1 00:00:00,930 --> 00:00:01,980 Welcome back, guys. 2 00:00:02,190 --> 00:00:05,140 So let's finish the blocking of this guy. 3 00:00:05,160 --> 00:00:08,400 So in this with you and then go into the race apology. 4 00:00:09,630 --> 00:00:17,900 First I look at my last class save when we mirrored this Schiller here real links. 5 00:00:18,450 --> 00:00:25,530 The modifier of this path but this part doesn't have any solidified modifiers so these these paths over 6 00:00:25,530 --> 00:00:27,780 here lost their solidified whatever. 7 00:00:28,170 --> 00:00:33,090 So we're just going to do the mirroring one by one. 8 00:00:33,390 --> 00:00:35,400 So let's merge this one. 9 00:00:35,400 --> 00:00:39,450 And the choices also doesn't have any solidified modifier. 10 00:00:40,080 --> 00:00:46,740 So you can just select them and, and so l to link modifiers. 11 00:00:46,740 --> 00:00:47,790 Copy modifiers. 12 00:00:49,380 --> 00:00:53,670 This pass also doesn't have any solidify let's copy modifiers. 13 00:00:54,630 --> 00:00:58,860 And then I think although the pass does have sort of defined modifier. 14 00:01:00,480 --> 00:01:00,840 Yeah. 15 00:01:01,500 --> 00:01:02,340 So let's select them. 16 00:01:03,180 --> 00:01:09,120 Let's either solidify, modify or fall off this path like these part as a mere modifier actually for 17 00:01:09,330 --> 00:01:10,000 these parts. 18 00:01:10,980 --> 00:01:21,690 So let's go here, go to modifiers, add the modifier and click on the party, or now it is mirrors 19 00:01:22,140 --> 00:01:23,040 to the other side. 20 00:01:24,510 --> 00:01:27,390 So now we can copy the modifier easily. 21 00:01:29,850 --> 00:01:35,360 So like the one we added the mirror motherfucker as last and then control. 22 00:01:35,380 --> 00:01:37,550 Oh, and copy on the first. 23 00:01:42,090 --> 00:01:43,980 And now we have a mirror. 24 00:01:44,010 --> 00:01:48,890 It's sure to check if everything is correct. 25 00:01:48,900 --> 00:01:54,510 We can select each pass and then move it. 26 00:01:54,510 --> 00:01:57,570 As you can see, this part is not mirrored. 27 00:01:57,780 --> 00:01:58,740 So it's just. 28 00:02:01,220 --> 00:02:05,660 Select one that doesn't have a solidify and copy my first. 29 00:02:21,230 --> 00:02:23,370 So these are all mirrors. 30 00:02:23,960 --> 00:02:24,470 That's good. 31 00:02:27,030 --> 00:02:32,890 This means if you want to make changes, for example, if you go to here, go to a scope both here and 32 00:02:32,890 --> 00:02:35,910 then change here, this or here or change as well. 33 00:02:35,910 --> 00:02:41,490 So you just have to modify 1/1 and all the sun will be changed. 34 00:02:42,420 --> 00:02:49,980 One of the thing is that if you want to if you go to shoes over here, the shoe has all the bits. 35 00:02:50,130 --> 00:02:52,320 It goes a little bit upward like this. 36 00:02:53,250 --> 00:02:55,230 So we don't have those right now. 37 00:02:55,260 --> 00:03:01,140 It's it's a straight A thing we will fix that later is better. 38 00:03:01,140 --> 00:03:07,770 But if you want to fix it's right now you can go to object mode, select all the shoe parts, don't 39 00:03:07,770 --> 00:03:11,430 select the body, just the shoe parts like this. 40 00:03:12,360 --> 00:03:16,800 All right, then go to edit mode and then enable or push editing. 41 00:03:17,670 --> 00:03:19,140 Select these parts. 42 00:03:19,680 --> 00:03:28,980 We'd actually alter the to select the extreme world to go out of the and then we can bring this up like 43 00:03:28,980 --> 00:03:29,220 this. 44 00:03:29,220 --> 00:03:32,370 We can rotate it too with our like this. 45 00:03:35,310 --> 00:03:42,090 Well, we can also do that later when we have when we have the joint all these parts together. 46 00:03:42,390 --> 00:03:45,810 So I'm just going to undo that. 47 00:03:45,930 --> 00:03:49,500 So and later, we don't get into any problems. 48 00:03:51,150 --> 00:03:52,290 So that's a for the shoes. 49 00:03:52,320 --> 00:03:58,230 They can also go ahead and remove the toe, the toes part, the first part over here. 50 00:03:59,040 --> 00:04:05,670 But you can also keep it if you want to bring it into the shoes. 51 00:04:06,420 --> 00:04:16,890 Go to Scopes mode and select pause brush and then just grab this area and bring it in like that. 52 00:04:39,980 --> 00:04:40,490 All right. 53 00:04:40,540 --> 00:04:46,850 Doesn't have to be accurate, but it does show us where the food is going to sit, too. 54 00:04:46,880 --> 00:04:53,960 So, for example, I can go to the tongs over here and then with the grab brush I can just grab it to 55 00:04:53,960 --> 00:04:57,950 bring it on top of the foot's area. 56 00:05:25,200 --> 00:05:25,430 Just. 57 00:05:33,020 --> 00:05:33,470 He's. 58 00:05:38,390 --> 00:05:41,000 All right, that's good enough. 59 00:05:42,020 --> 00:05:44,960 Let's just bring this part of the bidding war. 60 00:05:46,340 --> 00:05:50,510 And I think that is good enough for now for the. 61 00:05:51,530 --> 00:06:00,020 And let's go ahead and add the things that we already don't have don't have it right now. 62 00:06:00,050 --> 00:06:04,130 So one of the things I want to add is ice over here. 63 00:06:04,250 --> 00:06:04,760 So. 64 00:06:06,050 --> 00:06:07,280 Eyes over here. 65 00:06:07,400 --> 00:06:17,150 If we go to references over here, the iron ore here is you can see this is the custom for the eye is 66 00:06:17,150 --> 00:06:17,840 very big. 67 00:06:17,900 --> 00:06:19,600 So let's go ahead. 68 00:06:19,610 --> 00:06:25,520 I used the matter of masking. 69 00:06:26,500 --> 00:06:34,360 So this mosque, this area, it's I go to press one to go to front of you. 70 00:06:34,360 --> 00:06:36,400 To go exactly to the front you. 71 00:06:38,600 --> 00:06:47,120 So it's should be this is the nose, the middle part, and I should be something around here 72 00:06:50,600 --> 00:06:52,280 and just try it out. 73 00:06:52,890 --> 00:06:53,000 It's. 74 00:07:01,190 --> 00:07:02,990 So let's see how big it's going to be. 75 00:07:04,070 --> 00:07:07,910 So I'm just drawing out what area, the red area. 76 00:07:08,000 --> 00:07:10,550 We are going to do that later. 