1 00:00:00,810 --> 00:00:01,650 Hello, everyone. 2 00:00:01,890 --> 00:00:03,930 So it is a deal. 3 00:00:03,930 --> 00:00:07,830 We are going to work to expand the phase, but fair. 4 00:00:07,950 --> 00:00:10,590 But first we need to do some adjustments. 5 00:00:11,220 --> 00:00:22,140 And I want to ensure to introduce to you and you modify as you may, you may find useful in your own 6 00:00:22,140 --> 00:00:22,620 project. 7 00:00:22,660 --> 00:00:29,430 So as you can see, you want to know where explains this face over here. 8 00:00:30,030 --> 00:00:35,010 But we also need to first join all the areas. 9 00:00:35,250 --> 00:00:37,050 Join this area as well. 10 00:00:37,680 --> 00:00:38,400 To the phase. 11 00:00:39,300 --> 00:00:40,800 But let's go to the shading menu. 12 00:00:41,100 --> 00:00:49,860 And if I go to edit mode, as you can see, the geometry of the ear and the nose and the phase, the 13 00:00:49,860 --> 00:00:50,680 base geometry. 14 00:00:50,700 --> 00:00:54,990 Before our point, the subdivision level is too much difference. 15 00:00:54,990 --> 00:00:56,520 So I want to fix that. 16 00:00:56,580 --> 00:00:59,670 So let's separate them again. 17 00:00:59,730 --> 00:01:01,320 So if you remember, we joined them. 18 00:01:01,320 --> 00:01:11,880 So to separate them again by pressing L in the first auction and all the other other here and all on 19 00:01:11,880 --> 00:01:12,900 the nose. 20 00:01:13,170 --> 00:01:17,580 And let's separate them by loose parts. 21 00:01:18,060 --> 00:01:18,390 All right. 22 00:01:18,780 --> 00:01:22,230 Blender is going to separate them now. 23 00:01:22,230 --> 00:01:26,400 So we have a separate the nose and separate ears. 24 00:01:26,940 --> 00:01:27,360 Okay. 25 00:01:27,900 --> 00:01:36,330 So first, let's actually join these two years because we want to apply the same modifier. 26 00:01:36,420 --> 00:01:44,610 So to do that, let's first delete the subdivision modifier that the inherited that from the phase this 27 00:01:45,030 --> 00:01:46,920 delete subdivision modifier for both. 28 00:01:47,520 --> 00:01:49,830 And then let's join these two. 29 00:01:51,000 --> 00:01:53,100 Let's delete this one as well. 30 00:01:53,370 --> 00:01:56,550 Now we are ready to join these two years. 31 00:01:56,550 --> 00:02:01,360 So as press control j to join them and now they are joined. 32 00:02:01,380 --> 00:02:08,100 So now we what I wanted to show you is go to modifiers and click on dismiss. 33 00:02:08,100 --> 00:02:11,520 So remember this geometry is too high for us. 34 00:02:11,910 --> 00:02:15,140 We want a pretty similar geometry. 35 00:02:15,150 --> 00:02:23,070 Like we don't want too much difference because after applying the subdivision level is going to be too 36 00:02:23,070 --> 00:02:27,060 high in this area and we don't want those code modifiers. 37 00:02:27,070 --> 00:02:30,270 And we can do we can reduce the geometry by decimate. 38 00:02:30,720 --> 00:02:37,500 So here on the collapse, it will make the geometry very less triangular. 39 00:02:37,500 --> 00:02:40,740 So if I decrease this, as you can see, the geometry will be triangle. 40 00:02:40,860 --> 00:02:49,350 Let's go to I'm interested in this area because as you remember, we made this a mesh weights with a 41 00:02:49,350 --> 00:02:51,840 simple with a simple. 42 00:02:55,220 --> 00:02:57,340 With a simple cylinder. 43 00:02:57,350 --> 00:02:57,770 So. 44 00:02:58,760 --> 00:02:59,840 And then subdivided. 45 00:02:59,960 --> 00:03:05,150 So we have a very wide mesh we can subdivided with this menu over here. 46 00:03:05,150 --> 00:03:08,030 So I have 30,000 fazer. 47 00:03:08,030 --> 00:03:10,790 So if I do one answer to it, I get this result. 48 00:03:10,790 --> 00:03:13,160 But I'm not interested in this shape. 49 00:03:13,160 --> 00:03:15,560 So this geometry is not very good for me. 50 00:03:15,560 --> 00:03:21,680 It is made a result in bad edges. 51 00:03:21,680 --> 00:03:27,800 So I want a very like something like this, very straight lines like this. 52 00:03:28,310 --> 00:03:29,710 These are what I'm interested in. 53 00:03:29,720 --> 00:03:30,080 All right. 