then it's on both sides. 842 01:07:19,002 --> 01:07:20,999 And then that works. 843 01:07:21,002 --> 01:07:25,999 Then we've got the shadow there. 844 01:07:26,002 --> 01:07:30,999 I think the shadow should be going out more than that. 845 01:07:31,002 --> 01:07:35,999 Let's see here. Reference. 846 01:07:36,002 --> 01:07:45,999 Definitely. 847 01:07:46,002 --> 01:07:50,999 The more forward it is the better it kind of feels. 848 01:07:51,002 --> 01:07:54,999 Maybe this one should have some thickness as well as this one. 849 01:07:55,002 --> 01:07:57,999 And this one. 850 01:07:58,002 --> 01:08:04,000 The whole helmet doesn't actually have any thickness at all. 851 01:08:05,000 --> 01:08:14,999 I could just give it some solidify across everything here. 852 01:08:15,002 --> 01:08:27,999 I'll just say that's what they need. 853 01:08:28,002 --> 01:08:30,999 It doesn't have to be a lot. Just a little bit. 854 01:08:31,002 --> 01:08:35,999 I'm going to keep that. Nice. 855 01:08:36,002 --> 01:08:44,999 Let's double check the look of everything here. 856 01:08:45,002 --> 01:08:51,999 I think if I can get this one even lower onto the head then that's good. 857 01:08:52,002 --> 01:08:53,999 How low can I get it there? 858 01:08:54,002 --> 01:08:56,999 I can get it all the way down there. 859 01:08:57,002 --> 01:09:02,999 That's pretty good because that's really protecting the eyes in that sense. 860 01:09:03,002 --> 01:09:05,999 That's looking better and better. 861 01:09:06,002 --> 01:09:11,999 Okay. Not too bad. 862 01:09:12,002 --> 01:09:16,999 I'm looking a lot at the reference. That's why I'm a little bit unattentive. 863 01:09:17,002 --> 01:09:20,999 Let's see here. 864 01:09:21,002 --> 01:09:23,999 Maybe that thing there. 865 01:09:24,002 --> 01:09:27,999 Maybe that thing there. 866 01:09:28,002 --> 01:09:41,999 And then some kind of decoration right here is needed I think. 867 01:09:42,002 --> 01:09:50,999 This one can also come down a little bit. 868 01:09:51,002 --> 01:09:54,999 Then here there needs to be something. 869 01:09:55,002 --> 01:09:57,999 What do we have? 870 01:09:58,002 --> 01:10:00,999 What can we use here? 871 01:10:01,002 --> 01:10:05,999 We can give it a cylinder is always good. 872 01:10:06,002 --> 01:10:14,999 They are simple and easy to place. 873 01:10:15,002 --> 01:10:16,999 This is where my concept is not detailed enough. 874 01:10:17,002 --> 01:10:22,999 I have to come up with something on my own here. 875 01:10:23,002 --> 01:10:26,999 I have to fill out the gaps. 876 01:10:27,002 --> 01:10:28,999 Rotation scale. There. 877 01:10:29,002 --> 01:10:40,999 Then get this working. 878 01:10:41,002 --> 01:10:50,999 Let's see. 879 01:10:51,002 --> 01:10:52,999 We got this here. 880 01:10:53,002 --> 01:11:01,000 Maybe something along these lines here. 881 01:11:12,000 --> 01:11:15,999 Yeah. 882 01:11:16,002 --> 01:11:18,999 Then. 883 01:11:19,002 --> 01:11:24,999 I can feel this is the kind of thing where we need a good idea to put on. 884 01:11:25,002 --> 01:11:35,000 Typically I would do this with a lot of detail, but we actually aren't supposed to because we don't have a lot of detail that will actually be seen. 885 01:11:36,000 --> 01:11:43,999 I am trying to think of something that could work nicely in that sense. 886 01:11:44,002 --> 01:11:49,999 I think maybe a square-ish thing. 887 01:11:50,002 --> 01:11:52,999 That kind of goes upwards. 888 01:11:53,002 --> 01:12:00,999 Then maybe it sits a little bit like that. 889 01:12:01,002 --> 01:12:10,999 It just kind of goes in like that. 890 01:12:11,002 --> 01:12:12,999 Then that can kind of sit there. 891 01:12:13,002 --> 01:12:19,999 Then I have another set of... 892 01:12:20,002 --> 01:12:27,999 These ones could also just sit across the thing with their regular intervals. 893 01:12:28,002 --> 01:12:32,999 Then another band. 894 01:12:33,002 --> 01:12:39,999 This could kind of just sit like that. 895 01:12:40,002 --> 01:12:41,999 I'm also totally okay with designing it here in 3D. 896 01:12:42,002 --> 01:12:44,999 I'm quite used to designing things in 3D. 897 01:12:45,002 --> 01:13:00,999 I feel somewhat confident that it can be a good result still without too much effort. 898 01:13:01,002 --> 01:13:06,999 Okay, so we got that thing there. 899 01:13:07,002 --> 01:13:15,999 Then maybe some kind of decoration elsewhere. 900 01:13:16,002 --> 01:13:17,999 It might not have to be more than that. 901 01:13:18,002 --> 01:13:23,999 We could also try with this one here. 902 01:13:24,002 --> 01:13:27,999 Just to have a lip like that. 903 01:13:28,002 --> 01:13:34,999 Just to give everything a bit more fidelity. 904 01:13:35,002 --> 01:13:37,999 Then this one. 905 01:13:38,002 --> 01:13:41,999 Maybe this is not the right shape for this. 906 01:13:42,002 --> 01:13:44,999 Maybe I'm just trying to get it to fit in. 907 01:13:45,002 --> 01:13:48,999 Unless we reused it somewhere. 908 01:13:49,002 --> 01:13:58,999 Like there. 909 01:13:59,002 --> 01:14:03,999 Something along those lines. 910 01:14:04,002 --> 01:14:06,999 Could actually work. 911 01:14:07,002 --> 01:14:11,999 Oh, I have a little bit peeking through here. 912 01:14:12,002 --> 01:14:17,999 Gonna correct that. 913 01:14:18,002 --> 01:14:31,999 Then... 914 01:14:32,002 --> 01:14:38,999 I have the helmet piece like that. 915 01:14:39,002 --> 01:14:41,999 What if I did like that? 916 01:14:42,002 --> 01:14:42,999 Oh, I like that actually. 917 01:14:43,002 --> 01:14:46,999 That feels good actually. 918 01:14:47,002 --> 01:14:48,999 Cool. 919 01:14:49,002 --> 01:15:00,999 It's good that I found that kind of a thing. 920 01:15:01,002 --> 01:15:02,999 Yeah. 921 01:15:03,002 --> 01:15:08,999 Not super amazing, but I think it works though. 922 01:15:09,002 --> 01:15:12,999 I think it works for what I want. 923 01:15:13,002 --> 01:15:16,999 Just a little bit of definition around that helmet there. 924 01:15:17,002 --> 01:15:17,999 So that's really good. 925 01:15:18,002 --> 01:15:21,999 And then I want some little crown piece up here. 926 01:15:22,002 --> 01:15:29,999 And I might want something that's twisted maybe. 927 01:15:30,002 --> 01:15:33,999 Let's try with 16 here. 928 01:15:34,002 --> 01:15:42,999 Then go down, go down, go down. 929 01:15:43,002 --> 01:15:47,999 And then I just go down here. 930 01:15:48,002 --> 01:15:54,999 Go down there. 931 01:15:55,002 --> 01:16:01,999 Then I might just twist this one along here. 932 01:16:02,002 --> 01:16:02,999 I think if I can... 933 01:16:03,002 --> 01:16:07,999 Yeah, if I can twist this one, that's kind of what I was thinking. 934 01:16:08,002 --> 01:16:09,999 That could have been cool. 935 01:16:10,002 --> 01:16:10,999 And then maybe... 936 01:16:11,002 --> 01:16:15,999 And then select, checker select. 937 01:16:16,002 --> 01:16:18,999 And then individual faces. 938 01:16:19,002 --> 01:16:21,999 Kind of out like this. 939 01:16:22,002 --> 01:16:28,999 Then I get some kind of interesting... 940 01:16:29,002 --> 01:16:41,999 Some interesting shape at least. 941 01:16:42,002 --> 01:16:43,999 I won't really see it that much on this one. 942 01:16:44,002 --> 01:16:48,999 But... 943 01:16:49,002 --> 01:16:54,999 It might be a little bit too detailed for the thing, but that's also okay. 944 01:16:55,002 --> 01:16:56,999 Then I got that there. 945 01:16:57,002 --> 01:16:57,999 Cool. 946 01:16:58,002 --> 01:17:03,999 Then I can take this one and just visual geometry to mesh. 947 01:17:04,002 --> 01:17:05,999 Visual geometry to mesh. 948 01:17:06,002 --> 01:17:08,999 And just combine all this stuff here. 949 01:17:09,002 --> 01:17:11,999 Then we got our helmet. 950 01:17:12,002 --> 01:17:13,999 Awesome. 951 01:17:14,002 --> 01:17:17,999 Okay, let's get started on the cloth here. 952 01:17:18,002 --> 01:17:20,999 The face cloth thing. 953 01:17:21,002 --> 01:17:23,999 Okay, so how do we want to approach that? 954 01:17:24,002 --> 01:17:30,999 We probably want to think about the structure a little bit of the whole thing. 955 01:17:31,002 --> 01:17:34,999 I'm thinking that the mirror will be our friend. 956 01:17:35,002 --> 01:17:38,999 So let's create a plane. 957 01:17:39,002 --> 01:17:43,999 And let's think about the structures that we have. 958 01:17:44,002 --> 01:17:47,999 So the cloth itself kind of goes down in a diamond shape. 959 01:17:48,002 --> 01:17:51,999 And it would probably also do that on the back. 960 01:17:52,002 --> 01:17:53,999 So that's something there. 961 01:17:54,002 --> 01:18:02,999 And then the question is, is this just a big piece like that? 962 01:18:03,002 --> 01:18:07,999 So I'm wondering whether it should be created in two separate pieces. 963 01:18:08,002 --> 01:18:13,999 And does it just come down and around here maybe? 964 01:18:14,002 --> 01:18:17,999 That is a little bit interesting. 965 01:18:18,002 --> 01:18:20,999 Okay, let's try this here first. 