1 00:00:00,940 --> 00:00:01,190 All right. 2 00:00:01,240 --> 00:00:08,470 Now let's get into the next thought for the last one is remission. 3 00:00:08,530 --> 00:00:10,660 So what does it mean if I go over here? 4 00:00:11,350 --> 00:00:17,620 I have walks or signs with a severe C and all these options and every mash button. 5 00:00:18,160 --> 00:00:19,690 So it means that's bonds. 6 00:00:19,690 --> 00:00:24,210 Or if in a world where friend blunder is going to make all. 7 00:00:24,610 --> 00:00:30,460 I mean he's going to Raemisch is going to make the whole geometry of the objects. 8 00:00:30,790 --> 00:00:31,570 It's going to Raemisch. 9 00:00:31,570 --> 00:00:35,770 It's based on the exercise that the sets over here. 10 00:00:37,060 --> 00:00:37,500 Okay. 11 00:00:37,510 --> 00:00:45,970 So if I go over here and sets a higher amount is I'm going to get less resolution with my objects. 12 00:00:46,420 --> 00:00:50,950 If I say it's a lower amount, I'm going to have more resolution. 13 00:00:51,070 --> 00:00:54,010 So lower amounts of exercise means more resolution. 14 00:00:54,460 --> 00:00:57,700 Higher amounts means less resolution. 15 00:00:58,810 --> 00:01:01,660 So but I don't know how much resolution. 16 00:01:01,660 --> 00:01:04,810 I should add that there are two ways to do that. 17 00:01:05,319 --> 00:01:08,290 The first one is going to remember and there's an eyedropper over here. 18 00:01:08,300 --> 00:01:13,890 So with this we can get a sample of how much this exercise is. 19 00:01:13,960 --> 00:01:25,030 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 20 00:01:25,030 --> 00:01:25,390 now. 21 00:01:25,750 --> 00:01:27,240 Base measure of that. 22 00:01:28,240 --> 00:01:37,000 So if we're here and increase this number, I expect the geometry would be like with rest less resolution. 23 00:01:37,000 --> 00:01:43,960 If I now go here and can remember that it is going to calculate and rematch the object with this exercise 24 00:01:43,960 --> 00:01:45,370 that I have set. 25 00:01:45,460 --> 00:01:55,430 So if a click on here, as I can see now, we have a much bigger exercise with less resolution. 26 00:01:55,450 --> 00:02:01,690 If I did that, if I again click on here, click on here, and I have this amount of exercise and if 27 00:02:01,690 --> 00:02:06,320 I decrease to something like this, down to a rematch. 28 00:02:06,340 --> 00:02:10,810 Now, as you can see, I have more resolution in my objects. 29 00:02:11,230 --> 00:02:15,970 If I decrease it further to something like this, I'm going to get this. 30 00:02:16,030 --> 00:02:17,730 If I decrease it even more. 31 00:02:19,650 --> 00:02:21,870 Too high or too low. 32 00:02:23,370 --> 00:02:24,520 Something like this. 33 00:02:24,600 --> 00:02:31,260 If I click on Ramesh, it's going to give me a very high resolution objects like this. 34 00:02:32,130 --> 00:02:32,460 All right. 35 00:02:32,460 --> 00:02:33,870 If I disable the. 36 00:02:36,360 --> 00:02:37,730 My friend, if I tried to. 37 00:02:37,740 --> 00:02:41,910 As smart as you can see that this mesh has such a high resolution. 38 00:02:43,790 --> 00:02:44,090 All right. 39 00:02:44,420 --> 00:02:46,490 So that's the whole thing about remission. 40 00:02:46,520 --> 00:02:52,790 It allows us to set up exercise and remission based on that exercise. 41 00:02:52,820 --> 00:03:02,320 So what's the good of this method is that we can always start from a low resolution like this. 42 00:03:02,330 --> 00:03:05,330 If I go here and I press on B mesh, I'm good. 43 00:03:05,330 --> 00:03:13,130 I'm good in this, then I can move around my object like this and I can sculpt the lower details like 44 00:03:13,130 --> 00:03:14,330 the primary shapes. 45 00:03:16,260 --> 00:03:17,060 Like this. 46 00:03:17,070 --> 00:03:20,640 And then when I'm deciding I once wanted geometry, I can go here. 47 00:03:20,890 --> 00:03:23,640 Lord of exercise remission again. 48 00:03:23,670 --> 00:03:24,960 I have more geometry. 49 00:03:25,410 --> 00:03:26,190 I can go. 50 00:03:26,280 --> 00:03:28,320 No more details. 