1 00:00:01,080 --> 00:00:02,520 Our guys will come back. 2 00:00:03,270 --> 00:00:07,770 Let's start the process of apologizing, our character. 3 00:00:07,980 --> 00:00:11,040 So this released apology and why we needed. 4 00:00:12,240 --> 00:00:17,250 Well, in the last part of this course, we model the character. 5 00:00:17,610 --> 00:00:22,020 And while we are modeling, it's more of a technical thing. 6 00:00:22,050 --> 00:00:32,820 We with a cube or with anything, any other mesh, we can just go ahead and extrude things and make 7 00:00:32,820 --> 00:00:36,740 things like this because it's a very technical thing. 8 00:00:36,750 --> 00:00:43,860 We always take care of the geometry of the topology and make sure that the topology is as best as it 9 00:00:43,860 --> 00:00:44,370 can be. 10 00:00:45,570 --> 00:00:52,980 But when we are sculpting, as you can see, the only thing that we care about is how it looks. 11 00:00:53,190 --> 00:00:57,960 So we start with a low geometry, but we may end up with a geometry like this. 12 00:00:57,960 --> 00:01:09,630 This is a very high poly mesh or no, and this is not appropriate for production, for games, for animations, 13 00:01:09,630 --> 00:01:14,730 for movies, anything, and even for just a single rendering. 14 00:01:14,850 --> 00:01:17,150 It might take a lot of time. 15 00:01:17,160 --> 00:01:23,160 So if I go to E.B. over here, this is the first one I'm changing to the rendering mode. 16 00:01:23,550 --> 00:01:25,020 The first time always takes time. 17 00:01:25,460 --> 00:01:32,910 If I change it, as you can see, it takes more time to render the scene because of how much geometry 18 00:01:32,910 --> 00:01:33,050 how. 19 00:01:33,090 --> 00:01:37,410 Over here we have over 500 thousandths, whereas this is. 20 00:01:39,070 --> 00:01:45,180 So to fix that, to make sure that our character is ready for production, is ready for rendering, 21 00:01:45,300 --> 00:01:49,900 for animation, anything you want to do with it, we need to is apologize. 22 00:01:49,900 --> 00:01:51,180 That's all right. 23 00:01:51,180 --> 00:01:51,990 So that's the whole thing. 24 00:01:52,020 --> 00:01:55,080 Bow is apology and then after is apologizing. 25 00:01:55,080 --> 00:02:03,690 Then we have a mesh, a very optimized mesh that we can just add a subdivision or motor is a multi race 26 00:02:03,960 --> 00:02:04,590 or here. 27 00:02:05,700 --> 00:02:13,230 And then continue the sculpting and adding more details. 28 00:02:14,370 --> 00:02:16,010 While we have a good judge. 29 00:02:16,710 --> 00:02:16,920 All right. 30 00:02:16,920 --> 00:02:18,870 Let's start with this. 31 00:02:19,680 --> 00:02:22,050 There is a policy with the body over here. 32 00:02:23,010 --> 00:02:30,090 So I'm just going to click the body and then hold shift and click on edge to hide everything else. 33 00:02:30,090 --> 00:02:31,800 So everything else is now hidden. 34 00:02:33,390 --> 00:02:33,810 All right. 35 00:02:33,930 --> 00:02:40,380 So now I want to start there was apologies, so there are some steps to do it. 36 00:02:41,070 --> 00:02:42,960 First, we need a play. 37 00:02:43,380 --> 00:02:45,000 All right, now we have a point. 38 00:02:45,720 --> 00:02:47,280 Then let's bring it up. 39 00:02:47,490 --> 00:02:49,440 So I usually start there. 40 00:02:49,440 --> 00:02:51,480 It's apologizing from the head. 41 00:02:51,960 --> 00:02:54,750 All right, so let's start from the head. 42 00:02:54,960 --> 00:03:02,880 And first, let's rotate that the X axis or X and 90 degree. 43 00:03:03,870 --> 00:03:06,090 And this is now rotated. 44 00:03:06,840 --> 00:03:14,430 So the whole idea of our apologies is that we add a plane over here and then we just 45 00:03:17,700 --> 00:03:26,160 extrude this plane around and the mesh we have and gets a new mesh to the new objects. 46 00:03:27,060 --> 00:03:31,950 But right now, a plane goes inside of the case and that's not what we want. 47 00:03:31,950 --> 00:03:38,430 We only want the surface to sit on top of the surface to get accurate results. 48 00:03:39,000 --> 00:03:44,340 To do that, first we need to enable stop. 49 00:03:45,320 --> 00:03:51,590 Stopping and you have these options to be enabled. 50 00:03:52,310 --> 00:03:59,540 First, make sure that the face option is enabled and then go over here and enable portrait projects 51 00:03:59,540 --> 00:04:05,420 in the visual elements and also enable all these options over here. 52 00:04:05,570 --> 00:04:12,170 Move, rotate on a skill these options over here, and make sure that the mesh that we have, if now, 53 00:04:12,710 --> 00:04:20,600 as you can see, we don't have stopping to enable, but if we now enable this snappy tool and if I change 54 00:04:20,600 --> 00:04:29,150 and if I move my plane over here, this makes sure that the plane is going to stick to the surface of 55 00:04:29,150 --> 00:04:29,750 my object. 56 00:04:29,750 --> 00:04:34,070 So as you can see now, the plane is sticking to the object. 57 00:04:34,070 --> 00:04:42,950 Now if a rotates rotated as I have affected the rotate and the skill area over here as well the rotated, 58 00:04:43,220 --> 00:04:48,770 it also rotates based on the objects that it's sitting on. 59 00:04:49,160 --> 00:04:49,490 All right. 60 00:04:50,090 --> 00:04:52,670 So I can move it around and stuff like that. 61 00:04:54,140 --> 00:05:00,920 And then to make things even better, we can add modify over here shrink wrap modifier. 62 00:05:01,040 --> 00:05:08,600 I usually set it projects on negative and then on target you have to choose the target or here. 63 00:05:09,110 --> 00:05:16,720 Now it makes sure that the plane is wrapping around the object that they have selected, but now let's 64 00:05:17,030 --> 00:05:17,870 send it off. 65 00:05:17,870 --> 00:05:22,970 For now the object gets deformed because of how it is rotated. 66 00:05:22,970 --> 00:05:26,810 So let's just scale it down and don't forget to hit scale. 