1 00:00:00,990 --> 00:00:02,110 Hello and welcome back. 2 00:00:02,410 --> 00:00:11,820 So in this with you, I'm going to make final adjustments to this object of tissue and enjoin all tissue 3 00:00:11,820 --> 00:00:12,540 parts together. 4 00:00:13,350 --> 00:00:15,450 So let's just start with this one. 5 00:00:15,900 --> 00:00:18,360 Let's go to our references over here. 6 00:00:19,350 --> 00:00:22,200 Are this some changes to the or his syncopation as well? 7 00:00:22,200 --> 00:00:23,240 I changed that. 8 00:00:23,250 --> 00:00:25,740 I moved all these rules. 9 00:00:25,740 --> 00:00:26,760 Apologize. 10 00:00:27,960 --> 00:00:28,920 What are these rules? 11 00:00:28,920 --> 00:00:30,000 Apologize. 12 00:00:30,120 --> 00:00:33,540 Very simple that we did to one folder. 13 00:00:33,690 --> 00:00:36,690 So these are the main objects that we work on. 14 00:00:37,200 --> 00:00:44,870 And then I moved all the other objects, all other objects that we sculpted and all that to a backup 15 00:00:44,970 --> 00:00:45,390 folder. 16 00:00:45,390 --> 00:00:48,060 So if you need it, we can use it later on. 17 00:00:48,720 --> 00:00:53,370 And I removed the only single lines we had into the light collection. 18 00:00:53,820 --> 00:00:54,690 This is what I do. 19 00:00:54,690 --> 00:01:00,330 And later on when we add more lights, we're going to add more lines into this collections with some 20 00:01:00,600 --> 00:01:06,540 some organizing some organizing of this some of these collections here. 21 00:01:09,150 --> 00:01:09,480 Okay. 22 00:01:09,990 --> 00:01:19,380 Now, let's let's go to our references of our issue and make sure that the shoe parts are correctly 23 00:01:19,380 --> 00:01:20,160 positions. 24 00:01:20,730 --> 00:01:22,860 Positions and. 25 00:01:24,300 --> 00:01:26,940 Now let's see what we get. 26 00:01:27,360 --> 00:01:31,950 I want to add something a little wonderful to see what it looks after. 27 00:01:31,950 --> 00:01:33,870 Something a little better. 28 00:01:33,970 --> 00:01:34,860 Visualize. 29 00:02:10,610 --> 00:02:17,660 Don't forget to remove the Sun subdivision rule if you're doing this as well, because after all, after 30 00:02:17,750 --> 00:02:21,950 connecting, joining all these parts together, we are going to add more resolution. 31 00:02:22,400 --> 00:02:26,060 So you don't need it's going to be higher than all the other measures. 32 00:02:26,060 --> 00:02:26,960 And we don't need that. 33 00:02:32,300 --> 00:02:44,810 So the subtitle for this one, I think, you know, so for this one, I would do some adjustments based 34 00:02:44,840 --> 00:02:45,980 on reference. 35 00:03:09,270 --> 00:03:09,460 It's. 36 00:03:36,990 --> 00:03:41,400 I'm changing between objects with of Q. 37 00:04:01,190 --> 00:04:01,380 She? 38 00:04:50,110 --> 00:04:54,100 I'm trying to make it look like, but grab rush, make it look like that. 39 00:04:54,100 --> 00:04:55,690 This area is pressure. 40 00:04:55,690 --> 00:05:02,260 It's because it's pressed in this area and goes inside after other objects. 41 00:05:02,800 --> 00:05:03,520 Other objects. 42 00:05:06,070 --> 00:05:15,280 So I'm trying to make that grab brush and bringing these areas, the lower parts, the downwards. 43 00:05:18,550 --> 00:05:23,200 But we can also achieve that in a sculpting later when we joined it. 44 00:05:23,230 --> 00:05:25,930 We have to do some more sculpting in this area. 45 00:05:34,710 --> 00:05:43,710 Also after joining the all this force we can still grab brush, change them separately with this option 46 00:05:43,710 --> 00:05:47,340 over here topology we can change them separately. 47 00:05:49,920 --> 00:05:51,840 Because they are not connected. 48 00:05:54,340 --> 00:05:56,200 Like checking that box. 49 00:05:56,710 --> 00:06:01,990 We can easily change the position of each object's. 50 00:06:19,530 --> 00:06:19,800 She? 51 00:06:42,910 --> 00:06:43,170 She? 52 00:07:21,250 --> 00:07:21,690 She's. 53 00:07:33,130 --> 00:07:33,470 She? 54 00:08:12,730 --> 00:08:19,060 See if we can scale down these parts uniformly. 55 00:08:19,060 --> 00:08:24,100 And this should be much thinner than it is right now. 56 00:08:26,180 --> 00:08:28,910 Just this with her. 57 00:08:29,480 --> 00:08:36,610 And then let's try with those brush to bring this area up like this. 58 00:08:44,120 --> 00:08:51,020 Rachel, let's bring this down a bit because it sits in this area. 59 00:08:52,670 --> 00:08:54,350 No, it's grab brush. 60 00:08:58,450 --> 00:09:01,900 You can change these around like this. 61 00:09:16,780 --> 00:09:17,010 It's. 62 00:09:24,750 --> 00:09:24,950 We? 63 00:09:30,660 --> 00:09:32,220 Shh, shh, shh, shh. 64 00:09:48,840 --> 00:09:49,290 Change. 