All right.
Now let's get into the next thought for the last one is remission.
So what does it mean if I go over here?
I have walks or signs with a severe C and all these options and every mash button.
So it means that's bonds.
Or if in a world where friend blunder is going to make all.
I mean he's going to Raemisch is going to make the whole geometry of the objects.
It's going to Raemisch.
It's based on the exercise that the sets over here.
Okay.
So if I go over here and sets a higher amount is I'm going to get less resolution with my objects.
If I say it's a lower amount, I'm going to have more resolution.
So lower amounts of exercise means more resolution.
Higher amounts means less resolution.
So but I don't know how much resolution.
I should add that there are two ways to do that.
The first one is going to remember and there's an eyedropper over here.
So with this we can get a sample of how much this exercise is.
If I put if I click on here now wonder is showing me like 0.13 is the what's the size of my mesh right
now.
Base measure of that.
So if we're here and increase this number, I expect the geometry would be like with rest less resolution.
If I now go here and can remember that it is going to calculate and rematch the object with this exercise
that I have set.
So if a click on here, as I can see now, we have a much bigger exercise with less resolution.
If I did that, if I again click on here, click on here, and I have this amount of exercise and if
I decrease to something like this, down to a rematch.
Now, as you can see, I have more resolution in my objects.
If I decrease it further to something like this, I'm going to get this.
If I decrease it even more.
Too high or too low.
Something like this.
If I click on Ramesh, it's going to give me a very high resolution objects like this.
All right.
If I disable the.
My friend, if I tried to.
As smart as you can see that this mesh has such a high resolution.
All right.
So that's the whole thing about remission.
It allows us to set up exercise and remission based on that exercise.
So what's the good of this method is that we can always start from a low resolution like this.
If I go here and I press on B mesh, I'm good.
I'm good in this, then I can move around my object like this and I can sculpt the lower details like
the primary shapes.
Like this.
And then when I'm deciding I once wanted geometry, I can go here.
Lord of exercise remission again.
I have more geometry.
I can go.
No more details.
And then if I decide I need more geology, I can go here again.
Laura The Voice of Science.
Ramesh.
Laura.
Ramesh.
Laura.
Ramesh or Laura?
Ramesh.
That the whole work for of remission is to start from the highest peak when you're discussing.
All right, never start a start with the little amounts of exercise, sorry.
The highest that you can.
I, for example, if I go here as other.
Add this and used eyedropper and then use the re machine.
And then I get this amounts of geometry.
Then I walk with this, I start my sculpting with this and then go to re mashing decrease it all.
It's up its remaining walk with again, decrease it again, remix it now I can have much more detail
then decrease it again remission and this all happens while doing the sculpts.
So I the process of sculpting I do the remission.
All right.
So from the highest point or the lowest point while sculpting.
So we also have some shortcut for the remission tests that are very useful.
And one is shift or and the other one is R.
So R is for Ramesh I shift r is for setting down months of exercise settings about this.
So focus shift are now I get this square here, then I can visually see the works assigned.
So if I set it to this source, the science and then I press, I'm sorry, the shortcut is control R
and then if I press control or is going to do it remission.
So to this option as you can see the shortcut if you hold your mouse, the shortcut is control r and
for exercise the shortcut is shift r.
So this way I can quickly even not use this Ramesh top which you can find also or here.
I can quickly sets my Ramesh that so are doing sculpts sets my Ramesh.
I mean, choosing the Office of Science Shift R and Control R to Ramesh two Tomorrow's Scopes Shifts
are sets will lower resolution control are do more sculpting shifts are vessels less exercise control
are.
So Ramesh and I can do that and I can see the more a resolution you're going to get, I mean, the less
exercise is going to give you more resolution.
And that makes it hard for them to calculus.
They don't go to love of exercise.
So if I go like something like this, like this are at the lowest amount.
Which Brenda isn't even letting me do it.
All right, so this amount is very low, and I'm sure it's going to crash.
We we want to respond because Blender can handle this on such geometry.
This is all lot of the geometry.
