1 00:00:00,930 --> 00:00:01,859 Welcome back, guys. 2 00:00:01,890 --> 00:00:09,840 So in this with you want to, uh, I want to walk on the clothes right here now that we've done with 3 00:00:09,840 --> 00:00:10,700 the shoes. 4 00:00:10,710 --> 00:00:11,370 Kind of done. 5 00:00:13,080 --> 00:00:19,140 Now, as you can see in the viewport, we have wonderful viewport, and that makes the scene much more 6 00:00:19,290 --> 00:00:21,000 better to navigate and all that. 7 00:00:21,720 --> 00:00:25,500 But we have all our details in the skull motif. 8 00:00:26,130 --> 00:00:31,440 If you don't see your details in the view, please don't be a skirt and check. 9 00:00:31,470 --> 00:00:38,370 Just check the mortuaries and see if the little viewport is set as the same as this called. 10 00:00:39,030 --> 00:00:43,950 We'll just leave the little report in the low number because you don't need that in this course. 11 00:00:43,950 --> 00:00:47,880 More than as you can see, there are some more details. 12 00:00:47,880 --> 00:00:51,140 But with a little one of you, of course. 13 00:00:53,040 --> 00:00:56,040 The scene is much more optimized for us. 14 00:00:56,220 --> 00:01:02,700 So now we have 115 vertices and this for optimize. 15 00:01:03,240 --> 00:01:13,530 So let's go to the close over here and let's go to the shorts first and let's go to level four all the 16 00:01:13,530 --> 00:01:14,730 way to level four. 17 00:01:14,730 --> 00:01:17,060 And let's start with Draw Sharp. 18 00:01:19,350 --> 00:01:21,750 I should also set a scope based match. 19 00:01:21,770 --> 00:01:25,950 I wanted to bring up a little bit of this area, 20 00:01:29,550 --> 00:01:32,820 so I'm smoothing the base mesh. 21 00:01:38,350 --> 00:01:50,340 So this area would be much more smoother unless you turn this off and starts doing so. 22 00:01:57,040 --> 00:01:58,570 So doing some of the. 23 00:02:02,190 --> 00:02:03,120 Details over here. 24 00:02:03,120 --> 00:02:09,830 And as you can see in the clothes and the references that we gathered, we have some real life reference. 25 00:02:09,840 --> 00:02:12,660 We have some from the animation. 26 00:02:14,160 --> 00:02:19,470 We're here, for example, we don't see it coming over here as all or in the poster. 27 00:02:19,470 --> 00:02:22,920 We see some wrinkles and you can always certain things. 28 00:02:22,920 --> 00:02:30,270 And it's for wrinkles like search pants, wrinkles, shows, wrinkles, and see some wrinkles for yourself. 29 00:02:30,630 --> 00:02:34,530 But now I want to do it really fast. 30 00:02:34,860 --> 00:02:39,120 So we draw sharp and we just said was a stroke. 31 00:02:39,660 --> 00:02:43,080 Let's start adding some wrinkles in this area. 32 00:02:44,430 --> 00:02:47,190 I shall go with draw brush. 33 00:02:48,960 --> 00:02:51,390 Let's head to space. 34 00:02:54,660 --> 00:02:55,230 And. 35 00:02:55,230 --> 00:02:55,530 Yeah. 36 00:02:55,980 --> 00:03:01,070 So with your brush as it starts I think some. 37 00:03:02,670 --> 00:03:03,360 Wrinkles. 38 00:03:20,400 --> 00:03:20,790 All right. 39 00:03:21,330 --> 00:03:22,260 Not too much. 40 00:03:22,570 --> 00:03:31,920 Then, as you can see, this is kind of a fake because we just and that's the drawing on the surface. 41 00:03:31,920 --> 00:03:34,290 We need to smooth the edges now. 42 00:03:34,350 --> 00:03:36,420 So this is smooth the edges. 43 00:03:36,950 --> 00:03:40,430 This visually ends points or here is one of them. 44 00:03:40,440 --> 00:03:48,940 And the two sides also sort smoothing in them, give them a little variation between the like these 45 00:03:48,940 --> 00:03:57,180 to kind of be much more outsides and multiple bulge here than the other areas. 46 00:03:58,230 --> 00:04:03,750 All right, then we can start with Joshua and make some more definition into these. 47 00:04:09,250 --> 00:04:10,120 Today's wrinkles. 48 00:04:15,300 --> 00:04:19,470 So we can have some wrinkles around these areas. 49 00:04:19,470 --> 00:04:25,830 For example, let's change the strange and the very 50 00:04:30,630 --> 00:04:39,930 light wrinkle over here, and we can also use it for this brush and use it for Bush to make some simple 51 00:04:41,700 --> 00:04:42,500 wrinkles. 52 00:04:47,460 --> 00:04:52,920 And don't forget to source shouldn't be too much out. 53 00:05:16,040 --> 00:05:24,830 We can go to our references, our real life references, for example, see some wrinkles that we can 54 00:05:24,830 --> 00:05:26,540 use in our scopes. 55 00:05:46,100 --> 00:05:46,570 It's just. 56 00:05:50,600 --> 00:05:52,630 It's just. 57 00:05:55,890 --> 00:05:56,090 It's. 58 00:06:02,960 --> 00:06:05,140 Well, let's go for the backside. 59 00:06:07,080 --> 00:06:14,270 So those in need too much wrinkles where we can always if it's something around this area. 60 00:06:30,000 --> 00:06:30,440 Six. 61 00:06:49,170 --> 00:06:54,150 A severe problem in this area, the geometry seems. 62 00:06:56,740 --> 00:06:57,110 He's. 63 00:07:01,570 --> 00:07:07,050 Express all interest by distance to see if you have trouble of geology. 64 00:07:07,230 --> 00:07:07,800 We don't. 65 00:07:30,960 --> 00:07:31,080 You 66 00:07:34,320 --> 00:07:39,300 can also use clay strips to better define these. 67 00:07:45,930 --> 00:07:53,490 Whether they find these wrinkles safe and smooth, it becomes much more nicer and believable. 68 00:08:12,910 --> 00:08:12,970 You 69 00:08:19,180 --> 00:08:20,710 can use the normal clay. 70 00:08:20,720 --> 00:08:23,320 So it would be much more sports that are. 71 00:08:33,350 --> 00:08:34,130 And. 72 00:09:06,530 --> 00:09:07,140 She? 73 00:09:35,930 --> 00:09:43,280 Also press control and dig a little bit between these these wrinkles. 74 00:09:45,240 --> 00:09:48,780 So you have much more contrasts in these areas. 75 00:09:49,590 --> 00:09:56,460 And it would show that just how much wrinkles we have in this area. 76 00:10:17,020 --> 00:10:17,260 She? 77 00:10:35,560 --> 00:10:42,960 I'm adding and removing right now, as you can see them adding over here and then with control and removing. 78 00:10:43,740 --> 00:10:45,930 So keep that in mind. 79 00:10:45,930 --> 00:10:55,800 And then small things like the steps are adding a little bit of difference in the surface and they're 80 00:10:55,800 --> 00:10:59,370 removing is a and smooth and it's 81 00:11:04,540 --> 00:11:04,880 just. 82 00:12:10,230 --> 00:12:19,260 You can also add wrinkles with offers if you search for some cloth or for some wrinkles. 83 00:12:19,710 --> 00:12:20,400 So sort. 84 00:12:20,410 --> 00:12:28,590 So search from the internet cloth, wrinkles of for and see if you can find some wrinkles that you can 85 00:12:28,590 --> 00:12:31,010 use as offers. 86 00:12:42,570 --> 00:12:52,090 I think that's it's good enough now to make some very visible wrinkles, though. 87 00:12:52,110 --> 00:12:54,480 So something like this. 88 00:13:01,020 --> 00:13:02,190 And then small thing. 89 00:13:03,630 --> 00:13:04,770 Let's go back and see. 90 00:13:28,390 --> 00:13:28,700 All right. 91 00:13:28,700 --> 00:13:29,480 That's good for now. 92 00:13:31,970 --> 00:13:36,950 What I want to do next to go to our jacket over here. 93 00:13:37,070 --> 00:13:40,870 It's all Q and go to subdivision or this. 94 00:13:41,260 --> 00:13:42,560 That's really too much. 95 00:13:42,560 --> 00:13:44,730 Five, but still is higher. 96 00:13:44,750 --> 00:13:46,340 So you only have four subdivisions. 97 00:13:47,420 --> 00:13:53,030 And now what's good here and a little bit adjustments just means. 98 00:13:56,580 --> 00:14:02,880 So it's symmetrical because the jacket is symmetries. 99 00:14:02,910 --> 00:14:09,180 And then let's define these areas as look at the references first. 100 00:14:10,980 --> 00:14:16,020 As you can see, the jackets were here, as are the parts in here. 101 00:14:19,630 --> 00:14:25,120 What's first defined is already on the lower pass, which is black. 102 00:14:26,170 --> 00:14:28,750 This area with Russia. 103 00:14:28,990 --> 00:14:30,790 Let's draw these area. 104 00:14:37,960 --> 00:14:40,390 My kids love this. 105 00:14:43,160 --> 00:14:50,270 And now I don't like how it looks right now because it is too 106 00:14:55,190 --> 00:14:57,620 much, too round. 107 00:14:57,890 --> 00:15:04,960 So with classroom and with holding in control, I just made some dents like this. 108 00:15:04,970 --> 00:15:13,220 And then after that, with the help of skirt brush, I can go and make these three or more flats. 109 00:15:29,660 --> 00:15:38,660 And then a source within this area, or was our usual daily use clear strips kind of draw between the 110 00:15:39,020 --> 00:15:41,990 two between these two. 111 00:15:41,990 --> 00:15:51,080 And there are some gaps like this draw between these two and then some of the that and then it makes 112 00:15:51,350 --> 00:15:55,430 the transition much more nicer. 113 00:16:00,720 --> 00:16:09,180 I now want to want to make some difference between these areas with only two. 114 00:16:11,200 --> 00:16:14,710 As you can see, you don't want to go like this. 115 00:16:14,830 --> 00:16:18,160 I want to make it more silos in this region. 116 00:16:18,170 --> 00:16:18,730 Region. 117 00:16:20,500 --> 00:16:23,200 So I'm going to do something like this. 118 00:16:24,070 --> 00:16:26,470 The spring of this strange and 119 00:16:33,880 --> 00:16:34,660 strange 120 00:16:37,240 --> 00:16:38,230 schools. 121 00:16:48,520 --> 00:16:49,840 Something like that looks cool. 122 00:16:49,850 --> 00:16:55,210 But let's bring down the radius and make it more interesting. 