67 00:05:27,260 --> 00:05:35,540 And then this enabled, as you can see, the shrink wrap modifier is doing its thing to wrapping this 68 00:05:35,540 --> 00:05:38,910 plane around the object they have. 69 00:05:39,410 --> 00:05:40,730 So I don't want this right now. 70 00:05:41,600 --> 00:05:43,490 This is making problems right now. 71 00:05:43,490 --> 00:05:46,500 As you can see, if I move it around, it fixes it, though. 72 00:05:46,760 --> 00:05:54,200 So if it makes some kind of that problem, if I move it all the bit down, this vertices is going to 73 00:05:54,200 --> 00:05:55,940 stick to this part of the mesh. 74 00:05:55,940 --> 00:05:57,020 What if I'm with up? 75 00:05:57,200 --> 00:05:58,370 It's going to fix the problem. 76 00:05:58,940 --> 00:06:01,370 But that's the problem we have with shrink wrap. 77 00:06:01,580 --> 00:06:07,340 So whenever we are extruding the edges, we might get some of these problems. 78 00:06:07,850 --> 00:06:15,500 So what I do, I usually just only use snapping and I turn off the screenshot from the viewport with 79 00:06:15,500 --> 00:06:17,630 this click with this icon over here. 80 00:06:17,630 --> 00:06:21,230 So if I click over here, the shrink wrap is disabled. 81 00:06:21,470 --> 00:06:21,830 All right. 82 00:06:22,160 --> 00:06:29,330 And then after extruding, for example, after going over here and extruding this right here, okay 83 00:06:30,020 --> 00:06:34,470 then and enable screenshot to see how it's going to look on top. 84 00:06:34,490 --> 00:06:35,240 My object. 85 00:06:35,480 --> 00:06:35,810 All right. 86 00:06:36,470 --> 00:06:42,380 To make things more clear, because when we use shrink pro in a snapping, it's just it's on the surface. 87 00:06:42,380 --> 00:06:54,170 But it's bit it's not visible right now because this is more this is hiding the plane for us to seeing 88 00:06:54,170 --> 00:06:54,680 the plane. 89 00:06:54,680 --> 00:06:58,820 We go to object properties over here and then in April in France. 90 00:06:58,970 --> 00:07:05,210 So now we have our plane in front and then we can start extruding like that. 91 00:07:05,420 --> 00:07:05,780 All right. 92 00:07:06,260 --> 00:07:14,570 And then if you want to work with shrink wrap and if you see right here, the plane the plane is right 93 00:07:14,570 --> 00:07:19,850 here, but the shrink wrap is wrapping the plane on the object. 94 00:07:20,180 --> 00:07:26,870 So if you don't want to see the vertices over here, in other words, these over here, you can just 95 00:07:26,870 --> 00:07:28,820 go over here and enable cage. 96 00:07:29,270 --> 00:07:33,710 Enable cage is going to just snap it to the surface. 97 00:07:35,690 --> 00:07:36,050 All right. 98 00:07:36,380 --> 00:07:45,190 Or what we can do or what I do is I disable shrinks off while I do, though topology. 99 00:07:45,860 --> 00:07:49,790 I know you just work with snapping, all right? 100 00:07:50,570 --> 00:07:57,170 And then I go out of the edit mode and then I enable shrink wrap to see what I get and if I'm happy 101 00:07:57,170 --> 00:07:57,770 with it. 102 00:07:57,890 --> 00:08:01,060 All right, let me just minimize. 103 00:08:01,670 --> 00:08:09,200 And if I'm happy with this, I go over here on this arrow and I duplicate this and I apply the duplicate 104 00:08:09,200 --> 00:08:12,530 to the shrink wrap and then again, disable this. 105 00:08:12,530 --> 00:08:13,550 You grab over here. 106 00:08:13,550 --> 00:08:16,370 Now, as you can see, the shrink wrap is applied. 107 00:08:16,370 --> 00:08:25,370 But as for now, everything we do, we don't have shrink wrap on and we get the much more nicer version 108 00:08:25,550 --> 00:08:27,410 of geometry over here. 109 00:08:27,470 --> 00:08:27,800 Right? 110 00:08:28,100 --> 00:08:30,320 And then again, enable shrink wrap. 111 00:08:30,320 --> 00:08:42,159 And if I see any changes like duplicate on a fly, that's the whole thing about about the process over 112 00:08:42,169 --> 00:08:44,630 its apology and the tools that. 113 00:08:45,800 --> 00:08:49,490 There are some other tools are here to wrap this up. 114 00:08:49,790 --> 00:08:50,500 Poorly built. 115 00:08:50,510 --> 00:08:58,520 I explained about this in the fundamentals, but if I click on Thunderbolt, I can select the edge and 116 00:08:58,520 --> 00:09:00,820 then drag it to make an extrusion. 117 00:09:00,830 --> 00:09:03,440 So the edge and I get to make an exclusion. 118 00:09:03,680 --> 00:09:03,980 All right. 119 00:09:04,550 --> 00:09:06,110 And this makes things easy. 120 00:09:06,260 --> 00:09:12,650 For example, I can hover a woman mouse over the vertices and then just move around the vertices. 121 00:09:13,010 --> 00:09:17,330 But this tool is very precise. 122 00:09:17,330 --> 00:09:24,530 So right now, my my plane is very big, so I can easily select the edges. 123 00:09:24,530 --> 00:09:28,980 But many times the plane is actually like in this slice. 124 00:09:29,000 --> 00:09:29,360 All right. 125 00:09:29,930 --> 00:09:33,590 And then it gets hard to select the edges. 126 00:09:33,590 --> 00:09:37,160 I have to be precise and go over the edge. 127 00:09:37,370 --> 00:09:38,400 Selected, right? 128 00:09:38,420 --> 00:09:38,700 Yes. 129 00:09:39,140 --> 00:09:46,350 So just experiment for yourself to see if it fits how you're going to do. 130 00:09:47,090 --> 00:09:50,930 Sometimes I want to go and select this manually. 131 00:09:50,960 --> 00:09:55,940 I have to go over here and select box or I can just be to select it like that. 132 00:09:55,940 --> 00:10:06,500 But like selecting box is much more like it better to select because if I select B and I let go, then 133 00:10:06,500 --> 00:10:08,540 it's just going to switch back to. 134 00:10:10,100 --> 00:10:11,360 It might mess things up. 135 00:10:13,040 --> 00:10:21,110 And then another tool that I showed you before is if you go to edit preference and then go to Adam and 136 00:10:21,110 --> 00:10:27,950 then search for loop, you have a tool as look to enable it and this tool is only available in edit 137 00:10:27,950 --> 00:10:29,930 month now that we are in edit mode. 138 00:10:30,410 --> 00:10:33,530 If I select an edge over here, 139 00:10:36,610 --> 00:10:43,730 there's some edges over here and go to go to edit and then look to all have see some of these options. 