51 00:03:30,120 --> 00:03:33,390 And then if I decide I need more geology, I can go here again. 52 00:03:34,080 --> 00:03:36,030 Laura The Voice of Science. 53 00:03:36,030 --> 00:03:36,720 Ramesh. 54 00:03:37,650 --> 00:03:38,200 Laura. 55 00:03:38,670 --> 00:03:39,360 Ramesh. 56 00:03:39,510 --> 00:03:40,110 Laura. 57 00:03:40,350 --> 00:03:42,540 Ramesh or Laura? 58 00:03:42,960 --> 00:03:43,470 Ramesh. 59 00:03:43,470 --> 00:03:52,350 That the whole work for of remission is to start from the highest peak when you're discussing. 60 00:03:52,620 --> 00:03:58,320 All right, never start a start with the little amounts of exercise, sorry. 61 00:03:58,330 --> 00:04:00,660 The highest that you can. 62 00:04:00,930 --> 00:04:03,870 I, for example, if I go here as other. 63 00:04:04,840 --> 00:04:08,620 Add this and used eyedropper and then use the re machine. 64 00:04:08,620 --> 00:04:11,350 And then I get this amounts of geometry. 65 00:04:11,890 --> 00:04:20,290 Then I walk with this, I start my sculpting with this and then go to re mashing decrease it all. 66 00:04:20,290 --> 00:04:30,880 It's up its remaining walk with again, decrease it again, remix it now I can have much more detail 67 00:04:31,090 --> 00:04:40,460 then decrease it again remission and this all happens while doing the sculpts. 68 00:04:40,490 --> 00:04:45,910 So I the process of sculpting I do the remission. 69 00:04:46,270 --> 00:04:46,660 All right. 70 00:04:47,440 --> 00:04:51,130 So from the highest point or the lowest point while sculpting. 71 00:04:52,420 --> 00:04:57,280 So we also have some shortcut for the remission tests that are very useful. 72 00:04:57,310 --> 00:05:02,230 And one is shift or and the other one is R. 73 00:05:02,230 --> 00:05:11,010 So R is for Ramesh I shift r is for setting down months of exercise settings about this. 74 00:05:11,170 --> 00:05:19,450 So focus shift are now I get this square here, then I can visually see the works assigned. 75 00:05:19,450 --> 00:05:26,560 So if I set it to this source, the science and then I press, I'm sorry, the shortcut is control R 76 00:05:27,160 --> 00:05:30,820 and then if I press control or is going to do it remission. 77 00:05:30,820 --> 00:05:38,940 So to this option as you can see the shortcut if you hold your mouse, the shortcut is control r and 78 00:05:39,010 --> 00:05:42,130 for exercise the shortcut is shift r. 79 00:05:43,030 --> 00:05:50,620 So this way I can quickly even not use this Ramesh top which you can find also or here. 80 00:05:52,100 --> 00:05:57,350 I can quickly sets my Ramesh that so are doing sculpts sets my Ramesh. 81 00:05:59,140 --> 00:06:06,220 I mean, choosing the Office of Science Shift R and Control R to Ramesh two Tomorrow's Scopes Shifts 82 00:06:06,220 --> 00:06:18,070 are sets will lower resolution control are do more sculpting shifts are vessels less exercise control 83 00:06:18,070 --> 00:06:18,450 are. 84 00:06:18,490 --> 00:06:26,950 So Ramesh and I can do that and I can see the more a resolution you're going to get, I mean, the less 85 00:06:27,040 --> 00:06:29,650 exercise is going to give you more resolution. 86 00:06:29,650 --> 00:06:33,970 And that makes it hard for them to calculus. 87 00:06:33,970 --> 00:06:36,820 They don't go to love of exercise. 88 00:06:36,820 --> 00:06:40,930 So if I go like something like this, like this are at the lowest amount. 89 00:06:42,010 --> 00:06:44,980 Which Brenda isn't even letting me do it. 90 00:06:46,000 --> 00:06:51,400 All right, so this amount is very low, and I'm sure it's going to crash. 91 00:06:51,400 --> 00:06:55,630 We we want to respond because Blender can handle this on such geometry. 92 00:06:55,930 --> 00:06:57,700 This is all lot of the geometry. 93 00:06:57,700 --> 00:07:01,300 Like it is going to make millions of gallons straight, this whole exercise. 94 00:07:01,780 --> 00:07:03,880 So be careful how much exercise you're adding. 95 00:07:03,880 --> 00:07:13,360 I'll find that that using the shift are because you always see the scale of the of the squares is always 96 00:07:13,360 --> 00:07:21,150 better to do the setting the exercise because here if you do it this and then you go like this, your 97 00:07:21,190 --> 00:07:25,810 accent and this one's like this and if he's already messed up and there is going to crash. 