1 00:00:00,810 --> 00:00:01,400 Welcome back. 2 00:00:01,830 --> 00:00:04,260 Let's go into making the clothes. 3 00:00:04,830 --> 00:00:10,200 So I've searched for some references over here for the clothes. 4 00:00:10,200 --> 00:00:17,580 I just typed Miles Morales jackets and Miles Morales shorts. 5 00:00:18,100 --> 00:00:20,510 My God, this is awesome for you. 6 00:00:21,480 --> 00:00:23,980 References like this, you can even add more. 7 00:00:24,000 --> 00:00:26,070 There are a lot of references for this character. 8 00:00:27,090 --> 00:00:30,840 I think this is from the animation, which is quite good right here. 9 00:00:31,230 --> 00:00:37,050 So you have a very accurate reference of what you should look like. 10 00:00:37,650 --> 00:00:40,560 So for the shorts, we also have a belt over here. 11 00:00:40,980 --> 00:00:43,600 Buckle for the jacket. 12 00:00:43,620 --> 00:00:46,290 It's a two layer jacket, it seems so. 13 00:00:46,380 --> 00:00:53,460 The first layer is red over here and it's not going to be seen anywhere else. 14 00:00:54,450 --> 00:01:01,800 It's just going to be seen in these areas and the lower parts and probably the backwards. 15 00:01:02,460 --> 00:01:07,110 So you just have to do this in this area. 16 00:01:07,470 --> 00:01:11,850 So this is the area that's the lowest layer is going to be. 17 00:01:12,690 --> 00:01:19,860 And the other jacket is going to be the full jacket with the sleeves and all the so you can do two masking. 18 00:01:19,860 --> 00:01:25,890 So as I showed you before, we do the, the clothes with my skin. 19 00:01:25,890 --> 00:01:27,320 So let's just do that. 20 00:01:27,330 --> 00:01:29,850 There's this surface over here is also good. 21 00:01:29,850 --> 00:01:39,030 But as you can see, the I think the or here the clothes is a mesh together. 22 00:01:39,030 --> 00:01:40,560 Like this is not two layers. 23 00:01:41,250 --> 00:01:43,310 This is cut up as the what we're going to do. 24 00:01:43,370 --> 00:01:44,460 This is corduroy. 25 00:01:44,470 --> 00:01:52,270 But for the upper layer of our jacket, we need we need something like this or he has we have in our 26 00:01:52,290 --> 00:01:52,920 reference. 27 00:01:55,300 --> 00:01:56,380 Something like this. 28 00:01:57,880 --> 00:02:00,820 Something that is more bulkier in the end. 29 00:02:02,110 --> 00:02:07,800 And then later on, we can add some other stuff like the zippers and all that. 30 00:02:07,810 --> 00:02:13,780 But we'll see if we're going to do that in this video or in the next few years when we're going to polish 31 00:02:13,780 --> 00:02:19,540 that probably in the next videos because maybe we want to adjust later on. 32 00:02:19,540 --> 00:02:29,140 All of this is better to leave these things like the buckle and the belt and all that to the later stages. 33 00:02:29,140 --> 00:02:38,530 So be sure that the proportions, the adjustments are now almost complete so we don't have to adjust 34 00:02:38,530 --> 00:02:40,750 these later on as well. 35 00:02:41,590 --> 00:02:42,660 So let's just get into this. 36 00:02:42,660 --> 00:02:49,180 So I'm just going to I just right click it, right click and show the smooth. 37 00:02:49,180 --> 00:02:56,710 So because we don't want to scuffs on this body anymore right now, there's just go to a sculpting top 38 00:02:56,770 --> 00:03:00,760 and we can we can go to. 39 00:03:02,070 --> 00:03:05,880 Or here to box mask and go to France for you. 40 00:03:06,480 --> 00:03:08,310 And now with x symmetry on. 41 00:03:08,310 --> 00:03:09,300 I want to. 42 00:03:10,860 --> 00:03:11,670 I want to. 43 00:03:12,800 --> 00:03:16,790 Mask the red layer of my jacket. 44 00:03:16,790 --> 00:03:21,710 So I'm just going to do this over here until this area. 45 00:03:22,130 --> 00:03:24,980 So this is how it's going to be. 46 00:03:24,980 --> 00:03:27,590 As you can see, I don't need these areas as well. 47 00:03:27,590 --> 00:03:38,900 So these areas can just go ahead and on, mask it with control, adults with control, withholding control. 48 00:03:39,650 --> 00:03:42,140 And that area is good enough. 49 00:03:42,890 --> 00:03:43,250 All right. 50 00:03:43,730 --> 00:03:50,810 So I can go ahead and press M to bring on my mask and brush and just the mask, this area with 100%, 51 00:03:50,810 --> 00:03:52,970 because I don't want it to be smooth and all that. 52 00:03:53,600 --> 00:03:55,010 I want it to have 100%. 53 00:03:55,010 --> 00:03:59,270 And this this all here needs to be always a bit. 54 00:04:00,340 --> 00:04:05,820 M.C. because you're going to drag out the hoodie. 55 00:04:06,130 --> 00:04:13,320 All right, so now this is too much because we're not going to see anything on here. 56 00:04:13,330 --> 00:04:20,110 We can even delete these as well, because as I was saying, we're not going to see anything, but some 57 00:04:20,529 --> 00:04:21,480 thickness will occur. 58 00:04:21,490 --> 00:04:26,850 So we don't get into any problems later on when we have done our. 59 00:04:29,000 --> 00:04:31,760 Uh, but the Naruto ball is in. 60 00:04:31,820 --> 00:04:38,970 I think we actually need some topology over here on this area. 61 00:04:39,590 --> 00:04:45,980 There is an these it's going to be behind like it's going to be seen from this area through this area. 62 00:04:47,120 --> 00:04:53,300 So it's not to make things harder for so it is going to mask this area. 63 00:04:54,140 --> 00:04:58,880 And later on, we can just delete this in the end. 64 00:05:03,840 --> 00:05:07,800 So I'm just going to smooth this area with it. 65 00:05:07,800 --> 00:05:15,090 Shift it shifted in a small area of the mask or you can just press a in a source mask. 66 00:05:15,210 --> 00:05:22,230 But I think because I don't want salt areas like this one to be smooth too much, I'm just going to 67 00:05:22,230 --> 00:05:24,660 do this manually. 68 00:05:26,100 --> 00:05:27,060 That's bizarre. 69 00:05:38,880 --> 00:05:43,110 All right, now we have our first layer, as you can see. 70 00:05:44,190 --> 00:05:44,710 Mm hmm. 71 00:05:44,970 --> 00:05:51,330 I think I'm going to do more over in this area because it's too it might be too thin later on, and 72 00:05:51,340 --> 00:05:55,080 we might get into some problems, some errors. 73 00:05:56,490 --> 00:06:02,640 So just go ahead and mask the whole ring around the arm or here. 74 00:06:04,030 --> 00:06:05,350 It's not going to have. 75 00:06:06,350 --> 00:06:09,130 Anything in the lower part in the armed force. 76 00:06:10,010 --> 00:06:11,030 This is the first letter. 77 00:06:11,690 --> 00:06:15,080 So now we can go to mask and go to mask. 78 00:06:15,320 --> 00:06:16,220 Extract. 79 00:06:16,370 --> 00:06:16,930 All right. 80 00:06:16,940 --> 00:06:21,530 And then with all this option on, we can do some more iterations. 81 00:06:21,570 --> 00:06:23,480 I just leave it at the default value. 82 00:06:24,380 --> 00:06:31,430 I want it to be projected to the sculpt so it will be on my skull, and I want it to add a 83 00:06:34,190 --> 00:06:35,710 modifier or. 84 00:06:35,950 --> 00:06:37,130 So I'm just going to press. 85 00:06:37,130 --> 00:06:37,730 Okay. 86 00:06:38,090 --> 00:06:42,620 And now the cause has been that like this, right? 87 00:06:43,220 --> 00:06:46,220 So let me fix this menu over here. 88 00:06:46,220 --> 00:06:49,220 So we have our so we could have our. 89 00:06:55,200 --> 00:06:58,170 References in this books were here. 90 00:07:00,560 --> 00:07:00,860 All right. 91 00:07:01,430 --> 00:07:04,670 Now, as you can see, if I go to modifiers, I have a simple. 92 00:07:07,980 --> 00:07:14,110 A simple, different model for as to what to do first. 93 00:07:14,120 --> 00:07:20,420 When I extract clothes, I go, I press slash to go to solo. 94 00:07:20,930 --> 00:07:21,260 All right. 95 00:07:21,800 --> 00:07:26,660 And as a consider, although I smoothed the mask and all that. 96 00:07:26,660 --> 00:07:31,910 But there are these areas that are very jagged and not the same line over here as I want it to be, 97 00:07:32,360 --> 00:07:34,790 as I want it to be in my jacket over here. 98 00:07:34,790 --> 00:07:42,530 So what I do after extracting with the solid, if I just disables the solidify over here with this button 99 00:07:42,530 --> 00:07:42,950 over here. 100 00:07:43,070 --> 00:07:43,460 All right. 101 00:07:43,490 --> 00:07:47,060 This is going to disable the real time I go to sculpt. 102 00:07:47,060 --> 00:07:47,390 What? 103 00:07:47,570 --> 00:07:52,240 And I press any pressure. 104 00:07:52,430 --> 00:07:58,450 I press shift, and I'm going to smooth this as a source, which what happens when I spoke to adjust 105 00:07:59,070 --> 00:08:00,590 just with smooth brush. 106 00:08:00,710 --> 00:08:02,840 I'm just going to smooth these edges over here. 107 00:08:06,700 --> 00:08:07,140 All right. 