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Hello, so in this chapter we are going to start creating a lot of the assets for the character.
2
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So if we check out the actual concept piece here, the one I created in my previous tutorial,
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then we have a few things we need to make.
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So one thing, the big thing here is the blue cloth around his waist here.
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We got the sandals there, we got the headgear with the scarf covering everything,
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and we got the belt area, the scabbard and the bag, and of course we got the sword.
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So all those things are things that we need to create some kind of model of in Blender.
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We're going to start off with creating the stuff on the character itself,
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so the cloth, the belt area stuff, then this, and then we'll do the sword as the last thing.
10
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Okay, so for the cloth, I think the easiest thing to be done here is maybe creating some kind of cylinder,
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and then setting that cylinder to be around 8.
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Just keeping it very simple, then deleting the top and the bottom,
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and then bringing that in, kind of like this, figuring out the right height for it,
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something along those lines, maybe a little bit taller.
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Just seeing here if we can bring it in-ish.
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Then I think the concept at least shows that there is a slight gap there,
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right here where that's where the cloth meets, and that can be a way to peek through also.
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The concept doesn't really suggest the character having anything underneath,
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but I think maybe it would be good to put some kind of garment, like an underpant or something like that,
21
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so I might also put that in.
22
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We could kind of sculpt it in and then just color it,
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but I think creating just a little bit of a cloth might be interesting,
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so I'm just going to subdivide this here until I get kind of square-ish looking things,
25
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maybe a bit more like that.
26
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Yeah, I think that's pretty good.
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Then I could subdivide this.
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If I needed to, just set it to simple, or I could set it to Captain Clark,
29
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and then say Keep Corners, then we get that instead.
30
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And this is just getting some sort of a base here,
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and it's not supposed to do anything really special.
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I could, of course, sim this to get a base, but I don't think it's that necessary.
33
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I think we could just sculpt it out and get what we need from that.
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So I might just pull this out here a little bit at the different directions
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so we get what we need here,
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like that, like that, like that.
37
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Rigging this will also be a little bit of a challenge.
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I would potentially sim this in either Unity or Unreal
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if I was getting it into a game engine.
40
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I think that's actually how I would properly tackle it.
41
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But I think we can add some bones also to the cloth
42
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just to be able to move it.
43
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And it depends on what it is you're looking to do, of course.
44
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Let's see. Okay, cool. So I got that.
45
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And I am intending to potentially sculpt this to get it closer to what I want.
46
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So I'm just putting it in a rough position here.
47
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That seems pretty good.
48
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And I'm just going to be doing a single layer kind of sheet around the body here
49
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because that's all we really need.
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Doing thickness doesn't really make too much sense for the level of detail we're doing.
51
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Okay, so we got that thing there.
52
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Then it would be good to create some kind of belt-like structure around
53
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so we can kind of create this cloth with that in mind.
54
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I might just pull this up a little bit more
55
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and then just give everything an extra subdivision.
56
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Is that necessary?
57
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I'll keep it low for now.
58
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Let's see. So we got to create this belt here.
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So we got kind of like a leathery thing underneath, I think,
60
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and then some kind of metal thing and a metal thing there.
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So let's start with the leathery thing around here.
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So I'm going to grab a cylinder.
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Maybe set that to 16.
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Delete that.
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Bring that up here.
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This is going to become the thing around,
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like the bigger leathery thing
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that kind of sits and tightens everything together.
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And that thing, I might just place that so that it fits with the waist here.
70
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So I'm going to just get that to exactly kind of fit around.
71
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And this I'm actually going to conform to the body somewhat.
72
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So we could do that by putting a shrink wrap on it
73
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and just saying, you know what, go here.
74
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And then it does that.
75
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And then we could make it expand a little bit like that.
76
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And then we could do something like that.
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And then it kind of just conforms by itself.
78
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But it gets a little bit uneven.
79
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We could also try a project method instead and see what we get there.
80
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That actually doesn't look too bad.
81
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Then if I subdivide this one.
82
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Yeah, subdivide it and then give it a solidify modifier on the other side here.
83
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Then we give that a little bit of thickness.
84
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I think that could actually work.
85
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It might be too high detail for what we want here.
86
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Let's see if we bring this one down again.
87
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Maybe it's just because it makes it less jaggedy.
88
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We could also select these and go to select and say checker deselect
89
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CTRL delete and then we get this.
90
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And then here we get this here and we want a bit more of an offset.
91
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That's almost nicer to have it like that.
92
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Just keeping it simple and this is really where the model references can come in handy.
93
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How detailed these ones are and then do something in the same vein.
94
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But I think we were almost fine having that little of detail there.
95
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I think that's a little bit on the heavy side.
96
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But I think that's okay if it makes everything a little bit easier.
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Cool, so we got that going on there.
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Then we have our cloth underneath.
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This one needs to go over there.
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And the sculpt here can also go in there.
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And the eyes there.
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And then I want to sculpt the cloth so that it fits underneath right there.
103
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Okay, so let's see what's next here.
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I think the belt buckle, the big golden piece, this piece here is what I should be attacking.
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And this is just some simple modeling.
106
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Nothing really crazy going on here.
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I might do it with a piece like this.