966 01:18:21,002 --> 01:18:24,999 And say mirror to the other side. 967 01:18:25,002 --> 01:18:30,999 Then we just try this to begin with. 968 01:18:31,002 --> 01:18:34,999 Getting something. 969 01:18:35,002 --> 01:18:39,999 Putting something out there. 970 01:18:40,002 --> 01:18:42,999 Like that. 971 01:18:43,002 --> 01:18:50,999 And then we have this going on as well. 972 01:18:51,002 --> 01:18:56,999 Yeah, that's something like that. 973 01:18:57,002 --> 01:19:02,000 And let's see what that can give us. 974 01:19:03,000 --> 01:19:07,999 Maybe something along those lines. 975 01:19:08,002 --> 01:19:17,999 And we could also have this kind of just coming in like that. 976 01:19:18,002 --> 01:19:22,999 Let's see here. 977 01:19:23,002 --> 01:19:25,999 Yeah. 978 01:19:26,002 --> 01:19:28,999 I'm kind of saying yeah to confirm that the idea is a good idea. 979 01:19:29,002 --> 01:19:33,999 I'm not entirely convinced yet, but we will be figuring it out. 980 01:19:34,002 --> 01:19:36,999 Adding some subdivisions here. 981 01:19:37,002 --> 01:19:40,999 And then also going to maybe add a subdivision surface modifier. 982 01:19:41,002 --> 01:19:43,999 Just to bring that together. 983 01:19:44,002 --> 01:19:48,999 And then I think I'm going to bring the back here together. 984 01:19:49,002 --> 01:19:50,999 Also if that's possible. 985 01:19:51,002 --> 01:19:53,999 So I'm going to bring that in, turn on clipping. 986 01:19:54,002 --> 01:19:58,000 So that they merge up like that. 987 01:19:59,000 --> 01:20:02,999 And then this is going to be the edge of it. 988 01:20:03,002 --> 01:20:10,999 And we can snap stuff onto this here a little bit. 989 01:20:11,002 --> 01:20:14,999 Yeah. 990 01:20:15,002 --> 01:20:17,999 If needed. 991 01:20:18,002 --> 01:20:19,999 Could also be that it's a bit too much there. 992 01:20:20,002 --> 01:20:22,999 Okay. 993 01:20:23,002 --> 01:20:23,999 Let's try that. 994 01:20:24,002 --> 01:20:26,999 It's a lot about figuring out the topology of this thing. 995 01:20:27,002 --> 01:20:30,999 Like what exactly is that going to look like? 996 01:20:31,002 --> 01:20:32,999 And then we got this going on. 997 01:20:33,002 --> 01:20:35,999 Maybe this is a grid fill scenario. 998 01:20:36,002 --> 01:20:38,999 And we have nine there. 999 01:20:39,002 --> 01:20:40,999 So that's not ideal. 1000 01:20:41,002 --> 01:20:43,999 So there's two up there. 1001 01:20:44,002 --> 01:20:48,999 And then, well, let's see here. 1002 01:20:49,002 --> 01:20:51,999 Got that there, there, there. 1003 01:20:52,002 --> 01:20:54,999 Okay. 1004 01:20:55,002 --> 01:20:57,999 Not too bad. 1005 01:20:58,002 --> 01:21:03,999 We have something at least that we can pull and push here. 1006 01:21:04,002 --> 01:21:08,999 Going to be creating this kind of hood here. 1007 01:21:09,002 --> 01:21:13,999 Getting a little bit of some Assassin's Creed vibes here. 1008 01:21:14,002 --> 01:21:22,000 With the way that the hood is shaping itself. 1009 01:21:23,000 --> 01:21:26,999 Or Darth Sidious vibes. 1010 01:21:27,002 --> 01:21:29,999 Do it, do it. 1011 01:21:30,002 --> 01:21:33,999 Very much so. 1012 01:21:34,002 --> 01:21:34,999 Let's see. 1013 01:21:35,002 --> 01:21:40,999 And then we got this coming down here. 1014 01:21:41,002 --> 01:21:48,999 And, yeah, I want to figure out if this is really the, is this the way the cloth sits? 1015 01:21:49,002 --> 01:21:50,999 I mean, it could be that it's the way the cloth sits. 1016 01:21:51,002 --> 01:21:55,999 I want the cloth to make some amount of sense, right? 1017 01:21:56,002 --> 01:21:58,999 And if it sits like this, that does make sense. 1018 01:21:59,002 --> 01:22:06,999 Then I just need that face mask to also come in and make some sense. 1019 01:22:07,002 --> 01:22:17,999 But I think that this can come in a little bit closer here than that there. 1020 01:22:18,002 --> 01:22:21,999 That can definitely also come in a little bit closer. 1021 01:22:22,002 --> 01:22:23,999 Let's see what that looks like with the helmet. 1022 01:22:24,002 --> 01:22:31,999 Right, that doesn't really work like that. 1023 01:22:32,002 --> 01:22:33,999 Okay, so get that underneath there. 1024 01:22:34,002 --> 01:22:36,999 Get that underneath there. 1025 01:22:37,002 --> 01:22:38,999 Get that underneath there. 1026 01:22:39,002 --> 01:22:44,999 And then this thing here needs a very different look at least. 1027 01:22:45,002 --> 01:22:47,999 So this is coming all the way down here maybe. 1028 01:22:48,002 --> 01:22:50,999 And then coming underneath that. 1029 01:22:51,002 --> 01:23:00,999 And then coming out from below that thing there. 1030 01:23:01,002 --> 01:23:11,000 So, and looking at the concept, it seems like this one's still quite forward in how it feels. 1031 01:23:12,000 --> 01:23:14,999 That's going to be quite interesting. 1032 01:23:15,002 --> 01:23:18,999 It does feel kind of cool when I'm seeing it like this. 1033 01:23:19,002 --> 01:23:22,999 So I'm thinking that this is the right way of having the cloth. 1034 01:23:23,002 --> 01:23:29,999 The only thing that I'm not so certain about is whether this connects with the face mask 1035 01:23:30,002 --> 01:23:35,999 or if it's part of the whole ensemble here. 1036 01:23:36,002 --> 01:23:40,999 I might just give this a little bit of a thickness. 1037 01:23:41,002 --> 01:23:42,999 And then set this to auto smooth. 1038 01:23:43,002 --> 01:23:52,999 And then I have this kind of lying on top of everything here. 1039 01:23:53,002 --> 01:23:56,999 But I'm not sure if that's the right way to go about it. 1040 01:23:57,002 --> 01:23:59,999 Let's see. 1041 01:24:00,002 --> 01:24:03,999 Because we could be creating like a little bit of an edge around different places. 1042 01:24:04,002 --> 01:24:14,999 You know, we could do stuff like this here where we just pull out a little bit. 1043 01:24:15,002 --> 01:24:17,999 But then you suddenly have an edge like that. 1044 01:24:18,002 --> 01:24:23,999 But maybe that's not really what is needed. 1045 01:24:24,002 --> 01:24:25,999 Let's try removing the solidify here. 1046 01:24:26,002 --> 01:24:28,999 And then we need to get in that mask. 1047 01:24:29,002 --> 01:24:31,999 And the mask. 1048 01:24:32,002 --> 01:24:35,999 I think maybe the mask is going to sit on the inside by itself and then be its own piece of cloth. 1049 01:24:36,002 --> 01:24:42,999 And maybe it's something that kind of attaches to the inside of this cloth. 1050 01:24:43,002 --> 01:24:50,999 And then it can be kind of attached and detached if need be. 1051 01:24:51,002 --> 01:24:52,999 And how would he do that? 1052 01:24:53,002 --> 01:24:56,999 So as long as you could put his hand in here, then there'd be some kind of latch. 1053 01:24:57,002 --> 01:24:57,999 I'm not going to be making the latch. 1054 01:24:58,002 --> 01:25:05,999 It's just so that I know functionally there's some idea at least. 1055 01:25:06,002 --> 01:25:09,999 Okay, let's try that. 1056 01:25:10,002 --> 01:25:11,999 Let's see here. 1057 01:25:12,002 --> 01:25:15,999 So let's say that we got this. 1058 01:25:16,002 --> 01:25:20,999 And then we delete that there. 1059 01:25:21,002 --> 01:25:22,999 And then that's the one half. 1060 01:25:23,002 --> 01:25:24,999 I'm going to mirror that over. 1061 01:25:25,002 --> 01:25:26,999 Set it to clipping. 1062 01:25:27,002 --> 01:25:29,999 There we go. 1063 01:25:30,002 --> 01:25:38,999 And then it gets to sit something like that. 1064 01:25:39,002 --> 01:25:43,999 A little bit over the nose here. 1065 01:25:44,002 --> 01:25:57,999 And maybe this mask is then creating the actual tip that I'm also seeing in the concept. 1066 01:25:58,002 --> 01:26:07,999 Like the pointy bit. 1067 01:26:08,002 --> 01:26:17,999 Okay, let's see here. 1068 01:26:18,002 --> 01:26:20,999 Okay, it's doing something. 1069 01:26:21,002 --> 01:26:26,999 I'm not hating it. 1070 01:26:27,002 --> 01:26:36,999 I'm not hating it for sure. 1071 01:26:37,002 --> 01:26:40,999 It is reminding me of the thing for sure. 1072 01:26:41,002 --> 01:26:43,999 Let's just see if I put on some subdivision here. 1073 01:26:44,002 --> 01:26:47,999 Does that defeat the purpose? 1074 01:26:48,002 --> 01:26:50,999 How much wireframe do we have going on here? 1075 01:26:51,002 --> 01:26:53,999 So if I set this to optimal display. 1076 01:26:54,002 --> 01:26:55,999 And this to optimal display. 1077 01:26:56,002 --> 01:27:01,000 That's probably more what I would want in terms of resolution. 1078 01:27:02,000 --> 01:27:08,999 It's kind of cool how the wireframe is creating pupils there. 1079 01:27:09,002 --> 01:27:23,999 Yep. 1080 01:27:24,002 --> 01:27:26,999 Like that. 1081 01:27:27,002 --> 01:27:31,999 Yeah, that's not too bad at all. 1082 01:27:32,002 --> 01:27:41,999 And then this piece there can definitely also... 1083 01:27:42,002 --> 01:27:44,999 I mean that's simple enough I think. 