Hello.
So now let's go to the shoes over here.
But first, let's apply the mirror modifier of the shoe here.
Let's go to the modifiers and then I want to apply the modifiers.
This because it makes the texturing simpler and it makes the rigging simpler as well.
So for your rigging, I prefer to have the shoes separate objects, so that's much more simpler.
So then let's go and apply those.
We should imagine it's not fun because for example, here they are into each other, they're going to
mesh.
And that's not what I want.
And then if I go over here to level viewport and change it to zero, as you can see, we have some changes
to the shape.
This is because when I was in a sculpts moment, all right, I was in sculpts more sculpted in level
3 to 1 or I then sculpted in a base mesh.
I sent ten this option on.
All right.
And that is why it made changes between the different our base mesh, which is what it was, you know,
and I was sculpting mesh, which is the 1 to 3.
As you can see, it is a very little bit of difference to fix that.
All you need to do, there's an option over here that was added a few versions back in Blender, go
to shape and then go over here and apply bass.
If I were a muscle, you can see modify the base mesh to conform to the displaced.
Mesh is going to conform to the displaced mesh and let's click on it.
And it's actually really fast and let's see, it was this as you can see now we have our base mesh compatible
with our subdivision mesh, our sculpt.
Okay, now let's apply the moon modifier.
Okay, now let's go to level zero to see if we have any problems.
If I.
Yeah, if I go up and now you can see that I have some problems over here.
This is because of Miramonte.
So a mammoth this sometimes doesn't work well with the mattress and then especially when we have about
some problems like that, the bass mesh was not the same as as as the subdivision level bass mesh.
So let's fix this.
So if you have some some problem like this, right, we need to remove this one now.
So the mirror modifier was useless in our case in here, just select one shoe.
I'm going to go to x remote with alt z, select one shoe.
Now let's make sure these are so that I'm going to select this with L and you know, let's make sure
all the things are selected.
Select this one as well.
Now let's move it with G to see if all the words is associated.
And then as I see that all the places are selected from the press p selection and now my shoe is separated.
These two are now separated.
As you can see, this one is separated and this so that this one is useless to us because is very much
deformed.
I'm going to delete it.
And I have this shoe that I sculpted and I'm going to do another safe because we have we have applied
one of our modifiers and now let's go and duplicate this with the other side.
So I want to do this manually.
Now, if I do it with the mirror modifier again, it's going to make me some problems again because
it can't mirror this cup to the mesh.
So what is this manual?
This I want to press alt d.
All right, so all these will make it duplicated.
Link the version, the material, the data, everything is linked.
Well, actually, now, as I think about it, I don't want stats because maybe it makes some problems
in the rigging.
So I want to press shifty.
So this might be a little bit.
Not necessarily.
That's the not because we have that we're going to go to texturing, but I'm going to do it anyway.
Just show you the method.
So shift eight.
Now we have a duplicate.
That's sure here if I move it a little bit over here now we have a duplicate issue.
Now let's move it to the other fit over here.
Okay, now we have it on the other fit approximately.
And now, as you can see, we need the shoe to be mirrored.
The issue has this kind of anger when it should have been mirrored and has this kind of angle as we
had with our minimal any remember.
So when I go to object or here and then go over here to mirror and mirror it exclusively because I want
it to mirror in this access over here, it's going to mirror it based on this access.
So let's do that and see the results.
Yeah.
So mirrored it in the x axis.
And now, as you can see, it is perfectly mirrored of you have no problem whatsoever in these areas
with the mantras modifier.
Well, as I said before, this is the was kind of necessary now because we need to do it again later
on because we are going to
do the texture on this one.
But I think because.
Yeah, because the materials are the same.
No, always we say because the materials are was saying it's it's not going to be any different with
texturing.
So yeah, we did that and we do it a bit more to the x axis to not have any problem with the shoe.
And yeah, now we are ready to texture.
So I want to show you if you have some problem like this after mirroring any of your objects.
So after moving any of your objects with multi resolution because it's not applied well, you can use
this simple and fast technique.
So now let's go here and and it's a material and ropes so.
This go to texture paints.
So we have a lot of material over here that we need to do the texturing.
The first one I want to do is the white one.
I want to make sure that the white one is is over here.
So I'm going to go to edit mode and press and select.
And I can see that the white one is one oil over here.
But one thing do let me go to my references for the shoe.
This white has doesn't have the same method as this white or and this one is the leather material.
And this one is some kind of a cushion.
It's very smooth.
So I need to make separate materials for this one.
So when a pistol on this one.
And I'm going to press on this puzzle over here, Neal.
I call it whites.
So now let's do the same thing for this one and call it anything you want.
But I'm just going to call it something that I do not know.
What is this is what's lower parts?
Something like that.
That's so I know that this one is.
I actually didn't.
I think I actually didn't sign it.
So let's sign it to see which of these I go to select and you see which faces are assigned to this material.
So this one to this one shoelace are these ones.
Okay.
I need to add this ones as well.
The choice.
It's.
Make sure that these are selected as well.
And then assigned to the choice now shoelace or science.
Now we can go to Seoul and the Seoul is this one and they'll see this.