108 00:08:07,170 --> 00:08:10,080 Now these images are much more smoother. 109 00:08:10,080 --> 00:08:12,600 And then I enabled. 110 00:08:15,260 --> 00:08:22,460 The solidify love for you going to see how much more how much better shape we have like this is much 111 00:08:22,460 --> 00:08:23,210 more round. 112 00:08:24,710 --> 00:08:25,190 All the. 113 00:08:29,850 --> 00:08:30,120 She? 114 00:08:32,840 --> 00:08:33,140 All right. 115 00:08:33,440 --> 00:08:36,260 Now we have a much more round shape over here. 116 00:08:36,270 --> 00:08:41,330 We can go ahead and switch to even more amplifier enabled to solidify. 117 00:08:41,480 --> 00:08:43,240 As you can see, we have this shape. 118 00:08:43,250 --> 00:08:49,670 I also set the offset to one and also set the rim to on the rim. 119 00:08:49,670 --> 00:08:57,050 So we don't have actually for this with any known rim because we've got to just remeasure. 120 00:08:57,320 --> 00:09:00,290 But later on, remember that will enable only rim. 121 00:09:00,740 --> 00:09:03,970 You just going to avoid double the geometry. 122 00:09:03,970 --> 00:09:06,650 This is just that that's really good to know. 123 00:09:06,660 --> 00:09:12,710 But right now, because we are probably going to remeasure, we don't need that option right now. 124 00:09:13,670 --> 00:09:18,410 So now we have this, but this is too thin for me. 125 00:09:18,410 --> 00:09:29,300 I want it to be thick and then I use mesh filter, smooth filter, and this filter is going to remove 126 00:09:29,300 --> 00:09:31,670 some of the thickness of my mesh. 127 00:09:31,670 --> 00:09:35,180 So I'm just going to exaggerate all the bits like this. 128 00:09:35,750 --> 00:09:36,080 All right. 129 00:09:36,320 --> 00:09:37,430 Exaggerated like this. 130 00:09:38,030 --> 00:09:39,350 I want to achieve this. 131 00:09:40,190 --> 00:09:40,760 This over here. 132 00:09:40,760 --> 00:09:41,030 Right? 133 00:09:41,630 --> 00:09:43,460 But I want to exaggerate it like this. 134 00:09:43,460 --> 00:09:48,980 Then I go to object mode because I need to be in object mode to apply modifiers. 135 00:09:49,640 --> 00:09:55,970 When I apply my solidified modifier, I go to a sculpts mode and then I'm just going to go to a mesh 136 00:09:55,970 --> 00:09:58,410 filter, go to smooth. 137 00:09:59,060 --> 00:10:03,500 I'm just going to furthermore smooth my geometry, like with the whole 138 00:10:06,290 --> 00:10:10,770 thickness and all that which how watch how it removes. 139 00:10:10,770 --> 00:10:13,850 So the thickness that's going to do it simple. 140 00:10:13,850 --> 00:10:20,090 And I'm very careful that if I do something like this, it's going to remove all loss, right? 141 00:10:20,090 --> 00:10:25,820 So very carefully, left to right, very carefully, just eyeball. 142 00:10:25,820 --> 00:10:30,110 It's how much you're smoothing geometry and removing. 143 00:10:32,410 --> 00:10:32,980 Thickness. 144 00:10:33,250 --> 00:10:34,610 So that's good for now. 145 00:10:35,290 --> 00:10:40,030 What I'm going to do, I'm going to press on this and I have this geometry. 146 00:10:40,030 --> 00:10:44,440 I'm going to press control or to rematch this. 147 00:10:44,590 --> 00:10:44,980 All right. 148 00:10:45,520 --> 00:10:49,220 Now what I'm going to do because this is what I'm going to shoot. 149 00:10:49,230 --> 00:10:52,270 It fluttered and I want to make the hoodie. 150 00:10:52,270 --> 00:10:52,580 Right. 151 00:10:52,580 --> 00:11:03,250 So I'm going to go outside of the the sort of what we have some brushes over here I can use to bring 152 00:11:03,250 --> 00:11:04,180 out this geometry. 153 00:11:04,180 --> 00:11:10,720 I want to bring out this geometry not necessarily on the head, but we can do that like in these references 154 00:11:10,720 --> 00:11:11,080 over here. 155 00:11:11,080 --> 00:11:18,220 Is on the head a thing very we're going to do it on the head because it's much more color. 156 00:11:18,790 --> 00:11:21,190 Like even in these it's more is on the head. 157 00:11:21,190 --> 00:11:27,610 So you can go ahead and with grab brush, just grab it and bring it up like this. 158 00:11:27,610 --> 00:11:27,940 Right. 159 00:11:28,690 --> 00:11:29,500 So you can do that. 160 00:11:29,500 --> 00:11:32,740 But I want to show you this brush over here. 161 00:11:32,860 --> 00:11:35,740 The this snake brush. 162 00:11:35,980 --> 00:11:40,480 It's going to do it's going to do a real better job at the. 163 00:11:41,800 --> 00:11:43,350 Bringing out the geometry. 164 00:11:43,360 --> 00:11:44,950 So if I pull it off, it's a snake. 165 00:11:45,130 --> 00:11:50,420 As you can see, this is going to bring out the geometry like this, right? 166 00:11:50,920 --> 00:12:00,850 So I'm going to carefully bring a lower my radius and I'm just going to mask this area so I won't affect 167 00:12:00,850 --> 00:12:01,810 other areas. 168 00:12:02,290 --> 00:12:03,770 So I'm just masking this area. 169 00:12:03,910 --> 00:12:06,640 So I just mask this area. 170 00:12:06,640 --> 00:12:09,550 I can go ahead and mask these parts as well. 171 00:12:10,300 --> 00:12:13,810 So I only have the area that they want from my hood. 172 00:12:14,380 --> 00:12:18,040 I can also really mesh check on face mask. 173 00:12:18,190 --> 00:12:22,780 So another remeasure like now my mask is there. 174 00:12:23,320 --> 00:12:31,600 So with the snake hook, with the x symmetry on, I can click here or actually turn off x symmetry and 175 00:12:31,600 --> 00:12:34,930 then in the middle we can just pull it out like this. 176 00:12:36,610 --> 00:12:38,080 More have more freedom. 177 00:12:38,110 --> 00:12:40,560 So, listen, it's more the mosque here. 178 00:12:40,570 --> 00:12:43,390 So it's going to be much more smooth. 179 00:12:43,390 --> 00:12:45,190 They're going to pull out the geometry. 180 00:12:46,980 --> 00:12:47,230 She's. 181 00:12:48,540 --> 00:12:50,970 So we had this young man now eyeballing it. 182 00:12:50,970 --> 00:12:52,800 And I see that there are some ostriches. 183 00:12:52,800 --> 00:12:58,650 And I said before, they're all says and there was a researcher just Raemisch that with control are 184 00:12:58,680 --> 00:12:59,070 so. 185 00:13:00,750 --> 00:13:04,380 I pull out the geometry and the greenish. 186 00:13:05,570 --> 00:13:09,770 Plus that you don't see on every machine that I'm seeing that I have supports. 187 00:13:10,280 --> 00:13:16,580 So that indicates that Ray Machine is not working because I don't have enough geometry to distribute 188 00:13:16,580 --> 00:13:17,450 in this area. 189 00:13:17,840 --> 00:13:19,060 So I'm just going to press shift. 190 00:13:19,070 --> 00:13:21,980 Ah, and I have opened seven all right now. 191 00:13:21,980 --> 00:13:32,060 So I'm just going to go to 0.58 something like that with Ray machine has I can see here it didn't fix 192 00:13:32,060 --> 00:13:34,910 this area, it made some holes in this area as well. 193 00:13:34,910 --> 00:13:42,320 I could just go ahead and bring these areas together and so ah it's really much better it's going to 194 00:13:42,320 --> 00:13:44,090 be fixed thing. 195 00:13:44,090 --> 00:13:45,590 I need more geometry than that. 196 00:13:45,590 --> 00:13:48,290 So let's go to all points. 197 00:13:48,290 --> 00:13:49,520 All for. 198 00:13:51,650 --> 00:13:55,220 And so far they have much more agility to work with. 199 00:13:55,250 --> 00:14:00,110 I can grab the sneaker now and bring out the geometry like this. 200 00:14:03,600 --> 00:14:04,440 Control our. 201 00:14:16,820 --> 00:14:17,750 Consult our. 202 00:14:34,980 --> 00:14:38,560 So ah and so on. 203 00:14:38,580 --> 00:14:41,540 So I'm just going to go to wrap brush now. 204 00:14:41,550 --> 00:14:42,210 This is smooth. 205 00:14:42,360 --> 00:14:48,180 So we see how we're doing right now with this was a grab brush. 206 00:14:48,190 --> 00:14:55,740 Now I have more control now because I have extruded enough geometry in this area and just I just have 207 00:14:55,740 --> 00:15:01,350 to do some adjustments to the position of the with your over. 208 00:15:03,330 --> 00:15:05,700 So this is not final words. 209 00:15:07,090 --> 00:15:10,930 We can bring it in like this. 210 00:15:12,790 --> 00:15:14,470 Smooth this geometry. 211 00:15:14,470 --> 00:15:16,390 This geometry is now very. 212 00:15:19,890 --> 00:15:20,630 Deformed. 213 00:15:27,240 --> 00:15:28,890 Break it down like this. 214 00:15:45,970 --> 00:15:53,500 Then it's just about adjusting to hoodie like this. 215 00:15:54,610 --> 00:15:55,680 I sculpting it. 216 00:15:55,690 --> 00:15:58,630 So this area has now become very thin. 217 00:15:58,720 --> 00:16:01,660 We're going to fix that which insulate brush. 