1084 01:27:45,002 --> 01:27:55,999 Might actually not need more than that at all. 1085 01:27:56,002 --> 01:28:08,999 I could use an edge maybe. 1086 01:28:09,002 --> 01:28:11,999 Like edges like that. 1087 01:28:12,002 --> 01:28:16,999 Just crawl around there. 1088 01:28:17,002 --> 01:28:29,999 But then this could remain kind of simple. 1089 01:28:30,002 --> 01:28:33,999 And you know, they can just get combined. 1090 01:28:34,002 --> 01:28:39,999 And then we'll apply the subdivision surface modifier. 1091 01:28:40,002 --> 01:28:44,999 Let's see here, if we keep corners. 1092 01:28:45,002 --> 01:28:55,999 Apply this. 1093 01:28:56,002 --> 01:28:57,999 All. 1094 01:28:58,002 --> 01:29:13,999 Try applying that then. 1095 01:29:14,002 --> 01:29:14,999 Like that. 1096 01:29:15,002 --> 01:29:19,999 Yeah, that actually looks not too bad at all. 1097 01:29:20,002 --> 01:29:21,999 Just got to connect these up again. 1098 01:29:22,002 --> 01:29:23,999 Bring in... 1099 01:29:24,002 --> 01:29:28,999 Bring these out. 1100 01:29:29,002 --> 01:29:32,999 Got some edges here. 1101 01:29:33,002 --> 01:29:35,999 They seem a little bit... 1102 01:29:36,002 --> 01:29:42,999 No, actually it's fine. 1103 01:29:43,002 --> 01:29:44,999 This one is flying though a little bit. 1104 01:29:45,002 --> 01:29:47,999 But it is getting some style. 1105 01:29:48,002 --> 01:29:51,999 It's for sure giving it some style here and there. 1106 01:29:52,002 --> 01:29:54,999 And that one is kind of floating out on the other side. 1107 01:29:55,002 --> 01:29:57,999 But that's totally cool. 1108 01:29:58,002 --> 01:29:59,999 Okay. 1109 01:30:00,002 --> 01:30:01,999 Maybe it's just as simple as that. 1110 01:30:02,002 --> 01:30:03,999 Oh, that's not what I was looking for. 1111 01:30:04,002 --> 01:30:06,999 The wireframe. 1112 01:30:07,002 --> 01:30:09,999 And I'm just going to set it to shade smooth. 1113 01:30:10,002 --> 01:30:14,999 And then I can get these things in under the helmet again. 1114 01:30:15,002 --> 01:30:17,999 And they're coming out here and there. 1115 01:30:18,002 --> 01:30:20,999 That actually looks kind of cool. 1116 01:30:21,002 --> 01:30:23,999 That looks kind of badass. 1117 01:30:24,002 --> 01:30:31,999 And I think it matches pretty well what we've got going on in the concept over here. 1118 01:30:32,002 --> 01:30:36,999 Like that's definitely pretty close in feeling. 1119 01:30:37,002 --> 01:30:38,999 And that's the most important thing. 1120 01:30:39,002 --> 01:30:42,999 Is that it feels the same, not that it's identical. 1121 01:30:43,002 --> 01:30:43,999 It's supposed to feel the same. 1122 01:30:44,002 --> 01:30:48,999 You can have stuff looking like be on model and be completely correct. 1123 01:30:49,002 --> 01:30:51,999 But it doesn't feel the same in 3D. 1124 01:30:52,002 --> 01:30:54,999 And then it's like... 1125 01:30:55,002 --> 01:30:59,999 Then why have the concept? 1126 01:31:00,002 --> 01:31:01,999 The concept is supposed to achieve some kind of feeling. 1127 01:31:02,002 --> 01:31:05,999 But then you are trying to recreate that in 3D somehow. 1128 01:31:06,002 --> 01:31:08,999 Nice. 1129 01:31:09,002 --> 01:31:11,999 Okay. 1130 01:31:12,002 --> 01:31:18,999 Then we have the bag here and the scabbard and then the sword. 1131 01:31:19,002 --> 01:31:20,999 That's what we're kind of missing so far. 1132 01:31:21,002 --> 01:31:25,999 So let's see what we can do with those things. 1133 01:31:26,002 --> 01:31:29,999 And we also need to simplify the cloth a little bit afterwards. 1134 01:31:30,002 --> 01:31:30,999 We could actually do that now. 1135 01:31:31,002 --> 01:31:33,999 So it's quite high in detail. 1136 01:31:34,002 --> 01:31:35,999 And I don't know if I need that much detail. 1137 01:31:36,002 --> 01:31:41,999 We could also just decimate this unsubdivide to a couple of iterations here. 1138 01:31:42,002 --> 01:31:45,999 And then look at wireframe. 1139 01:31:46,002 --> 01:31:47,999 Go once more. 1140 01:31:48,002 --> 01:31:49,999 Then we get this. 1141 01:31:50,002 --> 01:31:50,999 That's almost... 1142 01:31:51,002 --> 01:31:51,999 You know what? 1143 01:31:52,002 --> 01:31:53,999 I'm just going to do that. 1144 01:31:54,002 --> 01:31:59,999 No need to make it too complicated. 1145 01:32:00,002 --> 01:32:00,999 Yeah, like that. 1146 01:32:01,002 --> 01:32:02,999 That's awesome. 1147 01:32:03,002 --> 01:32:06,999 Then we can just move these things out a little bit if we need. 1148 01:32:07,002 --> 01:32:09,999 Like that. 1149 01:32:10,002 --> 01:32:15,999 And then if this one is also being a little bit too squeezed, 1150 01:32:16,002 --> 01:32:18,999 then we can just pull it out a little bit here and there. 1151 01:32:19,002 --> 01:32:19,999 Give it some variation. 1152 01:32:20,002 --> 01:32:25,999 That's absolutely fine that it gets some hand pulling here and there. 1153 01:32:26,002 --> 01:32:32,999 Makes it a little bit less even, which I totally don't mind. 1154 01:32:33,002 --> 01:32:40,999 I think it's only welcomed, actually. 1155 01:32:41,002 --> 01:32:41,999 Like that. 1156 01:32:42,002 --> 01:32:47,999 Just pulling the underpants in there a little bit. 1157 01:32:48,002 --> 01:32:48,999 Like that. 1158 01:32:49,002 --> 01:32:51,999 Awesome. 1159 01:32:52,002 --> 01:32:53,999 Looks great. 1160 01:32:54,002 --> 01:32:55,999 Then let's get the bag and the scabbard. 1161 01:32:56,002 --> 01:32:57,999 I'm going to start with the bag. 1162 01:32:58,002 --> 01:33:03,999 I think I might do the sword first and then the scabbard to fit the sword. 1163 01:33:04,002 --> 01:33:05,999 The bag is probably pretty simple. 1164 01:33:06,002 --> 01:33:15,999 I think we can just create a cube and then do something roughly in the bag size. 1165 01:33:16,002 --> 01:33:17,999 Like that. 1166 01:33:18,002 --> 01:33:22,999 Then let's see here. 1167 01:33:23,002 --> 01:33:27,999 We have some kind of thing sticking out there. 1168 01:33:28,002 --> 01:33:31,999 Then do a subdivision surface, I think. 1169 01:33:32,002 --> 01:33:36,999 And maybe a thing like that. 1170 01:33:37,002 --> 01:33:37,999 A thing like that. 1171 01:33:38,002 --> 01:33:42,999 I don't mind if the bag is not completely symmetrical. 1172 01:33:43,002 --> 01:33:47,999 That's actually just a bonus. 1173 01:33:48,002 --> 01:33:50,999 Something like that. 1174 01:33:51,002 --> 01:33:52,999 Give it a little bit of variation here. 1175 01:33:53,002 --> 01:34:03,999 It is a leather bag after all, so it's going to be a little bit worn and torn. 1176 01:34:04,002 --> 01:34:05,999 Something's going on there. 1177 01:34:06,002 --> 01:34:09,999 Do I need to merge by distance here? 1178 01:34:10,002 --> 01:34:12,999 Maybe that helped it here. 1179 01:34:13,002 --> 01:34:16,999 I think there was a double edge there. 1180 01:34:17,002 --> 01:34:26,999 Then create the lid, or what you would call it, for the bag. 1181 01:34:27,002 --> 01:34:30,999 Like this. 1182 01:34:31,002 --> 01:34:43,999 Something along these lines. 1183 01:34:44,002 --> 01:34:46,999 Yeah. 1184 01:34:47,002 --> 01:34:52,999 That feels pretty good. 1185 01:34:53,002 --> 01:34:56,999 Just a simple little pouch here. 1186 01:34:57,002 --> 01:34:59,999 Also not going to be anything extreme. 1187 01:35:00,002 --> 01:35:08,999 We're going to give it some color and stuff, but that's pretty much it. 1188 01:35:09,002 --> 01:35:26,999 We could close it up a little bit more. 1189 01:35:27,002 --> 01:35:28,999 Like that. 1190 01:35:29,002 --> 01:35:37,999 And a little lip like that. 1191 01:35:38,002 --> 01:35:46,999 And then a little buckle for the bag. 1192 01:35:47,002 --> 01:35:54,999 It kind of looks a little bit like this. 1193 01:35:55,002 --> 01:36:09,999 And then a subdivision surface. 1194 01:36:10,002 --> 01:36:12,999 Like that. 1195 01:36:13,002 --> 01:36:18,999 I think that's pretty close to the concept. 1196 01:36:19,002 --> 01:36:22,999 Just place that here. 1197 01:36:23,002 --> 01:36:26,999 Then we move that in as well. 1198 01:36:27,002 --> 01:36:28,999 Just slap that on top there. 1199 01:36:29,002 --> 01:36:37,999 The bag is never going to move or anything like that, so it's just that little accessory. 1200 01:36:38,002 --> 01:36:39,999 Cool. 1201 01:36:40,002 --> 01:36:42,999 I think I can just do that. 1202 01:36:43,002 --> 01:36:44,999 Awesome. 1203 01:36:45,002 --> 01:36:48,999 Then we can find the spot for the bag here. 1204 01:36:49,002 --> 01:36:53,999 The bag is kind of sitting on the side. 1205 01:36:54,002 --> 01:37:02,999 It's not quite that big, but it still has a size. 1206 01:37:03,002 --> 01:37:05,999 Something along those lines. 1207 01:37:06,002 --> 01:37:12,999 Let's see if I can actually make the bag a little bit smaller. 1208 01:37:13,002 --> 01:37:15,999 Just a little bit more squeezed in. 1209 01:37:16,002 --> 01:37:23,999 Then get that buckle to also sit there. 