54 00:03:30,590 --> 00:03:35,450 So one subdivision level, not very good, two subdivision level, as you can see. 55 00:03:35,750 --> 00:03:37,180 Now, this is what I want. 56 00:03:37,700 --> 00:03:38,420 So. 57 00:03:39,980 --> 00:03:42,410 Let's do tree now three. 58 00:03:42,410 --> 00:03:45,250 So there's a little this is not what a want. 59 00:03:45,260 --> 00:03:49,220 Well let's go for four and now this is what they want. 60 00:03:49,520 --> 00:03:57,740 So if I increase it a little bit more, as you can see, this geometry gets a lot less. 61 00:03:58,370 --> 00:04:04,930 Well, it's just the resolution, but I think six of the original level may work. 62 00:04:04,940 --> 00:04:09,700 So let's duplicate that for just see how it works. 63 00:04:09,710 --> 00:04:18,589 If so, from 30,000 faces we raised 576 face it, safely apply this. 64 00:04:18,920 --> 00:04:23,690 And then after joining with the face with the face, we want three. 65 00:04:23,690 --> 00:04:24,590 So there's a levels. 66 00:04:24,890 --> 00:04:26,510 Let's add again three. 67 00:04:26,510 --> 00:04:31,040 So there's a little let's see how it looks. 68 00:04:31,040 --> 00:04:34,190 As you can see, not much of a difference. 69 00:04:34,520 --> 00:04:34,850 Right? 70 00:04:35,270 --> 00:04:39,410 So we can go with six subdivisions, six six 71 00:04:42,020 --> 00:04:49,820 decimation on subdivision, so six on subdivisions on subdivide and then click on Apply. 72 00:04:49,830 --> 00:04:53,090 So now let's go to the nose and do the same thing. 73 00:04:53,090 --> 00:04:57,440 So this image on subdivide, let's see the lower frame. 74 00:04:58,740 --> 00:05:00,680 And then now it's two. 75 00:05:00,780 --> 00:05:03,860 So we have 384 faces. 76 00:05:03,870 --> 00:05:06,180 Let's do one iteration. 77 00:05:06,900 --> 00:05:08,640 Not very good in the geometry. 78 00:05:08,640 --> 00:05:11,640 To the iteration, though, that looks very good. 79 00:05:11,650 --> 00:05:13,140 96 geometry. 80 00:05:13,140 --> 00:05:14,340 So that's what I'm after. 81 00:05:14,760 --> 00:05:16,650 Let's play it apply. 82 00:05:17,100 --> 00:05:25,110 And then now let's again join these loose parts with the face or here with control. 83 00:05:25,110 --> 00:05:28,830 J Now these parts as well inherited. 84 00:05:29,280 --> 00:05:35,730 So there's a little over here that we can apply later on or at least disable the wireframe. 85 00:05:35,730 --> 00:05:44,250 I want to also I want to also join the eyelets with the face. 86 00:05:44,640 --> 00:05:52,380 So let's check out the geometry and let's see if we can make subdivision level a little, little bit 87 00:05:52,680 --> 00:05:55,410 less so if you go here and do one subdivision. 88 00:05:55,740 --> 00:05:58,290 So I think you have to move it up here. 89 00:05:59,310 --> 00:05:59,670 All right. 90 00:05:59,940 --> 00:06:06,300 And go out of edit mode and now feel neighbor warframe. 91 00:06:07,050 --> 00:06:09,960 We can see each iteration what they do. 92 00:06:09,960 --> 00:06:18,120 So no I think we can't and decrease the geometry but we can do because these areas are not necessary 93 00:06:18,120 --> 00:06:18,720 for us. 94 00:06:19,980 --> 00:06:25,320 But we may want to move them later, so let's just keep them. 95 00:06:25,320 --> 00:06:26,580 This gentleman walks. 96 00:06:27,120 --> 00:06:32,490 Well, I think they're going to be higher in this area, the geology after I find the subdivision. 97 00:06:33,510 --> 00:06:43,980 But I think that's the safest, safest way to do it so as to disable the water frame of this always. 98 00:06:44,520 --> 00:06:54,570 Nonetheless, click on this and actually apply this and let's click on this and this and control J to 99 00:06:54,570 --> 00:07:03,330 join them and the data inherited to the subdivision level. 100 00:07:03,330 --> 00:07:06,600 But as you can see, we have a problem over here. 101 00:07:07,170 --> 00:07:21,000 So by applying subdivision level, it did some some harsh it did make this over here to be, let's say, 102 00:07:21,450 --> 00:07:22,650 distorted the edges. 103 00:07:23,250 --> 00:07:32,160 So let's undo that and see if we can if we can fix this, go here and then let's add a lookout over 104 00:07:32,160 --> 00:07:40,890 here and let's see, put adding look, cause we can save these edges from being too smooth out by the 105 00:07:40,890 --> 00:07:41,490 subdivision. 