This fine.
The Nike logo is this one.
So that is fine.
And the shoe is this one is fine as well.
And the red material over here is all the red leather things on the shoe.
Okay, so now that we have assigned our materials, now you're good to go.
So I want to start, as I said, with the whites over here with the biggest area to the is the biggest
area to the to the more lighter areas.
These are surfaces click here or Nike logo.
So now I'm on the on this material shoe as you can see, if I switch between these materials, this
shape, the note is going to change as well.
Okay, so let's go to shoe material and I am in texturing now.
I can go because we use your own.
The shoe can go ahead and add a texture.
I want to add base color.
Okay.
And want to add
a2ki think is enough.
Or actually I'm going to use 4K.
For this one year stretch it appears precipice on okay and.
She?
Some do that because.
It was to grace.
So let's go to show press on that fork.
Let's change it to pure white to fill color with whites.
Okay.
Now, let's press on this one and go over here.
Shoe based color show.
So we should go to show base color press s and let's find the shoe base color.
So as each.
Shoe base color, as you can see over here.
Now you're in the shoe the way you.
She let me check the movies and we should not have any problems in the movies.
So let's check the movies.
So the sun is all.
And no, no.
We should be interacting with each other.
So they are interacting with each other like crazy.
So I guess I forgot to pack the shoe here.
So let's pack tissue over here.
And remember, that pact to others should not be involved in that transaction, this pact issue.
So they don't overlap and now they're not overlapping was validated.
Still, 1000 to 1800 witnesses are overlapping with each other.
Let's try to fix that.
Relax.
I think for this area, these are kind of supposed to be interacting this area.
It's.
So let's go to solar mode.
Of this piece over here.
This is called Pre-written Now.
And.
Let's see.
This seems so we don't have any seams.
All right, so that's maybe what?
The problem.
You forgot to unwrap this one.
So yeah, that was a problem.
So wrap this.
So.
Q Maxim are actually you maxim of each.
It's the same thing for this one.
Q Maxim, okay.
So if you see any problem like that is.
We had I had just one darts or here I can see one that uh, and as a because this usually because these
are not unwrapped.
So you need to select them all and then press you and press on a wrap.
Okay.
Well, let's make sure the major areas do have uses.
So this is quite good.
Night logo is good enough.
This part has a workable UAV as well.
The choices do have as.
And now this part.
What about this part?
This part is not EUV, too.
So it's.
Or is fine.
So now this part is you read as well.
And what about this part?
It's good enough.
Dispersed is also fine.
First.
I think now we're good.
So let's put press all again and press our own rep and pack all of them together.
Now they are PACs and voter theories.
As you can see, this usually pack faster too.
It is a very good model and it makes your life much easier.
So let's see in these areas.
So not too many vertices if it is not sociable.
All right.
I'm not going to change anything because it doesn't matter.
So.
So on the tip over here.
So I don't think about that.
And it's it's below the surface.
So I'm not going to care anything about the movie because it's not going to be seen.
So these areas are overlapping each other.
That doesn't matter to me right now.
But this area.
All right.
That's fine.
Now think that your views of here are all messed up.
What we can do, we can just click on it and click on this one control URL and copy UV maps and all
the UV maps are copied to this one over here.
As you can see.
Okay.
Now let's go back to texturing.
It's been 18 minutes and we've been doing texturing, but this is actually necessary because you shouldn't
just jump into this step and say that everything is okay.
As I.
As I should assure you, I change it to the base color of the shoe.
And I saw the problem.
And now we have a much better.
A much better, uh, UAV over here that we can work with with a lot of space as well as make it gain
another base color.
4K That color is going to be this from a press.
Okay.
And as it starts now with a texturing.
So as you can see or here we have some kind of overlay material, I wanted to I want to add that.
So it's kind add the texture material to make life easier.
Let's steal some of these things over here.
So you want to do the same thing over here?
All right.
Actually with the pump as well.
I want to do the same thing with the pope as well.
So I'm going to go to the shoe, the white area and copy and paste it over here.
And then I'm going to delete this base color and replace it with a shoe based color that we made here.
So this is connected to the color, too.
Now we have this material fabric, but for the shoe, I want to use another material.
Just click on that X and press open on file.
You can go to Google.
And the same thing I showed you with seamless honeycomb texture, search, leather texture, seamless,
and you find some leather textures.
So let's click on leather and we have the leather over here.
And now to see how it looks like control or shift.
Click to see how it looks like.
Now it looks like this.
Okay.
So to control this letter, there is more tolerant.
Coming up here and in our control shift.
Click on this one to the Colorado and now in control more as you can see.
As you know, the white areas are going to be shown and the black areas are not going to be shown to
something like that.
Okay.
I'm going to.
Just remove this for now, because I will not work on the color and the color for now.
And now we can go ahead, I think.
Yeah.
So we added the leather material.
We added our shoe based color, which is just a white color, and we added some ambient occlusion which
we need to fix later on.
And we can now connect this base color to base color.
Consumers shift, click on the principal steps.
So now the principal's office connected to the material and now let's see the results.
So we have to play around with these things?
I think so.