Like it is going to make millions of gallons straight, this whole exercise.
So be careful how much exercise you're adding.
I'll find that that using the shift are because you always see the scale of the of the squares is always
better to do the setting the exercise because here if you do it this and then you go like this, your
accent and this one's like this and if he's already messed up and there is going to crash.
So you can always if you want to see how much faster you have, use this.
And then it's going to show you that most of use shifts are for the same thing and the number is going
to be shown at the center also.
So this is my favorite workflow and it is starting to this starting to do Cyclops.
And so if like I'm associating with a simple sphere, then if I got, you know, symmetry, I do something
like this.
Something like this.
All right, I press.
I did this concert longer than G to bring this down.
Now I'm making, like, neck.
Then also.
Go here.
And as you can see now, the mesh is a stretch.
So if I go to wire frame, the mesh now is a stretch.
So one of the things that's that's going scanner that's going to tell you when three mesh is when the
mesh is a stretch.
So you don't have to enable the wire frame to see it.
So if we go here, we can clearly see that the mesh as a stress.
If I use G two for grab and go grab it more, you can see that the mesh is stretching anymore.
So this is telling me that I need to remain.
So I go to Ramesh, I go to Sampler, click on that and then use free mesh or use control after images.
So I'm going to press control.
R A Now my mesh is Ramesh and as you can see now, I don't have to those.
There's a search line.
So if I go here and I want to make.
A snake.
Look right here and do this at some point because I have the same answer as like quartz, my mesh,
it's going to get stretched, so I'm going to press control ah again.
But now some points.
Now I see that I am not having enough resolution.
So this is the point that I go present, shift R and decrease the loss of size.
So something like this to have more resolution control, artery mesh and now I have more resolution.
Now I can make much worse things over here.
Right?
So that's it.
That is the workflow.
Whenever you are having problems and your mesh is getting stretched, just press control.
R And if you're, if you see that you don't have like edges, you don't have enough resolution shift
or decrease the resolution and control or have more resolution.
And then with this result, as you can see, you can quickly make shapes like now it can quickly go
and make a face right here.
Like do is go here and make some make some quick face, low resolution.
And that is the important that you need to start in low resolution because I can do a dense like this
with high resolution, there's a there's a best thing of remission because the workflow is, is like
you have to start with low resolution and then go your way up to higher resolutions over here with the
notes.
And I can change the job over here.
Something like this.
And it was clear strips.
Phillips may be here right now.
As you can see, I need geometry to add details and I can go here and decrease the voice, the size,
control or.
And then there is going to be so or something that is going to calculate and give me more judge.
Now I can do things like this, right?
So there's the whole thing about three missing.
The other thing that you can use remission is when you try to
merge objects.
So one of the problems that you have with the principal is that if you want to measure things, for
example, you are using data and this mesh weights relative with this pixel and you are doing this thing.
All right.
As a reminder that Apple is going to add geometry to when you're using your stroke.
All right, then at some points you want to join and an object that is, for example, I want to join
a monkey tomb or a sphere like this.
All right.
The one thing you do is you select your object and the control J.
Now, these are one objects.
All right.
But the thing is, if you zoom in, as you can see, we have geometry inside our objects, and we don't
want that.
All right, so when you're using Dyn super, you can use the simple control J.
All right, you have to use a modifier called fooling with bowling.
You need to select your objects, select the like, the the goal object and then boolean.
It's inside.
And I'm not going to go into that area, but you can try out this as well in you're using the data pool
and you want to match object.
You have to use pulling my pool enhanced problems.
It is not going to be perfect.
It's going to make problems.
Definitely.
So keep that in mind.
But the beauty of Ray Machine is that Blender is going to try to ramesh the whole object right around
it.
So if I go here and click on my monkey and click on this object over here and control j to join.
Done.
Now there are one object, as you can see if I go inside.
Now it is also I have geometry inside, so I don't want to.
You never wants.
Geometry is not going to be seen.
All right.
All the geometry should be always outside.
So inside is an no.