106 00:07:42,180 --> 00:07:43,770 Let's join them again. 107 00:07:45,250 --> 00:07:47,770 And as you can see now, it's much better. 108 00:07:48,100 --> 00:07:51,740 So compared with this one over here, it's much better. 109 00:07:51,770 --> 00:07:58,810 So one more of these little as well to this. 110 00:07:58,870 --> 00:08:07,040 Undo this and then let's actually go here and delete these ones. 111 00:08:07,060 --> 00:08:07,840 And so you can. 112 00:08:08,740 --> 00:08:09,070 All right. 113 00:08:09,070 --> 00:08:11,080 It didn't lead the whole thing. 114 00:08:11,080 --> 00:08:14,650 So it's press L and then all again and delete them. 115 00:08:15,160 --> 00:08:23,670 So then we going to do another move modify also another edge to here it's to protect the edges over 116 00:08:23,680 --> 00:08:25,990 here from being smoothed out too much. 117 00:08:27,780 --> 00:08:35,340 And now a thing worthy source of the movement for an object married to the phrase applying a mere modifier 118 00:08:35,490 --> 00:08:38,730 joined them with the phrase Control J. 119 00:08:39,240 --> 00:08:51,970 And now, as you can see, we have nice edges here, a right, which it also could also have better 120 00:08:51,990 --> 00:08:52,380 AIDS. 121 00:08:52,380 --> 00:09:00,150 So this is this is all about this is all about adjusting. 122 00:09:00,150 --> 00:09:05,430 And all right, let's also go to edge selection. 123 00:09:05,580 --> 00:09:09,150 Select this Edge and control, be available. 124 00:09:09,840 --> 00:09:17,400 Let's see how this will help us to add a very round shape over here. 125 00:09:17,400 --> 00:09:26,850 So at this level over here and then let's add a bubble over here as well. 126 00:09:26,850 --> 00:09:32,620 So two tuples, I'm going to add two bubbles to get a very round shape over here. 127 00:09:32,620 --> 00:09:37,440 And now all is applied for and you know the drill. 128 00:09:37,440 --> 00:09:39,180 So I do control J. 129 00:09:40,310 --> 00:09:42,840 And now we see how it looks. 130 00:09:42,840 --> 00:09:50,210 So I think now looks kind of it's like it's surrounded around these edges over here. 131 00:09:50,990 --> 00:09:52,940 So, yeah, it's definitely looks better. 132 00:09:52,940 --> 00:09:56,780 So let's go to what's real. 133 00:09:57,890 --> 00:09:59,000 Let's see. 134 00:09:59,480 --> 00:10:01,070 Yeah, it looks better to me. 135 00:10:02,810 --> 00:10:04,910 I'm going to keep it like this. 136 00:10:04,910 --> 00:10:10,250 So we add this some loops over here, and if we go to this mold, we have some loops. 137 00:10:10,700 --> 00:10:18,140 We can presumably delete these edges because we added. 138 00:10:21,390 --> 00:10:26,670 Bills that go to X and dissolve edges to dissolve these edges. 139 00:10:27,870 --> 00:10:29,710 And yeah, good to go. 140 00:10:30,300 --> 00:10:36,600 So now this is the whole face without the eyes on the eyebrows. 141 00:10:36,900 --> 00:10:44,880 All right, let's go and control a skill, and then we want to have the hands. 142 00:10:46,330 --> 00:10:47,410 To the face as well. 143 00:10:47,410 --> 00:10:54,190 So we can we can do one one, which explains. 144 00:10:54,190 --> 00:11:02,740 So what's the same thing with decimation or here for the hands and see how much we can decrease the 145 00:11:02,740 --> 00:11:03,820 resolution. 146 00:11:03,820 --> 00:11:10,720 So as you can see, I'm happy with this much resolution and even this one looks too. 147 00:11:10,750 --> 00:11:18,220 So if I apply this and then if I tried to add another subdivision surface, I'll get the same amounts 148 00:11:18,220 --> 00:11:20,950 of resolution over here. 149 00:11:21,460 --> 00:11:22,270 So let's keep that. 150 00:11:22,270 --> 00:11:23,410 This is pretty low. 151 00:11:23,830 --> 00:11:24,450 I like it. 152 00:11:24,700 --> 00:11:37,420 So let's save as click on the hands, click on the on the face and then control J to join them with 153 00:11:37,420 --> 00:11:37,990 the face. 154 00:11:38,620 --> 00:11:45,040 And now these hands inherited also the subdivision. 