I don't see any pattern.
So the school over here make it a little bit toward zero.
So the pattern is much more shown like this.
Okay.
Then we can go over here and change the color of this blackness over here so it doesn't look so black.
And we actually need to change it.
So it is only is, as you can see in the reference, we have some lines between it's not black and white,
so it's something like this might work better.
So we have the other pattern shows some lines in the way.
Right.
It's a real good.
And just play around with this and we are happy click on this color and shifted to over here so we want
to use the same colour and not for this one.
So let's do it.
This bump over here, the same colour, run for the bump when we connect the leather.
So this is the leather, connect the leather to the factory or here they connect the colour to the mix.
Note For now because we are going to add our own box madam for now set it to zero.
So this effect will be 100% and then connect the colour to height and connect that bump to the normal
of BSD if.
Okay.
Now we have our bump as well.
Now the mesh is updated, as you can see.
Now we have the bump, too.
If I increase this trend, this and you can see it with 100% strange sketch rendering and you can see
it as well.
So a safe under.
Now.
Is that both?
No.
To something like middle strange.
Let's go to rendering mode for this and let's decrease the stress or something like that.
It shouldn't be too much.
Something like that is fine.
Okay.
Now that we have set up our notes, we can start some doing some colors.
But first, let's go to our I'm in a collision control shift click and I want to see how much ambience
we are adding to our shoe here.
So the white areas are going to be dark and.
So I think that is too much.
So let's lower it to this month's like Mitt in the middle.
So we don't have so much shadow in the side of the foot.
Well, I just want a little bit shadows in the edges between between these areas.
Now let's see what we get.
Now we have shown some shadows between these areas, and that's exactly what they want.
They wanted to be too much.
So let's get the press on save.
And now let's go to our colouring.
So now let's go to texture paints and.
So if the shoe texture paints, now we have this set of ready the shoe and we can start doing it.
But I want to go and add my notes first all all the things over here and then start coloring them all
together.
So that's much easier for me.
At least there's still these notes over here and go to this one over here.
So let's go to red.
As you can see, Red, as I showed you, are these over here?
And this copy and paste all these materials here we can.
Disable this one.
And then make a base color copy this redness wear here make your base color it uh for case too much
for this one I'm just going to divide it it slash to make it two k so we can divide the four types and
type it out.
And then we have the color here and 32 bit is fine.
Okay.
And we have our base color here.
Okay.
Now strike the base color here and connect it to color to from the mixed knot and connect this one to
the base color.
Now, let's see what we get for the red areas.
So let's switch these two circuits, the system.
Now, let's bring out the pattern like this.
Okay.
So now we have the pattern on the surface.
But what I want more.
More than just the pattern.
I want us.
The bonus.
So let's add the bonus and see what we get.
All right.
Nose reduced is strange.
It should be subtle for these areas as we see references.
Oh, it's a bit like this.
So we we see the difference over here.
If you go zoom out is too much.
If I go to rent them once, you can see it.
But there is too much.
We needed it to be more subtle.
That is good.
So now we have prepared the notes for this one as well.
Uh, it's also, it's got to be a collision.
And as far and I think that is fun for all the materials, actually.
So now once again, let's go ahead.
And actually we don't need it because yeah, other materials are not leather.
So these two materials were just leathers.
So wanted to use those things for this one.
We are going to use another texture, but it's not going to be.
A letter they said was we can use these notes for this as well.
So let's go to this one.
As you remember, we named it White Lower Parts.
And this copy and paste these notes.
So if you have ambient occlusion on top and a base color, which we need to make again.
So we remove that and then we have some textures that are connected to the.
So, you know, sort of this texture.
I wanted to add another texture as we see in our references.
These are some form some dots on the surface.
You can easily do that with a one way texture.
So those are the one a texture connected to the vector.
Connected to the vector over here as well.
All right.
And then connect this to this one for the pump to.
Okay.
Now we see the results over here.
Let's add the base color here.
And so.
Base color to k is enough.
We don't even need to beat this one.
Connected to this and this one.
This one's at this one.
Let's wait for it to be applied.
Let's save it.
Now let's play around with these values over here.
So between the.
Color.
So because the color is what it's not going to.
It's not going to make any.
Difference.
Kids play around with these values.
This kind of texture would make sure this area is assigned correctly.
So let's go to white lower parts and go to select.
So it's not a science after all.
So let's go here and sign it to whites.
Lower parts.
And make sure what's hot is a science is science correctly.
So let's go again now to lower parts.
And now we can see the texture over here.
But it's too shallow.
Let's make it more.
With the ball and a set of skills.
Something like 200 or 500.
This controls shift.
Click on our column.
See better.
But it seems that was the scale was too much to set it to 100 and yeah, that's much better.
500.
Well, it's a bit lower.
25 maybe.
So to 2015.
15 is fine.
I think 15 is fine.
But we need to make it make some changes.
So let's switch between these two.
Let's go here.
And actually as make it black these lines.
Because it means.
It means it's going to make it dense or actually, you know, make it white.
What is going to make a bump on the surface and black?
It's going to make sense.
So that's good.
