1 00:00:00,970 --> 00:00:01,540 Welcome back. 2 00:00:01,780 --> 00:00:09,550 So in this video, I want to show you another method of also topology that I use for other histology 3 00:00:10,030 --> 00:00:10,930 as a research polygon. 4 00:00:10,930 --> 00:00:12,580 Is these accessories? 5 00:00:13,360 --> 00:00:19,810 Well, first, let's suppose this fits a blender called you follow to see the difference later on. 6 00:00:20,440 --> 00:00:21,220 So let's do that. 7 00:00:21,490 --> 00:00:28,120 Set the same size to faces and set it to 700. 8 00:00:30,210 --> 00:00:33,090 Well, actually, let's set it to 1000. 9 00:00:33,990 --> 00:00:38,490 So it's 1000 faces and now that's personal. 10 00:00:38,520 --> 00:00:44,490 Okay, let's see how it did the remaining better than last time. 11 00:00:44,520 --> 00:00:46,500 It seems at first glance. 12 00:00:47,040 --> 00:00:49,770 There's still some cleanup to do. 13 00:00:50,160 --> 00:00:51,150 The lower part. 14 00:00:51,300 --> 00:00:53,400 Not very good at these edges. 15 00:00:53,970 --> 00:00:55,200 Makes some problems. 16 00:00:55,980 --> 00:00:58,410 And this area is not very good either. 17 00:00:58,680 --> 00:00:59,160 All right. 18 00:00:59,190 --> 00:01:02,240 Let's test what we can we can do. 19 00:01:02,730 --> 00:01:07,410 We can also always apologize and do some cleanup spots. 20 00:01:07,560 --> 00:01:10,470 The ultimate still wanted to show you it's a bit different. 21 00:01:10,470 --> 00:01:17,970 You have to go to you have go to the Internet and type in exercise. 22 00:01:18,780 --> 00:01:21,600 And we have this website over here. 23 00:01:21,600 --> 00:01:30,090 This company has produced some remission of remission skills and the same answer emission tools has 24 00:01:30,090 --> 00:01:35,520 been used in other programs like Zippers or IT. 25 00:01:35,910 --> 00:01:38,460 Then you go over here to cause remission. 26 00:01:38,460 --> 00:01:47,010 You can go to overview and see how it works or some of these comparisons or here that we can use. 27 00:01:48,300 --> 00:01:55,980 But just if you want to download, let's go to call remission download and if you type in your email, 28 00:01:56,370 --> 00:01:58,740 you get a 30 days trial and. 29 00:01:58,830 --> 00:01:59,220 All right. 30 00:01:59,220 --> 00:02:04,680 But this is a very a paid software, a paid plug in. 31 00:02:05,370 --> 00:02:05,780 All right. 32 00:02:05,790 --> 00:02:11,460 And you have to consider that you have to pay for this two habits in Blender. 33 00:02:11,460 --> 00:02:19,260 But after downloaded it with attribution 30 days you can go to go under and go to edit preferences ads 34 00:02:19,260 --> 00:02:20,700 on Google in ASL. 35 00:02:21,090 --> 00:02:24,510 So the file that you have downloaded. 36 00:02:25,170 --> 00:02:29,670 All right, but let's duplicate this first. 37 00:02:29,670 --> 00:02:36,060 I wanted to change the name of this, so let's change it to jackets. 38 00:02:36,900 --> 00:02:37,320 All right. 39 00:02:38,400 --> 00:02:43,890 And let's change it to jacket red 40 00:02:47,220 --> 00:02:50,640 and this one to shorts. 41 00:02:51,390 --> 00:02:51,720 All right. 42 00:02:51,720 --> 00:03:02,730 Before is apologizing now is to forget this over here I want to apologize when you install called remeasure 43 00:03:02,730 --> 00:03:08,220 it goes over here if you press and on your keyboard all the other ones comes over here. 44 00:03:08,220 --> 00:03:15,480 So we have color image or here we have some options like we have court counts like we had in the court 45 00:03:15,570 --> 00:03:17,910 reflow where here we can set the count. 46 00:03:18,300 --> 00:03:21,010 So we set the count for this 1 to 1000. 47 00:03:21,010 --> 00:03:27,570 That's the same thing and set it to 1000 for this jacket over here at court count. 