So if I go to Scott mode and then I go to a rematch and and I click on this and click on this, now
I'm going to talk to the want the whole object to be remeasured based on this one exercise.
So if I click on a rematch now, watch what happens.
This monkey also has been changed to have the same resolution, so the whole object have the same resolution.
But the beauty is that if you go inside now, the inside has also been changed, like these two now
being joined beautifully.
Like very good.
There have been joints together also and we can go with a smooth this.
And as you can see, it looks like these two meshes has been joined together very easy and that is pretty
good.
So for example, maybe you want to work on a part of your body, of the body you're sculpting different
in different objects.
For example, here you have a want to make an ear right here.
And you were sculpting.
It's making changes to your ear and all that.
All right.
So something like this, maybe you're making things to your ear, like making changes or ear and doing
maybe this.
All right.
Something simple.
I'm not going to go too far with this, but you have an ear you works on and you've worked on it separately
because you don't want to you won't want to mess your objects.
So if if these two were a joint and you're working on this area, then it's going to affect this area
as well.
So you don't want to go into other workflows like masking and faces and all that.
You want to work on objects separately and the body also.
So you want to, as a body separately, work on your body separately.
All right.
And all that.
So after you're done with sculpting the different body parts, which you're going to do, you're going
to press on your objects, join them together.
Now they are joint.
And then to remove the machine side, you just have to go this couples and use ring machines with the
same exercise.
Click on Ramesh and now these two objects are joined perfectly.
So as you can see, we have even a dance over here so we don't have the geometry.
Then we can press shift to smooth.
Now we have these two objects merged with each other beautifully, and that is why I like to work with
Ramesh only I rarely used one syllable.
Don't dancer is only like when I sit and wants to make a quick sketch.
So one time he uses.
For imaging.
It gives you a lot of freedom to do quick changes to your mesh, like, I can do this and then control
or every mesh.
That is very quick, very good.
I'm very effective and it can work on body parts, other body parts differently like this.
Then when I'm happy, I can just join them.
That's a once.
And for some raemisch just raemisch them all and then go here in this moment they so is right.
So that's the whole world for use for making characters with Raemisch.
But the downside is that you can go too low with the success also as explained.
This is too low.
All right.
I'm going.
That is going to crash.
And you can use this.
You can use it for a sculpting, I'm telling you.
You can use this on a sculpting.
If you go to bone resolution, this is only the remission only for the first stage of of sculpt.
So now that they have sprains, all the work force.
So you have motor resolution.
You have done so fine.
You have remission.
My preferred and many preferred workflow for making characters is combining remixing motorists.
So you do that by first, like using a machine on an object.
Then do your sculpt and all that.
When you are sculpting, you is done like you made the main shapes.
Then you go and and as you can see, if I enable the wireframe, we do not have a wireframe that is
going to be perfect for animation or production.
But this wireframe, as you can see here, here, these are not good for animation work.
And even if you use decimate and use on subdue, it over here is going to make some problems, definitely,
as you can see here.
So we can't use this in for election.
What we have to do.
We have to apologize this.
All right.
And his apology.
I'm going to reach apologies as my character in the next.
When we made out of character.
But this is the only reason that you needs to reach apologize.
So the star is apologizing.
Well, I was in a plane and then doing.
Like making.
Let me just this first.
Like replicating the shape of an object in a much lower resolution.
And then, for example, imagine now we have a much lower resolution, lower than this.
For example, if I go to rematch and person rematch, I can get a lower resolution.
Also, we have another option in Bonzo, which is called cool remission.
So if I press control also or I get this option for quiet remission.
So this clustering machine is an automatic.
Really?
Sure.
Is going to calculate your object and give you a quarter based object as best as it can.
You can set the number of faces.
For example, if I said the number to 5000, I'm going to get around 5000, not the exact number, but
around 5000 faces if I press.
Okay.
Now Belinda is going to calculate the object for personal 50 person.
That's going to give me a much less resolution objects.
All right.
So what the problem is, is that this too in blender is going to it has been the same like for years
now.