98 00:07:26,920 --> 00:07:32,020 So you can always if you want to see how much faster you have, use this. 99 00:07:32,020 --> 00:07:37,210 And then it's going to show you that most of use shifts are for the same thing and the number is going 100 00:07:37,210 --> 00:07:39,550 to be shown at the center also. 101 00:07:39,550 --> 00:07:48,380 So this is my favorite workflow and it is starting to this starting to do Cyclops. 102 00:07:48,400 --> 00:07:56,560 And so if like I'm associating with a simple sphere, then if I got, you know, symmetry, I do something 103 00:07:56,560 --> 00:07:57,190 like this. 104 00:07:59,020 --> 00:08:00,100 Something like this. 105 00:08:03,220 --> 00:08:04,450 All right, I press. 106 00:08:06,440 --> 00:08:10,800 I did this concert longer than G to bring this down. 107 00:08:11,830 --> 00:08:14,020 Now I'm making, like, neck. 108 00:08:16,350 --> 00:08:17,120 Then also. 109 00:08:20,040 --> 00:08:20,640 Go here. 110 00:08:20,640 --> 00:08:23,550 And as you can see now, the mesh is a stretch. 111 00:08:23,700 --> 00:08:27,390 So if I go to wire frame, the mesh now is a stretch. 112 00:08:27,480 --> 00:08:35,400 So one of the things that's that's going scanner that's going to tell you when three mesh is when the 113 00:08:35,400 --> 00:08:36,750 mesh is a stretch. 114 00:08:36,750 --> 00:08:40,470 So you don't have to enable the wire frame to see it. 115 00:08:40,470 --> 00:08:44,630 So if we go here, we can clearly see that the mesh as a stress. 116 00:08:44,650 --> 00:08:51,270 If I use G two for grab and go grab it more, you can see that the mesh is stretching anymore. 117 00:08:51,270 --> 00:08:54,870 So this is telling me that I need to remain. 118 00:08:54,870 --> 00:09:03,820 So I go to Ramesh, I go to Sampler, click on that and then use free mesh or use control after images. 119 00:09:03,840 --> 00:09:04,920 So I'm going to press control. 120 00:09:04,920 --> 00:09:10,190 R A Now my mesh is Ramesh and as you can see now, I don't have to those. 121 00:09:11,850 --> 00:09:12,720 There's a search line. 122 00:09:12,780 --> 00:09:15,720 So if I go here and I want to make. 123 00:09:16,840 --> 00:09:17,470 A snake. 124 00:09:17,470 --> 00:09:27,640 Look right here and do this at some point because I have the same answer as like quartz, my mesh, 125 00:09:28,120 --> 00:09:31,210 it's going to get stretched, so I'm going to press control ah again. 126 00:09:31,210 --> 00:09:33,160 But now some points. 127 00:09:33,580 --> 00:09:37,690 Now I see that I am not having enough resolution. 128 00:09:37,990 --> 00:09:43,510 So this is the point that I go present, shift R and decrease the loss of size. 129 00:09:43,570 --> 00:09:49,630 So something like this to have more resolution control, artery mesh and now I have more resolution. 130 00:09:49,630 --> 00:09:52,900 Now I can make much worse things over here. 131 00:09:54,580 --> 00:09:54,880 Right? 132 00:09:55,360 --> 00:09:55,920 So that's it. 133 00:09:55,960 --> 00:09:56,950 That is the workflow. 134 00:09:56,950 --> 00:10:03,760 Whenever you are having problems and your mesh is getting stretched, just press control. 135 00:10:03,760 --> 00:10:10,810 R And if you're, if you see that you don't have like edges, you don't have enough resolution shift 136 00:10:10,810 --> 00:10:15,700 or decrease the resolution and control or have more resolution. 137 00:10:16,300 --> 00:10:22,750 And then with this result, as you can see, you can quickly make shapes like now it can quickly go 138 00:10:23,320 --> 00:10:26,920 and make a face right here. 139 00:10:27,550 --> 00:10:36,610 Like do is go here and make some make some quick face, low resolution. 140 00:10:36,610 --> 00:10:42,490 And that is the important that you need to start in low resolution because I can do a dense like this 141 00:10:42,910 --> 00:10:53,200 with high resolution, there's a there's a best thing of remission because the workflow is, is like 142 00:10:53,710 --> 00:11:01,000 you have to start with low resolution and then go your way up to higher resolutions over here with the 143 00:11:01,000 --> 00:11:01,600 notes. 