1 00:00:00,750 --> 00:00:01,920 Welcome back, guys. 2 00:00:02,070 --> 00:00:07,260 So as I said in the previous video, I want to make the shoes right now. 3 00:00:07,980 --> 00:00:15,090 I found some references for the shoes, so I'll just type in months Morales shoes. 4 00:00:15,330 --> 00:00:16,830 And I got this good references. 5 00:00:17,310 --> 00:00:24,510 So these are all the sides and all the views I want. 6 00:00:24,660 --> 00:00:26,490 So these are the main references for the shoe. 7 00:00:26,490 --> 00:00:32,960 And I have all these other references from other folks perhaps, and all that. 8 00:00:33,810 --> 00:00:36,210 The mayor office is this one over here. 9 00:00:36,570 --> 00:00:41,970 We can see the of view, the side view and these views as well. 10 00:00:42,780 --> 00:00:49,680 So let's just get into it before actually I added a word ashtray. 11 00:00:49,830 --> 00:00:52,600 So I went to the shading. 12 00:00:52,620 --> 00:00:55,800 I change it from objects to words. 13 00:00:56,520 --> 00:01:04,110 And then I added and this year I should I should review, which I showed you in previous videos, and 14 00:01:04,110 --> 00:01:14,610 I mix this background with another background over here and added a light path node and connected the 15 00:01:14,610 --> 00:01:18,180 camera to FEC over here. 16 00:01:18,600 --> 00:01:25,920 So what it does is that if I remove the face over here, as you can see, we can see the ashtray in 17 00:01:25,920 --> 00:01:27,390 our render. 18 00:01:27,690 --> 00:01:32,880 All right, let me just remove the references. 19 00:01:33,900 --> 00:01:35,140 We can see the shrine. 20 00:01:35,160 --> 00:01:38,550 So if we connect these two together. 21 00:01:41,650 --> 00:01:42,810 Now we don't see this year. 22 00:01:42,820 --> 00:01:51,070 And if I connect another background note over here to the second Schrader node, then I can change the 23 00:01:51,070 --> 00:01:54,660 color to whatever I wants in the render mode. 24 00:01:54,670 --> 00:01:55,000 Right. 25 00:01:55,240 --> 00:01:56,320 So this is in the render. 26 00:01:57,310 --> 00:01:58,160 There's an effect. 27 00:01:58,300 --> 00:01:59,770 The the shading. 28 00:01:59,770 --> 00:02:02,590 What it does is only affects the rendering. 29 00:02:02,590 --> 00:02:14,410 But at this point, I can go to any type of color I want for my background while I have the lightning 30 00:02:14,650 --> 00:02:16,500 lighting of the shrine. 31 00:02:16,510 --> 00:02:20,580 So I don't have to light it myself and I can adjust it. 32 00:02:20,690 --> 00:02:23,470 Just the strength of this, your eye over here. 33 00:02:24,370 --> 00:02:26,400 So maybe lower it. 34 00:02:26,410 --> 00:02:28,840 Oh, it's a bit and make it something like this. 35 00:02:29,420 --> 00:02:33,070 I mean, this is much more appealing then. 36 00:02:33,310 --> 00:02:37,510 Well, I should add another section over here called Lighting. 37 00:02:37,720 --> 00:02:51,340 So if I go to modeling over here and I can change it to something like lighting and I use this now the 38 00:02:51,340 --> 00:02:59,970 window for the lighting of the character and this is always on the render mode and in the layout. 39 00:02:59,980 --> 00:03:02,940 I can be in the, in all the other things I want. 40 00:03:03,550 --> 00:03:07,150 And then I have this called up to sculpts and all that. 41 00:03:08,410 --> 00:03:14,400 But whenever I go to lighting, I can see the lighting over here. 42 00:03:14,410 --> 00:03:25,090 I can see how it looks in the let's say in this and the random one to make it better for rendering, 43 00:03:25,630 --> 00:03:31,240 turn on the ambient occlusion we are on in eerie tunnel and with our collision we don't need all the 44 00:03:31,240 --> 00:03:32,110 other options. 45 00:03:32,740 --> 00:03:41,320 But also I think think of added a light or area of other lights over here called an area of light. 46 00:03:41,320 --> 00:03:43,690 And with shift you can change the location. 47 00:03:44,140 --> 00:03:46,600 I added it to add more. 48 00:03:48,490 --> 00:03:55,720 If I have the will, they add a little bit more lighting toward the face of the character like that? 49 00:03:57,790 --> 00:03:58,090 All right. 50 00:03:58,810 --> 00:04:05,460 And then for this time, I usually turn off the overlay because I just wanted to see how it looks and 51 00:04:05,650 --> 00:04:06,190 rendering. 52 00:04:07,450 --> 00:04:11,290 Obviously, I use the TV too fast, rendering, real time rendering. 53 00:04:11,350 --> 00:04:14,980 But you can also also for the lights. 54 00:04:14,980 --> 00:04:20,440 You can you can go to over here to the Light's properties and enable context. 55 00:04:20,950 --> 00:04:24,130 It adds a bit more to the realism. 56 00:04:25,180 --> 00:04:32,440 But as you know, cycles works better with lighting and especially with your eye and how the shadows 57 00:04:32,440 --> 00:04:33,400 work and HDR. 58 00:04:33,910 --> 00:04:41,320 So from time to time we can go ahead and change it between cycles at IMI, but for it to run faster, 59 00:04:41,320 --> 00:04:43,600 I'm going to use Eevee. 60 00:04:43,600 --> 00:04:46,930 As you can see, it doesn't have the shadows over here. 61 00:04:50,110 --> 00:04:58,600 If you don't like how the show is lighting a scene, you can just go ahead here and say below the scene 62 00:04:58,600 --> 00:05:00,220 word and scene light. 63 00:05:02,840 --> 00:05:03,200 All right. 64 00:05:07,820 --> 00:05:14,320 Let's make the ground over here bigger and let's go ahead and sculpt the chutes. 65 00:05:14,330 --> 00:05:20,030 I'm just going to go to the sculpting to I'm just going to click on the body over here. 66 00:05:21,270 --> 00:05:25,040 Let's have our references in this area. 67 00:05:28,290 --> 00:05:28,800 Okay. 68 00:05:29,370 --> 00:05:43,230 So now let's go to the foot area and let's first attempt to do its any remaining masks and then we can 69 00:05:43,230 --> 00:05:48,330 press all of the control, the shift to bring the last mask. 70 00:05:48,870 --> 00:05:49,800 Well, that's the mask. 71 00:05:50,160 --> 00:05:52,260 So this is going to be the. 72 00:05:52,320 --> 00:05:52,660 Sure. 73 00:05:52,680 --> 00:05:52,920 Yeah. 74 00:05:53,760 --> 00:05:54,150 All right. 75 00:05:55,090 --> 00:06:01,890 Then we can go ahead and the mask extractor press. 76 00:06:01,890 --> 00:06:02,370 Okay. 77 00:06:03,230 --> 00:06:05,970 And now we have mask extractor that again. 78 00:06:06,530 --> 00:06:13,380 I'll set one and then increase the thickness over here. 79 00:06:13,560 --> 00:06:17,940 So this is going to be the base shape until over here. 80 00:06:19,860 --> 00:06:20,490 So. 81 00:06:23,180 --> 00:06:25,160 We need to have more. 82 00:06:28,330 --> 00:06:29,280 Control over it. 83 00:06:29,410 --> 00:06:31,250 To do that, let's go to Solomon. 84 00:06:31,900 --> 00:06:36,940 And I want it to be I want to remember this because I want more control over it. 85 00:06:37,550 --> 00:06:42,580 No, let's just adjust that based on how the show is. 86 00:06:43,090 --> 00:06:44,650 So let's go to the side view. 87 00:06:51,750 --> 00:06:53,670 These areas are going to be flooded. 88 00:06:54,540 --> 00:07:01,110 We can achieve that with scraped brush just going to prison, escape brush and go to store and change 89 00:07:01,110 --> 00:07:01,710 into one. 90 00:07:01,740 --> 00:07:05,850 So I'm just going to draw a line in the soul of the foot. 91 00:07:05,850 --> 00:07:11,010 And this, as you can see, made it floods one more time. 92 00:07:13,230 --> 00:07:14,920 One more so in this area. 93 00:07:17,650 --> 00:07:19,200 And that is more flat. 94 00:07:19,470 --> 00:07:25,770 But, sir, for the pace of the show, also in the middle middle area, I made an arc for the thoughts. 