I think now the scale is too low as it is.
It's
2530.
40.
40 is fine.
But now we need to do this color around and connect this once.
Well, let's connect the pump as well to see what we get before the less safe.
It's kind of the bump notes.
Let's increase the strength to see what we get.
As we can see.
As I explained, the white areas are going to become come out of the area so we can just this, something
like this.
She?
Okay.
So this is fine.
We have our material here as well.
So next thing, we need to add something.
We need to make it, I think, for the lower part from now at least.
And yeah, we have everything.
This part is a smooth we're not going to add any texture.
I'm not going to make the other part as well as it might take it a bit more time.
So we don't have that much time.
Let's just stick with what we have right now and start coloring.
So let's go to the shoe, the white area, and now let's go back to object mode.
And.
What happened to the red color?
All right.
We use another wrangler on that one.
So let's go to.
Shoo the whites color.
Select our base color over here.
Okay.
Then we can start adding some colors.
So it's just changed to space.
Remove stubble as if you have one.
Change the fall of two pairs of shoes.
Now, let's go ahead and add some brown areas around the edges.
It's.
Let's lower down this one.
We can even go to zero by McDonald's if it's low poly.
So let's keep it at one.
Shh, shh, shh, shh, shh, shh, shh, shh.
She?
All right.
So we had a little bit of a dark color in this area.
It's gone.
And now it's a bit of.
Yellow.
Let's make sure they're in the right warm.
So it's I think some taint this area is actually adding to the whole area.
So it's not the.
Let's go here.
See?
Yeah.
It's because we made it into one texture paints that made it.
That means that we're going to change the color of the whole thing over here.
Well, actually, that's actually a good thing.
So we just need to add to have one base color for them all.
Things.
Secrets of your hair to make it darker.
Changing to brown?
No, not brown.
We're here.
And save this.
So as.
Opening ACR floated for shoe based color as soon as White's.
Safe.
SH.
SH sh.
SH sh sh sh.
She says.
The Brown one is having a little bit of dark stains on the surface of the shoe, so it doesn't look
too new, especially the edges.
Over here.
We need some edge.
We're also.
Shh, shh, shh.
So I want to read you some of the stuff.
This is too much.
Don't go too much to the explain before, Renee.
Just subtle changes in color.
We shouldn't change the whole color.
So this was too much to say to create a strange and to some subtle changes.
This is bizarre.
I'm trying to add some darkness to the base color of the shoe and especially in the edges to make it
look like that.
It's been to some places and it's been it's a little bit filthy and it's not too to clean and look like
just it's just been bought recently.
Such.
So if you have a problem like here that the area is too much like dark here, just grab the color from
the other area and then paint on it with a certain amount of strength and just blend that.
These two are much more bitter.
Blended together.
It's.
She?
It's connected to the to this fence area, to the right material.
Yes.
She's.
It's.
So if you look closely over here, I'm changing between these colors with X.
So this is the color over here.
So it's a bit different now.
But this this was the color that we had over here.
So you can just go and do some damage in this area with this color and then quickly change it back with
X and just color it back to blend.
It's much nicer.
So in the middle areas, it's trying to add some whiteness.
It's too much.
She?
It's just bizarre.
It's.
The shoe laces as well.
And it's a bit of white.
So, no, the choices are different since.
So to Solorio it's a bit bugs me.
So let's go to the texturing and less so.
So over here.
Which is this one.
And.
Let's in here, as we said before is blue puts in the animation saying it's it's red right right look
like there.
So let's change the situation.
Something more red the reddish and bring down the value.
And then I want to add the simple texture.
The texture.
I want to add the texture control t to add mapping and color to add the color, connect the color around
and I'll see what we get if we connect this.
So want to make some lines like this with the wave texture this so the to z let's set it to Y and now
this is what it wants.
So we trying to get a little bit of this effect right here.
Just the lines.
Okay, so let me.
So once these lands to go inward.
So let's make these lines a little like this.
Okay.
Then we can copy this color and paste it over here.
And then we can.
Even make this one of us and do that.
Let's make this one work.
But I'm going to make a snap and disappear.
So bottom up here and connect this one to the heights connected to normal.
Okay.
So now.
See what gets.
It's connected to base color consumers shift correct connected to material support and wait for blender
to do its thing.
And now it's a little bit inboard as you can see.
Strange is too much.
And the lines are too big.
So let's make the lines a little.
Like this.
And one other thing.
I don't want it to be black here.
This is too much indication that this area.
He's black.
Let's make it actually red.
And with the bonfire to see if we can get.
The results.
We can change it a little bit to ward black like a red black.
Now let's make these two together to make the line narrower.
Let's play around with distortions to make it not to be too straight.
And you can also play around with detail.
In this case, it's not needed.
I think we can add some randomness to with these detail values.
But I don't think this is a good idea.
So this resets.
She?
Smoking the soul food like this because of the detail.
The scale can make it to one, but it's going to make it very straight line -- on swans.
Yeah, that's fine.
One other thing.
We could have modelled the soul were here, so we needed to mask this area and extract it with the metal,
the shirt he showed you, or just use the modelling techniques like shrink wrap modifier and all that
to get this thing.