77 00:07:10,700 --> 00:07:11,330 So 78 00:07:14,150 --> 00:07:17,210 let's fill it with the mask brush. 79 00:07:20,410 --> 00:07:23,470 Zoom out to see if it's enough for the white area. 80 00:07:24,370 --> 00:07:25,370 Think it's enough for now? 81 00:07:25,390 --> 00:07:34,780 Later, when we have extracted it, we can always go ahead and it to grab brush, move it around and 82 00:07:34,780 --> 00:07:35,110 all that. 83 00:07:36,100 --> 00:07:37,570 So let's extract the first. 84 00:07:37,580 --> 00:07:45,100 I'm going to press a sharper chop in this area, then go to mass mask extract and click on, okay, 85 00:07:46,210 --> 00:07:52,120 the set off, set to one and then disable the solidify. 86 00:07:53,170 --> 00:07:58,210 And then we can go and smooth the edges. 87 00:08:01,580 --> 00:08:01,940 She? 88 00:08:08,490 --> 00:08:12,490 Although there is a lot of smoke, we can enable solidifies. 89 00:08:13,320 --> 00:08:14,790 We can see what we get. 90 00:08:15,990 --> 00:08:18,800 And then we can go and. 91 00:08:22,450 --> 00:08:24,880 Increase the solidify like that. 92 00:08:30,070 --> 00:08:30,460 All right. 93 00:08:31,360 --> 00:08:34,539 Now we have the voice aerial. 94 00:08:34,539 --> 00:08:38,169 We can we can adjust that. 95 00:08:39,190 --> 00:08:40,150 So let's go to. 96 00:08:42,600 --> 00:08:43,830 This area right here. 97 00:08:48,360 --> 00:08:50,090 With crap brush we can. 98 00:08:51,400 --> 00:08:57,010 Selected and adjusted based on our reference. 99 00:09:02,940 --> 00:09:14,970 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, 100 00:09:15,480 --> 00:09:15,720 shh. 101 00:09:17,570 --> 00:09:17,880 He. 102 00:09:42,220 --> 00:09:42,520 All right. 103 00:09:43,450 --> 00:09:45,060 Want to add the material for this? 104 00:09:45,060 --> 00:09:47,050 So I'll see better how it looks. 105 00:09:47,050 --> 00:09:57,550 So this other material to I and we can add the whites material dust. 106 00:09:57,550 --> 00:09:58,240 That's good enough. 107 00:09:58,240 --> 00:09:59,960 So it's whites now. 108 00:10:00,010 --> 00:10:02,050 We can now see it better how it looks. 109 00:10:02,050 --> 00:10:06,940 So first of all, the thickness is too much of things. 110 00:10:06,940 --> 00:10:12,670 So it's shift and clicking to decrease this amount of thickness. 111 00:10:14,080 --> 00:10:16,780 And then now that we have the. 112 00:10:20,180 --> 00:10:22,400 The shape quite. 113 00:10:23,960 --> 00:10:24,440 There. 114 00:10:26,000 --> 00:10:28,850 We can go ahead and make the right area. 115 00:10:28,850 --> 00:10:36,290 But let's do let's spend all this a bit more time shaping this area as it's a very big area in the face. 116 00:10:37,040 --> 00:10:43,850 It's quite important that we get it as much accurate as possible. 117 00:11:14,040 --> 00:11:14,340 She? 118 00:11:21,970 --> 00:11:25,950 All right, so now let's go and make the red area. 119 00:11:25,960 --> 00:11:30,070 We can go and mask this area over here around. 120 00:11:31,130 --> 00:11:41,060 This area and then solidify what's the best way I think is then we don't need to it's and all that is 121 00:11:41,060 --> 00:11:54,560 to model these areas this is a simple area that we can easily model and get the shape so out of a plane 122 00:11:54,740 --> 00:12:04,400 let's rotate it's and the x axis 90 degrees in the x axis spring is for now. 123 00:12:04,400 --> 00:12:06,530 I need this face to be the front face. 124 00:12:06,530 --> 00:12:14,150 So let's enable a face orientation and make sure that this is the front face and that's the case. 125 00:12:14,900 --> 00:12:19,370 So now I want to add modifier cold's 126 00:12:22,550 --> 00:12:23,630 change up modifier. 127 00:12:23,900 --> 00:12:34,130 I think we discussed about this one before, but what it does, it wraps the shape we have around the 128 00:12:34,130 --> 00:12:36,170 shape that we're going to we are going to select. 129 00:12:36,920 --> 00:12:43,640 Then I'm going to enable this knob to lower here with face option over here and then with project individual 130 00:12:43,640 --> 00:12:44,150 elements. 131 00:12:44,150 --> 00:12:52,900 And all these options on this will make sure that the object is going to is not on the surface of another 132 00:12:52,910 --> 00:12:53,360 object. 133 00:12:53,930 --> 00:12:55,040 Now I got to shift up. 134 00:12:55,040 --> 00:13:01,700 I changed to project enable negative where he has a negative and positive need to be enabled both importance 135 00:13:02,120 --> 00:13:03,290 and then on target. 136 00:13:03,380 --> 00:13:05,480 I click the face all here. 137 00:13:06,140 --> 00:13:14,630 Now this plane has been wraps around this the face over here. 138 00:13:14,630 --> 00:13:22,190 But to see it we need to go to object properties over here and then go to viewport display, go all 139 00:13:22,190 --> 00:13:25,070 the way down and enable interrupts. 140 00:13:26,060 --> 00:13:30,500 Now we have a plane that is wrapped around the face. 141 00:13:30,500 --> 00:13:32,870 As you can see, I move moving. 142 00:13:32,870 --> 00:13:34,190 It is just moving. 143 00:13:34,190 --> 00:13:38,810 Move around the face mesh and that's what we want. 144 00:13:40,220 --> 00:13:50,090 So in I think art is a mirror modifier, so I'm going to add a mirror modifier and the mirror object 145 00:13:50,150 --> 00:13:50,930 to the face. 146 00:13:52,130 --> 00:13:55,160 So now these are two different objects. 147 00:13:56,900 --> 00:14:01,160 Two, until we have two objects over here for the two I. 148 00:14:05,160 --> 00:14:07,600 And now I want to make the shaper now. 149 00:14:07,620 --> 00:14:10,330 So let's model. 150 00:14:10,720 --> 00:14:10,950 Model. 151 00:14:11,020 --> 00:14:15,810 Let's get this edge over here and extrude. 152 00:14:25,970 --> 00:14:30,930 Let's bring the Miramonte fir up so we don't get any problems. 153 00:14:30,930 --> 00:14:34,910 So now the movement for it applies first and then the shooting settlements for. 154 00:14:37,280 --> 00:14:39,090 She is disabled. 