Hello, everyone.
So it is a deal.
We are going to work to expand the phase, but fair.
But first we need to do some adjustments.
And I want to ensure to introduce to you and you modify as you may, you may find useful in your own
project.
So as you can see, you want to know where explains this face over here.
But we also need to first join all the areas.
Join this area as well.
To the phase.
But let's go to the shading menu.
And if I go to edit mode, as you can see, the geometry of the ear and the nose and the phase, the
base geometry.
Before our point, the subdivision level is too much difference.
So I want to fix that.
So let's separate them again.
So if you remember, we joined them.
So to separate them again by pressing L in the first auction and all the other other here and all on
the nose.
And let's separate them by loose parts.
All right.
Blender is going to separate them now.
So we have a separate the nose and separate ears.
Okay.
So first, let's actually join these two years because we want to apply the same modifier.
So to do that, let's first delete the subdivision modifier that the inherited that from the phase this
delete subdivision modifier for both.
And then let's join these two.
Let's delete this one as well.
Now we are ready to join these two years.
So as press control j to join them and now they are joined.
So now we what I wanted to show you is go to modifiers and click on dismiss.
So remember this geometry is too high for us.
We want a pretty similar geometry.
Like we don't want too much difference because after applying the subdivision level is going to be too
high in this area and we don't want those code modifiers.
And we can do we can reduce the geometry by decimate.
So here on the collapse, it will make the geometry very less triangular.
So if I decrease this, as you can see, the geometry will be triangle.
Let's go to I'm interested in this area because as you remember, we made this a mesh weights with a
simple with a simple.
With a simple cylinder.
So.
And then subdivided.
So we have a very wide mesh we can subdivided with this menu over here.
So I have 30,000 fazer.
So if I do one answer to it, I get this result.
But I'm not interested in this shape.
So this geometry is not very good for me.
It is made a result in bad edges.
So I want a very like something like this, very straight lines like this.
These are what I'm interested in.
All right.
So one subdivision level, not very good, two subdivision level, as you can see.
Now, this is what I want.
So.
Let's do tree now three.
So there's a little this is not what a want.
Well let's go for four and now this is what they want.
So if I increase it a little bit more, as you can see, this geometry gets a lot less.
Well, it's just the resolution, but I think six of the original level may work.
So let's duplicate that for just see how it works.
If so, from 30,000 faces we raised 576 face it, safely apply this.
And then after joining with the face with the face, we want three.
So there's a levels.
Let's add again three.
So there's a little let's see how it looks.
As you can see, not much of a difference.
Right?
So we can go with six subdivisions, six six
decimation on subdivision, so six on subdivisions on subdivide and then click on Apply.
So now let's go to the nose and do the same thing.
So this image on subdivide, let's see the lower frame.
And then now it's two.
So we have 384 faces.
Let's do one iteration.
Not very good in the geometry.
To the iteration, though, that looks very good.
96 geometry.
So that's what I'm after.
Let's play it apply.
And then now let's again join these loose parts with the face or here with control.
J Now these parts as well inherited.
So there's a little over here that we can apply later on or at least disable the wireframe.
I want to also I want to also join the eyelets with the face.
So let's check out the geometry and let's see if we can make subdivision level a little, little bit
less so if you go here and do one subdivision.
So I think you have to move it up here.
All right.
And go out of edit mode and now feel neighbor warframe.
We can see each iteration what they do.
So no I think we can't and decrease the geometry but we can do because these areas are not necessary
for us.
But we may want to move them later, so let's just keep them.
This gentleman walks.
Well, I think they're going to be higher in this area, the geology after I find the subdivision.
But I think that's the safest, safest way to do it so as to disable the water frame of this always.
Nonetheless, click on this and actually apply this and let's click on this and this and control J to
join them and the data inherited to the subdivision level.
But as you can see, we have a problem over here.
So by applying subdivision level, it did some some harsh it did make this over here to be, let's say,
distorted the edges.
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
here and let's see, put adding look, cause we can save these edges from being too smooth out by the
subdivision.
Let's join them again.
And as you can see now, it's much better.
So compared with this one over here, it's much better.
So one more of these little as well to this.
Undo this and then let's actually go here and delete these ones.
And so you can.
All right.
It didn't lead the whole thing.
So it's press L and then all again and delete them.
So then we going to do another move modify also another edge to here it's to protect the edges over
here from being smoothed out too much.
And now a thing worthy source of the movement for an object married to the phrase applying a mere modifier
joined them with the phrase Control J.
And now, as you can see, we have nice edges here, a right, which it also could also have better
AIDS.
So this is this is all about this is all about adjusting.
And all right, let's also go to edge selection.
Select this Edge and control, be available.
Let's see how this will help us to add a very round shape over here.
So at this level over here and then let's add a bubble over here as well.
So two tuples, I'm going to add two bubbles to get a very round shape over here.
And now all is applied for and you know the drill.
So I do control J.
And now we see how it looks.
So I think now looks kind of it's like it's surrounded around these edges over here.
So, yeah, it's definitely looks better.
