All right.
Hello, guys.
So now that we are finished with serious apology of her character, we can go ahead and apply to his
mother.
First, let's delete the subject and modify it for now.
Then we have Mama, the father, and then shrink wrap modifier.
All right, so let's do that so we can move the character around.
For that, let's do another recap of what we did.
We start with a single plane.
We and with the use of some modifiers, we just made another mesh that looks kind of similar, like
the same as the mesh we have here, but with a very, very lower geometry right here.
All right.
So the other thing that we can do I want to show you in this video is that you can project the details
also to the it's apologized mesh or here.
Right.
So you may have some details over here, for example, in this area.
The nose area that we made the bulge, all typical bulge over here is not projected and the quality.
And even in the knees area is not projected to these areas quite well.
Right.
So we can do that with the help of shrink wrap modifier and water resistant modifier.
But before doing those, let's apply these modifiers criss cross or a visual jointed mesh to apply all
the modifiers.
All right.
So that's the latest one for now.
And I'm still waiting.
There is apology.
I'm going to call.
It's going to change the name to Peter.
Paul,
Spider-Man.
All right.
And then I'm going to call the other one to Spider-Man.
So the sculptor Spider-Man and the Reed support sculpt as well.
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
or that's not enough g x and ten subjects and ten.
Then I'm going to press the Spider-Man one.
Let's go see here duplicated and press g, x and ten.
So these two are on top of each other, are not quite will do the top of each other and of course,
wall.
So let's just hit on top of this one.
It doesn't matter at this point.
Let's duplicate this.
Disable this Spider-Man over here.
And all right, now we can add the monster as it was registered over here.
So the word for it is the thing you want to do right now in this point, you want to.
Move the.
Move the details from this copters mesh to there is apologize mesh all right.
You do that by adding an ultra resolution or modifier to your writable mesh subdivided out of it.
So this is as we discussed in previous videos, this is quite similar with subdivision surface, but
this was made for a sculpting.
So you can go to a sculpt mode and change the level of subdivision.
This is sculpted.
This study was a two times and now if the shape just modifier and go to the same setting project negative
and that if you target 2 hours for the over here or over here and so they've done this or or here,
we can go and select the object.
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
with higher exposure.
Now, as you can see, immediately we see some changes.
So this sculpted mesh, we subdivide it to have some more geometry and then we shrink wraps it around
other other mesh.
So now if I enable and disable it, you can see the differences.
So we have some defined areas over here that we did here.
And in the back.
Also, as you can see, these are some defined areas.
Of the head and of other areas.
As you see.
And even the nose area in this area.
So this is projecting that one if I.
Go over here and move it to here.
As you can see now, these two measures don't have any differences by definable wireframe.
This one has this mesh and this one has this mesh.
So we just that we have we have brought back all the details.
We have sculpted in this mesh.
This mesh.
And that's the beauty of this method, as does the that's how it works, this workflow.
So you do the private for and so once a second there forms is called them with the orientation tool
or with the with the data portal.
Then you rate upload and make a new mesh and then you are the most is one of the four are the shrink
wrap and then wrap it around your sculpted mesh.
Now if you're okay with the result, you can also if you have some problems with the result, for example,
sometimes in the fingers and they are too close to each other, it makes some problems.
Right now I don't see any problems.
So you can go ahead and apply it.
But if you make some if there are some problems, we can change the limits over here or change the offset
or even change this.
Not want this not what doesn't?
Do much to my experience.
So now we can apply this before, and now we are ready to apply more.
But more
details are mesh.
So let me do another save over here.
So now we have to say over here, because we made this mesh right now and the project that allows if
I go to this to save all these one and I if I go to sculpt, smiled and said, what the first sets.
Now we have a good mesh to work with and we can do a sculpting in this one.
But as you can see, we have 100,000 versus if a subdivided, we have 300,000.
If I subdivide that we have 1 million horses and that's a lot of verses.
So for example, if you want to make some changes over here, you can draw easily on the surface, right?
And that is the beauty of multi resolution and how it worked.
And because we have it, because we made the custom made geometry for ourselves.
All right.
So this is now showing the geometry that we have in sculpt.
What if I go to I was almost the level zero but multi subdivision will be shown to us when the sculpting
we are in multi level for all right if I go to level three is going to decrease this showing via friend.
Well now that we have a multi resolution, we can do something like this.
We can go to level four.
All right.
And then.
Make changes like this to the mesh, right?
And then go back to the little one and we can see the changes right here, the low resolution.
But that and the best the other thing that is good with motorization resolution is though you can go
and do major changes in the base.
It's called smart into level zero.
Or while we are in the highest level, we can enable a sculpt based mesh and this makes sure that we
are changing this class base mesh.
So if I do this thing right now.
And this takes time.
And do this.
And now my basement.
Also, if I go to the zoo, my face also has been changed a bit.
But that's good.
And then I can change it back for it now.
Well, remember, if you don't enable this and if you make changes, like, for example, now in level
four, if you make it look something like this, if you go to zero to the basement, now basement has
not been changed, but the level.
The subdivision level have been changed and this may make some problems later on.
So be sure if you're making some of these major changes to the party and doing these things later,
make sure that you're sculpting in the base.
So at this phase, your only and only going to add details.
All right.
So you can go ahead here.
Well, it's a piece of geometry in this area because we have a lot of jumps to it.
As you can see, the edges are short, sharp, and we can do any detail we want.
As you can see, this is.
Very good for details in details on all the.
Right.
Let's do that.
That's a hassle.
If you have added some major like details in your sculpts, you can raemisch can just add the shooter
modifier added motor alteration, the first stop to the cover of time and the shrink wrap and the flight
and you get your details back.
Remember to not go too high, you can adjust the level of support to things like being able to work
now can go just on or in the viewport.
You might say.
I want it to be like level one.
All right.
And then in the viewport, the performance is going to be much faster.
And even if you go to render more, the performance is going to be much faster for us because we are
in the consultation.
That is very good.
If you want to do animations, if you break it, if you do anything else, we can break it can animated
in level one, in level zero, and then when we render it, this is going to be rendered in level four
and in level four we have all these nice details that you have a sculpted voice.
So that sets about what a resolution and right until next with you.
Goodbye.