155 00:14:39,780 --> 00:14:47,820 I think it's it's making some problems for us right now for rotating this edge so now we can easily 156 00:14:48,270 --> 00:14:49,020 rotated. 157 00:14:55,950 --> 00:14:58,700 Now this just extrude and rotate. 158 00:15:00,480 --> 00:15:03,790 And as you can see, the edge is over here. 159 00:15:03,800 --> 00:15:07,490 But the mesh is there is because of shrink wrap modifier. 160 00:15:08,240 --> 00:15:14,150 The edge position is here, but the face has been wrapped around that. 161 00:15:15,410 --> 00:15:18,650 It's just a visual thing and you apply the change of modifier. 162 00:15:18,650 --> 00:15:24,200 It's going to move the edge or the to the face area. 163 00:15:24,560 --> 00:15:33,620 But if you want to see it better, you can select on this cage button to just make it visually better 164 00:15:33,620 --> 00:15:34,090 for you. 165 00:15:43,780 --> 00:15:48,190 And now was continue with extruding. 166 00:16:18,960 --> 00:16:26,000 All right, let's hide the Spurs over here so we see better where we are putting geometry. 167 00:16:26,580 --> 00:16:29,850 So right now, let's bring these a a bit down. 168 00:16:31,840 --> 00:16:39,730 You can also add justice later, but it's always better to have good starts when doing these things. 169 00:17:03,200 --> 00:17:06,140 I remember you have many methods. 170 00:17:06,140 --> 00:17:08,359 You can also do this with curves. 171 00:17:08,930 --> 00:17:12,380 You can do this with all the other options you have. 172 00:17:12,980 --> 00:17:17,190 You can even add maybe a Torres already on that. 173 00:17:17,210 --> 00:17:20,359 Adjusted many options or births. 174 00:17:21,440 --> 00:17:23,650 Choose whatever you're happy with. 175 00:17:23,750 --> 00:17:31,880 And if one option doesn't give you a good result, like with this model technique, it doesn't give 176 00:17:31,880 --> 00:17:32,700 me a good result. 177 00:17:32,720 --> 00:17:36,290 I'm just going to do it again. 178 00:17:36,560 --> 00:17:36,920 All right. 179 00:17:38,270 --> 00:17:38,780 Don't. 180 00:17:42,180 --> 00:17:48,390 Just be happy that if you didn't, the result wasn't what you expected. 181 00:17:49,200 --> 00:17:51,750 Just don't worry and do it with another method. 182 00:17:52,920 --> 00:18:02,730 So now that we have added this area over here, Alexis, it may be bigger than what we want, but after 183 00:18:02,730 --> 00:18:06,570 we add do subdivision modifier, it kind of shrinks it. 184 00:18:06,570 --> 00:18:16,620 So let's have it like this and then let's add a solidify, modify it to add some thickness, then change 185 00:18:16,620 --> 00:18:25,630 the offset to one and then some thickness and it should be very thin like that is enough. 186 00:18:26,820 --> 00:18:31,590 Then let's go and add a subdivision surface one for. 187 00:18:33,510 --> 00:18:39,540 And a make it to two seats with like full glory. 188 00:18:40,860 --> 00:18:45,900 So I know I want to add another material. 189 00:18:46,080 --> 00:18:48,060 I call it I. 190 00:18:49,520 --> 00:18:50,180 I read. 191 00:18:54,280 --> 00:18:58,420 Then we can go to the color and change the color. 192 00:19:00,160 --> 00:19:09,040 You can also, if you want to steal it from some of the references we have, like for example here, 193 00:19:10,150 --> 00:19:12,820 which is the poster of the movie itself. 194 00:19:14,290 --> 00:19:18,430 And it has the kind of the right color. 195 00:19:28,630 --> 00:19:29,140 All right. 196 00:19:29,920 --> 00:19:34,030 This is just the white area as well. 197 00:19:34,040 --> 00:19:40,510 So I think it's it's not just whites. 198 00:19:40,750 --> 00:19:43,320 It's probably would settle this. 199 00:19:43,330 --> 00:19:48,640 Well, you see, this opens its value but if you click here. 200 00:19:50,200 --> 00:20:02,410 As you can see, the pure here has changed a little bit and it's 8.6, 8.86. 201 00:20:03,940 --> 00:20:07,990 You need to copy paste this to the base color. 202 00:20:10,260 --> 00:20:10,830 All right. 203 00:20:12,180 --> 00:20:19,140 Now we can go and shade this once these areas, and I think that's good enough. 204 00:20:19,630 --> 00:20:23,730 Uh, let's disable the inference. 205 00:20:25,820 --> 00:20:30,680 And this area needs to be adjusted. 206 00:20:31,820 --> 00:20:33,440 So it's just it's. 207 00:20:47,360 --> 00:20:55,100 You could also do this area after we suppose it is going to be much easier because after this apology, 208 00:20:55,100 --> 00:21:01,310 you have a good chance right now for the eye for the white area because we mask this. 209 00:21:01,310 --> 00:21:05,060 If you enable wireframe, we don't have a good geometry. 210 00:21:05,060 --> 00:21:08,390 As you can see, the edges are not good enough for us. 211 00:21:08,900 --> 00:21:20,090 So we have to is apologies this area later but you can for this area after it's apology at this area 212 00:21:20,090 --> 00:21:21,170 to have a better mesh. 213 00:21:41,910 --> 00:21:42,250 All right. 214 00:21:42,330 --> 00:21:43,170 Now we can. 215 00:21:47,150 --> 00:21:49,460 Apply the shrink wrap modifier first. 216 00:21:52,240 --> 00:21:54,220 This means some problems are here. 217 00:21:54,910 --> 00:21:58,600 So it's applied to me and my father first. 218 00:21:58,630 --> 00:22:01,000 And then that boy, this modifier. 219 00:22:01,840 --> 00:22:04,000 Let's first applied the escape control. 220 00:22:04,000 --> 00:22:07,180 A skill that did a lot of problems for us. 221 00:22:07,750 --> 00:22:09,160 Is the skill not? 222 00:22:14,030 --> 00:22:14,450 All right. 223 00:22:14,450 --> 00:22:16,250 This girl is nuts. 224 00:22:18,500 --> 00:22:24,560 Universal's doubts she may make some problems at the strange of mother for now. 225 00:22:25,730 --> 00:22:28,580 That doesn't make any problem for us. 226 00:22:28,580 --> 00:22:34,340 But with other skill, it's going to make this because of the solidified modifier we have over here. 227 00:22:34,790 --> 00:22:36,530 Let's disable solidify modifier. 228 00:22:36,650 --> 00:22:37,640 And now this. 229 00:22:38,450 --> 00:22:39,170 We've got scale. 230 00:22:39,170 --> 00:22:42,860 Now this skill is universal. 