95 00:07:26,250 --> 00:07:28,170 Well, we don't need that kind of arc. 96 00:07:28,860 --> 00:07:37,260 We can beat the crap brush, bring it down to destroy this kind of arc in the pursuit. 97 00:07:41,280 --> 00:07:42,570 And then just a small set. 98 00:07:47,560 --> 00:07:49,750 So now it's changed the color. 99 00:07:50,230 --> 00:07:52,580 So this isn't shoe. 100 00:07:53,110 --> 00:07:55,440 I want it to be white like this. 101 00:07:55,520 --> 00:07:58,450 So this is the best shoe, and I want it to be whites. 102 00:07:59,170 --> 00:08:03,400 So it's just this area as well. 103 00:08:08,090 --> 00:08:12,160 Let's go from Soham out and see what the got. 104 00:08:16,550 --> 00:08:16,940 All right. 105 00:08:19,280 --> 00:08:23,960 Now, once he's the second board or here for the shoe. 106 00:08:24,830 --> 00:08:27,950 So this is the second pass, as you can see. 107 00:08:30,120 --> 00:08:30,660 We're here. 108 00:08:30,670 --> 00:08:32,340 We have a part over here. 109 00:08:33,570 --> 00:08:35,370 Which has a different thickness. 110 00:08:35,429 --> 00:08:38,340 And then another part, which is over here and it's blue. 111 00:08:39,929 --> 00:08:41,929 So let's do that courtesy of the mode. 112 00:08:44,159 --> 00:08:47,040 And that's just that's first and more. 113 00:08:51,580 --> 00:08:52,090 You know what? 114 00:08:52,090 --> 00:08:59,080 Because this is to making it difficult is for me to see my object. 115 00:08:59,080 --> 00:09:04,330 I'm just going to delete it to work on one object and later are only just going to. 116 00:09:04,810 --> 00:09:14,230 It's just so it's adjusted because this is the base of the foot. 117 00:09:14,560 --> 00:09:17,260 It's important to get the shape right. 118 00:09:40,090 --> 00:09:46,710 The Syrians said when we met, they encountered some problems here. 119 00:09:46,720 --> 00:09:57,690 This is because the measures were to incite each other, and this usually makes calls on all the lists. 120 00:09:58,000 --> 00:10:01,000 So our again, we have a problem over here. 121 00:10:01,000 --> 00:10:02,530 We need to add geometry. 122 00:10:02,620 --> 00:10:06,340 Whenever this happens, you need the geometry. 123 00:10:06,370 --> 00:10:09,880 This is too thin for Blender to calculate. 124 00:10:10,690 --> 00:10:20,710 And Ramesh, it's because of its flats that it made this area to obtain control over again. 125 00:10:20,720 --> 00:10:22,570 Now is the problem is fixed. 126 00:10:24,070 --> 00:10:27,430 Can go ahead with clear strips. 127 00:10:27,780 --> 00:10:28,600 Well, little bit. 128 00:10:29,110 --> 00:10:30,670 Make this area with a bit more. 129 00:10:33,120 --> 00:10:38,490 He's flat and I'm going to change it to shades flat. 130 00:10:39,300 --> 00:10:41,590 The SPITZER How the judge over here works. 131 00:10:41,640 --> 00:10:48,230 I want this area to be flat, some just with clear strips going to draw on it. 132 00:10:50,250 --> 00:10:51,120 A small wasn't. 133 00:11:03,180 --> 00:11:03,720 She's. 134 00:11:09,380 --> 00:11:10,280 All right, let's see. 135 00:11:10,310 --> 00:11:12,990 For a mother we use now, we're in the side view. 136 00:11:15,860 --> 00:11:21,290 You need to consider that we're only sculpting until this point over here this points. 137 00:11:21,440 --> 00:11:27,800 So we need to adjust more later on when we made other layers. 138 00:11:27,920 --> 00:11:37,400 So right now we are on the first layer and we can really actually see how much we need to do, like 139 00:11:37,850 --> 00:11:39,500 how much adjustment we need to do. 140 00:11:41,360 --> 00:11:48,470 But let's go ahead and see from the top below to see what we got and compare it to our. 141 00:11:52,470 --> 00:11:53,130 References. 142 00:11:53,130 --> 00:11:59,520 So I'm just gonna go to top field with seven and let's change the shape. 143 00:12:01,410 --> 00:12:02,190 Like this. 144 00:12:15,530 --> 00:12:25,820 This area is still not having enough geometry because it is reflecting the middle arc of the foot that 145 00:12:25,820 --> 00:12:26,300 we made. 146 00:12:27,480 --> 00:12:28,630 Well, let's do that. 147 00:12:28,680 --> 00:12:29,870 Let's make it more flat. 148 00:12:30,230 --> 00:12:32,810 Adding clear strip brush or here. 149 00:12:42,470 --> 00:12:45,990 So let's bring it forward. 150 00:12:46,100 --> 00:12:48,620 The back of the foot like that. 151 00:13:05,660 --> 00:13:08,240 That's good for now for the base of the ship. 152 00:13:08,930 --> 00:13:14,750 Now, as I said, we're going to make the second layer of the show, which is this one over here, and 153 00:13:14,750 --> 00:13:15,560 then the third one. 154 00:13:15,570 --> 00:13:17,900 So let's go ahead and control the shift. 155 00:13:18,410 --> 00:13:19,190 Bring the 156 00:13:22,040 --> 00:13:23,030 last mask. 157 00:13:25,680 --> 00:13:26,550 And just. 158 00:13:28,890 --> 00:13:31,060 Make a mask like this. 159 00:13:33,600 --> 00:13:34,800 I am going to sharp. 160 00:13:34,810 --> 00:13:40,070 It's just I'm going to mask extractors. 161 00:13:41,790 --> 00:13:46,470 Then the same thing goes to this part as it is with closing. 162 00:13:46,470 --> 00:13:52,470 So the circle to solidify, go to solve them out of this mask. 163 00:13:52,470 --> 00:13:54,600 And then as you can see, we have some problems. 164 00:13:54,600 --> 00:13:59,130 This press console are to see what we get as a good thing. 165 00:13:59,850 --> 00:14:04,140 So we have some problems over here because of how? 166 00:14:05,700 --> 00:14:07,230 Because of the issue. 167 00:14:08,280 --> 00:14:09,240 Let's fix that. 168 00:14:09,720 --> 00:14:14,520 Let's go inside and see if you have any problems in the inside of the show. 169 00:14:14,520 --> 00:14:15,040 We don't. 170 00:14:15,870 --> 00:14:22,570 So probably what I'm thinking that's going to be less masked. 171 00:14:22,710 --> 00:14:25,830 It's also masked the insights to fix that. 172 00:14:25,830 --> 00:14:33,810 We need to go to advanced settings or here or to brush settings or here enable Francis only for the 173 00:14:33,810 --> 00:14:34,500 loss of mask. 174 00:14:34,500 --> 00:14:37,320 So let's go to the last mask over here. 175 00:14:37,410 --> 00:14:41,280 Let's the mask and then set the set, this one over here. 176 00:14:41,280 --> 00:14:43,680 And so front faces only. 177 00:14:44,310 --> 00:14:45,630 Well, let's try it again. 178 00:14:46,410 --> 00:14:49,320 Let's see if this fixes the problem. 179 00:15:00,980 --> 00:15:03,660 I was to make the other side's. 180 00:15:06,990 --> 00:15:07,800 Oh, it didn't. 181 00:15:08,780 --> 00:15:10,210 Yeah, it didn't make the others. 182 00:15:11,160 --> 00:15:12,810 Let's do it again. 183 00:15:16,360 --> 00:15:17,830 And the mess over here. 184 00:15:18,940 --> 00:15:27,160 I think the best thing to do is to make it with the mask brush right now and set it to France. 185 00:15:27,270 --> 00:15:27,820 It's only. 186 00:15:32,440 --> 00:15:33,640 Shh, shh, shh. 187 00:15:41,540 --> 00:15:43,740 She supports. 188 00:15:46,930 --> 00:15:47,170 It's. 189 00:15:50,690 --> 00:15:55,010 It's all right to sponsor those. 190 00:15:55,350 --> 00:15:59,940 So this one that I hope does nothing happens this time around. 191 00:16:02,280 --> 00:16:03,590 All right, now this is better. 