In this clip we'll continue to work on the legs of our character.
All right.
Picking up where we left off here.
Back to our legs.
Going to go ahead and grab our mass Lascaux.
I'm just gonna go ahead and grab the portion and we're gonna use to create his kneecap armor.
So I'm just cleaning up the track now a little bit here.
Chicken out from different angles.
Don't need to be perfect.
We definitely do some editing to turn this into anything that looks like our reference here.
Just trimming out some of the back here relies on the padding there or covers there I should say.
It strict and set and let's begin to morph this into our concept piece here.
All right.
I start off with a little smoothing a little polishing.
I remember I had Polish groups here and I go ahead and just edit the grouping here.
I'm going to add a split down the middle here just so I can grab it and ask it off and then right now
I'm just clearing away this mass here so I can go ahead and inverted a mass everything off just so I
can go ahead and have the mast off and be able to later go ahead and use a Polish by features.
I got that done and and it just cleaned it up a little inflate.
All right get my brush ready to do some movement get this in place look a little bit better I'll be
more form fitted all the angles.
Want us to really look sleek like it's like a part of his armor
parts masking out this portion here so we can force that it's on it lawyer invert it big move brush
and pull away right.
Check out from a lot of different angles here.
Checking out my reference as well from which direction I'm going to take it in.
Just interpret that shape.
That's looking continue to tweak
and some lining my brush here.
One hit a mast off the interfaces Interpol group there
and continue to use Polish brushes to just get the shapes going here really blocked that form out.
It's clear my mask just keep tweaking
all right.
Nice nice base here
for further working.
All right.
Got to orient my gizmo 3D form a few more edits here
to undo that real quick and go here and Ed
all right.
Almost had this fleshed out here checking my thickness out and it from this rear angle here.
They are looking it might go ahead and as a symmetry to that later just to get that look uh better we'll
see what we do.
Just a little bit of polish here in there.
So flatten out the front end here.
All right.
Little smooth around the edges.
All right.
And just continue to work that too we're happy with it.
I think we're ready to move on.
Twist All right.
Let's get some details.
Going to go ahead in at some seams with our Anam standard brush.
Just added a bit more resolution with my Diana mesh.
Here I'm just figuring out where to place these
detail here.
Trying to try to make it symmetrical and we know that we can fix that later.
All right.
Continue to block that in there.
Looks good.
Now let's go ahead and carve out this inner portion here yes this would be a knee pad in this portion
would be sort of like a kneecap or a visual aesthetic of one.
All right.
That looks most decent.
Was going to go ahead and use it as our mesh cube just place it and that's going to fit in that socket.
All right.
So let's get to editing this and getting it in place for it to fit my right Chicken his height position
rotation all that.
All right.
Check this from quite a few angles.
All right
and just take your time split to another sub tool.
Now if you subdivide our right
and now just go continue to edit this.
Make sure we're lined up and we'll go ahead and hit my gear icon and go to taper but it wants me to
get rid of my sub divisions.
All right let's try it again.
All right.
So I'm going to go ahead and taper the front here a little bit.
All right.
I'm just playing with the exponent value starting I definitely understand what that does now.
All right.
Set that taper as in nice little low interest to it here to you to edit this now get in position.
All right.
I won't do another taper here to the top.
All right.
Play the exponent and I set my.
Push it in a little bit more.
All right.
I'm going to use another like another modifier maybe to add a bit of a curve to the front here and a
little bit more resolution area so division.
Now I usually just get rid of a division so I don't cause me any issues with any features I want to
use because a lot of new features don't let you keep so division.
So I just I just toss them out the window usually.
All right.
So can you this move brush can get a little bit of a curve at the top there could use bean curve or
bean art would have helped Oh definitely worked.
Morris now does a real line and making sure so a little bit more accurate mascot off at the last en
masse and I'm just gonna go ahead and
go ahead and refine that.
All right
clearing areas of the mass.
Make sure I'll have anything else selected.
Mm hmm.
All right.
So we're going to go ahead and invert that
it's more than a nail polish and a bit.
All right and go ahead and push that in for some edgy mass border that you see if we get clean results
and just to play with it.
Yes I need the cleanest results at this point in time.
But just check it out.
All right.
And I end up smooth in it anyway.
All right I got a bit of penetrating geometry here to try to figure out how to deal with it is the other
side backside sticking to the front there to turn double on seeing a display properties I believe.