231 00:22:42,890 --> 00:22:51,010 And now let's add to solidify one for and then the substitution for little to answer to one. 232 00:22:52,390 --> 00:22:54,460 And then can change. 233 00:23:00,870 --> 00:23:01,710 The thickness. 234 00:23:04,040 --> 00:23:10,860 As you can see with this method, we don't need to apologise this area later now because if I enable 235 00:23:10,860 --> 00:23:17,220 wireframe, we have the best wireframe we can have for this area like we associate with the plane and 236 00:23:17,640 --> 00:23:18,330 solidified. 237 00:23:18,930 --> 00:23:22,800 This has the best for friend but it gets. 238 00:23:24,900 --> 00:23:27,570 All right let's bring that other areas. 239 00:23:28,830 --> 00:23:32,910 And now what I want to do in the shorts or here. 240 00:23:34,280 --> 00:23:38,420 If you go to the this area over here. 241 00:23:40,530 --> 00:23:42,480 It has some pockets of back pockets. 242 00:23:42,480 --> 00:23:44,430 So let's make those pockets. 243 00:23:46,350 --> 00:23:54,930 Let's first go to supplement and then, you know, will you will symmetry like symmetry and bring out 244 00:23:54,930 --> 00:23:55,560 this area. 245 00:23:55,630 --> 00:23:58,740 It's a bit so I'm working from the sun side. 246 00:23:59,190 --> 00:24:05,730 You should have like this the shorts the pants because of the. 247 00:24:08,170 --> 00:24:10,810 But area of the coast was maximum some. 248 00:24:13,270 --> 00:24:16,180 The muscles over here, which is bulging. 249 00:24:17,950 --> 00:24:22,450 The pounds also goes a bit like this. 250 00:24:25,750 --> 00:24:26,050 All right. 251 00:24:26,420 --> 00:24:30,940 And though it draws sharp, I want to draw this in this area. 252 00:24:31,390 --> 00:24:36,490 I don't know if I'm going to do something like this maybe later on. 253 00:24:36,520 --> 00:24:39,730 After which apology will add details like this. 254 00:24:40,150 --> 00:24:41,340 I still don't know. 255 00:24:41,350 --> 00:24:47,120 So you will find out later as well when you're making characters. 256 00:24:47,560 --> 00:24:50,560 Which parts you want to implement and which ones you don't want to. 257 00:24:50,980 --> 00:24:59,080 If it's if it's a freelance job, if it's something that is you've been assigned to do, then you have 258 00:24:59,080 --> 00:25:00,520 to do every thing. 259 00:25:00,640 --> 00:25:06,490 But if it's an artwork, if it's with a character you want to make, and then you you can make your 260 00:25:06,490 --> 00:25:07,930 work how you want. 261 00:25:08,220 --> 00:25:13,270 So it's not like you need to add things necessarily because it's there. 262 00:25:13,330 --> 00:25:16,900 You can add things, remove things like like here. 263 00:25:16,900 --> 00:25:25,480 I think the thing over here, this is an artwork by someone else and he added some other stuff or if 264 00:25:25,480 --> 00:25:33,030 you think and yeah, there's some more details or here and all that. 265 00:25:33,040 --> 00:25:40,030 So you decide which details you want to have, which the details you don't want to have, but for unless 266 00:25:40,570 --> 00:25:43,480 make care, make a dent over here. 267 00:25:44,950 --> 00:25:50,880 And then I want to make some some fold some simple fold these some nuts final. 268 00:25:52,090 --> 00:25:56,340 All these are just for visual. 269 00:25:56,350 --> 00:26:01,900 So after this apology, you're going to add the folds. 270 00:26:03,130 --> 00:26:06,060 Now, make the back pockets. 271 00:26:07,750 --> 00:26:13,150 Make sure to the symmetry is enabled and doesn't just draw this area. 272 00:26:17,800 --> 00:26:23,860 The positive proof was of just grizzle positive. 273 00:26:24,130 --> 00:26:32,920 So let's go ahead and make the back pocket of this in this area or here and just try it out. 274 00:26:44,610 --> 00:26:45,660 And Phil, it's. 275 00:26:50,990 --> 00:26:51,350 Six. 276 00:26:54,570 --> 00:27:02,100 We've all smooth later on, but we need something sharp in this area and in this area. 277 00:27:02,490 --> 00:27:05,520 So with control and removing some of the masks. 278 00:27:17,020 --> 00:27:18,580 Just like that. 279 00:27:21,440 --> 00:27:25,720 Or in this area, we don't have a good mask. 280 00:27:25,840 --> 00:27:26,560 I don't know why. 281 00:27:26,560 --> 00:27:28,240 Because of the geometry, maybe. 282 00:27:30,670 --> 00:27:35,500 But we'll probably remove them over that area later on. 283 00:27:35,500 --> 00:27:40,480 So a and sharpen the mask and the mask extracts. 284 00:27:41,260 --> 00:27:47,920 Then as you can see, we have we forgot to remove the last mask so we can just go to edit mode press 285 00:27:47,920 --> 00:27:49,840 L and this X to do it. 286 00:27:49,840 --> 00:27:55,750 This person that originally was in the geometry to bring the origin geometry to the middle and then 287 00:27:55,750 --> 00:27:56,680 we have this. 288 00:27:57,130 --> 00:28:04,630 So if I modify it, bring the offset to one, and then we can play around with the solution modifier. 289 00:28:04,630 --> 00:28:14,290 But first let's disable modifier could hurt it more, go to the scopes more and then smooth the edges, 290 00:28:14,500 --> 00:28:26,440 this swath brush or holding them shift onto and just make the shape over here based on your references. 291 00:29:12,990 --> 00:29:13,700 She? 292 00:29:21,220 --> 00:29:21,630 All right. 293 00:29:21,630 --> 00:29:22,440 That's good enough for now. 294 00:29:23,160 --> 00:29:25,110 So this will remove this one. 295 00:29:25,140 --> 00:29:32,310 This is a good shot, but not as good as far as the mouse claws don't work in their eyes and the way 296 00:29:32,940 --> 00:29:35,640 they can always move in the later less enabled. 297 00:29:36,660 --> 00:29:47,550 So if I grow out of the solid mold and just that based on the whole shorts, I'm going to bring it up 298 00:29:49,500 --> 00:29:50,250 like this. 299 00:29:53,300 --> 00:29:55,430 Don't worry about these edges over here. 300 00:29:55,640 --> 00:29:57,050 This is because of the geometry. 