192 00:16:03,600 --> 00:16:09,140 We can easily delete this part of the mess with Blockstream. 193 00:16:09,210 --> 00:16:10,920 So let's just do that. 194 00:16:14,940 --> 00:16:18,480 This is a localized stream for better activation. 195 00:16:19,650 --> 00:16:22,560 And let's just delete this part of the geology. 196 00:16:22,560 --> 00:16:23,280 That is the. 197 00:16:23,310 --> 00:16:24,240 There's a loose part. 198 00:16:29,390 --> 00:16:32,270 All right, now those posts were deleted. 199 00:16:33,410 --> 00:16:39,060 Now you can go to a smoke brush and we can expose the edges like this. 200 00:16:58,230 --> 00:16:58,580 All right. 201 00:16:58,590 --> 00:17:06,420 Now let's go to the shooter here and able to solidify modifier and based on the references we have, 202 00:17:06,420 --> 00:17:07,470 let's go to the top here. 203 00:17:08,670 --> 00:17:09,069 It has. 204 00:17:09,109 --> 00:17:13,800 And she says something like this, right? 205 00:17:17,210 --> 00:17:20,030 And we're not going to dismiss that just because this story is going to be. 206 00:17:24,740 --> 00:17:25,280 Sharp. 207 00:17:28,250 --> 00:17:29,780 You have something like this right now. 208 00:17:33,730 --> 00:17:35,050 Ah, that's good for now. 209 00:17:35,230 --> 00:17:48,910 Let's just, let's, let's duplicate this shift to placate this process that, this, that. 210 00:17:50,850 --> 00:17:54,690 Well, let's go to that a moment. 211 00:17:57,150 --> 00:17:58,710 Is that? 212 00:18:03,180 --> 00:18:06,900 The same looks for the second layer. 213 00:18:13,660 --> 00:18:15,190 It's still around. 214 00:18:17,650 --> 00:18:23,230 So this is extracted again with tissue right here in this commode. 215 00:18:23,530 --> 00:18:26,710 Let's make another 216 00:18:30,290 --> 00:18:31,330 the mask. 217 00:18:32,530 --> 00:18:34,330 This one is going to be. 218 00:18:37,400 --> 00:18:37,750 Yes. 219 00:18:41,030 --> 00:18:44,600 It's like, uh, with less radius. 220 00:18:48,600 --> 00:18:52,460 Shh, shh, shh, shh, shh, shh, shh, shh. 221 00:18:56,250 --> 00:18:58,790 Shh, shh, shh. 222 00:18:59,310 --> 00:19:01,440 There's a sharp mask. 223 00:19:01,620 --> 00:19:04,050 Mask extracts. 224 00:19:04,110 --> 00:19:08,250 Okay, so now let's go to Solomon to see what we have. 225 00:19:08,940 --> 00:19:10,500 Disable to solidify. 226 00:19:13,050 --> 00:19:13,800 Smooth it. 227 00:19:26,280 --> 00:19:28,950 It's a more even shape. 228 00:19:33,160 --> 00:19:40,900 And then we're going to just all layers together after we make this. 229 00:19:44,710 --> 00:19:47,290 For now is just this one over here. 230 00:19:47,440 --> 00:19:50,580 This is not a straight as much as I like. 231 00:20:00,940 --> 00:20:01,490 Sometimes. 232 00:20:05,320 --> 00:20:05,590 All right. 233 00:20:06,550 --> 00:20:13,900 Now let's get out of the the mode and enable the solidify modifier. 234 00:20:15,910 --> 00:20:21,400 And as you can see, we need to scale it a bit. 235 00:20:21,670 --> 00:20:23,350 So let's just scale it. 236 00:20:26,230 --> 00:20:38,350 Until we see it's like this maybe a scale and it's that moment with all us would be a better option. 237 00:20:38,360 --> 00:20:45,910 So I, you know, experiment and select all old s and the skillet. 238 00:20:49,740 --> 00:20:50,340 Like the. 239 00:20:53,290 --> 00:20:58,500 That actually shows the whole faces all nobody wants. 240 00:20:58,830 --> 00:20:59,370 Let's. 241 00:21:04,580 --> 00:21:04,930 He's. 242 00:21:07,830 --> 00:21:08,320 Scale. 243 00:21:08,340 --> 00:21:10,980 It's in the in the Y axis. 244 00:21:11,280 --> 00:21:14,970 So it's been it'll be in this axis. 245 00:21:28,350 --> 00:21:29,670 All right, that's enough. 246 00:21:29,680 --> 00:21:33,300 We're gonna pull it out and sculpt more. 247 00:21:34,530 --> 00:21:36,150 So let's do that. 248 00:21:36,240 --> 00:21:43,410 Let's go to sculpt mode, enable x ray, and let's just pull this geometry out. 249 00:21:54,800 --> 00:21:57,800 Let's enable the random color so we see better. 250 00:22:11,780 --> 00:22:12,050 She? 251 00:22:26,170 --> 00:22:30,490 I'm going to hide the body right now, just for now. 252 00:22:30,500 --> 00:22:36,850 So the foot, the woman don't interact with the shoe. 253 00:22:36,850 --> 00:22:38,870 And now she. 254 00:23:49,750 --> 00:23:51,820 Let's leave it at that for now. 255 00:23:53,170 --> 00:23:55,690 Let's adjust the second layer. 256 00:23:55,840 --> 00:23:59,500 If there is need adjustments for this area. 257 00:25:10,330 --> 00:25:12,090 It's important to just. 258 00:25:15,270 --> 00:25:18,000 The best way we can isolate her. 259 00:25:18,270 --> 00:25:20,310 Then we do a repeat apology. 260 00:25:21,420 --> 00:25:24,460 Then we don't have to worry about that. 261 00:25:24,460 --> 00:25:27,690 We we're going to change the shape and all that. 262 00:25:28,710 --> 00:25:32,820 So I think that's enough for now. 263 00:25:34,440 --> 00:25:35,610 Well, we're want to do it once. 264 00:25:35,610 --> 00:25:38,400 And I want now to extract the other parts. 265 00:25:39,240 --> 00:25:44,040 The main parts of the extract now is the tongue parts right here. 266 00:25:44,640 --> 00:25:54,470 So let's click on the base shape and go to scope mode and click on mask masking. 267 00:25:55,470 --> 00:25:57,480 And then let's just mask this area. 268 00:26:02,350 --> 00:26:03,280 For the talk. 269 00:26:06,360 --> 00:26:11,910 What's good enough as this to smooth the mask actual is sharp the mask. 270 00:26:14,590 --> 00:26:24,960 Then let's go to mask this extract as you can see it mask the other areas that we forgot unmasked. 271 00:26:25,590 --> 00:26:26,970 So it's just on mask. 272 00:26:26,970 --> 00:26:31,350 Everything was alt and do the tongue area again. 273 00:26:41,830 --> 00:26:44,650 Let's just extract it down. 274 00:26:45,040 --> 00:26:54,490 Now you get a good journalist over here and you discovered some smooth edges over here. 275 00:26:54,520 --> 00:27:00,460 So when we look at thickness, it's going to be more smooth. 276 00:27:01,510 --> 00:27:02,830 And straights, 277 00:27:06,640 --> 00:27:07,810 the thickness we want. 278 00:27:07,900 --> 00:27:08,530 I'm going to. 279 00:27:14,130 --> 00:27:14,830 No lot. 280 00:27:14,900 --> 00:27:15,100 Not. 281 00:27:15,120 --> 00:27:16,650 Not, not this much. 282 00:27:16,650 --> 00:27:20,050 But this could be enough. 283 00:27:20,100 --> 00:27:22,650 Let's see our references. 284 00:27:24,730 --> 00:27:26,690 So this is very bulky, you know. 285 00:27:26,720 --> 00:27:37,090 But I think in the end, what we were going to make, you don't need to make it to bulky. 286 00:27:41,870 --> 00:27:43,600 And to see the tongue run up to it. 287 00:27:43,610 --> 00:27:51,740 And I thought, Oh, the thing, we need to make it too bulky, just something to be here and it needs 288 00:27:51,740 --> 00:27:53,780 to be smooth as well. 289 00:27:55,260 --> 00:27:57,020 So because it needs to be small. 290 00:27:57,320 --> 00:28:03,960 I'm going to exaggerate the thickness of fly and go to the mesh filter. 