Or as it gets, it takes a lot of time and we're not going to show this all in our presentation.
But if it wasn't necessary, if this was something that was asked from us or something that we thought
that this is going to be cool and we can show this and we're going to show this to others that maybe
they're going to review our work or anything else.
Then you need to stick to the reference and do this modelling as well.
But I wanted to just do it.
So it's a one texture map to show you that can be done as simple as this so that this area is done.
We can go and continue with our texturing.
So it's good texture.
Let's see how much variation we've added.
So let's add let's save our image
and let's add some other colors.
So, for example, little bits of red.
All right.
Actually, it will do so when we get here.
Shh, shh, shh, shh.
She says the effect is too unnoticeable
in the texture because we have a very strong texture.
Were here.
Let me check something like this.
Nothing else.
Especially if nothing else is selected.
All right.
So this is because of this mix and word here.
It was too much.
It was zero.
I actually was only reflecting the color of.
The pattern.
So let's make it more toward one now.
That thing based on the color that we have painted on this.
This is quite the right amount.
You can see these areas are more much darker, which we painted on.
Now let's make this more whites.
She's.
And let's add some sense of right to this.
Yes, I think Blue looks good, too, because it is going to remove those rates.
I don't think they're going to give me a good contrast and I think value added to our color palettes.
Let's check it first.
100% strange.
Yeah, I think blue adds more colors to this added dark blue color.
Luther Strange adds color.
This area with blue, it has always make more contrasts.
In this area.
I mix it.
I mix it to be much more used.
Feel like it's used.
Charles as it was a bit to the red areas to make some brighter colours in some areas.
And this way I can add some contrasts with different colours.
I'm putting very little pressure on my pen to other very little effects.
She's.
She?
Some reason.
This area looks too black now.
Let's fix that.
Adding voice cover.
No.
None this so like this.
And with a lower strange feel in these areas.
Shh, shh, shh, shh.
Add some brightness to these various shapes.
There was some blue.
It's rent or to.
All right.
Some yellow color for these areas.
But this yellow is too saturated.
Let's make it less saturated and let's make the value to the middle.
Now, it's much more softer
now, making some some very various colors all around objects.
So as you can see, it doesn't look so, so clean.
Shh, shh, shh.
When I got
some.
Dark.
We're here as first.
Just make this a little bit more blend and.
What's with the brown?
Want to add some brownness in this areas?
She.
So I go to Green over here to make it more apparent between these colors to maybe add
somehow a third color, because you have a red color over here.
So you just go to the in front the color in the color, real complementary color.
The points lights.
Now, as you can see, this area looks much more.
Dirtier.
And the tests in this area, this greenish color.
I want it to be more black toward black and add that to some areas carefully.
This lower down the stretch does tend to do over the foot.
But let's do that with our one and only texture, the dots texture.
So it's called pendants.
That's texture.
So that's a random.
She?
And I can see the result for infinity.
Well, it's a bit like the fall of the sea.
Actually, it's
the random death.
So it's a bit on the skin, on the surface.
Okay.
The next thing I want to do, I want to go to my bump map.
And I want to add some of those lines.
We've been adding to the clothes to this one as well.
So one girl here and connects
these together.
Connect the mics with highlights.
It's just.
Set it to around one.
Okay.
Let's go to let's go here.
And it's pure black color test tested first delete the texture mask let's test it with a default follow
test.
So what we get over here is the strange.
And that's good enough.
So school.
Let's go to our stores and turn to line.
And I want to make some lines in these areas.
She?
It's.
Let's not forget to save the bump and the colors.
So I accidentally made the basic alignments of color.
But because we are painting, painting black on our face color and we have connected to the colors too
is doing the same thing so it doesn't make any difference.
But be sure to save it and change.
The name is also going to save it as.
Save as.
P and G is enough for this.
These are things in G and serious form.
Shh, shh, shh, shh, shh.
Let's save one or two.
And I think we didn't also save our base color here or we did with this, but let's save the game.
Yes, we could not sure if we did.
We just say it over here.
So.
Let me try again.
So, shoe.
One base color?
Sure.
One base color.
Sure.
One base color.
So we have that.
But I'm not sure.
I'm scared I'm going to lose my walk.
So there's just going to do another save me the pages line.
Save it.
I'm really scared that I'm going to use it.
It's happened before.
So score here and finish with the bomb.
So this is becoming harder to move around now.
She's.
It's just
all relaxed.
And that's true.
Space enables us shook
and destroyed our self.
That's much better.
It's.
Disabled print pressure.
So as you can see, it's very pixelate if you go near is going to be even worse.
But the show is not going to be seen from too close.
So good for this
and there's nothing to worry about.
The show is going to be seen, like from this angle where the the Pixley area is not going to be seen,
but the complexity is going to be seen, like the areas are separated together and separated from each
other.
And that's what we're aiming for.
The next thing I want to add to this surface are these dots on the surface.
So as they've.
Our.
Save a over here a shoe pump save as so it's step one and now was to disable star was a star struck
and this make these dots think for this one maybe deaths is better.
That's good.
Let's make the dots.
