1 00:00:01,110 --> 00:00:03,180 Hello, guys, and welcome back. 2 00:00:03,210 --> 00:00:08,820 So we need to reach, apologize the rest of the accessories of the car. 3 00:00:08,850 --> 00:00:14,460 So now we have the body right now is apologized, but we need to apologize the rest of the character. 4 00:00:15,690 --> 00:00:18,030 We can do that maneuver again. 5 00:00:18,090 --> 00:00:26,250 So, for example, for the jacket again, you need to add the plane over here and then go all the way 6 00:00:26,250 --> 00:00:37,380 around is apologizing because right now the apology is not good for now, for example, or here or here, 7 00:00:37,380 --> 00:00:38,700 there's no floor here. 8 00:00:38,700 --> 00:00:40,890 So it is not good enough. 9 00:00:41,250 --> 00:00:51,960 But I want to show you some other options you have that can accelerate your your apology. 10 00:00:51,960 --> 00:01:01,410 So, for example, for this jacket over here, which is quite simple, this apology, there is a tool 11 00:01:01,410 --> 00:01:05,110 in the blender called remission, called remission. 12 00:01:05,129 --> 00:01:10,080 If you go to objects that are properties, there is an option over here, Ramesh. 13 00:01:10,680 --> 00:01:16,680 And if I if you go to the rematch, you have also remission, which is the exact same thing we have 14 00:01:16,680 --> 00:01:22,470 over here in sculpting modes, which we use to sculpt these jagged butts. 15 00:01:22,470 --> 00:01:24,810 We have another option over here called Quad. 16 00:01:25,290 --> 00:01:39,000 And this quad method, it's a sure it makes sure that the re machine is considering that all the faces 17 00:01:39,000 --> 00:01:43,470 would be quad and it would have some kind of flow. 18 00:01:43,890 --> 00:01:44,280 All right. 19 00:01:44,640 --> 00:01:51,420 So it's is more in more considers the topology of our objects. 20 00:01:51,780 --> 00:01:57,420 So if I click on this chicken and then click on clots quadrifoglio reminisce. 21 00:01:57,990 --> 00:01:59,280 I have all these options. 22 00:01:59,280 --> 00:02:03,840 I can use my symmetry because this jacket is similar from all these. 23 00:02:03,840 --> 00:02:05,400 I'm going to use my symmetry. 24 00:02:05,940 --> 00:02:11,820 Then I have all these options with a sharp is a mesh boundary and mask and a smoothing thing. 25 00:02:11,820 --> 00:02:16,110 Normals let's take a smooth normal so he gets a small shape. 26 00:02:16,110 --> 00:02:21,420 And then I have the modes which give us pretty different result. 27 00:02:21,420 --> 00:02:25,050 You have to play around with these to see for yourself. 28 00:02:26,640 --> 00:02:28,710 Then we have number of faces. 29 00:02:29,010 --> 00:02:34,740 This is based on the object we have for the body of the human. 30 00:02:34,740 --> 00:02:42,330 We use like something like 5000, 4000, 6000, depending on how much you want it to be. 31 00:02:42,870 --> 00:02:44,340 You want the resolution to be. 32 00:02:44,940 --> 00:02:52,500 Well, for something like this, we can use something like 500 or like 700 faces should be enough. 33 00:02:53,490 --> 00:02:56,490 I'm going to turn on my friend. 34 00:02:56,520 --> 00:03:04,650 So you see the changes now, if I click on these and change it to 700, for example, over here. 35 00:03:07,690 --> 00:03:09,400 So 700. 36 00:03:13,230 --> 00:03:13,500 Okay. 37 00:03:13,500 --> 00:03:16,200 So if I change it to 700 over here. 38 00:03:18,360 --> 00:03:26,970 And click on okay right now it blender tries to raemisch this object was selected based on these are 39 00:03:26,970 --> 00:03:36,480 these options so right here as you saw it loaded and it completed the range but as you can see the results 40 00:03:37,470 --> 00:03:44,460 is not very good and what we expected so as you can see, the flow is not quite right. 41 00:03:45,550 --> 00:03:49,270 And the results needs to be like your faith. 42 00:03:49,300 --> 00:03:53,060 So, for example, here we need to fix these obstacles over here. 43 00:03:53,080 --> 00:03:56,170 And this takes so much time. 44 00:03:56,440 --> 00:04:04,630 So the remission school in Boulder hasn't improved over the years, unfortunately, but we can play 45 00:04:04,630 --> 00:04:14,650 around with these mods, for example, so to to race you and bring down the ratio, for example, and 46 00:04:14,650 --> 00:04:19,450 then click on, okay, it's going to load and do this thing over here. 47 00:04:20,740 --> 00:04:25,430 And as you can see now, we get much better results for the gains. 48 00:04:25,430 --> 00:04:28,590 Still, we need some clean up to do so. 49 00:04:28,590 --> 00:04:35,850 We need to connect these vertices and do some cleanup first much faster than doing it yourself. 50 00:04:35,850 --> 00:04:40,500 Like doing the expose yourself takes much more time. 51 00:04:42,210 --> 00:04:49,050 But yeah, if you want to use the emission, you need to know that you always have to do some clean 52 00:04:49,050 --> 00:04:54,900 ups and be careful of all the geometry and go around and see how the geometry works. 53 00:04:56,160 --> 00:04:56,780 So that's it. 54 00:04:56,880 --> 00:04:59,650 You can use this, but so too is apologize. 55 00:04:59,700 --> 00:05:06,840 Okay, so let me turn off one frame and turn off your power display in France. 56 00:05:07,200 --> 00:05:09,960 All right, now let's turn off the. 57 00:05:11,800 --> 00:05:13,620 Sculptor, Marsh Spider man. 58 00:05:14,710 --> 00:05:16,480 Now we have this over here. 59 00:05:17,050 --> 00:05:19,400 We can use Ray Machine for this purpose. 60 00:05:19,420 --> 00:05:23,800 Right now, I want to show you in the next with you, I want to show you another method that you can 61 00:05:23,800 --> 00:05:25,010 use to it. 62 00:05:25,030 --> 00:05:28,140 So Paula shows you characters very fast, very using.