291 00:28:04,350 --> 00:28:16,080 And it's a smooth I'm just going to smooth this so I get something like this, then I can adjust it. 292 00:28:16,750 --> 00:28:17,820 Well, it's a bit more. 293 00:28:20,780 --> 00:28:26,510 Actually, I want to go to the base mesh, try to invert the mask. 294 00:28:27,470 --> 00:28:29,450 What I want to do, I want to use this. 295 00:28:29,450 --> 00:28:30,590 Move over here. 296 00:28:32,000 --> 00:28:40,730 Go to sculpt says pivot, pivot to unmask, to move the pivot or here and then make the mask as smooth 297 00:28:40,730 --> 00:28:44,330 as I can and bring it down like this. 298 00:28:45,260 --> 00:28:49,880 This is because the area of. 299 00:28:51,800 --> 00:28:52,700 Three of the. 300 00:28:54,730 --> 00:28:56,360 If the tank needs to be. 301 00:28:56,380 --> 00:29:01,640 Of the bits without any symbols. 302 00:29:01,720 --> 00:29:02,110 You were here. 303 00:29:02,110 --> 00:29:04,300 So this should be empty, right? 304 00:29:04,630 --> 00:29:09,880 But as I'm eyeballing it, it is not doing a good job. 305 00:29:09,880 --> 00:29:19,150 So we just may just do a click with clear strips, just remove geometry from this area so 306 00:29:22,000 --> 00:29:24,820 it adds some problem in this area. 307 00:29:25,510 --> 00:29:27,460 Look, I think this is a mask area. 308 00:29:28,630 --> 00:29:39,400 So we made a small state and the inside of the mesh is just coming out. 309 00:29:40,600 --> 00:29:42,820 So without the mask, let's do that. 310 00:29:43,090 --> 00:29:46,870 Let's change it to a view. 311 00:29:49,840 --> 00:29:56,620 Let's just remove something over here so we have a problem reduced from control artery mesh. 312 00:29:57,880 --> 00:30:01,540 Well, as we mentioned before, doing this. 313 00:30:02,690 --> 00:30:02,900 Hmm. 314 00:30:05,840 --> 00:30:07,310 This is the problem. 315 00:30:12,490 --> 00:30:15,640 So let's see if we can remove this. 316 00:30:21,650 --> 00:30:21,980 Raymond. 317 00:30:23,110 --> 00:30:28,060 She makes a hole over here, so maybe not the best option. 318 00:30:34,000 --> 00:30:41,060 All right, let's make this closer together and then rematch to see if the hole is fixed. 319 00:30:41,390 --> 00:30:42,530 That hole is fixed right now. 320 00:30:44,360 --> 00:30:47,560 All right, now let's make room for the. 321 00:30:50,810 --> 00:30:51,380 All right. 322 00:30:51,570 --> 00:30:53,360 Removing geometry, sims? 323 00:30:58,100 --> 00:31:01,070 No, because it's too thin. 324 00:31:02,610 --> 00:31:07,850 I don't have enough geometry to use the clay strips. 325 00:31:08,990 --> 00:31:15,110 So we do that with graph brush. 326 00:31:16,110 --> 00:31:22,940 As you can see, we need to actually remove this stuff, remove these parts. 327 00:31:23,390 --> 00:31:24,530 So this. 328 00:31:28,350 --> 00:31:30,270 Now let's go to. 329 00:31:35,080 --> 00:31:35,860 Masking. 330 00:31:37,360 --> 00:31:41,590 And in the masking I don't want it to be front face only. 331 00:31:41,620 --> 00:31:44,470 I want to mask this area as well. 332 00:31:44,470 --> 00:31:46,930 So I just want to delete this. 333 00:31:49,820 --> 00:31:53,050 I will do that with mask slides or here. 334 00:31:56,240 --> 00:31:59,690 So let's just delete this verse of the base show 335 00:32:04,220 --> 00:32:05,060 and. 336 00:32:10,560 --> 00:32:10,830 All right. 337 00:32:10,840 --> 00:32:13,170 Now, I must get you to mask. 338 00:32:13,500 --> 00:32:13,920 Mask? 339 00:32:13,930 --> 00:32:15,360 A slight surprising seam. 340 00:32:15,360 --> 00:32:20,370 And as I said, there are many, many holes over here. 341 00:32:20,430 --> 00:32:27,060 I can choose my less than a few holes, but you will try to feel holes as well. 342 00:32:27,130 --> 00:32:33,030 So this just mask a slicer and then press control artery mesh to see what we get. 343 00:32:44,070 --> 00:32:48,570 I'm a small thing, and the remission suggests a new geometry after smoothing it. 344 00:32:56,700 --> 00:32:57,820 All right, that's good enough. 345 00:32:57,840 --> 00:33:00,390 Let's make these parts closer. 346 00:33:01,650 --> 00:33:06,240 This shouldn't be this big for the middle. 347 00:33:16,560 --> 00:33:18,420 All right, now we have the tongs. 348 00:33:22,180 --> 00:33:27,430 We can also with a bit bring up this area. 349 00:33:57,350 --> 00:34:02,030 Then we can adjust this measure here, which is a timeless. 350 00:34:23,580 --> 00:34:29,850 Let's make some room in this area so you wouldn't be too narrow. 351 00:34:57,710 --> 00:34:58,130 All right. 352 00:34:58,130 --> 00:34:58,760 So 353 00:35:01,730 --> 00:35:05,780 that's for a song I see in other parts over here. 354 00:35:06,640 --> 00:35:10,130 They can do that with masking, but let's do this one now. 355 00:35:10,170 --> 00:35:23,030 It's actually I didn't use fear, so see how that goes with adding a use here and we can just think 356 00:35:23,030 --> 00:35:24,680 about the ways we can do this. 357 00:35:24,680 --> 00:35:29,810 We can maybe trim this from over here and then adjust that. 358 00:35:29,990 --> 00:35:37,190 It's actually do the console after image and then line projects and then do something like this. 359 00:35:38,000 --> 00:35:38,300 All right. 360 00:35:39,230 --> 00:35:42,590 And then move it to here 361 00:35:45,950 --> 00:35:48,860 rotated scale it. 362 00:36:02,980 --> 00:36:06,560 And then we grab brush to see if we can get the shape. 363 00:36:06,580 --> 00:36:16,930 If we don't go, we'll go with the masking because that's the most accurate method. 364 00:36:32,300 --> 00:36:33,770 So we just grab brush. 365 00:36:34,460 --> 00:36:37,160 Look at the shape of this part of the shoe. 366 00:37:50,560 --> 00:37:51,550 With class trips. 367 00:37:51,550 --> 00:37:59,470 I'm, uh, I'm holding control, uh, deleting all the, um, from this area. 368 00:38:30,300 --> 00:38:38,940 So as you can see, I'm keeping the resolution low because now, as you can see, I can easily move 369 00:38:38,940 --> 00:38:44,160 things around and change the shape, which is one stroke. 370 00:38:46,230 --> 00:38:50,790 But if I have the resolution high, I don't have the option. 371 00:39:08,280 --> 00:39:10,310 And I think that's good enough for now. 372 00:39:12,620 --> 00:39:14,210 So let's go to the next sports. 373 00:39:14,510 --> 00:39:21,890 An expert in need to make eas first this pass that is around this part of the shoe. 374 00:39:23,090 --> 00:39:26,510 And and this pass were here. 375 00:39:29,710 --> 00:39:30,700 And then this past. 376 00:39:33,920 --> 00:39:36,920 This pass and the Nike logo. 377 00:39:39,320 --> 00:39:40,220 It's true that 378 00:39:44,210 --> 00:39:49,970 I'm not feeling that this this show is going to help us with this later. 379 00:39:51,470 --> 00:39:52,000 We'll see. 380 00:39:52,010 --> 00:39:55,490 I probably do again this this part of the show again. 381 00:39:55,490 --> 00:40:02,210 But so now is keep that was just this area. 382 00:40:18,340 --> 00:40:19,560 Right now. 383 00:40:20,010 --> 00:40:22,920 I think the shoe is to. 384 00:40:27,080 --> 00:40:31,640 The height of the show shoes too much, so I need to trim it a little bit. 385 00:40:31,640 --> 00:40:35,960 So we trim brush soon project this tree. 386 00:40:36,230 --> 00:40:37,460 This or here. 387 00:40:59,280 --> 00:41:05,570 So the scene is that the area that is the base issue is like this. 388 00:41:05,580 --> 00:41:07,860 It has a curve like this. 389 00:41:13,460 --> 00:41:16,420 So it has a curve like this. 390 00:41:17,700 --> 00:41:19,470 Then it goes like this. 391 00:41:20,910 --> 00:41:26,190 And then this part will come inside from inside of the shoe. 392 00:41:26,970 --> 00:41:28,490 It comes out from the source shoe. 393 00:41:29,520 --> 00:41:36,570 So let's just do that with lots of trim and let's cut. 394 00:41:38,410 --> 00:41:39,130 To Syria. 395 00:41:44,730 --> 00:41:45,750 Let's see what we get. 396 00:41:50,560 --> 00:41:50,980 All right. 