140 00:10:43,730 --> 00:10:48,380 I can select them space to make this space between the edges similar. 141 00:10:48,710 --> 00:10:49,090 All right. 142 00:10:49,610 --> 00:11:00,230 I can go over to this and select space to get the more similar shape of these of these rectangles. 143 00:11:01,790 --> 00:11:07,370 And then I have like, for example, flatten the flattened earth I have circled to make a circle of 144 00:11:07,370 --> 00:11:07,970 the edge. 145 00:11:08,600 --> 00:11:12,650 And I have lost the example I have. 146 00:11:12,950 --> 00:11:13,670 Relax. 147 00:11:13,670 --> 00:11:14,810 Relax the words. 148 00:11:14,810 --> 00:11:15,860 This is on the edges. 149 00:11:16,580 --> 00:11:18,020 Very, very good tool. 150 00:11:19,490 --> 00:11:24,080 And also, there is this option, only inverted solution. 151 00:11:24,290 --> 00:11:31,520 If I select all the vertices with a and rightly I have this option over here, smooth vertices is going 152 00:11:31,520 --> 00:11:36,920 to source the roses somehow, like the smooth brush in the sculpting mode. 153 00:11:36,920 --> 00:11:43,910 It's going to just smooth the vertices like this and give me a very much more, better geometry. 154 00:11:44,390 --> 00:11:45,860 So let me delete this. 155 00:11:52,730 --> 00:11:52,930 Yeah. 156 00:11:53,510 --> 00:11:58,760 Now, the next thing is, is that you can also add a solution surface modifier. 157 00:11:59,000 --> 00:11:59,390 All right. 158 00:11:59,870 --> 00:12:04,220 To see to how it's going to look after you subdivide. 159 00:12:04,370 --> 00:12:09,200 For example, if I do it over here, I may see that I have some problems over here. 160 00:12:09,860 --> 00:12:16,160 Obviously, I need that geometry over here, but you might even see some problems after enable it. 161 00:12:16,160 --> 00:12:24,230 So the workflow would be that you just disable the subdivision after a while, after walking and apologizing, 162 00:12:24,230 --> 00:12:29,600 you just enable it to see how it's going to look after there is a policy. 163 00:12:30,020 --> 00:12:30,320 All right. 164 00:12:31,100 --> 00:12:36,770 And so the lesson is your modifier, because the things that we usually do 165 00:12:39,920 --> 00:12:42,260 we support, those are usually symmetries. 166 00:12:42,260 --> 00:12:50,150 As you can see, we even we made the class symmetries and we can use that to just less than our work. 167 00:12:50,150 --> 00:12:54,950 So we can just use a mirror modifier and just do one side of the body. 168 00:12:55,850 --> 00:12:56,210 All right. 169 00:12:56,900 --> 00:13:00,380 So we just do one side of the body and the mirror modifier. 170 00:13:00,380 --> 00:13:03,020 We just move it onto other side and we're done. 171 00:13:03,740 --> 00:13:05,750 So on makes things much faster. 172 00:13:07,240 --> 00:13:12,650 That's the whole and that's the whole thing that I wanted to share with you about this apology. 173 00:13:13,070 --> 00:13:14,900 So now let's get right into it. 174 00:13:14,900 --> 00:13:16,370 And we say apologies to head. 175 00:13:19,130 --> 00:13:21,980 So let me delete these faces. 176 00:13:23,830 --> 00:13:24,430 And. 177 00:13:26,340 --> 00:13:26,900 All right. 178 00:13:26,910 --> 00:13:30,120 We have or modify a set. 179 00:13:30,150 --> 00:13:37,380 We have a slot to set with these with these on dancing the wheel position at the certain important individual 180 00:13:37,380 --> 00:13:40,800 elements and we are set so it's. 181 00:13:42,910 --> 00:13:44,770 So will this. 182 00:13:48,070 --> 00:13:49,570 Then we go here. 183 00:13:49,570 --> 00:13:53,680 One last thing we have many times in the. 184 00:13:55,650 --> 00:13:58,270 In extruding it all, we need to mesh things. 185 00:13:58,270 --> 00:14:00,270 So for example, over here. 186 00:14:01,430 --> 00:14:05,570 If I extrude this or here, these two are separated, these two edges. 187 00:14:05,640 --> 00:14:06,020 Right. 188 00:14:06,110 --> 00:14:11,360 So these are separate that we need to manage them and we manage them by clicking on the words you see, 189 00:14:11,360 --> 00:14:17,210 clicking on the other words, he hits em on keyboard and the selection of these as center is going to 190 00:14:17,210 --> 00:14:23,510 make them in the centre point where here alas is going to as first is going to miss them with the first 191 00:14:23,510 --> 00:14:27,220 selection unless is going to merge them with the last. 192 00:14:28,160 --> 00:14:31,940 So just press on last and it's going to manage them like that. 193 00:14:32,780 --> 00:14:41,240 But sometimes this might take a while for when we are going very fast. 194 00:14:41,240 --> 00:14:42,830 So there's an option optional here. 195 00:14:43,220 --> 00:14:52,070 So on the upper right corner option and auto merge and this is going to auto merge the words that are 196 00:14:52,070 --> 00:14:54,770 close together based on this result. 197 00:14:55,100 --> 00:14:55,490 All right. 198 00:14:55,910 --> 00:15:04,580 So if I press G and make this closes, as you can see, nothing happens because and now they don't match, 199 00:15:04,880 --> 00:15:05,870 nothing happened. 200 00:15:05,870 --> 00:15:10,070 And we are likely to really close because this trestle is very low. 201 00:15:10,130 --> 00:15:11,630 But now they are managed. 202 00:15:11,690 --> 00:15:20,120 Right now let's image them and then now let's increase this to a very high value 0.1. 203 00:15:20,330 --> 00:15:20,700 All right. 