218 00:16:04,520 --> 00:16:08,960 You can also try out the mesh filter over here. 219 00:16:10,400 --> 00:16:11,450 So see what we get. 220 00:16:11,450 --> 00:16:16,040 So let's go to inflate and see if it inflate this area, what we get. 221 00:16:20,410 --> 00:16:23,530 As you can see, it is adding all the thickness to this area. 222 00:16:23,620 --> 00:16:31,250 And because we dragged all the geometry, it lose it lost a lot of thickness. 223 00:16:31,250 --> 00:16:41,080 So we can use this to add some thickness just for just to see better how it looks later on when we a 224 00:16:41,100 --> 00:16:47,770 small set now it's going to remove the geometry more like this. 225 00:16:50,330 --> 00:16:53,470 So this cut out references that are defined. 226 00:16:53,610 --> 00:16:57,560 Rudy always work his references. 227 00:17:07,619 --> 00:17:09,960 What I like about the graph brush and blender. 228 00:17:09,960 --> 00:17:14,780 I use the brush and I'm using this right now. 229 00:17:14,790 --> 00:17:16,530 Actually, I use the brush. 230 00:17:16,980 --> 00:17:25,020 But the thing that I don't like about the grab and move brush and the brush is that whenever you're 231 00:17:26,010 --> 00:17:32,660 clicking on the outside of your mesh, it does something else, right? 232 00:17:32,700 --> 00:17:42,120 But in Blender, even if you are not exactly on your mesh, is going to move the mesh like this, right? 233 00:17:42,450 --> 00:17:43,800 It's going to move the mesh like this. 234 00:17:44,220 --> 00:17:46,950 So you don't need to be exactly on the mesh. 235 00:17:46,950 --> 00:17:53,310 But in buzzing zippers, if you're not exactly on the mesh, if you're a little bit beside, then it's 236 00:17:53,310 --> 00:17:57,130 going to do something else to rotate what it is or not. 237 00:17:57,150 --> 00:18:03,050 That missing loop should didn't find the solution for that. 238 00:18:03,060 --> 00:18:11,910 I just just have to get used to other programs how they work all the. 239 00:18:20,890 --> 00:18:22,390 And speaking of zippers. 240 00:18:22,720 --> 00:18:27,210 Well, if you haven't heard of it, it's one of the most used sculpting programs. 241 00:18:27,220 --> 00:18:28,590 It's mostly for sculpting. 242 00:18:28,600 --> 00:18:38,620 So it's not like with like Blender, which has a sculpting box modeling and powerful render tools and 243 00:18:38,620 --> 00:18:39,270 all that. 244 00:18:39,280 --> 00:18:41,680 But just for sculpting, it's a very great tool. 245 00:18:41,720 --> 00:18:46,450 It the main thing for the is that it's it's performance. 246 00:18:46,450 --> 00:18:48,850 It's it can handle a lot of geometry. 247 00:18:49,360 --> 00:18:54,400 So for a character like this, we're totally fine with Blender, but it's really good. 248 00:18:54,400 --> 00:19:01,990 Actually, I think it's better than zip brush my opinion for silence character because of how you can 249 00:19:02,230 --> 00:19:11,350 just switch to render more the see okay so and then adjust to create an all the but for real realistic 250 00:19:11,530 --> 00:19:17,230 system for like sculpts that involves multiple characters. 251 00:19:17,410 --> 00:19:19,120 It gets really hard in a blender. 252 00:19:19,930 --> 00:19:24,520 Blender cannot handle as much geometry as Z Brush can. 253 00:19:25,510 --> 00:19:28,330 And this is because of how it is made, right? 254 00:19:28,510 --> 00:19:35,200 It has a lot of lot of windows of like we have all these windows, all these options. 255 00:19:35,800 --> 00:19:39,970 You re editing this ship and rendering and all that. 256 00:19:41,830 --> 00:19:50,680 So let's finish with adjusting this video over here and just go to this do it mask in this. 257 00:19:50,980 --> 00:19:52,840 Just smooth this area. 258 00:19:53,020 --> 00:19:54,430 Want it to be more smooth. 259 00:19:55,430 --> 00:20:00,170 I wanted actually to be serious this at this stage. 260 00:20:00,170 --> 00:20:02,210 So it's going to seems frozen like this. 261 00:20:02,660 --> 00:20:12,200 And then we can go ahead and maybe bring down a little bit like this severe stress again. 262 00:20:12,350 --> 00:20:17,030 I always forget to turn this on, so let's turn it on. 263 00:20:18,380 --> 00:20:20,120 And we have the first layer. 264 00:20:20,270 --> 00:20:24,560 I think the first thing needs to be a little bit toward the middle points. 265 00:20:24,740 --> 00:20:25,970 So let's just do that. 266 00:20:26,540 --> 00:20:28,010 Let's bring it to the middle points. 267 00:20:29,940 --> 00:20:30,450 And. 268 00:20:30,450 --> 00:20:33,750 All right, now let's go to the second layers of the jacket. 269 00:20:35,760 --> 00:20:37,410 Let's get to the references. 270 00:20:37,410 --> 00:20:40,050 And now, as you can see, the jacket over here. 271 00:20:40,320 --> 00:20:40,980 Let's make that. 272 00:20:42,120 --> 00:20:48,690 So let's hide this, because we want to see our body and the body of our character surface. 273 00:20:48,690 --> 00:20:52,120 Go to France, feel the the sleeves. 274 00:20:52,140 --> 00:20:54,570 The thing over here is fine for us. 275 00:20:54,570 --> 00:20:55,560 We just need to. 276 00:20:58,220 --> 00:20:59,700 Musk the sliver. 277 00:20:59,750 --> 00:20:59,960 Yeah. 278 00:20:59,960 --> 00:21:05,930 So just to start with, control shift and clicks conversion, frankly, is going to just make it last. 279 00:21:06,020 --> 00:21:07,580 Musk Bringing up the last one. 280 00:21:07,580 --> 00:21:08,180 Musk for you. 281 00:21:08,750 --> 00:21:12,500 And I just masked this area. 282 00:21:13,040 --> 00:21:13,370 All right. 283 00:21:13,850 --> 00:21:15,650 So let's go ahead, Musk. 284 00:21:15,680 --> 00:21:18,460 Musk struck with all this option. 285 00:21:18,470 --> 00:21:19,790 It's like a solid. 286 00:21:19,820 --> 00:21:21,380 Go ahead and enable it. 287 00:21:21,380 --> 00:21:21,980 Okay. 288 00:21:22,850 --> 00:21:27,380 Offset one and go to Scott Smart. 289 00:21:28,280 --> 00:21:32,600 Disable this icon over here so we don't see the option. 290 00:21:32,600 --> 00:21:42,020 Go to solo mode with a slash button and now smooth the edges like this. 291 00:21:50,330 --> 00:21:58,810 To get a smooth geometry and edges and all the in the slip areas will smooth it. 292 00:21:59,140 --> 00:22:01,930 So the slip area is two parts over here. 293 00:22:01,930 --> 00:22:04,180 We can we can mask this area. 294 00:22:04,190 --> 00:22:08,680 What I'm thinking, like when you're making something, you have a lot of work for us to do. 295 00:22:08,770 --> 00:22:18,040 We can also just end the jacket in this area and then with a sphere like quickly sculpt something like 296 00:22:18,040 --> 00:22:18,430 this. 297 00:22:18,540 --> 00:22:18,790 Right? 298 00:22:19,330 --> 00:22:22,210 Or we can just mask this area, right? 299 00:22:22,810 --> 00:22:30,460 And then just in deflated many ways, there are many ways to do that, to do this kind of stuff. 300 00:22:33,030 --> 00:22:35,130 So now we can enable. 301 00:22:37,350 --> 00:22:38,040 This. 302 00:22:38,940 --> 00:22:41,790 And then now, as you can see, we are adding accessories. 303 00:22:41,790 --> 00:22:44,250 We need to have some colors. 304 00:22:44,250 --> 00:22:48,060 So let's go here and add color, random color. 305 00:22:48,060 --> 00:22:51,270 So we see better how this is interacting with each other. 306 00:22:52,110 --> 00:22:54,210 And we can go ahead and. 307 00:22:55,670 --> 00:22:56,720 Make it big. 308 00:22:57,050 --> 00:22:58,980 This jacket is very big. 309 00:22:59,000 --> 00:22:59,990 It's sort of bulky. 310 00:23:00,680 --> 00:23:02,930 We need a very bulky set to tell you. 311 00:23:03,940 --> 00:23:10,430 The real version is not very bulky, actually, it seems this one. 312 00:23:11,360 --> 00:23:16,940 But in the animation, it seems very bulky or it's very bulky jacket. 313 00:23:17,510 --> 00:23:23,810 So we're going to do that with the idea of exaggerated geometry. 314 00:23:24,680 --> 00:23:25,680 We've got to sculpt small. 315 00:23:26,390 --> 00:23:30,800 And then we go to mesh filter. 316 00:23:30,890 --> 00:23:43,400 Good to smooth and then to smooth it so we can also smooth the edges and reduce the thickness as well. 317 00:23:43,970 --> 00:23:51,680 So we have the right now so we can grab the we can get the grab brush and to bring these areas a little 318 00:23:51,680 --> 00:23:52,340 bit down. 319 00:23:56,090 --> 00:24:00,530 So now this is all about adjusting and sculpting and all that. 320 00:24:00,770 --> 00:24:02,900 So this is more just to. 321 00:24:05,020 --> 00:24:08,470 Thicker now less on hide. 322 00:24:09,430 --> 00:24:12,940 The things I think we can delete is for push and hedge. 