397 00:41:51,280 --> 00:41:52,510 Let's bring this down 398 00:41:55,520 --> 00:41:57,070 just once again. 399 00:41:58,960 --> 00:42:02,020 You can also read this. 400 00:42:04,420 --> 00:42:05,830 It's a resolution. 401 00:42:18,620 --> 00:42:20,290 Let's just smooth the whole 402 00:42:22,900 --> 00:42:23,500 mesh. 403 00:42:50,490 --> 00:42:56,250 Just do the blocking and the position of each of the objects. 404 00:42:56,370 --> 00:43:02,640 Any object you're making, any shoe like it is that just scuttling this shoe? 405 00:43:02,640 --> 00:43:04,680 And for this shoe, you can't do this. 406 00:43:04,680 --> 00:43:04,890 No. 407 00:43:05,190 --> 00:43:06,550 Any object, any shoe. 408 00:43:06,570 --> 00:43:10,190 Just look at the references and make it into values. 409 00:43:10,710 --> 00:43:15,350 Like I made this two layer one and the other ones. 410 00:43:15,360 --> 00:43:19,680 These are layer two, then this is layer three and this is like I four. 411 00:43:20,460 --> 00:43:27,900 So we need to make this into layers to a sculpted more easily and see how these layers will come together. 412 00:43:30,750 --> 00:43:36,540 That's going to make things a lot easier when you're sculpting, because if you're going to sculpt all 413 00:43:36,540 --> 00:43:40,080 of these from one shape is going to be really hard. 414 00:43:40,080 --> 00:43:44,340 So you can just make your job a lot harder. 415 00:43:53,510 --> 00:43:59,990 So I'm just I'm just thinking about primary shape that about the blocking out of the ship, not thinking 416 00:43:59,990 --> 00:44:01,640 about the details of my look. 417 00:44:02,210 --> 00:44:06,530 If we get if we get the trumpet primary shapes. 418 00:44:06,530 --> 00:44:10,130 Right, it's kind of it's going to work. 419 00:44:10,520 --> 00:44:11,630 It's going to work in dance. 420 00:44:12,950 --> 00:44:16,430 So let's just go to the next sports. 421 00:44:17,690 --> 00:44:20,300 Go to the next sports, which is. 422 00:44:22,450 --> 00:44:30,100 This one over here or actually it is the live this one for the last part and go for the front of the 423 00:44:30,100 --> 00:44:31,090 show which is this one. 424 00:45:18,120 --> 00:45:23,880 Am I just in these parts based on the reference before doing any mask? 425 00:45:26,460 --> 00:45:30,810 So bitters sits with each layer. 426 00:45:49,170 --> 00:45:52,800 Let's go to masking now. 427 00:45:53,670 --> 00:45:54,420 Right in the mask. 428 00:45:54,420 --> 00:45:55,800 Brush with the space. 429 00:45:57,090 --> 00:45:58,520 And it was good. 430 00:45:58,530 --> 00:46:09,810 And from this area I've seen the reference from this area, this mosque and the sheep to the lower pass 431 00:46:14,550 --> 00:46:15,450 the mosque 432 00:46:18,270 --> 00:46:22,020 all the way from here to here. 433 00:46:26,340 --> 00:46:27,420 The front porch. 434 00:46:31,550 --> 00:46:32,610 They sport as well? 435 00:46:32,880 --> 00:46:33,680 I do the same. 436 00:46:34,040 --> 00:46:36,260 Because of the other reference here. 437 00:46:37,800 --> 00:46:39,920 We're the same over here as well. 438 00:46:39,920 --> 00:46:40,610 And 439 00:46:43,250 --> 00:46:46,370 before that, that's the thing. 440 00:46:46,370 --> 00:46:50,420 This board needs to be a little bit toward the upside. 441 00:46:51,870 --> 00:46:52,740 It's to. 442 00:46:55,600 --> 00:46:56,380 In what 443 00:46:59,530 --> 00:47:01,360 I was thought the masking. 444 00:47:03,680 --> 00:47:05,600 From this area, as you can see. 445 00:47:11,370 --> 00:47:20,960 And we have something like this, something like this shape over here that we have to bring out in our 446 00:47:20,960 --> 00:47:21,560 mask. 447 00:47:24,200 --> 00:47:29,300 It doesn't have to be accurate because it is not going to extract accurately. 448 00:47:30,050 --> 00:47:38,520 The reason for that is that our geology is not going to have a lot of resolution on our geology. 449 00:47:38,540 --> 00:47:38,960 So. 450 00:47:41,260 --> 00:47:44,920 It's going to it's not going to be precise. 451 00:47:45,430 --> 00:47:48,880 You have to fix that with after extracting. 452 00:47:53,050 --> 00:48:00,010 So I'm looking at the at the width with the radius of this shape over here. 453 00:48:00,460 --> 00:48:03,310 Shh, shh, shh. 454 00:48:05,210 --> 00:48:09,040 Let's see if we masked it correctly. 455 00:48:11,710 --> 00:48:12,210 She's. 456 00:48:16,620 --> 00:48:16,920 Shh. 457 00:48:17,910 --> 00:48:18,110 Shh. 458 00:48:21,350 --> 00:48:22,040 She's. 459 00:48:30,880 --> 00:48:31,180 All right. 460 00:48:31,190 --> 00:48:34,660 Now we can go ahead and mask extracts. 461 00:48:36,550 --> 00:48:40,420 Now let's go to Solomon of this extract. 462 00:48:40,600 --> 00:48:41,440 Disable the 463 00:48:44,170 --> 00:48:53,350 sheets, solidify the fire, and then it's just just the same thing and smooth it. 464 00:48:53,350 --> 00:48:54,340 How the bits are 465 00:48:57,220 --> 00:48:58,750 smooth geometry. 466 00:48:59,530 --> 00:49:02,850 It is just. 467 00:49:08,240 --> 00:49:19,280 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 468 00:49:25,240 --> 00:49:25,390 She? 469 00:49:26,860 --> 00:49:27,080 She? 470 00:49:33,080 --> 00:49:40,900 All right now this enable the solidify modifier and see how much we are the. 471 00:49:44,930 --> 00:49:48,740 That's good enough for now we can go ahead and. 472 00:49:53,940 --> 00:49:55,410 Do something like this. 473 00:49:57,460 --> 00:50:00,670 This part is going to be hidden by the upper layer. 474 00:50:03,240 --> 00:50:05,160 Shh, shh, shh, shh. 475 00:50:11,020 --> 00:50:12,580 So that's good enough for now. 476 00:50:13,510 --> 00:50:19,220 We can now go ahead and mask this area. 477 00:50:19,240 --> 00:50:31,210 What I want to do is go to this object and it's masking to mask this part of this object. 478 00:50:39,640 --> 00:50:43,480 Make it easier for making this object over here. 479 00:50:45,330 --> 00:50:47,470 Does this mask that area? 480 00:51:04,280 --> 00:51:04,550 All right, 481 00:51:07,760 --> 00:51:09,920 let's extracted and see what get. 482 00:51:12,980 --> 00:51:15,500 It's good enough. 483 00:51:16,250 --> 00:51:19,520 So as you can see now we have 484 00:51:24,450 --> 00:51:31,550 this one as well because we mask the two faces we don't need. 485 00:51:31,810 --> 00:51:37,190 Actually, maybe it is solid if I'm not showing it. 486 00:51:38,360 --> 00:51:42,350 So let's go ahead and. 487 00:51:46,890 --> 00:51:48,330 Small cities areas. 488 00:51:56,960 --> 00:51:57,740 Real quick. 489 00:51:59,270 --> 00:52:02,960 Now we can go and enable this. 490 00:52:07,050 --> 00:52:12,120 And I'm using scale to bring it out of the pit. 491 00:52:13,290 --> 00:52:19,110 So I'm using a scale because the origin is the origin of the shoe over here. 492 00:52:19,530 --> 00:52:20,480 It's kind of a skill. 493 00:52:20,490 --> 00:52:28,590 It's based on the origin of the shoe over here, which is exactly what it once was, so that these two 494 00:52:28,590 --> 00:52:37,200 paths are on top of each other and we need to make it to go inside and be on top of the lower layer, 495 00:52:37,350 --> 00:52:39,720 you know, like the 496 00:52:43,470 --> 00:52:43,830 shoe. 497 00:52:47,160 --> 00:52:52,230 And then this part is going to have a shape like this. 498 00:52:58,530 --> 00:53:05,550 And two or three of the shoelaces are going to connect to this part of the shoe. 499 00:53:05,560 --> 00:53:09,690 So it's just bring them forward. 