1 00:00:01,050 --> 00:00:01,460 All right. 2 00:00:01,470 --> 00:00:02,310 Hello, guys. 3 00:00:02,460 --> 00:00:09,180 So now that we are finished with serious apology of her character, we can go ahead and apply to his 4 00:00:09,180 --> 00:00:09,520 mother. 5 00:00:09,550 --> 00:00:12,540 First, let's delete the subject and modify it for now. 6 00:00:13,080 --> 00:00:17,010 Then we have Mama, the father, and then shrink wrap modifier. 7 00:00:17,670 --> 00:00:22,380 All right, so let's do that so we can move the character around. 8 00:00:23,640 --> 00:00:29,970 For that, let's do another recap of what we did. 9 00:00:29,970 --> 00:00:34,770 We start with a single plane. 10 00:00:34,890 --> 00:00:43,110 We and with the use of some modifiers, we just made another mesh that looks kind of similar, like 11 00:00:43,110 --> 00:00:48,990 the same as the mesh we have here, but with a very, very lower geometry right here. 12 00:00:50,190 --> 00:00:50,520 All right. 13 00:00:51,000 --> 00:00:58,290 So the other thing that we can do I want to show you in this video is that you can project the details 14 00:00:58,320 --> 00:01:01,860 also to the it's apologized mesh or here. 15 00:01:02,040 --> 00:01:02,340 Right. 16 00:01:02,730 --> 00:01:06,150 So you may have some details over here, for example, in this area. 17 00:01:07,300 --> 00:01:14,160 The nose area that we made the bulge, all typical bulge over here is not projected and the quality. 18 00:01:14,710 --> 00:01:22,380 And even in the knees area is not projected to these areas quite well. 19 00:01:22,610 --> 00:01:22,840 Right. 20 00:01:23,260 --> 00:01:28,210 So we can do that with the help of shrink wrap modifier and water resistant modifier. 21 00:01:29,290 --> 00:01:36,760 But before doing those, let's apply these modifiers criss cross or a visual jointed mesh to apply all 22 00:01:36,760 --> 00:01:37,420 the modifiers. 23 00:01:39,100 --> 00:01:39,410 All right. 24 00:01:39,860 --> 00:01:41,930 So that's the latest one for now. 25 00:01:42,170 --> 00:01:44,330 And I'm still waiting. 26 00:01:44,360 --> 00:01:45,110 There is apology. 27 00:01:46,460 --> 00:01:47,090 I'm going to call. 28 00:01:47,090 --> 00:01:50,000 It's going to change the name to Peter. 29 00:01:50,010 --> 00:01:50,540 Paul, 30 00:01:53,630 --> 00:01:54,380 Spider-Man. 31 00:01:58,830 --> 00:01:59,370 All right. 32 00:02:00,060 --> 00:02:04,800 And then I'm going to call the other one to Spider-Man. 33 00:02:06,920 --> 00:02:11,150 So the sculptor Spider-Man and the Reed support sculpt as well. 34 00:02:12,920 --> 00:02:24,260 In some cases, I want to show you I'm going to duplicate this as G, X and maybe to the G, X and two 35 00:02:24,860 --> 00:02:29,230 or that's not enough g x and ten subjects and ten. 36 00:02:29,660 --> 00:02:31,940 Then I'm going to press the Spider-Man one. 37 00:02:32,360 --> 00:02:37,040 Let's go see here duplicated and press g, x and ten. 38 00:02:37,910 --> 00:02:45,740 So these two are on top of each other, are not quite will do the top of each other and of course, 39 00:02:45,800 --> 00:02:46,020 wall. 40 00:02:47,360 --> 00:02:49,920 So let's just hit on top of this one. 41 00:02:49,940 --> 00:02:51,770 It doesn't matter at this point. 42 00:02:53,270 --> 00:02:54,770 Let's duplicate this. 43 00:02:55,520 --> 00:02:57,800 Disable this Spider-Man over here. 44 00:02:58,810 --> 00:03:05,920 And all right, now we can add the monster as it was registered over here. 45 00:03:06,400 --> 00:03:10,810 So the word for it is the thing you want to do right now in this point, you want to. 46 00:03:13,280 --> 00:03:14,270 Move the. 47 00:03:16,710 --> 00:03:23,670 Move the details from this copters mesh to there is apologize mesh all right. 48 00:03:23,970 --> 00:03:32,810 You do that by adding an ultra resolution or modifier to your writable mesh subdivided out of it. 49 00:03:32,970 --> 00:03:41,460 So this is as we discussed in previous videos, this is quite similar with subdivision surface, but 50 00:03:41,460 --> 00:03:43,410 this was made for a sculpting. 51 00:03:43,650 --> 00:03:47,700 So you can go to a sculpt mode and change the level of subdivision. 52 00:03:48,510 --> 00:03:49,260 This is sculpted. 53 00:03:49,260 --> 00:03:57,690 This study was a two times and now if the shape just modifier and go to the same setting project negative 54 00:03:58,350 --> 00:04:05,640 and that if you target 2 hours for the over here or over here and so they've done this or or here, 55 00:04:05,640 --> 00:04:07,830 we can go and select the object. 