323 00:24:12,940 --> 00:24:18,860 Right now the proportions are now we are done with proportional so we can delete this now. 324 00:24:18,880 --> 00:24:20,350 So I'm just going to delete the. 325 00:24:22,570 --> 00:24:25,810 So now we have the jacket over here. 326 00:24:26,980 --> 00:24:28,090 Now what's it doing? 327 00:24:28,090 --> 00:24:36,550 This is I usually add color to the other accessories to better see how they'll look, but let's do that 328 00:24:36,550 --> 00:24:38,830 after we add the shorts. 329 00:24:38,830 --> 00:24:40,060 So let's go here. 330 00:24:40,060 --> 00:24:43,120 As I was saying, I want to add this area over here. 331 00:24:43,120 --> 00:24:43,840 This area. 332 00:24:46,120 --> 00:24:47,410 This area or here. 333 00:24:47,830 --> 00:24:53,110 So we can do that by going to scope mode and maybe we can go and. 334 00:24:55,230 --> 00:24:56,250 Mask this area. 335 00:24:56,940 --> 00:24:58,800 Press a smooth to swap this. 336 00:24:58,950 --> 00:25:06,270 Then we can control eye to in versus mesh filter inflate. 337 00:25:06,990 --> 00:25:09,720 And then from right to left to deflate it. 338 00:25:10,440 --> 00:25:13,170 So from right to left to deflate it. 339 00:25:13,620 --> 00:25:18,060 So as I've seen, I'm seeing that it's too small. 340 00:25:18,070 --> 00:25:19,800 So I'm just going to Sharpies now. 341 00:25:20,670 --> 00:25:20,880 Nice. 342 00:25:21,000 --> 00:25:21,810 Try it out. 343 00:25:32,170 --> 00:25:33,190 All right, that's good enough. 344 00:25:33,820 --> 00:25:34,930 Let's remove the mask. 345 00:25:35,200 --> 00:25:37,180 Go to Russia. 346 00:25:38,270 --> 00:25:40,010 And better defined this area. 347 00:25:40,460 --> 00:25:41,900 That is this area is more. 348 00:25:43,560 --> 00:25:44,160 Inside. 349 00:25:44,190 --> 00:25:46,500 As you can see I just something over here as well. 350 00:25:46,500 --> 00:25:55,500 So be careful when you're drawing too much should change the shape of other areas and then I'm just 351 00:25:55,500 --> 00:25:56,690 going to smooth it. 352 00:25:57,810 --> 00:26:04,050 I am going to because this area is sown like this is too soon. 353 00:26:04,050 --> 00:26:04,560 Parts. 354 00:26:05,670 --> 00:26:08,760 I'm making some polishing over here. 355 00:26:12,880 --> 00:26:14,170 And then I'm making some. 356 00:26:14,410 --> 00:26:15,430 Look, with control. 357 00:26:15,430 --> 00:26:22,240 Holding control, I'm removing some area over here to make some contrast between the surfaces. 358 00:26:23,410 --> 00:26:24,400 This is smooth without. 359 00:26:33,570 --> 00:26:34,900 This is mostly surreal. 360 00:26:43,600 --> 00:26:46,510 Much more adjustments here. 361 00:26:47,590 --> 00:26:49,510 I still don't like how it looks. 362 00:26:49,510 --> 00:26:58,570 So we do as adjustments as we can to make it more look like the shape that we want. 363 00:27:07,850 --> 00:27:08,330 Okay. 364 00:27:08,660 --> 00:27:10,960 So doing this with alcohol or is kind of horror. 365 00:27:10,960 --> 00:27:16,850 And so we can go to material, add the material to the the jackass. 366 00:27:16,850 --> 00:27:17,590 I'm going to call it. 367 00:27:17,810 --> 00:27:18,440 Check it. 368 00:27:22,200 --> 00:27:29,730 And we should have to materials or not as have jackets and college. 369 00:27:29,730 --> 00:27:33,420 I can layer two jackets there there's. 370 00:27:34,830 --> 00:27:36,090 So that's a there two. 371 00:27:36,480 --> 00:27:42,750 We're not going to sit in the shade a more until we go to the airport specifically and add that color 372 00:27:42,750 --> 00:27:43,290 over here. 373 00:27:43,470 --> 00:27:47,580 So the main color is something like green. 374 00:27:51,360 --> 00:27:53,730 We can use the eyedropper, but it's. 375 00:27:56,810 --> 00:27:57,830 We don't have. 376 00:28:00,390 --> 00:28:04,980 It needs to be inside Blender. 377 00:28:08,160 --> 00:28:09,900 So I'm just going to click on this. 378 00:28:10,590 --> 00:28:13,590 Let's see if it gets something with the eyedropper over here. 379 00:28:13,860 --> 00:28:19,920 So we get a color like this look and we can have that for now. 380 00:28:21,260 --> 00:28:22,580 And Control C. 381 00:28:23,780 --> 00:28:26,090 Well, let me just say a bit. 382 00:28:26,400 --> 00:28:27,920 See, this is the materials. 383 00:28:27,920 --> 00:28:31,850 If I go to over here, I sit in the room. 384 00:28:32,570 --> 00:28:36,030 Well, to sit in the back of your purse, I'll go to viewport. 385 00:28:36,030 --> 00:28:37,270 Display, control, seek. 386 00:28:37,820 --> 00:28:46,100 I hovered my mouse on the base coloured control C to copy this color and then control it pasted over 387 00:28:46,100 --> 00:28:46,400 here. 388 00:28:47,000 --> 00:28:48,620 And I have this color over here. 389 00:28:49,100 --> 00:28:51,440 I grabbed it from this photo here. 390 00:28:51,980 --> 00:28:52,940 Quite good for now. 391 00:28:52,940 --> 00:28:56,860 So I want to make two parts over here. 392 00:28:56,870 --> 00:28:57,620 So this one. 393 00:28:58,140 --> 00:29:01,760 So this is going to be the sleeve. 394 00:29:04,510 --> 00:29:06,880 Well, it's maybe something like this. 395 00:29:08,200 --> 00:29:14,170 And then, as you can see, it's going to be black, so it's going to make it black like this and then 396 00:29:14,440 --> 00:29:14,980 we'll see. 397 00:29:15,160 --> 00:29:17,500 So we know this area. 398 00:29:18,220 --> 00:29:24,310 And because I need to know a sign this area is black 399 00:29:27,610 --> 00:29:32,740 and this is going to be very, very, very I do this very, very quickly. 400 00:29:33,640 --> 00:29:39,790 The reason is whenever I raemisch this scenario now is going to be changing a little bit like how it's 401 00:29:39,790 --> 00:29:40,120 going to be. 402 00:29:40,140 --> 00:29:44,980 So I'm just not going to be too accurate with this assigned this. 403 00:29:45,100 --> 00:29:48,000 So now I have a better idea how this looks. 404 00:29:48,040 --> 00:29:50,350 Let's be scientists here as well. 405 00:29:54,230 --> 00:29:57,410 Let's go back because I want it to be Simone's rise. 406 00:29:58,610 --> 00:29:59,660 Let's select this. 407 00:29:59,840 --> 00:30:03,770 I think by going to select select mirror, we can select the mirror. 408 00:30:06,130 --> 00:30:06,850 Maybe it's not. 409 00:30:09,230 --> 00:30:11,630 A system like this two together. 410 00:30:12,800 --> 00:30:13,190 So. 411 00:30:16,880 --> 00:30:17,080 Should. 412 00:30:20,130 --> 00:30:24,030 Accidently click on control, which deletes the selection. 413 00:30:24,720 --> 00:30:30,240 So now we have more users, see more of how it's going to look. 414 00:30:31,620 --> 00:30:36,870 I forgot to enable x ray so it didn't add others like. 415 00:30:40,540 --> 00:30:41,680 That's very quickly. 416 00:30:41,860 --> 00:30:44,890 Don't don't make too much time on it. 417 00:30:44,890 --> 00:30:46,120 Just for visual. 418 00:30:46,420 --> 00:30:47,260 For visual? 419 00:30:48,640 --> 00:30:48,880 No. 420 00:30:48,880 --> 00:30:53,230 We can go to sculpting and then we know this area is going to be like. 421 00:30:53,230 --> 00:30:57,340 So it's just kind of going to draw on it like this. 422 00:31:02,390 --> 00:31:08,150 And right now I'm going to leave it as it is, because we don't have enough geology to make those kind 423 00:31:08,150 --> 00:31:09,020 of draw shops. 424 00:31:09,020 --> 00:31:16,880 But at geometry, we can add a lot of of contrasts in these areas. 425 00:31:18,140 --> 00:31:20,690 I don't like how it looks, so I'm just going to delete it for now. 426 00:31:21,320 --> 00:31:26,120 So when we add more geometry, we're going to more adjust this over here. 427 00:31:26,360 --> 00:31:29,660 But for now, let's bring it down with the bits. 428 00:31:32,030 --> 00:31:32,380 All right. 429 00:31:32,390 --> 00:31:34,430 Now is the color for this one. 430 00:31:37,650 --> 00:31:40,950 Let's call it an Uncle Jack in one. 431 00:31:43,730 --> 00:31:51,140 Well, we're going to add a red color, so we're going to steal this color again from this photo over 432 00:31:51,140 --> 00:31:51,490 here. 433 00:31:51,500 --> 00:31:54,470 So we're going to do that with this. 434 00:31:54,800 --> 00:31:55,040 All right. 435 00:31:55,040 --> 00:31:59,420 Here, control C, control we to add it to the reports as well. 436 00:32:00,170 --> 00:32:02,390 Now we have the color so. 437 00:32:05,090 --> 00:32:09,230 We can also go ahead and add color for the base. 438 00:32:09,380 --> 00:32:11,930 So I'm just going to call it Spiderman. 439 00:32:14,900 --> 00:32:19,760 And we can also steal the color from here. 440 00:32:20,570 --> 00:32:22,940 So it's going to be more grayish something. 441 00:32:26,390 --> 00:32:27,890 And it's over here. 442 00:32:28,400 --> 00:32:32,750 So now in the viewport, we have something that looks more as a character. 