This is the middle line.
This is all.
Just approximate.
But this is the line.
Let's not change pan around and change the zooming or anything so our radius would be the same.
I'm looking at the reference and doing it based on the reference.
All right.
That's good enough to make some money, some insight, pops.
Then like this.
It's good enough, but we can't go and go to our base color and it's some dark color and we can go and
make it a little bit more dark.
See how it looks.
All right.
It's good.
Springtime has changed a little bit, you know, paints.
And so there's lots of little bits.
Okay.
So now school to a bomb again and to.
These lines over here, these stitching lines, I'm not going to make the stitches, but I'm going to
make the lines.
So.
Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh.
Let's go to the red.
That's why.
Over here.
And.
It's.
The bump not to.
Okay.
She's.
She?
Shh, shh, shh, shh, shh, shh.
He's.
It's.
So, you know.
So this part.
Conditions.
Adjust the radius
and.
I made a mistake over here.
Well, let's fix it.
Wait.
So they think this color is not actually with.
MIT color where there or here and then we can paint on this
sun has got back to black color.
Can also do this with cars.
With cars.
It's much more precise.
But.
It takes much longer.
I want to make it as quick as I can.
It's.
Okay.
Just.
She's.
Just.
She's.
It's the same thing for a lot of science.
Everything is good.
So now.
But I think I need to remove this tangle over here from the red material.
And we need to either to its own material.
Or too sartorial over here, we can make it the same.
So let's select Intel and assign it to whites.
So.
Shh, shh, shh.
Okay.
So two nights ago and from nouns added both material to at least
attesting whether they were here.
Let's go and save our bumpiness as well and our color to save bond and color.
So it is a new deposit exclusive life local.
You have a pump over here 100% to see it.
Four percents and those cool long.
The lines.
That's.
She?
Was.
It's.
That's.
She?
Okay.
That's fine
for the night logo.
When I add a texture, let's add a magic texture and see what we get.
Control T and color out.
Connect these two together and connect this to.
The basic color shifts.
Click on the color around to see we get the magic texture and then a skill atop.
She's.
Let's make the whites a little bit toward gray, a little faint of white color all around the logo.
Then let's mix these two together.
Connect this mix to heights.
Control shift.
Click on our principal STF to see the combined results.
It's.
So I'm not seeing anything.
And because of this trend and and you and we need to flip these, too.
So let's flip them.
Shh, shh, shh, shh, shh, shh, shh, shh, shh.
Shh, shh, shh.
She's.
Give me a solid color here.
So it's a solid color based color and exact.
It's like the dark based color and it's combine it with our color up over here.
Then come bond and.
Just let this one.
Let's connect the circuit of mix notes to this to give what we get, to see what we get, and let's
change the values here.
A subtle change.
I want a subtle change.
Let's turn down the scale.
So that's a 200 and hundreds.
Then let's bring this French now.
She?
Such.
It's just not a thing.
We're getting anything good from this picture.
It's just adds a nice texture.
One.
Wait to see what get.
She's.
This scale is too slow.
Let's change it to 100.
And.
Change it to something like this.
That's.
It's.
And then change the voice color to something like.
Great.
Now we have some noise, some bombs over here, but I don't want it to be too much.
Let's bring down the stretch and let's bring the factory at near 100.
To make this effects, not too much.
Okay.
Now, let's also copy and paste and be in the collision law here.
She?
All right, guys.
I mean, the question is, areas that's good enough to meet the value of this is just going to add a
middle level of in a collision.
That's enough for us.
Let's make sure we have it in the red.
Like we don't need it in the soul, but we need it in the shoelaces.
Let's just copy and paste it over here for the shoelaces.
Let's add it to the weights.
So as well.
And what's lower, too.
We have it.
So now let's go to the shoelaces and let's make some materials for the shoulders as well.
So let's go to textures now.
Let's see what we have.
I think of the texture would be good.
She's.
Let's see what we get with the wave section.
I was encouraged to scale something up with this.
Spoke about.
Can I kiss the bottom of.
Much like this one to the base color and this one to normal control shift.
Click and press will be a stiff to see the result.
The these shutters are being processed.
So now let's switch these two together.
Let's make it toward like, let's turn this down.
Shh.
Shh, shh, shh.
Something like that.
I think that's good enough.
Let's make this strange down to and let's make the whites go over toward race.
Well, it's a bit like
it's right there skating.
One hundreds of hundreds.
And now we see the results over here.
We have some bumps or some dents actually in the choices, and that gives us a little bit more complexity
and it looks good.
So now let's go to our what's up and see if we need to make some changes.
Let's go.
Actually, it's our choice and I think we need to add the base color because we need more variation.
This makes this to I add makes note with connecting this control shift click adds mixed not added another
one here to
cases.
Let's save border so we don't lose our work which.
And now we are in the shoelaces.
And let's actually connect these wounds to the shoelace.
You.
Shh.
See
that we were on the show.
Is this because we texture paints and start our texture?
I want to add a little bit of
some other colors.
Let's add some whites.
It's a little wilder, like this is the lowest.
Let's see what it will give us.
Just add some color variation.