So let's go to what's real.
Let's see.
Yeah, it looks better to me.
I'm going to keep it like this.
So we add this some loops over here, and if we go to this mold, we have some loops.
We can presumably delete these edges because we added.
Bills that go to X and dissolve edges to dissolve these edges.
And yeah, good to go.
So now this is the whole face without the eyes on the eyebrows.
All right, let's go and control a skill, and then we want to have the hands.
To the face as well.
So we can we can do one one, which explains.
So what's the same thing with decimation or here for the hands and see how much we can decrease the
resolution.
So as you can see, I'm happy with this much resolution and even this one looks too.
So if I apply this and then if I tried to add another subdivision surface, I'll get the same amounts
of resolution over here.
So let's keep that.
This is pretty low.
I like it.
So let's save as click on the hands, click on the on the face and then control J to join them with
the face.
And now these hands inherited also the subdivision.
Little of the face, right?
And this looks kind of good.
And now we are ready to go to to the vertex.
But before applying this subdivision, though, I want to make a duplicate.
So I'm going to duplicate right click to get back to the location and then M to change the collection
and then let's move it to backups.
So I have it in the backup as well if I needed or if I needed later on.
So press control again, a skill and good skill.
And let's go to the words expand.
And then now was in the words expand.
Well, as we talked about in this class with you as well, if you paint here first, we need more geometry.
So make sure to apply the subdivision little avoiding the little tree.
Let's see what we get over here.
If we change it to the brush maximum, strange and we get this results.
So first of all, this edit mode, this geometry may not be perfect but not may not be good for what
we're going to do.
So let's go.
Let's, let's test the game.
So always go with the lowest geometry and test against.
No, I think I think it's going to be fine.
Things are going to be fine.
Tree.
Tree subdivision is going to be fine.
Don't go too high.
So if you go to high, every every everything with will be multiplied by four.
So some sometimes just one subdivision level will make the geometry so much and you don't want them.
So again, if you paint over here and go to the render view, you don't see your vertex fantasy or words
expand.
All right, go to the shading, go to the material of your objects.
Shift a search.
Vertex experience.
Search vertex color and select your vertex color that that bonder makes for you and join these to then
go to layered a and let's start vertex painting.
So first of all, this vertex paints this area as you remember from the last bit to fill with one color
unit press shift.
K Let's change the color so we can find a good skin color for shift.
K And it's too saturated.
So bring down the saturation just good again and this kind of good.
But you need to go to the material preview the shade improving material.
You are a little bit different as you can see over here.
And let's see over here if we change.
Yeah, that's the situation.
A little more saturation maybe.
Works better for this character.
What?
The hands or any changing colors.
Oh, because they have different materials.
As you remember, we added a different material for the hands.
So we need the same material for the hands.
Yeah.
So deletes all the other materials.
You have to do it.
This one.
And the let's see, what is the selection here?
So let's go to here.
Select.
This is the selection.
So let's do it.
This one as well.
So you have only one material over here.
So now good to go, Alice, because we've already spent.
And now the material should be the same as you can see.
So if you go to render more, as you can see, there is a little bit difference between the material
and the more I think terrorism is a light.
So if we could do a light.
Let's go to object mode and then let's select the light and you are not.
The light is fine.
I think I thought the light is in different color.
If you saw a lot of changes between the color of material preview here, we have little changes.
So we could we could do paints in the material preview.
But if you see a lot of changes, check the color of your lights.
Or example, if I changed the color of the area light over here to something like this and now in the
matter of preview, it's like this.
But if we go to render preview now, you can see that the light is affecting how our character looks.
Right?
So be careful that this the light would be in the what the light color would be white.
So now as a start or it's expensing of this.
Character, the face and the hands.
So I think this is good.
This increased the saturation only to be.
Yeah.
Let's increase it a little bit more.
So I'm holding shift and dragging to more precise.
Like more precise.
We can do it like this.
I mean, this is too high.
So I'm going to go for six, six, eight, I think.
Or hold it down 60.
66.
Now let's go to the to the render.
Let's decrease that actually to 64.
64 looks fine.
All right, now let me have the skin mature.
You'll need to make some areas of the face more red.
So skin is consisted of the skin color.
All right.
Which can be this color or it can be black or it can be yellow and then some red colors and then some
brown colors.
We don't need brown colors for as stylized characters, but if you're making something more realistic,
you can use brown as well.
So I'm going to go with with this with the red.
And if I do this, it's too much.
So once something subtle, it's got a stroke and change it to space.
You know, this was changed to dots or.
Right.
Let's decrease the strange.
No.
No, I think the airbrush is the one to go.
So let's change it to airbrush again.
And yet airbrush or give us the noise effect like this.
Change it to screen and see what we get is just too wide to multiply.
And multiply.
Maybe this thing we want.
So let's change this down too much because we're reducing multiply.
Then let's do something like this.
All right, let's go back.
I want to show you.
Let's go to shading and shading.
As you can see, this is two different in the material preview.
Let's go here to flood.
So this will show you the flat color of our character.