443 00:32:32,840 --> 00:32:39,290 It's just for, like, looking for to see how it looks. 444 00:32:39,680 --> 00:32:40,910 I'm just gonna add it to the. 445 00:32:42,170 --> 00:32:43,040 And that's all. 446 00:32:44,300 --> 00:32:45,500 Now we better see how all. 447 00:32:46,250 --> 00:32:49,070 It's not the final one when we go through rather more. 448 00:32:49,100 --> 00:32:53,450 But it's it's better to work with these colors. 449 00:32:53,450 --> 00:32:57,410 Now, when we are more into the final four. 450 00:32:57,410 --> 00:32:57,890 Nothing. 451 00:32:57,950 --> 00:33:01,730 We are much more close to the final thing with the accessories and all that. 452 00:33:02,420 --> 00:33:06,520 So, so go ahead and let's make the shorts over here. 453 00:33:06,530 --> 00:33:10,460 So as you can see the shorts over here, it starts this go to France view. 454 00:33:11,060 --> 00:33:19,700 I'm just going to enable box mask and I'm just going to mask this area over here until the upper. 455 00:33:21,420 --> 00:33:21,800 The. 456 00:33:22,640 --> 00:33:23,640 The parts. 457 00:33:23,760 --> 00:33:25,650 The upper part of the knee over here. 458 00:33:25,750 --> 00:33:28,140 I have a mask right here. 459 00:33:28,350 --> 00:33:33,210 Well, I can do I can smell things like this and just go to mask. 460 00:33:33,250 --> 00:33:33,540 Mask. 461 00:33:33,540 --> 00:33:36,130 Extract all options in it. 462 00:33:36,130 --> 00:33:39,420 Well, and I have this, so I made a mistake. 463 00:33:39,420 --> 00:33:40,380 So this is still it. 464 00:33:40,380 --> 00:33:41,790 That's my mistake. 465 00:33:41,790 --> 00:33:42,270 Was that. 466 00:33:42,690 --> 00:33:43,800 Let's go to Solomon. 467 00:33:44,340 --> 00:33:46,980 I didn't delete my other mask, which I have. 468 00:33:47,070 --> 00:33:49,590 So just this is still attached with control. 469 00:33:50,160 --> 00:33:52,020 So I deleted the upper parts. 470 00:33:52,680 --> 00:33:53,220 But that. 471 00:33:55,200 --> 00:33:55,900 Right there. 472 00:33:58,060 --> 00:33:59,410 We can't increase. 473 00:33:59,410 --> 00:34:01,640 The mescal is a bit more like this. 474 00:34:02,350 --> 00:34:02,740 That's good. 475 00:34:04,000 --> 00:34:06,670 So now that's going to be the shorts. 476 00:34:06,700 --> 00:34:08,670 Mask, mask instructs. 477 00:34:08,989 --> 00:34:12,580 Okay, now this is our. 478 00:34:14,620 --> 00:34:15,400 Our shorts. 479 00:34:15,790 --> 00:34:17,830 So, as you know, I've said one. 480 00:34:20,730 --> 00:34:28,500 Solo mode for our shorts sculpting so like the smooth for us and starts. 481 00:34:30,400 --> 00:34:33,159 Disable the solid solidify. 482 00:34:35,480 --> 00:34:41,389 And starts smoothing this shirt because the mask was was good. 483 00:34:41,420 --> 00:34:43,550 Now, we don't have a lot of job to do this. 484 00:34:43,580 --> 00:34:44,360 So it was good. 485 00:34:45,750 --> 00:34:46,520 Uh. 486 00:34:47,900 --> 00:34:48,460 All right. 487 00:34:48,469 --> 00:34:49,639 This area is good as well. 488 00:34:49,639 --> 00:34:51,389 So this area needs to be swath. 489 00:34:59,150 --> 00:35:01,610 All right, now let's go out of the. 490 00:35:03,080 --> 00:35:08,300 The sink was the material called cold shorts. 491 00:35:08,750 --> 00:35:13,220 So now it's clear the material over here. 492 00:35:14,090 --> 00:35:15,910 Contrast sea control. 493 00:35:15,920 --> 00:35:17,880 We to the viewport this way. 494 00:35:17,930 --> 00:35:25,700 So we see it in the TV report and the increase the geometry enabled the. 495 00:35:28,290 --> 00:35:29,130 Solidify. 496 00:35:30,510 --> 00:35:36,180 And again, we're going to exaggerate because after deploying, we're going to sculpt more. 497 00:35:36,360 --> 00:35:37,590 We are going to. 498 00:35:38,670 --> 00:35:40,200 Let me add this over here. 499 00:35:43,950 --> 00:35:49,680 They are going to mesh filter as smooth and then as smooth the clothes like this. 500 00:35:55,260 --> 00:35:58,380 In these photos is a kind of frivolous sixth sense. 501 00:35:58,620 --> 00:36:05,220 It is a very a very thin short. 502 00:36:05,490 --> 00:36:08,430 Well, let's see the animation, if we can. 503 00:36:09,820 --> 00:36:10,720 Yeah, it is. 504 00:36:11,170 --> 00:36:12,010 It is or anything. 505 00:36:12,580 --> 00:36:13,480 So let's make it. 506 00:36:13,480 --> 00:36:15,760 Thing was going to smooth it. 507 00:36:23,530 --> 00:36:24,370 Something like that. 508 00:36:24,400 --> 00:36:28,360 Now this thing grab brush with the grab bus. 509 00:36:28,360 --> 00:36:33,610 We can grab these areas and stick them out, stick them up like this. 510 00:36:34,210 --> 00:36:36,370 So it wouldn't necessarily. 511 00:36:38,160 --> 00:36:39,600 Stick to the body. 512 00:36:51,830 --> 00:36:52,760 So now is better. 513 00:36:52,760 --> 00:36:58,610 We can add some some quick wrinkles. 514 00:36:59,210 --> 00:37:02,840 Again, this is not final, but we can also add some more wrinkles. 515 00:37:03,560 --> 00:37:08,120 Use these references we have for wrinkles. 516 00:37:12,680 --> 00:37:17,900 Maybe this one, because this is really the more realistic one. 517 00:37:21,350 --> 00:37:25,170 It's going to disable symmetry and it's a drawbridge. 518 00:37:25,190 --> 00:37:29,090 I'm drawing a little bit of wrinkles. 519 00:37:34,340 --> 00:37:36,830 To add some variation to the. 520 00:37:40,600 --> 00:37:41,430 To the surface. 521 00:37:41,430 --> 00:37:47,760 As you can see, this is not far off, but just some brushes, some strokes made a lot of difference 522 00:37:47,760 --> 00:37:54,300 as to how we see the character can do the same thing for the jacket. 523 00:37:54,450 --> 00:37:57,000 But we should do it very quickly. 524 00:37:57,030 --> 00:37:59,940 This shouldn't take us much. 525 00:38:01,170 --> 00:38:02,640 This is not final. 526 00:38:02,640 --> 00:38:03,330 And this is. 527 00:38:03,330 --> 00:38:07,890 This will all be deleted probably after we. 528 00:38:09,970 --> 00:38:10,990 We do some. 529 00:38:13,890 --> 00:38:17,010 Who's apologizing and the later stage of our case. 530 00:38:20,570 --> 00:38:22,190 So that should be enough for now. 531 00:38:23,390 --> 00:38:31,400 Now I'm seeing that the jacket is too thick in this area, so I'm just going to bring it inside. 532 00:38:32,770 --> 00:38:33,430 Like that. 533 00:38:34,150 --> 00:38:36,310 And this area was extracted. 534 00:38:36,880 --> 00:38:37,870 It is to. 535 00:38:40,270 --> 00:38:42,880 The butts area is protected in this area. 536 00:38:43,300 --> 00:38:45,580 So you can just smooth it out. 537 00:38:47,050 --> 00:38:49,560 You can quickly change between object to it. 538 00:38:50,110 --> 00:38:50,470 Alter. 539 00:38:50,470 --> 00:38:56,050 Q So I'm just producing all here and adjusting these very easily. 540 00:39:12,050 --> 00:39:12,410 All right. 541 00:39:13,070 --> 00:39:16,280 So now we're quickly blocking out the access. 542 00:39:16,280 --> 00:39:22,260 There is none that we were doing that we can go ahead and also quickly make the buckles. 543 00:39:22,260 --> 00:39:25,790 So what I do for making the buckle, I go to the box mask. 544 00:39:26,750 --> 00:39:31,730 Let's go to Solomon of this shorts or here we can also. 545 00:39:31,940 --> 00:39:36,800 All right, so let's go to Fox and go here and then box this over here. 546 00:39:37,400 --> 00:39:39,500 Then was I want I want something. 547 00:39:40,160 --> 00:39:40,940 I want something. 548 00:39:40,940 --> 00:39:47,960 Sharps select one shot to make this shot go to mask mask struct bullet press. 549 00:39:47,960 --> 00:39:52,820 Okay, let's go over here to our mask here. 550 00:39:53,900 --> 00:40:02,830 So that want one disable it go to Solomon's with double clicking on the slash of this thing now we are 551 00:40:02,930 --> 00:40:12,980 in the sole most of this are now because the mesh already had thickness even without the so the mod 552 00:40:13,700 --> 00:40:16,190 without a solidified motive for it is very. 553 00:40:17,430 --> 00:40:18,020 Very thick. 554 00:40:18,620 --> 00:40:21,090 So I'm going to fix that with remission. 555 00:40:21,210 --> 00:40:23,070 So I'm just going to remission. 556 00:40:25,080 --> 00:40:34,950 No, it's not going to fix this problem for me because I have I don't have a very good geometry here, 557 00:40:35,340 --> 00:40:37,260 so I don't know if it's safe. 558 00:40:37,270 --> 00:40:41,490 But if I go to my friend, I don't have the lower parts. 559 00:40:42,150 --> 00:40:44,130 I don't have a lot of parts over here. 560 00:40:44,730 --> 00:40:45,480 So that's a problem. 561 00:40:45,480 --> 00:40:46,830 I can't use this much. 562 00:40:46,830 --> 00:40:51,950 So let's go to a short order here and let's see what we can do about it. 563 00:40:51,960 --> 00:40:54,060 So let's go to scope. 