1 00:00:00,940 --> 00:00:01,540 Hello, guys. 2 00:00:01,540 --> 00:00:01,660 On. 3 00:00:01,660 --> 00:00:02,350 Welcome back. 4 00:00:02,560 --> 00:00:07,630 So in this video, let's make the zippers for the jacket over here. 5 00:00:07,870 --> 00:00:10,900 Before that, let's go to solo mode for our jacket. 6 00:00:11,540 --> 00:00:12,860 That's because the skull smells. 7 00:00:13,120 --> 00:00:20,650 I don't like how the jacket looks in these areas where it should be much more flat. 8 00:00:20,770 --> 00:00:26,210 So let's make it flat first, and I'm going to do it with scrape brush. 9 00:00:26,240 --> 00:00:30,190 Let's enable x symmetry. 10 00:00:30,400 --> 00:00:34,090 And yeah, it is symmetries right now. 11 00:00:36,710 --> 00:00:39,370 Not fully synergize, though, it seems. 12 00:00:39,860 --> 00:00:40,160 Yeah. 13 00:00:41,850 --> 00:00:45,780 But we can use symmetry in these parts. 14 00:00:46,200 --> 00:00:51,640 This increased stretch risks. 15 00:00:54,180 --> 00:01:03,990 Just make these areas a bit more flats to make it more like an edge in these areas. 16 00:01:04,980 --> 00:01:06,990 I also don't like how many. 17 00:01:08,370 --> 00:01:09,630 Faults and wrinkles. 18 00:01:09,630 --> 00:01:15,660 We are in these areas, so I may smooth them all later. 19 00:01:16,800 --> 00:01:26,310 But first, let's adjust this area and make it more interesting. 20 00:01:39,560 --> 00:01:46,370 So by scraping the both sides, you are going to make your edge like this and then we can swap it 21 00:01:49,180 --> 00:01:52,460 to get the more nicer. 22 00:01:56,570 --> 00:01:59,240 It's in this area of the jackets. 23 00:02:05,520 --> 00:02:14,030 Want to increase it to 100% or just remove some of stuff over here, maybe with clear strip, it is 24 00:02:14,030 --> 00:02:16,520 much more doable. 25 00:02:17,060 --> 00:02:18,470 But I hold in control. 26 00:02:18,470 --> 00:02:23,570 I am removing volume from these part this portion of the. 27 00:02:27,410 --> 00:02:31,310 Jackets so we don't look too much 28 00:02:36,050 --> 00:02:36,800 bulky. 29 00:02:52,020 --> 00:02:55,530 He's doing the same thing for the other side. 30 00:02:57,000 --> 00:03:00,810 Let's enable from office or enable this. 31 00:03:00,810 --> 00:03:01,230 Good. 32 00:03:07,600 --> 00:03:14,470 Just removing a little bit from the inside should not look too bulky. 33 00:03:48,710 --> 00:03:50,560 So removed too much from this part. 34 00:03:50,600 --> 00:03:52,100 This a space to space. 35 00:03:56,140 --> 00:04:02,580 Also add some compensate and then once. 36 00:04:02,610 --> 00:04:03,930 Want to do I want to. 37 00:04:05,870 --> 00:04:08,160 Want to mask this area first. 38 00:04:08,910 --> 00:04:18,329 So I will mask it with a with a boxed mask, but front face only so only the faces so strong are going 39 00:04:18,329 --> 00:04:20,240 to get mask for sure. 40 00:04:20,250 --> 00:04:22,680 They didn't do what they wanted. 41 00:04:24,300 --> 00:04:25,740 So it is a mask. 42 00:04:27,670 --> 00:04:32,810 The front face swings with lasso and see what we get to lasso. 43 00:04:34,000 --> 00:04:36,580 Maybe it's only one face. 44 00:04:46,030 --> 00:04:48,180 No, it's not doing what they want. 45 00:04:48,190 --> 00:04:58,000 So let's forget about masking them and let's just go with a simple, small brush with the 100% small 46 00:04:58,000 --> 00:05:00,820 thing on these areas to be a smooth. 47 00:05:06,840 --> 00:05:14,580 That's in the front office only, so we don't accidentally spots the other side. 48 00:05:31,390 --> 00:05:33,400 And then there was this area. 49 00:05:35,050 --> 00:05:40,740 This is a very strong, small thing, but I want this area to be smooth. 50 00:05:42,950 --> 00:05:43,330 No. 51 00:05:43,330 --> 00:05:45,970 We have made a good edge in this area. 52 00:05:45,980 --> 00:05:50,780 We can go ahead and adjust it further. 53 00:05:52,610 --> 00:05:56,900 So now let's go to Object Wars and let's go to solar mods and see what we got. 54 00:05:56,930 --> 00:05:59,090 As you can see, this is much nicer. 55 00:06:00,200 --> 00:06:07,250 And the other thing I want to do, I want to go to the level. 56 00:06:09,820 --> 00:06:10,810 Sculpts a level. 57 00:06:13,000 --> 00:06:13,450 One. 58 00:06:14,740 --> 00:06:19,600 And delete some of these files or here hear some of these wrinkles. 59 00:06:21,510 --> 00:06:25,680 Because I don't think we need that much force in this area. 60 00:06:30,640 --> 00:06:31,780 All right, that's good enough. 61 00:06:31,780 --> 00:06:32,350 And then. 62 00:06:32,560 --> 00:06:40,090 Well, in those close to zero, let's cut base mash. 63 00:06:41,500 --> 00:06:42,490 I want to. 64 00:06:43,480 --> 00:06:46,660 Let's actually go to the one on two. 65 00:06:48,320 --> 00:06:50,810 At just the edge of the 66 00:06:53,660 --> 00:06:54,530 of the jacket. 67 00:06:54,740 --> 00:06:56,180 So it would be if true. 68 00:06:56,180 --> 00:06:59,630 Instead, this is the edge, right? 69 00:07:00,650 --> 00:07:01,020 She? 70 00:07:05,130 --> 00:07:10,020 This is where it sits on the clock, floats beneath it. 71 00:07:11,740 --> 00:07:12,620 But then I. 72 00:07:13,020 --> 00:07:19,170 I need to gain remove more from the space or here. 73 00:07:20,230 --> 00:07:25,690 As you can see, it's just clear strips of its control. 74 00:07:26,250 --> 00:07:34,140 I'm going to remove more from the inside of the jacket to make it more. 75 00:07:37,780 --> 00:07:38,950 Go inside. 76 00:07:44,530 --> 00:07:47,740 Because they are in level one, it is much more easier. 77 00:07:47,740 --> 00:07:53,140 This is one of the other good things about the Malta resolution. 78 00:07:53,620 --> 00:08:02,950 If you want to smell something, you can easily do that by changing the sculpts level of resolution. 79 00:08:03,610 --> 00:08:06,640 They can easily adjust the. 80 00:08:20,030 --> 00:08:21,500 Let's go back to. 81 00:08:23,790 --> 00:08:27,390 Well south of the Solomons. 82 00:08:27,390 --> 00:08:33,570 And now, as you can see, we have much more contrast between the inside and outside. 83 00:08:39,570 --> 00:08:40,289 For the sill. 84 00:08:40,289 --> 00:08:45,120 I think I need to use scrapers to make this area more flat. 85 00:08:46,230 --> 00:08:47,430 So let's do that. 86 00:09:06,350 --> 00:09:06,560 It's. 87 00:09:38,770 --> 00:09:39,100 Just. 88 00:09:48,170 --> 00:09:56,210 The difference between the inside of the jacket and the outside is much more appearance. 89 00:11:10,910 --> 00:11:14,210 Because we are smooth and removed a lot of the volume. 90 00:11:14,750 --> 00:11:25,010 It's of phase solution C phase orientation and see if you see any red areas coming out of the blue areas, 91 00:11:25,010 --> 00:11:33,440 then it means that the faces are interacting with each other like the front phase has come inside and 92 00:11:33,440 --> 00:11:36,920 that other phase has gone to the surface. 