56 00:04:07,920 --> 00:04:16,589 I'm going to go here and select the Spider-Man over here, which was which is the let's cut to the Spider-Man 57 00:04:16,589 --> 00:04:17,959 with higher exposure. 58 00:04:17,970 --> 00:04:22,350 Now, as you can see, immediately we see some changes. 59 00:04:22,350 --> 00:04:32,250 So this sculpted mesh, we subdivide it to have some more geometry and then we shrink wraps it around 60 00:04:32,580 --> 00:04:33,570 other other mesh. 61 00:04:33,960 --> 00:04:37,800 So now if I enable and disable it, you can see the differences. 62 00:04:37,800 --> 00:04:43,710 So we have some defined areas over here that we did here. 63 00:04:45,980 --> 00:04:46,970 And in the back. 64 00:04:46,970 --> 00:04:49,820 Also, as you can see, these are some defined areas. 65 00:04:51,250 --> 00:04:53,890 Of the head and of other areas. 66 00:04:55,030 --> 00:04:55,990 As you see. 67 00:04:56,020 --> 00:04:58,840 And even the nose area in this area. 68 00:05:01,030 --> 00:05:05,580 So this is projecting that one if I. 69 00:05:06,590 --> 00:05:10,910 Go over here and move it to here. 70 00:05:11,570 --> 00:05:18,950 As you can see now, these two measures don't have any differences by definable wireframe. 71 00:05:18,980 --> 00:05:22,220 This one has this mesh and this one has this mesh. 72 00:05:23,120 --> 00:05:29,510 So we just that we have we have brought back all the details. 73 00:05:29,510 --> 00:05:31,790 We have sculpted in this mesh. 74 00:05:32,300 --> 00:05:32,870 This mesh. 75 00:05:33,320 --> 00:05:38,450 And that's the beauty of this method, as does the that's how it works, this workflow. 76 00:05:38,570 --> 00:05:45,050 So you do the private for and so once a second there forms is called them with the orientation tool 77 00:05:45,050 --> 00:05:48,650 or with the with the data portal. 78 00:05:49,010 --> 00:05:56,090 Then you rate upload and make a new mesh and then you are the most is one of the four are the shrink 79 00:05:56,090 --> 00:05:59,930 wrap and then wrap it around your sculpted mesh. 80 00:06:00,770 --> 00:06:06,560 Now if you're okay with the result, you can also if you have some problems with the result, for example, 81 00:06:07,070 --> 00:06:13,190 sometimes in the fingers and they are too close to each other, it makes some problems. 82 00:06:13,310 --> 00:06:14,720 Right now I don't see any problems. 83 00:06:15,290 --> 00:06:18,590 So you can go ahead and apply it. 84 00:06:18,590 --> 00:06:23,800 But if you make some if there are some problems, we can change the limits over here or change the offset 85 00:06:24,530 --> 00:06:25,700 or even change this. 86 00:06:25,700 --> 00:06:27,680 Not want this not what doesn't? 87 00:06:29,350 --> 00:06:30,970 Do much to my experience. 88 00:06:31,570 --> 00:06:39,430 So now we can apply this before, and now we are ready to apply more. 89 00:06:41,380 --> 00:06:42,070 But more 90 00:06:45,430 --> 00:06:46,600 details are mesh. 91 00:06:46,600 --> 00:06:48,670 So let me do another save over here. 92 00:06:49,600 --> 00:06:56,980 So now we have to say over here, because we made this mesh right now and the project that allows if 93 00:06:56,980 --> 00:07:05,830 I go to this to save all these one and I if I go to sculpt, smiled and said, what the first sets. 94 00:07:07,030 --> 00:07:12,520 Now we have a good mesh to work with and we can do a sculpting in this one. 95 00:07:12,910 --> 00:07:19,630 But as you can see, we have 100,000 versus if a subdivided, we have 300,000. 96 00:07:19,810 --> 00:07:25,680 If I subdivide that we have 1 million horses and that's a lot of verses. 97 00:07:25,690 --> 00:07:32,830 So for example, if you want to make some changes over here, you can draw easily on the surface, right? 98 00:07:33,670 --> 00:07:37,600 And that is the beauty of multi resolution and how it worked. 99 00:07:37,600 --> 00:07:44,140 And because we have it, because we made the custom made geometry for ourselves. 100 00:07:44,230 --> 00:07:44,650 All right. 101 00:07:44,680 --> 00:07:47,610 So this is now showing the geometry that we have in sculpt. 102 00:07:47,620 --> 00:07:58,930 What if I go to I was almost the level zero but multi subdivision will be shown to us when the sculpting 103 00:07:58,930 --> 00:08:06,770 we are in multi level for all right if I go to level three is going to decrease this showing via friend. 