155 00:11:45,040 --> 00:11:47,440 Little of the face, right? 156 00:11:48,710 --> 00:11:50,390 And this looks kind of good. 157 00:11:50,900 --> 00:11:57,830 And now we are ready to go to to the vertex. 158 00:11:58,040 --> 00:12:02,330 But before applying this subdivision, though, I want to make a duplicate. 159 00:12:02,750 --> 00:12:09,470 So I'm going to duplicate right click to get back to the location and then M to change the collection 160 00:12:09,470 --> 00:12:11,720 and then let's move it to backups. 161 00:12:11,720 --> 00:12:17,690 So I have it in the backup as well if I needed or if I needed later on. 162 00:12:18,200 --> 00:12:22,370 So press control again, a skill and good skill. 163 00:12:22,370 --> 00:12:25,630 And let's go to the words expand. 164 00:12:25,640 --> 00:12:28,820 And then now was in the words expand. 165 00:12:29,240 --> 00:12:36,320 Well, as we talked about in this class with you as well, if you paint here first, we need more geometry. 166 00:12:36,320 --> 00:12:40,610 So make sure to apply the subdivision little avoiding the little tree. 167 00:12:40,670 --> 00:12:42,730 Let's see what we get over here. 168 00:12:42,740 --> 00:12:49,980 If we change it to the brush maximum, strange and we get this results. 169 00:12:51,260 --> 00:13:01,310 So first of all, this edit mode, this geometry may not be perfect but not may not be good for what 170 00:13:01,310 --> 00:13:02,060 we're going to do. 171 00:13:02,090 --> 00:13:04,180 So let's go. 172 00:13:04,190 --> 00:13:06,090 Let's, let's test the game. 173 00:13:06,140 --> 00:13:09,710 So always go with the lowest geometry and test against. 174 00:13:09,720 --> 00:13:11,610 No, I think I think it's going to be fine. 175 00:13:11,720 --> 00:13:12,560 Things are going to be fine. 176 00:13:12,570 --> 00:13:13,010 Tree. 177 00:13:13,040 --> 00:13:15,110 Tree subdivision is going to be fine. 178 00:13:15,710 --> 00:13:17,110 Don't go too high. 179 00:13:17,120 --> 00:13:25,910 So if you go to high, every every everything with will be multiplied by four. 180 00:13:25,910 --> 00:13:32,900 So some sometimes just one subdivision level will make the geometry so much and you don't want them. 181 00:13:33,740 --> 00:13:39,860 So again, if you paint over here and go to the render view, you don't see your vertex fantasy or words 182 00:13:39,860 --> 00:13:40,250 expand. 183 00:13:40,880 --> 00:13:46,850 All right, go to the shading, go to the material of your objects. 184 00:13:47,720 --> 00:13:48,950 Shift a search. 185 00:13:49,160 --> 00:13:50,030 Vertex experience. 186 00:13:52,840 --> 00:14:01,570 Search vertex color and select your vertex color that that bonder makes for you and join these to then 187 00:14:01,570 --> 00:14:06,310 go to layered a and let's start vertex painting. 188 00:14:06,940 --> 00:14:16,780 So first of all, this vertex paints this area as you remember from the last bit to fill with one color 189 00:14:16,780 --> 00:14:18,040 unit press shift. 190 00:14:18,040 --> 00:14:24,130 K Let's change the color so we can find a good skin color for shift. 191 00:14:24,130 --> 00:14:27,070 K And it's too saturated. 192 00:14:27,070 --> 00:14:31,820 So bring down the saturation just good again and this kind of good. 193 00:14:31,820 --> 00:14:35,440 But you need to go to the material preview the shade improving material. 194 00:14:35,440 --> 00:14:38,680 You are a little bit different as you can see over here. 195 00:14:39,490 --> 00:14:43,450 And let's see over here if we change. 196 00:14:45,400 --> 00:14:48,940 Yeah, that's the situation. 197 00:14:50,300 --> 00:14:52,060 A little more saturation maybe. 198 00:14:52,060 --> 00:14:54,460 Works better for this character. 199 00:14:56,080 --> 00:14:56,560 What? 200 00:14:56,560 --> 00:14:59,530 The hands or any changing colors. 201 00:15:01,820 --> 00:15:05,360 Oh, because they have different materials. 202 00:15:05,630 --> 00:15:10,700 As you remember, we added a different material for the hands. 203 00:15:10,700 --> 00:15:14,090 So we need the same material for the hands. 204 00:15:15,170 --> 00:15:15,680 Yeah. 205 00:15:16,100 --> 00:15:18,290 So deletes all the other materials. 