204 00:15:21,440 --> 00:15:31,580 And now if I move this around like this and I click, and as you can see, this is easily gets mesh 205 00:15:31,670 --> 00:15:32,140 right now. 206 00:15:32,330 --> 00:15:39,770 But as you can see, this is this is very long distance for merging. 207 00:15:39,770 --> 00:15:43,940 If I click here, they don't match in this position. 208 00:15:44,300 --> 00:15:44,720 Right. 209 00:15:44,810 --> 00:15:48,590 So they are managed at this distance and this is a long distance. 210 00:15:48,590 --> 00:15:51,860 So we can just half make it this distance half. 211 00:15:53,270 --> 00:15:55,670 0.5, for example. 212 00:15:57,400 --> 00:16:05,600 And for ripping words, this is also so you don't want these to be matched. 213 00:16:05,960 --> 00:16:14,180 You can use V on your keyboard to rip vertices pressing V and or rips this far from the source. 214 00:16:14,660 --> 00:16:21,020 So let's try this match option over here and then let's just go over here and they're going to match 215 00:16:21,470 --> 00:16:22,100 very fine. 216 00:16:22,430 --> 00:16:26,660 So now that you're set, you're good to go. 217 00:16:26,930 --> 00:16:31,220 With these faces, I want to stories apologizing the face to face. 218 00:16:31,850 --> 00:16:37,330 I want the face to be mirrored or to do that. 219 00:16:37,370 --> 00:16:37,730 Let's. 220 00:16:39,760 --> 00:16:46,750 Bring the first plane to the middle of the head like this. 221 00:16:47,410 --> 00:16:52,900 And it won't be magic then, but there's a lot more option here. 222 00:16:53,380 --> 00:16:58,270 In the mere modifier we need to enable clipping because now if I move. 223 00:16:59,670 --> 00:17:02,160 These faces are mirrored. 224 00:17:02,250 --> 00:17:10,050 They're going to just go into each other to prevent that, which is enable clipping. 225 00:17:10,050 --> 00:17:16,290 And now when they go into each other, they're just going to clip into each other and mirror into it 226 00:17:16,290 --> 00:17:18,150 and merge into each other. 227 00:17:18,450 --> 00:17:18,750 All right. 228 00:17:19,200 --> 00:17:22,970 You can also play around with this mesh boxing match option over here. 229 00:17:22,980 --> 00:17:30,570 If if there are, for example, too far away from each other, they're going to now they're mesh. 230 00:17:30,570 --> 00:17:37,290 These two what is are mesh because of this option or here if you want it to be like merged from a longer 231 00:17:37,290 --> 00:17:39,150 distance, you can play around with that. 232 00:17:39,300 --> 00:17:40,740 But I think this is fine. 233 00:17:41,340 --> 00:17:48,420 We always need to go back and check these lines over here to see if they are merged before applying 234 00:17:48,420 --> 00:17:48,560 them. 235 00:17:48,570 --> 00:17:49,290 You for. 236 00:17:51,090 --> 00:17:54,180 Well, that's the last, last operation that we were going to do. 237 00:17:54,810 --> 00:17:56,190 So let's go to. 238 00:17:58,080 --> 00:18:03,630 Over here and let's define how it is going to be. 239 00:18:04,740 --> 00:18:06,600 So we have a plane like this. 240 00:18:06,930 --> 00:18:07,320 All right. 241 00:18:07,980 --> 00:18:10,440 Now, we are going to start with this apology. 242 00:18:10,470 --> 00:18:11,970 This is the front of the face. 243 00:18:12,240 --> 00:18:18,150 So one thing I want to mention, our face right here, our head right here. 244 00:18:18,150 --> 00:18:20,100 It doesn't have face features. 245 00:18:20,220 --> 00:18:20,670 All right. 246 00:18:20,670 --> 00:18:21,990 So this is a mask. 247 00:18:22,410 --> 00:18:26,340 We're going to make this by the minds of the masses and have this face features. 248 00:18:26,760 --> 00:18:28,550 This is going to make this easier. 249 00:18:28,560 --> 00:18:33,840 So we're just going to wrap it around the head with the geometry easily. 250 00:18:34,260 --> 00:18:45,570 But if it did have faces or if you are going to make this for animation, you need to make things like 251 00:18:45,870 --> 00:18:46,830 more different. 252 00:18:46,870 --> 00:18:48,200 And what I'm going to do it now. 253 00:18:48,210 --> 00:18:48,540 All right. 254 00:18:48,900 --> 00:18:55,230 So around the mouse, if you're going to animate your character and the character is going to talk around, 255 00:18:55,230 --> 00:19:05,190 the mouse needs to be if I duplicate, it needs to be like this, like a loop around the mouse. 256 00:19:05,580 --> 00:19:06,000 All right. 257 00:19:07,710 --> 00:19:14,400 So this is very quick, not very accurate, but you need a loop around the mouse to. 258 00:19:19,330 --> 00:19:20,530 I admit things. 259 00:19:21,790 --> 00:19:22,960 Why the change? 260 00:19:23,480 --> 00:19:24,890 I went to the results. 261 00:19:26,320 --> 00:19:28,060 Let's just say we'll shrink over here. 262 00:19:28,840 --> 00:19:31,210 You need a loop around the mouse. 263 00:19:31,930 --> 00:19:32,260 Okay. 264 00:19:33,460 --> 00:19:35,620 So something like this. 265 00:19:36,520 --> 00:19:37,000 All right. 266 00:19:37,180 --> 00:19:40,660 Because you want to use this loops. 267 00:19:41,860 --> 00:19:46,840 To animate the mouse of the character, make it go up and down. 268 00:19:47,950 --> 00:19:52,330 Okay, so that's one thing you need to remember. 269 00:19:55,960 --> 00:19:59,040 Let's let's face it. 270 00:19:59,920 --> 00:20:01,560 And it's a start apology. 271 00:20:02,320 --> 00:20:04,490 I'm just going to click on the selection. 272 00:20:04,510 --> 00:20:06,160 I'm just going to extrude it. 273 00:20:06,550 --> 00:20:10,510 So first, I want to make a loop around the head like this. 274 00:20:10,870 --> 00:20:14,380 Then I'm going to make a loop around the jawline over here. 275 00:20:14,740 --> 00:20:16,620 Then a loop around the neck. 276 00:20:16,630 --> 00:20:20,650 So neck and head are need to be done with each other. 