104 00:08:07,810 --> 00:08:12,010 Well now that we have a multi resolution, we can do something like this. 105 00:08:12,010 --> 00:08:13,810 We can go to level four. 106 00:08:14,200 --> 00:08:14,560 All right. 107 00:08:15,280 --> 00:08:16,150 And then. 108 00:08:17,730 --> 00:08:20,250 Make changes like this to the mesh, right? 109 00:08:20,670 --> 00:08:27,600 And then go back to the little one and we can see the changes right here, the low resolution. 110 00:08:27,870 --> 00:08:34,140 But that and the best the other thing that is good with motorization resolution is though you can go 111 00:08:34,140 --> 00:08:37,289 and do major changes in the base. 112 00:08:37,299 --> 00:08:39,030 It's called smart into level zero. 113 00:08:39,750 --> 00:08:48,480 Or while we are in the highest level, we can enable a sculpt based mesh and this makes sure that we 114 00:08:48,480 --> 00:08:51,240 are changing this class base mesh. 115 00:08:51,250 --> 00:08:53,400 So if I do this thing right now. 116 00:08:54,900 --> 00:08:56,070 And this takes time. 117 00:08:57,270 --> 00:08:58,080 And do this. 118 00:08:58,730 --> 00:09:00,480 And now my basement. 119 00:09:00,510 --> 00:09:06,460 Also, if I go to the zoo, my face also has been changed a bit. 120 00:09:06,740 --> 00:09:09,160 But that's good. 121 00:09:09,450 --> 00:09:12,870 And then I can change it back for it now. 122 00:09:13,530 --> 00:09:19,350 Well, remember, if you don't enable this and if you make changes, like, for example, now in level 123 00:09:19,350 --> 00:09:26,400 four, if you make it look something like this, if you go to zero to the basement, now basement has 124 00:09:26,400 --> 00:09:29,130 not been changed, but the level. 125 00:09:30,410 --> 00:09:36,530 The subdivision level have been changed and this may make some problems later on. 126 00:09:36,530 --> 00:09:44,190 So be sure if you're making some of these major changes to the party and doing these things later, 127 00:09:45,080 --> 00:09:47,120 make sure that you're sculpting in the base. 128 00:09:47,720 --> 00:09:54,860 So at this phase, your only and only going to add details. 129 00:09:55,070 --> 00:09:55,400 All right. 130 00:09:55,400 --> 00:09:56,610 So you can go ahead here. 131 00:09:57,670 --> 00:10:04,420 Well, it's a piece of geometry in this area because we have a lot of jumps to it. 132 00:10:04,430 --> 00:10:09,740 As you can see, the edges are short, sharp, and we can do any detail we want. 133 00:10:11,840 --> 00:10:13,280 As you can see, this is. 134 00:10:14,410 --> 00:10:17,740 Very good for details in details on all the. 135 00:10:19,410 --> 00:10:19,690 Right. 136 00:10:21,690 --> 00:10:22,590 Let's do that. 137 00:10:23,450 --> 00:10:24,900 That's a hassle. 138 00:10:25,410 --> 00:10:36,630 If you have added some major like details in your sculpts, you can raemisch can just add the shooter 139 00:10:36,630 --> 00:10:44,640 modifier added motor alteration, the first stop to the cover of time and the shrink wrap and the flight 140 00:10:44,700 --> 00:10:46,890 and you get your details back. 141 00:10:47,490 --> 00:10:53,640 Remember to not go too high, you can adjust the level of support to things like being able to work 142 00:10:53,640 --> 00:10:57,330 now can go just on or in the viewport. 143 00:10:57,330 --> 00:10:57,990 You might say. 144 00:10:58,380 --> 00:11:00,480 I want it to be like level one. 145 00:11:00,900 --> 00:11:01,200 All right. 146 00:11:01,200 --> 00:11:04,880 And then in the viewport, the performance is going to be much faster. 147 00:11:04,890 --> 00:11:11,310 And even if you go to render more, the performance is going to be much faster for us because we are 148 00:11:11,310 --> 00:11:12,500 in the consultation. 149 00:11:13,170 --> 00:11:14,220 That is very good. 150 00:11:14,220 --> 00:11:19,440 If you want to do animations, if you break it, if you do anything else, we can break it can animated 151 00:11:19,440 --> 00:11:25,860 in level one, in level zero, and then when we render it, this is going to be rendered in level four 152 00:11:26,010 --> 00:11:31,710 and in level four we have all these nice details that you have a sculpted voice. 153 00:11:32,040 --> 00:11:37,290 So that sets about what a resolution and right until next with you. 154 00:11:37,950 --> 00:11:38,370 Goodbye.