206 00:15:18,290 --> 00:15:19,490 You have to do it. 207 00:15:20,210 --> 00:15:20,930 This one. 208 00:15:22,080 --> 00:15:27,530 And the let's see, what is the selection here? 209 00:15:27,540 --> 00:15:28,950 So let's go to here. 210 00:15:29,160 --> 00:15:29,610 Select. 211 00:15:30,330 --> 00:15:31,350 This is the selection. 212 00:15:31,350 --> 00:15:32,540 So let's do it. 213 00:15:32,550 --> 00:15:33,360 This one as well. 214 00:15:33,750 --> 00:15:36,670 So you have only one material over here. 215 00:15:36,720 --> 00:15:40,140 So now good to go, Alice, because we've already spent. 216 00:15:40,140 --> 00:15:42,990 And now the material should be the same as you can see. 217 00:15:43,410 --> 00:15:49,200 So if you go to render more, as you can see, there is a little bit difference between the material 218 00:15:49,600 --> 00:15:54,060 and the more I think terrorism is a light. 219 00:15:54,070 --> 00:15:56,820 So if we could do a light. 220 00:15:59,650 --> 00:16:04,570 Let's go to object mode and then let's select the light and you are not. 221 00:16:04,570 --> 00:16:05,440 The light is fine. 222 00:16:05,650 --> 00:16:09,670 I think I thought the light is in different color. 223 00:16:09,670 --> 00:16:19,360 If you saw a lot of changes between the color of material preview here, we have little changes. 224 00:16:19,360 --> 00:16:23,170 So we could we could do paints in the material preview. 225 00:16:23,170 --> 00:16:26,560 But if you see a lot of changes, check the color of your lights. 226 00:16:27,190 --> 00:16:34,330 Or example, if I changed the color of the area light over here to something like this and now in the 227 00:16:34,330 --> 00:16:36,130 matter of preview, it's like this. 228 00:16:36,130 --> 00:16:42,070 But if we go to render preview now, you can see that the light is affecting how our character looks. 229 00:16:42,070 --> 00:16:42,400 Right? 230 00:16:42,850 --> 00:16:48,820 So be careful that this the light would be in the what the light color would be white. 231 00:16:49,570 --> 00:16:54,580 So now as a start or it's expensing of this. 232 00:16:56,450 --> 00:16:58,640 Character, the face and the hands. 233 00:16:59,210 --> 00:17:00,830 So I think this is good. 234 00:17:00,840 --> 00:17:04,760 This increased the saturation only to be. 235 00:17:07,550 --> 00:17:07,970 Yeah. 236 00:17:07,970 --> 00:17:10,010 Let's increase it a little bit more. 237 00:17:12,140 --> 00:17:17,000 So I'm holding shift and dragging to more precise. 238 00:17:17,810 --> 00:17:19,220 Like more precise. 239 00:17:20,400 --> 00:17:21,660 We can do it like this. 240 00:17:23,619 --> 00:17:24,839 I mean, this is too high. 241 00:17:24,839 --> 00:17:28,620 So I'm going to go for six, six, eight, I think. 242 00:17:30,280 --> 00:17:33,910 Or hold it down 60. 243 00:17:35,910 --> 00:17:36,900 66. 244 00:17:39,440 --> 00:17:42,080 Now let's go to the to the render. 245 00:17:45,360 --> 00:17:49,440 Let's decrease that actually to 64. 246 00:17:51,050 --> 00:17:52,290 64 looks fine. 247 00:17:53,520 --> 00:17:57,540 All right, now let me have the skin mature. 248 00:17:57,550 --> 00:18:04,260 You'll need to make some areas of the face more red. 249 00:18:04,500 --> 00:18:09,480 So skin is consisted of the skin color. 250 00:18:09,870 --> 00:18:10,230 All right. 251 00:18:10,500 --> 00:18:20,220 Which can be this color or it can be black or it can be yellow and then some red colors and then some 252 00:18:20,970 --> 00:18:21,930 brown colors. 253 00:18:21,930 --> 00:18:29,940 We don't need brown colors for as stylized characters, but if you're making something more realistic, 254 00:18:30,510 --> 00:18:33,270 you can use brown as well. 255 00:18:33,270 --> 00:18:39,570 So I'm going to go with with this with the red. 256 00:18:39,570 --> 00:18:44,250 And if I do this, it's too much. 257 00:18:44,250 --> 00:18:49,040 So once something subtle, it's got a stroke and change it to space. 258 00:18:49,260 --> 00:18:54,540 You know, this was changed to dots or. 259 00:18:54,540 --> 00:18:55,080 Right. 260 00:18:55,140 --> 00:18:57,030 Let's decrease the strange. 261 00:18:57,780 --> 00:18:58,440 No. 262 00:19:00,410 --> 00:19:04,040 No, I think the airbrush is the one to go. 263 00:19:04,040 --> 00:19:05,840 So let's change it to airbrush again. 