1210 01:37:24,002 --> 01:37:30,999 Yeah, that seems like a decent spot to have the bag. 1211 01:37:31,002 --> 01:37:32,999 Then I just need some kind of rope. 1212 01:37:33,002 --> 01:37:36,999 I think we're going to handle that with a curve. 1213 01:37:37,002 --> 01:37:40,999 I'm going to get a curve here, a bezier. 1214 01:37:41,002 --> 01:37:45,999 Then I'm going to just delete this. 1215 01:37:46,002 --> 01:37:47,999 Then the question is how we should do this. 1216 01:37:48,002 --> 01:37:49,999 Should we draw it on? 1217 01:37:50,002 --> 01:37:53,999 That could work. 1218 01:37:54,002 --> 01:37:56,999 Or we could get a circle. 1219 01:37:57,002 --> 01:38:01,999 It depends if we should do a proper rope and then wrapping it around here. 1220 01:38:02,002 --> 01:38:03,999 Getting it around. 1221 01:38:04,002 --> 01:38:06,999 Let's get a proper rope actually. 1222 01:38:07,002 --> 01:38:09,999 I'm going to create a bezier again. 1223 01:38:10,002 --> 01:38:16,999 Then I'll just model that out. 1224 01:38:17,002 --> 01:38:19,999 We need a few things here. 1225 01:38:20,002 --> 01:38:22,999 Get that around there. 1226 01:38:23,002 --> 01:38:29,999 Get that around there. 1227 01:38:30,002 --> 01:38:33,999 Like this. 1228 01:38:34,002 --> 01:38:41,999 The bag is going to sit somewhere around here. 1229 01:38:42,002 --> 01:38:47,999 That point is going to be right there. 1230 01:38:48,002 --> 01:38:55,999 Then this one is going to be sitting over here maybe. 1231 01:38:56,002 --> 01:38:59,000 It could also be sitting a little bit higher up. 1232 01:39:00,000 --> 01:39:04,999 That's also kind of interesting. 1233 01:39:05,002 --> 01:39:09,999 We can definitely try that. 1234 01:39:10,002 --> 01:39:13,999 Then we can give it some depth. 1235 01:39:14,002 --> 01:39:16,999 This bag here. 1236 01:39:17,002 --> 01:39:19,999 I want to see the actual wireframe. 1237 01:39:20,002 --> 01:39:21,999 That's a little bit too much. 1238 01:39:22,002 --> 01:39:25,999 I think I can go a little bit lower here. 1239 01:39:26,002 --> 01:39:31,999 8 there. 1240 01:39:32,002 --> 01:39:33,999 It can be as simple as that. 1241 01:39:34,002 --> 01:39:43,999 It's not supposed to be any kind of fancy wire. 1242 01:39:44,002 --> 01:39:45,999 Then extrude there. 1243 01:39:46,002 --> 01:39:47,999 Goes through here. 1244 01:39:48,002 --> 01:39:51,999 Then it goes up here. 1245 01:39:52,002 --> 01:39:56,999 Then here we can start tying a knot of sorts on it. 1246 01:39:57,002 --> 01:40:03,999 Which is always kind of fun to do that, I think. 1247 01:40:04,002 --> 01:40:12,999 It's always something a little bit rewarding in properly tying the knot. 1248 01:40:13,002 --> 01:40:13,999 Let's see. 1249 01:40:14,002 --> 01:40:16,999 We got that thing coming up there. 1250 01:40:17,002 --> 01:40:19,999 It could also go through here. 1251 01:40:20,002 --> 01:40:24,999 Maybe I take this wire here and just... 1252 01:40:25,002 --> 01:40:27,999 Let's see. 1253 01:40:28,002 --> 01:40:29,999 This one, subdivide. 1254 01:40:30,002 --> 01:40:36,999 Then I pull it up here. 1255 01:40:37,002 --> 01:40:43,999 Pull it down there and then make it somehow just rotate through here. 1256 01:40:44,002 --> 01:40:59,999 This is one of those little details that adds a little bit of character to the whole thing. 1257 01:41:00,002 --> 01:41:01,999 Like that. 1258 01:41:02,002 --> 01:41:06,999 Then make it come out. 1259 01:41:07,002 --> 01:41:17,999 Then here I want this thing to tie into some kind of a knot. 1260 01:41:18,002 --> 01:41:19,999 Like that. 1261 01:41:20,002 --> 01:41:24,999 Like that, like that. 1262 01:41:25,002 --> 01:41:29,999 Then it needs to come around. 1263 01:41:30,002 --> 01:41:33,000 Like that, like that. 1264 01:41:53,000 --> 01:41:54,999 Okay. 1265 01:41:55,002 --> 01:41:57,999 Like that. 1266 01:41:58,002 --> 01:42:00,999 Then let's see, we got this one as well. 1267 01:42:01,002 --> 01:42:04,999 Coming around here. 1268 01:42:05,002 --> 01:42:12,000 And then that needs to go a certain way as well. 1269 01:42:28,000 --> 01:42:40,999 There we are. 1270 01:42:41,002 --> 01:42:48,999 This one. 1271 01:42:49,002 --> 01:42:51,999 Not the best knot in the world, I think, this one. 1272 01:42:52,002 --> 01:42:56,999 Like in terms of strength. 1273 01:42:57,002 --> 01:43:11,999 I could probably just look up a proper knot and then do that. 1274 01:43:12,002 --> 01:43:13,999 But this is a chance to invent something. 1275 01:43:14,002 --> 01:43:19,999 And then somebody can comment and say that, you know what, that knot, that wouldn't hold anything. 1276 01:43:20,002 --> 01:43:38,999 It's just those little fun things of life. 1277 01:43:39,002 --> 01:44:07,999 Like that. 1278 01:44:08,002 --> 01:44:10,999 Okay, cool. 1279 01:44:11,002 --> 01:44:18,999 That's the knot there. 1280 01:44:19,002 --> 01:44:27,999 Maybe I should just delete that one. 1281 01:44:28,002 --> 01:44:37,999 That feels a little bit nicer with two being there. 1282 01:44:38,002 --> 01:44:40,999 Yeah, I think that's actually kind of cool. 1283 01:44:41,002 --> 01:44:42,999 That looks pretty good. 1284 01:44:43,002 --> 01:44:46,999 Just a little knot like that just makes everything feel a little bit more real. 1285 01:44:47,002 --> 01:44:48,999 Nice, and it's attaching to the back there. 1286 01:44:49,002 --> 01:44:50,999 That is great. 1287 01:44:51,002 --> 01:44:57,999 And then we can get on to doing the sword. 1288 01:44:58,002 --> 01:45:02,999 So for the sword, we actually could bring in an image. 1289 01:45:03,002 --> 01:45:07,999 So I might just copy the image and bring that in somewhere. 1290 01:45:08,002 --> 01:45:09,999 I could literally just drag it in. 1291 01:45:10,002 --> 01:45:13,999 So if I find the concept piece, I have it here. 1292 01:45:14,002 --> 01:45:17,999 Then I can literally drag it into the viewport as I just did. 1293 01:45:18,002 --> 01:45:18,999 Then it's just loading. 1294 01:45:19,002 --> 01:45:19,999 And then I have that there. 1295 01:45:20,002 --> 01:45:23,999 And then it becomes this plane. 1296 01:45:24,002 --> 01:45:26,999 You can always reset the rotation if you need to. 1297 01:45:27,002 --> 01:45:28,999 I want it to be like there. 1298 01:45:29,002 --> 01:45:35,999 And then I want to find kind of the right scale for the sword here. 1299 01:45:36,002 --> 01:45:43,000 I think it's something along these lines. 1300 01:45:44,000 --> 01:45:50,999 It might be a little bit short, but at least handle-wise, it looks right. 1301 01:45:51,002 --> 01:45:55,999 And I think that's what I want. 1302 01:45:56,002 --> 01:45:59,999 Yeah, I think that's pretty good. 1303 01:46:00,002 --> 01:46:02,999 Then I can turn it down in opacity. 1304 01:46:03,002 --> 01:46:06,999 If I go to opacity here and then just turn it down, 1305 01:46:07,002 --> 01:46:11,999 then I can use this as a reference essentially for my modeling. 1306 01:46:12,002 --> 01:46:14,999 A little bit there. 1307 01:46:15,002 --> 01:46:15,999 Then let's see. 1308 01:46:16,002 --> 01:46:19,999 We want to do the blade and we want to do the hilt. 1309 01:46:20,002 --> 01:46:24,999 I'm going to do the blade first with a plane. 1310 01:46:25,002 --> 01:46:27,999 Get that over there. 1311 01:46:28,002 --> 01:46:30,999 And we might need to put this into the middle of everything. 1312 01:46:31,002 --> 01:46:34,999 So if I take all this stuff here, deselect that, 1313 01:46:35,002 --> 01:46:42,999 I just say this stuff here should be in a new collection called character. 1314 01:46:43,002 --> 01:46:47,999 And I just take that also into character. 1315 01:46:48,002 --> 01:46:53,999 Then this stuff here can now be over there, 1316 01:46:54,002 --> 01:46:59,999 just so I can potentially mirror the sword. 1317 01:47:00,002 --> 01:47:00,999 Okay. 1318 01:47:01,002 --> 01:47:03,999 I could also move this one in front. 1319 01:47:04,002 --> 01:47:05,999 I can actually see what. 1320 01:47:06,002 --> 01:47:07,999 Then I make this one. 1321 01:47:08,002 --> 01:47:11,999 If I go up here and turn this one on, then I can make it unselectable. 1322 01:47:12,002 --> 01:47:15,999 So now I can only select the stuff in between. 1323 01:47:16,002 --> 01:47:16,999 This one just stays in front. 1324 01:47:17,002 --> 01:47:21,999 So that's good. 1325 01:47:22,002 --> 01:47:22,999 Like that. 1326 01:47:23,002 --> 01:47:24,999 You could also do this for the character. 1327 01:47:25,002 --> 01:47:28,999 If you have a character concept where you have the entire model sheet, 1328 01:47:29,002 --> 01:47:31,999 then you could do something like this as well. 1329 01:47:32,002 --> 01:47:35,999 If you don't want to sculpt it accordingly, 1330 01:47:36,002 --> 01:47:38,999 that's also a method that some people use for sure. 1331 01:47:39,002 --> 01:47:50,999 But I definitely would much rather sculpt it by hand. 1332 01:47:51,002 --> 01:47:51,999 Okay. 1333 01:47:52,002 --> 01:47:55,999 Let's see here. 1334 01:47:56,002 --> 01:47:58,999 Getting that stuff in there. 