65 00:10:31,370 --> 00:10:31,690 Okay. 66 00:10:34,450 --> 00:10:34,990 She was. 67 00:11:41,650 --> 00:11:43,990 The Seahawks had subdivision level. 68 00:12:34,500 --> 00:12:37,880 Shh, shh, shh, shh, shh, shh, shh, shh. 69 00:14:22,830 --> 00:14:28,920 Telescope to the choices and adjust them further. 70 00:14:30,120 --> 00:14:33,300 So this was our this our reference. 71 00:14:33,300 --> 00:14:37,470 This just these choices because we are using curves. 72 00:14:38,370 --> 00:14:41,490 It's much more easier. 73 00:14:42,240 --> 00:14:51,900 Let's first adjust the tongue area, this one, because in this or it needs to go down. 74 00:15:13,620 --> 00:15:16,650 That's the subdivision to see how it looks. 75 00:15:44,120 --> 00:15:44,500 Bush. 76 00:16:03,380 --> 00:16:04,370 All right, that's good enough. 77 00:16:06,200 --> 00:16:10,530 Let's see if you need adjustment in this scenario. 78 00:16:13,400 --> 00:16:14,630 I think that's good enough. 79 00:16:15,170 --> 00:16:17,960 And now let's go back to the shoelaces. 80 00:16:19,130 --> 00:16:22,220 So we have one shoelace over here. 81 00:16:35,890 --> 00:16:41,080 Also in edit mode, you can use alter q to change between objects. 82 00:16:41,300 --> 00:16:43,570 All right, so that's much more easier now. 83 00:16:45,520 --> 00:16:50,550 Before you had to go to object mode and select an object in the game. 84 00:16:51,640 --> 00:16:52,420 That was really hard. 85 00:16:52,420 --> 00:16:59,770 So now switching between objects is much more easier. 86 00:16:59,970 --> 00:17:00,390 Blender. 87 00:17:47,860 --> 00:17:48,080 That's. 88 00:17:58,710 --> 00:18:00,320 It's a mixture. 89 00:18:00,330 --> 00:18:03,270 I'm excluding the end points. 90 00:18:03,270 --> 00:18:10,320 So it would make something like this when it goes inside this area. 91 00:18:19,710 --> 00:18:20,310 And be careful. 92 00:18:20,310 --> 00:18:23,880 Curves are like sensitive to your view. 93 00:18:23,880 --> 00:18:34,710 So when you're moving it, it just make sure you're doing it from the right view. 94 00:18:35,010 --> 00:18:35,260 Okay. 95 00:18:38,760 --> 00:18:44,320 And also, don't forget about controlled C, which you can use to rotate of. 96 00:18:51,870 --> 00:18:53,510 Those are the points. 97 00:19:31,460 --> 00:19:36,890 Shh, shh, shh, shh, shh, shh, shh. 98 00:19:39,580 --> 00:19:43,580 Shh, shh, shh, shh, shh, shh. 99 00:19:57,700 --> 00:19:58,690 With all of us. 100 00:19:58,690 --> 00:20:02,500 If you want, we can change the scale of each points. 101 00:20:05,600 --> 00:20:11,810 So I think the end points were here using old earth for the end points. 102 00:20:12,140 --> 00:20:13,460 It's better to make it. 103 00:20:15,090 --> 00:20:22,680 What's more interesting and this one has rotated their minds, so let's use controlled C to change the 104 00:20:22,680 --> 00:20:23,610 rotation. 105 00:20:25,740 --> 00:20:34,920 Select these first vertex as these dots over a curves and rotate them controlled t. 106 00:21:11,080 --> 00:21:11,290 Okay. 107 00:21:22,060 --> 00:21:24,950 It's just. 108 00:21:25,350 --> 00:21:25,750 It's. 109 00:21:34,780 --> 00:21:45,340 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 110 00:22:15,950 --> 00:22:16,710 She's. 111 00:23:01,690 --> 00:23:01,980 It's. 112 00:23:34,550 --> 00:23:34,970 She's. 113 00:23:40,230 --> 00:23:40,590 It's. 114 00:23:42,640 --> 00:23:42,850 It's. 115 00:24:18,000 --> 00:24:18,210 It's. 116 00:24:19,480 --> 00:24:19,760 He's. 117 00:24:24,220 --> 00:24:24,400 This. 118 00:24:39,640 --> 00:24:47,110 You can also subdivide between all these points to get more points and have more control. 119 00:24:47,290 --> 00:24:47,650 All right. 120 00:24:48,760 --> 00:24:58,690 But in my experience, when it gets so when the points, it's a lot and you have a lot of points. 121 00:24:59,260 --> 00:25:02,170 Managing them gets harder as well. 122 00:25:03,850 --> 00:25:09,790 So I try to keep everything low, the points of the camp as low as possible. 123 00:25:34,200 --> 00:25:34,500 She 124 00:25:40,410 --> 00:25:40,710 says 125 00:25:43,900 --> 00:25:45,970 she just 126 00:25:51,020 --> 00:25:51,590 needs to. 127 00:25:55,400 --> 00:25:55,570 She? 128 00:26:12,310 --> 00:26:13,320 It's just. 129 00:26:17,130 --> 00:26:17,350 It's. 130 00:26:32,340 --> 00:26:32,520 Just. 131 00:26:51,280 --> 00:26:51,670 She's. 132 00:26:54,240 --> 00:27:05,580 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 133 00:27:23,630 --> 00:27:24,160 Right now. 134 00:27:24,950 --> 00:27:26,170 That's better right now. 135 00:27:28,100 --> 00:27:34,880 Uh, as I said before, I don't want to go into something more realistic, something more subtle as 136 00:27:34,880 --> 00:27:35,180 we can. 137 00:27:35,180 --> 00:27:39,170 Also, because these rules are so 138 00:27:42,050 --> 00:27:47,480 very long, we can make them a little bit shorter by. 139 00:27:50,000 --> 00:27:55,350 Do we think the points we can to scale down the end points like this? 140 00:27:59,430 --> 00:28:02,940 And let's make sure these as well. 141 00:28:03,870 --> 00:28:07,620 So I'm seeing some problems in the geology in this area. 142 00:28:10,050 --> 00:28:11,040 So let's see. 143 00:28:21,330 --> 00:28:23,220 We do have some problems in this area. 144 00:28:23,220 --> 00:28:23,550 So. 145 00:28:30,190 --> 00:28:34,780 Let's see if it fixes after adding the subdivision surface. 