93 00:11:36,950 --> 00:11:38,210 And we need to check that. 94 00:11:51,860 --> 00:11:55,970 And the more adjustments, the better is going to look. 95 00:11:56,000 --> 00:11:57,890 It's just about adjustments. 96 00:11:59,940 --> 00:12:02,880 The better shape does you can. 97 00:12:03,810 --> 00:12:07,020 So now I think it's fine. 98 00:12:07,410 --> 00:12:07,940 Let's see. 99 00:12:08,070 --> 00:12:09,090 References. 100 00:12:10,260 --> 00:12:10,560 Yeah. 101 00:12:10,560 --> 00:12:13,410 It goes like this in this area. 102 00:13:23,210 --> 00:13:31,310 With Draw Sharp, we can maybe add a little bit more in this area 103 00:13:34,100 --> 00:13:39,080 while we are in the higher levels so we can. 104 00:13:40,980 --> 00:13:41,700 Over here. 105 00:13:54,940 --> 00:14:00,370 I turn off Scott Smash Nemesis starts making some. 106 00:14:04,430 --> 00:14:04,750 She? 107 00:14:41,100 --> 00:14:47,520 So I'm just making some some contrast between the two edges over here. 108 00:14:47,520 --> 00:14:51,360 And then by this one associate I've made that's 109 00:14:55,890 --> 00:14:56,670 more 110 00:14:59,250 --> 00:15:05,640 contrasty or here the edges are more visible. 111 00:15:30,050 --> 00:15:32,600 And now here is what I was talking about. 112 00:15:33,500 --> 00:15:40,400 The faces are interacting to each other and this happens so you can just smooth them to get rid of these 113 00:15:40,400 --> 00:15:40,880 areas. 114 00:15:41,750 --> 00:15:49,550 So that's always good to turn on this orientation from time to time to check these things. 115 00:15:54,630 --> 00:15:56,050 All right. 116 00:15:56,050 --> 00:15:57,430 Now it's much better 117 00:15:59,830 --> 00:16:02,560 and it's much more interesting to. 118 00:16:05,240 --> 00:16:08,150 We did to smooth some of this stuff over here. 119 00:16:08,150 --> 00:16:18,380 So maybe we should do it's always a bit late with a game, maybe with Chris Brush this time. 120 00:16:25,870 --> 00:16:26,270 She's. 121 00:16:52,390 --> 00:16:52,850 Right. 122 00:16:52,910 --> 00:16:54,760 He have some problems in this area. 123 00:16:54,840 --> 00:16:58,340 This his mother's -- level one. 124 00:16:58,970 --> 00:17:01,490 Then let's try to solve this area. 125 00:17:02,690 --> 00:17:04,760 See if the problem is fixed. 126 00:17:11,420 --> 00:17:11,760 She? 127 00:17:23,200 --> 00:17:23,470 It's. 128 00:17:38,170 --> 00:17:40,090 We have the same problem over here. 129 00:17:41,530 --> 00:17:43,420 The faces are interacting. 130 00:17:47,540 --> 00:17:47,800 She? 131 00:17:56,360 --> 00:18:06,560 What happens when the offices are ready to close to each other and then we use brushes, then they may 132 00:18:06,710 --> 00:18:08,050 interact with each other. 133 00:18:08,060 --> 00:18:08,510 So. 134 00:18:13,730 --> 00:18:13,900 Shh. 135 00:18:14,490 --> 00:18:14,660 Shh. 136 00:18:33,790 --> 00:18:34,730 So let's go back. 137 00:18:34,750 --> 00:18:38,290 It seems we made things even worse. 138 00:18:57,370 --> 00:18:59,770 Now let's go to edit law to see. 139 00:19:02,440 --> 00:19:02,890 Oh, yeah. 140 00:19:04,030 --> 00:19:07,240 So the geometries inside each other. 141 00:19:30,310 --> 00:19:33,730 So that's a cleanup we had to do earlier. 142 00:19:34,150 --> 00:19:40,180 Now that we have a sculptor, things, I don't think we can fix this problem. 143 00:19:41,410 --> 00:19:44,290 That's one issue we have with other is apology. 144 00:19:44,290 --> 00:19:52,330 The bill will have this with no more as apology, but maybe that's on the properly that's on me because 145 00:19:52,330 --> 00:19:58,590 I had to check each one of his objects after his apology, but I didn't fully check it. 146 00:19:58,600 --> 00:20:08,590 So maybe that's another lesson that's we have to always check the full through his apology before the 147 00:20:08,590 --> 00:20:15,370 full apology, after we do a lot of as well as you to check if you have any problems or not. 148 00:20:16,000 --> 00:20:17,440 But that's on me. 149 00:20:17,960 --> 00:20:22,810 And let's try to sort it out to see if we can 150 00:20:26,230 --> 00:20:37,770 make the things more or less visible in this area, maybe move it or it's a bit they wouldn't be seen 151 00:20:38,020 --> 00:20:40,780 or something, some tricks like that. 152 00:20:41,620 --> 00:20:46,550 But right now I think we can't do anything else on this. 153 00:20:46,570 --> 00:20:47,560 It's just a small thing. 154 00:20:49,060 --> 00:20:51,360 And if it wasn't, it doesn't work. 155 00:20:52,480 --> 00:20:53,530 I don't know, maybe. 156 00:20:53,950 --> 00:21:01,730 I think some Russians were here and it was this is what is going to be seen in this little 157 00:21:05,110 --> 00:21:05,650 sculpts. 158 00:21:05,860 --> 00:21:13,060 So over here it kinda made things hidden the problem. 159 00:21:15,190 --> 00:21:25,240 But it will make problems in animation, in games and etc. so you need to be careful and always shutter 160 00:21:25,240 --> 00:21:26,020 topology. 161 00:21:28,030 --> 00:21:29,680 I'll just check your poorly. 162 00:21:30,670 --> 00:21:32,080 This is hopefully for now. 163 00:21:32,650 --> 00:21:38,800 Well this just you locally and see if you have any problems because this is the clue live example of 164 00:21:39,100 --> 00:21:46,750 what will happen if you have is if you don't have a good supposedly if you have an error in your topology. 165 00:21:47,800 --> 00:21:48,130 All right. 166 00:21:49,660 --> 00:21:51,460 So now let's go to. 167 00:21:55,080 --> 00:21:55,210 Yeah. 168 00:21:55,350 --> 00:22:00,120 Let's go to, uh, let's go to Chris and 169 00:22:04,430 --> 00:22:05,580 also with Chris. 170 00:22:05,580 --> 00:22:06,600 And these are, is. 171 00:22:09,910 --> 00:22:13,900 So I off the folds of the wrinkles, the clothes. 172 00:22:15,000 --> 00:22:16,870 What's this? 173 00:22:17,630 --> 00:22:19,350 Syringes of these fools over here. 174 00:22:19,830 --> 00:22:21,930 So now I want to make the zipper. 175 00:22:22,050 --> 00:22:22,410 So. 176 00:22:23,140 --> 00:22:28,050 So that by first making it cute. 177 00:22:28,590 --> 00:22:31,170 All right, let's bring it up. 178 00:22:31,170 --> 00:22:32,030 Or actually not. 179 00:22:32,040 --> 00:22:33,930 So let's go it down. 180 00:22:35,190 --> 00:22:37,860 Let's go to solar mode to see the cube better. 181 00:22:40,170 --> 00:22:44,580 And let me move this over here. 182 00:22:46,230 --> 00:22:48,300 Let's scale it down. 183 00:22:48,300 --> 00:22:52,410 So I want to make the zipper over here. 184 00:22:52,410 --> 00:22:55,440 So I gathered two references over here. 185 00:22:55,980 --> 00:22:59,490 So I want to make first these things over here. 186 00:22:59,880 --> 00:23:02,490 As I can see, this is too much detail. 