48 00:03:27,600 --> 00:03:28,980 Always turn it on. 49 00:03:29,160 --> 00:03:39,660 It tries to find the edges and if one edge like for example, in this area needs more and more quads, 50 00:03:39,660 --> 00:03:42,020 it's going to add more quads in this area. 51 00:03:42,570 --> 00:03:42,930 All right. 52 00:03:43,350 --> 00:03:43,520 So. 53 00:03:47,100 --> 00:03:55,590 Then we have used words this color you can use words as clearly to to assign and to show this program 54 00:03:55,590 --> 00:04:02,040 which areas you want to be denser and which areas you want it to be lighter or less. 55 00:04:02,040 --> 00:04:02,820 Geometries. 56 00:04:02,860 --> 00:04:13,230 If you go to a where it expands and paints this area like for only bread and paints this area to red, 57 00:04:13,230 --> 00:04:14,850 this area is going to be denser. 58 00:04:14,850 --> 00:04:20,880 And if you pass this area to blue, for example, or this area, for example, then we're not going 59 00:04:20,880 --> 00:04:28,500 to see, all right, this area, this is going to be a less denser and with less geometry. 60 00:04:28,650 --> 00:04:28,960 All right. 61 00:04:29,070 --> 00:04:31,440 And that might help you in many cases. 62 00:04:31,440 --> 00:04:37,190 For example, for the face you wants more geometry around the mouth, for example. 63 00:04:37,200 --> 00:04:39,000 You can do that and use this feature. 64 00:04:39,330 --> 00:04:45,660 And then you have some other features if you want, if you are to be symmetry is always that and this 65 00:04:45,660 --> 00:04:53,790 on the for example body or other things that those symmetries ten X symmetry on it tries to remeasured 66 00:04:54,480 --> 00:05:04,020 based on the symmetry and these two are going to be similar in in topology. 67 00:05:04,830 --> 00:05:05,210 All right. 68 00:05:05,220 --> 00:05:09,270 Let's now click on Ramesh to see what we get again. 69 00:05:09,660 --> 00:05:17,850 You're going to see or hear the loading is going to remeasured and it depends on the topology and the 70 00:05:17,850 --> 00:05:18,870 how dense. 71 00:05:19,050 --> 00:05:20,280 I'll talk to this. 72 00:05:20,820 --> 00:05:30,960 And one of the thing is that if I click on my jacket over here, all right, this is what's going to 73 00:05:30,960 --> 00:05:37,440 cause you for that blunder has it's only it changes the geometry of the whole of the object. 74 00:05:37,440 --> 00:05:39,150 But this will fall over here. 75 00:05:39,690 --> 00:05:40,470 It doesn't. 76 00:05:42,000 --> 00:05:49,080 It makes a new object and then resubmit and change the name to writable the name of the object. 77 00:05:49,320 --> 00:05:51,490 And then you have it. 78 00:05:51,660 --> 00:05:56,460 So this object will not be deleted or or something like that. 79 00:05:57,060 --> 00:05:59,480 Let's keep going, Ramesh, to get what I mean. 80 00:05:59,490 --> 00:06:05,430 So if I click on Ramesh, it is going to do the process and now we have the geometry. 81 00:06:05,700 --> 00:06:08,010 And as you can see, the check to the way is hidden. 82 00:06:08,010 --> 00:06:11,970 But we have it so it's not being delete us all right. 83 00:06:12,180 --> 00:06:22,150 But in the object has been made in our library called writable jacket so it adds prefix writable and 84 00:06:22,150 --> 00:06:27,210 then the object me now as you can see the result is fantastic. 85 00:06:27,660 --> 00:06:35,030 Like you can see that we don't even need any clean up and the flow compares composite. 86 00:06:35,030 --> 00:06:38,910 This is much better and much nicer. 87 00:06:39,870 --> 00:06:49,020 And in these areas which we have more curves, it did use adaptive size and use always is a bit more 88 00:06:49,980 --> 00:06:51,560 quads in this area. 89 00:06:51,570 --> 00:06:58,050 And literally the cross was compared to this area, which are a lot bigger. 90 00:06:58,360 --> 00:06:58,620 Right. 