301 00:29:57,650 --> 00:30:04,730 We are using the Remus geometry, which is not good for production or rendering and all that. 302 00:30:06,170 --> 00:30:11,210 But later we are going to treat apologize this and service apology. 303 00:30:11,210 --> 00:30:12,980 These edges will be fixed. 304 00:30:16,710 --> 00:30:21,160 So we are not going to put a lot of time on this. 305 00:30:21,170 --> 00:30:23,120 Just the shape is enough. 306 00:30:23,150 --> 00:30:25,610 Remember, this is only the Boy Scouts. 307 00:30:25,730 --> 00:30:28,760 The shape, just the making. 308 00:30:28,760 --> 00:30:30,060 The shapes is enough. 309 00:30:30,890 --> 00:30:32,780 And don't try to add details. 310 00:30:33,260 --> 00:30:35,300 Any details will be unnecessary. 311 00:30:35,300 --> 00:30:42,430 And it's just going to make sure they make all those items to make and bring in. 312 00:30:42,920 --> 00:30:47,810 Maybe you realize you have to delete those details later on. 313 00:30:48,260 --> 00:30:49,430 It's going to make problems. 314 00:30:49,820 --> 00:30:52,460 Details will be gathered after his apology. 315 00:31:04,370 --> 00:31:04,600 She? 316 00:31:08,490 --> 00:31:09,120 To keep. 317 00:31:22,060 --> 00:31:24,010 I'm going to call it good for now. 318 00:31:24,010 --> 00:31:27,070 So let's add the also at the 319 00:31:29,920 --> 00:31:32,230 button or here this button. 320 00:31:32,740 --> 00:31:41,200 I'm going to add a Q rotator rotate of those skills that control a scale substitution surface modifier. 321 00:31:41,200 --> 00:31:47,650 It's a little to go to the cube, go to edit mode s Y to scale in the y axis. 322 00:31:53,020 --> 00:31:53,680 So it's why. 323 00:32:10,240 --> 00:32:15,460 Let's select this face over here and bring it. 324 00:32:19,090 --> 00:32:21,400 Bring it toward the other face. 325 00:32:22,060 --> 00:32:26,150 So the skeleton works was giving me weird results. 326 00:32:26,200 --> 00:32:28,090 So let's just do that. 327 00:32:28,090 --> 00:32:28,920 All right? 328 00:32:29,170 --> 00:32:30,640 I see the problem light right now. 329 00:32:30,640 --> 00:32:35,620 The snapping still is on, so just make sure to disable it. 330 00:32:44,560 --> 00:32:48,650 And then we come to scale it based on how it looks. 331 00:32:52,590 --> 00:32:56,450 With their own skill at sea for far. 332 00:32:58,720 --> 00:33:00,040 Let's disable the oil. 333 00:33:00,310 --> 00:33:00,750 And then. 334 00:33:02,180 --> 00:33:04,700 Skeletal on the skull at like this. 335 00:33:06,230 --> 00:33:09,390 I'm moving around and I think that's good that's smooth. 336 00:33:09,410 --> 00:33:16,610 It enabled only a gain to see very select thing and then add a mirror modifier. 337 00:33:19,070 --> 00:33:20,600 So that's good enough. 338 00:33:21,500 --> 00:33:25,100 We can also go on. 339 00:33:25,160 --> 00:33:25,850 Oh, that's good enough. 340 00:33:25,850 --> 00:33:26,960 I wanted to parents as well. 341 00:33:26,960 --> 00:33:28,940 It's just good for now. 342 00:33:29,480 --> 00:33:34,280 So now we have all the all the things we needed right now. 343 00:33:34,850 --> 00:33:47,060 So we have the jacket, we have the two jackets, we have the eyes, the face shorts and the shoes. 344 00:33:47,060 --> 00:33:50,140 And the other thing this character has a. 345 00:33:53,190 --> 00:33:55,740 Sucks, but no, it doesn't hurt us. 346 00:33:56,580 --> 00:33:57,540 So that's good enough for now. 347 00:33:57,570 --> 00:33:59,760 So what want to do now? 348 00:33:59,790 --> 00:34:00,330 Let's. 349 00:34:02,840 --> 00:34:12,260 It's good to stop want for our checks over here are now as you can see it's not fitting with how the 350 00:34:12,260 --> 00:34:17,239 clothes are and that's I'm going to bring the biliary bits forward. 351 00:34:18,889 --> 00:34:20,310 So it's subtle. 352 00:34:20,330 --> 00:34:21,260 Not so much. 353 00:34:22,420 --> 00:34:26,440 To not break any of those proportions or anything. 354 00:34:27,940 --> 00:34:28,760 That's good enough. 355 00:34:28,780 --> 00:34:32,170 Let's go to the close over here and bring it forward as well. 356 00:34:34,449 --> 00:34:34,810 All right. 357 00:34:35,900 --> 00:34:41,830 Now I think it's time to add the hands to. 358 00:34:44,860 --> 00:34:46,100 The body in. 359 00:34:47,260 --> 00:34:53,260 Let's apply the moon metaphor so that the hands select the body and then control G. 360 00:34:54,159 --> 00:34:56,620 All right, let's go to solar monitor now. 361 00:34:56,620 --> 00:35:04,630 I want to remeasured, but to remedy that, first, I need to remove the first. 362 00:35:04,750 --> 00:35:05,770 Well, let's have it for now. 363 00:35:07,120 --> 00:35:13,540 Let's go to Ramesh, rumored to have the first of all, if you have faces that you want to get and now 364 00:35:13,570 --> 00:35:20,140 I want to check this eyedropper and check on the body to see what's the geometry over here. 365 00:35:20,590 --> 00:35:25,180 Now, because of the hands over here, we need the much lower geometry. 366 00:35:25,180 --> 00:35:26,850 Let's let's say first. 367 00:35:26,850 --> 00:35:32,650 So I just save that before remission to a lower value and then let's go to the lower. 368 00:35:32,650 --> 00:35:36,640 So it was two points or seven, I think. 369 00:35:36,640 --> 00:35:44,290 So I just got two points or five and then console R to see what I get now it's not good enough. 370 00:35:44,290 --> 00:35:46,780 So let's go to something like. 371 00:35:47,750 --> 00:35:51,650 Oh points three and then control are. 372 00:35:53,870 --> 00:35:54,990 So this is this. 373 00:35:55,000 --> 00:35:55,520 This works. 374 00:35:55,520 --> 00:36:00,740 But this is a very high geometry, so make sure your computer can handle it. 375 00:36:01,370 --> 00:36:02,030 So very nice. 376 00:36:02,030 --> 00:36:03,080 Very high. 377 00:36:03,140 --> 00:36:09,290 As you can see, this is all black because it's very high geometry. 378 00:36:09,800 --> 00:36:13,070 So my computer can handle it, but make sure that you can. 379 00:36:13,070 --> 00:36:13,370 How? 380 00:36:13,370 --> 00:36:13,990 Do not see. 381 00:36:14,090 --> 00:36:21,550 So if it doesn't just go with the amount that you can, I just want the the hand area to be arranged 382 00:36:21,770 --> 00:36:22,490 correctly. 