144 00:11:02,320 --> 00:11:04,960 And I can change the job over here. 145 00:11:06,080 --> 00:11:07,130 Something like this. 146 00:11:09,170 --> 00:11:12,320 And it was clear strips. 147 00:11:12,710 --> 00:11:15,050 Phillips may be here right now. 148 00:11:15,050 --> 00:11:21,680 As you can see, I need geometry to add details and I can go here and decrease the voice, the size, 149 00:11:21,680 --> 00:11:22,520 control or. 150 00:11:22,670 --> 00:11:30,200 And then there is going to be so or something that is going to calculate and give me more judge. 151 00:11:30,560 --> 00:11:33,980 Now I can do things like this, right? 152 00:11:35,000 --> 00:11:37,200 So there's the whole thing about three missing. 153 00:11:37,220 --> 00:11:43,940 The other thing that you can use remission is when you try to 154 00:11:47,390 --> 00:11:50,060 merge objects. 155 00:11:50,070 --> 00:11:59,300 So one of the problems that you have with the principal is that if you want to measure things, for 156 00:11:59,300 --> 00:12:06,860 example, you are using data and this mesh weights relative with this pixel and you are doing this thing. 157 00:12:06,890 --> 00:12:07,190 All right. 158 00:12:08,030 --> 00:12:13,520 As a reminder that Apple is going to add geometry to when you're using your stroke. 159 00:12:14,090 --> 00:12:21,200 All right, then at some points you want to join and an object that is, for example, I want to join 160 00:12:21,230 --> 00:12:24,590 a monkey tomb or a sphere like this. 161 00:12:24,620 --> 00:12:24,920 All right. 162 00:12:25,460 --> 00:12:31,060 The one thing you do is you select your object and the control J. 163 00:12:31,280 --> 00:12:33,350 Now, these are one objects. 164 00:12:33,500 --> 00:12:33,860 All right. 165 00:12:34,340 --> 00:12:42,110 But the thing is, if you zoom in, as you can see, we have geometry inside our objects, and we don't 166 00:12:42,110 --> 00:12:42,680 want that. 167 00:12:43,580 --> 00:12:49,790 All right, so when you're using Dyn super, you can use the simple control J. 168 00:12:50,600 --> 00:12:56,360 All right, you have to use a modifier called fooling with bowling. 169 00:12:56,360 --> 00:13:05,780 You need to select your objects, select the like, the the goal object and then boolean. 170 00:13:05,780 --> 00:13:06,830 It's inside. 171 00:13:07,070 --> 00:13:16,910 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 172 00:13:17,030 --> 00:13:19,240 and you want to match object. 173 00:13:19,250 --> 00:13:22,140 You have to use pulling my pool enhanced problems. 174 00:13:22,160 --> 00:13:23,810 It is not going to be perfect. 175 00:13:24,530 --> 00:13:26,240 It's going to make problems. 176 00:13:26,240 --> 00:13:26,960 Definitely. 177 00:13:26,960 --> 00:13:28,100 So keep that in mind. 178 00:13:28,880 --> 00:13:40,100 But the beauty of Ray Machine is that Blender is going to try to ramesh the whole object right around 179 00:13:40,100 --> 00:13:40,380 it. 180 00:13:40,400 --> 00:13:46,490 So if I go here and click on my monkey and click on this object over here and control j to join. 181 00:13:46,510 --> 00:13:46,880 Done. 182 00:13:46,880 --> 00:13:51,050 Now there are one object, as you can see if I go inside. 183 00:13:51,080 --> 00:13:56,780 Now it is also I have geometry inside, so I don't want to. 184 00:13:57,200 --> 00:13:58,160 You never wants. 185 00:13:58,910 --> 00:14:01,100 Geometry is not going to be seen. 186 00:14:01,430 --> 00:14:01,820 All right. 187 00:14:02,270 --> 00:14:06,830 All the geometry should be always outside. 188 00:14:06,860 --> 00:14:08,990 So inside is an no. 189 00:14:09,890 --> 00:14:18,080 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 190 00:14:18,080 --> 00:14:23,380 I'm going to talk to the want the whole object to be remeasured based on this one exercise. 191 00:14:23,480 --> 00:14:26,680 So if I click on a rematch now, watch what happens. 192 00:14:27,050 --> 00:14:35,810 This monkey also has been changed to have the same resolution, so the whole object have the same resolution. 