500 00:53:10,890 --> 00:53:14,040 Let's see from the front, from the outfield, how they look. 501 00:53:14,250 --> 00:53:20,850 So they should be more in front, something like this. 502 00:53:27,640 --> 00:53:29,350 Let's go ahead and. 503 00:53:35,760 --> 00:53:36,660 I don't like. 504 00:53:40,990 --> 00:53:49,440 Unlike the color of this part of the shoe, it is hard to see, but does will do for now. 505 00:53:51,210 --> 00:53:52,710 Let's get the shapes first. 506 00:53:52,710 --> 00:53:56,760 And then in the end we are going to adjust them. 507 00:53:57,630 --> 00:53:59,580 So let's make this shape over here. 508 00:53:59,610 --> 00:54:01,380 It starts from. 509 00:54:02,840 --> 00:54:08,540 This was from this verse and then goes over here. 510 00:54:11,030 --> 00:54:13,040 And then here we have 511 00:54:16,630 --> 00:54:21,500 now the curve over here, something like this. 512 00:54:23,030 --> 00:54:26,750 Let's try to make that curve so it goes something like this. 513 00:54:40,950 --> 00:54:46,030 All right, now let's do the masks and make the mask of this area. 514 00:54:46,090 --> 00:54:48,720 Then we are just going to grab it and grab it up. 515 00:54:49,380 --> 00:54:52,350 So let's just make the mask over here. 516 00:54:53,610 --> 00:54:56,190 The starts from here goes down. 517 00:55:00,160 --> 00:55:04,060 That goes all the way to here. 518 00:55:39,750 --> 00:55:40,050 All right. 519 00:55:40,890 --> 00:55:43,380 So it's just the mask extractor. 520 00:55:44,550 --> 00:55:47,160 And let's go to the. 521 00:55:50,440 --> 00:55:50,660 Just. 522 00:55:52,180 --> 00:55:53,140 To a geometry. 523 00:56:18,350 --> 00:56:18,530 Ah. 524 00:56:18,530 --> 00:56:23,140 Now we're having the, this party over here we can go ahead. 525 00:56:23,150 --> 00:56:29,480 And so it just that based on the reference so we could do this. 526 00:56:48,760 --> 00:56:49,090 All right. 527 00:56:49,480 --> 00:56:54,040 Now we can use this notebook and bring it up. 528 00:57:13,770 --> 00:57:19,470 We have to risk apologies this part, but this is just for blocking out the shaves. 529 00:57:19,470 --> 00:57:23,040 And then after it's apologizing, we will. 530 00:57:28,460 --> 00:57:32,420 So he supported us and we will have a much nicer shape. 531 00:57:33,800 --> 00:57:38,330 For now, we need to make it black out of the shapes. 532 00:57:39,500 --> 00:57:44,600 So we would have something to work with. 533 00:58:43,160 --> 00:58:43,490 All right. 534 00:58:44,480 --> 00:58:45,320 Let's go to the. 535 00:58:45,530 --> 00:58:47,030 So make this pass. 536 00:58:47,450 --> 00:58:50,000 And now this bar remains. 537 00:58:50,000 --> 00:58:53,840 But let's leave that to the last pass. 538 00:58:54,980 --> 00:59:01,820 So when we have adjusted this one and then let's go for this part of the shoe. 539 00:59:04,040 --> 00:59:05,210 So right where you 540 00:59:08,210 --> 00:59:08,900 sculpt. 541 00:59:10,510 --> 00:59:14,980 What's I'm going to do when I use my soul mask? 542 00:59:16,730 --> 00:59:18,230 I just lost the mask. 543 00:59:19,130 --> 00:59:21,020 This area like this. 544 00:59:25,960 --> 00:59:33,970 I just stood at the other side as well, I think, because. 545 00:59:38,130 --> 00:59:44,040 If I go to last summer's because Francis only was on it didn't mask the other such a let's just do it 546 00:59:44,040 --> 00:59:46,800 again with less mask. 547 00:59:52,940 --> 00:59:55,070 And get something like this in both sides. 548 00:59:58,170 --> 00:59:58,920 It is sharp. 549 00:59:58,920 --> 01:00:02,160 It sharpened that mask extracts. 550 01:00:08,530 --> 01:00:21,400 So we have double faced right now a extra eight because, you know, it's just it's the litter because 551 01:00:21,670 --> 01:00:27,520 this object over here is as double phase, double geometry over here. 552 01:00:28,390 --> 01:00:31,000 So he has one over here as well. 553 01:00:31,930 --> 01:00:43,060 Uh, it adds, it adds that if I go to solo mode, you can see that it adds these places. 554 01:00:43,540 --> 01:00:45,700 We even added something over here. 555 01:00:45,700 --> 01:00:48,040 So a lot of mistakes. 556 01:00:49,450 --> 01:00:55,180 It's just removed these parts and I'm in the brush mask. 557 01:00:55,990 --> 01:01:00,760 So it's such a difference face only until delete these parts. 558 01:01:09,480 --> 01:01:11,760 And now we're ready to extract. 559 01:01:50,960 --> 01:01:51,530 All right. 560 01:01:51,920 --> 01:01:54,710 So does that part of this issue. 561 01:01:56,720 --> 01:01:57,860 We can even. 562 01:02:00,570 --> 01:02:05,760 You can do a little bit more adjustments. 563 01:02:06,390 --> 01:02:13,170 As I said before, we need to just walk out two shapes and then we're good to go. 564 01:02:14,100 --> 01:02:24,720 And later on, after we have, you know, all the chips over here and the euro supporters, all these 565 01:02:24,720 --> 01:02:27,390 ships, we're ready to. 566 01:02:30,150 --> 01:02:32,530 Had details now. 567 01:02:32,550 --> 01:02:42,090 I think what's left is the night logo and we've got to repeat to make the laces and finish this video. 568 01:02:42,450 --> 01:02:48,590 So this was a really long video because of how much layers we have in the shoe. 569 01:02:48,600 --> 01:02:51,930 So let's go ahead and make the. 570 01:03:00,310 --> 01:03:03,120 Looks to me like nice logo. 571 01:03:48,150 --> 01:03:53,880 So as you can see, I'm just drawing at the surface of the issue. 572 01:04:28,600 --> 01:04:29,740 That should be good enough. 573 01:04:48,400 --> 01:04:56,600 Press conference to unmask extracts before they receive the inside is masks as well. 574 01:04:56,910 --> 01:04:58,240 No, it's not so good. 575 01:04:58,240 --> 01:05:01,510 Too good to extract this mask. 576 01:05:33,770 --> 01:05:34,180 All right. 577 01:05:34,940 --> 01:05:43,130 So let's go and make the shoelaces real quick instead of beats with curves. 578 01:05:43,190 --> 01:05:47,120 So let's go to modeling 579 01:05:49,880 --> 01:05:51,770 and let's make some curves over here. 580 01:05:55,520 --> 01:05:59,570 Let's make a path care of something like this. 581 01:05:59,600 --> 01:06:01,280 I want it to be more customers. 582 01:06:01,460 --> 01:06:04,820 I'm just going to make another curve over here to say concave curve. 583 01:06:05,870 --> 01:06:11,150 Want to go to properties, geometry, objects, geometry. 584 01:06:11,420 --> 01:06:15,530 So that's my other curve. 585 01:06:16,040 --> 01:06:24,050 And then go ahead and adjust this other curve for a half so I can just rotated for better seeing the 586 01:06:24,890 --> 01:06:25,730 whole looks. 587 01:06:25,880 --> 01:06:28,010 I can go over here and bring it down. 588 01:06:29,960 --> 01:06:32,840 We actually bring the lawyer one up. 589 01:06:34,670 --> 01:06:37,640 Feel the caps were here. 590 01:06:39,070 --> 01:06:42,480 Uh, for this bill. 591 01:06:43,000 --> 01:06:43,240 Shh. 592 01:06:45,960 --> 01:06:46,490 Now. 593 01:06:46,490 --> 01:06:49,250 Was it just that? 594 01:07:13,560 --> 01:07:17,610 So these two to go down with us. 595 01:07:27,570 --> 01:07:28,220 That's good enough. 596 01:07:28,230 --> 01:07:31,440 So let's go to our curve. 597 01:07:32,100 --> 01:07:34,860 Now is the game of adjustment. 598 01:07:34,880 --> 01:07:38,010 So I wanted to do something fancy. 599 01:07:38,250 --> 01:07:39,960 We are not making it realistic. 