123 00:16:55,210 --> 00:16:59,920 Let's disable the pump pressure if you're using it without the pump pressure. 124 00:16:59,920 --> 00:17:03,630 So you have the same strange all over. 125 00:17:06,480 --> 00:17:06,680 You 126 00:17:09,530 --> 00:17:09,720 just. 127 00:17:15,000 --> 00:17:15,400 Seems. 128 00:17:16,760 --> 00:17:20,359 Si, si, si. 129 00:17:28,580 --> 00:17:28,940 Which. 130 00:17:33,370 --> 00:17:33,680 Okay. 131 00:17:34,090 --> 00:17:45,160 Now let's use most brush and it's small stays area the upper areas I for x symmetry. 132 00:17:46,360 --> 00:17:50,770 So let's enable this associate and smooth the higher parts. 133 00:17:57,070 --> 00:18:01,630 And as you can see, we have a very interesting shape in the bottom of our jacket. 134 00:18:02,110 --> 00:18:12,010 You can kind of strange in this area with draw sharp so it draws so we can go and make the lines more 135 00:18:12,010 --> 00:18:12,580 deep. 136 00:18:16,120 --> 00:18:21,460 Let's increase the strange and make the lines deeper. 137 00:18:25,510 --> 00:18:26,310 She's. 138 00:18:30,130 --> 00:18:30,320 She? 139 00:18:38,670 --> 00:18:38,990 Schools. 140 00:18:42,320 --> 00:18:42,710 She's. 141 00:18:48,210 --> 00:18:48,470 It's. 142 00:18:56,210 --> 00:18:56,610 That's 143 00:19:00,170 --> 00:19:00,570 right. 144 00:19:03,900 --> 00:19:04,460 She's 145 00:19:08,570 --> 00:19:20,180 holding on, holding key control under duration to make a redraw area in this region there and then 146 00:19:20,180 --> 00:19:27,890 to smooth it to make it more apparent that these are different. 147 00:19:28,460 --> 00:19:37,480 So different fabrics sewn together, all that sort of clouds of solar. 148 00:19:37,850 --> 00:19:46,580 Now that we're done with that and we can go ahead and make this area a little bit more flat. 149 00:19:49,560 --> 00:19:53,650 And also we need to make it thinner than what it is. 150 00:19:53,700 --> 00:19:57,540 So let's bring the grout brush. 151 00:19:57,930 --> 00:19:59,760 Bring it inside. 152 00:20:11,890 --> 00:20:15,160 I'm bringing this area outside. 153 00:20:15,160 --> 00:20:17,200 So we have lots of contrasts. 154 00:20:24,930 --> 00:20:25,530 That's. 155 00:20:33,730 --> 00:20:34,650 Change. 156 00:20:42,050 --> 00:20:44,820 All right. 157 00:20:44,850 --> 00:20:54,720 Now it's some sprinkles, so it's good to inflate brush and add a little sprinkles. 158 00:21:05,370 --> 00:21:07,440 And justice. 159 00:21:13,410 --> 00:21:20,790 By holding control within 48 hours, she can see the diggings in these areas. 160 00:21:31,210 --> 00:21:31,460 She? 161 00:21:56,200 --> 00:21:58,570 Want to make some wrinkles in this area. 162 00:21:58,570 --> 00:22:02,920 So those experiments with what we can get. 163 00:22:03,040 --> 00:22:04,270 You don't have to be 164 00:22:06,940 --> 00:22:07,780 exact. 165 00:22:08,080 --> 00:22:17,980 You can experiment with the wrinkles and use all these references, for example, this one or this one 166 00:22:18,820 --> 00:22:20,530 to make our wrinkles. 167 00:22:20,530 --> 00:22:27,190 But this one, as you'll see, the fabric is different than the actual thing and what we're going to, 168 00:22:27,220 --> 00:22:29,620 which is a very bulky big jacket. 169 00:22:31,060 --> 00:22:33,760 But we can work with some of these wrinkles. 170 00:22:40,390 --> 00:22:41,760 This is. 171 00:22:59,650 --> 00:23:02,680 Then with control, we can add more 172 00:23:05,110 --> 00:23:07,120 contrast between these wrinkles. 173 00:23:30,420 --> 00:23:30,900 She's. 174 00:23:40,860 --> 00:23:41,270 Six, 175 00:23:46,230 --> 00:23:50,160 six, six, six, six. 176 00:23:56,750 --> 00:23:57,050 Each. 177 00:24:04,540 --> 00:24:12,610 So yeah, just experiments with the wrinkles is just it just need to be practicing and doing and seeing 178 00:24:13,390 --> 00:24:17,240 clothes and the instruments and all that. 179 00:24:17,250 --> 00:24:20,770 So it just needs practicing and experiments most of all. 180 00:24:21,640 --> 00:24:28,090 So most of these are much more about experiments than anything else. 181 00:24:28,540 --> 00:24:31,620 So the Hands-Free also has a separate area. 182 00:24:31,630 --> 00:24:35,590 We're here and we can do the same thing with it over here. 183 00:24:35,590 --> 00:24:40,420 So for us, this defined area, we draw sharp. 184 00:24:54,380 --> 00:25:01,580 I know we can use the draw shop to define these areas as all. 185 00:25:13,700 --> 00:25:20,840 Then let's go to inflate inflate these areas and deflate these areas to add more contrasts. 186 00:25:48,590 --> 00:25:48,790 She? 187 00:26:10,330 --> 00:26:10,630 He. 188 00:26:19,530 --> 00:26:22,910 Six, six, six, 189 00:26:27,290 --> 00:26:32,650 six, six, six. 190 00:26:43,280 --> 00:26:43,450 It's 191 00:26:47,160 --> 00:26:47,400 just. 192 00:27:04,290 --> 00:27:05,490 Or else go to 193 00:27:08,400 --> 00:27:16,770 run them out to see what we get without any materials with TV arestill our materials was good. 194 00:27:17,220 --> 00:27:24,210 So now in the wind and will change it to cycles to see what cycles gives us. 195 00:27:25,650 --> 00:27:31,200 As you can see, we are in level one in circles so we can change it to level four. 196 00:27:32,370 --> 00:27:33,120 See what we get. 197 00:27:33,120 --> 00:27:36,870 As you can see, we have 800,000 verses, so be careful of that. 198 00:27:38,670 --> 00:27:40,830 It takes much more longer to render. 199 00:27:41,310 --> 00:27:42,280 Beautiful will complete. 200 00:27:42,330 --> 00:27:48,530 It doesn't crash on anything and with the render engine we can see much better how it looks. 201 00:27:48,530 --> 00:27:53,130 So with the other lighting's okay. 202 00:27:53,820 --> 00:28:04,530 So to, to use this feature, we can go to sculpt sports while we are sculpting and we can so you can 203 00:28:04,530 --> 00:28:08,940 add or hear 3D reports. 204 00:28:09,180 --> 00:28:09,600 All right. 205 00:28:10,650 --> 00:28:15,270 That series of reports in this area can make it easier to. 206 00:28:17,070 --> 00:28:17,610 Switch 207 00:28:21,510 --> 00:28:23,970 and adjust these windows. 208 00:28:29,580 --> 00:28:37,710 And then over here we can go to render mode to see our character while it is in rendering. 209 00:28:37,710 --> 00:28:47,370 So now it is not updating because we are in a sculpt wards of go out of the scope but it gets updates. 210 00:28:47,820 --> 00:28:55,740 This is because the multi resolution so yeah because of multi resolution assumes that we can't use this 211 00:28:55,740 --> 00:28:56,190 feature. 212 00:28:57,120 --> 00:29:00,480 But let's go to EV and change. 213 00:29:00,480 --> 00:29:11,880 It's easy to see if we get it easy on the eyes since oh looks fine in TV, so let's make changes here 214 00:29:11,880 --> 00:29:16,110 to see if the changes apply. 215 00:29:16,110 --> 00:29:18,150 So as you can see, the changes apply here. 216 00:29:18,450 --> 00:29:26,730 So you can use this feature to better see how your character is looking while you are sculpting. 217 00:29:33,140 --> 00:29:35,540 And yeah, that helps a lot. 218 00:29:43,590 --> 00:29:46,100 She's speaking six. 219 00:30:04,370 --> 00:30:04,700 She? 220 00:30:07,520 --> 00:30:07,820 She 221 00:30:11,130 --> 00:30:15,060 used the scrape brush to make these areas more flat. 222 00:30:15,930 --> 00:30:22,100 They're too rounded and I don't like that this is a higher value. 223 00:30:22,110 --> 00:30:25,910 I make the edges over here more flatter. 224 00:30:30,230 --> 00:30:31,500 I'm going to split that 225 00:30:36,060 --> 00:30:45,900 and we can bring it out since it has quite a lot of thickness of the seeds. 226 00:30:52,310 --> 00:30:56,570 Unnecessarily bad because we don't see that much sickness beyond the courts. 227 00:30:58,040 --> 00:30:59,780 We know we need to take care of that. 228 00:31:00,560 --> 00:31:02,720 Let's go to discuss. 229 00:31:02,720 --> 00:31:03,530 We have over here. 230 00:31:05,310 --> 00:31:11,190 And actually let's go to object mode and let's change this to something like two. 231 00:31:11,850 --> 00:31:15,550 So it wouldn't take all of our memory, memory of our computer. 232 00:31:15,720 --> 00:31:18,120 It doesn't make it so slow. 233 00:31:19,140 --> 00:31:26,850 Now we can go here and change the over here to something like four because we are sculpting on it and 234 00:31:26,850 --> 00:31:27,930 see how it looks. 235 00:31:32,820 --> 00:31:40,140 So this area, because it is behind this jacket, it doesn't make it doesn't produce many wrinkles. 236 00:31:41,700 --> 00:31:45,540 We can go ahead and do some adjustment to it, though. 237 00:31:47,210 --> 00:31:47,500 She? 238 00:31:51,730 --> 00:31:52,510 Or not. 239 00:31:52,850 --> 00:31:54,860 Let's test the symmetries. 240 00:31:54,890 --> 00:31:57,410 See if it's in symmetries. 241 00:31:57,440 --> 00:31:58,760 Yeah, it is symmetries. 242 00:31:59,720 --> 00:32:06,920 So we can use this as an advantage and just add wrinkles to both sides. 243 00:32:07,340 --> 00:32:16,580 So these areas, because it just sort of goes off and on on the head, then it makes some wrinkles. 244 00:32:17,420 --> 00:32:19,640 We need to produce those wrinkles. 245 00:32:20,540 --> 00:32:28,460 So we use this with the input brush influence in this area. 246 00:32:30,380 --> 00:32:31,880 And I think I already did it. 247 00:32:31,880 --> 00:32:41,240 So I'm just going to go back and change the strange and do it again. 248 00:32:53,200 --> 00:32:54,020 She? 249 00:33:11,390 --> 00:33:11,990 Six, 250 00:33:14,950 --> 00:33:20,330 six, six, six, six, six, six. 251 00:34:00,700 --> 00:34:01,440 Right now? 252 00:34:02,480 --> 00:34:04,190 Well, it's a bit inflated. 