193 00:14:35,810 --> 00:14:42,880 But the beauty is that if you go inside now, the inside has also been changed, like these two now 194 00:14:42,890 --> 00:14:45,050 being joined beautifully. 195 00:14:46,010 --> 00:14:47,280 Like very good. 196 00:14:47,750 --> 00:14:54,140 There have been joints together also and we can go with a smooth this. 197 00:14:54,140 --> 00:15:08,060 And as you can see, it looks like these two meshes has been joined together very easy and that is pretty 198 00:15:08,060 --> 00:15:08,300 good. 199 00:15:08,300 --> 00:15:18,110 So for example, maybe you want to work on a part of your body, of the body you're sculpting different 200 00:15:18,290 --> 00:15:19,550 in different objects. 201 00:15:19,910 --> 00:15:24,020 For example, here you have a want to make an ear right here. 202 00:15:24,860 --> 00:15:25,940 And you were sculpting. 203 00:15:25,940 --> 00:15:28,820 It's making changes to your ear and all that. 204 00:15:29,120 --> 00:15:29,510 All right. 205 00:15:31,430 --> 00:15:41,570 So something like this, maybe you're making things to your ear, like making changes or ear and doing 206 00:15:41,570 --> 00:15:42,620 maybe this. 207 00:15:43,910 --> 00:15:44,240 All right. 208 00:15:44,990 --> 00:15:45,680 Something simple. 209 00:15:45,680 --> 00:15:52,730 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 210 00:15:52,730 --> 00:15:58,670 because you don't want to you won't want to mess your objects. 211 00:15:58,670 --> 00:16:03,890 So if if these two were a joint and you're working on this area, then it's going to affect this area 212 00:16:03,890 --> 00:16:04,280 as well. 213 00:16:04,280 --> 00:16:08,840 So you don't want to go into other workflows like masking and faces and all that. 214 00:16:08,840 --> 00:16:12,140 You want to work on objects separately and the body also. 215 00:16:12,140 --> 00:16:18,140 So you want to, as a body separately, work on your body separately. 216 00:16:18,380 --> 00:16:18,740 All right. 217 00:16:19,250 --> 00:16:19,820 And all that. 218 00:16:19,820 --> 00:16:25,700 So after you're done with sculpting the different body parts, which you're going to do, you're going 219 00:16:25,700 --> 00:16:29,030 to press on your objects, join them together. 220 00:16:29,190 --> 00:16:30,320 Now they are joint. 221 00:16:30,860 --> 00:16:40,520 And then to remove the machine side, you just have to go this couples and use ring machines with the 222 00:16:40,520 --> 00:16:41,720 same exercise. 223 00:16:41,720 --> 00:16:46,640 Click on Ramesh and now these two objects are joined perfectly. 224 00:16:46,760 --> 00:16:51,650 So as you can see, we have even a dance over here so we don't have the geometry. 225 00:16:52,200 --> 00:16:53,960 Then we can press shift to smooth. 226 00:16:54,830 --> 00:17:04,310 Now we have these two objects merged with each other beautifully, and that is why I like to work with 227 00:17:04,310 --> 00:17:06,920 Ramesh only I rarely used one syllable. 228 00:17:07,010 --> 00:17:12,050 Don't dancer is only like when I sit and wants to make a quick sketch. 229 00:17:12,530 --> 00:17:13,700 So one time he uses. 230 00:17:14,770 --> 00:17:15,579 For imaging. 231 00:17:15,849 --> 00:17:25,450 It gives you a lot of freedom to do quick changes to your mesh, like, I can do this and then control 232 00:17:25,450 --> 00:17:26,710 or every mesh. 233 00:17:27,579 --> 00:17:30,220 That is very quick, very good. 234 00:17:30,460 --> 00:17:39,490 I'm very effective and it can work on body parts, other body parts differently like this. 235 00:17:39,960 --> 00:17:43,000 Then when I'm happy, I can just join them. 236 00:17:44,320 --> 00:17:45,340 That's a once. 237 00:17:45,670 --> 00:17:53,890 And for some raemisch just raemisch them all and then go here in this moment they so is right. 238 00:17:54,080 --> 00:17:58,000 So that's the whole world for use for making characters with Raemisch. 239 00:17:59,050 --> 00:18:05,200 But the downside is that you can go too low with the success also as explained. 