383 00:36:23,000 --> 00:36:29,480 So now that we have the hand and we have the body connected, we have to have some water to to join 384 00:36:29,480 --> 00:36:30,320 these areas. 385 00:36:30,470 --> 00:36:31,720 This is smart first. 386 00:36:32,420 --> 00:36:45,430 So just small areas that are connected with this heat, watch these 387 00:36:48,350 --> 00:36:48,810 shoes. 388 00:36:49,940 --> 00:36:55,100 And then we, based on the character, we saw how much detail we add in this stage. 389 00:36:55,640 --> 00:36:58,360 The character is building the customer here. 390 00:36:58,370 --> 00:37:05,510 So not very much money or very details, but the details like the knuckles 391 00:37:08,240 --> 00:37:10,670 are kind of important to define. 392 00:37:11,600 --> 00:37:14,090 The shape of the hand, though. 393 00:37:14,100 --> 00:37:17,390 Let's sort these muscle or here. 394 00:37:20,570 --> 00:37:21,430 And then a small third. 395 00:37:25,690 --> 00:37:28,070 And now I think we need to adjust. 396 00:37:28,480 --> 00:37:30,340 It's in this area over here. 397 00:37:31,120 --> 00:37:32,640 So it's spring. 398 00:37:32,650 --> 00:37:33,910 It's a little bit. 399 00:37:35,240 --> 00:37:40,220 To sign SOS Goods option and enable face states. 400 00:37:40,520 --> 00:37:46,650 This make sure that only the that that we are hovering on is going to be changed. 401 00:37:46,680 --> 00:37:49,970 So right now this is going to be changed or not is going to be changed. 402 00:37:50,480 --> 00:37:56,420 So I want to move this or the bit inverted without changing the other area like the lake area that I'm 403 00:37:56,420 --> 00:37:57,050 seeing. 404 00:37:58,580 --> 00:38:00,710 That's the good thing about face. 405 00:38:00,770 --> 00:38:01,160 It's. 406 00:38:06,730 --> 00:38:08,050 And I just. 407 00:38:10,190 --> 00:38:16,040 It's just the look of the fingers and the hand itself. 408 00:38:19,220 --> 00:38:19,480 It's. 409 00:38:23,360 --> 00:38:26,540 She was supposed to go to class reps. 410 00:38:28,270 --> 00:38:32,380 Let's go to a scrape and scrape the side of the. 411 00:38:34,280 --> 00:38:35,270 For Tom over here. 412 00:38:35,750 --> 00:38:36,080 It's. 413 00:38:38,100 --> 00:38:41,670 Because it's kind of flat in the site. 414 00:38:42,540 --> 00:38:45,210 It's also flat for the fingers. 415 00:38:46,050 --> 00:38:52,200 So to have a much more defined fingers, you might want to do this. 416 00:38:54,090 --> 00:38:55,140 Not too much, though. 417 00:38:55,500 --> 00:38:57,990 But if your character is. 418 00:38:59,590 --> 00:39:00,250 Cartoonish. 419 00:39:00,250 --> 00:39:04,020 Stylized makes the character we're going to do is okay. 420 00:39:04,030 --> 00:39:12,640 If things go well, it's a bit more exaggerated because whenever the fingers are round like this. 421 00:39:14,190 --> 00:39:15,820 It just doesn't make sense. 422 00:39:15,900 --> 00:39:19,530 It's just something goes off with the fingers and it's two rounds. 423 00:39:23,030 --> 00:39:25,040 So this area, we made some mistakes. 424 00:39:25,080 --> 00:39:31,640 So it seems let's go back and just undo this and let's go to this area. 425 00:39:33,110 --> 00:39:36,500 We probably made some mistakes. 426 00:39:36,890 --> 00:39:40,970 Add in the other scrapes over here is the into the other finger. 427 00:39:52,880 --> 00:39:53,250 She? 428 00:40:01,800 --> 00:40:04,070 Just connecting the fingers like this. 429 00:40:05,490 --> 00:40:05,830 Just. 430 00:40:13,120 --> 00:40:20,350 And then this area it needs to be Mr. to is a bit dense, but right now it's too dense, I think. 431 00:40:22,960 --> 00:40:26,860 So let's add a little bit of volume in this area. 432 00:40:29,150 --> 00:40:31,330 This area, it's a bit down. 433 00:40:34,350 --> 00:40:35,850 And this area. 434 00:40:38,790 --> 00:40:40,830 Let's make the shape of the. 435 00:40:49,190 --> 00:40:51,960 Of the hand in this we. 436 00:40:55,140 --> 00:40:58,500 Six months. 437 00:41:10,410 --> 00:41:10,790 Maybe 438 00:41:14,260 --> 00:41:15,240 I just sit here. 439 00:41:38,310 --> 00:41:45,960 Draw a sharp one and this area between the thumb and the first finger. 440 00:41:46,860 --> 00:41:49,900 I think that's enough for now. 441 00:41:49,920 --> 00:41:55,530 If you go to observe more to see what we get as a whole object. 442 00:41:56,160 --> 00:42:00,480 Of course, this area is is not smooth enough. 443 00:42:01,380 --> 00:42:03,180 It's not shaped enough. 444 00:42:03,180 --> 00:42:09,120 But as I said in the last videos, we're not going to see this area. 445 00:42:09,120 --> 00:42:09,990 So it doesn't matter. 446 00:42:10,590 --> 00:42:13,770 Don't puts a lot of times in the areas that doesn't matter. 447 00:42:14,770 --> 00:42:22,240 That doesn't isn't going to be seen if, for example, you actually are making an animation and in some 448 00:42:22,240 --> 00:42:25,950 point you have thinking that your character is going to take off the clothes. 449 00:42:26,610 --> 00:42:29,770 Then you have to pay attention to all those details. 450 00:42:34,170 --> 00:42:37,400 All right, let's go outside to Solomon to see how it looks now. 451 00:42:38,220 --> 00:42:42,660 The whole object is going to be the hand. 452 00:42:42,660 --> 00:42:48,060 We can always go and change stuff. 453 00:42:48,270 --> 00:42:49,320 Really simple here. 454 00:42:49,320 --> 00:42:51,780 I think it needs to be able to push it forward. 455 00:42:56,350 --> 00:42:58,320 And it's a bit upwards. 456 00:43:15,160 --> 00:43:17,460 It's like this. 457 00:43:18,780 --> 00:43:19,430 This is. 458 00:43:40,060 --> 00:43:44,710 She lets out some scrapes between the fingers. 459 00:43:47,700 --> 00:43:48,630 Here, for example. 460 00:44:01,970 --> 00:44:05,610 To make it out of his flats between the fingers because it is flat. 461 00:44:05,960 --> 00:44:06,990 It is not round. 462 00:44:07,010 --> 00:44:11,730 It is more like if you look from the. 463 00:44:12,830 --> 00:44:15,290 From this area, for example, it is more like this. 464 00:44:16,280 --> 00:44:16,610 All right. 