1335 01:47:59,002 --> 01:48:00,999 And then slowly. 1336 01:48:01,002 --> 01:48:09,999 Maybe this stuff is getting here, getting wider, getting wider. 1337 01:48:10,002 --> 01:48:12,999 Getting wider. 1338 01:48:13,002 --> 01:48:19,999 Getting that curve on the blade there. 1339 01:48:20,002 --> 01:48:23,999 Then we have probably some edge is going to come along there. 1340 01:48:24,002 --> 01:48:25,999 And I'm going to have an edge on the other side also. 1341 01:48:26,002 --> 01:48:30,999 Not necessarily a cutting edge, but some kind of detailed edge. 1342 01:48:31,002 --> 01:48:35,999 I could change the design a little bit now that I'm in here in 3D. 1343 01:48:36,002 --> 01:48:39,999 Then we can mess with that a little bit. 1344 01:48:40,002 --> 01:48:40,999 Okay. 1345 01:48:41,002 --> 01:48:41,999 Cool. 1346 01:48:42,002 --> 01:48:45,999 So that is the blade like that. 1347 01:48:46,002 --> 01:48:49,999 And then I need to bring it out onto both sides. 1348 01:48:50,002 --> 01:48:55,999 So I might add a solidify modifier and set the offset to zero. 1349 01:48:56,002 --> 01:49:01,999 And then I bring it out a little bit, make it a little bit thicker. 1350 01:49:02,002 --> 01:49:02,999 Like so. 1351 01:49:03,002 --> 01:49:05,999 And then I could say subdivision surface. 1352 01:49:06,002 --> 01:49:11,999 And that's going to give me some sharper edges here and there. 1353 01:49:12,002 --> 01:49:15,999 And then where I don't want them, for example, here, 1354 01:49:16,002 --> 01:49:17,999 I could say shift E, I think. 1355 01:49:18,002 --> 01:49:21,999 If I say shift E, it activates creases and then you just drag along. 1356 01:49:22,002 --> 01:49:25,999 And then you get a sharper edge. 1357 01:49:26,002 --> 01:49:29,999 So do that here. 1358 01:49:30,002 --> 01:49:36,999 But I might just undo that for a moment and just apply the solidify modifier. 1359 01:49:37,002 --> 01:49:40,999 Because I kind of want an edge here. 1360 01:49:41,002 --> 01:49:49,999 Then this stuff and this stuff, I want to pull that back a little bit. 1361 01:49:50,002 --> 01:49:51,999 Maybe even without that one. 1362 01:49:52,002 --> 01:49:57,999 And this one, I can just add an edge like that. 1363 01:49:58,002 --> 01:49:59,999 And add an edge to these ones as well. 1364 01:50:00,002 --> 01:50:01,999 Yeah, exactly. 1365 01:50:02,002 --> 01:50:03,999 That's what I want. 1366 01:50:04,002 --> 01:50:06,999 And then I get that blade shape. 1367 01:50:07,002 --> 01:50:09,999 That's exactly what I wanted. 1368 01:50:10,002 --> 01:50:12,999 And this one here. 1369 01:50:13,002 --> 01:50:15,999 Maybe this one actually. 1370 01:50:16,002 --> 01:50:20,999 If I can get just an edge in here and then this right there, 1371 01:50:21,002 --> 01:50:24,999 I can maybe get that to come in. 1372 01:50:25,002 --> 01:50:30,999 And I get a little bit of an inset there. 1373 01:50:31,002 --> 01:50:34,999 It doesn't make that sharp. 1374 01:50:35,002 --> 01:50:36,999 Maybe I just don't want the... 1375 01:50:37,002 --> 01:50:40,999 You know what, I'm going to disable the subdivision surface I think. 1376 01:50:41,002 --> 01:50:44,999 That doesn't actually do me any favors. 1377 01:50:45,002 --> 01:50:50,999 Yeah, that's exactly what I wanted for the blade shape itself. 1378 01:50:51,002 --> 01:50:51,999 Okay, cool. 1379 01:50:52,002 --> 01:50:56,999 Then we just need to create this hilt area and this stuff here. 1380 01:50:57,002 --> 01:50:59,999 So I think I'm going to get a tube for that. 1381 01:51:00,002 --> 01:51:03,999 I think that's a good enough thing there. 1382 01:51:04,002 --> 01:51:09,999 What to do for the skull, I'm not quite sure yet. 1383 01:51:10,002 --> 01:51:13,999 Because we won't be able to see it in a lot of detail. 1384 01:51:14,002 --> 01:51:25,999 Right, so maybe it will be a thing where... 1385 01:51:26,002 --> 01:51:34,999 Just a very simple sculpt maybe. 1386 01:51:35,002 --> 01:51:37,999 Let's try this. 1387 01:51:38,002 --> 01:51:42,999 Let's try this. 1388 01:51:43,002 --> 01:51:45,999 Let's try this here. 1389 01:51:46,002 --> 01:51:52,999 And then like that. 1390 01:51:53,002 --> 01:52:01,999 Like that. 1391 01:52:02,002 --> 01:52:05,999 Like that. 1392 01:52:06,002 --> 01:52:10,999 Yeah, that actually doesn't look too bad. 1393 01:52:11,002 --> 01:52:19,999 I'm just going to bring this in a little bit. 1394 01:52:20,002 --> 01:52:22,999 Just make it a little bit thinner. 1395 01:52:23,002 --> 01:52:27,999 So it's a little bit more of a... Yeah, exactly. 1396 01:52:28,002 --> 01:52:29,999 Cool. 1397 01:52:30,002 --> 01:52:34,999 And then the whole thing can kind of just come up here. 1398 01:52:35,002 --> 01:52:42,999 And that becomes the place where the mouth starts wrapping around everything. 1399 01:52:43,002 --> 01:52:45,999 Like that. 1400 01:52:46,002 --> 01:52:48,999 Yep. 1401 01:52:49,002 --> 01:52:52,999 And then we have the transition here. 1402 01:52:53,002 --> 01:53:03,999 And I think what I want is maybe something that goes from round to edge. 1403 01:53:04,002 --> 01:53:07,999 So how do I do that here? 1404 01:53:08,002 --> 01:53:12,999 So maybe something like this and then bringing this in. 1405 01:53:13,002 --> 01:53:18,999 And then create a plane on each side here somehow. 1406 01:53:19,002 --> 01:53:23,999 So if I just take this and do that. 1407 01:53:24,002 --> 01:53:28,999 Maybe even all of these. 1408 01:53:29,002 --> 01:53:31,999 Yeah, I think so actually. 1409 01:53:32,002 --> 01:53:34,999 And it's the same here. 1410 01:53:35,002 --> 01:53:38,999 Then that becomes that transition. 1411 01:53:39,002 --> 01:53:42,999 Just bring that in a little bit. 1412 01:53:43,002 --> 01:53:48,999 And yeah, that feels not too bad. 1413 01:53:49,002 --> 01:53:53,999 And then I also get that kind of edged look right there. 1414 01:53:54,002 --> 01:53:57,999 So that's quite neat. 1415 01:53:58,002 --> 01:54:00,999 And then I can bring that in. 1416 01:54:01,002 --> 01:54:06,999 And maybe I can bring these two out. 1417 01:54:07,002 --> 01:54:08,999 Hmm, interesting. 1418 01:54:09,002 --> 01:54:17,999 Maybe just these two out then. 1419 01:54:18,002 --> 01:54:25,999 These two can also just come in then. 1420 01:54:26,002 --> 01:54:33,999 You know, I'm just sculpting out this piece so that it looks good kind of. 1421 01:54:34,002 --> 01:54:35,999 That's the only goal. 1422 01:54:36,002 --> 01:54:40,999 And then... 1423 01:54:41,002 --> 01:54:43,999 See, that's a little bit annoying that it's like that now. 1424 01:54:44,002 --> 01:54:46,999 Because it's stretching the polygons quite a lot. 1425 01:54:47,002 --> 01:54:53,999 So maybe if we extrude it, it will be a little bit nicer. 1426 01:54:54,002 --> 01:54:57,999 Hmm. 1427 01:54:58,002 --> 01:55:02,999 Okay, okay, yeah, that could be. 1428 01:55:03,002 --> 01:55:10,999 Something along these lines here. 1429 01:55:11,002 --> 01:55:26,999 Yeah. 1430 01:55:27,002 --> 01:55:36,999 Right, so I want to have some detailing there. 1431 01:55:37,002 --> 01:55:50,999 And that's supposed to come down there. 1432 01:55:51,002 --> 01:55:57,999 What do I like? 1433 01:55:58,002 --> 01:56:06,999 Okay, maybe it's because the whole thing needs to come down a little bit. 1434 01:56:07,002 --> 01:56:16,999 Like that. 1435 01:56:17,002 --> 01:56:21,999 And then like this here. 1436 01:56:22,002 --> 01:56:27,999 So like that. 1437 01:56:28,002 --> 01:56:32,999 And this one can just pop up a little bit. 1438 01:56:33,002 --> 01:56:33,999 Yeah, that feels pretty good. 1439 01:56:34,002 --> 01:56:40,999 I mean, you're never going to see this tiny detail, but it felt necessary. 1440 01:56:41,002 --> 01:56:45,999 Okay, and creating the next bit here. 1441 01:56:46,002 --> 01:56:51,999 So I'm thinking that this bit right here has a little bit more of a different structure. 1442 01:56:52,002 --> 01:56:57,999 Maybe I can borrow this one here. 1443 01:56:58,002 --> 01:57:01,999 No, maybe. 1444 01:57:02,002 --> 01:57:03,999 Maybe this one. 1445 01:57:04,002 --> 01:57:08,999 Let me just make these two flat here. 1446 01:57:09,002 --> 01:57:12,999 And then this one flat here also. 1447 01:57:13,002 --> 01:57:17,999 And then I can get that out there. 1448 01:57:18,002 --> 01:57:22,999 That's going to be out here-ish. 1449 01:57:23,002 --> 01:57:24,999 And this one is going to be... 1450 01:57:25,002 --> 01:57:25,999 Oh, it depends. 1451 01:57:26,002 --> 01:57:33,999 Maybe I should just do this one. 1452 01:57:34,002 --> 01:57:36,999 Like that. 1453 01:57:37,002 --> 01:57:44,999 And I might split this one up so I can do symmetry. 1454 01:57:45,002 --> 01:57:50,999 A P, then symmetry, and then I have to do it across the Y-axis here. 1455 01:57:51,002 --> 01:58:00,999 Like that. 1456 01:58:01,002 --> 01:58:08,999 Oh, that might have a face on the inside there. 