564 00:40:54,510 --> 00:41:01,830 And as I use as a mask, this area just didn't mask. 565 00:41:03,340 --> 00:41:08,620 The area inside or here it is is empty over here. 566 00:41:10,030 --> 00:41:10,450 So. 567 00:41:12,410 --> 00:41:13,520 All we can do. 568 00:41:16,520 --> 00:41:16,780 Yeah. 569 00:41:17,600 --> 00:41:27,350 We can do this mask and well, once I want only to show face so I can go ahead and with these options 570 00:41:27,350 --> 00:41:27,740 on. 571 00:41:29,800 --> 00:41:33,640 I can select a front face only over here or over here. 572 00:41:34,930 --> 00:41:39,360 Front faces only which is optional on while I am. 573 00:41:40,890 --> 00:41:41,730 Masking. 574 00:41:41,790 --> 00:41:49,140 Only the front faces will be added like these faces will not be added because I was seeing the other 575 00:41:49,140 --> 00:41:49,980 person as well. 576 00:41:49,980 --> 00:41:51,600 It masks the other person. 577 00:41:51,600 --> 00:41:57,000 I'm just going to adjust my camera color here and then maybe just delete this over here. 578 00:41:57,660 --> 00:42:01,860 So I only have the front pass and over here I only have. 579 00:42:04,970 --> 00:42:08,900 The front passed front faces of the pack force. 580 00:42:10,190 --> 00:42:15,230 I just go ahead and with the mask, brush them for the mask brush. 581 00:42:16,010 --> 00:42:17,450 And also here. 582 00:42:18,740 --> 00:42:19,010 Yeah. 583 00:42:19,350 --> 00:42:27,200 When the Masters were here, I can go ahead and mask this area, so I'm just only masking the first 584 00:42:27,200 --> 00:42:27,850 basis. 585 00:42:27,860 --> 00:42:33,170 So the aim is that I only want the surface of this area. 586 00:42:38,140 --> 00:42:38,740 So that's enough. 587 00:42:38,750 --> 00:42:46,150 We can also go later on in the extract that this much we can go on and do that so this I don't want 588 00:42:46,730 --> 00:42:48,250 let's just delete this. 589 00:42:51,100 --> 00:42:51,870 She's. 590 00:42:53,580 --> 00:42:55,470 Undulating it with control. 591 00:42:55,770 --> 00:42:56,520 So it's control. 592 00:42:56,530 --> 00:43:02,340 You can delete mask while you are in the mask. 593 00:43:02,340 --> 00:43:02,910 Brush. 594 00:43:12,760 --> 00:43:13,660 All right, that's enough. 595 00:43:13,900 --> 00:43:14,950 That's good mask for me. 596 00:43:14,950 --> 00:43:16,720 So press a shot. 597 00:43:16,720 --> 00:43:18,430 Masks, and I'm just going to sharp it. 598 00:43:19,270 --> 00:43:22,480 Mask the mask, extract press. 599 00:43:22,480 --> 00:43:22,880 Okay. 600 00:43:22,880 --> 00:43:24,460 And now we have this. 601 00:43:24,460 --> 00:43:26,710 I think it's quite good now. 602 00:43:27,220 --> 00:43:37,090 So let's go to Solomon's of these belts over here, disable the geometry and we go to sculpting and 603 00:43:37,090 --> 00:43:39,490 we go to smooth mask and a smooth. 604 00:43:41,110 --> 00:43:43,480 The edges that we made 605 00:43:46,750 --> 00:43:49,600 so we can just go ahead and smoke the whole thing. 606 00:43:49,990 --> 00:43:59,530 We want a smooth surface, but be careful not to put a lot of pressure into your smooth brush because 607 00:43:59,530 --> 00:44:03,760 it's going to destroy geometry and not destroy the. 608 00:44:04,910 --> 00:44:13,030 Like change the shape because we extracted extractor that's on top of the the shorts. 609 00:44:14,240 --> 00:44:22,720 Now we are going to see it on some of the short as well and if we change the. 610 00:44:24,510 --> 00:44:27,140 We changed the colour. 611 00:44:28,300 --> 00:44:28,840 Maybe. 612 00:44:29,800 --> 00:44:31,540 Maybe I'll go the shorts. 613 00:44:33,420 --> 00:44:34,800 Add a new color. 614 00:44:36,690 --> 00:44:39,060 I copied this color. 615 00:44:39,690 --> 00:44:49,440 I disable this, go here, select on builds and copy and paste over here and copy this over here because 616 00:44:49,440 --> 00:44:53,790 I want to see it and duplicate this to see how it looks. 617 00:44:54,000 --> 00:44:56,130 So we need more thickness over here. 618 00:44:56,130 --> 00:45:02,460 So I want something that is gray so I can go ahead, make it more gray. 619 00:45:04,080 --> 00:45:08,640 In the gray area, it is much the same. 620 00:45:08,640 --> 00:45:11,340 It's much more toward green. 621 00:45:16,910 --> 00:45:18,290 Something like that works. 622 00:45:19,760 --> 00:45:20,620 You cannot do that. 623 00:45:21,500 --> 00:45:27,020 So now this is my belt can go to over here and. 624 00:45:28,090 --> 00:45:30,340 Increase the geometry like that. 625 00:45:35,460 --> 00:45:40,790 So the problem I'm seeing is that I don't want it to be too small thing. 626 00:45:40,800 --> 00:45:41,460 This is just. 627 00:45:44,370 --> 00:45:47,640 It is quite good right now, but I want it to be more. 628 00:45:59,350 --> 00:46:02,320 Maybe if I do that and then scale it. 629 00:46:02,990 --> 00:46:08,650 Let's press right clicks that original which the geometry and then the scale is maybe they're scaling 630 00:46:08,650 --> 00:46:09,220 in the. 631 00:46:11,430 --> 00:46:13,970 In the edit mode with alt s. 632 00:46:13,980 --> 00:46:15,150 Let's hope that's our. 633 00:46:16,300 --> 00:46:18,950 So this person of this skill. 634 00:46:19,870 --> 00:46:20,620 No, I didn't. 635 00:46:22,030 --> 00:46:23,260 So let's just. 636 00:46:26,630 --> 00:46:27,410 Skeletor. 637 00:46:28,550 --> 00:46:29,510 Indulging not. 638 00:46:42,150 --> 00:46:43,530 I'm just adjusting. 639 00:46:43,530 --> 00:46:44,700 It's just. 640 00:46:47,050 --> 00:46:50,680 As you can see in the code that in the reference below or here. 641 00:46:52,250 --> 00:46:55,280 Only the transport is going to be seen. 642 00:46:57,000 --> 00:46:58,620 These parts are going to be. 643 00:47:02,500 --> 00:47:03,610 I'm going to be hidden away. 644 00:47:06,270 --> 00:47:12,720 I have a reference for the back of the case, but I think the bolt only is going to be seen in the France 645 00:47:12,720 --> 00:47:13,110 branch. 646 00:47:13,740 --> 00:47:19,890 And you just you just have to care about what was going to be seen even in the in these shots from the 647 00:47:19,890 --> 00:47:20,490 animation. 648 00:47:21,780 --> 00:47:22,530 It is hidden. 649 00:47:23,070 --> 00:47:23,430 Right. 650 00:47:24,600 --> 00:47:31,230 So you can just go ahead and don't care about all the other science and just care about the front side 651 00:47:32,490 --> 00:47:40,080 and we can just make it move inside here in these parts. 652 00:47:45,130 --> 00:47:51,880 Another way to make a very perfect belt, if the whole belt is going to be seen, is to make it with 653 00:47:51,880 --> 00:47:54,400 curves the same way I showed you. 654 00:47:56,800 --> 00:48:04,510 If you remember in the last sections of a schedule with with the shoes I we actually make made the bolts 655 00:48:04,510 --> 00:48:10,510 I think with coats for that character, if I recall correctly. 656 00:48:15,010 --> 00:48:19,420 So this is not the final one because this is not the geometry they were going to use. 657 00:48:19,780 --> 00:48:22,390 This is not the geometry that is good for us. 658 00:48:23,740 --> 00:48:29,320 So what I'm thinking is that we are going to keep it for now, but this is not final. 659 00:48:29,320 --> 00:48:36,250 And then we then we we apologize that this is going to be easier and we're going to get a much more 660 00:48:36,850 --> 00:48:38,620 better shape over here. 661 00:48:40,870 --> 00:48:41,260 All right. 662 00:48:41,290 --> 00:48:45,310 Now we can also look over here. 663 00:48:51,510 --> 00:48:53,580 We can add the buckle. 664 00:48:57,880 --> 00:48:58,450 With a simple. 665 00:48:58,450 --> 00:49:02,450 Q So this what is more modelling? 666 00:49:03,730 --> 00:49:04,520 It's much easier. 667 00:49:04,520 --> 00:49:07,030 It's the key over here for the buckle. 668 00:49:08,110 --> 00:49:08,590 Easy. 669 00:49:16,930 --> 00:49:21,760 And just for to see if that's how it looks. 670 00:49:23,380 --> 00:49:25,660 This kind of curve over here 671 00:49:28,570 --> 00:49:29,560 rotates. 672 00:49:33,050 --> 00:49:36,900 Rotated into the y axis. 673 00:49:36,900 --> 00:49:38,750 So our y 90 degree. 674 00:49:39,680 --> 00:49:41,360 I wanted to be precise. 675 00:49:42,050 --> 00:49:48,480 Oh y 90 degree x a g y to move it toward the bolts. 676 00:49:49,970 --> 00:49:52,040 And then just adjusted in the. 677 00:49:56,200 --> 00:49:57,010 The menu. 678 00:49:58,620 --> 00:50:02,040 So just adjusting the belt over here. 679 00:50:06,150 --> 00:50:06,920 Something like this. 680 00:50:06,930 --> 00:50:13,870 Then we go to modifiers, to the properties, to geometry and to rounds. 