91 00:06:59,490 --> 00:07:04,650 So this is a very fantastic tool to use. 92 00:07:05,010 --> 00:07:12,270 I really recommend that you download and test it for yourself within the 30 days trial. 93 00:07:12,510 --> 00:07:14,820 You can use it in this project if you want. 94 00:07:15,150 --> 00:07:15,540 All right. 95 00:07:15,660 --> 00:07:21,060 So let's now go into our ISSUES apology, then. 96 00:07:21,060 --> 00:07:28,890 I want to apologize now with this tool to make things go faster so I can always apologize. 97 00:07:28,890 --> 00:07:31,950 The body over here to show you the it's apologized. 98 00:07:31,950 --> 00:07:33,540 The manual apology can't be done. 99 00:07:34,290 --> 00:07:40,560 But now for these kind of objects over here, it's not very necessary. 100 00:07:40,920 --> 00:07:50,220 One thing to note, though, if I apologize, this buddy over here that they have over here, let's 101 00:07:50,220 --> 00:07:50,970 actually do that. 102 00:07:50,970 --> 00:07:52,590 So one of you is apologizing. 103 00:07:52,590 --> 00:07:55,550 Let's set it to five thousands as it is. 104 00:07:55,560 --> 00:07:58,590 A nice face counts for the body. 105 00:07:59,400 --> 00:08:07,260 Set the symmetry on a now let's remember it takes always a bit longer for us to revisit it because it's 106 00:08:07,260 --> 00:08:16,680 a has a much denser well wants to just compare it to there is apology that we did manually all right 107 00:08:17,460 --> 00:08:22,800 so as you can see if you go and it's a hard all the other things. 108 00:08:24,940 --> 00:08:25,540 All right. 109 00:08:26,200 --> 00:08:33,690 As you can see, it did a really good job at defining that this area needs to be like this, right? 110 00:08:34,340 --> 00:08:38,559 A very good flow in the whole mesh. 111 00:08:38,740 --> 00:08:41,710 The symmetry is very good. 112 00:08:42,400 --> 00:08:46,060 Even the head he's very good with apologize. 113 00:08:46,060 --> 00:08:48,610 And we have a really good four here. 114 00:08:48,970 --> 00:08:49,270 All right. 115 00:08:51,760 --> 00:08:53,710 And the lakes are fine. 116 00:08:55,610 --> 00:08:56,920 The knees are not. 117 00:09:01,480 --> 00:09:03,880 A strange then ascension like we did. 118 00:09:03,880 --> 00:09:07,860 Or Hillary can do that, man we put the whole war for is good. 119 00:09:07,870 --> 00:09:12,300 But one thing and it was just what we saw click. 120 00:09:12,310 --> 00:09:14,800 But we did this like how many hours? 121 00:09:14,800 --> 00:09:15,970 Like two or 3 hours. 122 00:09:15,970 --> 00:09:21,040 Like we mentioned, the whole body takes two, 3 hours at least, right? 123 00:09:21,490 --> 00:09:22,050 Well, we did. 124 00:09:22,210 --> 00:09:25,540 We won't cooking and we we get we got this fantastic result. 125 00:09:25,630 --> 00:09:29,110 One other thing is that this mesh that we have is very simple. 126 00:09:29,110 --> 00:09:34,360 We don't have the facial features, but we do have facial features. 127 00:09:35,770 --> 00:09:40,780 The manual is apology comes into play and is much more nice. 128 00:09:41,080 --> 00:09:50,470 And also another thing is that for using and so for making seems if I click on the here as you can see, 129 00:09:50,470 --> 00:09:52,690 the flow is not very good. 130 00:09:52,780 --> 00:09:53,160 Right. 131 00:09:53,170 --> 00:09:59,500 So we do you want this to be around the neck like this, right? 132 00:10:00,370 --> 00:10:08,920 So we do wants done and we did I did make sure that we have a for here around the neck, as you can 133 00:10:08,920 --> 00:10:09,250 see. 134 00:10:10,280 --> 00:10:10,660 All right. 135 00:10:10,930 --> 00:10:17,800 And I can easily selected and seem for wrapping our body over here. 136 00:10:18,190 --> 00:10:24,390 So that's one thing that the Quadri measure is a really good choice. 137 00:10:24,430 --> 00:10:36,120 But you can always go in and for example, select manually the edges and go manually for using. 