If color were here, we can see how much we are changing the color.
All right.
This will define the color of color over here will show us much better how much we are changing the
colors of our characters.
So if we do something like this, it's always something more subtle.
So that's good to hear.
Now, as you can see, this is a very subtle redness on the cheek area and we can do four, four, I'm
worried for a year.
I think this is way to also increase the strength and do it again.
And I have eczema all over here.
If you wonder if you wonder why it's called on the eczema, she answered, by clearing this area this
way you will be colored as also.
Let's do something like this.
Let's actually do.
To mourn the weak.
And for it's like this.
To make it more.
Much better.
Make better.
All right, let's do the same thing with the lips or the mouth.
You know, we don't know what, but something like here with the mouth area.
I'm okay with that.
And that's for the edges.
Well, here she has fun.
If you don't see the changes, you not going to hear and the flat area and now you can see how this
area is different.
So let's go back here and then to the same on the tip of the nose over here.
So something like this.
Don't worry about.
Was actually it's actually used this year to bring it up a little bit.
Let's think so.
So it will be so little because it floods.
You can see how it looks in the list to smear it over here, to not make it to perfect.
All right.
We can do the same for the.
It's always the same for.
These areas of.
So let's do this.
This.
And then once more, it's.
By the way, I'm not using.
I'm not using any
any color palettes or here.
It's because I'm vertex paint.
I usually do it spin then.
I don't care about animating it because you can't animate this character right now.
You know, this is too much geometry with this or too much chance with this.
You can do some animations, some some really like little frames, like 20 frames, but you can't animate
this because of the high resolution.
So if you want to animate your character, you need to go to the texture, to the texturing of this
character.
And if you don't wrap around all those things, so we're going to texture the character we're going
to make in the next part.
So I wanted to just show you how to use versus painting as well.
So just for one shot, you can use vertex painting paint.
Not much difference except in texture.
And then we have masks which are very useful.
All right.
I think that's good.
I was wanting these other things, so let's for them with a bit more loss for days.
Let's go through the flat and you can see the changes over here.
And I want to make the ears a little bit red.
So let's press slash to make it to make it so.
Then let's make it a little bit more at.
But the edges on the edges to be a little bit red and the inside will be too wide and then four out.
Especially the inside, don't want it to be too much and then blown out the edges of these parts.
All right.
Okay.
So let's also make the inside of the mouth a little bit red.
So there's this.
This.
This is.
Shh, shh, shh, shh, shh.
I want it to be perfect.
I don't want it to be just to like one color.
We can go for some.
Spring, so you don't need to have it too perfect.
If I go to a local mode.
Let's see where we get these patches in the inside the mouth.
And then we can use the average to make it more as one as one color.
So it's just really subtle and so much.
It's kind of a small thing, the color.
Let's give some emphasize around the mouth or here.
This blog results.
Okay.
That's cool.
It's cool.
I think that's good enough.
Now.
Let's go to the hand.
There we are.
For Johanna, you know, it's like she.
Look at your hand, as you can see.
You have some redness around the neck.
Hillary are.
So around this area we have some cretinous.
And this one is.
Around this part of the town.
Then explore it.
How to make it smooth.
I'm more as one with the color of the hand.
Let's go to the random.
Be able to see better.
Sort of, you know, like everything needs to be subtle, not too much.
I think that's enough for the hand.
Nothing too much about hands, anyway.
And a school around that character, if you can add anything else.
We can also, you know, we have three areas for a character.
The FA, the area is usually coloured as yellow around.
The chicks are coloured as red and in around the mouth or here is a little bit of grey.
So let's try out that and let's make some red or hear some yellow over here.
And to give some variation in the colours if you go to.
A flat color in this area is.
A little bit of.
Yellow.
So this is much yellow or this has much yellow color than the other areas and the most the mouth with
the bar.
Like this, you have some subtle variation in the forehead.
All right.
Very subtle.
Like with color, the yellow colors or dirt.
And then if you want.
I don't think I want.
It's bullets.
It's experiments, right?
Let's make some gray over this area or this area.
So some gray color, some gray, gray, dark color around this area.
All right.
So we have some color variation all over the face and it doesn't look so flat.
Like one color and variation gives the character much more interesting single look piece.
It's.
All schools see what we have.
We have something much more interesting over here.
Yeah.
Some more variation.
Well, you can go and do some research spending for the hair.
I'm going to just leave it as it is.
Simple stuff like it so simple.
Some spheres that does the job.
Object mode and see what we have for now.
And my god he doesn't have one to.
And what happened to our shoelaces.
So good thing is, we did a save, another save, so we can just append that one.
So I'm going to do do that after the recording and they'll just meet with or duplicate this over here.
So no worries.
So he's just one foot like.
Yeah, variation, like, right variation.
Check that.
Just more fit.
So let's see how we have over here with this and let's change the color.
I want the color to be different.
So we go into the rendering.
If you're done with the character would go with one thing and the rendering in the next.
We do.
All right.
So I hope you like this video.
You learn something and the next with you.
Goodbye.