187 00:23:02,640 --> 00:23:03,870 We don't need that much detail. 188 00:23:03,870 --> 00:23:04,920 We don't we're not working. 189 00:23:05,580 --> 00:23:07,860 We're not doing less the character. 190 00:23:08,430 --> 00:23:10,350 We just need the shape to be working. 191 00:23:10,350 --> 00:23:16,530 So I think a very simple shape like something like this. 192 00:23:16,950 --> 00:23:17,370 All right. 193 00:23:24,730 --> 00:23:26,920 Okay, something like this. 194 00:23:26,920 --> 00:23:35,710 And then we can slice this face and press eye to inserts and press. 195 00:23:37,410 --> 00:23:38,070 Actually this. 196 00:23:38,070 --> 00:23:38,580 I'll do that. 197 00:23:39,450 --> 00:23:42,170 Uh, let's go on that scale. 198 00:23:42,180 --> 00:23:43,410 It's the x axis. 199 00:23:43,440 --> 00:23:44,040 Like this. 200 00:23:50,170 --> 00:23:50,590 All right. 201 00:23:50,590 --> 00:23:52,390 --, -- like that. 202 00:23:54,930 --> 00:23:57,960 Then we can select this phase. 203 00:23:58,890 --> 00:24:06,480 Select either inserts select e y to extrude. 204 00:24:07,800 --> 00:24:17,490 I think that actually the standard of it's topics that they select to select as the skeletal associate, 205 00:24:17,520 --> 00:24:22,800 equal texture and so on, to make these things over here. 206 00:24:24,750 --> 00:24:32,750 And then what I wanted to do, I wanted to go to modifiers and add a array modifier and, and increase 207 00:24:32,760 --> 00:24:40,590 the amounts like that, then increase the factor X so it would make some a space between each of these 208 00:24:40,590 --> 00:24:41,580 cubes over here. 209 00:24:42,810 --> 00:24:45,210 So something like this would be enough. 210 00:24:45,210 --> 00:24:53,700 So this is this is going to be the space between these objects over here. 211 00:24:54,810 --> 00:24:55,140 All right? 212 00:24:55,140 --> 00:24:57,240 We can always go here, and then just this. 213 00:24:58,050 --> 00:25:01,170 Then I want to go to curves and make it curve. 214 00:25:01,470 --> 00:25:08,460 All right, so now I have a curve, and then I'm going to go to my back, my cube, go to modifiers 215 00:25:08,460 --> 00:25:12,510 on the curve modifier and then select curve object. 216 00:25:12,630 --> 00:25:14,250 So the care adjustment. 217 00:25:15,870 --> 00:25:20,990 So now if you select the curve and move it, you will not do anything else. 218 00:25:21,000 --> 00:25:21,350 All right? 219 00:25:21,390 --> 00:25:23,520 If you select the cube, it will move its. 220 00:25:24,270 --> 00:25:31,890 But if you go to adjust most of the curve and move it in the added mode of the curve, the cube is going 221 00:25:31,890 --> 00:25:33,540 to move with its right. 222 00:25:34,290 --> 00:25:44,430 So another thing is that if I select the dots over here that are connected to the cube, that are interacting 223 00:25:44,430 --> 00:25:52,020 with the cube and the move, it it is going to change the way that these cubes are going to be. 224 00:25:52,230 --> 00:25:52,560 All right. 225 00:25:53,880 --> 00:25:54,120 Okay. 226 00:25:54,770 --> 00:26:04,140 Then I can go over here and increase the amounts of the cubes over here to the length of my 227 00:26:07,230 --> 00:26:08,070 of my curve. 228 00:26:08,610 --> 00:26:14,400 And as you can see, I can move the whole thing with the curve. 229 00:26:14,970 --> 00:26:16,290 And that's pretty cool, right? 230 00:26:18,870 --> 00:26:23,040 One other thing I think is because as you can see, we can see the curve for a second. 231 00:26:23,040 --> 00:26:24,930 So let's go to Logic Properties. 232 00:26:24,930 --> 00:26:29,160 Let's go to the for display and change it to in France. 233 00:26:29,700 --> 00:26:34,290 And let's actually change the display as to. 234 00:26:35,710 --> 00:26:36,500 Bounce. 235 00:26:38,890 --> 00:26:39,190 All right. 236 00:26:39,190 --> 00:26:40,380 We don't set pounds. 237 00:26:40,870 --> 00:26:42,550 So let's change it to. 238 00:26:48,540 --> 00:26:57,470 Texture textured solid were pounds should we should see a bounce box around objects. 239 00:26:59,530 --> 00:26:59,840 All right. 240 00:26:59,920 --> 00:27:00,730 That works. 241 00:27:01,240 --> 00:27:02,860 So it doesn't work in the box. 242 00:27:03,940 --> 00:27:11,180 The Earth's sphere, cylinder, a cone. 243 00:27:11,470 --> 00:27:12,490 Bitcoins could. 244 00:27:14,530 --> 00:27:14,770 All right. 245 00:27:14,800 --> 00:27:19,690 Now, if his flight is going to be going to select the curve, I'm going to select this. 246 00:27:20,050 --> 00:27:20,320 All right. 247 00:27:20,690 --> 00:27:23,230 Now let's go out of the Solar World. 248 00:27:24,130 --> 00:27:29,450 And while we're at it mode, I'm going to track the curve and break it up. 249 00:27:30,010 --> 00:27:32,080 Rotated like this. 250 00:27:33,160 --> 00:27:33,460 All right. 251 00:27:34,060 --> 00:27:38,170 And then rotate it in the Z axis. 252 00:27:38,770 --> 00:27:42,270 Or actually, I'm going to press control T to read Reuters. 253 00:27:42,280 --> 00:27:52,060 It's really like this control to see all the dots of the tariff is selected, which I then t to bring 254 00:27:52,060 --> 00:27:56,890 these edges to the fronts 255 00:28:01,690 --> 00:28:06,280 and then bring it along along the jacket over here. 256 00:28:08,230 --> 00:28:10,450 And now it's all about adjusting. 257 00:28:10,450 --> 00:28:21,850 So I'm press and I'm selecting these dots, these dots resources of the curve and then just making it 258 00:28:22,030 --> 00:28:24,550 move because we have a lot of cubes over here. 259 00:28:24,550 --> 00:28:32,550 We need to make some subdivisions along the curve to have more control for the curve. 260 00:28:36,370 --> 00:28:47,140 And now, as I see this, if I go to edit most of the Q, I go back to the board version, which is 261 00:28:47,170 --> 00:28:54,280 showing me that as I'm looking at this, this, uh, this area over here is too little, so I'm just 262 00:28:54,280 --> 00:28:56,500 going to bring it out like this. 263 00:28:57,100 --> 00:29:11,650 And also, this area is too big, so let's, let's kill it down the whole cube down like this and bring 264 00:29:11,650 --> 00:29:14,320 this one a little bit closer. 265 00:29:16,060 --> 00:29:17,290 So it's let's go. 266 00:29:17,290 --> 00:29:17,830 The whole thing. 267 00:29:17,830 --> 00:29:20,680 The two in the z-axis to be a little bit. 268 00:29:22,720 --> 00:29:23,500 Lots of it's. 269 00:29:28,780 --> 00:29:32,150 Not big to being a big. 270 00:29:37,350 --> 00:29:37,530 Now. 271 00:29:37,560 --> 00:29:40,080 This area is too long. 272 00:29:41,590 --> 00:29:43,030 So we can adjust selector. 