It's not good.
The bottom line is that it is not a good reminder that there are a lot of good images out there that
you can use.
But this isn't the culture we measure.
And I don't suggest that you use this, that's all.
The option is there, but don't use it.
That's all.
As you can see, the.
The GM.
Sure you're here.
We have holes, and that is not good.
That's all.
So it's not good.
In this area, it's good.
But then it's in this area.
It couldn't calculate how to make the shape that gives us something like this.
Is not good.
All right.
So for a demonstration, I want to have a much less resolution.
I want to show you how to combine this now with multi resolution.
So you use three mesh to make these objects.
And then I'm going to duplicate that this shifty to have this object.
All right.
And then I'm going to hide my original object.
And this is my typical object, and I'm going to reach upwards, all right.
To make a lower resolution or I'm going to use an automated image tool like this one and disable mesh
symmetry because it is going to make a mess comparison.
Okay.
Now I'm going to wait for Blender to.
There.
There is a policy.
So the whole process is to, again, the Scots with the remission and the rights of all use as a matter
of policy tools to make it lower versions of your message.
Now I get this message with the with the court by court remeasure control score.
And that one should do is fire at and want a resolution and use subdue.
It's going to subdivide my mess, right?
So it's going to subdue to my moment into higher resolution objects.
And I'm going to add another modifier called shrink wrap and change the rep method to projects near
to negative.
But then I'm going to set to my target to my original mesh.
So what is the point of this shrink wrap, which is shrink wrap?
I'm going to tell Glanzer to like look at it that this object that we made, that we duplicated a blemish
that is going to steal, like still the details of the object that we were going to choose.
But the object that we're going to choose must have the same scale and the same like it should be the
same in the same silhouette, in the same form shape.
All right.
So now these two are in the same form.
As you can see, this is our original mesh with we sculpted it in with the remeasure.
This is with we we remixed it called remeasure but then used motorist and now we have shooting crap
and if I choose my targets to my original object over here.
Now something happens if I hide my original object or here is fear without the number.
Now, as you can see, this is the object we have.
So if you don't see it, it's mostly because we don't have a lot of details.
But if I move it or actually if I apply this shrink wrap, so I'm going to apply this shrink wrap just
for demonstration.
Or actually, let's just to put it this.
All right.
So typically that is, you know, mesh.
So this is the mesh with multi resolution and this is the mesh we have with the ring mesh with sculpted.
So this is the sculpted with higher resolution and this is it for low resolution.
As you can see, there is no difference between them.
But little difference.
We always get some problems like over here.
But we can easily fix them, like with smoothing.
But this is the whole work for the combination between the remission and water resolution.
So we first stage is to use Ramesh and sculpts.
The second phase of her sculpting is to reserved for.
Or.
Also, Ramesh.
And the goal is to get.
To get a shape with less topology.
All right.
So the goal of presupposing this second phase is to get a shape with less topology, like with it or
here with this one.
And then the third phase is to add.
Modifiers, the modifiers that were mortuaries and the shoe.
So with shrink wrap, we were going to still we're going to still look we're going to get the details
from the main ship, which is this one.
And we're going to wrap it around our low geometry objects.
And with the help of water resolution, we can store that resolution inside this resolution so far,
enable this shrink wrap right now.
Now, I have the all these details stored inside this one to resolution.
So if I decrease this once to resolution to zero, you can see we get the was the detail we had with.
Like court.
Remember, this is the base called remeasure results.
And if I increase it, we get the details that we got with the shrink.
There's the whole workflow we have.
So this is very important.
This is what I'm going to use.
What I use in all of my scopes and in this way, in the end result is going to give you a really beautiful
shape, high resolution like model, because with motorization you can always go higher subdivide and
for example, we subdivide it once more.
I can always have my level viewport to something like two or more render to four.
So I'm going to have a higher resolution in my render and that is really, really helpful for modeling,
rendering and even for our rigging animation.
So that's it for this video and I hope you enjoy that.
All right.
Onto the next with your goodbye.