277 00:20:21,160 --> 00:20:24,850 And then we're going to do the rest of the head 278 00:20:27,940 --> 00:20:30,100 before making the neck line. 279 00:20:30,760 --> 00:20:39,710 I want to make the line that goes down to the body to set things as we go. 280 00:20:39,730 --> 00:20:41,680 So let's just extrude it with E. 281 00:20:42,160 --> 00:20:43,300 Extrude with E. 282 00:20:44,440 --> 00:20:51,850 I have shrink wrap off, as you can see, extrude with a extra and just extrude and go down. 283 00:20:53,170 --> 00:20:54,910 I make similar 284 00:20:57,970 --> 00:21:00,410 extrusion, but I know we don't have a similar excision. 285 00:21:00,430 --> 00:21:00,960 That's okay. 286 00:21:00,970 --> 00:21:04,360 I'm just going to try and bring it down to this area. 287 00:21:04,660 --> 00:21:04,990 All right. 288 00:21:05,410 --> 00:21:06,780 And then I can press control. 289 00:21:06,790 --> 00:21:13,840 Ah, and then with the mouse mill mouse will, I can increase the edges over here. 290 00:21:14,890 --> 00:21:16,660 All right, then. 291 00:21:16,660 --> 00:21:21,700 Let's go and extrude over here on top of the head. 292 00:21:35,960 --> 00:21:41,210 And then this is extrude to the back of the body. 293 00:21:41,810 --> 00:21:49,310 We see the back face of the faces or here, if it makes problems for you, go over here at this hour 294 00:21:49,310 --> 00:21:51,770 or here and then enable back face. 295 00:21:51,770 --> 00:21:58,640 Colon is going to hide the back face of the faces that are over here. 296 00:22:02,110 --> 00:22:03,460 This is extrude this. 297 00:22:04,890 --> 00:22:11,040 So this area and then control our and make some loops. 298 00:22:12,300 --> 00:22:18,840 For now we are not semi accurate, but you should have the same loops we have over here. 299 00:22:18,960 --> 00:22:21,150 So that's one thing to remember. 300 00:22:22,170 --> 00:22:25,440 We can also yeah, let's undo that. 301 00:22:26,640 --> 00:22:32,490 And always it's good to have an even number so we can see that. 302 00:22:34,230 --> 00:22:39,330 The thing we can see that's over here, as you can see, the number of cuts. 303 00:22:39,960 --> 00:22:45,600 So it's an even number like eight, for example, and confirm. 304 00:22:46,440 --> 00:22:51,660 So as you can see or here, we could see the number of the cuts. 305 00:22:56,480 --> 00:22:56,870 All right. 306 00:22:57,470 --> 00:23:05,120 Now, if base or the body or now, as they pointed out to connect is because these parts of the human 307 00:23:05,120 --> 00:23:11,090 might delete these or transform these, or we go, well, now we have the body. 308 00:23:11,090 --> 00:23:17,360 Right now we can enable Chicxulub to see how its shrink wraps around the body and we can go to object 309 00:23:17,360 --> 00:23:21,710 mode duplicate apply this and don't disabled shrink wrap again. 310 00:23:22,550 --> 00:23:29,810 Then after enabling this shrink wrap, we have these edges over here that are separate from each other 311 00:23:29,810 --> 00:23:34,160 and we need to just select them and make them closer to each other. 312 00:23:34,160 --> 00:23:39,800 But I'm not going to do that now because we might get these results again. 313 00:23:41,570 --> 00:23:49,760 When we are doing the topology near the end, we are going to make them more closer to each other. 314 00:23:50,120 --> 00:24:00,080 But you can do that like a press of click to click and then go inside to make them into each other. 315 00:24:00,080 --> 00:24:05,570 But we get things like this, so be careful when you are doing that. 316 00:24:05,900 --> 00:24:06,290 All right? 317 00:24:08,270 --> 00:24:12,170 Maybe just selecting them one by one is the better option. 318 00:24:12,410 --> 00:24:16,390 So g x bring them to our shutter. 319 00:24:16,910 --> 00:24:21,410 So now let's make the area over here on the JO line. 320 00:24:21,590 --> 00:24:26,540 So it wants to connect this JO line to this area over here, right? 321 00:24:27,020 --> 00:24:28,070 So let's do that. 322 00:24:33,160 --> 00:24:41,230 Just watch seeing how many witnesses we have over here was connect this to better see how it's going 323 00:24:41,230 --> 00:24:42,430 to work out later on. 324 00:24:46,720 --> 00:24:51,070 By pressing s you can scale down or up your. 325 00:24:52,440 --> 00:24:53,040 It's. 326 00:24:59,210 --> 00:25:02,660 Just extruding, and now I can 327 00:25:05,720 --> 00:25:10,940 manage these two together by bringing them closer to each other. 328 00:25:12,410 --> 00:25:14,210 So let's bring these conditions. 329 00:25:14,240 --> 00:25:19,910 Now they are mesh, but as you can see, this plane over here is too big right now. 330 00:25:19,910 --> 00:25:21,110 But we don't know. 331 00:25:21,530 --> 00:25:25,640 We need to first see if. 332 00:25:27,050 --> 00:25:29,660 This loop over here is right for us. 333 00:25:31,110 --> 00:25:31,520 So 334 00:25:34,310 --> 00:25:36,980 now we have to connect these loops together. 335 00:25:38,860 --> 00:25:41,350 But now I want to show you an option over here. 336 00:25:41,360 --> 00:25:42,970 So there's an option over here. 337 00:25:42,970 --> 00:25:52,060 Face, greet feel is kind of feel the loop after look at this is the loop is going to select it's going 338 00:25:52,060 --> 00:25:57,100 to make geometry based on this loop, but it needs even number of edges. 339 00:25:57,100 --> 00:26:03,370 So if you have a number of edges over here, we should have the same number of edges over there. 340 00:26:03,730 --> 00:26:05,830 So let's count this number over here. 341 00:26:05,830 --> 00:26:11,980 So as you can see, we can see the edges over here, five right now. 342 00:26:12,550 --> 00:26:14,050 This is the vertices actually. 343 00:26:14,050 --> 00:26:17,050 So the edges are here, edges four. 344 00:26:17,890 --> 00:26:19,180 So you have four selected. 345 00:26:23,210 --> 00:26:25,940 And now we have nine selected in this area. 346 00:26:25,970 --> 00:26:29,510 Now let's see how much we have or here. 347 00:26:33,480 --> 00:26:36,480 If it doesn't work, we should just go it manually. 348 00:26:38,210 --> 00:26:39,380 You have 14 over here. 349 00:26:39,770 --> 00:26:40,220 All right. 