273 00:29:43,840 --> 00:29:47,170 Let's go out of edit mode and I should go over here. 274 00:29:47,740 --> 00:29:51,850 It should have changed like this. 275 00:29:54,270 --> 00:30:02,760 And I want to increase the distance between each cube right here. 276 00:30:07,610 --> 00:30:09,050 The CEO looks. 277 00:30:12,320 --> 00:30:19,250 If you watch some of these most of this, see how it should be. 278 00:30:33,030 --> 00:30:33,820 All right. 279 00:30:34,000 --> 00:30:38,380 I think he needs to rotate. 280 00:30:42,020 --> 00:30:49,130 Not in this degree, but with it's the whole thing. 281 00:30:54,790 --> 00:30:55,390 We're not. 282 00:30:56,380 --> 00:30:57,550 Actually, I know this works. 283 00:30:58,780 --> 00:30:59,230 So let's go. 284 00:30:59,240 --> 00:31:00,490 And just. 285 00:31:00,490 --> 00:31:03,430 That's along the two jackets. 286 00:31:03,480 --> 00:31:04,180 We're here. 287 00:31:36,610 --> 00:31:38,910 So one by one, it's just that. 288 00:32:01,640 --> 00:32:05,450 Then we need more of these cubes along this curve. 289 00:32:08,160 --> 00:32:09,630 So let's just make them. 290 00:32:51,790 --> 00:32:54,070 Don't forget the birth control. 291 00:32:54,590 --> 00:32:55,460 To rotate. 292 00:32:57,420 --> 00:33:05,100 Kip points and I see that we have more than we need to look these areas enough. 293 00:33:39,810 --> 00:33:42,500 And there's a little bit of rotation here. 294 00:33:42,500 --> 00:33:43,580 So rotate to the. 295 00:33:51,720 --> 00:33:59,660 As you can see with curves, you can easily adjust all these cubes, all these things very fast. 296 00:33:59,700 --> 00:34:04,680 Imagine you had to do this manually, duplicated along the jacket. 297 00:34:05,320 --> 00:34:07,830 Now, how long that could have took you? 298 00:34:47,550 --> 00:34:50,750 Okay for the other side, you have to do the same thing. 299 00:34:50,760 --> 00:35:01,010 But we can also, if it is Simmons realize we can add the symmetry and do object as our jacket the looks. 300 00:35:01,650 --> 00:35:02,850 All right so it looks good. 301 00:35:03,300 --> 00:35:09,420 We don't have to do the same thing, but if it's not sufficient, you just have to duplicate this. 302 00:35:09,600 --> 00:35:10,680 And then. 303 00:35:12,650 --> 00:35:14,720 Well, I look, for example, to look at this. 304 00:35:14,720 --> 00:35:15,650 Let me do it right now. 305 00:35:15,830 --> 00:35:18,860 That's to let the mammals fight through this. 306 00:35:18,860 --> 00:35:24,550 And then with the new, you have to set it to the new calf, this one. 307 00:35:24,560 --> 00:35:27,410 So remove this to this cat over here. 308 00:35:27,800 --> 00:35:31,580 And, ah, this cave is a new that you can change over. 309 00:35:32,660 --> 00:35:33,650 All right, so. 310 00:35:40,760 --> 00:35:41,660 Maybe a zipper. 311 00:35:41,660 --> 00:35:46,280 Let's make the zipper over here. 312 00:35:46,430 --> 00:35:47,000 This one. 313 00:35:47,950 --> 00:35:52,070 Let's first we have to modulate. 314 00:35:52,080 --> 00:35:57,900 So let's let's first let's go to something for something really simple. 315 00:35:57,900 --> 00:36:04,400 All right, so let's make a cube over here rotated and adjusted. 316 00:36:08,030 --> 00:36:09,140 So this is the end. 317 00:36:15,490 --> 00:36:17,140 And after zipper in this area. 318 00:36:24,230 --> 00:36:24,530 Right. 319 00:36:25,790 --> 00:36:27,110 She works at the zipper. 320 00:36:29,550 --> 00:36:31,230 These are the ends of these areas. 321 00:36:31,230 --> 00:36:32,700 And they're quite. 322 00:36:42,410 --> 00:36:46,700 Little to do like this, probably. 323 00:36:56,800 --> 00:36:57,060 She? 324 00:37:03,450 --> 00:37:04,710 Smash collection would be here. 325 00:37:06,240 --> 00:37:10,230 So there would be a zipper, so it would be visible. 326 00:37:11,010 --> 00:37:13,770 This time things are interesting. 327 00:37:14,610 --> 00:37:18,000 So now let's go to the forward, the other side. 328 00:37:22,800 --> 00:37:25,200 And this is the right side of the jacket. 329 00:37:25,210 --> 00:37:30,000 So this is where the zipper, this one is going to sit. 330 00:37:32,070 --> 00:37:33,840 So we can do that. 331 00:37:38,050 --> 00:37:41,800 Let's adjust it first. 332 00:37:46,680 --> 00:37:54,750 So she goes over here, she sits in this area. 333 00:37:55,050 --> 00:38:00,480 I guess it's a bit downwards, I'm guessing. 334 00:38:00,990 --> 00:38:04,320 And then let's make this thing over here. 335 00:38:07,230 --> 00:38:09,880 Or little ways to make this thing. 336 00:38:09,880 --> 00:38:13,680 But the first was, let's make this one. 337 00:38:14,070 --> 00:38:15,150 This thing over here. 338 00:38:16,050 --> 00:38:16,880 So this. 339 00:38:16,980 --> 00:38:18,120 Let's follow this. 340 00:38:26,940 --> 00:38:34,920 As for this reference over here, it's just one of the two edit mode skill at 341 00:38:38,370 --> 00:38:38,880 the image. 342 00:38:38,910 --> 00:38:42,510 Another flame actually. 343 00:38:42,990 --> 00:38:51,660 Let me make the point in the word origin or it's not historically scarlet. 344 00:38:55,490 --> 00:38:55,780 I 345 00:38:58,590 --> 00:39:01,020 it's discovered in the x axis. 346 00:39:02,060 --> 00:39:07,410 Then click on this fetch as. 347 00:39:08,800 --> 00:39:09,580 To scale it. 348 00:39:11,030 --> 00:39:13,610 All right, then. 349 00:39:14,390 --> 00:39:18,050 So we are in this area that we are we have to go up. 350 00:39:18,320 --> 00:39:26,350 So e that to go up to make this area maybe a little bit more. 351 00:39:26,360 --> 00:39:28,250 So it's longer like that. 352 00:39:29,390 --> 00:39:33,620 And then we have two holes over here so we can easily make it out of it. 353 00:39:33,740 --> 00:39:41,870 I mean sets and then you can press s to scale it down or up based on how much you want it. 354 00:39:42,560 --> 00:39:50,840 And then this one to suppress and then scale it all the way down and bring it down like this. 355 00:39:52,580 --> 00:39:54,980 So and then just adjust that. 356 00:39:56,360 --> 00:40:02,060 So we have these two faces that we can now ex face to do it. 357 00:40:03,710 --> 00:40:06,320 All right, then we have another pass over here. 358 00:40:08,930 --> 00:40:11,000 So this this is. 359 00:40:11,210 --> 00:40:12,470 Let's make it pretty cute. 360 00:40:14,600 --> 00:40:14,960 All right. 361 00:40:17,240 --> 00:40:21,400 And if I had some ideas and so forth, my face and I'll make it into a sphere. 362 00:40:21,410 --> 00:40:22,160 So I don't want that. 363 00:40:22,160 --> 00:40:25,800 I want it to be cube shape, to be around the edges. 