253 00:34:04,190 --> 00:34:05,240 These are reasons. 254 00:34:09,469 --> 00:34:11,480 So it wouldn't be too narrow. 255 00:34:11,480 --> 00:34:12,320 But things. 256 00:34:15,250 --> 00:34:23,050 The thickness might be fine or it's a bit thickness using flippers to add thickness in the areas that 257 00:34:23,050 --> 00:34:24,400 you think are. 258 00:34:24,570 --> 00:34:31,480 And then you need to add, for example, this area thing, you need to add thickness. 259 00:34:38,889 --> 00:34:39,120 Shh. 260 00:34:42,469 --> 00:34:42,679 Shh. 261 00:34:51,940 --> 00:34:56,800 And now it's just this area over here. 262 00:34:57,670 --> 00:35:00,190 So you can see on the character, there's a ring over here. 263 00:35:02,380 --> 00:35:12,220 This connects to our there are the red coats over here with this. 264 00:35:14,480 --> 00:35:17,360 And we have this care over here. 265 00:35:19,810 --> 00:35:20,860 This curve. 266 00:35:22,660 --> 00:35:24,510 Just to be a little bit more flat. 267 00:35:24,520 --> 00:35:27,160 So let's see if we can change it. 268 00:35:29,420 --> 00:35:36,670 I thing if you change it to this object over here, it's going to make it like the shoelaces. 269 00:35:38,920 --> 00:35:39,210 Yep. 270 00:35:40,120 --> 00:35:47,110 So now let's go to edit more with all this trying to 271 00:35:49,870 --> 00:35:57,220 skill these points to my liking and to my with some reference. 272 00:36:20,230 --> 00:36:25,900 The position is off, though, so let's select them and bring them down like this. 273 00:36:30,650 --> 00:36:30,910 Yes. 274 00:36:40,070 --> 00:36:40,940 So this 275 00:36:43,850 --> 00:36:46,270 should be like this. 276 00:36:52,400 --> 00:36:58,670 And they should go like this toward the jackets. 277 00:37:20,540 --> 00:37:20,860 All right. 278 00:37:20,870 --> 00:37:22,620 Now, I want to make this. 279 00:37:23,060 --> 00:37:26,900 It's more flat in this area. 280 00:37:29,210 --> 00:37:31,540 Let's zoom in to see better. 281 00:37:33,380 --> 00:37:36,580 This area, I think, needs to be much more flatter. 282 00:37:43,090 --> 00:37:45,500 I think it's 283 00:37:48,920 --> 00:37:49,280 accurate. 284 00:37:53,650 --> 00:37:53,950 She. 285 00:37:59,560 --> 00:37:59,960 So. 286 00:38:00,130 --> 00:38:01,680 So could Solomon. 287 00:38:01,890 --> 00:38:08,460 And from the inside change a little bit of the thickness. 288 00:38:08,460 --> 00:38:09,300 You shouldn't look 289 00:38:12,540 --> 00:38:15,840 too so much like clay. 290 00:38:21,650 --> 00:38:21,820 She 291 00:38:28,030 --> 00:38:29,470 said in the interview. 292 00:38:32,910 --> 00:38:33,170 She? 293 00:38:40,220 --> 00:38:40,790 Ah, that's good. 294 00:38:40,800 --> 00:38:41,150 Nice. 295 00:38:41,780 --> 00:38:43,580 Let's make a curve over here. 296 00:38:43,580 --> 00:38:45,490 So it goes like this. 297 00:39:05,710 --> 00:39:12,730 I mean, if you want if you want to head to be the button, just read the clothes. 298 00:39:12,730 --> 00:39:18,100 To be covering the head, we need to bring it also forwards. 299 00:39:18,370 --> 00:39:24,340 So let's do that and bring it forward and bring the both sides. 300 00:39:24,790 --> 00:39:25,450 It's a bit. 301 00:39:28,270 --> 00:39:29,320 To all inside. 302 00:39:29,920 --> 00:39:32,830 I mean, the up or upside down? 303 00:39:33,040 --> 00:39:34,270 Well, it's a bit like that. 304 00:39:38,910 --> 00:39:43,590 We can bring it all back so we can cover the whole face. 305 00:39:49,380 --> 00:39:51,390 Then bring it down. 306 00:40:04,220 --> 00:40:09,540 Or we just we just destroyed all of these. 307 00:40:10,290 --> 00:40:11,790 Bring over here by moving it. 308 00:40:12,490 --> 00:40:15,540 So do it first before. 309 00:40:18,400 --> 00:40:18,640 She? 310 00:40:24,110 --> 00:40:25,130 Before during the wrinkles. 311 00:40:25,130 --> 00:40:34,310 You can also just make it that it would be just sitting right there. 312 00:40:34,580 --> 00:40:34,880 Right. 313 00:40:36,020 --> 00:40:39,170 Like we have in our friends photos. 314 00:40:40,220 --> 00:40:42,980 The one to do this to make it a little bit different. 315 00:41:16,880 --> 00:41:17,320 Oh. 316 00:41:17,720 --> 00:41:18,560 Let's, uh, 317 00:41:21,710 --> 00:41:25,820 let's go and search on the Internet if you want to make it. 318 00:41:26,790 --> 00:41:26,930 The. 319 00:41:27,560 --> 00:41:30,500 So I always go and add some, uh, 320 00:41:34,190 --> 00:41:36,380 some references to this part. 321 00:41:36,410 --> 00:41:46,370 So, for example, we can search hoodies with these sites, for example, and then the schools images 322 00:41:46,370 --> 00:41:56,990 and see will we get to see the wrinkles and how it looks like resemble this one? 323 00:41:57,500 --> 00:42:00,050 We can drag it to our references. 324 00:42:07,170 --> 00:42:08,190 And this one, too. 325 00:42:15,010 --> 00:42:15,310 We? 326 00:42:20,780 --> 00:42:30,680 Surely we don't want to go too realistic, but this will help us to identify how is going to is going 327 00:42:30,680 --> 00:42:31,430 to look like. 328 00:42:33,170 --> 00:42:35,900 For the wrinkles, too, is going to be helpful. 329 00:42:36,590 --> 00:42:36,830 All right. 330 00:42:36,830 --> 00:42:37,340 That's good. 331 00:42:38,390 --> 00:42:46,400 Now, we can adjust to the project based on our references a little bit. 332 00:42:48,350 --> 00:42:50,540 So let's go ahead and. 333 00:42:52,320 --> 00:42:55,020 Let's first bring this jacket. 334 00:42:55,350 --> 00:42:56,430 Well, it's a bit higher. 335 00:42:57,600 --> 00:42:59,190 So it's called Space Smash. 336 00:43:00,390 --> 00:43:03,210 And bring it higher. 337 00:43:13,140 --> 00:43:13,590 Like that. 338 00:43:32,310 --> 00:43:34,980 I always go here and I just. 339 00:43:34,980 --> 00:43:37,410 That was a bit. 340 00:44:13,930 --> 00:44:14,260 She? 341 00:44:43,400 --> 00:44:43,600 It's. 342 00:44:50,680 --> 00:44:51,760 Shh, shh, shh. 343 00:44:55,520 --> 00:44:56,000 She? 344 00:45:04,220 --> 00:45:05,830 Right, this ad. 345 00:45:07,320 --> 00:45:18,090 Now that they are quite done with the position, we can add some wrinkles in those areas based on the 346 00:45:18,840 --> 00:45:19,740 references. 347 00:46:49,670 --> 00:46:55,490 See how it looks in the rendering in lighting. 348 00:47:09,510 --> 00:47:17,370 Your size, you can use crease brush to add some creases. 349 00:47:17,380 --> 00:47:30,100 It acts similar to Russia, but it is much more stronger in the sense of making sure making the between 350 00:47:30,100 --> 00:47:37,510 the surfaces to be able to have much more contrasts. 351 00:47:54,660 --> 00:47:54,930 All right. 352 00:47:55,320 --> 00:48:03,960 Let's go to check it also and add something with our quiz brush. 353 00:48:05,250 --> 00:48:13,530 Let's save so we don't lose our work if wonder could handle the geometry, because right now Blender 354 00:48:13,530 --> 00:48:17,820 is handling two and a half million geometry. 355 00:48:22,340 --> 00:48:24,250 And it is making it so slow. 356 00:48:24,710 --> 00:48:26,330 So let's go here. 357 00:48:26,340 --> 00:48:35,360 And because we are using rendering, let's bring down the level of reports of this over here to. 358 00:48:55,120 --> 00:48:55,550 All right. 359 00:48:55,600 --> 00:48:57,100 I don't know what happened, but. 360 00:48:58,490 --> 00:48:59,660 We lost. 361 00:49:07,140 --> 00:49:09,690 Lost work or here? 362 00:49:12,120 --> 00:49:13,620 I don't know what happened. 363 00:49:20,200 --> 00:49:21,640 Let's undo things. 364 00:49:21,640 --> 00:49:22,930 Maybe the works. 365 00:49:27,010 --> 00:49:27,850 Mm. 366 00:49:28,540 --> 00:49:34,260 Changing between objects with old Q removed. 367 00:49:36,160 --> 00:49:48,090 Our work were the so I don't know if it's a bug or anything, but that's the first time I'm seen this. 368 00:49:50,890 --> 00:49:54,910 Maybe it's a bug with the changes of an object because it was added. 369 00:49:55,830 --> 00:49:58,600 It's when this happens. 370 00:49:58,600 --> 00:50:00,880 Also, it's pretty new. 371 00:50:02,020 --> 00:50:04,540 It's possible that it is a bug. 372 00:50:07,940 --> 00:50:08,320 She's. 373 00:50:12,640 --> 00:50:17,200 So there are some changes over here was not. 374 00:50:19,360 --> 00:50:21,430 And that clothes. 375 00:50:22,600 --> 00:50:27,220 So in a puzzle with you maybe by bringing up one of our. 376 00:50:28,330 --> 00:50:33,340 Recover autosave or bringing off one of these, it's going to be fixed. 377 00:50:34,630 --> 00:50:41,110 So I'm just going to save this and then bring one of these recovers auto saves. 378 00:50:42,740 --> 00:50:46,070 And let's bringing this one. 379 00:50:49,090 --> 00:50:49,420 No. 380 00:50:49,420 --> 00:50:50,530 Nothing changed. 381 00:50:51,790 --> 00:50:52,600 Spring the. 382 00:50:55,360 --> 00:50:58,410 These are very, very old, like for an hour ago. 383 00:50:59,640 --> 00:51:02,160 So probably doesn't work. 384 00:51:02,940 --> 00:51:03,340 Right. 385 00:51:03,360 --> 00:51:05,430 So you have to do it again. 386 00:51:07,110 --> 00:51:11,360 But that is really sad. 387 00:51:12,300 --> 00:51:14,310 Let's turn on the skulls. 388 00:51:15,000 --> 00:51:22,620 They smash and bring these areas all the bit down and do this again. 389 00:51:30,780 --> 00:51:32,210 Since church. 390 00:51:41,540 --> 00:51:41,940 She's. 391 00:51:47,280 --> 00:51:47,540 She. 392 00:51:55,470 --> 00:51:56,020 She's. 393 00:52:37,050 --> 00:52:42,760 Shh, shh, shh, shh, shh, shh, shh, shh. 394 00:52:53,120 --> 00:52:53,520 Small. 