146 00:28:35,920 --> 00:28:36,550 No, there. 147 00:28:36,550 --> 00:28:37,030 There. 148 00:28:37,540 --> 00:28:39,500 This area is not good for us. 149 00:28:39,850 --> 00:28:44,160 So let's go to school to edit mode. 150 00:28:44,560 --> 00:28:45,880 So right now I'm in edit mode. 151 00:28:46,030 --> 00:28:50,590 Let's go to solar mode and let's delete this path over here. 152 00:28:53,560 --> 00:29:03,520 This is by geometry, probably because when I use ray machine, the topology was virtual as it is ones. 153 00:29:07,780 --> 00:29:08,040 She's. 154 00:29:25,010 --> 00:29:25,450 We? 155 00:29:34,510 --> 00:29:38,200 These are just over three years in this area. 156 00:30:02,750 --> 00:30:14,600 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 157 00:30:25,970 --> 00:30:26,470 Just. 158 00:30:44,090 --> 00:30:44,850 Right now. 159 00:30:44,850 --> 00:30:48,630 It's just that the new geometry over here. 160 00:30:50,130 --> 00:30:56,550 I'm going to mask this area so I don't make any mistakes. 161 00:30:58,680 --> 00:31:00,150 They just scrap. 162 00:31:00,150 --> 00:31:00,540 It's. 163 00:31:04,180 --> 00:31:08,440 Actually we can grab it because it's going to make markets 164 00:31:12,460 --> 00:31:15,640 really stretched. 165 00:31:15,730 --> 00:31:20,200 So that's something why that's like this movie. 166 00:31:21,230 --> 00:31:23,650 So let's go to over here. 167 00:31:24,520 --> 00:31:29,210 What's with subdivision, which I'm sorry, with extrusion. 168 00:31:29,420 --> 00:31:33,400 Extrusion with E was extruded to this area. 169 00:31:38,200 --> 00:31:39,490 So it goes all the way up. 170 00:31:43,600 --> 00:31:45,260 Shh, shh, shh, shh. 171 00:32:45,730 --> 00:32:47,350 I mean, x ray, by the way. 172 00:33:29,610 --> 00:33:30,520 All right, that's good enough. 173 00:33:30,540 --> 00:33:33,900 We can adjust it further with great brush. 174 00:33:38,770 --> 00:33:41,570 It's huge. 175 00:34:04,230 --> 00:34:06,510 These areas seems to be unnecessary. 176 00:34:07,380 --> 00:34:09,130 So let's do it. 177 00:34:13,880 --> 00:34:15,810 Now let's adjust exports. 178 00:34:18,380 --> 00:34:21,270 It needs to be precise, it seems. 179 00:34:51,860 --> 00:34:52,159 All right. 180 00:35:56,930 --> 00:35:58,430 This needs to be closer. 181 00:36:01,100 --> 00:36:08,510 So the student being added more to select this edge and bring it closer. 182 00:36:12,130 --> 00:36:13,570 And it looked a bit apart. 183 00:36:13,570 --> 00:36:16,410 Maybe it's like this. 184 00:36:20,570 --> 00:36:27,650 Nonetheless, continue with grab rush and grab it and bring it closer. 185 00:36:28,730 --> 00:36:29,750 Look at this. 186 00:36:44,540 --> 00:36:44,700 I. 187 00:37:23,790 --> 00:37:30,090 Let's do this because we change the location of these curves. 188 00:37:31,200 --> 00:37:34,740 So I think that's good enough for this part. 189 00:37:34,780 --> 00:37:44,640 Region with very little radius, bring this out a little bit so it doesn't go inside of the other objects. 190 00:37:45,900 --> 00:37:48,150 So it's a bit like this. 191 00:37:58,460 --> 00:38:00,540 It does have a curve like this, too. 192 00:38:01,080 --> 00:38:01,650 So that's good. 193 00:38:17,240 --> 00:38:17,630 All right, 194 00:38:20,480 --> 00:38:23,980 save this and let's do it in a subdivision level. 195 00:38:23,990 --> 00:38:26,600 We add it to these parts. 196 00:38:34,420 --> 00:38:34,730 It's. 197 00:38:37,590 --> 00:38:37,860 Just. 198 00:38:43,300 --> 00:38:43,690 She? 199 00:38:53,600 --> 00:38:57,500 You have some bad geology in this area for one or two. 200 00:38:57,500 --> 00:39:01,130 Make it for production games or something. 201 00:39:01,430 --> 00:39:02,930 Most probably do. 202 00:39:02,960 --> 00:39:04,430 Another is apology. 203 00:39:04,760 --> 00:39:08,300 But after subdivision, well, it fixes the problem. 204 00:39:08,960 --> 00:39:17,810 Well, it's it seems in this area, these edges needs to be a little bit closer, maybe just. 205 00:39:29,010 --> 00:39:29,290 Yeah. 206 00:39:29,940 --> 00:39:31,200 Still made some problems. 