465 00:44:16,850 --> 00:44:23,870 It is not round like this area, for example, which is looking very round. 466 00:44:31,520 --> 00:44:31,810 It's. 467 00:44:39,020 --> 00:44:39,300 He. 468 00:44:54,250 --> 00:44:54,520 All right. 469 00:44:55,210 --> 00:44:56,320 It's good enough for now. 470 00:44:59,860 --> 00:45:00,460 That's all right. 471 00:45:02,350 --> 00:45:03,650 Now, this is for the stadium. 472 00:45:06,190 --> 00:45:07,090 Well, I think. 473 00:45:09,340 --> 00:45:11,300 Yeah, I think that's for now. 474 00:45:12,790 --> 00:45:16,150 Maybe some changes for the face. 475 00:45:17,120 --> 00:45:23,170 Just don't want to exclude anything as this is a mass. 476 00:45:23,180 --> 00:45:26,320 This is always a is hard to define. 477 00:45:26,320 --> 00:45:31,750 Like which part I want it to be to be seen and which I don't want to be seen. 478 00:45:32,120 --> 00:45:34,690 It was like, this is a real life version. 479 00:45:34,730 --> 00:45:38,560 As you can see, it's just a round faced face. 480 00:45:39,130 --> 00:45:46,840 But maybe just to add a little bit more soil into it, we can disable the cemetery. 481 00:45:46,840 --> 00:45:51,940 And as you can see, this is the nose area and it goes over here like this area. 482 00:45:52,360 --> 00:46:01,330 We can always a bit rural in this area or as it is going to be very subtle, but it makes a shape like 483 00:46:01,330 --> 00:46:03,100 here that is going to be the nose. 484 00:46:03,100 --> 00:46:11,620 And after we are to redo the the texturing is going to be more, more visible. 485 00:46:11,620 --> 00:46:19,120 So right now we don't have any texture after and textures looking more visible are also less of the 486 00:46:19,150 --> 00:46:27,410 bit of volume over here because it just doesn't make sense that these is all the way forward like that. 487 00:46:27,410 --> 00:46:30,840 So it is more smoothly going right now. 488 00:46:30,850 --> 00:46:36,670 So this right here with the grab brush, we can change it like this. 489 00:46:36,670 --> 00:46:46,180 So it is like this and therefore the chin area for the area we can just just that's all. 490 00:46:46,180 --> 00:46:47,260 It's a bit more. 491 00:46:55,420 --> 00:46:59,710 And I think the NEC let's hope this part 492 00:47:03,430 --> 00:47:06,970 NEC area I think needs to be able to put forward. 493 00:47:12,160 --> 00:47:12,520 Yeah. 494 00:47:12,520 --> 00:47:15,310 The Nigerian needs to be a bit much more adjusted. 495 00:47:15,700 --> 00:47:18,190 Let's bring up the face here. 496 00:47:18,190 --> 00:47:19,210 Let's say first. 497 00:47:19,870 --> 00:47:20,200 All right. 498 00:47:21,130 --> 00:47:23,470 And if we do changes it. 499 00:47:23,470 --> 00:47:26,620 If we don't like we just closed down, then. 500 00:47:28,760 --> 00:47:29,810 Bring up the safe. 501 00:47:30,380 --> 00:47:32,570 So this area, it shouldn't be like this. 502 00:47:32,800 --> 00:47:33,060 All right. 503 00:47:33,080 --> 00:47:41,240 If you look, some of the Army officers, the between the face, the area and the neck, it should be 504 00:47:41,240 --> 00:47:42,710 something like this. 505 00:47:42,950 --> 00:47:43,310 All right. 506 00:47:43,730 --> 00:47:45,560 It shouldn't be around like this. 507 00:47:46,580 --> 00:47:48,440 So let's make adjustments. 508 00:47:48,620 --> 00:47:50,780 Let's make over here. 509 00:47:50,780 --> 00:47:52,610 And then it should go over here. 510 00:47:52,620 --> 00:47:54,470 I think so. 511 00:47:54,510 --> 00:47:55,760 So do that. 512 00:47:56,360 --> 00:47:57,440 Something like this. 513 00:47:57,440 --> 00:48:03,650 And then grab the front of the neck and bring it forward. 514 00:48:06,270 --> 00:48:06,600 All right. 515 00:48:19,190 --> 00:48:20,090 All right, that's better. 516 00:48:20,600 --> 00:48:27,380 As you can see, something as simple as this makes a lot of difference when you're looking at the character. 517 00:48:27,420 --> 00:48:27,980 I like that. 518 00:48:33,820 --> 00:48:34,440 She's. 519 00:48:38,600 --> 00:48:38,970 Okay. 520 00:48:39,290 --> 00:48:42,500 I don't need the faces right now because I want to see it as a whole. 521 00:48:42,500 --> 00:48:44,300 So it's just disabled. 522 00:48:44,300 --> 00:48:45,240 The face sits. 523 00:48:45,860 --> 00:48:49,070 So now we see it's like this. 524 00:48:49,670 --> 00:48:51,530 Let's make sure it's face smooth. 525 00:48:53,960 --> 00:48:54,950 And then. 526 00:48:57,160 --> 00:48:59,180 I want to call it a bit. 527 00:48:59,200 --> 00:49:00,100 Write this down. 528 00:49:01,510 --> 00:49:02,410 Not so much. 529 00:49:02,790 --> 00:49:03,910 Well, it's a bit. 530 00:49:05,430 --> 00:49:05,910 Like that. 531 00:49:08,920 --> 00:49:10,840 So let's see it from every angle. 532 00:49:53,960 --> 00:49:54,290 All right. 533 00:49:55,490 --> 00:49:59,270 So after smoothing it, I think we got the real good results. 534 00:49:59,880 --> 00:50:03,020 Right now, this is really good. 535 00:50:03,890 --> 00:50:04,610 I like it. 536 00:50:04,990 --> 00:50:08,360 And after you like the shapes. 537 00:50:09,380 --> 00:50:14,450 And now it's time to go and do the apology. 538 00:50:14,900 --> 00:50:16,160 So what is this apology? 539 00:50:16,190 --> 00:50:28,280 So as you can see, if I enable the water frame, the body is too dense and the clause is not optimized 540 00:50:28,320 --> 00:50:30,200 and not good for animation. 541 00:50:30,200 --> 00:50:37,880 Like these areas are not good for animation for like like rotating the arm and all that. 542 00:50:38,720 --> 00:50:39,070 All right. 543 00:50:39,080 --> 00:50:49,680 So we are going to make the topology of our mesh again based on the things that we have made and then 544 00:50:51,380 --> 00:50:55,030 multi resolution and our details on that. 545 00:50:55,040 --> 00:50:55,430 So. 546 00:50:55,870 --> 00:50:58,040 So that's the whole thing about this policy. 547 00:50:58,820 --> 00:51:00,830 This area looks fine for now. 548 00:51:01,490 --> 00:51:03,980 So, yeah, that's it for this video. 549 00:51:03,980 --> 00:51:07,190 Let's go to Random Moment to see how it looks. 