Let's remove star stroke, fall off something small.
Let's make sure it's on this mix and bring down stretch.
Now you're making some variation on the show.
This is not so.
Let's make this quickly and quick and dirty and do precisely either some variation on the go and with
the same values add some other colors.
It's.
She.
Each.
It's.
She's.
It's.
Shh, shh, shh.
Shh, shh, shh, shh, shh, shh.
So.
Shh, shh, shh, shh, shh.
Shh.
Much like I said, for the shoes and the safe, the base color safe page is fine and sports maps and
safe is surely space color safe image.
Now see if we need anything else.
We don't need to go to a nice logo and go to base color here and add some variations that like look
also.
She?
Shh, shh, shh.
Okay.
I think that's enough for the local.
Want to go to our whites and shoot here and see that this area is to whites?
And I'm thinking that this area is more prone to
two thrusts, two sits for does to sit on this area.
So let's change the color of this area.
It's more so there would be more contrast in this area.
It would look much darker.
Six.
Okay.
I disagree as to the too much.
It's.
That's.
You.
Just.
Shh, shh, shh.
Scott Ah.
What's up now?
So I downloaded the collision, but I'm not sure if I want to add any texture.
It's a very smooth thing, but, I mean, it's just some bump.
It's around that.
So let's make the bomb fly.
Okay, let's go over here.
So the two black strokes of the stroke fall off to normal.
Bring it down.
I was drawing.
It's breaking down the radius.
Which.
It's.
She's.
It's been a strange.
And now try.
Strange is too much.
So.
So should be southern.
And the.
Source.
It's.
He.
It's just.
She's.
Any suggestions?
Shh, shh, shh, shh.
It's.
She's.
It's
the
sugar ray took more to show itself to more and more than any other parts of the sky.
That's why the shoes and feet of the feet itself is hard to sculpt and risk, apologize and all deaths.
The shoe, too, is really hard to get it look good to sculpt.
It modulates and texture.
It's just so when you bring this wound care was a safe.
Let's save this pump over here as well as PMG.
Jesus.
She's going to save all the nice local seats.
Face colors save or save whites.
So.
Well, save whites one of.
Let's now go and see if we need anything else.
Let's go here and see it right here.
So it's too clean over here.
I don't like it.
It's to at a base color.
She.
She's.
She?
She's
been on the strange and clear in some parts.
Well, it is a brown, but it's still too much.
Still too much spring on the fall off, make it so much more sweeter, and thus with her surmising a
little bit of roundness and redness to the edges.
Okay.
Let's save face there
for whites.
So up.
Base color
with cell base color.
Let's say that's and.
Let's make sure all of these are saved, writes Laura Fong.
We have this one
white claw pass.
Let's make sure it's saved.
And then we have shoelaces and shoelaces.
Bass.
So this search for shoelaces.
She's.
So this is based color and prison safe and I series of results.
Let's go to the so we don't have any thing for so which is kind of not good because we need to add to
the soul as well because the base color and the for the base.
I want to add black or not, actually.
This artwork I want to see white field, black color.
Correct is the mixed color.
And then the mix.
To the principal.
Now, as you can see, he's.
It's kinda makes it more like her.
Uh.
So.
Also a bit of collision.
She?
It seems.
It's.
The blender do its thing.
And now we have more shovels in the service.
All right.
This being occlusion also let us know that we need to do some fixes in this area.
It is to detached from the upper layer.
So now I want to go to the base layer over here and it's bluish color because it is red.
I want to just.
Well, it's a bit of dirt on the soul.
All right.
She?
It's like that, the texture of it made to the pulp.
So we don't colour it with the base color.
Now let's try this.
Shh, shh, shh, shh, shh, shh, shh, shh.
It's just.
She's set to follow to normal.
Want to see how much?
I think so.
Need something like White's sports
shoes.
Shh, shh, shh, shh, shh, shh, shh, shh.
Set it to multiply the blending.
Shh, shh, shh, shh.
And now we're adding a little bit of darkness.
Not too much.
We did some research in this area.
Yes.
Shh.
He's.
She?
So I'm trying to fix this, but I don't know, maybe the Seoul area made the problem.
It.
She was.
That's where they can select a color.
We're here.
These are all turned to black.
She?
Or if it's a smear, we can fix it now.
I don't know.
I couldn't select the colour which.
She is with us.
He seems.
Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh.
She's.
See.
Okay.
We can go ahead and just switch to texturing all day, but I need to finish this.
So it was at the school, so I think I saved the solar one.
Let's go to solar.
So there's color noise and so that.
So let's go and save it.
So this color save this because the show is as it'll make sure that we have the shoelace as well.
So shoelace based color, it's okay.
The Nike logo now it's going to make a logo
like logo based color save and Nike logo pump save.
And now to this one show based color
show on face color it's okay for the populace.
Should basically oh two.
It's okay.
This song the last one read bass cover save.
So that's here.
And then read from the civil as PMG.
Okay let's go out of solar mode.
Another we have texture it as I explained.
We can we can we can see more problems in the sculpting, too.
So right now, I mean, this, uh, right now with them seeing is that, uh, this lower part is not
to.