207 00:39:32,040 --> 00:39:34,140 So that's also the only way you're going to fix this problem. 208 00:39:35,100 --> 00:39:37,620 But be mindful of your topology. 209 00:39:37,620 --> 00:39:42,860 I should have checked it when I was using quality mesh. 210 00:39:43,830 --> 00:39:46,320 But yeah, that was my fault. 211 00:39:47,280 --> 00:39:50,280 Remember to check any of your topology. 212 00:39:52,440 --> 00:39:53,660 Well, that's good for now. 213 00:39:53,740 --> 00:39:54,360 For us. 214 00:39:55,700 --> 00:40:01,980 Um, for this part, I think I should define how much I want it to be higher. 215 00:40:02,670 --> 00:40:04,950 So in these photos, it's not very high. 216 00:40:05,640 --> 00:40:06,990 Let's go to our 217 00:40:10,050 --> 00:40:11,190 references with you. 218 00:40:11,190 --> 00:40:11,880 Like here. 219 00:40:13,530 --> 00:40:17,760 And let's define it better. 220 00:40:44,060 --> 00:40:44,610 All right. 221 00:40:44,620 --> 00:40:47,300 Now it's time to join these areas. 222 00:40:48,240 --> 00:40:54,300 As I said, I remember that these areas and not having in institutional level, that is going to make 223 00:40:54,300 --> 00:40:55,470 some problems later on. 224 00:40:56,640 --> 00:41:01,830 But now we have all these choices quite good. 225 00:41:02,310 --> 00:41:11,430 So let's select the shoe parts inside the body, shake the shoe parts, move them around, see if they 226 00:41:11,430 --> 00:41:19,490 are actually when we are actually cycling only the shoe parts and then press actually less press control, 227 00:41:20,200 --> 00:41:23,310 control the shift as I make another file. 228 00:41:23,340 --> 00:41:26,160 So we have the shoe separated? 229 00:41:26,910 --> 00:41:27,720 Yes, separated. 230 00:41:28,320 --> 00:41:31,990 So now let's press control a visual jones to mesh. 231 00:41:32,310 --> 00:41:39,090 It has applied all those all those tick nationalists all the time modifiers. 232 00:41:39,630 --> 00:41:43,500 And you can join the shoe pretty quickly. 233 00:41:44,580 --> 00:41:46,230 Before that, we need to. 234 00:41:48,720 --> 00:41:51,300 Yeah, we have applied them. 235 00:41:54,660 --> 00:41:56,850 We have applied the careful modifiers. 236 00:41:57,300 --> 00:42:02,370 So I want it to be a less dense than this right now. 237 00:42:03,120 --> 00:42:07,060 So let's go to decimate and subdue it and then subdivide this. 238 00:42:08,790 --> 00:42:09,780 This is cause. 239 00:42:09,810 --> 00:42:10,410 All right. 240 00:42:10,590 --> 00:42:13,420 So as you can see, it's. 241 00:42:17,310 --> 00:42:20,790 Curves have quite good topology. 242 00:42:21,570 --> 00:42:23,520 They come with cord topology. 243 00:42:24,060 --> 00:42:27,420 So now that they have done so, I salute all the other girls 244 00:42:30,540 --> 00:42:33,600 and salute the last year of console and copy of the first. 245 00:42:34,050 --> 00:42:38,940 So now they all have been decimated. 246 00:42:38,940 --> 00:42:40,440 They all are decimated. 247 00:42:41,010 --> 00:42:41,970 So is the man console. 248 00:42:41,970 --> 00:42:43,650 A visual challenge is mesh. 249 00:42:43,830 --> 00:42:50,970 So now the modifier is applied and now you're ready to join them. 250 00:42:51,330 --> 00:42:54,570 So let's join these shoes over here. 251 00:42:58,140 --> 00:42:58,500 All right. 252 00:42:59,040 --> 00:43:01,230 I'm going to join them with these parts. 253 00:43:02,130 --> 00:43:02,850 With this part. 254 00:43:03,090 --> 00:43:07,260 Control J to join and scoot around safe. 255 00:43:07,580 --> 00:43:10,110 Notice any problems in these areas? 256 00:43:13,350 --> 00:43:15,540 All right, now the parts are joints. 257 00:43:16,140 --> 00:43:23,460 Just one part can go ahead and add one multi resolution and subdivide it a couple of times. 258 00:43:23,460 --> 00:43:24,870 The two thumbs for now. 259 00:43:26,340 --> 00:43:27,780 And now they are subdivided. 260 00:43:27,780 --> 00:43:29,620 And they are also faces. 261 00:43:29,700 --> 00:43:30,570 So we can see. 262 00:43:31,680 --> 00:43:36,810 So we can also use or here under options. 263 00:43:36,820 --> 00:43:38,550 Use automatic in topology. 264 00:43:38,970 --> 00:43:44,970 Then using grab brush, you're only changing the to pull the connector towards it. 265 00:43:45,000 --> 00:43:48,540 So it's going to make it easier to change objects as well. 266 00:43:48,570 --> 00:43:54,480 But because we have faces as well, you can also use face ID option these in here. 267 00:43:58,110 --> 00:44:07,350 Now that we have merged all these options, you can go ahead and do more adjustments in these areas. 