138 00:10:36,550 --> 00:10:42,940 But this makes the whole thing much more easier because you know how the flow goes. 139 00:10:43,740 --> 00:10:46,380 But that's it. 140 00:10:46,390 --> 00:10:47,860 I wanted to show you this. 141 00:10:48,980 --> 00:10:49,930 This one. 142 00:10:53,110 --> 00:10:53,470 All right. 143 00:10:53,950 --> 00:10:54,700 Now this. 144 00:10:54,970 --> 00:11:00,640 Delete this one as well and let's hide this. 145 00:11:02,870 --> 00:11:10,100 Now we have researchers floating around that we did manually bestiary topology after other parts when 146 00:11:10,340 --> 00:11:13,220 I wanted to start from the upper parts. 147 00:11:13,790 --> 00:11:18,450 So what I want to do, as you can see, we have solidified modify over here. 148 00:11:18,650 --> 00:11:20,720 What we want to do or duplicate this. 149 00:11:20,930 --> 00:11:26,870 All right, then let's change the name over here so we know the name. 150 00:11:26,880 --> 00:11:29,420 So I want to call it Eyes Wide. 151 00:11:30,890 --> 00:11:31,390 All right. 152 00:11:31,400 --> 00:11:34,130 And then let's call this one lines red. 153 00:11:34,760 --> 00:11:36,560 You can name it whatever you want. 154 00:11:36,590 --> 00:11:42,800 I want just to quickly, if I see it over here, quickly know which objects and one. 155 00:11:44,030 --> 00:11:47,750 And then I'm going to remove the sound if I money for it. 156 00:11:48,290 --> 00:11:48,650 All right. 157 00:11:49,130 --> 00:11:51,740 Then I have this message that I want to apologize. 158 00:11:52,310 --> 00:11:58,280 Then I'm going to set a, quote, cancer, I think 100 days enough for these things. 159 00:11:58,760 --> 00:12:02,450 And I'm going to turn off sympathy, which is not what I need over here. 160 00:12:03,050 --> 00:12:04,280 I want it to work on remission. 161 00:12:04,280 --> 00:12:05,930 Remission is done very quickly. 162 00:12:05,930 --> 00:12:08,570 And I get this very, very good geometry. 163 00:12:08,960 --> 00:12:17,240 So I click on this one and the control and then copy modifier is now the thickness has been added to 164 00:12:17,240 --> 00:12:18,200 my measure here. 165 00:12:20,480 --> 00:12:23,210 Let's turn off our friends and see what we get over here. 166 00:12:23,870 --> 00:12:24,710 So I think. 167 00:12:26,910 --> 00:12:34,890 I think 100th was not enough for this mission since its goal for both of is higher. 168 00:12:35,160 --> 00:12:36,240 Like something like. 169 00:12:37,470 --> 00:12:37,740 Yeah. 170 00:12:37,740 --> 00:12:39,720 Something like 300. 171 00:12:41,280 --> 00:12:43,770 And it's a Raemisch. 172 00:12:46,560 --> 00:12:48,030 And now I think that's good enough. 173 00:12:48,030 --> 00:12:52,620 So less stress and control over copy modifiers and that modifiers are being copied. 174 00:12:52,630 --> 00:12:53,850 Let's see how it looks. 175 00:12:54,250 --> 00:12:54,550 Looks. 176 00:12:54,670 --> 00:13:00,810 Okay, so if you add a subdivision on it for it is going to be much nicer. 177 00:13:00,810 --> 00:13:09,030 We're not going to have right now keep everything low so computer doesn't cry and then we can go ahead 178 00:13:09,030 --> 00:13:09,990 and delete this. 179 00:13:10,830 --> 00:13:17,220 We have a good topology for our this object over here because we did this manually. 180 00:13:17,220 --> 00:13:23,610 If you remember, we added something like a topology either the something like it was a policy under 181 00:13:23,610 --> 00:13:26,280 the plane over here and all these modifiers. 182 00:13:27,450 --> 00:13:27,750 All right. 183 00:13:27,750 --> 00:13:33,540 We have a really good geometry for this area and then we can go for this one over here. 184 00:13:33,540 --> 00:13:35,640 Let's do this again. 185 00:13:35,790 --> 00:13:39,600 Let's go for 1000 again, because it was a good count. 186 00:13:40,350 --> 00:13:43,350 Let's go for X symmetry and click on remissions. 