1457 01:58:09,002 --> 01:58:10,999 Yep. 1458 01:58:11,002 --> 01:58:14,999 Okay, the bottom is a little bit uneven. 1459 01:58:15,002 --> 01:58:16,999 That's what was going on. 1460 01:58:17,002 --> 01:58:19,999 And the top also. 1461 01:58:20,002 --> 01:58:21,999 Oh, it's because this one is. 1462 01:58:22,002 --> 01:58:23,999 I'm just going to correct that as well. 1463 01:58:24,002 --> 01:58:25,999 There we go. 1464 01:58:26,002 --> 01:58:31,999 And then this one can have kind of this structure here. 1465 01:58:32,002 --> 01:58:34,999 I think I want it to go out like that. 1466 01:58:35,002 --> 01:58:37,999 Yeah, exactly. 1467 01:58:38,002 --> 01:58:41,999 And then we're going to have that thing on top kind of connecting it all. 1468 01:58:42,002 --> 01:58:47,999 That sounds pretty good. 1469 01:58:48,002 --> 01:58:51,999 So let's just get all of this here. 1470 01:58:52,002 --> 01:58:56,999 Then make that slide in there. 1471 01:58:57,002 --> 01:59:02,999 And do a little loop cut there. 1472 01:59:03,002 --> 01:59:04,999 Then bring that in. 1473 01:59:05,002 --> 01:59:09,999 Then we do some faces in here we don't need. 1474 01:59:10,002 --> 01:59:13,999 Like that. 1475 01:59:14,002 --> 01:59:18,999 Let's see how that looks. 1476 01:59:19,002 --> 01:59:22,999 Okay, looks okay. 1477 01:59:23,002 --> 01:59:25,999 Looks not too bad. 1478 01:59:26,002 --> 01:59:28,999 That could probably come out a little bit more. 1479 01:59:29,002 --> 01:59:33,999 Then maybe this one could also come in a little bit. 1480 01:59:34,002 --> 01:59:40,999 Just to flow with the sword a little bit more. 1481 01:59:41,002 --> 01:59:45,999 Yeah, like that. 1482 01:59:46,002 --> 01:59:50,999 Something like that. 1483 01:59:51,002 --> 01:59:57,999 Not the most essential thing here. 1484 01:59:58,002 --> 02:00:08,999 Maybe that's kind of interesting. 1485 02:00:09,002 --> 02:00:12,999 Then I think we get a cylinder. 1486 02:00:13,002 --> 02:00:14,999 That's a little bit too... 1487 02:00:15,002 --> 02:00:17,999 Let's get a cylinder with eight, actually. 1488 02:00:18,002 --> 02:00:19,999 And two gone. 1489 02:00:20,002 --> 02:00:22,999 Then bring that in up here. 1490 02:00:23,002 --> 02:00:31,999 And then that can live somewhere around here. 1491 02:00:32,002 --> 02:00:34,999 And then like that, like that, like that. 1492 02:00:35,002 --> 02:00:41,999 Just going to close that one. 1493 02:00:42,002 --> 02:00:44,999 I'm freestyling a little bit with the design here. 1494 02:00:45,002 --> 02:00:51,999 Just to get some variation. 1495 02:00:52,002 --> 02:00:56,999 I think maybe... 1496 02:00:57,002 --> 02:00:59,999 Yeah, maybe something like that. 1497 02:01:00,002 --> 02:01:05,999 And then here. 1498 02:01:06,002 --> 02:01:06,999 There. 1499 02:01:07,002 --> 02:01:10,999 Then I want a similar transition to what we did on the top, 1500 02:01:11,002 --> 02:01:17,999 where some of the stuff becomes flat all of a sudden. 1501 02:01:18,002 --> 02:01:19,999 And how do we actually do that? 1502 02:01:20,002 --> 02:01:21,999 So we're going to do that. 1503 02:01:22,002 --> 02:01:25,999 Then I'm going to say that this one is going to be flat there. 1504 02:01:26,002 --> 02:01:28,999 This one is going to be flat there. 1505 02:01:29,002 --> 02:01:32,999 And then this one, and maybe also this one. 1506 02:01:33,002 --> 02:01:34,999 And then that one as well. 1507 02:01:35,002 --> 02:01:39,999 That one as well becomes a square in that sense. 1508 02:01:40,002 --> 02:01:42,999 And then... 1509 02:01:43,002 --> 02:01:47,999 Oh, like that. 1510 02:01:48,002 --> 02:01:49,999 Then I get... 1511 02:01:50,002 --> 02:01:53,999 We can have a pretty big version of that. 1512 02:01:54,002 --> 02:02:03,999 That kind of thing going on. 1513 02:02:04,002 --> 02:02:08,999 Yeah. 1514 02:02:09,002 --> 02:02:12,999 This could also be handled with a little bit of mirroring. 1515 02:02:13,002 --> 02:02:17,999 That would make it a little bit easier, but... 1516 02:02:18,002 --> 02:02:24,999 I think this can also work. 1517 02:02:25,002 --> 02:02:28,999 I'm not sure if I like the way that I've handled it. 1518 02:02:29,002 --> 02:02:43,999 That's funny, because it's a handle that I'm working on. 1519 02:02:44,002 --> 02:02:54,999 Like that and that. 1520 02:02:55,002 --> 02:02:59,999 Yeah, I think that's not too bad actually. 1521 02:03:00,002 --> 02:03:07,999 I kind of want to bring this thing here out there. 1522 02:03:08,002 --> 02:03:36,999 And I can have a little thing like that as well. 1523 02:03:37,002 --> 02:03:41,999 Maybe I should just cut it in half here. 1524 02:03:42,002 --> 02:03:45,999 I'll grab all the vertices underneath here, like that. 1525 02:03:46,002 --> 02:03:49,999 And then mirror this one below like that. 1526 02:03:50,002 --> 02:03:51,999 Okay, that works. 1527 02:03:52,002 --> 02:04:12,999 Then I can be a little bit more creative with this. 1528 02:04:13,002 --> 02:04:18,999 So it's there, it's there. 1529 02:04:19,002 --> 02:04:21,999 Let's look if it's all smooth. 1530 02:04:22,002 --> 02:04:25,999 It looks a little bit strange, but I think it's okay. 1531 02:04:26,002 --> 02:04:29,999 Yeah, I think that's fine. 1532 02:04:30,002 --> 02:04:33,999 Maybe I can take the same structure and just rotate it. 1533 02:04:34,002 --> 02:04:39,999 And then take this part here and say nope. 1534 02:04:40,002 --> 02:04:42,999 And take all of this, smack it in. 1535 02:04:43,002 --> 02:04:47,999 And do something like that for the sides. 1536 02:04:48,002 --> 02:04:54,999 Then we say I actually want this one here. 1537 02:04:55,002 --> 02:05:02,999 Put this bit here, kind of in the middle there. 1538 02:05:03,002 --> 02:05:11,000 And then we just put that on both sides. 1539 02:05:12,000 --> 02:05:17,999 Oh, so that was wrong, wasn't it? 1540 02:05:18,002 --> 02:05:21,999 Okay, so that one and then a new mirror modifier on top here. 1541 02:05:22,002 --> 02:05:27,999 That just crosses that one on the Y. 1542 02:05:28,002 --> 02:05:39,999 This one, I need this one to place it. 1543 02:05:40,002 --> 02:05:44,999 So right there, nice. 1544 02:05:45,002 --> 02:05:50,999 We technically have a little bit of gold going down here as well underneath. 1545 02:05:51,002 --> 02:05:57,000 Could integrate that into this one. 1546 02:06:12,000 --> 02:06:16,000 Sort of like that, like that. 1547 02:06:17,000 --> 02:06:24,999 And maybe even like that. 1548 02:06:25,002 --> 02:06:27,999 Just like that actually. 1549 02:06:28,002 --> 02:06:33,999 Yeah, that works. 1550 02:06:34,002 --> 02:06:36,999 That actually kind of works. 1551 02:06:37,002 --> 02:06:38,999 Don't know if it's enough though. 1552 02:06:39,002 --> 02:06:47,999 Could be that it should be a little bit bigger. 1553 02:06:48,002 --> 02:06:49,999 Like that. 1554 02:06:50,002 --> 02:07:02,999 And then having that kind of backing there. 1555 02:07:03,002 --> 02:07:06,999 And flatten those things out. 1556 02:07:07,002 --> 02:07:10,000 Then go all the way in like that. 1557 02:07:22,000 --> 02:07:24,999 Yeah, that feels pretty good. 1558 02:07:25,002 --> 02:07:25,999 Cool. 1559 02:07:26,002 --> 02:07:28,999 Can also just set that one to auto smooth. 1560 02:07:29,002 --> 02:07:33,999 Then we have the sword more or less in the shape there. 1561 02:07:34,002 --> 02:07:37,999 Then I just need the little skull. 1562 02:07:38,002 --> 02:07:38,999 What's the easiest? 1563 02:07:39,002 --> 02:07:44,999 I think the best way is to kind of just grab a cube, subdivide it a whole bunch. 1564 02:07:45,002 --> 02:07:49,999 And try to sculpt it real fast here. 1565 02:07:50,002 --> 02:08:02,999 So I'm going to go sculpt mode and then I think probably need to sculpt this across the Y axis. 1566 02:08:03,002 --> 02:08:04,999 I guess. 1567 02:08:05,002 --> 02:08:09,999 So let's see here what we got. 1568 02:08:10,002 --> 02:08:11,999 Let's remesh this. 1569 02:08:12,002 --> 02:08:12,999 Yeah, there we go. 1570 02:08:13,002 --> 02:08:15,999 Now we have a little bit more resolution. 1571 02:08:16,002 --> 02:08:26,999 And then we could just try to kind of follow this thing to begin with. 1572 02:08:27,002 --> 02:08:33,999 All right, just going to get into the kind of silhouette that it is. 1573 02:08:34,002 --> 02:08:42,999 We have the under jaw thing there. 1574 02:08:43,002 --> 02:08:48,999 Then it could be like that. 1575 02:08:49,002 --> 02:09:00,999 Then we say like this. 1576 02:09:01,002 --> 02:09:06,999 I'm just sculpting in the brow here. 1577 02:09:07,002 --> 02:09:17,999 And then just a little bit of stuff like that. 1578 02:09:18,002 --> 02:09:24,999 And getting in the jaw as much as possible. 1579 02:09:25,002 --> 02:09:25,999 And let's see here. 1580 02:09:26,002 --> 02:09:31,999 So technically because the jaw there would be a hole here, right? 1581 02:09:32,002 --> 02:09:35,999 And then. 1582 02:09:36,002 --> 02:09:39,999 So the jaw goes up there. 