268 00:44:19,900 --> 00:44:21,260 Well, listen to that. 269 00:44:21,560 --> 00:44:27,800 Remember, when you're using your resolution to use a sculpt based mesh, when you are changing the 270 00:44:27,800 --> 00:44:33,800 position, a very big change like this, changing the position of your mesh. 271 00:45:21,900 --> 00:45:22,520 Which. 272 00:45:29,140 --> 00:45:31,840 Or to lower part, it needs to be flat. 273 00:45:31,850 --> 00:45:37,300 So I'm going to use a scraped brush and let's see, it's set to line. 274 00:45:38,260 --> 00:45:48,880 And now let's go ahead and press shift, edge or actually edge on this path to hide all the other parts. 275 00:45:48,880 --> 00:45:55,240 Now we are making sure that although the parts are not going to be affected, well, let's do this. 276 00:45:55,240 --> 00:45:56,860 I don't think it's going to work. 277 00:45:56,860 --> 00:45:58,090 Well, yeah. 278 00:45:58,270 --> 00:46:03,790 So we need to because it's too it is too narrow. 279 00:46:03,790 --> 00:46:06,190 We need to do this man with a space brush. 280 00:46:09,250 --> 00:46:20,470 This use a higher value like a strange use space, a scrape brush to make this area flat. 281 00:46:20,830 --> 00:46:28,710 Or because I'm sculpting on the base, which is not affecting much, let's disable the basement and 282 00:46:28,870 --> 00:46:29,650 let's do it again. 283 00:46:29,650 --> 00:46:32,500 Now, as you can see, because you have more geometry, 284 00:46:39,190 --> 00:46:41,740 we can flatten this area much easier. 285 00:46:47,310 --> 00:46:47,560 Which. 286 00:47:11,750 --> 00:47:16,680 Shh, shh, shh, shh, shh, shh, shh, shh. 287 00:47:17,250 --> 00:47:21,000 All right, let's press urge to bring back everything. 288 00:47:21,810 --> 00:47:24,330 And as you can see, it's much better. 289 00:47:25,320 --> 00:47:32,010 We need also to make some scrape in this area. 290 00:47:32,010 --> 00:47:33,300 I'm going to use scrape. 291 00:47:33,300 --> 00:47:33,830 Brush. 292 00:47:33,840 --> 00:47:35,370 My strength is too high. 293 00:47:35,760 --> 00:47:42,000 Let's bring it back and I'll use a straight first, a scrape brush to make it more flat. 294 00:47:42,270 --> 00:47:44,970 So let's do it a little bit more in this area. 295 00:47:51,540 --> 00:47:54,460 And now the soul of the shoe is much more flat. 296 00:47:55,630 --> 00:48:02,080 Now let's go in this area while we are in a bit. 297 00:48:02,200 --> 00:48:13,210 Scrape, brush this prosthetic on this area and used to scrape brush line, brush it in a low stretch. 298 00:48:13,210 --> 00:48:16,330 So we don't change that much on the surface. 299 00:48:19,120 --> 00:48:24,790 We're just making it more flat in this area, making it more interesting. 300 00:48:31,560 --> 00:48:35,340 I have my cemetery offer the one to make changes that you don't want it. 301 00:48:36,810 --> 00:48:47,340 So we can also go to the shoelaces and do something like this to put shoelaces to make them more flats 302 00:48:47,460 --> 00:48:48,870 on the surface. 303 00:48:51,420 --> 00:49:01,500 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 304 00:49:04,680 --> 00:49:04,990 She? 305 00:49:09,240 --> 00:49:10,140 She's. 306 00:49:17,980 --> 00:49:24,730 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 307 00:49:26,860 --> 00:49:28,390 All right, this piece of --. 308 00:49:28,780 --> 00:49:32,500 Let's go out w let's go to this one. 309 00:49:32,800 --> 00:49:42,010 As you can see in the middle, it's pressed so we can use the script brush to make this area more flat 310 00:49:42,040 --> 00:49:43,690 than the outer area. 311 00:49:49,840 --> 00:49:58,690 We need a more strange in this area, maybe a destructive space to actually rush in this area. 312 00:50:15,380 --> 00:50:22,700 As you can see there, there is now making a contrast between these two spaces, like these two over 313 00:50:22,700 --> 00:50:23,030 here. 314 00:50:27,910 --> 00:50:28,140 She? 315 00:50:30,010 --> 00:50:30,540 She's. 316 00:50:34,670 --> 00:50:34,880 I. 317 00:50:38,210 --> 00:50:42,420 You can make this more prominence with Russia. 318 00:50:43,170 --> 00:50:52,110 It's a fairly not a very low radius or a just like this will fine make something like this. 319 00:50:52,290 --> 00:50:54,490 The strategies to much the same. 320 00:50:55,440 --> 00:51:07,290 It's let's suppose a stroke so we have a more straight line and then add a line like this in this area 321 00:51:08,070 --> 00:51:08,460 which. 322 00:51:14,280 --> 00:51:16,560 This is 74 or here. 323 00:51:27,320 --> 00:51:38,030 SH sh sh sh sh sh sh sh sh sh sh 324 00:51:40,910 --> 00:51:44,990 sh sh sh. 325 00:51:53,570 --> 00:51:55,040 And don't forget to s'mores. 