364 00:40:25,800 --> 00:40:33,140 So I did have it go into more selecting always a and then subdivide just a couple of times with three 365 00:40:33,140 --> 00:40:39,920 times the goal out of this one now are the subdivision level and now you can see as you can see, this 366 00:40:39,920 --> 00:40:44,480 is much more much smoother in the edges. 367 00:40:44,480 --> 00:40:47,540 And if I can create a subdivision level, you see the difference. 368 00:40:52,430 --> 00:40:54,590 So let's make this. 369 00:41:05,370 --> 00:41:06,060 Scan it. 370 00:41:07,050 --> 00:41:10,860 So this was its own set of this. 371 00:41:13,330 --> 00:41:14,770 Then we have to make this one. 372 00:41:14,770 --> 00:41:19,440 But I don't want to go either one of those. 373 00:41:19,450 --> 00:41:27,010 So, uh, complex modeling or something. 374 00:41:27,610 --> 00:41:28,960 Just the cubes. 375 00:41:29,710 --> 00:41:31,750 Just the cubes surface in this. 376 00:41:34,660 --> 00:41:41,140 Just make a queue and kind of select this phase and scale it down like this. 377 00:41:42,040 --> 00:41:48,460 We can also add a look over here and then select this face on the scale at the. 378 00:41:56,020 --> 00:41:58,630 Then you can add some bills with control. 379 00:41:58,640 --> 00:41:58,990 Be. 380 00:42:00,660 --> 00:42:06,750 So with control be so bevels to get the shape like this. 381 00:42:09,230 --> 00:42:11,750 And I salute this face and the skill. 382 00:42:11,750 --> 00:42:14,690 It's down to bring it over here. 383 00:42:15,470 --> 00:42:19,010 Let's move all of those in position. 384 00:42:21,140 --> 00:42:22,820 And now I think the zipper is ready. 385 00:42:22,820 --> 00:42:25,160 We can add the solidifying metaphor for this one 386 00:42:28,640 --> 00:42:31,910 and we can increase it. 387 00:42:33,910 --> 00:42:38,920 But this land and the subdivisions surface very well, as you can see. 388 00:42:39,980 --> 00:42:42,610 It will add it will make it like this. 389 00:42:43,180 --> 00:42:52,600 We need we need more geometry in our plane in this area that's subdivided to see what we get after subdivision 390 00:42:53,350 --> 00:42:53,980 in here. 391 00:42:55,630 --> 00:42:58,150 And then let's use a subdivision surface months for. 392 00:43:00,080 --> 00:43:00,340 She? 393 00:43:08,220 --> 00:43:10,680 Shh, shh, shh, shh. 394 00:43:11,860 --> 00:43:12,960 All right, that works. 395 00:43:15,140 --> 00:43:16,580 That works fine. 396 00:43:19,950 --> 00:43:21,970 Shh, shh, shh, shh, shh, shh. 397 00:43:22,810 --> 00:43:24,820 Maybe if the. 398 00:43:32,000 --> 00:43:33,530 Some bubbles in this area. 399 00:43:33,540 --> 00:43:34,790 That's what I'm thinking. 400 00:43:44,210 --> 00:43:47,090 No, not doesn't work. 401 00:43:48,440 --> 00:43:52,790 So that's good enough for this part. 402 00:43:53,870 --> 00:43:56,600 Probably needs a loop cut over here, though. 403 00:43:57,560 --> 00:44:00,200 Uh, maybe something like this helps. 404 00:44:06,150 --> 00:44:06,430 Yeah. 405 00:44:06,480 --> 00:44:09,420 As you can see, this made this edge much more nicer. 406 00:44:11,550 --> 00:44:13,560 And we can do something over here to. 407 00:44:18,600 --> 00:44:21,000 The couple of loops in this, are you? 408 00:44:23,250 --> 00:44:23,580 All right. 409 00:44:28,730 --> 00:44:28,970 Okay. 410 00:44:29,810 --> 00:44:30,710 That's good enough. 411 00:44:31,400 --> 00:44:35,770 I don't want to make it much longer than this. 412 00:44:35,780 --> 00:44:37,640 This is enough for what? 413 00:44:37,820 --> 00:44:46,670 The character we're making, we can add this can add a couple of a subdivision level over here, subdivision 414 00:44:47,300 --> 00:44:53,990 over here, and then add something surface modifier for this purpose as well to make it more smoother. 415 00:44:54,800 --> 00:45:02,450 And yeah, well, we can bring this zipper down to this area. 416 00:45:08,810 --> 00:45:09,170 All right. 417 00:45:09,170 --> 00:45:10,160 Let's go down 418 00:45:13,430 --> 00:45:16,360 there, as you can see in here. 419 00:45:24,020 --> 00:45:26,140 We have another part that sits. 420 00:45:26,140 --> 00:45:28,780 So I want to separate who sits on top of it. 421 00:45:28,900 --> 00:45:33,840 We can make it or we can just skip its because it's not going to be seen. 422 00:45:33,850 --> 00:45:36,460 So I want I wanted to add the cue over here. 423 00:45:37,360 --> 00:45:40,020 So this zipper actually sits on this. 424 00:45:40,030 --> 00:45:51,040 And yeah, so this is another part of the zipper, let's say, but not necessarily this, but in this 425 00:45:51,040 --> 00:45:51,700 case. 426 00:45:53,090 --> 00:45:57,100 And you can make it sit right here. 427 00:45:58,240 --> 00:46:01,150 Bring these both down a little bit. 428 00:46:42,200 --> 00:46:52,580 Let's apply the A for us for this, and then let's join these objects together so we can move them together 429 00:46:52,580 --> 00:46:53,090 easily. 430 00:46:54,480 --> 00:46:55,940 Now, let's. 431 00:46:56,870 --> 00:46:58,850 Let's change the name to two zipper. 432 00:47:12,680 --> 00:47:16,010 And the other thing we have, that's another object. 433 00:47:16,490 --> 00:47:23,240 So let's add this one over here a little bit bigger. 434 00:47:26,420 --> 00:47:27,050 Like this. 435 00:47:28,180 --> 00:47:31,070 And then the zipper sits on top of it. 436 00:47:31,070 --> 00:47:31,640 Like that. 437 00:47:33,560 --> 00:47:34,200 Like this. 438 00:47:36,050 --> 00:47:36,350 Right. 439 00:47:39,230 --> 00:47:40,250 I think that's good enough. 440 00:47:40,690 --> 00:47:42,440 And that's a zipper. 441 00:47:43,870 --> 00:47:49,280 Let's go school and see this one if this one is good. 442 00:47:49,730 --> 00:47:54,320 We need to add the zipper, too, for this jacket. 443 00:47:56,500 --> 00:47:57,340 The red one. 444 00:48:14,320 --> 00:48:14,800 Hmm. 445 00:48:14,830 --> 00:48:15,370 I don't know. 446 00:48:16,240 --> 00:48:17,120 It seems like. 447 00:48:18,640 --> 00:48:19,150 All right. 448 00:48:20,020 --> 00:48:22,450 So who would you say needs to have a zipper? 449 00:48:26,580 --> 00:48:28,070 And so they both have a zipper. 450 00:48:28,460 --> 00:48:28,760 All right. 451 00:48:28,760 --> 00:48:34,850 Those are the zipper for the jacket as well, the red jacket as well. 452 00:48:35,930 --> 00:48:38,210 Some others showed you before. 453 00:48:38,240 --> 00:48:39,890 I'm going to select these two. 454 00:48:43,160 --> 00:48:46,280 And then I'm going to duplicate that. 455 00:48:48,170 --> 00:48:48,560 All right. 456 00:48:51,380 --> 00:48:52,700 I am going to 457 00:48:55,820 --> 00:49:08,780 select the queue and select the curve for our new curve and then I am going to merit base districts. 458 00:49:09,260 --> 00:49:13,910 It doesn't work of course, because that one is not 459 00:49:17,300 --> 00:49:21,230 is not centrist or actually works. 