550 00:51:12,650 --> 00:51:15,830 Are the topology was because of his equations. 551 00:51:16,010 --> 00:51:23,570 It took always a bit time, like 5 seconds to go to the roundabout, but before those I figured we should 552 00:51:23,570 --> 00:51:25,610 add all the little bits. 553 00:51:26,210 --> 00:51:29,060 Look at the the clothes area. 554 00:51:29,540 --> 00:51:33,080 So we have, it's more like the reference we have. 555 00:51:33,590 --> 00:51:36,920 So let's go ahead and the material over here. 556 00:51:37,340 --> 00:51:40,580 And at the shoe we have the shoe material over here. 557 00:51:41,660 --> 00:51:41,940 Okay. 558 00:51:42,440 --> 00:51:46,640 We can change it based on this. 559 00:51:46,760 --> 00:51:47,930 All right, let's. 560 00:51:49,350 --> 00:51:52,890 Make this bigger, like this one bigger as well. 561 00:51:54,960 --> 00:51:55,230 All right. 562 00:51:55,740 --> 00:51:58,170 Then we can quickly. 563 00:52:01,990 --> 00:52:08,380 Still these materials some added as the viewport display material and whole materials. 564 00:52:08,560 --> 00:52:13,210 This is not good and I think it's because of the quality of this picture. 565 00:52:13,510 --> 00:52:14,950 Let's get it from this one. 566 00:52:15,160 --> 00:52:17,230 And copy and paste. 567 00:52:25,790 --> 00:52:27,620 The tango is. 568 00:52:34,240 --> 00:52:34,930 Is red. 569 00:52:38,140 --> 00:52:39,900 So at the root the area. 570 00:52:48,950 --> 00:52:52,140 And the other areas are all the same as it's Hungary. 571 00:52:52,190 --> 00:52:55,400 We can go ahead and change it actually to red. 572 00:52:55,670 --> 00:52:59,150 So not just be just the tank. 573 00:53:01,340 --> 00:53:03,620 And this is red. 574 00:53:03,770 --> 00:53:06,260 So change it to red. 575 00:53:10,950 --> 00:53:12,930 The France purse is red. 576 00:53:12,960 --> 00:53:14,340 Change it to red. 577 00:53:15,270 --> 00:53:21,150 Later on, we are going to just join these parts together. 578 00:53:21,150 --> 00:53:24,340 So we may have to do this again. 579 00:53:24,360 --> 00:53:29,940 But I wanted to see how looks that is. 580 00:53:31,010 --> 00:53:32,330 See a reference over here. 581 00:53:32,690 --> 00:53:39,990 This part is white, so we can just add it to the shoe material with other parts. 582 00:53:40,010 --> 00:53:48,620 It looks to be blue, but in the references it's actually red and this one is white, but in the poster 583 00:53:48,620 --> 00:53:50,250 reference it's red. 584 00:53:50,840 --> 00:53:54,590 So I'm going to stick to the poster reference to red. 585 00:53:55,400 --> 00:53:59,180 Then the nice logo is going to be black. 586 00:53:59,270 --> 00:54:02,120 So let's just add the black material we have. 587 00:54:03,890 --> 00:54:09,110 And then the shoelaces are going to be. 588 00:54:11,330 --> 00:54:11,900 Black. 589 00:54:12,170 --> 00:54:16,670 So let's just add the black material and then select these shoelaces. 590 00:54:17,930 --> 00:54:23,540 And so this show, this is as the last one and then we'll link the material with Control L. 591 00:54:27,810 --> 00:54:30,380 Then we have this area also as ripped. 592 00:54:33,450 --> 00:54:33,750 All right. 593 00:54:33,780 --> 00:54:34,410 Now. 594 00:54:36,040 --> 00:54:37,480 We have to find out. 595 00:54:37,720 --> 00:54:38,290 Look, this. 596 00:54:38,600 --> 00:54:39,520 This should be red. 597 00:54:39,550 --> 00:54:42,460 So it's it's just to read 598 00:54:45,220 --> 00:54:45,520 this. 599 00:54:46,160 --> 00:54:50,980 The civil the material of the show and the written material are here. 600 00:54:51,400 --> 00:54:55,810 Now, we have defined how the show is going to be looked at. 601 00:54:56,380 --> 00:54:58,470 I think material is really important. 602 00:54:58,480 --> 00:55:03,010 I think it helps you achieve like how the character is going to look. 603 00:55:03,820 --> 00:55:08,590 So let's go to the service first and let's go to. 604 00:55:11,770 --> 00:55:12,670 Threatened not. 605 00:55:14,700 --> 00:55:16,890 And see the results over here. 606 00:55:16,950 --> 00:55:19,020 So as you can see, we're getting there right now. 607 00:55:19,030 --> 00:55:26,550 So the rendering also helps to get how the character looks like. 608 00:55:27,560 --> 00:55:31,160 This is looking better right now. 609 00:55:32,600 --> 00:55:36,920 I mean, cycle or not, the cycle the better. 610 00:55:38,240 --> 00:55:45,510 Like, okay, as you can see, the shadow doesn't even isn't even here over here because of the issue 611 00:55:45,530 --> 00:55:50,240 or eyes of evil is not good as cycles to theorize. 612 00:55:50,240 --> 00:55:56,780 So because we have an issue where if our war cycle is catching the light of the issue, I have much 613 00:55:56,780 --> 00:55:57,260 better. 614 00:55:58,190 --> 00:56:03,050 But if we are our own lights, it's not gonna make a lot of difference. 615 00:56:04,140 --> 00:56:07,590 So that's something to remember. 616 00:56:08,580 --> 00:56:11,940 The shoes right now are quite good for now. 617 00:56:12,570 --> 00:56:13,980 They don't have a detail. 618 00:56:14,880 --> 00:56:16,590 So that's why they don't look. 619 00:56:18,160 --> 00:56:20,940 They look so soft tissues shouldn't be so soft. 620 00:56:20,950 --> 00:56:23,890 We should have some of these materials over here. 621 00:56:23,890 --> 00:56:25,390 We're going to do that later. 622 00:56:25,900 --> 00:56:27,750 Let me add some detail. 623 00:56:27,760 --> 00:56:35,380 Some of these these dots over here, we are going to add them to the shoe in this area. 624 00:56:37,210 --> 00:56:45,970 But yeah, go ahead and go to render mode and see your character from all the views and see how it looks 625 00:56:46,420 --> 00:56:48,490 before going to the was apology. 626 00:56:49,650 --> 00:56:51,330 And you know, that's all. 627 00:56:51,420 --> 00:56:54,360 So that's it for now. 628 00:56:54,450 --> 00:56:58,170 So in this video, the next video, as it starts, it's apologizing. 629 00:56:59,790 --> 00:57:00,750 It's apologizing. 630 00:57:00,750 --> 00:57:02,010 The body over here. 631 00:57:03,120 --> 00:57:04,800 So until next time, goodbye.