395 00:53:10,150 --> 00:53:10,480 Just. 396 00:53:21,490 --> 00:53:21,670 SH. 397 00:53:22,420 --> 00:53:22,600 SH. 398 00:53:24,100 --> 00:53:24,340 SH. 399 00:53:25,120 --> 00:53:26,410 SH sh. 400 00:53:42,680 --> 00:53:43,190 Okay. 401 00:53:43,580 --> 00:53:46,670 I don't know what is happening when we go to object mode. 402 00:53:47,060 --> 00:53:51,760 This happens like all of those over disappear. 403 00:53:51,830 --> 00:53:56,780 I know why we are in a little viewport for. 404 00:53:57,470 --> 00:53:59,450 But it still happens. 405 00:54:03,750 --> 00:54:04,180 All right. 406 00:54:04,230 --> 00:54:08,970 Let me puzzle with you and then let's see what's the problem, and then I'm going to resume that with 407 00:54:08,970 --> 00:54:09,180 you. 408 00:54:11,610 --> 00:54:11,880 All right. 409 00:54:11,880 --> 00:54:15,750 Because there was a there was a box with a multi resolution. 410 00:54:16,440 --> 00:54:25,560 I deleted the multi resolution and added another multi resolution and fixed the problem. 411 00:54:26,310 --> 00:54:29,490 So I never encountered that one. 412 00:54:29,490 --> 00:54:33,960 But yeah, it was an issue with the motor as it seems. 413 00:54:34,620 --> 00:54:41,440 So if you encountered such a problem, you can try deleting the interest. 414 00:54:42,060 --> 00:54:52,560 So now is it just further these areas over here and there's some last adjustments to our clothes? 415 00:54:55,550 --> 00:54:55,860 She? 416 00:55:05,650 --> 00:55:08,080 So now the geometry is too much. 417 00:55:08,080 --> 00:55:11,320 So it can't handle this much geometry. 418 00:55:11,320 --> 00:55:13,210 Maybe because we are in the rendering mode. 419 00:55:23,660 --> 00:55:24,380 All right. 420 00:55:24,420 --> 00:55:29,130 Now, this story is are two cemeteries right now. 421 00:55:29,880 --> 00:55:31,860 And I don't like that. 422 00:55:32,130 --> 00:55:41,160 So let's let's break symmetry and a little bit of differences in these areas. 423 00:55:41,760 --> 00:55:50,250 So now I have turns of my symmetry and I can start sculpting, make sure this code base meshes off. 424 00:55:51,030 --> 00:56:01,020 No concerns, sculpt things, some difference, things on top of the clothes to make it difference. 425 00:56:02,040 --> 00:56:05,370 And very, very variation. 426 00:56:20,670 --> 00:56:31,980 So my class trips, I'm filling in the cause of a mate and just wanting it to make it more like if one 427 00:56:31,980 --> 00:56:32,700 objects 428 00:56:38,160 --> 00:56:40,430 make it more small between these 429 00:56:43,710 --> 00:56:45,140 various machines. 430 00:56:49,200 --> 00:56:50,670 General Soviet control. 431 00:56:51,600 --> 00:56:55,260 They move around these areas and then smokes to them. 432 00:57:07,160 --> 00:57:13,460 And let's use a scrape again in this areas and make it more floods. 433 00:57:14,510 --> 00:57:17,630 So it needs to be more flats. 434 00:57:18,320 --> 00:57:27,740 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 435 00:57:31,690 --> 00:57:35,370 So it doesn't enable symmetry and listenable symmetry. 436 00:58:10,240 --> 00:58:10,420 It's. 437 00:58:20,930 --> 00:58:22,370 Now they've made that. 438 00:58:23,470 --> 00:58:31,600 Much more smoother and much more flats are in this area, which it should be, I think, based on our 439 00:58:31,600 --> 00:58:32,500 references. 440 00:58:33,490 --> 00:58:36,790 It should be much more flats than to be around. 441 00:58:36,790 --> 00:58:45,220 And you can easily do that scrape brush and then we can go ahead and this most is areas holding shift. 442 00:58:46,900 --> 00:58:51,730 And I care about this area and how it looks because it's not going to be seen. 443 00:58:56,310 --> 00:58:57,570 Shh, shh, shh. 444 00:59:05,220 --> 00:59:09,230 Well, let's make this area a little bit closer to each other. 445 00:59:35,190 --> 00:59:35,630 She's. 446 00:59:41,240 --> 00:59:41,590 She's. 447 01:00:06,670 --> 01:00:07,480 With Lyra. 448 01:00:07,480 --> 01:00:16,510 I wanted to feel this area of the that we have just made some quality control to make it more 449 01:00:20,920 --> 01:00:27,520 consistent between the areas and then using a scrape, brush scrapers and then using the whole thing. 450 01:00:27,560 --> 01:00:29,410 So this area. 451 01:00:38,140 --> 01:00:43,490 Shh, shh, shh, shh, shh, shh, shh, shh, shh. 452 01:00:49,480 --> 01:00:49,690 She? 453 01:01:00,670 --> 01:01:02,290 Shh, shh, shh. 454 01:01:31,450 --> 01:01:40,320 And I'm trying to make those with separate points down the other shoe and other clothes and make it 455 01:01:40,320 --> 01:01:41,520 a bit full. 456 01:01:43,850 --> 01:01:48,050 Rather than I mean, it's sick to the surface. 457 01:01:48,200 --> 01:01:56,300 So it would more you would recognize and nothing was done 458 01:01:59,090 --> 01:01:59,870 or done with that. 459 01:01:59,870 --> 01:02:08,870 But I don't know why I went to waste banks more by accident. 460 01:02:09,200 --> 01:02:11,120 So let's go here. 461 01:02:11,270 --> 01:02:13,870 And one of it's with Chris Brush. 462 01:02:13,880 --> 01:02:15,080 Want to make some of these? 463 01:02:17,020 --> 01:02:19,450 Keyser's a little bit more prominence. 464 01:02:20,560 --> 01:02:30,040 That's the central scalp space, much less make these obviously with more prominence to look like more 465 01:02:30,580 --> 01:02:39,190 high risks because if they are too much swirls, they will never work her as she. 466 01:02:43,870 --> 01:02:44,100 It's. 467 01:02:52,090 --> 01:02:52,250 It's. 468 01:03:03,290 --> 01:03:03,460 Which. 469 01:03:20,800 --> 01:03:25,510 So if you want softer areas to be more stick out use. 470 01:03:25,660 --> 01:03:31,180 Chris Rush is going to be more stick outs to the way you. 471 01:03:45,890 --> 01:03:46,630 Questions. 472 01:03:55,160 --> 01:03:55,380 It's. 473 01:04:00,760 --> 01:04:04,470 Shh, shh, shh, shh, shh, shh. 474 01:04:08,110 --> 01:04:16,370 It's because of this woman that ought to be of crisis in this area, which jackets seats. 475 01:04:20,790 --> 01:04:21,970 Also we need to. 476 01:04:27,770 --> 01:04:29,690 Bring up this one over here. 477 01:04:29,700 --> 01:04:34,150 So it covers the bolts area. 478 01:04:36,820 --> 01:04:43,930 And also we have to do we have to be able to scrape the law pass in this area. 479 01:04:56,460 --> 01:04:56,870 She? 480 01:04:59,020 --> 01:05:05,140 So it wouldn't be to around and it would be always a bit more flatter. 481 01:05:09,430 --> 01:05:11,480 It's just. 482 01:05:32,040 --> 01:05:40,430 As you can see, it is making an edge when we are trying to make the area around the edge flat, its 483 01:05:40,770 --> 01:05:41,970 mix and edge. 484 01:05:59,780 --> 01:06:00,050 Shh. 485 01:06:03,110 --> 01:06:03,330 Shh. 486 01:06:19,180 --> 01:06:19,660 All right. 487 01:06:22,600 --> 01:06:24,670 Well, let's go to the shorts over here in. 488 01:06:28,350 --> 01:06:29,820 And you have lost. 489 01:06:32,730 --> 01:06:32,980 More. 490 01:06:35,160 --> 01:06:36,780 What happens here? 491 01:06:36,790 --> 01:06:37,560 I don't know. 492 01:06:39,150 --> 01:06:47,190 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 493 01:06:47,760 --> 01:06:50,630 It's me, Chris, over here and go to object of the people. 494 01:06:51,570 --> 01:06:52,890 So I have to. 495 01:07:01,940 --> 01:07:12,580 To read this, probably you have to deal with this very unfortunate, very, very unfortunate story. 496 01:07:12,580 --> 01:07:14,740 The Gang of Four. 497 01:07:14,740 --> 01:07:15,520 It is time. 498 01:07:35,510 --> 01:07:35,740 Yeah. 499 01:07:36,050 --> 01:07:38,600 It records now. 500 01:07:40,310 --> 01:07:41,540 Very unfortunate. 501 01:07:42,140 --> 01:07:50,240 But the short story, real quick still and real quick and let's get it done now. 502 01:07:50,810 --> 01:07:51,230 It's. 503 01:08:00,820 --> 01:08:02,390 It's. 504 01:08:04,820 --> 01:08:09,910 We don't need much for the short shorts make big falls. 505 01:08:09,920 --> 01:08:10,630 We don't need 506 01:08:14,330 --> 01:08:17,149 very small faults. 507 01:08:17,779 --> 01:08:18,649 Unnecessary. 508 01:08:23,310 --> 01:08:23,859 Faces. 509 01:08:35,270 --> 01:08:35,710 Pieces. 510 01:08:49,870 --> 01:08:50,270 It's 511 01:08:54,790 --> 01:08:55,080 just. 512 01:09:00,830 --> 01:09:01,040 It's. 513 01:09:05,700 --> 01:09:06,010 He's. 514 01:09:20,960 --> 01:09:22,520 She says. 515 01:09:30,899 --> 01:09:31,859 All right, that's good enough. 516 01:09:31,859 --> 01:09:33,359 That's smoother than this. 517 01:09:33,359 --> 01:09:35,399 Use Chris Brush to make some of these. 518 01:09:38,500 --> 01:09:43,990 Wrinkles folds to be much more with higher resolution. 519 01:10:04,040 --> 01:10:12,920 And I should just connect this one with the shorts. 520 01:10:14,210 --> 01:10:18,290 So let's apply it and then connect it to the shorts. 521 01:10:18,590 --> 01:10:22,880 And then it's just going to add that amount of resolution to this part of the shorts as well. 522 01:10:23,390 --> 01:10:25,370 So let's add a little bit of. 523 01:10:28,180 --> 01:10:30,190 Details in these areas. 524 01:10:39,730 --> 01:10:40,110 All right. 525 01:10:40,120 --> 01:10:43,810 I accidentally clicked on the. 526 01:10:49,100 --> 01:10:49,610 Buddy. 527 01:10:50,750 --> 01:10:54,890 Let's make some definition over here of. 528 01:10:56,610 --> 01:10:59,040 Puckett's all right. 529 01:10:59,050 --> 01:11:01,260 And a naval cemetery. 530 01:11:02,250 --> 01:11:03,240 The Sunni village. 531 01:11:03,540 --> 01:11:04,200 And. 532 01:11:12,340 --> 01:11:21,340 All right, let's go back and have our first sets of the first sets so we don't think it's. 533 01:11:30,440 --> 01:11:31,250 Other parts. 