600 01:07:40,380 --> 01:07:44,760 So remember that I would just make it look like this. 601 01:07:45,320 --> 01:07:45,900 Over here. 602 01:07:45,920 --> 01:07:51,060 So let's just add a couple of a few. 603 01:07:58,510 --> 01:07:59,380 Few shoelaces. 604 01:08:01,040 --> 01:08:06,900 So this is in the previous videos for curves. 605 01:08:07,000 --> 01:08:08,110 There are some shortcuts. 606 01:08:08,320 --> 01:08:14,410 If you press control t, you can rotate it or rotate a curve points right with consultee. 607 01:08:14,950 --> 01:08:23,370 So it comes really helpful, especially in the and the roots and the last, the last points over here, 608 01:08:23,380 --> 01:08:30,550 if you press consult C and you can change the rotation at the last point. 609 01:08:31,170 --> 01:08:35,470 One other note is don't add a lot of points and it's better. 610 01:08:35,680 --> 01:08:41,689 From my experience, it's better to go out of the best mode and add other objects. 611 01:08:41,710 --> 01:08:45,460 That is because if you go to add more, you get this. 612 01:08:45,460 --> 01:08:53,229 But if you add a lot of curve ones like this, then adjusting them, you will see a lot of points over 613 01:08:53,229 --> 01:08:53,500 here. 614 01:08:53,500 --> 01:08:56,500 And I just know it'll take it will take you a lot of time. 615 01:08:57,729 --> 01:09:01,120 So let's go ahead and make an X shape or here. 616 01:09:07,439 --> 01:09:10,770 So I'm going to do an X shape over here and then duplicated. 617 01:09:10,899 --> 01:09:15,540 So as I said, nothing very realistic or something like that. 618 01:09:16,200 --> 01:09:25,680 I'm just going to make an an X shape and the pictures of all around the shape that are on the shoe. 619 01:09:31,000 --> 01:09:33,189 So with consortium rotating around. 620 01:09:37,380 --> 01:09:38,560 Then just. 621 01:09:44,260 --> 01:09:45,040 So this. 622 01:09:46,760 --> 01:09:49,370 Just duplicate and adjust. 623 01:09:50,660 --> 01:09:57,530 So first thing up remote will come when we are working with a CAS, an object mode, rotate around and 624 01:09:57,530 --> 01:10:02,870 do all the at once and then go to edit mode and select the. 625 01:10:04,420 --> 01:10:11,200 Cause it can get really messy with curves if you if you're not careful and you just duplicate duplicating 626 01:10:11,200 --> 01:10:11,650 them around. 627 01:10:12,730 --> 01:10:15,850 Just be mindful of how you're placing them. 628 01:10:16,460 --> 01:10:25,200 As I said, I just made an X over here and just I'm just going to duplicate it and maybe cause the duplicate 629 01:10:25,200 --> 01:10:26,260 two objects. 630 01:10:30,270 --> 01:10:31,950 So let's do that. 631 01:10:38,380 --> 01:10:39,570 To add more variation. 632 01:10:40,840 --> 01:10:43,000 Let's make it go. 633 01:10:43,780 --> 01:10:45,550 This one, make it go inside. 634 01:10:45,730 --> 01:10:47,080 So it's like this. 635 01:10:50,600 --> 01:10:56,060 So you can just duplicate that X with let's just add some variation to this. 636 01:10:56,790 --> 01:11:00,140 She set the position. 637 01:11:00,140 --> 01:11:04,790 We probably need to adjust it so much more later on. 638 01:11:05,570 --> 01:11:06,770 But for now, just 639 01:11:09,680 --> 01:11:10,760 adjust it like this. 640 01:12:26,090 --> 01:12:27,680 Let's make one more of these. 641 01:12:27,680 --> 01:12:31,400 Or here or not, actually. 642 01:12:31,400 --> 01:12:38,000 So I want to make the shoelaces open rather than. 643 01:12:40,170 --> 01:12:41,140 Closed doors. 644 01:12:42,030 --> 01:12:42,780 That depends. 645 01:12:43,710 --> 01:12:45,360 That depends on you. 646 01:12:45,360 --> 01:12:47,680 On how you want it to look like. 647 01:12:47,700 --> 01:12:48,960 Well, I want it to be open. 648 01:12:49,140 --> 01:12:52,260 I want the shoelaces to be opened at all. 649 01:12:52,260 --> 01:12:55,380 It's a bit more characteristic thing. 650 01:13:20,790 --> 01:13:21,000 She? 651 01:13:27,360 --> 01:13:27,700 He's. 652 01:13:48,990 --> 01:13:53,990 We can do more adjustments of the shoelaces later on. 653 01:13:54,000 --> 01:13:55,780 So now the shoe laces are open. 654 01:13:55,830 --> 01:13:59,820 I have some shoe laces over here and all that. 655 01:14:00,060 --> 01:14:04,890 So let's go to this window over here and see our looks. 656 01:14:07,100 --> 01:14:08,920 So we need more adjustments. 657 01:14:08,930 --> 01:14:15,700 But for now, let's say, for example, this one, I don't like it at all. 658 01:14:15,710 --> 01:14:20,270 I'm just going to delete it and let's go to this one. 659 01:14:20,270 --> 01:14:21,410 So you have no. 660 01:14:21,890 --> 01:14:25,300 So I'm just going to make another part for that. 661 01:14:25,310 --> 01:14:27,920 So let's go to the main issue. 662 01:14:29,210 --> 01:14:31,250 Let's do it all the. 663 01:14:34,210 --> 01:14:35,140 On the masks. 664 01:14:35,770 --> 01:14:45,520 I'm just going to go to box mask and box mask. 665 01:14:45,610 --> 01:14:46,420 This area. 666 01:14:59,270 --> 01:15:12,080 The air face all is on less than that of a let's just busk box mask so you I say bucks mask masking 667 01:15:12,080 --> 01:15:15,470 doesn't work here let's just do it as a mask. 668 01:15:19,880 --> 01:15:23,250 If it's too thick, I don't care. 669 01:15:23,270 --> 01:15:26,030 Right now, I just want to get the shape right. 670 01:15:28,040 --> 01:15:30,710 Let's actually make it more even sharp. 671 01:15:30,950 --> 01:15:36,230 This mask extractor is going to see how it looks. 672 01:15:36,380 --> 01:15:37,190 So it looks okay. 673 01:15:37,220 --> 01:15:38,090 So let's go. 674 01:15:38,090 --> 01:15:39,590 And remission. 675 01:15:40,820 --> 01:15:42,110 It doesn't look very much. 676 01:15:43,100 --> 01:15:48,200 We can go ahead and smooth this parts. 677 01:15:53,320 --> 01:15:54,620 Or go to assessment. 678 01:15:54,640 --> 01:15:59,770 So I went to edit mode and then I press L to select all the connected geometry. 679 01:15:59,890 --> 01:16:06,910 Then I can just delete the spots so now I can go ahead and smooth these parts. 680 01:16:20,500 --> 01:16:22,420 And this is the soul of the show. 681 01:16:23,260 --> 01:16:27,880 So I want it to be smooth and I want it to be flat. 682 01:16:28,000 --> 01:16:36,520 So with this great brush over here, I'm just going to make it flat while I have this to line to make 683 01:16:36,520 --> 01:16:38,380 these sharp lines as well. 684 01:16:39,880 --> 01:16:44,620 So this is the soul of the food and it should be flat. 685 01:16:50,400 --> 01:16:52,660 The sky and see how it looks on the food. 686 01:16:52,780 --> 01:16:56,950 So it's you know, it was a sort of a match for it. 687 01:16:57,610 --> 01:17:02,230 And those increase the side effects, the thickness. 688 01:17:07,000 --> 01:17:07,300 Now. 689 01:17:07,300 --> 01:17:08,650 We can work with this. 690 01:17:08,920 --> 01:17:09,460 We can. 691 01:17:12,870 --> 01:17:21,750 Can definitely work with this and maybe decrease the the solidify solidify and with crabgrass we can 692 01:17:21,750 --> 01:17:25,770 again go ahead and bring the bring these areas. 693 01:17:26,190 --> 01:17:26,550 It's. 694 01:17:32,460 --> 01:17:36,570 Shh, shh, shh, shh, shh, shh. 695 01:18:15,390 --> 01:18:20,640 This area needs to be more toward the lower parts of the show. 696 01:18:22,380 --> 01:18:29,220 So to do this, make it go a little bit down. 697 01:18:40,260 --> 01:18:40,530 All right. 698 01:18:40,620 --> 01:18:48,150 Later on, when we have better geometry, these areas are like these areas over here will be fixed and 699 01:18:48,150 --> 01:18:49,860 they're really more smooth. 