264 00:19:06,770 --> 00:19:11,330 And yet airbrush or give us the noise effect like this. 265 00:19:13,230 --> 00:19:19,220 Change it to screen and see what we get is just too wide to multiply. 266 00:19:21,520 --> 00:19:23,260 And multiply. 267 00:19:23,260 --> 00:19:26,220 Maybe this thing we want. 268 00:19:26,230 --> 00:19:31,990 So let's change this down too much because we're reducing multiply. 269 00:19:32,670 --> 00:19:35,770 Then let's do something like this. 270 00:19:36,040 --> 00:19:37,500 All right, let's go back. 271 00:19:38,200 --> 00:19:39,850 I want to show you. 272 00:19:40,960 --> 00:19:42,940 Let's go to shading and shading. 273 00:19:43,240 --> 00:19:46,390 As you can see, this is two different in the material preview. 274 00:19:46,750 --> 00:19:47,920 Let's go here to flood. 275 00:19:47,920 --> 00:19:52,210 So this will show you the flat color of our character. 276 00:19:52,870 --> 00:19:57,400 If color were here, we can see how much we are changing the color. 277 00:19:57,550 --> 00:19:57,970 All right. 278 00:19:58,510 --> 00:20:05,500 This will define the color of color over here will show us much better how much we are changing the 279 00:20:05,500 --> 00:20:07,600 colors of our characters. 280 00:20:07,620 --> 00:20:12,800 So if we do something like this, it's always something more subtle. 281 00:20:12,850 --> 00:20:14,050 So that's good to hear. 282 00:20:14,530 --> 00:20:22,690 Now, as you can see, this is a very subtle redness on the cheek area and we can do four, four, I'm 283 00:20:22,700 --> 00:20:26,040 worried for a year. 284 00:20:26,080 --> 00:20:31,330 I think this is way to also increase the strength and do it again. 285 00:20:31,540 --> 00:20:34,750 And I have eczema all over here. 286 00:20:35,020 --> 00:20:42,790 If you wonder if you wonder why it's called on the eczema, she answered, by clearing this area this 287 00:20:42,790 --> 00:20:45,160 way you will be colored as also. 288 00:20:46,100 --> 00:20:47,630 Let's do something like this. 289 00:20:47,630 --> 00:20:48,860 Let's actually do. 290 00:20:50,830 --> 00:20:51,970 To mourn the weak. 291 00:20:51,970 --> 00:20:54,730 And for it's like this. 292 00:20:56,500 --> 00:20:58,600 To make it more. 293 00:21:02,280 --> 00:21:03,170 Much better. 294 00:21:03,390 --> 00:21:04,240 Make better. 295 00:21:06,270 --> 00:21:10,470 All right, let's do the same thing with the lips or the mouth. 296 00:21:10,690 --> 00:21:15,240 You know, we don't know what, but something like here with the mouth area. 297 00:21:21,690 --> 00:21:22,800 I'm okay with that. 298 00:21:23,190 --> 00:21:25,500 And that's for the edges. 299 00:21:26,820 --> 00:21:30,180 Well, here she has fun. 300 00:21:31,260 --> 00:21:38,610 If you don't see the changes, you not going to hear and the flat area and now you can see how this 301 00:21:38,610 --> 00:21:40,530 area is different. 302 00:21:41,220 --> 00:21:47,160 So let's go back here and then to the same on the tip of the nose over here. 303 00:21:47,280 --> 00:21:49,830 So something like this. 304 00:21:50,280 --> 00:21:51,750 Don't worry about. 305 00:21:57,550 --> 00:22:04,010 Was actually it's actually used this year to bring it up a little bit. 306 00:22:04,120 --> 00:22:05,950 Let's think so. 307 00:22:06,220 --> 00:22:10,810 So it will be so little because it floods. 308 00:22:10,810 --> 00:22:19,300 You can see how it looks in the list to smear it over here, to not make it to perfect. 309 00:22:21,040 --> 00:22:21,450 All right. 310 00:22:22,600 --> 00:22:24,040 We can do the same for the. 311 00:22:24,460 --> 00:22:27,130 It's always the same for. 312 00:22:29,030 --> 00:22:30,040 These areas of. 313 00:22:30,670 --> 00:22:34,090 So let's do this. 314 00:22:36,380 --> 00:22:37,190 This. 315 00:22:40,540 --> 00:22:41,740 And then once more, it's. 316 00:22:45,940 --> 00:22:47,920 By the way, I'm not using. 317 00:22:50,530 --> 00:22:52,090 I'm not using any 318 00:22:54,790 --> 00:22:56,890 any color palettes or here. 319 00:22:57,550 --> 00:22:59,800 It's because I'm vertex paint. 