681 00:50:14,280 --> 00:50:19,430 And I'm just going to, I can add round, but it's going to be round like this. 682 00:50:19,440 --> 00:50:27,600 So I can also go to geometry extrude and extrude it like this particular shape, something like this. 683 00:50:35,120 --> 00:50:35,420 All right. 684 00:50:36,170 --> 00:50:37,700 Now I have something like this. 685 00:50:37,730 --> 00:50:39,380 I can't rotate it around. 686 00:50:44,790 --> 00:50:47,070 And then adjust the curve easily. 687 00:50:48,190 --> 00:50:49,620 That's the good thing about curves. 688 00:50:49,630 --> 00:50:54,040 It's really easy to adjust that with these kind of shapes. 689 00:50:54,050 --> 00:50:56,530 And in the end, we get a really. 690 00:50:58,230 --> 00:51:01,890 Good apology that we don't need to apologize later on. 691 00:51:13,280 --> 00:51:14,610 I'm just adjusting the chassis. 692 00:51:14,610 --> 00:51:16,130 It's going to be straight. 693 00:51:16,770 --> 00:51:19,910 I could look at the boss over here. 694 00:51:19,940 --> 00:51:27,680 It's I think the offsets were actually the extrusion needs to be bigger like this. 695 00:51:29,110 --> 00:51:29,540 Something like. 696 00:51:29,540 --> 00:51:29,560 Like. 697 00:51:31,750 --> 00:51:32,110 All right. 698 00:51:34,570 --> 00:51:34,800 Now. 699 00:51:34,810 --> 00:51:36,010 It's temporary for now. 700 00:51:36,250 --> 00:51:46,460 But later, when we are done with the curve, we can go ahead and right click convert to mesh. 701 00:51:46,480 --> 00:51:48,190 Now, this is a mesh. 702 00:51:48,400 --> 00:51:48,820 All right. 703 00:51:49,180 --> 00:51:56,260 Now we can go ahead to edit mode of e extrude face on normals to add some thickness. 704 00:51:57,980 --> 00:51:58,450 All right. 705 00:51:58,470 --> 00:52:00,000 It's going to add some thickness, right? 706 00:52:00,120 --> 00:52:03,630 Like this is going to be the final thing. 707 00:52:03,630 --> 00:52:10,290 But for now, because I want to keep the curve for now, I can just. 708 00:52:12,600 --> 00:52:13,680 Keep it like this. 709 00:52:16,220 --> 00:52:18,820 In the end, we can just quickly converse. 710 00:52:18,820 --> 00:52:19,140 That's. 711 00:52:23,060 --> 00:52:25,040 Let's not get ahead of ourselves. 712 00:52:25,070 --> 00:52:29,300 This must change because both is not final. 713 00:52:30,670 --> 00:52:35,000 Uh, but just to see better and just that. 714 00:52:35,000 --> 00:52:35,880 These things. 715 00:52:36,780 --> 00:52:39,170 I don't like how it looks or here. 716 00:52:39,170 --> 00:52:49,580 So we can maybe select the belt buckle over here for that reason, and then we can go ahead and select 717 00:52:49,580 --> 00:52:56,870 the material we added to our belts and maybe just 718 00:53:00,680 --> 00:53:01,760 copy the color. 719 00:53:04,690 --> 00:53:06,640 Make your belts and cereal. 720 00:53:10,120 --> 00:53:13,430 She got a viewport this way out here. 721 00:53:13,610 --> 00:53:16,370 And then I want it more toward black. 722 00:53:16,370 --> 00:53:18,350 Right toward black. 723 00:53:18,620 --> 00:53:21,440 It is more reddish, it seems. 724 00:53:22,830 --> 00:53:27,630 So I'm just going to add more reddish color, a reddish black color. 725 00:53:28,450 --> 00:53:28,800 Right. 726 00:53:30,270 --> 00:53:34,900 And then for these two, we can keep it like that. 727 00:53:38,300 --> 00:53:38,470 So 728 00:53:42,420 --> 00:53:47,280 now, as you can see, we have a better idea of how we want to shape the character so we can go here 729 00:53:47,280 --> 00:53:49,800 and maybe shaved head and all that. 730 00:53:50,550 --> 00:53:52,340 But not necessarily for now. 731 00:53:52,350 --> 00:53:56,490 We're going to leave that to the end parts. 732 00:53:58,080 --> 00:54:01,740 Now, the hands are not connected. 733 00:54:01,770 --> 00:54:03,090 Now those are concentrated. 734 00:54:03,300 --> 00:54:06,750 We need to be careful to move the jacket. 735 00:54:08,810 --> 00:54:13,880 Toward the end of the year because we didn't want the forum to be seen in the forum. 736 00:54:13,880 --> 00:54:21,170 The hands are not connected and we don't want this to be seen later. 737 00:54:22,190 --> 00:54:25,730 We can connect them and in the end when we are done with the hand. 738 00:54:25,730 --> 00:54:29,490 But for now the hand is not done. 739 00:54:29,510 --> 00:54:34,930 We need to see how it looks with the rest of the character to be sure. 740 00:54:35,920 --> 00:54:36,130 Yeah. 741 00:54:36,440 --> 00:54:38,680 I'm done with the hand that I can join them. 742 00:54:38,700 --> 00:54:39,000 So. 743 00:54:42,190 --> 00:54:44,650 All right, let's see what else we can do here 744 00:54:47,320 --> 00:54:47,710 at. 745 00:54:50,710 --> 00:54:58,290 Some faults to the short story here and here is all. 746 00:55:02,140 --> 00:55:03,580 This is what's this area? 747 00:55:07,980 --> 00:55:09,120 And bring it now. 748 00:55:19,560 --> 00:55:23,410 Shh, shh, shh, shh, shh, shh, shh. 749 00:55:24,220 --> 00:55:25,780 So in 3-D, you have to. 750 00:55:27,430 --> 00:55:32,140 You have to go to all the views and see from all the views. 751 00:55:35,370 --> 00:55:43,380 Oh, it looks so that's why they'll always say for all people, professionals, all the the you need 752 00:55:43,380 --> 00:55:52,860 to get away from your work for a couple of days, then go back again to see how the case looks because 753 00:55:52,940 --> 00:55:55,500 they might not see the problems over here. 754 00:55:56,580 --> 00:55:59,280 So then I guess China immediately. 755 00:56:00,400 --> 00:56:03,880 To rotate and then see the problems that they have. 756 00:56:07,510 --> 00:56:07,830 All right. 757 00:56:07,840 --> 00:56:11,980 I think now it is good enough. 758 00:56:13,420 --> 00:56:17,290 So this area over here, this can be added right now. 759 00:56:17,300 --> 00:56:21,400 But honestly, I think it's too soon. 760 00:56:22,820 --> 00:56:25,260 Right now we have more adjustments to do. 761 00:56:25,290 --> 00:56:26,690 Today's clothes. 762 00:56:28,470 --> 00:56:28,890 So 763 00:56:32,070 --> 00:56:34,570 let's see. 764 00:56:38,090 --> 00:56:40,420 We can add that right now if you want. 765 00:56:41,830 --> 00:56:43,700 It's quite easy to do. 766 00:56:43,820 --> 00:56:47,120 So you go to object mode. 767 00:56:47,870 --> 00:56:52,190 Let's add a tourist over here and let's bring it down. 768 00:56:54,330 --> 00:56:56,790 And this is just so want to make. 769 00:56:58,580 --> 00:57:00,050 Tourists for this area. 770 00:57:03,180 --> 00:57:07,860 And with the tourists, we can see how big it is going to be. 771 00:57:07,890 --> 00:57:12,770 So from this is from afar and this is from the sort of architecture. 772 00:57:17,220 --> 00:57:20,320 We can enable the face. 773 00:57:22,470 --> 00:57:23,760 The snapping over here. 774 00:57:23,760 --> 00:57:25,620 So it snaps to the surface. 775 00:57:30,940 --> 00:57:33,970 For now unless Pistorius disabled is stopping. 776 00:57:34,690 --> 00:57:35,800 That's good enough for now. 777 00:57:36,670 --> 00:57:38,080 Let's share this with the analysts. 778 00:57:38,080 --> 00:57:41,620 Press control and a scale to not get into any problems later on. 779 00:57:44,170 --> 00:57:48,370 And then we can add a curve or here is the curve. 780 00:57:51,090 --> 00:57:52,390 Scale it down. 781 00:57:54,190 --> 00:57:55,060 Rotate it. 782 00:57:57,570 --> 00:57:59,550 Like this movie. 783 00:58:01,750 --> 00:58:02,800 The inside. 784 00:58:06,460 --> 00:58:07,750 And we can now. 785 00:58:10,590 --> 00:58:11,550 Starts. 786 00:58:13,310 --> 00:58:14,510 Extruding the curved. 787 00:58:37,680 --> 00:58:39,990 By now you should know how his works. 788 00:58:40,280 --> 00:58:43,110 The object properties, the geometry. 789 00:58:43,350 --> 00:58:44,460 And they can use extrude. 790 00:58:44,550 --> 00:58:46,620 I'm just going to use a bevel right here. 791 00:58:47,430 --> 00:58:48,270 Something like this. 792 00:58:48,300 --> 00:58:49,650 Later on, we can change it. 793 00:58:50,250 --> 00:58:52,590 But for now, this is quite all right. 794 00:59:03,780 --> 00:59:06,930 They can't even scale this part with control. 795 00:59:07,650 --> 00:59:10,800 It's also this kind of skilled esports. 796 00:59:12,000 --> 00:59:16,380 And don't forget to fill caps, too, to do this. 797 00:59:19,800 --> 00:59:24,210 All right, let's move over here. 798 00:59:25,900 --> 00:59:27,520 Shh, shh, shh. 799 00:59:32,410 --> 00:59:32,710 Was. 800 00:59:32,710 --> 00:59:33,250 Copy this. 801 00:59:33,250 --> 00:59:34,750 Modify it with control URL. 802 00:59:34,780 --> 00:59:35,710 Copy the source. 