700 01:18:50,550 --> 01:18:52,980 So now if you want to see all these, 701 01:18:55,800 --> 01:19:02,940 we'd like you can share this with them to see them better and how they will look later on. 702 01:19:06,070 --> 01:19:07,870 You can go ahead and share this with it. 703 01:19:10,540 --> 01:19:11,380 So it's on hold. 704 01:19:11,380 --> 01:19:17,560 Everything the spurs for a safe and hide everything. 705 01:19:18,460 --> 01:19:26,620 And now, as you can see, we have some job to do to adjust this over here at the lake, 706 01:19:30,470 --> 01:19:31,510 something like this, 707 01:19:34,600 --> 01:19:39,730 because we have layers, this very layers of geometry over here. 708 01:19:39,760 --> 01:19:40,870 It's easy to do that. 709 01:19:42,520 --> 01:19:48,850 Then the foot we don't need the foot right now, so you can keep it. 710 01:19:49,600 --> 01:19:55,810 But I really don't see a reason why I wouldn't want the foot. 711 01:19:56,500 --> 01:20:01,570 So they're just going to go to the front of you and with the box mask. 712 01:20:01,930 --> 01:20:02,870 Well, selection. 713 01:20:03,770 --> 01:20:07,600 I'm just going to delete the lower part of the foot. 714 01:20:08,150 --> 01:20:08,920 Well, the. 715 01:20:10,820 --> 01:20:12,290 X ray is. 716 01:20:14,460 --> 01:20:19,650 Been able to hear the suspicious eggs and birds. 717 01:20:19,950 --> 01:20:25,870 If you want to save your file before doing that, make sure to add another version of your file. 718 01:20:25,890 --> 01:20:29,430 So I have this file and I add another plus sign. 719 01:20:30,030 --> 01:20:32,230 So now I have another version of the file. 720 01:20:32,250 --> 01:20:36,210 So if I want with the full fit and all the other, you can have that as well. 721 01:20:37,530 --> 01:20:41,090 So a toast switch right now. 722 01:20:41,230 --> 01:20:41,550 Now. 723 01:20:43,100 --> 01:20:43,700 I think. 724 01:20:45,260 --> 01:20:46,880 I have enough geology. 725 01:20:46,880 --> 01:20:47,380 Like. 726 01:20:48,890 --> 01:20:50,870 Like these bars are not going to be saints. 727 01:20:51,110 --> 01:20:51,860 Doesn't matter. 728 01:20:53,900 --> 01:20:54,230 She's. 729 01:20:58,030 --> 01:21:00,820 I said, go ahead on your desk if you want 730 01:21:03,610 --> 01:21:05,710 a smear this place on the body. 731 01:21:05,890 --> 01:21:15,220 And then all these posts except the body itself can go ahead and click. 732 01:21:15,220 --> 01:21:23,470 And this one as the selection console L and copy on the FA Cup every month for the other side as well. 733 01:21:24,970 --> 01:21:29,620 So now we have this or here. 734 01:21:30,580 --> 01:21:32,440 It needs a lot more work. 735 01:21:33,220 --> 01:21:38,770 As you can see these parts, it needs to be brought out and all that. 736 01:21:39,460 --> 01:21:43,420 For now, we have the base shape meet. 737 01:21:44,470 --> 01:21:44,830 All right? 738 01:21:45,370 --> 01:21:50,020 So we have the best shape of the foot made, of the shoes made. 739 01:21:51,040 --> 01:21:55,150 And we can now go to the adjustments 740 01:21:57,670 --> 01:22:04,780 of the shoe and make some adjustments as we are sculpting. 741 01:22:06,490 --> 01:22:12,280 That means when it comes to this parts, it can go anywhere. 742 01:22:12,850 --> 01:22:15,670 So we have made the most of the accessories. 743 01:22:15,670 --> 01:22:23,170 We can go anywhere without Q two adjustments and then do adjustments to disperse the adjustments to 744 01:22:23,170 --> 01:22:25,180 the body itself, if you want. 745 01:22:26,020 --> 01:22:31,300 And the shoe and this is the part that you do adjustments. 746 01:22:42,630 --> 01:22:42,890 This. 747 01:22:53,090 --> 01:22:58,910 When we hear his apologies because the shoe, for example, right here is very lucky, as you can see. 748 01:23:04,260 --> 01:23:08,580 So now I say this most, but still the chefs are not good at it. 749 01:23:09,180 --> 01:23:14,550 Then we will apologize and get a better apology for our shoe. 750 01:23:15,990 --> 01:23:19,020 These problems will be fixed automatically. 751 01:23:31,460 --> 01:23:39,020 There's a bigger size for doing these adjustments because if you use a small radius and you do this, 752 01:23:39,020 --> 01:23:47,060 you make a big change the geometry because a bigger burst size when you're making these adjustments 753 01:23:47,060 --> 01:23:47,570 over here. 754 01:23:48,170 --> 01:23:50,660 So you don't change the geometry that much. 755 01:23:50,660 --> 01:23:52,640 You just move them around. 756 01:24:07,790 --> 01:24:12,080 Sport has the same colour, so it's hard to see. 757 01:24:13,490 --> 01:24:21,620 Maybe we can also add colours to the shore here, but I think that's that's good enough for now. 758 01:24:22,280 --> 01:24:29,860 So now that's the that's the shoe we need to sell to do a lot of adjustments. 759 01:24:29,870 --> 01:24:33,270 So it isn't binocular here you can't even see. 760 01:24:34,070 --> 01:24:36,050 So maybe 761 01:24:39,170 --> 01:24:50,930 or that started from modifier was disabled or okay for every of these objects it was disabled because 762 01:24:50,930 --> 01:24:53,900 we links the materials. 763 01:24:54,770 --> 01:24:58,940 So that's where everything was inside of OC. 764 01:24:58,940 --> 01:25:02,510 So more things to do, it seems. 765 01:25:07,900 --> 01:25:11,910 So I need to do it at 766 01:25:14,620 --> 01:25:17,740 A to solidify modify it to all these objects over here. 767 01:25:17,860 --> 01:25:18,300 Right. 768 01:25:18,310 --> 01:25:19,260 And then I just then. 769 01:25:19,930 --> 01:25:21,160 So I'm just going to do that. 770 01:25:22,810 --> 01:25:25,180 I'm just going to add the slides from one for each of these 771 01:25:27,760 --> 01:25:28,540 objects over here. 772 01:25:29,050 --> 01:25:30,160 But for now, the shoe. 773 01:25:30,160 --> 01:25:38,650 For the shoe, I'm going to call it finished for now and then after, because we can't really add any 774 01:25:38,650 --> 01:25:39,430 details right now. 775 01:25:39,880 --> 01:25:47,650 Any details if you add even if you add any of these details any bit as to the tongue folds over here, 776 01:25:47,830 --> 01:25:52,210 if we add, then we have to redo it later on after this apology. 777 01:25:52,750 --> 01:25:53,830 So right now, we just. 778 01:25:54,190 --> 01:26:02,020 Just be careful of the shapes and be mindful how the shapes work together and use your grab brush and 779 01:26:02,230 --> 01:26:08,560 change them around as you are sculpting, as you are doing the other parts of your character as well. 780 01:26:09,400 --> 01:26:12,460 So that's it for this video. 781 01:26:13,420 --> 01:26:16,300 You can also add the materials. 782 01:26:16,480 --> 01:26:22,180 So I may do that in the next videos, but you can also add materials with these parts to make them more 783 01:26:22,390 --> 01:26:23,980 differentiate from each other. 784 01:26:25,330 --> 01:26:26,380 That's all for this video. 785 01:26:26,590 --> 01:26:28,990 Let's let's end this right here. 786 01:26:28,990 --> 01:26:36,990 This was a very long video, but I hope you won't like it with these methods, with masking extract 787 01:26:37,060 --> 01:26:37,630 and all that. 788 01:26:37,630 --> 01:26:43,780 You can make any object you want, any shape, any like. 789 01:26:43,870 --> 01:26:46,930 You can make gloves, you can make anything you want. 790 01:26:47,440 --> 01:26:49,570 We just these few techniques. 791 01:26:50,140 --> 01:26:52,480 I hope this was helpful and goodbye.