240 00:18:05,890 --> 00:18:07,900 This is too low. 241 00:18:08,950 --> 00:18:09,310 All right. 242 00:18:09,310 --> 00:18:09,640 I'm going. 243 00:18:09,640 --> 00:18:11,350 That is going to crash. 244 00:18:12,130 --> 00:18:13,300 And you can use this. 245 00:18:13,300 --> 00:18:15,490 You can use it for a sculpting, I'm telling you. 246 00:18:15,580 --> 00:18:17,380 You can use this on a sculpting. 247 00:18:17,380 --> 00:18:26,470 If you go to bone resolution, this is only the remission only for the first stage of of sculpt. 248 00:18:27,040 --> 00:18:30,970 So now that they have sprains, all the work force. 249 00:18:31,000 --> 00:18:32,590 So you have motor resolution. 250 00:18:32,860 --> 00:18:34,210 You have done so fine. 251 00:18:34,210 --> 00:18:34,870 You have remission. 252 00:18:35,590 --> 00:18:44,140 My preferred and many preferred workflow for making characters is combining remixing motorists. 253 00:18:44,140 --> 00:18:48,910 So you do that by first, like using a machine on an object. 254 00:18:49,600 --> 00:18:51,880 Then do your sculpt and all that. 255 00:18:52,090 --> 00:18:56,590 When you are sculpting, you is done like you made the main shapes. 256 00:18:57,340 --> 00:19:06,790 Then you go and and as you can see, if I enable the wireframe, we do not have a wireframe that is 257 00:19:06,790 --> 00:19:10,710 going to be perfect for animation or production. 258 00:19:10,740 --> 00:19:14,920 But this wireframe, as you can see here, here, these are not good for animation work. 259 00:19:15,850 --> 00:19:23,620 And even if you use decimate and use on subdue, it over here is going to make some problems, definitely, 260 00:19:23,620 --> 00:19:24,490 as you can see here. 261 00:19:26,640 --> 00:19:28,980 So we can't use this in for election. 262 00:19:28,990 --> 00:19:30,100 What we have to do. 263 00:19:30,120 --> 00:19:32,940 We have to apologize this. 264 00:19:33,270 --> 00:19:33,630 All right. 265 00:19:33,630 --> 00:19:34,590 And his apology. 266 00:19:35,160 --> 00:19:39,780 I'm going to reach apologies as my character in the next. 267 00:19:40,500 --> 00:19:41,910 When we made out of character. 268 00:19:42,090 --> 00:19:47,940 But this is the only reason that you needs to reach apologize. 269 00:19:48,180 --> 00:19:51,750 So the star is apologizing. 270 00:19:52,140 --> 00:19:55,260 Well, I was in a plane and then doing. 271 00:19:57,310 --> 00:19:59,230 Like making. 272 00:20:01,650 --> 00:20:03,630 Let me just this first. 273 00:20:04,720 --> 00:20:09,970 Like replicating the shape of an object in a much lower resolution. 274 00:20:11,080 --> 00:20:18,890 And then, for example, imagine now we have a much lower resolution, lower than this. 275 00:20:18,930 --> 00:20:22,960 For example, if I go to rematch and person rematch, I can get a lower resolution. 276 00:20:23,680 --> 00:20:30,160 Also, we have another option in Bonzo, which is called cool remission. 277 00:20:30,610 --> 00:20:40,210 So if I press control also or I get this option for quiet remission. 278 00:20:40,630 --> 00:20:43,660 So this clustering machine is an automatic. 279 00:20:43,660 --> 00:20:43,990 Really? 280 00:20:44,030 --> 00:20:44,320 Sure. 281 00:20:44,620 --> 00:20:54,640 Is going to calculate your object and give you a quarter based object as best as it can. 282 00:20:54,640 --> 00:20:56,410 You can set the number of faces. 283 00:20:56,530 --> 00:21:03,190 For example, if I said the number to 5000, I'm going to get around 5000, not the exact number, but 284 00:21:03,190 --> 00:21:06,130 around 5000 faces if I press. 285 00:21:06,130 --> 00:21:06,640 Okay. 286 00:21:07,000 --> 00:21:11,590 Now Belinda is going to calculate the object for personal 50 person. 287 00:21:12,070 --> 00:21:16,350 That's going to give me a much less resolution objects. 288 00:21:17,770 --> 00:21:18,100 All right. 289 00:21:18,730 --> 00:21:26,950 So what the problem is, is that this too in blender is going to it has been the same like for years 290 00:21:26,950 --> 00:21:27,310 now. 291 00:21:28,630 --> 00:21:29,470 It's not good. 292 00:21:29,920 --> 00:21:37,630 The bottom line is that it is not a good reminder that there are a lot of good images out there that 293 00:21:37,630 --> 00:21:38,350 you can use. 294 00:21:38,920 --> 00:21:41,170 But this isn't the culture we measure. 