326 00:52:01,070 --> 00:52:01,430 Okay. 327 00:52:01,440 --> 00:52:03,200 Now let's go to this area. 328 00:52:03,710 --> 00:52:09,770 I want to do the same thing with Draw Sharp and want to make 329 00:52:12,430 --> 00:52:13,930 something like this. 330 00:52:16,580 --> 00:52:16,850 So 331 00:52:20,080 --> 00:52:23,020 let's see how symmetry is going to work here. 332 00:52:23,290 --> 00:52:24,550 Not good, as you can see. 333 00:52:25,090 --> 00:52:27,330 So do it always. 334 00:52:29,430 --> 00:52:30,870 This area is precise. 335 00:52:31,620 --> 00:52:38,250 So we need to express the pressure with these lines over here. 336 00:52:43,150 --> 00:52:43,830 She just. 337 00:52:45,610 --> 00:52:46,410 She's. 338 00:52:54,290 --> 00:52:56,270 So I think we need more geometry. 339 00:52:56,270 --> 00:52:57,770 So let's subdivide once more. 340 00:53:00,360 --> 00:53:00,780 Yeah. 341 00:53:00,820 --> 00:53:08,670 Of other once more because I noticed that the Russia cans there are very well in this area. 342 00:53:08,790 --> 00:53:12,900 So as you can see, it's much more. 343 00:53:16,060 --> 00:53:18,520 Clear Lake with more resolution. 344 00:53:29,620 --> 00:53:31,360 Let's go out and see what we get. 345 00:53:34,810 --> 00:53:35,380 Pretty good. 346 00:53:35,500 --> 00:53:43,150 I'm going to smooth these areas very low so it doesn't seem to separate. 347 00:53:44,740 --> 00:53:48,010 It's just wanting a little bit more. 348 00:53:48,580 --> 00:53:51,130 Looks like a pressure point. 349 00:53:53,620 --> 00:53:59,920 And then we can go ahead and use a scrape brush to scrape these areas and make it more look more flat. 350 00:54:00,370 --> 00:54:04,210 Or actually we can do something randomly with a skip brush. 351 00:54:05,110 --> 00:54:13,870 So some areas look flat and some areas of the bit bulgy and mix small variation on the surface and makes 352 00:54:13,870 --> 00:54:16,490 it more interesting in the lower parts. 353 00:54:16,520 --> 00:54:19,520 I'm going to scrape them like this. 354 00:54:19,520 --> 00:54:22,060 So this seem to be compressed. 355 00:54:36,790 --> 00:54:41,020 And now for this purse, we need to use a scrape. 356 00:54:41,020 --> 00:54:41,800 Brushless. 357 00:54:42,010 --> 00:54:46,540 Change it to one less. 358 00:54:46,600 --> 00:54:48,160 Scrape this area. 359 00:54:50,060 --> 00:54:50,190 All right. 360 00:54:50,260 --> 00:54:51,370 That was too much. 361 00:54:57,290 --> 00:55:03,890 It's good to side with you and scrape this area line. 362 00:55:10,880 --> 00:55:15,790 Shh, shh, shh, shh, shh, shh. 363 00:55:19,430 --> 00:55:22,610 And then just adjust this area. 364 00:55:22,910 --> 00:55:29,590 As you can see, because my objects were separable, separate blender made some facets for me and with 365 00:55:29,590 --> 00:55:33,740 the faces also masking, I can easily adjust these. 366 00:55:36,420 --> 00:55:37,080 Parts. 367 00:55:53,790 --> 00:55:54,390 She's. 368 00:56:08,960 --> 00:56:09,160 You. 369 00:56:16,930 --> 00:56:17,160 She 370 00:56:20,240 --> 00:56:28,190 released something with it for discourse to the natural girl here. 371 00:56:44,930 --> 00:56:55,870 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 372 00:57:02,540 --> 00:57:02,830 He's. 373 00:57:05,160 --> 00:57:05,350 It's. 374 00:57:17,510 --> 00:57:18,180 She was. 375 00:57:24,190 --> 00:57:24,530 She's. 376 00:57:26,020 --> 00:57:26,250 It's. 377 00:57:39,620 --> 00:57:39,940 It's. 378 00:57:46,420 --> 00:57:46,940 She's. 379 00:58:02,460 --> 00:58:07,080 Most of these areas though it's a bit more cause areas that we. 380 00:58:11,960 --> 00:58:15,770 Two kind of hounds of wind when we were rotating. 381 00:58:16,250 --> 00:58:19,190 It wasn't consistency. 382 00:58:21,810 --> 00:58:25,730 Now, let's use scrape, brush, scrape these areas. 383 00:58:29,410 --> 00:58:31,360 Because in Greece, that's French. 384 00:58:42,530 --> 00:58:42,690 Shh. 385 00:58:43,190 --> 00:58:43,500 Shh. 386 00:58:50,920 --> 00:58:54,480 Shh, shh, shh, shh, shh, shh, shh. 387 00:59:00,210 --> 00:59:00,450 Yes. 388 00:59:03,350 --> 00:59:03,760 She? 389 00:59:17,990 --> 00:59:18,370 She's. 390 00:59:41,050 --> 00:59:45,130 As you can see, when I wrote it around, the details were here, disappears. 391 00:59:45,490 --> 00:59:52,020 This is because of the option over here fast navigate to make sure that when you're using motorists 392 00:59:52,090 --> 00:59:58,260 and you're using a lot of geometry that doesn't get laggy. 393 00:59:58,630 --> 01:00:05,380 So you can turn it off, but usually turn it on and the geometry goes really high. 394 01:00:06,640 --> 01:00:16,120 It helps to make sure that the navigation of navigation doesn't gets very slow. 395 01:00:18,100 --> 01:00:20,560 That was just these parts. 