Pleased.
So with the wolf brush and the go to options, let's enable face the door here.
So we have face sense for our shoe and that's going to help us to just select the lower pass and bring
it up.
Shh, shh, shh, shh, shh.
She?
Results
sessions.
And the other thing is that the shoe, the school out of the shoe should have some fears, right?
And by lawyers, I mean
some kind of
damages.
So let's make that with Chris Brush.
And now we can go over here to Chris Brush and we can make it with Chris Brush, but we need to increase.
The resolution first was safe.
Which school here and increase.
The resolution
now is to make some more damages in this area.
This case is strange.
It's a bit more damaged.
Not too much to.
So no, I only use class ships for this.
I'm just testing the will I get.
As you can see, I can.
Drawing the surface is going to make some various bumps on the surface.
So I'm going to do that with this.
Something to the
switch.
Let's set it to match up.
Objects.
So it's it's not too late.
There were two.
The first set was two white colour.
Now this.
Just a matter of 2 minutes.
Smooth one over here as well.
Now it's a very smooth brush.
Let's make some bumps on the surface.
Of this shoe.
It's.
I forget to have your temperature on if you have a tablet.
So it adds a lot.
So it adds some because the shoe tends to as the as a food spins the ship ends to from from the middle
part because you must have some creases on the surface and it's okay if you do
to exaggerate it or I like it like this in this area because we have added some textures and these textures
are going to are going to kind of reduce the effects in there in these areas.
So we don't see them much.
It's
like.
It's good to rent them out to see we'll get the rendered mode after all these adjustments.
As you can see, we have some variation in the surface of the surface of our object now.
Shh, shh, shh, shh, shh, shh.
Some more.
These areas.
She?
This sh sh sh sh sh sh sh sh sh scoot crease brush.
Some crease, some little creases.
The shoelace.
Really tell Chris.
It's.
This
is.
She?
And these are is because it bends.
We need to make it more creases.
She?
She was just.
It's.
Shh, shh, shh, shh, shh, shh, shh, shh.
Hey.
The next thing the last thing I think is a search for a civet.
And I want to go to.
Cloth or here.
Okay, let's make it be a good cloth for this one.
I want to use some cloths.
I want to use the cloth brush.
Let's use the default value to see what we get.
So not get a bit of.
These kinds of facts if I can.
It was not good.
I'm just going to let it go.
This added to the formation from truck to inflates.
Let's see what we get.
Sounds right from left to right in these areas.
So I did it to show.
Since that's not what I want, I'm going to click.
I want a hologram, announce the Tangaroa shift edge or actually edge to hide all the other things.
So press edge to hide, although there are things.
Well, let's do it again in these areas.
All right.
Let's go back and see the results.
It's quite good, but we need to restore these areas.
Some spots in it's shift.
I don't need that much creases.
But a lot.
So we can do the same thing in this area as well.
This pool and rec not watering in this one, though.
So maybe change it to expand.
It's a bit pushed inside.
It kind of look like that.
It's being pushed inside by the foot over here.
So they were able to make Croesus.
Like this.
Okay.
And of course, this is too much.
So let's go to our source for us.
Brush.
Bring down the strange and most harsh areas.
You can also increase the subdivisional level for it to have a much more higher resolution
resource because these resources are very high.
This we can do that right now.
I think we need those with more high resolution.
So let's go and press on.
Subscribe so so divide that subscript because it's a very high mesh now it takes a little longer and
now you can see that these images are quite these creases are quite.
Harris.
So let's grab brush.
Push these and push things around and do final adjustments here.
And two final adjustments.
Shh, shh, shh, shh.
It's just.
This mix increases in this area.
And Swofford.
And I think that's that's I think that's it's yeah.
It's also bring down this one.
I'm not really liking these two together, uh, being together like that so much.
It's much better now.
And now let's go to object.
What?
Let's save our work.
And as you can see, these two are not the same because of the data sculpting of this one.
So let's just delete this one.
A duplicate is one which 50.
ggx1 with an x with two objects mirror x google two fully fits in x google and then adjusts that on
the other fits.
Spring down, bring out this area, these areas.
So this is where this is a separator to faith sets in this area.
It's.
It's not gonna do anything more.
I wanted to push it out of the and stuff.
I'm not going to do that.
The thing is, it might.
Causes some real problems because this face it's says is not so
simple.
Let's try.
It's apology masking and the same apology mercy.
I told you that we can do this now.
And just bring it both a bit closer.
Let's go out now.
Let's go to.
Render view this as a result of some of our polishes and see the texture.
Now looks really good.
But one good thing about Blender is that you can sculpt in rendered mold.
So let's smooth these areas.
Let's turn on first set.
And this month is very you know, this is too too many creases over here.
Not so natural.
And outskirts of.
I did not.
It's a couple more months.
And that's quite good.
So, yeah, that's good.
Should you be liked the texturing with this or should you anything.
Basically anything or knew?
I know about texturing and how to do texturing and all that.
So I hope it was quite good for you.
The next one I am going to in this one is do the rigging of our character I make a rig for.
Okay, so I really enjoyed this one and goodbye.