534 01:11:32,660 --> 01:11:43,250 Now we can swath this area or less of it and use scrape brush to make this area more flats than being 535 01:11:43,250 --> 01:11:46,100 round, especially the edges. 536 01:11:46,340 --> 01:11:48,860 We don't need round edges. 537 01:11:50,000 --> 01:11:59,540 We can quickly make this more like this and then smoothing it. 538 01:12:02,360 --> 01:12:03,130 This increase. 539 01:12:03,130 --> 01:12:03,590 This range. 540 01:12:03,590 --> 01:12:05,440 If this was small. 541 01:12:14,360 --> 01:12:15,350 The other ship like this 542 01:12:20,030 --> 01:12:23,930 and now is searching just this one for here. 543 01:12:30,420 --> 01:12:32,430 It's the same old cemetery, and it just. 544 01:12:32,430 --> 01:12:34,290 Just this one, pockets. 545 01:12:39,510 --> 01:12:40,740 All right. 546 01:12:48,280 --> 01:12:54,040 This cube is too thick or no, that's pretty. 547 01:12:54,040 --> 01:12:55,090 You said so. 548 01:12:55,100 --> 01:12:59,890 It would be much more look like a button. 549 01:13:11,640 --> 01:13:12,110 That's good. 550 01:13:12,380 --> 01:13:21,740 So now let's add some wrinkles to this area that the pocket joins. 551 01:13:21,950 --> 01:13:25,340 So it would have some area, some. 552 01:13:28,860 --> 01:13:30,510 Much wrinkles. 553 01:13:45,320 --> 01:13:45,620 The thing. 554 01:13:45,620 --> 01:13:46,250 That's enough. 555 01:13:48,200 --> 01:13:48,940 And. 556 01:13:54,140 --> 01:13:54,490 Yes. 557 01:13:54,530 --> 01:14:01,470 Seems it seems to be too much to eat. 558 01:14:01,470 --> 01:14:03,140 All the pockets are too little. 559 01:14:03,140 --> 01:14:07,660 So let's go to it. 560 01:14:07,670 --> 01:14:08,440 There's more press. 561 01:14:08,450 --> 01:14:15,140 L want a personal for all, both of them and then processors that scale them. 562 01:14:16,820 --> 01:14:22,220 All right, then, Princess X, if you want to ask them an x axis. 563 01:14:23,810 --> 01:14:26,600 And let's see what we get. 564 01:14:29,470 --> 01:14:29,800 All right. 565 01:14:29,800 --> 01:14:33,250 It don't work because we have multi resolution. 566 01:14:34,270 --> 01:14:37,390 Let's use another method. 567 01:14:37,960 --> 01:14:40,630 What we have in the option face that's enabled. 568 01:14:41,410 --> 01:14:47,020 Just grab it and make it bigger like this. 569 01:14:47,710 --> 01:14:49,620 So this enable symmetry. 570 01:14:50,770 --> 01:14:52,210 Shh, shh, shh. 571 01:14:53,170 --> 01:14:56,770 Let's just grab it. 572 01:14:58,210 --> 01:14:58,930 Make it bigger. 573 01:15:18,700 --> 01:15:19,080 This. 574 01:15:22,370 --> 01:15:22,650 Yes. 575 01:15:23,210 --> 01:15:24,810 It's just. 576 01:15:42,080 --> 01:15:43,190 That's not what I like. 577 01:15:43,760 --> 01:15:46,040 This and do everything. 578 01:15:46,640 --> 01:15:49,730 Maybe we should have done that in the first place. 579 01:15:52,190 --> 01:16:02,960 One good thing about having a lot of undo it, you can undo many times and get to the points that you 580 01:16:02,960 --> 01:16:03,440 like. 581 01:16:03,980 --> 01:16:10,070 So once on zero until that point starts, I hope we don't run out of juice. 582 01:16:10,560 --> 01:16:14,300 So I want to go to the point I joined. 583 01:16:16,710 --> 01:16:17,730 The pockets. 584 01:16:19,030 --> 01:16:19,990 Shh, shh, shh. 585 01:16:26,840 --> 01:16:32,660 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 586 01:16:35,060 --> 01:16:37,290 She was. 587 01:16:49,520 --> 01:16:54,020 Let's see if these are now, you know, still they're connected. 588 01:16:55,280 --> 01:16:58,970 So now they're not connected. 589 01:16:59,930 --> 01:17:05,420 Now we can go and skill them sort of skill them down like this. 590 01:17:09,730 --> 01:17:10,960 Shh, shh, shh. 591 01:17:11,950 --> 01:17:13,780 We should have done that before joining them. 592 01:17:13,780 --> 01:17:16,660 So that's something to consider. 593 01:17:17,860 --> 01:17:18,820 Well, I'm making this one. 594 01:17:21,780 --> 01:17:21,980 It's. 595 01:17:26,910 --> 01:17:27,720 I guess. 596 01:17:28,410 --> 01:17:29,550 I guess that's good enough. 597 01:17:29,940 --> 01:17:31,680 Maybe it's even bigger now. 598 01:17:32,310 --> 01:17:34,890 So let's make it a smaller. 599 01:17:43,870 --> 01:17:44,120 She's. 600 01:17:47,790 --> 01:17:48,030 She's. 601 01:17:53,800 --> 01:17:54,130 That's. 602 01:18:04,040 --> 01:18:04,370 The thing. 603 01:18:04,370 --> 01:18:05,040 We didn't. 604 01:18:07,310 --> 01:18:08,450 We did not. 605 01:18:10,070 --> 01:18:11,060 We apologize. 606 01:18:11,150 --> 01:18:11,750 This one. 607 01:18:12,500 --> 01:18:13,130 So let's go. 608 01:18:13,520 --> 01:18:14,210 Apologies. 609 01:18:17,060 --> 01:18:17,540 Apologies. 610 01:18:17,540 --> 01:18:17,990 This. 611 01:18:22,400 --> 01:18:29,180 That's remission or actually we did remission because the name is written for mesh. 612 01:18:29,180 --> 01:18:31,370 So it is a ring mesh. 613 01:18:51,840 --> 01:18:52,370 She's. 614 01:18:58,450 --> 01:18:58,660 All right. 615 01:18:58,750 --> 01:19:00,400 That's good enough, it seems. 616 01:19:02,310 --> 01:19:05,930 Let's bring the in over here. 617 01:19:05,940 --> 01:19:10,710 And I just take of this on. 618 01:19:15,040 --> 01:19:15,350 She? 619 01:19:17,360 --> 01:19:29,300 And now that we are happy with how the packets are adjusted, you can even go and adjust the location 620 01:19:29,300 --> 01:19:31,250 for the more like this. 621 01:19:32,390 --> 01:19:33,700 Be with symmetry. 622 01:20:02,610 --> 01:20:02,840 Yes. 623 01:20:10,730 --> 01:20:11,110 She's. 624 01:20:14,440 --> 01:20:14,670 That's. 625 01:20:31,500 --> 01:20:31,840 She's. 626 01:20:39,460 --> 01:20:40,010 She's. 627 01:20:47,050 --> 01:20:47,530 Okay. 628 01:20:47,920 --> 01:20:48,490 That's good. 629 01:20:50,350 --> 01:20:53,230 So I just the position and then join them and we're done. 630 01:20:59,290 --> 01:21:03,270 Shh, shh, shh, shh. 631 01:21:04,270 --> 01:21:07,460 She was showing it to the shorts. 632 01:21:09,140 --> 01:21:21,740 And now that they are retired geometry school here and just these more. 633 01:21:21,950 --> 01:21:23,000 A little bit more. 634 01:21:24,710 --> 01:21:29,390 So it sits on top of the shoots of the of the topic. 635 01:21:40,460 --> 01:21:41,300 And. 636 01:21:41,310 --> 01:21:41,870 All right. 637 01:21:41,930 --> 01:21:45,530 So I think that's good enough. 638 01:21:48,020 --> 01:21:53,170 Maybe add a little bit more of Croesus in this area. 639 01:21:54,260 --> 01:21:59,000 So it would look much more details. 640 01:22:04,380 --> 01:22:04,740 He's. 641 01:22:10,930 --> 01:22:12,280 But not too much. 642 01:22:13,840 --> 01:22:16,450 Obviously, because it's going to be look fake. 643 01:22:18,560 --> 01:22:19,960 So that's the hard force, 644 01:22:22,750 --> 01:22:32,530 seeing how much you should and how much you should not add, because if you had a lot, it is going 645 01:22:32,530 --> 01:22:34,840 to look fake in the end. 646 01:22:45,490 --> 01:22:46,540 All right. 647 01:22:47,200 --> 01:22:52,330 So that's the shorts and records. 648 01:22:53,020 --> 01:22:56,800 So let's bring down the viewport of the value of this. 649 01:22:56,810 --> 01:23:00,730 So it would be a little bit more optimized. 650 01:23:01,990 --> 01:23:04,600 And this one is level four. 651 01:23:05,170 --> 01:23:08,750 You can go ahead and add a little bit of more creases over here. 652 01:23:08,770 --> 01:23:09,850 I don't like how. 653 01:23:11,960 --> 01:23:15,230 Everything seems so smooth in here. 654 01:23:17,220 --> 01:23:19,600 Shh, shh, shh, shh. 655 01:23:43,790 --> 01:23:44,020 It's. 656 01:24:45,010 --> 01:24:50,620 So let's look at the references to see how the clothes look like here. 657 01:24:51,880 --> 01:25:04,150 So this should be much bigger, it seems to select all of this and bring it also down with all its. 658 01:25:09,510 --> 01:25:09,970 Right. 659 01:25:10,130 --> 01:25:12,080 We can do that with extruding. 660 01:25:13,820 --> 01:25:19,040 So would be until to have the jacket over here. 661 01:26:38,950 --> 01:26:39,280 This. 662 01:26:42,550 --> 01:26:47,140 My just in the jacket over here based on. 663 01:26:48,250 --> 01:26:51,670 Shh, shh, shh, shh, shh, shh. 664 01:26:51,940 --> 01:26:54,580 Based on our model that we sculpted. 665 01:26:57,060 --> 01:27:00,540 So it wouldn't be way too big than I once. 666 01:27:18,470 --> 01:27:18,750 It's. 667 01:27:58,600 --> 01:27:58,900 She's. 668 01:28:04,460 --> 01:28:07,490 Shh, shh, shh, shh, shh, shh, shh, shh. 669 01:28:09,760 --> 01:28:09,980 It's. 670 01:28:17,690 --> 01:28:17,920 It's. 671 01:28:29,170 --> 01:28:29,380 It's. 672 01:28:38,960 --> 01:28:39,480 Shh. 673 01:29:16,680 --> 01:29:16,890 She? 674 01:29:42,960 --> 01:29:43,280 She's. 675 01:29:59,780 --> 01:30:00,020 She? 676 01:30:07,670 --> 01:30:07,890 That's. 677 01:30:28,250 --> 01:30:28,670 Just. 678 01:30:35,530 --> 01:30:35,740 Right. 679 01:30:37,200 --> 01:30:37,770 This buzzer. 680 01:30:42,480 --> 01:30:42,860 Okay. 681 01:30:42,870 --> 01:30:47,400 So now let's go to Hero or see if we can add anything. 682 01:30:47,730 --> 01:30:50,340 I don't think we need to add anything to this area. 683 01:30:51,150 --> 01:30:57,330 Any detail would be unnecessary because it's a very simple belt. 684 01:30:59,080 --> 01:31:00,010 Fortunate for us. 685 01:31:00,670 --> 01:31:05,410 So let's just adjust these over here because. 686 01:31:08,780 --> 01:31:10,610 They're now underneath. 