187 00:13:43,980 --> 00:13:45,960 Let's wait for the remission. 188 00:13:46,500 --> 00:13:47,370 Another check. 189 00:13:47,370 --> 00:13:48,780 It has been remade. 190 00:13:49,530 --> 00:13:50,880 Let's go for this one. 191 00:13:50,880 --> 00:13:52,620 Set it to the 1000 again. 192 00:13:53,220 --> 00:13:54,120 X symmetry. 193 00:13:54,420 --> 00:13:55,950 Raemisch, let's see what we get. 194 00:13:56,400 --> 00:14:01,020 It's a much denser topology too, so it takes a little bit longer. 195 00:14:01,890 --> 00:14:04,830 So yeah, we get a really, really good results. 196 00:14:08,010 --> 00:14:08,370 Wow. 197 00:14:09,000 --> 00:14:12,600 This is pretty impressive. 198 00:14:13,900 --> 00:14:17,080 You know that's whole is he's amazing right now here. 199 00:14:17,710 --> 00:14:18,910 The flow is amazing. 200 00:14:18,940 --> 00:14:19,420 I like it. 201 00:14:19,930 --> 00:14:21,940 So we can go to the next object. 202 00:14:22,660 --> 00:14:22,950 Great. 203 00:14:22,960 --> 00:14:24,790 Here we have a cowboy, I think. 204 00:14:25,310 --> 00:14:25,960 Or no. 205 00:14:25,970 --> 00:14:28,780 Actually masked it, it seems. 206 00:14:30,390 --> 00:14:32,940 And suppose you were here is not good. 207 00:14:32,940 --> 00:14:34,200 So let's do it again. 208 00:14:35,040 --> 00:14:35,880 So Merkel. 209 00:14:36,390 --> 00:14:37,220 To placate it. 210 00:14:37,560 --> 00:14:39,300 Remove the solidify. 211 00:14:40,500 --> 00:14:48,570 Ramesh, it's I think 200th is enough for now for this one extended three term beyond for these objects 212 00:14:48,570 --> 00:14:49,740 and this Ramesh. 213 00:14:51,450 --> 00:14:55,770 Let's see what we get and thus is pretty impressive was amazing. 214 00:14:55,770 --> 00:15:03,090 So it's a couple first and we get built over here with amazing topology. 215 00:15:03,480 --> 00:15:03,840 All right. 216 00:15:04,500 --> 00:15:09,660 And again, if we add a subdivision surface modifier, it is going to be much nicer. 217 00:15:10,200 --> 00:15:13,230 We are using very low geometry. 218 00:15:14,130 --> 00:15:20,250 And so that is good, actually, because in games, if you want to make it for games, that isn't necessary. 219 00:15:20,640 --> 00:15:21,480 So these are curves. 220 00:15:21,480 --> 00:15:22,200 We don't need them. 221 00:15:22,200 --> 00:15:27,140 Curves are like with come with great topology. 222 00:15:27,150 --> 00:15:32,700 We can always decimate them to get a more better optimized topology. 223 00:15:32,700 --> 00:15:33,210 Always wrong. 224 00:15:33,990 --> 00:15:36,360 This is a cube so we don't need to apologize. 225 00:15:37,320 --> 00:15:46,050 This was supposes this one 200 seems very low so this shifted to 500 and X john and it's always apologies 226 00:15:46,050 --> 00:15:46,170 it. 227 00:15:50,150 --> 00:15:51,530 Let's go around the sea. 228 00:15:52,570 --> 00:15:56,050 Well, we got to see if we can get anything better. 229 00:15:56,710 --> 00:15:58,480 I want to click the explosions again. 230 00:15:58,480 --> 00:16:00,910 So it's going to respond to this one again. 231 00:16:01,210 --> 00:16:01,660 All right. 232 00:16:02,240 --> 00:16:06,160 And yeah, I got a better, better results, but I was apologizing. 233 00:16:06,190 --> 00:16:07,270 Just apologized. 234 00:16:07,900 --> 00:16:08,460 Mesh. 235 00:16:08,620 --> 00:16:09,010 All right. 236 00:16:09,490 --> 00:16:18,010 So let's to to make some let's make some comparison over here. 237 00:16:18,010 --> 00:16:23,230 As you can see, the lines are much nicer over here, it seems. 238 00:16:24,370 --> 00:16:28,810 And we got a much lower apology, actually. 239 00:16:30,230 --> 00:16:30,600 Hmm. 240 00:16:31,070 --> 00:16:38,210 I kinda don't like that, because here we don't have we don't have the edge over here that the first 241 00:16:38,210 --> 00:16:40,850 responders did in this area. 242 00:16:41,360 --> 00:16:44,540 So I'm going to stick to the first supposed to did. 243 00:16:45,210 --> 00:16:51,140 Okay, let's go down over here to the shoe and we have to do the report again. 