108
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And then mirroring this across.
109
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And then having a cylinder maybe.
110
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So do something like that.
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Then I could also...
112
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And then I get half of this here.
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Like that.
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And then that's mirrored over, so that's good.
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And then putting that in there.
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Maybe even trying to conform this to this one a little bit.
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It should be even on top and bottom.
118
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No, it doesn't have to be.
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Like that.
120
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Then...
121
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Let's get...
123
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I'm going to set the 3D cursor between these two.
124
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So cursor 2 selected.
125
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And then this goes around the 3D cursor.
126
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So I get this kind of behavior here.
127
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And then making it go like that.
128
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Maybe even bringing it in like that also.
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Some kind of lip like that.
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And then...
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I don't know exactly what this thing is going to be like.
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But just giving it some kind of detailing.
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Like this.
134
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I could always sculpt on top of it afterwards.
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Maybe I'm just beveling in an edge there.
136
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Or something like that.
137
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That's not too bad.
138
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And then here, got that.
139
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Got that like so also.
140
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And then we can bring in this one here.
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I could solidify this one or just give this one some thickness.
142
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Like that.
143
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And then back to a median point.
144
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And just adjusting that a little bit.
145
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Just give it a little bit of soft selection to make it a bit more...
146
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Like a metal that's been actually touched by human hands.
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Okay.
148
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Bringing that in.
149
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It looks a little bit like a wrestler's kind of...
150
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Or MMA fight or those kind of belts that they wear in the champion's belt.
151
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And this one definitely goes here according to the concept.
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See how big that is.
153
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It could be a little bit bigger.
154
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And I think this one could then also be a little bit bigger.
155
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And that's kind of the look that it's suggesting here.
156
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Like that.
157
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Okie dokie.
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We've got that there.
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And then we do have potentially another cylinder.
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Then I will also make that happen here.
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Could move that one so it's a bit clearer.
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Like so.
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And then we have that here.
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Just creating a little bit of a definition here.
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Set this to normal.
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Like that-ish.
167
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That seems pretty good.
168
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Then here I kind of want a hole in here.
169
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So press I.
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Faces there and there.
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And bridge.
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Set the edge loop there.
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Then I get a little bit of a...
174
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Also try this here.
175
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Make it rounded.
176
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Like that.
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Then do that.
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Then I get a little detail like that.
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Not super essential but it's just a little thing that we might see when it goes bigger.
180
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And I could sculpt on this one afterwards if that was something.
181
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But I don't necessarily think that we need it.
182
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But it could be interesting to sculpt on it just to get some slightly metallic look.
183
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Getting it buffed up and edged.
184
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Then we could project some stuff.
185
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We could do it with that one and the helmet.
186
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Okay.
187
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Then this one here I think that I can create the next layer.
188
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I might just duplicate this one.
189
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Not like that.
190
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But going in here and then duplicating it.
191
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Turning off the shrinkwrap and turning the solidifier off.
192
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And then just doing like this.
193
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Then I might do that there.
194
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Then put key corners on this one.
195
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This will be the second part of it.
196
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That's going to wrap it around.
197
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And it's going to probably just stay like that.
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Let's see here.
199
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We need a mirror.
200
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And we need to turn off normal here so we can move things again like we used to.
201
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And getting that in there.
202
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Just adjusting this a little bit.
203
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Probably turn on clipping so that we don't have anything intersecting like that.
204
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There we go.
205
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And this one can also have probably a solidifier modifier on this one.
206
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Should it go inwards or outwards?
207
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I was actually thinking outwards.
208
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Let's try that.
209
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And then we do have this stuff here.
210
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That is, we could snap it to the surface like that.
211
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Let's see if that gives us something.
212
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Maybe that gives us a little bit of room to play here.
213
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Just snapping this to this.
214
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That seems pretty good actually.
215
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It's a little bit uneven here and there, but that is okay.
216
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Getting a little bit of that look there.
217
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That's quite nice.
218
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And on these planes themselves, I could use another layer inside.
219
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So I might go like this and then like this here.
220
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Just forget about that one.
221
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Slide that over.
222
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Put that layer in there.
223
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Without that one.
224
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This layer will have something a bit different.
225
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How do I want to do that actually?
226
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Because I only want the outside to really go crazy.
227
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I could make it so that it only peeks through.
228
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Maybe we'll just delete it.
229
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And then this one will have...
230
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Keep corners, keep corners.
231
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And then that one is like that.
232
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Maybe that's okay.
233
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And then we have it.
234
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There's a little bit of design work here where we're just figuring out exactly what could be good on this one.
235
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But maybe the detailing is kind of like this.
236
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And then it just sits like that.
237
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And then it clamps together with the other one.
238
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So I'm going to reduce the thickness of this one a little bit.
239
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Not make it as bulky.
240
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But that does mean that it is coming together right there.
241
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Maybe it's just the edges that I don't like.
242
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They're coming out too much.
243
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Like that.
244
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And then these ones can come in a little bit.
245
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Like that.
246
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Like that.
247
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Yeah, okay.
248
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You know what?
249
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I think that's fine.
250
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And then creating some kind of lip over here.
251
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A piece that can connect them.
252
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Like that, like that, like that.
253
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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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