350 00:26:42,230 --> 00:26:48,260 Let's bring down this area and just make a loop over here. 351 00:26:49,430 --> 00:26:51,590 Now we have 15 over here. 352 00:27:00,600 --> 00:27:00,840 All right. 353 00:27:00,840 --> 00:27:03,660 I think the best thing is just go manually right now. 354 00:27:05,420 --> 00:27:05,780 Yeah. 355 00:27:05,810 --> 00:27:08,300 The best thing is right now, I think it's just go manually. 356 00:27:09,140 --> 00:27:10,940 Let's select the. 357 00:27:12,780 --> 00:27:16,650 Let's go to the upper view and select the middle face over here. 358 00:27:17,100 --> 00:27:20,850 And I want to extrude it and see where I can connect it. 359 00:27:22,930 --> 00:27:24,880 All right, let's connect these two together now. 360 00:27:30,660 --> 00:27:31,920 Now these two are connected. 361 00:27:38,550 --> 00:27:38,820 All right. 362 00:27:39,420 --> 00:27:43,620 Now we have a look in this area, as you can see. 363 00:27:43,650 --> 00:27:44,400 One, two, three. 364 00:27:44,400 --> 00:27:45,030 Or here. 365 00:27:45,390 --> 00:27:47,080 One, two, three, four. 366 00:27:47,100 --> 00:27:49,010 One, two, three, four, five. 367 00:27:49,020 --> 00:27:49,530 Or here. 368 00:27:49,860 --> 00:27:52,950 So we need another edge in this area. 369 00:27:52,960 --> 00:28:01,080 We can bring down this area over here and add another edge in this area, and then this select these 370 00:28:01,080 --> 00:28:03,210 edges and go to face, crease, feel. 371 00:28:03,210 --> 00:28:06,870 And now we don't have the necessary things. 372 00:28:07,320 --> 00:28:08,340 So, like two edges. 373 00:28:08,400 --> 00:28:10,860 So I think. 374 00:28:12,060 --> 00:28:14,130 One, two, three, four, five. 375 00:28:14,160 --> 00:28:16,380 One, two, three, four, five. 376 00:28:17,070 --> 00:28:18,750 And over here we have three. 377 00:28:18,770 --> 00:28:21,240 So that's that might be the problem here. 378 00:28:21,960 --> 00:28:24,150 So just do it manually, then. 379 00:28:24,960 --> 00:28:25,410 All right. 380 00:28:25,450 --> 00:28:26,550 This is manually. 381 00:28:27,030 --> 00:28:31,920 We just have to go and press E on this edge. 382 00:28:34,860 --> 00:28:35,940 First each. 383 00:28:37,650 --> 00:28:48,030 But accidents this busy slick and the merge these to be merged this to the register and then this guns 384 00:28:48,570 --> 00:28:50,310 merged these two as well. 385 00:28:50,940 --> 00:28:53,550 All right, now let's go over here. 386 00:28:53,550 --> 00:28:56,640 We can go ahead and mash them as well. 387 00:28:57,750 --> 00:29:01,780 First, this mess from the upside match. 388 00:29:01,830 --> 00:29:03,600 These these. 389 00:29:06,540 --> 00:29:07,410 These two 390 00:29:10,500 --> 00:29:12,690 and these ones. 391 00:29:19,020 --> 00:29:19,380 All right. 392 00:29:21,760 --> 00:29:25,330 Let's go here and mesh these from over here. 393 00:29:44,560 --> 00:29:52,480 And then we're going to see which witnesses we need to delete and which vertices and faces we need to 394 00:29:54,430 --> 00:29:54,970 have. 395 00:29:56,380 --> 00:29:57,370 So now we have this. 396 00:29:57,370 --> 00:30:00,770 We have all this all right, here. 397 00:30:00,790 --> 00:30:02,560 But as you can see, we have 398 00:30:05,140 --> 00:30:06,290 one over here. 399 00:30:06,310 --> 00:30:07,990 One, two, three or. 400 00:30:07,990 --> 00:30:09,910 But over here we have only two or three. 401 00:30:10,330 --> 00:30:16,630 So if we extrude over here, we are going to need one edge or here, and therefore it is here. 402 00:30:16,780 --> 00:30:20,440 One is going to be here, but they're going to attach to each other. 403 00:30:20,440 --> 00:30:26,230 So we're just going to press control R and add one edge here and just add these together. 404 00:30:26,230 --> 00:30:31,460 And then this is going to be made just by itself to fill this face. 405 00:30:31,470 --> 00:30:36,400 Press F And that's so that's now the back of the head. 406 00:30:38,200 --> 00:30:41,380 Now let's see if we can create feel like this. 407 00:30:46,420 --> 00:30:53,530 So Silver can get useful with the school again the manual way. 408 00:30:55,060 --> 00:30:57,880 But I want to show you another way to do this. 409 00:30:58,990 --> 00:31:07,750 This extrusion I showed you how to extrude manually or here with E we can extrude, and then it's going 410 00:31:07,750 --> 00:31:08,320 to merit. 411 00:31:08,710 --> 00:31:09,070 All right. 412 00:31:10,540 --> 00:31:17,560 But there is an Adam in parentheses called F two, and it comes with Blender. 413 00:31:17,830 --> 00:31:20,200 All right, so enable this, Alan. 414 00:31:20,200 --> 00:31:28,210 I mean, this, as you can see, as I see or hear or see or hear, if I do things all right. 415 00:31:28,360 --> 00:31:30,670 If I do things or hear a press. 416 00:31:32,530 --> 00:31:32,720 Hmm. 417 00:31:33,400 --> 00:31:33,790 Sorry, 418 00:31:36,850 --> 00:31:40,780 I press these two edges and press F on keyboard to it. 419 00:31:40,870 --> 00:31:41,180 All right. 420 00:31:41,500 --> 00:31:48,730 But this F to Adam enables or enables us if I click and vertices that has two edges. 421 00:31:49,270 --> 00:31:49,600 All right. 422 00:31:49,960 --> 00:31:52,240 So this word to see has to adjust. 423 00:31:52,240 --> 00:31:59,190 Or here, if I click this as a C and prison F, it's going to make playing itself. 424 00:31:59,200 --> 00:32:00,040 And that's very helpful. 425 00:32:00,040 --> 00:32:05,370 So now we can just kind of vertices and press f f quickly. 426 00:32:05,380 --> 00:32:07,630 We can add the edges. 427 00:32:07,630 --> 00:32:10,570 Renee Then over here we can connect these two together. 428 00:32:12,250 --> 00:32:15,370 Then just go and press F. 429 00:32:18,570 --> 00:32:20,520 Press f or here f. 430 00:32:24,200 --> 00:32:25,180 Facing Earth. 431 00:32:25,700 --> 00:32:28,960 And good. 432 00:32:31,610 --> 00:32:38,090 And this connecting these two together now is filling this part. 433 00:32:42,370 --> 00:32:42,730 All right. 