244 00:16:51,620 --> 00:16:52,910 So let's do this one. 245 00:16:54,260 --> 00:16:56,820 I think 100th is good enough. 246 00:16:56,950 --> 00:16:59,540 A cemetery is not important here. 247 00:16:59,540 --> 00:17:00,800 And it was remiss should. 248 00:17:03,390 --> 00:17:09,089 And that's good enough for the show is these are curves, so we don't need to apologize. 249 00:17:11,849 --> 00:17:15,450 Let's delete them here among the first or at the moment for us. 250 00:17:16,619 --> 00:17:17,040 Delete. 251 00:17:17,250 --> 00:17:20,130 I deleted this off them before recording. 252 00:17:20,130 --> 00:17:25,619 Over here we are going to add their me and my friend after joining all these options together. 253 00:17:25,740 --> 00:17:27,510 For now, let's just have one shoe. 254 00:17:28,050 --> 00:17:31,740 It's much better to walk with now as we supported us. 255 00:17:31,740 --> 00:17:35,670 So Sam workflow duplicate remove the solidify. 256 00:17:36,840 --> 00:17:38,460 And Ramesh. 257 00:17:42,390 --> 00:17:42,900 Amazing. 258 00:17:43,500 --> 00:17:46,200 And control copy modifiers. 259 00:17:46,410 --> 00:17:47,370 We get this result. 260 00:17:47,760 --> 00:17:49,770 We can go ahead and remove this. 261 00:17:50,340 --> 00:17:53,130 Just to placate or remove. 262 00:17:53,130 --> 00:17:53,950 Solidify. 263 00:17:54,790 --> 00:17:55,590 Ramesh. 264 00:17:57,300 --> 00:17:58,410 Get this results. 265 00:18:02,000 --> 00:18:04,700 Vertical control. 266 00:18:04,700 --> 00:18:06,650 L copy modifiers. 267 00:18:06,860 --> 00:18:08,620 Remove this one. 268 00:18:10,590 --> 00:18:11,080 Or is. 269 00:18:15,220 --> 00:18:15,610 Okay. 270 00:18:16,870 --> 00:18:19,850 Now we can go ahead and do the other parts. 271 00:18:19,870 --> 00:18:26,020 Let's go to this to this one to placate, remove, solidifies. 272 00:18:28,850 --> 00:18:29,690 Raemisch. 273 00:18:34,250 --> 00:18:35,300 Couple months for us. 274 00:18:42,220 --> 00:18:49,780 To placate the most identify let's increase the number of court counts is Raemisch. 275 00:19:01,800 --> 00:19:04,110 To placate the move solidify. 276 00:19:05,190 --> 00:19:05,940 Ramesh. 277 00:19:11,770 --> 00:19:13,030 And cooking one's first. 278 00:19:32,180 --> 00:19:37,070 As I can see, we have a very good topology in this area with some clicks. 279 00:19:38,990 --> 00:19:40,970 This is for this for this one. 280 00:19:41,000 --> 00:19:42,350 This one doesn't have any. 281 00:19:45,200 --> 00:19:46,130 Modifiers. 282 00:19:46,250 --> 00:19:50,800 I changed it to 500 because it's a much bigger policy. 283 00:19:50,810 --> 00:19:52,400 I was remeasured and see what we get. 284 00:20:01,560 --> 00:20:02,550 Amazing results. 285 00:20:07,050 --> 00:20:08,130 So this one now. 286 00:20:13,450 --> 00:20:19,090 Center 204 image. 287 00:20:32,220 --> 00:20:32,550 All right. 288 00:20:32,580 --> 00:20:33,870 Now, this one remains. 289 00:20:33,870 --> 00:20:36,540 So the three missions should. 290 00:20:40,540 --> 00:20:43,390 Almost 100 seems to be love. 291 00:20:43,390 --> 00:20:45,580 So let's go for 200. 292 00:20:51,600 --> 00:20:52,500 And that's good enough. 293 00:20:54,680 --> 00:20:55,640 So let's go around. 294 00:20:55,670 --> 00:20:59,090 If we see an object that we are as polarized. 295 00:21:03,280 --> 00:21:08,740 All right, let's turn off wireframe and see the result, as you can see. 296 00:21:09,790 --> 00:21:12,460 Now we have to show this most days to see better. 297 00:21:12,460 --> 00:21:18,880 But after imagine after adding a subdivision, we will how small things are going to be because it's 298 00:21:18,880 --> 00:21:22,300 biology's very nice going to go to very good results. 