803 00:59:36,400 --> 00:59:36,790 So. 804 00:59:39,810 --> 00:59:41,480 Now let's go around, see what we can. 805 00:59:41,490 --> 00:59:50,100 And I'm not going to add the zippers right now because, as I said, we might change the location of 806 00:59:50,100 --> 00:59:51,600 this over here. 807 00:59:52,940 --> 01:00:01,130 But what I can do is that now as we have, we have the jackets on. 808 01:00:01,950 --> 01:00:03,860 Now, as you can see, we don't. 809 01:00:03,860 --> 01:00:04,430 We have. 810 01:00:04,640 --> 01:00:05,010 We can. 811 01:00:08,170 --> 01:00:13,210 Do some minor adjustments to the budgets that the party needs to be more like this. 812 01:00:14,290 --> 01:00:17,770 I do not need all that forms in the body. 813 01:00:18,010 --> 01:00:21,460 The character is a costume, so I just. 814 01:00:22,270 --> 01:00:24,280 I just simply don't need it. 815 01:00:27,260 --> 01:00:27,590 All right. 816 01:00:32,840 --> 01:00:36,500 Then I can go here and move it closer. 817 01:00:41,510 --> 01:00:42,320 Let's go back. 818 01:00:42,350 --> 01:00:46,790 So this is the reason you want to do this in the last part. 819 01:00:48,440 --> 01:00:51,500 Well, then we can fix this with her shrink wrap modifier. 820 01:00:51,500 --> 01:01:00,980 So for addition, her modifier is added on above surface and set the targets so in the curve to this 821 01:01:00,980 --> 01:01:01,250 one. 822 01:01:02,420 --> 01:01:03,120 Four days. 823 01:01:03,490 --> 01:01:04,070 So. 824 01:01:15,590 --> 01:01:19,660 But for this one as well, I'm just going to add the same thing. 825 01:01:20,650 --> 01:01:21,730 Cutting my divorce. 826 01:01:24,780 --> 01:01:28,410 So it's going to stay on top of this when I change it. 827 01:01:28,800 --> 01:01:34,590 If I change it and go back to object more, as you can see, it's going to follow this along. 828 01:01:36,010 --> 01:01:44,440 So that's one good trick you can use when you want other objects to follow. 829 01:01:44,770 --> 01:01:45,910 Then you are sculpting. 830 01:01:46,890 --> 01:01:52,260 So it's not going to fold over in your sculpting, but it's going to follow when you go out of the sculpting. 831 01:02:14,240 --> 01:02:14,840 Serious. 832 01:02:14,840 --> 01:02:15,800 Too bulky. 833 01:02:15,890 --> 01:02:16,640 So it's just. 834 01:02:18,390 --> 01:02:20,640 Bringing a little bit toward body. 835 01:02:42,020 --> 01:02:43,970 All right, now we have this or here. 836 01:02:43,970 --> 01:02:48,440 Let's go to the sheer material show we have. 837 01:02:48,440 --> 01:02:50,860 Also see how this is going to look. 838 01:02:50,860 --> 01:02:51,500 You are here. 839 01:03:04,100 --> 01:03:04,450 All right. 840 01:03:04,460 --> 01:03:07,970 We have another area over here where the end airport. 841 01:03:09,550 --> 01:03:12,280 Of the jacket. 842 01:03:12,700 --> 01:03:14,080 Let's just go to the jacket. 843 01:03:14,110 --> 01:03:16,990 I'm just going to make a mask. 844 01:03:17,200 --> 01:03:19,710 It's with a line, a stroke. 845 01:03:19,720 --> 01:03:21,520 So I'm just going to press on the line stroke. 846 01:03:22,030 --> 01:03:24,940 And I am going to make a mask with line a stroke. 847 01:03:25,540 --> 01:03:29,910 And to make it easier, I'm going to change the radius units from view to scene. 848 01:03:29,920 --> 01:03:34,780 So this means if I zoom out, the radius is going to be the same. 849 01:03:40,160 --> 01:03:41,870 So I think that's fine for now. 850 01:03:43,160 --> 01:03:43,940 And. 851 01:03:44,600 --> 01:03:45,110 Yeah. 852 01:03:46,340 --> 01:03:48,170 Let's check the properties. 853 01:03:54,040 --> 01:03:56,710 So I want it to be only in the front faces. 854 01:03:56,720 --> 01:03:58,960 So select that front faces only. 855 01:04:04,690 --> 01:04:09,910 With the line brush and just select a mask this area. 856 01:04:11,630 --> 01:04:12,120 She's. 857 01:04:15,320 --> 01:04:15,920 That's good enough. 858 01:04:15,950 --> 01:04:19,320 Let's go to Solomone to see if he's into any mistakes. 859 01:04:19,320 --> 01:04:21,170 So it's only on the surface. 860 01:04:24,550 --> 01:04:28,040 And I know this was a social mask. 861 01:04:28,050 --> 01:04:30,660 I wanted to be smooth, then go to mesh filter. 862 01:04:33,940 --> 01:04:36,640 Let me move it over here. 863 01:04:39,130 --> 01:04:45,580 Let's go to mesh, filter and console I to invert the mask and want this area to be inflated. 864 01:04:45,580 --> 01:04:49,030 So I'm just going to use inflation in this area. 865 01:04:51,870 --> 01:04:54,720 But inflation is not what it wants. 866 01:04:54,720 --> 01:04:57,270 So let's sharpen the mask and try again. 867 01:04:59,590 --> 01:05:04,330 That's more like it, but it still is not very much. 868 01:05:04,330 --> 01:05:08,620 What I like when we add more geometry is going to be fixed. 869 01:05:09,040 --> 01:05:14,860 So I'm just going to smooth this area while it is masked. 870 01:05:16,090 --> 01:05:19,900 I'm a smoothness while it is my SO adding some thicknesses area. 871 01:05:22,770 --> 01:05:23,700 And I think I'm done. 872 01:05:25,020 --> 01:05:26,600 So that's the lower pass. 873 01:05:26,640 --> 01:05:31,410 And right now, we don't need to cover it. 874 01:05:33,630 --> 01:05:36,420 But you can do that if you want. 875 01:05:38,990 --> 01:05:41,510 I'm going to do it to show you an easy way to color. 876 01:05:43,040 --> 01:05:44,150 Areas like this. 877 01:05:44,240 --> 01:05:52,910 I'm just going to call it whack and make a blackish color. 878 01:05:53,570 --> 01:05:54,860 Go to your pores. 879 01:05:55,490 --> 01:06:03,200 You'll be like, go to edit mode and press C to bring up this brush or here brush these areas. 880 01:06:05,090 --> 01:06:07,100 With pressing rhetoric. 881 01:06:07,100 --> 01:06:07,880 You can. 882 01:06:12,430 --> 01:06:13,990 Get out of this brush. 883 01:06:15,530 --> 01:06:18,860 In this embittered middle class, you can delete the selection. 884 01:06:24,670 --> 01:06:27,900 I do that this is what we're going to texture it, right? 885 01:06:27,910 --> 01:06:38,170 So this is not final, but this will help a lot when it comes to look and seeing like. 886 01:06:39,360 --> 01:06:49,500 Think how we should like remembering that this area is different than the other areas. 887 01:06:52,960 --> 01:06:53,710 I'm going to do this. 888 01:06:53,920 --> 01:06:54,100 US. 889 01:06:54,310 --> 01:06:54,700 So 890 01:06:57,370 --> 01:06:58,000 that's it. 891 01:06:58,990 --> 01:07:00,100 Now we can. 892 01:07:00,100 --> 01:07:03,100 We can see how this looks over here. 893 01:07:03,770 --> 01:07:05,800 I can go ahead and do some. 894 01:07:06,220 --> 01:07:07,710 Just show with Russia. 895 01:07:07,750 --> 01:07:08,230 We can. 896 01:07:09,840 --> 01:07:10,350 Joel. 897 01:07:10,370 --> 01:07:11,640 It's a bit of this area. 898 01:07:25,770 --> 01:07:26,210 She? 899 01:07:46,500 --> 01:07:46,840 All right. 900 01:07:48,570 --> 01:07:53,040 For these ones, I think if you move it, it's more it's on top. 901 01:07:55,540 --> 01:07:59,180 I was sort of set to be a little bit on top. 902 01:08:00,410 --> 01:08:02,840 So this increased of story here. 903 01:08:08,980 --> 01:08:09,460 All right. 904 01:08:18,029 --> 01:08:20,189 Sleek materials for action. 905 01:08:20,189 --> 01:08:22,740 Not linked with, not considered. 906 01:08:28,640 --> 01:08:30,450 Want to do with a bit more. 907 01:08:31,859 --> 01:08:37,439 This area, I think, needs more. 908 01:08:38,920 --> 01:08:41,850 Let's do some sculpting here. 909 01:08:41,859 --> 01:08:47,710 So let's grab this close brush and sculpt ourselves in this area. 910 01:08:51,880 --> 01:08:54,040 Ariel looks uneven. 911 01:08:54,040 --> 01:08:55,330 So we discussed brush. 912 01:08:55,479 --> 01:09:04,040 It's a clear citrus brush with an eye geometry in this area, and the smoother there is going to be 913 01:09:04,060 --> 01:09:07,240 much more consistent. 914 01:09:11,359 --> 01:09:17,000 Usually in the hood is anything the this area goes up like this. 915 01:09:20,479 --> 01:09:26,300 So I'm just going to do the Alaskans more things to see what we get. 916 01:09:26,810 --> 01:09:29,510 Now, as you can see, this area is much more. 917 01:09:31,399 --> 01:09:33,410 Consistence in the surface. 918 01:09:36,520 --> 01:09:40,000 We should make it look like class. 919 01:09:44,029 --> 01:09:44,510 All right. 920 01:09:44,510 --> 01:09:48,229 Now, I think this is enough for this with you. 921 01:09:48,859 --> 01:09:53,540 In the next one, I want to go ahead and sculpt the shoes. 922 01:09:54,290 --> 01:10:01,700 So if you remember in the last sections we modeled issue, which was kind of like this. 923 01:10:02,720 --> 01:10:06,530 But in the next one, we are going to sculpt the shoe. 924 01:10:06,540 --> 01:10:13,860 So we're just going to do some of the sculpting doing the same techniques like masking, extracting 925 01:10:13,870 --> 01:10:17,720 and with grab brush and all that. 926 01:10:18,740 --> 01:10:23,570 So I hope this with you was helpful and too mixed with your goodbye.