295 00:21:42,100 --> 00:21:45,430 And I don't suggest that you use this, that's all. 296 00:21:45,550 --> 00:21:48,850 The option is there, but don't use it. 297 00:21:48,850 --> 00:21:49,410 That's all. 298 00:21:49,420 --> 00:21:50,230 As you can see, the. 299 00:21:51,710 --> 00:21:52,550 The GM. 300 00:21:52,600 --> 00:21:54,030 Sure you're here. 301 00:21:54,050 --> 00:21:57,020 We have holes, and that is not good. 302 00:21:57,020 --> 00:21:57,470 That's all. 303 00:21:57,860 --> 00:21:58,640 So it's not good. 304 00:21:59,360 --> 00:22:00,620 In this area, it's good. 305 00:22:00,620 --> 00:22:02,090 But then it's in this area. 306 00:22:02,090 --> 00:22:07,550 It couldn't calculate how to make the shape that gives us something like this. 307 00:22:07,870 --> 00:22:08,450 Is not good. 308 00:22:10,060 --> 00:22:10,360 All right. 309 00:22:10,750 --> 00:22:17,600 So for a demonstration, I want to have a much less resolution. 310 00:22:17,620 --> 00:22:21,130 I want to show you how to combine this now with multi resolution. 311 00:22:21,130 --> 00:22:24,190 So you use three mesh to make these objects. 312 00:22:25,060 --> 00:22:28,720 And then I'm going to duplicate that this shifty to have this object. 313 00:22:28,750 --> 00:22:29,110 All right. 314 00:22:30,310 --> 00:22:34,110 And then I'm going to hide my original object. 315 00:22:34,120 --> 00:22:39,120 And this is my typical object, and I'm going to reach upwards, all right. 316 00:22:39,130 --> 00:22:45,650 To make a lower resolution or I'm going to use an automated image tool like this one and disable mesh 317 00:22:45,650 --> 00:22:50,910 symmetry because it is going to make a mess comparison. 318 00:22:50,920 --> 00:22:51,430 Okay. 319 00:22:52,720 --> 00:22:55,120 Now I'm going to wait for Blender to. 320 00:22:56,510 --> 00:22:56,690 There. 321 00:22:56,720 --> 00:22:57,720 There is a policy. 322 00:22:58,220 --> 00:23:06,290 So the whole process is to, again, the Scots with the remission and the rights of all use as a matter 323 00:23:06,530 --> 00:23:11,000 of policy tools to make it lower versions of your message. 324 00:23:11,040 --> 00:23:18,720 Now I get this message with the with the court by court remeasure control score. 325 00:23:19,880 --> 00:23:25,220 And that one should do is fire at and want a resolution and use subdue. 326 00:23:25,240 --> 00:23:27,860 It's going to subdivide my mess, right? 327 00:23:28,790 --> 00:23:32,480 So it's going to subdue to my moment into higher resolution objects. 328 00:23:33,560 --> 00:23:43,280 And I'm going to add another modifier called shrink wrap and change the rep method to projects near 329 00:23:43,480 --> 00:23:44,400 to negative. 330 00:23:44,880 --> 00:23:48,730 But then I'm going to set to my target to my original mesh. 331 00:23:48,740 --> 00:23:52,730 So what is the point of this shrink wrap, which is shrink wrap? 332 00:23:52,940 --> 00:24:01,610 I'm going to tell Glanzer to like look at it that this object that we made, that we duplicated a blemish 333 00:24:01,610 --> 00:24:12,300 that is going to steal, like still the details of the object that we were going to choose. 334 00:24:12,300 --> 00:24:18,710 But the object that we're going to choose must have the same scale and the same like it should be the 335 00:24:18,710 --> 00:24:21,830 same in the same silhouette, in the same form shape. 336 00:24:22,280 --> 00:24:22,580 All right. 337 00:24:23,300 --> 00:24:25,460 So now these two are in the same form. 338 00:24:25,470 --> 00:24:31,610 As you can see, this is our original mesh with we sculpted it in with the remeasure. 339 00:24:32,340 --> 00:24:41,960 This is with we we remixed it called remeasure but then used motorist and now we have shooting crap 340 00:24:42,350 --> 00:24:46,880 and if I choose my targets to my original object over here. 341 00:24:47,950 --> 00:24:53,710 Now something happens if I hide my original object or here is fear without the number. 