687 01:31:10,610 --> 01:31:13,030 So let's bring them out. 688 01:31:13,160 --> 01:31:13,410 What? 689 01:31:13,430 --> 01:31:13,940 This? 690 01:31:20,330 --> 01:31:22,970 Shh, shh, shh, shh. 691 01:31:24,090 --> 01:31:26,150 I don't have any geometry, Sims. 692 01:31:30,680 --> 01:31:33,800 Oh, they're they're back for it right now. 693 01:31:43,060 --> 01:31:44,530 The faces are backwards. 694 01:31:45,400 --> 01:31:46,180 So. 695 01:31:50,270 --> 01:31:57,830 I don't think we can change the normals of the course, but it's. 696 01:31:59,010 --> 01:32:01,200 Let's just try to. 697 01:32:02,640 --> 01:32:03,090 Hmm? 698 01:32:03,780 --> 01:32:05,060 No, we can't do that. 699 01:32:08,590 --> 01:32:12,240 This Rosatom 180 degree. 700 01:32:13,870 --> 01:32:16,090 And we will just 701 01:32:18,830 --> 01:32:19,130 use. 702 01:32:22,760 --> 01:32:23,380 Okay. 703 01:32:23,390 --> 01:32:29,590 This is seamless because of the buckling that we have on here. 704 01:32:29,600 --> 01:32:30,380 This seems. 705 01:32:31,340 --> 01:32:33,170 Yeah, now it's fix. 706 01:32:38,960 --> 01:32:39,190 It's. 707 01:32:49,440 --> 01:32:58,510 Let's also connect to connect these objects that this one we made for the shoelaces. 708 01:32:58,970 --> 01:33:01,920 So let's make that. 709 01:33:04,420 --> 01:33:07,570 And it isn't it wasn't a good idea since. 710 01:33:08,650 --> 01:33:09,990 So let's leave it at that. 711 01:33:10,000 --> 01:33:16,650 And then we went we were happy with it and then convert it to mesh. 712 01:33:17,200 --> 01:33:21,280 We are going to add the solidify. 713 01:33:22,270 --> 01:33:23,860 So now let's go to. 714 01:33:27,460 --> 01:33:28,390 Cycles. 715 01:33:28,630 --> 01:33:35,710 And see where we got the safeties first so it wouldn't crash on us. 716 01:33:36,340 --> 01:33:41,430 So this change it to the highest value for each. 717 01:33:41,470 --> 01:33:44,890 Clothes on the shoe as well. 718 01:33:47,680 --> 01:33:51,400 And now let's see who gets in circles. 719 01:33:53,210 --> 01:33:55,130 And what changes we need to make. 720 01:34:09,480 --> 01:34:10,710 So it's pretty cool now. 721 01:34:12,930 --> 01:34:20,730 Definitely some more some more things or easier would be would be good. 722 01:34:20,730 --> 01:34:26,180 But right now we can say for sure we have a simple material over here. 723 01:34:26,190 --> 01:34:34,700 After we made the texturing, we need to come back and change some of those details and adjust these 724 01:34:34,710 --> 01:34:35,130 details. 725 01:34:35,190 --> 01:34:41,370 Adds more details and all that we're in now because we only have one simple material. 726 01:34:41,910 --> 01:34:44,700 It's kind of hard to tell. 727 01:34:45,510 --> 01:34:48,540 So but right now, I think it's a good start. 728 01:34:48,840 --> 01:34:49,650 And. 729 01:34:53,370 --> 01:34:53,540 Yeah. 730 01:34:54,070 --> 01:34:54,790 It looks good. 731 01:34:55,550 --> 01:34:58,750 That's one of the things we can do. 732 01:34:58,990 --> 01:35:03,120 We can either stop this a little for this one. 733 01:35:03,130 --> 01:35:03,970 We don't need any. 734 01:35:04,570 --> 01:35:07,360 Shh, shh, shh, shh, shh, shh. 735 01:35:07,610 --> 01:35:14,620 He isn't adding any diesel for this pass, but we can tell also delusional for these birds. 736 01:35:16,060 --> 01:35:17,870 And, yeah. 737 01:35:19,330 --> 01:35:19,750 Maybe 738 01:35:23,020 --> 01:35:27,790 bring these one or two bullets toward here. 739 01:35:30,460 --> 01:35:37,930 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 740 01:35:41,970 --> 01:35:51,020 Shh, shh, shh, shh, shh, shh, shh, shh. 741 01:35:51,420 --> 01:35:55,250 And let's go to discuss more on one of the cemeteries. 742 01:35:55,250 --> 01:35:59,060 Ah, let's bring this over here. 743 01:36:00,080 --> 01:36:03,530 Well, it's a bit on top. 744 01:36:19,770 --> 01:36:20,050 She? 745 01:36:26,580 --> 01:36:36,960 If you like, you can also bring this if it's outlawed to make something like of which the is a little 746 01:36:36,960 --> 01:36:37,830 bit outward. 747 01:36:38,310 --> 01:36:41,340 You can also use inflation for this purpose. 748 01:36:42,060 --> 01:36:43,860 So do something like this. 749 01:36:43,860 --> 01:36:51,630 Maybe that'll look good, but maybe it's some other strokes. 750 01:36:51,630 --> 01:36:58,920 Maybe weeds and carrots can bring out this area. 751 01:36:59,700 --> 01:37:03,380 This creates strange and with anchor words. 752 01:37:03,390 --> 01:37:04,590 Maybe it's. 753 01:37:07,840 --> 01:37:08,160 She's. 754 01:37:12,650 --> 01:37:17,280 You know, let's change it to a smoother sphere. 755 01:37:30,730 --> 01:37:32,290 No, it doesn't seem to work. 756 01:37:42,400 --> 01:37:43,540 Let's leave it at that. 757 01:37:45,610 --> 01:38:00,940 Right now, and I want to maybe change the thickness over here just to make it more that more like it's 758 01:38:01,180 --> 01:38:02,140 sticking out. 759 01:38:03,160 --> 01:38:09,130 And then after that, we can go and bring the edges downwards. 760 01:38:15,900 --> 01:38:16,080 It's. 761 01:38:18,900 --> 01:38:19,440 Or not. 762 01:38:19,470 --> 01:38:21,000 Actually, it doesn't work like that. 763 01:38:25,620 --> 01:38:28,110 I think it's too much to miss. 764 01:38:32,130 --> 01:38:35,820 It's maybe only with us. 765 01:38:35,820 --> 01:38:36,600 That's for now. 766 01:38:38,820 --> 01:38:39,720 This area is good. 767 01:38:39,730 --> 01:38:41,910 I'm not going to make any changes. 768 01:38:42,810 --> 01:38:47,130 Shh, shh, shh, shh, shh, shh, shh, shh, shh. 769 01:38:48,420 --> 01:38:50,610 Let's go for the body over here. 770 01:38:51,300 --> 01:38:59,700 And I don't think I want to change anything right now, but what I want to do here, I think this is 771 01:38:59,700 --> 01:39:01,470 too far away. 772 01:39:03,060 --> 01:39:09,570 So let's bring them with their feet towards each other, like the legs. 773 01:39:10,440 --> 01:39:11,550 And now so the better. 774 01:39:11,550 --> 01:39:14,670 As you can see, they're not too far apart. 775 01:39:14,900 --> 01:39:15,150 And. 776 01:39:16,840 --> 01:39:19,080 Shh, shh, shh, shh. 777 01:39:19,560 --> 01:39:19,830 All right. 778 01:39:19,840 --> 01:39:20,700 Now is better. 779 01:39:21,960 --> 01:39:23,060 And, uh. 780 01:39:24,420 --> 01:39:24,870 Yeah, I think. 781 01:39:25,020 --> 01:39:25,290 Good. 782 01:39:25,710 --> 01:39:32,110 We can add the black material for this one as well to see how it looks with. 783 01:39:32,510 --> 01:39:35,070 With the texturing when we do texturing. 784 01:39:36,570 --> 01:39:41,310 And we can also add some details. 785 01:39:42,330 --> 01:39:43,680 The hand over here. 786 01:39:51,330 --> 01:39:51,750 She's. 787 01:39:57,300 --> 01:39:59,370 Like more prominence in the. 788 01:40:02,010 --> 01:40:03,990 Shh, shh, shh, shh. 789 01:40:04,400 --> 01:40:05,370 Well, permanently not. 790 01:40:06,050 --> 01:40:11,180 I don't think I'm anything else because it has a custom. 791 01:40:11,180 --> 01:40:13,550 It is wearing custom. 792 01:40:14,120 --> 01:40:15,230 He's wearing a custom. 793 01:40:15,830 --> 01:40:17,900 And it just doesn't make sense. 794 01:40:19,040 --> 01:40:20,720 Any much more details. 795 01:40:21,320 --> 01:40:25,340 So I'm just going to make the knuckles already was a bit more 796 01:40:28,400 --> 01:40:30,230 prominent and then just. 797 01:40:33,680 --> 01:40:35,720 Oh, I was sculpting. 798 01:40:36,950 --> 01:40:38,390 I was sculpting in the basement. 799 01:40:38,430 --> 01:40:45,950 So it's just on to everything civil to base mash and go all the way to four subdivision levels. 800 01:40:46,730 --> 01:40:52,360 And now let's start sculpting here, actually. 801 01:41:09,960 --> 01:41:10,240 So. 802 01:41:25,590 --> 01:41:30,600 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 803 01:41:31,500 --> 01:41:36,630 I was in control to remove some of the volume from this area between the fingers. 804 01:41:38,040 --> 01:41:41,220 So you would look much closer. 805 01:41:43,240 --> 01:41:43,940 She's. 806 01:42:11,540 --> 01:42:12,070 Jesus. 807 01:42:12,080 --> 01:42:12,490 Jesus. 808 01:42:13,420 --> 01:42:14,800 She's. 809 01:42:18,900 --> 01:42:19,280 See 810 01:42:22,520 --> 01:42:25,700 the side of the hand is kind of flat. 811 01:42:25,910 --> 01:42:33,320 So I'm doing that to achieve a much more flatter area in the side and then smoothing it. 812 01:42:43,140 --> 01:42:45,240 So I think I removed too much. 813 01:42:46,290 --> 01:42:47,610 That's not what I wanted. 814 01:42:49,350 --> 01:42:50,610 Let's use a square brush by. 815 01:42:51,390 --> 01:42:55,860 Decrease the syringe and let's just go with one stroke. 816 01:42:56,880 --> 01:42:57,750 Not too much. 817 01:42:57,750 --> 01:42:58,770 And then something else. 818 01:43:01,410 --> 01:43:03,960 Let's go for another and smooth it. 819 01:43:03,960 --> 01:43:04,860 And that was good. 820 01:43:05,960 --> 01:43:08,800 This area as well needs to be a little bit more flat. 821 01:43:08,840 --> 01:43:12,860 This side of the town. 822 01:43:18,380 --> 01:43:22,760 Increase the stress and do the same thing for the fingers. 823 01:43:26,970 --> 01:43:27,200 It's. 824 01:43:28,440 --> 01:43:28,710 She? 825 01:43:46,000 --> 01:43:48,040 Let's make this area more flats. 826 01:43:48,970 --> 01:43:50,800 Maybe use clear strips. 827 01:43:53,150 --> 01:43:55,500 To add some definitions of this area. 828 01:44:14,960 --> 01:44:15,250 She's. 829 01:44:26,740 --> 01:44:27,020 Which. 830 01:44:44,060 --> 01:44:55,400 And as I said earlier, after doing the doing the texturing, we are going to come back and do final 831 01:44:55,400 --> 01:44:57,410 polishes, not a skull. 