396 01:01:09,760 --> 01:01:10,090 Okay. 397 01:01:10,510 --> 01:01:16,270 So I want to add always a bit of variation to the to these parts over here. 398 01:01:16,270 --> 01:01:17,770 We can do that with Russia. 399 01:01:18,250 --> 01:01:29,410 And I'm just going to draw little bits of like some, some like this to make it more believable and 400 01:01:29,410 --> 01:01:31,090 add a little bit of 401 01:01:35,290 --> 01:01:38,410 details so it doesn't look so flat. 402 01:01:39,220 --> 01:01:44,740 And we looked at this shoe has been in a lot of places. 403 01:01:46,570 --> 01:01:48,790 We don't look so new. 404 01:02:18,900 --> 01:02:19,290 James. 405 01:02:26,820 --> 01:02:27,270 She? 406 01:02:42,570 --> 01:02:42,970 Such. 407 01:02:45,430 --> 01:02:48,810 Shh, shh, shh. 408 01:02:51,500 --> 01:02:54,630 And now for this area, tell us to use draw sharp. 409 01:02:55,360 --> 01:02:57,670 Add some compression to this area. 410 01:03:13,160 --> 01:03:13,590 She? 411 01:03:21,770 --> 01:03:27,730 As you can see, because in this area, we don't have good geometry, these kinds of problems, patterns 412 01:03:27,750 --> 01:03:28,070 now. 413 01:03:30,570 --> 01:03:32,050 In this area. 414 01:03:32,050 --> 01:03:36,970 It doesn't have good geometry and that is the reason you want good geometry. 415 01:03:37,210 --> 01:03:48,610 Maybe we got this happened because now you know why it's always important to have a good geometry in 416 01:03:48,610 --> 01:03:50,380 your modeling when you're sculpting. 417 01:03:54,390 --> 01:03:54,700 All right. 418 01:04:38,780 --> 01:04:43,880 Just trying to add a little bit of damage on the surface of these. 419 01:04:44,660 --> 01:04:47,180 So it wouldn't look so flat. 420 01:05:00,890 --> 01:05:11,250 And this is only possible with water resolution and we are in higher levels now so we can do some of 421 01:05:11,250 --> 01:05:13,110 these stuff. 422 01:05:18,500 --> 01:05:26,650 Add some variation into your if you're using a top up association to pen pressure frozen mouse. 423 01:05:26,870 --> 01:05:34,790 Change this range constantly so all the areas would have some difference. 424 01:05:44,540 --> 01:05:47,440 She's thinking of adding this. 425 01:05:47,490 --> 01:05:48,260 That's horrible. 426 01:05:48,260 --> 01:05:49,580 I think that's unnecessary. 427 01:05:49,580 --> 01:06:00,350 We can add them later in the texturing, but you can also just with the structure or with a simple draw, 428 01:06:01,180 --> 01:06:05,720 you add it, but maybe holding control. 429 01:06:06,260 --> 01:06:16,820 You need more geometry for this to make them lower, to make them with like these dots, these little 430 01:06:16,820 --> 01:06:17,360 dots. 431 01:06:18,620 --> 01:06:21,250 But I think I'm not going to do that. 432 01:06:21,260 --> 01:06:25,730 I am happy with how it looks right now. 433 01:06:25,730 --> 01:06:35,330 I'm going to add those dots later in in texturing, but we can all adjust this area more. 434 01:06:35,660 --> 01:06:38,030 I think it needs to be a little bit higher. 435 01:06:40,030 --> 01:06:42,850 Shh, shh, shh, shh, shh. 436 01:06:44,150 --> 01:06:48,800 And this area is pressed downwards, so it goes down. 437 01:06:51,720 --> 01:06:54,620 Now this needs to go downwards. 438 01:07:07,080 --> 01:07:07,470 All right. 439 01:07:18,090 --> 01:07:19,380 I think that's good enough. 440 01:07:20,310 --> 01:07:23,310 Let's go round and check out looks. 441 01:07:35,580 --> 01:07:37,650 And let's go to. 442 01:07:42,390 --> 01:07:44,110 To the men. 443 01:07:44,280 --> 01:07:50,220 Then when you go out of the solo mode and see what we get after all. 444 01:08:00,690 --> 01:08:00,970 All right. 445 01:08:00,970 --> 01:08:01,320 That's good. 446 01:08:01,320 --> 01:08:01,620 Good. 447 01:08:02,070 --> 01:08:06,930 So I want to always have it on this part. 448 01:08:07,740 --> 01:08:10,380 All right, let's go to coach mode. 449 01:08:10,380 --> 01:08:12,180 And I want 450 01:08:14,730 --> 01:08:17,520 some interesting shapes like this. 451 01:08:18,109 --> 01:08:22,020 Let's be clear with Russia. 452 01:08:22,620 --> 01:08:31,930 Let's add lines like this was in April, sub was a stroke and lines like this. 453 01:08:59,319 --> 01:08:59,670 It's a good. 454 01:09:15,410 --> 01:09:21,800 And then with inflate brush, inflate these areas. 455 01:09:23,060 --> 01:09:25,310 Well, we can do something cooler. 456 01:09:25,399 --> 01:09:27,080 We can mask these areas. 457 01:09:33,819 --> 01:09:33,990 Shh, 458 01:09:37,399 --> 01:09:40,630 shh, shh, shh, shh. 459 01:09:41,340 --> 01:09:43,529 Let's mask these areas. 460 01:09:49,100 --> 01:09:52,229 And now let's press control. 