460 00:49:22,670 --> 00:49:25,220 So it is things. 461 00:49:25,970 --> 00:49:29,690 So let's go and make the zipper over here. 462 00:49:37,000 --> 00:49:41,050 He goes all the way here. 463 00:49:43,540 --> 00:49:50,020 And because this one is this one should have always a bit of variation. 464 00:49:50,850 --> 00:49:52,390 Oh, let's make it. 465 00:49:54,370 --> 00:49:59,920 Let's make it more like just kill it down. 466 00:50:05,290 --> 00:50:07,480 So I'm more of this cute. 467 00:50:08,680 --> 00:50:09,580 So they cannot. 468 00:50:11,130 --> 00:50:15,300 And now let's scale it down. 469 00:50:15,300 --> 00:50:16,620 And X-axis. 470 00:50:23,130 --> 00:50:24,930 Let's kill it down in the Y axis. 471 00:50:25,620 --> 00:50:28,620 So it would be a lot smaller. 472 00:50:33,720 --> 00:50:34,830 See what we get. 473 00:50:38,450 --> 00:50:42,990 Right now, it's a smaller but space. 474 00:50:43,000 --> 00:50:44,770 Let's make it wider. 475 00:50:53,780 --> 00:50:54,320 All right. 476 00:50:55,720 --> 00:50:56,840 Now, this place, it's. 477 00:51:09,020 --> 00:51:11,140 You should. 478 00:51:33,380 --> 00:51:45,320 So his control team rotating it better adjust its in the place in the middle like here and it's just 479 00:51:45,320 --> 00:51:47,960 subdivided more so we have more control. 480 00:52:43,720 --> 00:52:44,010 My. 481 00:52:53,400 --> 00:52:53,690 It's. 482 00:53:46,230 --> 00:53:49,620 So yeah it's just a just sunsets. 483 00:53:51,630 --> 00:53:59,070 And again, don't forget, back control to these curves just rotates. 484 00:53:59,100 --> 00:54:06,060 Sometimes they rotate, sometimes some serves after moving them. 485 00:54:07,320 --> 00:54:13,530 So you need to use control C to adjust the rotation like what I'm doing right now. 486 00:54:26,940 --> 00:54:28,710 So that's closely looked at. 487 00:54:28,710 --> 00:54:34,380 You shouldn't want to be like this one to be to stick it out. 488 00:54:35,370 --> 00:54:38,670 I want it to be only told me this stick counts like this. 489 00:55:40,750 --> 00:55:40,910 Okay. 490 00:55:40,960 --> 00:55:44,920 I think we should go further. 491 00:55:44,920 --> 00:55:47,770 So this increased this month's. 492 00:55:53,100 --> 00:55:54,540 The go over here. 493 00:55:56,820 --> 00:55:57,150 Yeah. 494 00:56:12,900 --> 00:56:14,270 I think that's good enough. 495 00:56:46,420 --> 00:56:51,440 So let's add these on to this for us as well. 496 00:57:03,620 --> 00:57:06,170 Let's actually scale it down. 497 00:57:06,470 --> 00:57:06,860 That's 498 00:57:10,960 --> 00:57:11,300 okay. 499 00:57:52,350 --> 00:57:57,200 Let's make it more interesting by making like, floating in there. 500 00:57:57,980 --> 00:57:59,870 So it wouldn't just sits like that. 501 00:58:00,260 --> 00:58:01,850 Make it like it's floating. 502 00:58:06,940 --> 00:58:07,390 We need that. 503 00:58:07,400 --> 00:58:09,160 Just that after. 504 00:58:11,660 --> 00:58:14,060 So we're working and doing the polls. 505 00:58:58,070 --> 00:58:59,960 Or this one is on the left, though. 506 00:59:01,140 --> 00:59:01,790 This one. 507 00:59:03,860 --> 00:59:04,880 Or maybe it's. 508 00:59:06,230 --> 00:59:07,640 The swap or something? 509 00:59:07,640 --> 00:59:08,030 I don't know. 510 00:59:35,090 --> 00:59:46,160 But if he can make some changes or hear scores and want, we'll see if we can make some variation of 511 00:59:46,170 --> 00:59:51,050 Z per year, maybe making it this. 512 01:00:00,610 --> 01:00:03,460 So it wouldn't look similar. 513 01:00:04,210 --> 01:00:04,960 Look the same? 514 01:00:12,230 --> 01:00:13,820 No, I don't like that. 515 01:00:14,670 --> 01:00:15,530 Let's go back. 516 01:00:27,060 --> 01:00:28,950 So now I don't know if I should. 517 01:00:31,110 --> 01:00:36,630 Remove the zipper because in this picture, it doesn't have any zippers. 518 01:00:41,620 --> 01:00:43,060 This one's so. 519 01:00:51,520 --> 01:00:54,400 I guess I'm just gonna settle down with this one. 520 01:00:55,490 --> 01:01:00,130 You probably can make adjustments to this one to make it all a difference. 521 01:01:00,130 --> 01:01:01,360 For example, making it. 522 01:01:02,800 --> 01:01:05,650 Maybe making it like this one. 523 01:01:06,190 --> 01:01:06,400 Shh. 524 01:01:13,470 --> 01:01:14,730 So let's just do that. 525 01:01:45,480 --> 01:01:53,630 See if we can use these options to make it circle after subdividing it. 526 01:02:34,190 --> 01:02:37,720 And then with control plus 527 01:02:40,450 --> 01:02:41,860 no of and work. 528 01:02:42,790 --> 01:02:45,910 So just select these faces, I guess. 529 01:02:48,250 --> 01:02:52,420 Bring them down and let's just do it. 530 01:02:52,420 --> 01:02:53,180 Two faces. 531 01:02:53,240 --> 01:02:56,140 So we have a circle in this area. 532 01:03:48,060 --> 01:03:52,020 Select these faces and control. 533 01:03:52,020 --> 01:03:54,030 Be favorites. 534 01:04:04,090 --> 01:04:05,530 No, I don't want that. 535 01:04:10,350 --> 01:04:10,570 Hmm. 536 01:04:11,850 --> 01:04:13,090 Maybe there is. 537 01:04:20,910 --> 01:04:21,660 All right. 538 01:04:21,730 --> 01:04:28,880 I don't think that's a see what we get, but the geometry wasn't what I was expecting. 539 01:04:30,020 --> 01:04:32,610 So it's an institutional. 540 01:04:32,750 --> 01:04:32,990 Yeah. 541 01:04:33,010 --> 01:04:37,790 As you can see, we don't have enough strength in these areas. 542 01:04:37,790 --> 01:04:38,240 So 543 01:04:41,090 --> 01:04:42,260 either need to. 544 01:04:50,890 --> 01:04:51,160 Shh. 545 01:04:51,670 --> 01:04:51,900 Shh. 546 01:05:10,420 --> 01:05:14,320 So I'd do it until we went to this point. 547 01:05:15,460 --> 01:05:17,800 And now let's 548 01:05:20,620 --> 01:05:32,210 go over here and press be controlled by the build this area and then select these areas with shift. 549 01:05:32,260 --> 01:05:35,110 Also Click Control. 550 01:05:35,220 --> 01:05:38,440 Be well, I don't know. 551 01:05:38,440 --> 01:05:41,980 We can't build this area because it's a circle. 552 01:05:57,600 --> 01:05:58,320 No problem. 553 01:05:59,160 --> 01:06:02,100 To achieve this, we should have used bullying. 554 01:06:03,630 --> 01:06:05,250 So this doesn't work. 555 01:06:05,370 --> 01:06:10,620 First of all, fortunately for Bush, they've used polling to achieve that. 556 01:06:15,240 --> 01:06:17,760 So if you want to go for it, go for polling. 557 01:06:18,300 --> 01:06:20,190 I probably will just let it go. 558 01:06:20,190 --> 01:06:24,750 Just say that this is going to be good enough. 559 01:06:27,260 --> 01:06:27,640 She? 560 01:06:33,510 --> 01:06:42,510 Yeah, I am just going to Reuters because I didn't shoot when I was expecting, but I'm not going to 561 01:06:42,510 --> 01:06:43,530 go further than this. 562 01:06:43,530 --> 01:06:50,070 But I'd like to then add a cylinder, for example. 