832 01:44:57,420 --> 01:45:05,030 So of protection we see more like where you need to add more armor because right now I'm doing this, 833 01:45:05,030 --> 01:45:12,020 but I don't know how much of this will be hidden by the textures. 834 01:45:12,350 --> 01:45:12,710 All right. 835 01:45:30,510 --> 01:45:40,980 I mean, this area want to also preserve the clavicle or here so you would be a little bit visible 836 01:45:43,410 --> 01:45:55,770 each and on the for the center Clyde the most slight muscle want it to be more visible so just with 837 01:45:55,770 --> 01:46:06,210 the clear strips just draw a little bit and then smooth it and remember that it shouldn't be to prominence. 838 01:46:06,720 --> 01:46:08,400 So it is a big mistake here. 839 01:46:08,790 --> 01:46:14,700 This cynical muscle muscle is not in the right direction. 840 01:46:20,280 --> 01:46:21,750 Some do everything. 841 01:46:26,850 --> 01:46:29,600 And let's make it over here. 842 01:46:29,950 --> 01:46:30,330 The. 843 01:46:33,140 --> 01:46:39,130 The ball over here, the clavicle bone over here, and we going to smooth. 844 01:46:39,140 --> 01:46:41,600 It's this smooth strain just too much. 845 01:46:49,680 --> 01:46:50,640 Then there is going to be a. 846 01:46:55,950 --> 01:46:57,530 Take it right over here. 847 01:46:58,290 --> 01:46:59,060 Little bit of 848 01:47:07,180 --> 01:47:09,710 this area shouldn't be too prominent. 849 01:47:11,150 --> 01:47:14,790 This is Spencer, so you wouldn't be too sharp. 850 01:47:17,030 --> 01:47:23,510 And let's bring in your first brush and change it back to space. 851 01:47:26,580 --> 01:47:30,730 And make it a little bit more roundish in this area. 852 01:47:30,750 --> 01:47:32,460 So it should be a little bit more around. 853 01:47:47,420 --> 01:47:53,120 Let's not make the cynical the must side muscles. 854 01:47:53,780 --> 01:47:56,000 What is it with more prominence in this area? 855 01:48:15,790 --> 01:48:19,630 Sable symmetry. 856 01:48:20,710 --> 01:48:26,400 I'm noticing some differences between the two sides. 857 01:48:26,410 --> 01:48:28,240 Maybe not full symmetries. 858 01:48:29,020 --> 01:48:29,650 So it's true. 859 01:48:29,650 --> 01:48:30,160 It's 860 01:48:32,590 --> 01:48:35,110 mainly now in these areas. 861 01:48:38,120 --> 01:48:41,920 And because our character is not to. 862 01:48:47,370 --> 01:48:48,120 Muscular. 863 01:48:48,160 --> 01:48:49,770 We shouldn't overdo it. 864 01:48:57,590 --> 01:49:03,580 Let's go back to objects or match up to see it in gray. 865 01:49:04,510 --> 01:49:06,760 Because in black I couldn't see much. 866 01:49:11,250 --> 01:49:13,930 Well, it's much more reasonable to see. 867 01:49:16,610 --> 01:49:27,850 Now I can see that I need to swath this area and with clear strips I'm going to with a lower valley 868 01:49:27,850 --> 01:49:28,600 of a stretch. 869 01:49:28,660 --> 01:49:35,120 I'm going to add only two bits between these two because now they are two separate it. 870 01:49:35,730 --> 01:49:38,650 And after adding all of you, I'm going to smooth it 871 01:49:42,190 --> 01:49:43,960 with this area as well. 872 01:49:45,580 --> 01:49:48,340 This was this area. 873 01:49:52,490 --> 01:49:58,070 We took it off the Phoenician in this area, but not too much with Chris Brush. 874 01:49:58,070 --> 01:49:59,540 Maybe this Spitzer. 875 01:50:11,690 --> 01:50:15,560 These need to be feet to the site. 876 01:50:15,990 --> 01:50:16,160 SH. 877 01:50:16,680 --> 01:50:16,880 SH. 878 01:50:17,600 --> 01:50:19,700 SH sh sh. 879 01:50:32,010 --> 01:50:41,250 So I'm not happy with how this area, this area of the code amongst students was, look, they are too 880 01:50:41,250 --> 01:50:44,980 prominent and the location is quite wrong, too. 881 01:50:45,000 --> 01:50:47,520 So it's clear through. 882 01:50:47,530 --> 01:50:50,580 So I'm just going to delete them with them. 883 01:50:59,730 --> 01:51:00,420 And 884 01:51:04,320 --> 01:51:06,210 don't be afraid to do either stuff. 885 01:51:12,090 --> 01:51:14,970 Now, I'm just going to add this. 886 01:51:17,880 --> 01:51:18,750 That occurred in my. 887 01:51:19,290 --> 01:51:26,640 In this area, I'm not going to add too much for the neck area because it doesn't fit the character. 888 01:51:41,540 --> 01:51:41,890 What's. 889 01:51:45,320 --> 01:51:45,560 It's. 890 01:51:47,270 --> 01:51:47,830 She? 891 01:51:48,770 --> 01:51:56,570 All right, let's go out of the solar modes and see what we get over here. 892 01:52:09,520 --> 01:52:10,240 That's much better. 893 01:52:10,240 --> 01:52:13,620 As you can see, this area, this distance. 894 01:52:14,350 --> 01:52:18,730 This should be a an inside inwards. 895 01:52:20,940 --> 01:52:27,450 Shape in this area because of the because this is the middle area between the two clavicles. 896 01:52:28,000 --> 01:52:31,650 We did quite achieve that. 897 01:52:32,130 --> 01:52:38,850 We can also always have it in these areas manually because I think the symmetry is broken right now. 898 01:52:39,720 --> 01:52:41,190 Let's do it manually. 899 01:52:41,310 --> 01:52:42,360 And so it. 900 01:52:45,130 --> 01:52:45,330 Just 901 01:52:49,500 --> 01:52:53,700 make only two bits of bold genius over here. 902 01:52:55,050 --> 01:52:57,300 So later it's showing of the 903 01:53:02,280 --> 01:53:03,200 clavicle, 904 01:53:06,280 --> 01:53:08,670 and I think that goes this good. 905 01:53:10,590 --> 01:53:18,480 We don't need to do much in these areas because they are going to be covered with texturing. 906 01:53:18,480 --> 01:53:22,560 But we can I think this needs to be a little bit forward. 907 01:53:22,860 --> 01:53:25,080 This is too much inside. 908 01:53:26,220 --> 01:53:29,610 So, yeah, it needs to be a little bit forward. 909 01:53:49,640 --> 01:53:51,090 All right, now things buzzer. 910 01:53:55,850 --> 01:53:56,360 The legs. 911 01:53:56,360 --> 01:53:58,100 I think they'll look fine. 912 01:53:58,250 --> 01:54:02,020 They can go ahead and move a little bit of ice. 913 01:54:04,410 --> 01:54:05,780 So it's just smooth. 914 01:54:05,780 --> 01:54:10,530 It's always a bit like how the knees look are now. 915 01:54:10,550 --> 01:54:12,890 So I'm just going to leave it as that. 916 01:54:12,890 --> 01:54:16,100 I'm not going to make many changes. 917 01:54:16,100 --> 01:54:17,810 Well, we can always a bit. 918 01:54:19,890 --> 01:54:21,230 Adjust the location. 919 01:54:32,820 --> 01:54:36,900 I'm going to draw it a bit on the knees for the surface. 920 01:54:36,900 --> 01:54:39,810 Wouldn't be too perfect in this area. 921 01:54:41,610 --> 01:54:43,710 And then a little bit of a smoothness. 922 01:54:45,680 --> 01:54:48,320 Oh, we got some problems over here. 923 01:54:48,330 --> 01:54:49,590 Let's do that. 924 01:55:18,520 --> 01:55:18,850 Once 925 01:55:24,220 --> 01:55:26,740 again, this machine is a work, it seems. 926 01:55:49,320 --> 01:55:52,200 It's much better for the knees. 927 01:55:54,280 --> 01:55:56,420 And it's. 928 01:56:04,270 --> 01:56:06,640 Maybe a little bit more. 929 01:56:08,080 --> 01:56:11,500 Make it a little bit to the side. 930 01:56:13,650 --> 01:56:18,100 So it looks, though, it's a bit small right now. 931 01:56:21,780 --> 01:56:24,720 So I'm going to add a little bit of volume in the slides. 932 01:56:29,840 --> 01:56:34,440 Remember, the knee is the squarish nuts 933 01:56:37,260 --> 01:56:38,040 that's round. 934 01:56:39,210 --> 01:56:40,410 So I think that's good for now. 935 01:56:40,860 --> 01:56:51,450 The texture is going to cover all that so that we can decide how much we can now remove or add. 936 01:56:53,610 --> 01:56:54,900 But now this is fine. 937 01:56:55,440 --> 01:57:02,520 Let's go around and see any more details we need to add or remove, maybe. 938 01:57:06,100 --> 01:57:09,090 Shh, shh, shh, shh, shh, shh. 939 01:57:16,450 --> 01:57:16,890 She? 940 01:57:21,690 --> 01:57:21,980 It's. 941 01:57:40,310 --> 01:57:40,540 Shh, 942 01:57:43,610 --> 01:57:48,530 shh, shh, shh, shh, shh, shh, shh. 943 01:57:59,260 --> 01:57:59,490 This. 944 01:58:07,080 --> 01:58:09,110 It's just. 945 01:58:17,530 --> 01:58:20,570 Shh, shh, shh, shh. 946 01:58:27,820 --> 01:58:28,050 It's 947 01:58:33,200 --> 01:58:33,400 just 948 01:58:37,550 --> 01:58:38,130 such. 949 01:58:56,560 --> 01:59:01,330 So I'm just polishing those bits around these areas. 950 01:59:17,840 --> 01:59:22,000 Well, it's a bit adding a little bit of pressure in this area. 951 01:59:22,660 --> 01:59:30,760 So because of the jacket is on top, it's just adding as a dispersion to the red jacket. 952 01:59:34,610 --> 01:59:35,030 It's. 953 01:59:39,170 --> 01:59:39,570 She's. 954 01:59:42,400 --> 01:59:45,340 It's genuine. 955 01:59:45,770 --> 01:59:46,210 It's. 956 01:59:51,190 --> 01:59:52,720 Some tweezers over here. 957 02:00:01,840 --> 02:00:03,290 She was 958 02:00:06,010 --> 02:00:08,770 wearing directional creases or wrinkles. 959 02:00:14,430 --> 02:00:15,090 She's. 960 02:00:18,880 --> 02:00:22,480 Well, it doesn't look so flat and without any details. 961 02:00:29,940 --> 02:00:31,800 So let's cut the face. 962 02:00:32,370 --> 02:00:39,510 And I said before, I once, Oh, it's a bit like the nose coming out. 963 02:00:40,800 --> 02:00:43,350 So let's do that with clear strips. 964 02:00:44,010 --> 02:00:48,570 I think only two bits were here and then the smoke in it. 965 02:00:49,770 --> 02:00:59,140 I need to be careful because it might not look good and I want then I need to remove it later on. 966 02:01:00,390 --> 02:01:05,130 So just some experiments with how everything looks. 967 02:01:08,490 --> 02:01:10,080 Also the jawline. 968 02:01:10,440 --> 02:01:11,700 I want it to be more 969 02:01:15,660 --> 02:01:19,650 like more visible. 