461 01:09:52,510 --> 01:10:03,470 I press a smooth mask a couple of times are actually known under that as have it sharp and then go to 462 01:10:03,500 --> 01:10:12,920 mask filter inflates that from left to right this inflated that's suppose is one time and inflate it 463 01:10:12,920 --> 01:10:13,310 now. 464 01:10:14,510 --> 01:10:16,130 Now we get this. 465 01:10:21,350 --> 01:10:22,940 It's critical. 466 01:10:23,300 --> 01:10:25,610 So now unmask everything. 467 01:10:25,980 --> 01:10:30,200 And so now we have to smooth these areas. 468 01:10:30,780 --> 01:10:36,530 Well, these are bits that are very sharp, these areas. 469 01:10:36,890 --> 01:10:38,380 So just expose them. 470 01:10:47,570 --> 01:10:48,440 Just. 471 01:10:53,960 --> 01:10:56,030 Somehow they're waiting to see how it looks. 472 01:10:56,670 --> 01:10:57,350 Looks fine. 473 01:10:59,130 --> 01:11:01,760 Let's bring this down. 474 01:11:15,620 --> 01:11:21,560 I want to bring the foot down a little bit because we need we need this space in this area. 475 01:11:21,560 --> 01:11:23,270 So let's bring the foot down. 476 01:11:30,510 --> 01:11:30,850 Shh. 477 01:11:34,200 --> 01:11:44,670 Again, if my aim was to show the food as well, or without me, I would have made sure that I'm accurately 478 01:11:44,670 --> 01:11:45,440 changing the foot. 479 01:11:45,450 --> 01:11:50,430 But now I just must make make space for the shoe. 480 01:11:50,730 --> 01:11:53,340 Because that the shoe is what is going to be seen. 481 01:12:15,900 --> 01:12:16,280 She's. 482 01:12:21,580 --> 01:12:22,400 She's. 483 01:12:25,720 --> 01:12:31,570 Shh, shh, shh, shh, shh, shh, shh. 484 01:12:48,260 --> 01:12:49,520 It's just. 485 01:12:56,560 --> 01:12:59,310 That's right. 486 01:13:02,730 --> 01:13:03,810 It's much better now. 487 01:13:06,390 --> 01:13:10,530 We can also do this pass with Russia. 488 01:13:10,530 --> 01:13:16,170 We can make use of its sharp edges. 489 01:13:21,000 --> 01:13:23,410 She wants justice. 490 01:13:28,860 --> 01:13:29,190 Was. 491 01:13:37,070 --> 01:13:37,350 She's. 492 01:14:06,640 --> 01:14:07,030 All right. 493 01:14:07,600 --> 01:14:12,350 Let's go to a Random Moment to see what we got to say with first go to random malt. 494 01:14:16,600 --> 01:14:16,900 Okay. 495 01:14:18,410 --> 01:14:25,630 Because as follows I don't know why words, but even with apologies, it's a nanosecond to show the 496 01:14:25,630 --> 01:14:32,230 material that we have over here and why maybe we need to update it. 497 01:14:32,230 --> 01:14:40,600 But for now, let's change it to cycles to see with the correct colors over here. 498 01:14:42,400 --> 01:14:47,020 Okay, let's bring up the ground. 499 01:14:50,560 --> 01:14:50,810 She? 500 01:14:56,580 --> 01:14:57,260 She's. 501 01:15:08,940 --> 01:15:12,200 Shh, shh, shh, shh, shh. 502 01:15:14,160 --> 01:15:14,740 She? 503 01:15:23,700 --> 01:15:24,360 Ah, this. 504 01:15:26,070 --> 01:15:29,500 We need to bring this area the whole thing down. 505 01:15:29,530 --> 01:15:35,100 So this disabled the faces and bring this area down was a bit. 506 01:15:35,790 --> 01:15:45,120 And let's use pulls and bring that this area with a bit of like we have in the reference. 507 01:15:53,350 --> 01:15:57,190 It's not the post war which doesn't work. 508 01:15:57,340 --> 01:16:01,240 It is also masking. 509 01:16:01,270 --> 01:16:02,470 So let's use 510 01:16:05,560 --> 01:16:07,090 the grab brush for this. 511 01:16:14,550 --> 01:16:14,750 It's. 512 01:16:23,480 --> 01:16:25,550 Shh, shh, shh. 513 01:17:45,590 --> 01:17:54,470 So looking from the upper areas, you can see the fronts of the show is much more toward the sides. 514 01:17:55,430 --> 01:17:57,080 So to see if we can get that. 515 01:18:07,240 --> 01:18:07,470 She's. 516 01:18:11,590 --> 01:18:19,780 So I grabbed this part and brought it inside and grabbed this one and brought it to this side over here. 517 01:18:32,530 --> 01:18:32,790 Just. 518 01:18:41,290 --> 01:18:41,650 All right. 519 01:18:46,570 --> 01:18:58,210 We may do a little bit more later on for the shoes and use some of us, for example, some some leather 520 01:18:58,210 --> 01:19:00,700 offers for these areas, for example. 521 01:19:02,020 --> 01:19:10,420 But now I'm going to call it done because it's it makes it that it's 2:00 or one hour now. 522 01:19:10,420 --> 01:19:18,250 And yeah, I think we did a really good job making the shoe for our character. 523 01:19:18,910 --> 01:19:23,680 And in the next one, let's do the clothes. 524 01:19:24,100 --> 01:19:26,470 All right, so that's it for now. 525 01:19:26,620 --> 01:19:27,520 Until next time. 526 01:19:27,520 --> 01:19:28,000 Goodbye.