563 01:06:50,220 --> 01:06:50,580 All right. 564 01:06:51,090 --> 01:06:55,650 And then go over here to pull the modifier and the Boolean modifier. 565 01:06:55,800 --> 01:06:56,340 All right. 566 01:06:56,550 --> 01:07:01,800 For your for your cube to pull in this inside this kit. 567 01:07:02,820 --> 01:07:05,940 So that's a better way to experts. 568 01:07:06,780 --> 01:07:07,830 I'm just going to settle this. 569 01:07:08,070 --> 01:07:13,750 Certainly for this zipper we have over here and now we are done with this. 570 01:07:14,640 --> 01:07:19,970 And now that we're done with this, we can apply them on the front as well. 571 01:07:19,980 --> 01:07:21,720 Let's save them for later. 572 01:07:21,720 --> 01:07:25,890 So I'm just going to hide these curves and save them for later. 573 01:07:26,370 --> 01:07:33,540 I'm just going to select all the various console A and press on the scale to scale everything back to 574 01:07:33,540 --> 01:07:42,000 Universal and always check if you encounter any problem because you may encounter some problems after 575 01:07:42,000 --> 01:07:42,900 doing the scale. 576 01:07:43,620 --> 01:07:46,710 So make sure that you don't have any problems. 577 01:07:50,250 --> 01:07:52,410 Let me fix this first over here. 578 01:07:58,570 --> 01:08:08,760 Now to end this video, let's add some creases in this parts right here. 579 01:08:09,150 --> 01:08:10,500 So if we look 580 01:08:14,280 --> 01:08:18,479 we look so like this, some lines over here. 581 01:08:18,569 --> 01:08:18,960 So 582 01:08:22,170 --> 01:08:31,340 when they use inflate, you do some inflation over here, let's use clear strips and then fill in these 583 01:08:31,590 --> 01:08:32,550 these areas. 584 01:08:33,120 --> 01:08:35,670 But this is areas that we call in 585 01:08:38,609 --> 01:08:43,680 and I'm kinda done like this. 586 01:08:46,859 --> 01:08:52,560 These folks over here, some used in classrooms to kind of make these more 587 01:08:57,270 --> 01:09:02,910 like with each other, because if you make a line like this or here make a line like this, this is 588 01:09:02,910 --> 01:09:03,670 not normal. 589 01:09:03,689 --> 01:09:08,850 This is not how your falls are made. 590 01:09:09,180 --> 01:09:18,240 So we need to make some conversation between the folds and make folds quite like these. 591 01:09:20,370 --> 01:09:25,319 This is more, much more natural than what we had. 592 01:09:33,310 --> 01:09:33,729 That. 593 01:09:58,790 --> 01:10:02,690 So now let's go to object more and have the go to. 594 01:10:03,350 --> 01:10:15,260 So it's first then go to random mode to see what we got right now onto this point to assess what we 595 01:10:15,260 --> 01:10:22,310 need to tackle, what we need to fix, what we need to maybe add all those things. 596 01:10:26,180 --> 01:10:26,320 Right. 597 01:10:26,660 --> 01:10:27,410 Because for now. 598 01:10:27,440 --> 01:10:38,960 One other thing I do usually puts a mask up and change the mask here to something like like the VAX 599 01:10:39,320 --> 01:10:42,590 one, which is called Clay Brown. 600 01:10:44,330 --> 01:10:52,790 This one shows the curves, the cavities inside the objects and how much cavity we have in the object. 601 01:10:53,690 --> 01:10:55,340 It looks like more like. 602 01:10:55,670 --> 01:10:57,260 Like a sculpture, like. 603 01:10:57,620 --> 01:10:59,030 Like a bronze, a sculpture. 604 01:10:59,930 --> 01:11:03,020 And it is good to see how it will look. 605 01:11:03,020 --> 01:11:09,440 And then you can go over here and turn on a cavity, as you can see, by turning on charity. 606 01:11:11,110 --> 01:11:16,270 The cavities, the lines that we made, the cavities are going to be much more visible. 607 01:11:17,050 --> 01:11:25,810 He's going to show us like how much like maybe we don't need we added too much resemble here. 608 01:11:25,810 --> 01:11:28,370 The child is too much. 609 01:11:28,390 --> 01:11:28,780 Right. 610 01:11:29,350 --> 01:11:35,380 If I turn it off right now, even if I turn it off, the cavity here in this area is too much. 611 01:11:36,010 --> 01:11:40,720 So there's an low here is close leaves and feel this area and then this will sit. 612 01:11:41,440 --> 01:11:46,090 So this wouldn't be like that. 613 01:11:46,780 --> 01:11:50,770 Then over here, around the jacket. 614 01:11:51,350 --> 01:11:51,780 Really? 615 01:11:51,820 --> 01:11:53,710 We need some contrast. 616 01:11:53,710 --> 01:12:01,480 Like this area needs to be higher and the other area needs to be lower. 617 01:12:01,490 --> 01:12:04,600 Go around the neck like this. 618 01:12:04,630 --> 01:12:04,960 Right. 619 01:12:05,800 --> 01:12:09,760 So with this kind of math, yes, we can understand 620 01:12:12,250 --> 01:12:19,720 how the cavities of our objects are closer and the object that we're making walks uses different methods 621 01:12:19,720 --> 01:12:28,150 of lighting, and that helps us to evaluate anything that we are sculpting making. 622 01:12:28,150 --> 01:12:28,720 It's more. 623 01:12:30,910 --> 01:12:32,050 Much more interesting. 624 01:13:20,630 --> 01:13:21,440 Only this month. 625 01:13:22,040 --> 01:13:32,000 We can see how much we are digging in, how much we need to remove small. 626 01:14:16,430 --> 01:14:23,270 But I don't recall if he used to sculpt with these kind of mass caps, because it's going to give you 627 01:14:23,270 --> 01:14:28,670 a very unrealistic look when you were doing the sourcing, the sculpting and doing the shapes. 628 01:14:50,370 --> 01:14:50,620 The. 629 01:14:52,340 --> 01:14:53,120 She's. 630 01:15:31,040 --> 01:15:31,330 Okay. 631 01:15:31,790 --> 01:15:42,380 Then you can go to other math gaps, like, for example, the skin mask up and the shell is not the 632 01:15:42,380 --> 01:15:43,260 skin makeup. 633 01:15:44,360 --> 01:15:45,290 I think. 634 01:15:53,980 --> 01:16:01,210 This is a claim I've got and this is a skin mask of art that is likely to claim muddy. 635 01:16:01,210 --> 01:16:02,530 This is a skin mask cap. 636 01:16:03,250 --> 01:16:05,910 They say this is a skin match, I think. 637 01:16:08,030 --> 01:16:09,430 It shows better. 638 01:16:09,430 --> 01:16:10,120 Your object. 639 01:16:10,150 --> 01:16:11,500 How our looks. 640 01:16:14,720 --> 01:16:18,700 And you can turn off clarity. 641 01:16:18,710 --> 01:16:25,490 There are some options for charities too, like a scheme ward and both you can turn out and you can 642 01:16:25,490 --> 01:16:26,330 play around with. 643 01:16:32,910 --> 01:16:34,500 Right now in this area. 644 01:16:34,680 --> 01:16:38,910 I think I need to car with all of this more 645 01:16:42,210 --> 01:16:46,110 intense, more definition and maybe some scrape brush. 