434 00:32:43,030 --> 00:32:46,810 Now, as you can see, we need an age group in this area. 435 00:32:47,980 --> 00:32:52,690 Let's do a little this fill this area first to see what we can. 436 00:32:52,690 --> 00:32:53,260 I guess 437 00:32:56,410 --> 00:32:57,880 so you can go very. 438 00:33:00,270 --> 00:33:10,340 You can go very, let's say, accurate and just count the numbers and just go with it. 439 00:33:10,350 --> 00:33:18,510 But I prefer the I just go with the flow and then decide which is just not and which is I'm not going 440 00:33:18,510 --> 00:33:18,600 to. 441 00:33:18,870 --> 00:33:19,200 All right. 442 00:33:19,530 --> 00:33:24,450 So now this is almost certainly I need an edge over here and over here. 443 00:33:24,450 --> 00:33:29,370 So just I'm just going to press control R and then add a loop in this area. 444 00:33:29,940 --> 00:33:42,600 And now this is connected and this bring down this area and now let us continue its efforts to fill 445 00:33:42,610 --> 00:33:43,350 this area. 446 00:33:44,670 --> 00:33:47,790 So we just efforts I'm just going to fill this area. 447 00:33:48,900 --> 00:33:50,610 So this is how it's here. 448 00:33:52,800 --> 00:34:01,420 So I have this press f to fill this area and then let's see if we need another loop. 449 00:34:19,440 --> 00:34:19,760 She? 450 00:34:24,530 --> 00:34:31,969 All right, now I have this to be filled so I'm going to then I'm press f between these two and then 451 00:34:31,969 --> 00:34:33,949 I have these two to fill. 452 00:34:34,310 --> 00:34:35,960 So just press F to feel. 453 00:34:36,830 --> 00:34:42,620 And then now I have these ones that I need to make. 454 00:34:45,120 --> 00:34:46,530 I need to make. 455 00:34:46,730 --> 00:34:50,420 All right, so let's go over here and see. 456 00:34:51,230 --> 00:34:53,690 Yeah, I think we're here. 457 00:34:53,719 --> 00:34:55,020 One, two, three, four. 458 00:34:55,040 --> 00:35:01,280 We have a court order here, but we need to feel it. 459 00:35:03,770 --> 00:35:05,630 And that just doesn't work. 460 00:35:05,630 --> 00:35:08,600 That's just go the easier way to look at. 461 00:35:09,890 --> 00:35:12,200 So it's just I look out in this area. 462 00:35:12,200 --> 00:35:20,150 Let's, let's roll our now that we have a lifeguards, we can just go and press F over here and then 463 00:35:20,150 --> 00:35:21,290 add another look. 464 00:35:21,290 --> 00:35:31,040 But in this area, join those two together and then joint joint these two edges together by press clicking 465 00:35:31,040 --> 00:35:32,000 on the press f. 466 00:35:35,300 --> 00:35:36,530 And now we have. 467 00:35:38,740 --> 00:35:43,620 Ramesh, as you can see, every part of Ramesh is now consists of what's not. 468 00:35:43,630 --> 00:35:47,140 Here we have a problem that we might we need to be careful. 469 00:35:47,650 --> 00:35:53,680 This was made by us on the right because we have all of the imagination over. 470 00:35:53,680 --> 00:35:59,180 When we made the loop and the looks were close to each other, it just merged these two witnesses together. 471 00:35:59,200 --> 00:36:05,980 Let's just rip this over here or listen to that and. 472 00:36:12,780 --> 00:36:16,590 Let's disable automation so we think get problems. 473 00:36:17,160 --> 00:36:23,550 Let's rip these vertices and let's see how we can fix this. 474 00:36:31,100 --> 00:36:36,240 So these two need to be merged, I think merged together with M. 475 00:36:38,670 --> 00:36:40,850 And then these two need to be merged. 476 00:36:44,450 --> 00:36:45,770 We're not, actually. 477 00:36:48,340 --> 00:36:49,530 We need to. 478 00:36:59,520 --> 00:37:00,360 Please make a. 479 00:37:04,040 --> 00:37:04,610 Make this 480 00:37:07,270 --> 00:37:07,700 less. 481 00:37:08,400 --> 00:37:16,370 We need to make this as a rectangle, the street, the edge over here and now I think it's going to 482 00:37:16,370 --> 00:37:17,210 be fixed. 483 00:37:17,450 --> 00:37:24,980 Straight edge select is F, so it is F and now the problem is fixed. 484 00:37:24,980 --> 00:37:26,650 Now we have all codes. 485 00:37:27,680 --> 00:37:32,810 So be careful when you are adding edge loops that are very. 486 00:37:36,900 --> 00:37:38,100 Close to each other. 487 00:37:38,100 --> 00:37:44,760 So they don't get they don't get matched by disruption, not so much. 488 00:37:45,420 --> 00:37:51,780 Now, I'm just going to select all of the vertices and I'm just going to go right click and this one 489 00:37:51,780 --> 00:37:56,130 source is to smooth them out of the thing you want to do. 490 00:37:56,130 --> 00:38:02,060 I want to select this as a maybe press on a space or it might make problems now. 491 00:38:02,100 --> 00:38:03,630 Yeah, it made some problems. 492 00:38:05,270 --> 00:38:08,810 But this never shakes out to see what we get. 493 00:38:12,670 --> 00:38:13,120 All right. 494 00:38:13,120 --> 00:38:13,690 That's good. 495 00:38:15,370 --> 00:38:20,350 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 496 00:38:20,890 --> 00:38:21,790 Okay, let's press on. 497 00:38:21,840 --> 00:38:22,660 Relax. 498 00:38:23,170 --> 00:38:23,740 Relax. 499 00:38:24,780 --> 00:38:28,020 A couple of times too much. 500 00:38:34,180 --> 00:38:34,780 She's. 501 00:38:40,870 --> 00:38:42,610 It's very relaxing. 502 00:38:43,150 --> 00:38:45,550 Just this is going to be much more smooth. 503 00:38:50,240 --> 00:38:50,780 She? 504 00:39:10,490 --> 00:39:12,010 Well, that's just small sort. 505 00:39:12,020 --> 00:39:13,820 This is a couple of times. 506 00:39:21,550 --> 00:39:30,070 At this point, you just need to adjust because we have. 507 00:39:30,520 --> 00:39:35,080 So we don't we have we need to have similar quotes right here. 508 00:39:39,660 --> 00:39:40,110 All right. 