299 00:21:25,650 --> 00:21:35,790 And now if I go to the law firm again, I have all my objects and good causes. 300 00:21:35,790 --> 00:21:40,680 So let's disable the shrink wrap for these two. 301 00:21:41,660 --> 00:21:44,180 So it's a service job for these two for now. 302 00:21:47,170 --> 00:21:47,390 Good. 303 00:21:47,800 --> 00:21:49,600 Now I have a good apology. 304 00:21:50,320 --> 00:21:50,650 All right. 305 00:21:50,710 --> 00:21:51,970 I forgot about this one. 306 00:21:52,510 --> 00:21:53,800 So let's do this one again. 307 00:22:18,050 --> 00:22:18,380 Okay. 308 00:22:21,890 --> 00:22:31,880 Now we have all our mesh with the good topology, with a very optimized topology over here, and all 309 00:22:31,880 --> 00:22:35,870 our objects are now optimized to used in production. 310 00:22:37,080 --> 00:22:38,790 To use in. 311 00:22:41,210 --> 00:22:43,240 Animation games, and I if you want. 312 00:22:43,790 --> 00:22:44,080 All right. 313 00:22:44,090 --> 00:22:49,640 We can even go lower than this if you want to, because these are all quads. 314 00:22:50,060 --> 00:22:51,170 We want to go lower. 315 00:22:51,170 --> 00:22:55,970 If you want to optimize, look, optimize a better can go too much for us to decimate. 316 00:22:55,970 --> 00:22:58,040 We have an option here on subdivide. 317 00:22:58,040 --> 00:23:02,150 So it's going to subdivide the mesh because this is all quads. 318 00:23:02,630 --> 00:23:03,980 It's going to work out, first of all. 319 00:23:03,980 --> 00:23:15,440 So if I go twice as you can see, it did make some on subdivision mid some triangles over here as well 320 00:23:15,500 --> 00:23:18,410 because the the quotes were not in. 321 00:23:19,070 --> 00:23:24,470 So it depends on the objects but you can do and still do in the future if you want. 322 00:23:24,650 --> 00:23:32,360 Also, if you added a subdivision level to another object and the later on using like you can use this 323 00:23:32,360 --> 00:23:38,360 method to go back to where you have the subdivision. 324 00:23:38,990 --> 00:23:47,180 So now what I want to do on ones I want and added a motor is for the body. 325 00:23:47,180 --> 00:23:51,230 I want to add motor is for all of these objects as well. 326 00:23:51,230 --> 00:23:56,780 So I'm going to click on this on this objects and then I'm going to click on the party. 327 00:23:57,220 --> 00:23:59,680 Then you can control l copy modifiers. 328 00:24:00,050 --> 00:24:04,880 The all these objects have a subdivision level motorists. 329 00:24:05,840 --> 00:24:14,270 Right now this object have motorists and the work for now is that we go to this couple for each object 330 00:24:14,420 --> 00:24:15,320 with all the key. 331 00:24:15,320 --> 00:24:25,310 We change this, the object and we motor is we can sculpt high details on the objects while we have 332 00:24:25,370 --> 00:24:28,460 a very low resolution on the base mesh. 333 00:24:28,520 --> 00:24:28,890 What? 334 00:24:29,090 --> 00:24:31,250 So that is really good. 335 00:24:33,980 --> 00:24:35,390 So that's it for this video. 336 00:24:35,540 --> 00:24:42,560 I will probably you know, we have to probably work more on the shoes over here. 337 00:24:42,560 --> 00:24:48,200 We have to adjust the objects furthermore and then join them all together. 338 00:24:48,260 --> 00:24:52,850 Add more stories for the whole shoe to work. 339 00:24:53,330 --> 00:24:56,270 So that's it for this with you and this method. 340 00:24:56,270 --> 00:24:58,250 As you can see, we did it. 341 00:24:58,790 --> 00:25:03,890 We apologize all the accessories in a short amount of time. 342 00:25:04,340 --> 00:25:09,530 If you wanted to do this manual, you would have to repeat, I've taken this a few hours, so that's 343 00:25:09,530 --> 00:25:10,640 pretty impressive. 344 00:25:10,640 --> 00:25:13,870 And yeah, that's the way it is with you until next video. 345 00:25:13,880 --> 00:25:14,290 Goodbye.