1583 02:09:40,002 --> 02:09:41,999 Give it a little bit more res. 1584 02:09:42,002 --> 02:09:47,999 So 0.5, just give it twice the res here. 1585 02:09:48,002 --> 02:09:56,999 And then we are going to give some teeth. 1586 02:09:57,002 --> 02:10:00,999 How many teeth does it have? 1587 02:10:01,002 --> 02:10:22,999 I guess that's what it depends. 1588 02:10:23,002 --> 02:10:27,000 Like that. 1589 02:10:28,000 --> 02:10:31,999 Then we have our cheekbone coming in like that. 1590 02:10:32,002 --> 02:10:50,999 It's a very crude skull here, but that's also sort of the point. 1591 02:10:51,002 --> 02:11:06,999 And then we got that there, that there, that there. 1592 02:11:07,002 --> 02:11:10,999 Then we just need the teeth as well here. 1593 02:11:11,002 --> 02:11:32,000 Let's see if we can get the skull drawing thing like that. 1594 02:11:33,000 --> 02:11:48,999 Like that, like that, like that. 1595 02:11:49,002 --> 02:11:50,999 That looks quite extreme. 1596 02:11:51,002 --> 02:11:56,999 It doesn't really fit the theme that much. 1597 02:11:57,002 --> 02:11:59,000 It's a little bit too crude almost. 1598 02:12:00,000 --> 02:12:07,999 But maybe that's the point that it comes from some slightly different culture. 1599 02:12:08,002 --> 02:12:11,999 But then again the rest of the saber kind of says that it comes from this one. 1600 02:12:12,002 --> 02:12:17,999 So maybe if I tone it down a little bit. 1601 02:12:18,002 --> 02:12:21,999 Maybe if the skull is a bit closer to a normal skull. 1602 02:12:22,002 --> 02:12:30,999 In terms of like this. 1603 02:12:31,002 --> 02:12:33,999 Like that. 1604 02:12:34,002 --> 02:12:40,999 Then definitely the mouth is very grotesque in its size. 1605 02:12:41,002 --> 02:12:52,999 It's also quite a strange way that the mouth surrounds this thing. 1606 02:12:53,002 --> 02:13:03,999 Let's see what we can get here. 1607 02:13:04,002 --> 02:13:08,000 Something like that. 1608 02:13:09,000 --> 02:13:10,999 That's pretty good. 1609 02:13:11,002 --> 02:13:11,999 Cool. 1610 02:13:12,002 --> 02:13:13,999 Then I have the skull here. 1611 02:13:14,002 --> 02:13:18,999 And then what to do with this resolution because it's quite high. 1612 02:13:19,002 --> 02:13:25,999 But we could handle it in a similar way that we did when we did the other things. 1613 02:13:26,002 --> 02:13:27,999 But I want to retopologize it. 1614 02:13:28,002 --> 02:13:31,999 So I think I'm going to take this skull, duplicate it. 1615 02:13:32,002 --> 02:13:33,999 And then I'm going to go down to the mesh properties here. 1616 02:13:34,002 --> 02:13:40,999 And then I go to actually object. 1617 02:13:41,002 --> 02:13:42,999 Where is that feature? 1618 02:13:43,002 --> 02:13:43,999 Mesh. 1619 02:13:44,002 --> 02:13:44,999 And then say remesh. 1620 02:13:45,002 --> 02:13:45,999 Here we go. 1621 02:13:46,002 --> 02:13:47,999 Then I set it to quad. 1622 02:13:48,002 --> 02:13:50,999 And then I can do a quad reflow remesh. 1623 02:13:51,002 --> 02:13:55,999 And I'm going to say around 500. 1624 02:13:56,002 --> 02:13:58,999 And use mesh symmetry. 1625 02:13:59,002 --> 02:13:59,999 Reserve sharp. 1626 02:14:00,002 --> 02:14:01,999 Yeah. 1627 02:14:02,002 --> 02:14:05,999 And then I've kind of remeshed it to this one. 1628 02:14:06,002 --> 02:14:11,999 So it's a bit more simple. 1629 02:14:12,002 --> 02:14:15,999 The only thing is that apparently this one is like that. 1630 02:14:16,002 --> 02:14:17,999 I'm going to say merge by distance here. 1631 02:14:18,002 --> 02:14:18,999 We got that merged. 1632 02:14:19,002 --> 02:14:20,999 So that's good. 1633 02:14:21,002 --> 02:14:24,999 And the nose could use a little bit of merge again. 1634 02:14:25,002 --> 02:14:26,999 There we go. 1635 02:14:27,002 --> 02:14:31,999 And now this one could actually get the subdivision or the multi-resolution modifier. 1636 02:14:32,002 --> 02:14:34,999 There we could say subdivided. 1637 02:14:35,002 --> 02:14:46,999 And then it could shrink wrap to the other skull, which was here. 1638 02:14:47,002 --> 02:14:49,999 To that one. 1639 02:14:50,002 --> 02:14:53,999 So we could say skull sculpt. 1640 02:14:54,002 --> 02:14:55,999 Like that. 1641 02:14:56,002 --> 02:14:56,999 Just hide that one. 1642 02:14:57,002 --> 02:14:57,999 And then now we get this one. 1643 02:14:58,002 --> 02:15:04,999 So if we subdivide this one, then we start getting a lot of good detail on this one. 1644 02:15:05,002 --> 02:15:07,999 I'm just going to say project instead. 1645 02:15:08,002 --> 02:15:09,999 And then we essentially have that. 1646 02:15:10,002 --> 02:15:16,999 But with a topology that makes a little bit more sense, at least. 1647 02:15:17,002 --> 02:15:19,999 So we can always get the detail in if we need the detail. 1648 02:15:20,002 --> 02:15:20,999 Cool. 1649 02:15:21,002 --> 02:15:25,999 So it's essentially just lying there now. 1650 02:15:26,002 --> 02:15:29,999 And we could, I guess we could just apply this. 1651 02:15:30,002 --> 02:15:31,999 And then we have that detail on that one. 1652 02:15:32,002 --> 02:15:34,999 We can always go down if we need to. 1653 02:15:35,002 --> 02:15:35,999 To the simpler one. 1654 02:15:36,002 --> 02:15:37,999 Like that. 1655 02:15:38,002 --> 02:15:38,999 Basically. 1656 02:15:39,002 --> 02:15:40,999 And we have the higher one. 1657 02:15:41,002 --> 02:15:41,999 Very good. 1658 02:15:42,002 --> 02:15:42,999 Super simple. 1659 02:15:43,002 --> 02:15:45,999 Once you know how to do it, then you can really do a lot. 1660 02:15:46,002 --> 02:15:51,999 I think I can just keep that skull somewhere else. 1661 02:15:52,002 --> 02:15:52,999 Okay. 1662 02:15:53,002 --> 02:15:56,999 Well, I think that's pretty much the sword here then. 1663 02:15:57,002 --> 02:15:59,999 I'm going to merge all these things here. 1664 02:16:00,002 --> 02:16:03,999 We should go into the mesh and just merge it. 1665 02:16:04,002 --> 02:16:06,999 And say. 1666 02:16:07,002 --> 02:16:07,999 Like that. 1667 02:16:08,002 --> 02:16:10,999 Just check the face orientation here. 1668 02:16:11,002 --> 02:16:12,999 And then I'll shift the calculator outside. 1669 02:16:13,002 --> 02:16:14,999 And then this one, I'm just going to keep by itself. 1670 02:16:15,002 --> 02:16:16,999 But I'm going to parent it underneath the sword. 1671 02:16:17,002 --> 02:16:21,999 So when I move the sword, then it all comes with it. 1672 02:16:22,002 --> 02:16:23,999 And we will integrate the skull into this thing. 1673 02:16:24,002 --> 02:16:34,999 But I'd rather do that when I start baking everything. 1674 02:16:35,002 --> 02:16:37,999 Cool. 1675 02:16:38,002 --> 02:16:40,999 Then I need to do the scabbard. 1676 02:16:41,002 --> 02:16:43,999 I think I don't really need the reference anymore. 1677 02:16:44,002 --> 02:16:45,999 I'm going to hide that. 1678 02:16:46,002 --> 02:16:49,999 And then now I can do the scabbard for the sword here. 1679 02:16:50,002 --> 02:16:51,999 The scabbard is going to be quite simple. 1680 02:16:52,002 --> 02:16:57,999 I just want to follow the sword's flow somewhat. 1681 02:16:58,002 --> 02:17:05,999 So we need to make sure that it's wide enough at the top for it to sink into. 1682 02:17:06,002 --> 02:17:11,999 And then that's kind of how it goes. 1683 02:17:12,002 --> 02:17:16,999 Like that. 1684 02:17:17,002 --> 02:17:30,999 And then we can get that coming in like so. 1685 02:17:31,002 --> 02:17:36,999 Yeah, that might actually be kind of nice. 1686 02:17:37,002 --> 02:17:38,999 Then I don't want the scabbard to be too long. 1687 02:17:39,002 --> 02:17:41,999 I'm only going to be covering some of the sword. 1688 02:17:42,002 --> 02:17:45,999 So it's like a half scabbard thing. 1689 02:17:46,002 --> 02:17:52,999 Because he's going to be carrying the scabbard kind of on his back-ish. 1690 02:17:53,002 --> 02:17:55,999 Something along those lines. 1691 02:17:56,002 --> 02:17:57,999 Yeah, cool. 1692 02:17:58,002 --> 02:17:59,999 That's pretty simple. 1693 02:18:00,002 --> 02:18:04,999 And then I could be doing like a solidify. 1694 02:18:05,002 --> 02:18:07,999 And then maybe a bill. 1695 02:18:08,002 --> 02:18:11,999 Anything. I think this one can actually have a bill. 1696 02:18:12,002 --> 02:18:12,999 Yeah. 1697 02:18:13,002 --> 02:18:19,999 And then this one can maybe just have a little... 1698 02:18:20,002 --> 02:18:22,999 It could be raised a little bit. 1699 02:18:23,002 --> 02:18:31,999 Like this. 1700 02:18:32,002 --> 02:18:36,999 And then same can this bottom piece here. 1701 02:18:37,002 --> 02:18:46,999 Can also be raised a little bit. 1702 02:18:47,002 --> 02:18:49,999 Like that. 1703 02:18:50,002 --> 02:18:53,999 Maybe... 1704 02:18:54,002 --> 02:18:59,999 Maybe it's a bit too small with the detailing there. 1705 02:19:00,002 --> 02:19:01,999 Yeah, it can be a little bit bigger. 1706 02:19:02,002 --> 02:19:06,999 Same with this one. Can also be quite a bit bigger. 