970 02:01:30,860 --> 02:01:31,940 It adds more. 971 02:01:33,080 --> 02:01:34,340 The character looks. 972 02:01:35,360 --> 02:01:41,840 Shh, shh, shh, shh, shh, shh, shh, shh, shh. 973 02:01:42,440 --> 02:01:45,320 You also always have it in this area. 974 02:01:45,740 --> 02:01:52,760 Just make it a little bit different from the food, the mouth area. 975 02:01:55,500 --> 02:01:55,830 She's. 976 02:02:06,760 --> 02:02:19,450 And you can add something like this above the jaw, the chin, because this area is just a little bit 977 02:02:19,450 --> 02:02:20,140 dense. 978 02:02:24,430 --> 02:02:31,300 There's these small things because this mask is just not going to be to. 979 02:02:33,120 --> 02:02:33,780 Details. 980 02:02:47,130 --> 02:02:52,890 Shh, shh, shh, shh, shh, shh, shh, shh. 981 02:02:54,620 --> 02:02:56,000 Shh, shh, shh. 982 02:03:07,130 --> 02:03:11,570 The spring, the jaw, the chin, a little bit forward. 983 02:03:30,550 --> 02:03:30,940 No. 984 02:03:30,940 --> 02:03:31,780 It looks better. 985 02:03:49,030 --> 02:03:49,270 She? 986 02:03:56,070 --> 02:04:00,060 Let's try and bring the below. 987 02:04:00,060 --> 02:04:06,270 The chicks aerial is a bit downward, so let me try it out. 988 02:04:06,270 --> 02:04:08,850 And if it's not good, just going to. 989 02:04:30,340 --> 02:04:37,720 That's more what I like it to be by defining the muscle areas. 990 02:04:37,930 --> 02:04:40,300 Let's do that with clear strips. 991 02:04:43,610 --> 02:04:51,730 Over here we remove a little bit of these areas to define more of the of the cheek area. 992 02:04:52,900 --> 02:04:57,610 And then we wanted to see where we get. 993 02:04:58,410 --> 02:05:01,890 Shh, shh, shh, shh, shh. 994 02:05:02,260 --> 02:05:03,430 I think this one is bizarre. 995 02:05:04,150 --> 02:05:05,800 So it's the same thing over here. 996 02:05:09,190 --> 02:05:23,920 So between these lines and defining the plane of the cheekbone, we will get some very interesting muscle 997 02:05:23,920 --> 02:05:24,910 areas. 998 02:05:25,070 --> 02:05:29,430 And in the face, as you can see, start to flex now. 999 02:05:29,440 --> 02:05:35,220 And it does show what is a bit of muscle, cheek muscle there on the face. 1000 02:05:35,240 --> 02:05:37,060 And this is exactly what we want. 1001 02:05:38,500 --> 02:05:41,950 These these little things like they matter a lot. 1002 02:05:42,700 --> 02:05:46,840 So now they go to the side view. 1003 02:05:46,930 --> 02:05:53,290 I see some problems with the proportion, the upper parts of the. 1004 02:05:57,120 --> 02:05:58,410 The upper part of the. 1005 02:06:02,090 --> 02:06:02,540 For her. 1006 02:06:02,540 --> 02:06:07,610 It needs to be a little bit like this, right? 1007 02:06:07,640 --> 02:06:09,350 Not like that, but like this. 1008 02:06:09,680 --> 02:06:12,200 You shouldn't be so round like this. 1009 02:06:12,680 --> 02:06:15,530 So let's try and fix that. 1010 02:06:20,750 --> 02:06:24,640 Obviously this is not going to be a really. 1011 02:06:26,840 --> 02:06:28,070 Beautiful, but. 1012 02:06:32,890 --> 02:06:40,180 Maybe if we also bring this forward, but then we have to change all of these as well. 1013 02:06:46,090 --> 02:06:48,040 The men do that and don't like that. 1014 02:06:49,180 --> 02:06:54,010 And let me just bring back the chain in this area. 1015 02:06:55,420 --> 02:06:56,650 So now. 1016 02:06:59,670 --> 02:07:03,540 I think -- would be this one to be forward. 1017 02:07:04,080 --> 02:07:05,160 Now I think the. 1018 02:07:06,500 --> 02:07:09,950 Forehead and the chin are in the in the same. 1019 02:07:11,990 --> 02:07:13,130 In the same position. 1020 02:07:13,130 --> 02:07:17,660 The ability to raise forward too much. 1021 02:07:22,180 --> 02:07:22,540 All right. 1022 02:07:25,620 --> 02:07:29,910 Go back and see what we got. 1023 02:07:30,030 --> 02:07:30,870 We're doing this. 1024 02:07:40,190 --> 02:07:41,470 And I think that's okay. 1025 02:07:41,480 --> 02:07:41,810 So. 1026 02:07:44,240 --> 02:07:45,280 Let's just. 1027 02:07:49,230 --> 02:07:54,900 And a sure fire way here to see where we get the strength of modifier. 1028 02:07:56,690 --> 02:08:01,050 Projects negative and shrink wrap this around this. 1029 02:08:02,750 --> 02:08:09,990 So let's move it to the top to see if it is better. 1030 02:08:10,030 --> 02:08:10,880 And now you. 1031 02:08:12,490 --> 02:08:14,110 Now we have it on top of that. 1032 02:08:20,980 --> 02:08:23,040 See if you need any changes in here. 1033 02:08:23,050 --> 02:08:24,180 Maybe at all. 1034 02:08:24,190 --> 02:08:25,150 It's a bit more. 1035 02:08:27,460 --> 02:08:28,690 Of us. 1036 02:08:36,870 --> 02:08:38,040 That is to think 1037 02:08:40,590 --> 02:08:42,750 of all seven the fine. 1038 02:08:46,460 --> 02:08:47,720 And yeah, it looks fun. 1039 02:08:50,790 --> 02:08:55,020 Now, as you can see, that's a. 1040 02:08:58,560 --> 02:08:59,600 What I heard over here. 1041 02:08:59,600 --> 02:09:05,750 We can't even you can't even make the head a little bit bigger right here. 1042 02:09:05,760 --> 02:09:11,220 So let's go and make it a little bit bigger. 1043 02:09:34,800 --> 02:09:39,690 That's on the shrink wrap modifier for this one as well, bringing it up. 1044 02:09:41,680 --> 02:09:47,470 Project negative and the obstacle to it is all bets better. 1045 02:09:51,480 --> 02:09:54,200 I like this and I decrease the. 1046 02:10:05,370 --> 02:10:06,210 Subdivision. 1047 02:10:09,100 --> 02:10:10,720 So why duplicate this? 1048 02:10:11,200 --> 02:10:11,610 All right. 1049 02:10:11,620 --> 02:10:15,730 And then bring it up after this shrink wrap. 1050 02:10:18,470 --> 02:10:21,260 See what's going to be different right now. 1051 02:10:22,100 --> 02:10:24,770 So it is going to be much. 1052 02:10:29,340 --> 02:10:32,370 Much more hard in the edges. 1053 02:10:33,630 --> 02:10:42,240 So maybe let's do that over here so as to placate the subdivision and bring up the subdivision a little 1054 02:10:42,240 --> 02:10:43,280 after the shrinker. 1055 02:10:46,900 --> 02:10:47,380 She's. 1056 02:10:51,850 --> 02:10:52,070 All right. 1057 02:10:52,090 --> 02:10:53,200 It didn't work this time. 1058 02:11:08,130 --> 02:11:12,330 But though it's a bit more definition to our. 1059 02:11:14,020 --> 02:11:15,060 Object or there. 1060 02:11:17,920 --> 02:11:18,760 So, yeah, that's. 1061 02:11:19,150 --> 02:11:20,050 That looks much better. 1062 02:11:21,280 --> 02:11:23,590 A theme for this one I want it to be. 1063 02:11:23,770 --> 02:11:30,780 It's a bit like outside, like like a real spoiler where it should be. 1064 02:11:30,790 --> 02:11:36,460 It could be a bit like I also like this, but this is okay for now. 1065 02:11:36,640 --> 02:11:43,090 So like this over here I'll our main reference. 1066 02:11:43,090 --> 02:11:50,980 It doesn't have that audience, but like even in here, as you can see, you see it. 1067 02:11:51,520 --> 02:11:54,340 There is some differences between. 1068 02:11:55,650 --> 02:12:00,360 In the middle and around the edges. 1069 02:12:06,270 --> 02:12:07,830 Let's make it so. 1070 02:12:07,830 --> 02:12:09,750 Let's see how it looks over here. 1071 02:12:10,170 --> 02:12:12,660 We need to fix the head in this area. 1072 02:13:00,020 --> 02:13:01,130 Or now it looks better. 1073 02:13:01,820 --> 02:13:05,180 Let's go out of the Solomons now. 1074 02:13:07,820 --> 02:13:08,510 Let's see. 1075 02:13:08,510 --> 02:13:11,280 All the words are character. 1076 02:13:11,720 --> 02:13:15,290 Let's see if we notice any problems. 1077 02:13:18,700 --> 02:13:22,240 As of right here is because of the mirror, it seems. 1078 02:13:27,840 --> 02:13:31,200 See a mirror that's based on this. 1079 02:13:32,730 --> 02:13:39,000 Amir that this Amir that the first for his body. 1080 02:13:39,000 --> 02:13:43,260 But as the body seems to not be so concerned, it means some problems like this. 1081 02:13:43,710 --> 02:13:52,080 So other than empty on the boards or is in and so like that is empty for the mirror. 1082 02:13:54,570 --> 02:13:55,320 But. 1083 02:13:56,910 --> 02:13:59,310 Foot is sticking out. 1084 02:14:01,410 --> 02:14:10,350 So I chose to short stride now because the shorts are written to be centralized and now the problem 1085 02:14:10,350 --> 02:14:11,970 seems to be fixed. 1086 02:14:12,060 --> 02:14:14,170 Except for this area over here. 1087 02:14:14,200 --> 02:14:17,730 We can fix it right now. 1088 02:14:35,200 --> 02:14:35,450 Yeah. 1089 02:14:36,030 --> 02:14:45,600 And if the food was important to me with a made more precise sculpting in this area. 1090 02:14:46,020 --> 02:14:50,250 But as the food is not important in this case, 1091 02:14:54,000 --> 02:15:01,740 I'm just going to hide them beneath the shoe. 1092 02:15:07,710 --> 02:15:07,920 She? 1093 02:15:14,770 --> 02:15:14,990 Okay. 1094 02:15:15,010 --> 02:15:25,840 Let's go back to city material and let's go to save it first and let's go to the surrender mode to see 1095 02:15:25,840 --> 02:15:26,530 what we get. 1096 02:15:26,590 --> 02:15:33,250 And I think that's that's that's it for hopefully of our character. 1097 02:15:34,180 --> 02:15:40,330 Uh, as I said earlier, we will add more later on in the next videos. 1098 02:15:40,330 --> 02:15:52,420 I want to add always have bits of the, the other things like the zips, I wanted to add them in the 1099 02:15:52,420 --> 02:16:00,790 next videos and then call it's finished for the high poly and then go to you the on wrapping and then 1100 02:16:00,790 --> 02:16:01,240 texture. 1101 02:16:01,270 --> 02:16:04,600 So until then, uh, goodbye.