509 00:39:40,500 --> 00:39:41,530 That's good for Nana's. 510 00:39:41,530 --> 00:39:45,810 You can see we made the head, and now we have a good geometry that we can work with. 511 00:39:46,470 --> 00:39:47,640 Now let's go to the next. 512 00:39:47,640 --> 00:39:50,250 I'm just going to press F to fill this. 513 00:39:50,700 --> 00:39:52,020 Not like that. 514 00:39:52,260 --> 00:39:53,340 Let's do that. 515 00:39:54,510 --> 00:39:56,470 I need to press on this side less. 516 00:39:56,490 --> 00:39:57,240 Press f. 517 00:40:06,630 --> 00:40:08,550 Press on the wrong courtesy. 518 00:40:09,990 --> 00:40:12,750 Be careful which courtesy you are pressing. 519 00:40:16,110 --> 00:40:16,460 It's. 520 00:40:21,070 --> 00:40:23,050 Then I can join these two together. 521 00:40:24,940 --> 00:40:31,570 Can I enable auto match and maybe bring down the distance like 0.4? 522 00:40:34,240 --> 00:40:38,050 All right, let's make these two edges a little bit. 523 00:40:49,020 --> 00:40:50,160 Far from each other. 524 00:40:54,850 --> 00:40:57,400 Look at its topology like a game. 525 00:40:57,520 --> 00:41:02,200 Okay, kind of a game, mini game that you need to fill in 526 00:41:05,020 --> 00:41:07,390 where the geometry is needed and all the. 527 00:41:15,740 --> 00:41:16,060 All right. 528 00:41:16,070 --> 00:41:19,640 Now, I'm going to do the second edge much more quickly. 529 00:41:20,090 --> 00:41:25,520 I'm just going to press E and extrude this and bring it in this area. 530 00:41:26,030 --> 00:41:30,320 And then I'm just gonna connect these with these edges. 531 00:41:31,130 --> 00:41:32,600 Let's connect this man. 532 00:41:32,600 --> 00:41:37,070 And we connect these two together and connect. 533 00:41:40,300 --> 00:41:41,110 These two. 534 00:41:44,510 --> 00:41:45,130 She's. 535 00:41:47,640 --> 00:41:52,860 And another by making, as you can see, it is going inside. 536 00:41:52,860 --> 00:41:54,300 Because we don't have any. 537 00:41:54,300 --> 00:41:54,930 Lucas. 538 00:41:55,110 --> 00:41:56,640 Let's make some lookouts. 539 00:41:57,300 --> 00:42:02,430 And we need the number to be correct. 540 00:42:02,430 --> 00:42:03,930 So, one, two, three. 541 00:42:04,800 --> 00:42:06,930 Let's just do over here. 542 00:42:08,250 --> 00:42:13,050 Select these edges to see how many edges, how many lookouts we need. 543 00:42:17,640 --> 00:42:23,360 So I have ten writers over here, so I need ten lookouts over here so I can go over here and make it. 544 00:42:23,370 --> 00:42:28,140 And look, as you can see over here, we can see the number of cuts I need. 545 00:42:29,160 --> 00:42:33,920 Ten cuts and now I have ten cuts. 546 00:42:33,930 --> 00:42:39,660 And all I need to do, I need to connect this together. 547 00:42:43,350 --> 00:42:51,420 Let's disable shrink wrap or actually let's go over here to look at the shrink wrap and apply it and 548 00:42:51,420 --> 00:42:52,440 disable it again. 549 00:42:54,240 --> 00:42:59,540 After applying the shrink wrap, go around and see if you see any artifacts, any errors. 550 00:43:07,650 --> 00:43:16,710 This connect is just now I have my automation on with our help other match I quickly connect this I 551 00:43:16,710 --> 00:43:25,590 just I'm not learning a lot about like how it's going to look later I'm going to solve them and relax 552 00:43:25,590 --> 00:43:25,830 them 553 00:43:30,930 --> 00:43:31,020 all. 554 00:43:31,800 --> 00:43:37,380 It seems I have I've made one edge, unnecessary edge over here. 555 00:43:37,770 --> 00:43:43,860 Go ahead and dissolve edge to dissolve the edge to do it because it's going to delete the whole face. 556 00:43:44,550 --> 00:43:45,470 Dissolve this. 557 00:43:48,750 --> 00:43:49,830 All right. 558 00:43:49,830 --> 00:43:55,350 Here I can click on this as this person is space. 559 00:43:55,380 --> 00:44:02,000 All right, let's disable that, you know, so we can make this a very smooth. 560 00:44:03,620 --> 00:44:08,070 The space between versus is similar with we can relax them. 561 00:44:16,750 --> 00:44:17,080 All right. 562 00:44:17,110 --> 00:44:19,840 Now we have a much more relaxed. 563 00:44:27,380 --> 00:44:28,280 Oh, man. 564 00:44:28,280 --> 00:44:29,420 Some problems over here. 565 00:44:30,260 --> 00:44:37,610 So what I'm thinking is that just select these edges and relax, and so they select a loop. 566 00:44:38,330 --> 00:44:44,730 Well, I don't need that loop, so let's just select these bits on a space to make this space similar 567 00:44:44,750 --> 00:44:47,630 and press on, relax through an axis edges. 568 00:44:48,710 --> 00:44:50,840 And I can do the same thing over here. 569 00:44:54,460 --> 00:44:56,740 Space in space is not relax. 570 00:44:57,430 --> 00:45:01,540 And as you can see, we have a much better loop around the neck. 571 00:45:05,930 --> 00:45:06,260 All right. 572 00:45:06,860 --> 00:45:07,850 Now let's. 573 00:45:10,290 --> 00:45:10,570 All right. 574 00:45:10,620 --> 00:45:13,150 Now, I think it's cause for analysis. 575 00:45:13,410 --> 00:45:14,700 Connect these together. 576 00:45:24,680 --> 00:45:30,410 I'm not selecting the look because it might make problems while we have this stuff to on. 577 00:45:34,070 --> 00:45:34,360 She? 578 00:45:37,990 --> 00:45:38,820 She's. 579 00:45:41,780 --> 00:45:50,210 And so we can just manually go ahead and change the position of the search assist. 580 00:45:51,620 --> 00:45:51,890 All right. 581 00:45:51,890 --> 00:45:55,340 Now, as you can see, we have a very much lower geometry had. 582 00:45:55,340 --> 00:45:58,970 We can enable the subdivision, see what we can. 583 00:45:58,970 --> 00:46:05,090 And as we can see, we get the quite good results with this challenge sheet that we have made by now. 584 00:46:06,170 --> 00:46:08,390 And all right. 585 00:46:08,390 --> 00:46:09,680 That's it for this video. 586 00:46:09,740 --> 00:46:11,900 We made the its policies ahead. 587 00:46:12,590 --> 00:46:15,320 Next, we are going to its policies, the policy. 588 00:46:15,920 --> 00:46:17,090 So the next time. 589 00:46:17,390 --> 00:46:17,810 Goodbye.