1707 02:19:07,002 --> 02:19:07,999 Nice. 1708 02:19:08,002 --> 02:19:11,999 So I'm kind of imagining that these can be metal pieces that stick out a little bit. 1709 02:19:12,002 --> 02:19:15,999 And I also want to do one here. 1710 02:19:16,002 --> 02:19:18,999 Get it there. Get it there. Get it there. 1711 02:19:19,002 --> 02:19:29,999 Let's just raise this one outwards a little bit. 1712 02:19:30,002 --> 02:19:35,999 This is a simple way of giving it a little bit of character. 1713 02:19:36,002 --> 02:19:37,999 Like that. 1714 02:19:38,002 --> 02:19:41,999 And this one can also come out a little bit. 1715 02:19:42,002 --> 02:19:44,999 And then I want to do some straps for it to hang on to. 1716 02:19:45,002 --> 02:19:50,999 We could reuse the one we already created for the belt plug, for the bag. 1717 02:19:51,002 --> 02:19:56,999 Just to create some kind of relation to that. 1718 02:19:57,002 --> 02:19:58,999 I'm just going to unhide the character here. 1719 02:19:59,002 --> 02:20:04,999 And then this strap here. 1720 02:20:05,002 --> 02:20:06,999 So I'm going to take that out. 1721 02:20:07,002 --> 02:20:08,999 B, selection. 1722 02:20:09,002 --> 02:20:11,999 And then put that one into the blockout right now. 1723 02:20:12,002 --> 02:20:14,999 That's where the sword is. 1724 02:20:15,002 --> 02:20:20,999 And then this one can go up there. 1725 02:20:21,002 --> 02:20:23,999 Like that. 1726 02:20:24,002 --> 02:20:28,999 Something geometry. 1727 02:20:29,002 --> 02:20:38,999 And this one can kind of just live somewhere. 1728 02:20:39,002 --> 02:20:42,999 Like here. 1729 02:20:43,002 --> 02:20:50,999 Maybe one down here. 1730 02:20:51,002 --> 02:20:54,999 And then that can sit on the back in a certain way. 1731 02:20:55,002 --> 02:20:58,999 Then I just need a strap to lay over here. 1732 02:20:59,002 --> 02:21:03,999 So I'm going to get a plane. 1733 02:21:04,002 --> 02:21:06,999 Rotate this by 90. 1734 02:21:07,002 --> 02:21:27,999 And then I guess this can be in the middle here. 1735 02:21:28,002 --> 02:21:47,999 Like that. 1736 02:21:48,002 --> 02:21:50,999 Let's see. 1737 02:21:51,002 --> 02:21:53,999 This one could be out here a little bit. 1738 02:21:54,002 --> 02:21:57,999 This one could be there. 1739 02:21:58,002 --> 02:22:04,999 I guess this one could also be out here a little bit. 1740 02:22:05,002 --> 02:22:05,999 Like that. 1741 02:22:06,002 --> 02:22:08,999 I'll just give it some solidify here. 1742 02:22:09,002 --> 02:22:11,999 That has a little bit of thickness. 1743 02:22:12,002 --> 02:22:12,999 Like that. 1744 02:22:13,002 --> 02:22:17,999 Oh, that's a bit too much. 1745 02:22:18,002 --> 02:22:27,999 And then we could give it some bolts. 1746 02:22:28,002 --> 02:22:42,999 Just to tie it all together. 1747 02:22:43,002 --> 02:22:44,999 You know, you would never really see this detail, right? 1748 02:22:45,002 --> 02:22:45,999 And a lot of the detail is like that. 1749 02:22:46,002 --> 02:22:53,999 But then we have the option in case. 1750 02:22:54,002 --> 02:22:55,999 Nice. 1751 02:22:56,002 --> 02:22:58,999 Yeah, that seems pretty good. 1752 02:22:59,002 --> 02:23:03,999 Then I can take all this here and just geometry to mesh. 1753 02:23:04,002 --> 02:23:05,999 Visual geometry to mesh. 1754 02:23:06,002 --> 02:23:06,999 Put it in. 1755 02:23:07,002 --> 02:23:11,000 And then the scabbard is going to hold. 1756 02:23:12,000 --> 02:23:16,999 And then I can attach that to the character. 1757 02:23:17,002 --> 02:23:20,999 So I only need to attach the scabbard right now. 1758 02:23:21,002 --> 02:23:25,999 The sword will be attached in different means. 1759 02:23:26,002 --> 02:23:30,999 Because the character actually needs to be able to wield the sword. 1760 02:23:31,002 --> 02:23:33,999 So let's see here. 1761 02:23:34,002 --> 02:23:34,999 So let's remove that one again. 1762 02:23:35,002 --> 02:23:39,999 Get the character in place. 1763 02:23:40,002 --> 02:23:44,999 And then get this and this. 1764 02:23:45,002 --> 02:23:53,999 And that's the stuff here. 1765 02:23:54,002 --> 02:23:56,999 Then we can get the scabbard. 1766 02:23:57,002 --> 02:24:00,999 And place it how we need to. 1767 02:24:01,002 --> 02:24:05,999 And we want it to be actually that way. 1768 02:24:06,002 --> 02:24:08,000 I think. 1769 02:24:09,000 --> 02:24:15,999 So this character will be left-handed, I think. 1770 02:24:16,002 --> 02:24:20,999 Which is... 1771 02:24:21,002 --> 02:24:23,999 Okay. 1772 02:24:24,002 --> 02:24:29,999 So we got to find some kind of position for this here. 1773 02:24:30,002 --> 02:24:34,999 I think that kind of works. 1774 02:24:35,002 --> 02:24:36,999 It's not that big. 1775 02:24:37,002 --> 02:24:40,999 I'm wondering if it's too small. 1776 02:24:41,002 --> 02:24:42,999 If the sword is too small now. 1777 02:24:43,002 --> 02:24:53,999 I just need to see how it feels when it's in the hand of the character. 1778 02:24:54,002 --> 02:24:57,999 Well, that doesn't feel too bad. 1779 02:24:58,002 --> 02:25:02,999 It actually feels kind of good. 1780 02:25:03,002 --> 02:25:08,999 Okay, I think that's right. That's good. 1781 02:25:09,002 --> 02:25:12,999 Then the scabbard will stay this way. 1782 02:25:13,002 --> 02:25:25,999 I think that probably feels pretty good. 1783 02:25:26,002 --> 02:25:30,999 Yeah, that's probably pretty good. 1784 02:25:31,002 --> 02:25:31,999 Cool. 1785 02:25:32,002 --> 02:25:35,999 I want to grab another rope, like this one. 1786 02:25:36,002 --> 02:25:39,999 And do exactly the same thing to that one. 1787 02:25:40,002 --> 02:25:42,999 So I'm going to duplicate this here. 1788 02:25:43,002 --> 02:25:49,999 And get this to work. 1789 02:25:50,002 --> 02:25:51,999 Let's see here. 1790 02:25:52,002 --> 02:25:55,999 So I'm just going to take all this stuff here and delete it. 1791 02:25:56,002 --> 02:25:58,999 Delete it. 1792 02:25:59,002 --> 02:26:02,999 Then bring this in a little bit. 1793 02:26:03,002 --> 02:26:10,999 And start manipulating some of these wires here. 1794 02:26:11,002 --> 02:26:15,999 I think starting out simple with these ones was really the trick. 1795 02:26:16,002 --> 02:26:19,999 So that one goes there. 1796 02:26:20,002 --> 02:26:27,999 This one can go up here. 1797 02:26:28,002 --> 02:26:34,999 This one can go through there. 1798 02:26:35,002 --> 02:26:41,999 Right, so that's the trick. 1799 02:26:42,002 --> 02:26:43,999 So that one sits there. 1800 02:26:44,002 --> 02:26:46,999 Then this one can come over. 1801 02:26:47,002 --> 02:26:48,999 Oh, that's the question actually. 1802 02:26:49,002 --> 02:26:54,999 Should it run along this one and then sit like that? 1803 02:26:55,002 --> 02:26:56,999 Maybe that's cool. 1804 02:26:57,002 --> 02:27:01,999 And this one can go underneath it instead. 1805 02:27:02,002 --> 02:27:04,999 This one can be there. 1806 02:27:05,002 --> 02:27:08,999 Alongside this one. 1807 02:27:09,002 --> 02:27:18,999 That is kind of cool. 1808 02:27:19,002 --> 02:27:21,999 Okay. 1809 02:27:22,002 --> 02:27:23,999 Like so. 1810 02:27:24,002 --> 02:27:29,999 Like so. 1811 02:27:30,002 --> 02:27:48,999 Right, right, right, right. 1812 02:27:49,002 --> 02:27:52,999 Like that. 1813 02:27:53,002 --> 02:27:54,999 Let's try one. 1814 02:27:55,002 --> 02:28:05,999 This one. 1815 02:28:06,002 --> 02:28:16,999 Like this, like that. 1816 02:28:17,002 --> 02:28:19,999 Like that, like that. 1817 02:28:20,002 --> 02:28:38,999 And... 1818 02:28:39,002 --> 02:28:41,999 I've got a lot of ropes kind of entangled there. 1819 02:28:42,002 --> 02:28:44,999 That's actually kind of nice. 1820 02:28:45,002 --> 02:28:49,999 I get this one and I can just put it there. 1821 02:28:50,002 --> 02:28:54,999 There could be some issues with these ropes kind of the way that they are here. 1822 02:28:55,002 --> 02:28:57,999 And the way that it's tied. 1823 02:28:58,002 --> 02:29:01,999 So tied and maybe the rigging will be a little bit annoying. 1824 02:29:02,002 --> 02:29:06,999 But hopefully... 1825 02:29:07,002 --> 02:29:08,999 Oh, that's the wrong one. 1826 02:29:09,002 --> 02:29:14,999 Set it right there. 1827 02:29:15,002 --> 02:29:17,999 See here, like that. 1828 02:29:18,002 --> 02:29:22,999 And then this one can come around there. 1829 02:29:23,002 --> 02:29:25,000 There, there, there, up to there. 1830 02:29:53,000 --> 02:30:13,999 Yeah. 1831 02:30:14,002 --> 02:30:15,999 That actually kind of works. 1832 02:30:16,002 --> 02:30:17,999 That looks pretty good. 1833 02:30:18,002 --> 02:30:19,999 Nice. 1834 02:30:20,002 --> 02:30:30,999 That actually feels pretty solid all the way around. 1835 02:30:31,002 --> 02:30:32,999 Hmm. 1836 02:30:33,002 --> 02:30:41,999 And looking at our concept, I think that was pretty much the final piece for all the assets. 1837 02:30:42,002 --> 02:30:43,999 And that's it for this chapter. 1838 02:30:44,002 --> 02:30:46,000 And then we'll move on to the next one. 133502

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