646 01:16:46,290 --> 01:16:48,470 Make it flat in this area. 647 01:16:48,480 --> 01:16:49,260 Make it more. 648 01:16:53,750 --> 01:16:54,080 Just 649 01:16:57,900 --> 01:17:01,440 make it more different than the other surfaces. 650 01:17:02,080 --> 01:17:02,670 What's a jacket? 651 01:17:18,450 --> 01:17:25,080 I do not like how the fact these vacation look like they should be quite. 652 01:17:30,720 --> 01:17:31,560 Smooth. 653 01:17:38,900 --> 01:17:39,620 I think that's good. 654 01:17:56,450 --> 01:17:58,330 So this one. 655 01:18:00,200 --> 01:18:04,760 This one doesn't have enough thickness. 656 01:18:05,240 --> 01:18:07,100 Let's separate them again. 657 01:18:07,550 --> 01:18:14,330 Separate selection go out of it more than these also have multi resolution, as you can see. 658 01:18:14,930 --> 01:18:17,270 Let's have them as separate objects for now. 659 01:18:17,870 --> 01:18:20,000 And this other another solidify. 660 01:18:20,000 --> 01:18:23,090 Modify it, bring it up so it adds. 661 01:18:24,150 --> 01:18:25,460 All right, we can't bring it up. 662 01:18:25,820 --> 01:18:32,540 When we add the multi resolution modifier, it cannot be replaced by another modifier. 663 01:18:32,540 --> 01:18:35,660 So it will only it will always be on. 664 01:18:35,660 --> 01:18:35,960 So. 665 01:18:36,500 --> 01:18:41,180 So I'm just going to remove this because we didn't show any detail on top of this. 666 01:18:41,960 --> 01:18:44,630 And if I go over here. 667 01:18:45,620 --> 01:18:47,750 So we have two faces. 668 01:18:51,370 --> 01:18:53,080 We have two phases in this area. 669 01:18:53,500 --> 01:18:57,610 We can I can select two front faces like this. 670 01:18:58,210 --> 01:18:59,470 Remove faces. 671 01:19:01,530 --> 01:19:09,200 No, that didn't do a very good job because these ones also are selected. 672 01:19:13,750 --> 01:19:18,250 So we need to select these faces. 673 01:19:21,140 --> 01:19:27,560 Actually, we need to select these races because we want a single face like we had earlier. 674 01:19:44,690 --> 01:19:45,410 All right, that one. 675 01:19:45,440 --> 01:19:48,250 I don't care, because, you know, it's me. 676 01:19:48,480 --> 01:19:52,040 It's it's the two faces. 677 01:19:53,030 --> 01:19:56,270 And now we have one single face. 678 01:19:58,490 --> 01:20:01,130 These will need to be deleted as well. 679 01:20:02,240 --> 01:20:04,010 And now we have one single voice. 680 01:20:07,030 --> 01:20:10,180 I was solidifying. 681 01:20:12,780 --> 01:20:15,870 Then let's subdivision surface for for. 682 01:20:18,680 --> 01:20:19,070 Much 683 01:20:22,010 --> 01:20:24,720 less remove this right. 684 01:20:24,740 --> 01:20:27,100 Clay set origin origins of geometry. 685 01:20:28,730 --> 01:20:30,350 And it's. 686 01:20:31,810 --> 01:20:33,250 Do it right this time. 687 01:20:34,600 --> 01:20:36,160 Make just the. 688 01:20:39,050 --> 01:20:39,250 It's. 689 01:20:44,770 --> 01:20:45,610 It's just this area. 690 01:20:46,090 --> 01:20:49,060 I want to do one thing over here in the edges. 691 01:20:49,630 --> 01:20:53,950 Let's select the whole thing and then press control. 692 01:20:53,980 --> 01:20:54,550 Be. 693 01:21:00,520 --> 01:21:01,920 Well, we can't do that. 694 01:21:01,920 --> 01:21:04,790 It seems to. 695 01:21:17,950 --> 01:21:24,800 A special look for here them and make it closer to the edge in this area. 696 01:21:33,190 --> 01:21:34,600 Now let's try this. 697 01:21:35,840 --> 01:21:44,140 As you can see now we have a much nicer and very straight line over here. 698 01:21:46,850 --> 01:21:47,150 She? 699 01:21:56,140 --> 01:21:59,860 Let's do this another before and solidify. 700 01:22:01,910 --> 01:22:02,720 And that's her. 701 01:22:19,590 --> 01:22:23,700 So now, as I just said, better this time. 702 01:22:23,730 --> 01:22:26,350 And now we can add a modifier. 703 01:22:27,640 --> 01:22:28,400 I just. 704 01:22:28,560 --> 01:22:29,010 Here. 705 01:22:53,660 --> 01:22:56,750 I've just applied the mirror modifier. 706 01:22:57,470 --> 01:22:59,240 Now we can just. 707 01:23:00,410 --> 01:23:03,080 Work on this one and make it look good. 708 01:23:04,040 --> 01:23:06,220 And I don't need to touch it. 709 01:23:06,260 --> 01:23:07,190 The shorts. 710 01:23:07,220 --> 01:23:10,880 I wanted to make it little bits. 711 01:23:15,810 --> 01:23:21,280 Like Natasha is sure to make some phone calls, but no, we don't need that now. 712 01:23:29,500 --> 01:23:33,280 Let's use a pause brush and see if we can. 713 01:23:35,230 --> 01:23:37,270 Yeah, bring it inside. 714 01:23:37,540 --> 01:23:38,530 Look what I did. 715 01:23:38,530 --> 01:23:41,950 Like, right now it pulls brush. 716 01:23:43,170 --> 01:23:45,270 And bring it inside. 717 01:24:12,190 --> 01:24:12,770 All right. 718 01:24:13,340 --> 01:24:16,040 And then we can bring it up that. 719 01:24:23,180 --> 01:24:23,490 Okay. 720 01:24:24,320 --> 01:24:25,030 And then with. 721 01:24:27,520 --> 01:24:29,470 Let's grab brush now. 722 01:24:30,400 --> 01:24:31,480 Can I just. 723 01:24:33,330 --> 01:24:34,200 Justice. 724 01:24:36,520 --> 01:24:38,060 Which parts are going to be seen? 725 01:24:38,080 --> 01:24:41,890 Which parts are going to be inside the shorts? 726 01:24:48,770 --> 01:24:49,160 She? 727 01:25:04,460 --> 01:25:07,520 Or a like this, maybe. 728 01:25:21,330 --> 01:25:22,500 No, I don't like this. 729 01:25:22,500 --> 01:25:26,820 So let's go back to the simple thing we have. 730 01:25:27,060 --> 01:25:30,990 We're here that's good enough for the shorts right now. 731 01:25:32,700 --> 01:25:39,960 And yeah, let's just for this video, let's check other ups as we're ending this. 732 01:25:40,770 --> 01:25:42,060 And as you can see. 733 01:25:42,700 --> 01:25:45,690 So I have also added some other matchups. 734 01:25:47,940 --> 01:25:54,310 You can also make your own math caps and also download some math jobs from doing so. 735 01:25:54,330 --> 01:25:58,170 That's an important blender if you want it. 736 01:25:59,340 --> 01:26:05,940 So these are some jobs that you can use and you can see the differences with these. 737 01:26:05,940 --> 01:26:10,170 These are with different lightings and different light. 738 01:26:10,350 --> 01:26:16,470 Datas will help you see your objects more clear. 739 01:26:17,190 --> 01:26:19,920 All right, now. 740 01:26:20,970 --> 01:26:27,000 Okay, I'm going to end this here, and I hope this was helpful. 741 01:26:28,470 --> 01:26:33,090 And let's see, I see the render where you were here. 742 01:26:34,230 --> 01:26:39,270 And I think this is this is looking good for now before texturing. 743 01:26:41,520 --> 01:26:41,820 Okay. 744 01:26:42,330 --> 01:26:44,760 So that's it for this video and goodbye.