320 00:23:01,000 --> 00:23:02,680 I usually do it spin then. 321 00:23:03,070 --> 00:23:09,050 I don't care about animating it because you can't animate this character right now. 322 00:23:09,140 --> 00:23:13,900 You know, this is too much geometry with this or too much chance with this. 323 00:23:14,090 --> 00:23:23,890 You can do some animations, some some really like little frames, like 20 frames, but you can't animate 324 00:23:23,890 --> 00:23:26,520 this because of the high resolution. 325 00:23:26,530 --> 00:23:32,020 So if you want to animate your character, you need to go to the texture, to the texturing of this 326 00:23:32,020 --> 00:23:32,620 character. 327 00:23:32,620 --> 00:23:39,670 And if you don't wrap around all those things, so we're going to texture the character we're going 328 00:23:39,680 --> 00:23:41,320 to make in the next part. 329 00:23:41,950 --> 00:23:46,350 So I wanted to just show you how to use versus painting as well. 330 00:23:46,360 --> 00:23:51,160 So just for one shot, you can use vertex painting paint. 331 00:23:51,460 --> 00:23:54,950 Not much difference except in texture. 332 00:23:54,970 --> 00:23:59,980 And then we have masks which are very useful. 333 00:24:00,790 --> 00:24:01,210 All right. 334 00:24:01,210 --> 00:24:02,080 I think that's good. 335 00:24:02,110 --> 00:24:09,250 I was wanting these other things, so let's for them with a bit more loss for days. 336 00:24:10,360 --> 00:24:13,780 Let's go through the flat and you can see the changes over here. 337 00:24:17,130 --> 00:24:21,930 And I want to make the ears a little bit red. 338 00:24:21,990 --> 00:24:27,020 So let's press slash to make it to make it so. 339 00:24:29,650 --> 00:24:32,110 Then let's make it a little bit more at. 340 00:24:35,910 --> 00:24:43,410 But the edges on the edges to be a little bit red and the inside will be too wide and then four out. 341 00:24:44,810 --> 00:24:51,680 Especially the inside, don't want it to be too much and then blown out the edges of these parts. 342 00:24:55,540 --> 00:24:56,170 All right. 343 00:24:58,930 --> 00:24:59,320 Okay. 344 00:24:59,980 --> 00:25:06,850 So let's also make the inside of the mouth a little bit red. 345 00:25:07,120 --> 00:25:08,770 So there's this. 346 00:25:11,750 --> 00:25:12,440 This. 347 00:25:17,210 --> 00:25:19,440 This is. 348 00:25:24,060 --> 00:25:26,330 Shh, shh, shh, shh, shh. 349 00:25:27,170 --> 00:25:28,550 I want it to be perfect. 350 00:25:28,560 --> 00:25:34,050 I don't want it to be just to like one color. 351 00:25:35,730 --> 00:25:38,220 We can go for some. 352 00:25:39,470 --> 00:25:44,190 Spring, so you don't need to have it too perfect. 353 00:25:44,210 --> 00:25:46,130 If I go to a local mode. 354 00:25:46,520 --> 00:25:54,440 Let's see where we get these patches in the inside the mouth. 355 00:26:06,020 --> 00:26:15,170 And then we can use the average to make it more as one as one color. 356 00:26:15,470 --> 00:26:20,000 So it's just really subtle and so much. 357 00:26:21,410 --> 00:26:23,360 It's kind of a small thing, the color. 358 00:26:28,500 --> 00:26:34,170 Let's give some emphasize around the mouth or here. 359 00:26:41,490 --> 00:26:42,600 This blog results. 360 00:26:48,650 --> 00:26:48,980 Okay. 361 00:26:51,170 --> 00:26:51,830 That's cool. 362 00:26:52,850 --> 00:26:53,570 It's cool. 363 00:26:56,180 --> 00:26:58,200 I think that's good enough. 364 00:26:59,570 --> 00:27:00,530 Now. 365 00:27:00,560 --> 00:27:04,280 Let's go to the hand. 366 00:27:04,280 --> 00:27:05,000 There we are. 367 00:27:06,390 --> 00:27:11,310 For Johanna, you know, it's like she. 368 00:27:11,310 --> 00:27:13,860 Look at your hand, as you can see. 369 00:27:15,030 --> 00:27:17,790 You have some redness around the neck. 370 00:27:17,790 --> 00:27:18,730 Hillary are. 371 00:27:20,720 --> 00:27:23,720 So around this area we have some cretinous. 372 00:27:27,700 --> 00:27:29,290 And this one is. 373 00:27:30,400 --> 00:27:33,730 Around this part of the town. 374 00:27:34,720 --> 00:27:36,640 Then explore it. 375 00:27:36,820 --> 00:27:38,950 How to make it smooth. 376 00:27:40,540 --> 00:27:44,380 I'm more as one with the color of the hand. 377 00:27:46,510 --> 00:27:47,530 Let's go to the random. 