342 00:24:54,280 --> 00:24:58,120 Now, as you can see, this is the object we have. 343 00:24:58,960 --> 00:25:04,570 So if you don't see it, it's mostly because we don't have a lot of details. 344 00:25:04,580 --> 00:25:11,620 But if I move it or actually if I apply this shrink wrap, so I'm going to apply this shrink wrap just 345 00:25:11,620 --> 00:25:12,700 for demonstration. 346 00:25:13,970 --> 00:25:16,460 Or actually, let's just to put it this. 347 00:25:18,580 --> 00:25:18,940 All right. 348 00:25:19,240 --> 00:25:20,860 So typically that is, you know, mesh. 349 00:25:20,950 --> 00:25:27,220 So this is the mesh with multi resolution and this is the mesh we have with the ring mesh with sculpted. 350 00:25:27,290 --> 00:25:33,490 So this is the sculpted with higher resolution and this is it for low resolution. 351 00:25:33,850 --> 00:25:37,600 As you can see, there is no difference between them. 352 00:25:38,110 --> 00:25:39,160 But little difference. 353 00:25:39,160 --> 00:25:42,340 We always get some problems like over here. 354 00:25:43,390 --> 00:25:46,120 But we can easily fix them, like with smoothing. 355 00:25:47,210 --> 00:25:52,160 But this is the whole work for the combination between the remission and water resolution. 356 00:25:52,160 --> 00:25:58,370 So we first stage is to use Ramesh and sculpts. 357 00:26:01,810 --> 00:26:07,000 The second phase of her sculpting is to reserved for. 358 00:26:08,980 --> 00:26:09,460 Or. 359 00:26:11,040 --> 00:26:12,570 Also, Ramesh. 360 00:26:15,250 --> 00:26:17,920 And the goal is to get. 361 00:26:20,950 --> 00:26:23,770 To get a shape with less topology. 362 00:26:32,170 --> 00:26:32,560 All right. 363 00:26:32,590 --> 00:26:38,620 So the goal of presupposing this second phase is to get a shape with less topology, like with it or 364 00:26:38,620 --> 00:26:39,790 here with this one. 365 00:26:41,230 --> 00:26:44,970 And then the third phase is to add. 366 00:26:46,490 --> 00:26:52,040 Modifiers, the modifiers that were mortuaries and the shoe. 367 00:26:52,340 --> 00:26:59,180 So with shrink wrap, we were going to still we're going to still look we're going to get the details 368 00:26:59,180 --> 00:27:01,640 from the main ship, which is this one. 369 00:27:03,880 --> 00:27:09,670 And we're going to wrap it around our low geometry objects. 370 00:27:10,390 --> 00:27:19,340 And with the help of water resolution, we can store that resolution inside this resolution so far, 371 00:27:19,390 --> 00:27:21,160 enable this shrink wrap right now. 372 00:27:22,210 --> 00:27:27,960 Now, I have the all these details stored inside this one to resolution. 373 00:27:27,970 --> 00:27:37,690 So if I decrease this once to resolution to zero, you can see we get the was the detail we had with. 374 00:27:38,770 --> 00:27:40,060 Like court. 375 00:27:41,350 --> 00:27:45,760 Remember, this is the base called remeasure results. 376 00:27:46,060 --> 00:27:51,610 And if I increase it, we get the details that we got with the shrink. 377 00:27:52,510 --> 00:27:54,210 There's the whole workflow we have. 378 00:27:54,220 --> 00:27:56,430 So this is very important. 379 00:27:56,470 --> 00:27:57,760 This is what I'm going to use. 380 00:27:58,300 --> 00:28:07,960 What I use in all of my scopes and in this way, in the end result is going to give you a really beautiful 381 00:28:07,960 --> 00:28:17,740 shape, high resolution like model, because with motorization you can always go higher subdivide and 382 00:28:17,740 --> 00:28:20,230 for example, we subdivide it once more. 383 00:28:20,740 --> 00:28:25,840 I can always have my level viewport to something like two or more render to four. 384 00:28:25,870 --> 00:28:34,150 So I'm going to have a higher resolution in my render and that is really, really helpful for modeling, 385 00:28:34,720 --> 00:28:38,890 rendering and even for our rigging animation. 386 00:28:40,150 --> 00:28:45,730 So that's it for this video and I hope you enjoy that. 387 00:28:46,780 --> 00:28:47,110 All right. 388 00:28:47,110 --> 00:28:48,340 Onto the next with your goodbye.