378 00:27:47,770 --> 00:27:49,180 Be able to see better. 379 00:27:50,450 --> 00:27:55,640 Sort of, you know, like everything needs to be subtle, not too much. 380 00:27:57,840 --> 00:28:00,490 I think that's enough for the hand. 381 00:28:00,880 --> 00:28:03,370 Nothing too much about hands, anyway. 382 00:28:05,230 --> 00:28:09,490 And a school around that character, if you can add anything else. 383 00:28:12,580 --> 00:28:18,700 We can also, you know, we have three areas for a character. 384 00:28:19,150 --> 00:28:25,330 The FA, the area is usually coloured as yellow around. 385 00:28:25,330 --> 00:28:35,760 The chicks are coloured as red and in around the mouth or here is a little bit of grey. 386 00:28:35,800 --> 00:28:43,630 So let's try out that and let's make some red or hear some yellow over here. 387 00:28:44,860 --> 00:28:49,840 And to give some variation in the colours if you go to. 388 00:28:51,040 --> 00:28:56,680 A flat color in this area is. 389 00:28:59,560 --> 00:29:00,580 A little bit of. 390 00:29:02,240 --> 00:29:03,080 Yellow. 391 00:29:03,080 --> 00:29:10,680 So this is much yellow or this has much yellow color than the other areas and the most the mouth with 392 00:29:10,700 --> 00:29:11,260 the bar. 393 00:29:14,410 --> 00:29:19,900 Like this, you have some subtle variation in the forehead. 394 00:29:20,410 --> 00:29:20,850 All right. 395 00:29:20,890 --> 00:29:21,700 Very subtle. 396 00:29:21,700 --> 00:29:24,460 Like with color, the yellow colors or dirt. 397 00:29:25,630 --> 00:29:26,830 And then if you want. 398 00:29:26,860 --> 00:29:28,360 I don't think I want. 399 00:29:28,360 --> 00:29:29,230 It's bullets. 400 00:29:30,370 --> 00:29:32,410 It's experiments, right? 401 00:29:33,490 --> 00:29:39,640 Let's make some gray over this area or this area. 402 00:29:39,640 --> 00:29:47,680 So some gray color, some gray, gray, dark color around this area. 403 00:29:51,380 --> 00:29:51,710 All right. 404 00:29:51,710 --> 00:29:59,230 So we have some color variation all over the face and it doesn't look so flat. 405 00:29:59,240 --> 00:30:06,810 Like one color and variation gives the character much more interesting single look piece. 406 00:30:09,330 --> 00:30:09,650 It's. 407 00:30:17,440 --> 00:30:17,830 It's. 408 00:30:21,400 --> 00:30:23,470 All schools see what we have. 409 00:30:23,770 --> 00:30:26,800 We have something much more interesting over here. 410 00:30:29,080 --> 00:30:29,450 Yeah. 411 00:30:29,500 --> 00:30:31,780 Some more variation. 412 00:30:34,900 --> 00:30:38,500 Well, you can go and do some research spending for the hair. 413 00:30:38,520 --> 00:30:40,680 I'm going to just leave it as it is. 414 00:30:41,520 --> 00:30:45,390 Simple stuff like it so simple. 415 00:30:45,390 --> 00:30:48,330 Some spheres that does the job. 416 00:30:50,970 --> 00:30:54,060 Object mode and see what we have for now. 417 00:30:56,050 --> 00:30:58,830 And my god he doesn't have one to. 418 00:31:01,760 --> 00:31:05,470 And what happened to our shoelaces. 419 00:31:06,360 --> 00:31:15,200 So good thing is, we did a save, another save, so we can just append that one. 420 00:31:15,230 --> 00:31:23,330 So I'm going to do do that after the recording and they'll just meet with or duplicate this over here. 421 00:31:23,330 --> 00:31:24,410 So no worries. 422 00:31:25,280 --> 00:31:28,820 So he's just one foot like. 423 00:31:29,060 --> 00:31:33,030 Yeah, variation, like, right variation. 424 00:31:33,050 --> 00:31:33,590 Check that. 425 00:31:33,890 --> 00:31:34,570 Just more fit. 426 00:31:36,080 --> 00:31:42,950 So let's see how we have over here with this and let's change the color. 427 00:31:42,950 --> 00:31:46,120 I want the color to be different. 428 00:31:46,150 --> 00:31:48,710 So we go into the rendering. 429 00:31:49,790 --> 00:31:56,660 If you're done with the character would go with one thing and the rendering in the next. 430 00:31:56,780 --> 00:31:57,350 We do. 431 00:31:57,830 --> 00:31:58,190 All right. 432 00:31:58,400 --> 00:32:02,270 So I hope you like this video. 433 00:32:02,270 --> 00:32:05,690 You learn something and the next with you. 434 00:32:05,900 --> 00:32:06,470 Goodbye.