Or you can turn on see both sides of your model
and just pushing it through using a move top logical brush.
Another rare use of the movie Top logical brush and you can smooth it out and build it up a little bit.
You know I'll be seeing the backside of this Neve head here.
All right.
Now I want kind of edge is a little bit.
All right
and see we're working on it.
Go ahead and get the mast at off
try blurring but I don't think that's gonna cut it.
So let's go ahead and just do it by hand.
This smaller brush clearing it Swanny kind of scale this and some that are close around the kneecap
we created.
So what's the point of this masking right.
I got my my mass brush which stops it edges
and this is another custom brush that you can find a.
I'll try to include in the project files.
All right.
So now just using my move brush just pull and everything in
trying to encapsulate the kneecap there.
Mm hmm.
Now go ahead and use been arc
and yes did that uh bend like so tweak some other features here.
See what I get.
All right.
But I like to look at it and accept it.
All right.
Is looking not have but continue to position it.
Come back with that move brush and continue to close that gap there they're like so if we want in a
future we want to as you probably use a boolean process to make this a clean process.
All right.
So I'm now see what we got think is about time to go ahead and move on and continue fleshing out the
legs of our character here.
Just checking this out for any more.
And it's in my me need it.
All right checking all angles overlaps No I think that just might do it.
Okay.
Ha.
All right.
Let's go ahead and move onto those legs.
All right skin to position here.
That damn standard brush and get to dry just drawn out on the measure
just figuring out where things are connecting right and draw this seam come to the side of the leg here.
All right and just looking at where they will be on the other side of the leg and delete by symmetry
so I can see the the inside of the leg.
All right.
And I'm just using my cut brush to help establish a seam here.
All right.
I got it looks.
Going to continue to hit on this
come in here.
All right.
Now I'm gonna go ahead and get my mass brushed this mass off this portion here and I'm gonna push it
in a bit just to get the depth change here.
Flatten and out some Polish brush.
Okay.
A little move brush on top of that and just continue this scene down his leg here.
Not to worry about some of these edges here.
They won't be seen as to be covered by the knee pad team in that scene now in the leg Mike.
So are you continue to edit here in their low damn standard brush on top of that.
OK.
So go ahead and mask all this little detail in the back of his knee.
Here just masking off like this.
And then we're going to go ahead and push it in.
Where is Clay agile the mass border.
Give me a crisp edge there.
And we just control click to extend the geometry inwards.
All right.
I just did a little scaling and let's see.
Go ahead and use the transpose line to do this and just go at my move brush.
Okay.
So what we got here smooth out the bottom here.
Shell hitting.
That little bit of refining here.
All right.
And then I'm going to put a clay polish.
All right.
Just about to move on from this low detail here.
It's not that big of a detail.
I just wanted to add it.
See I looked.
If you wanted to keep it going forward from here
uh
just a transition between the portions of this lake here just helping to reinforce the static.
That is a mechanical piece of armor.
All right tweaking away here.
All right.
Take a look around.
Grab my Polish d do a bit of polishing.
All right.
All the way around here
Tony.
All just to get some creases here Clay polish.
Just because All right.
I'm going to go ahead and add a few more cuts slash details around bottom portion of his leg here using
the damn standard this.
Just bringing it up around.
And it's one of those details that to make sure it looks good from all angles OK.
Using all ten down Stander giving myself some creases here.
Just a quick and dirty way to make things look sharper
All right.
Still on it all the way around.
All right here we go.
So Allan a bit
sure.
I'm fine with that sky and move on to his foot.
Just going to edit some of his geometry trying to get it to look a little bit seamless here.
Even though we're gonna add some seams and panel which if you will to his foot just like his legs.
But I just wanted to look almost seem less pronounced
All right.
A little intention here in slow mechanical detail to help transition keep our theme of mechanical and
an armor going you're just absolute mass boarded it just can't stand it in it into the model.
Just get a better angle here.
All right.
And now just continue to edit this one establish maybe a little bit of a bevel do it with scaling and
using the move and transpose.
All right ahead and pop group that
grow on visibility an Apollo Group that was going to go ahead and clean it up some
and now just a little bit of editing the moon brush.
It's working out
ok.
Small into the foot and play around with it a little bit here.
All right.
Think that's good start school in your mind damn standard brash kind of figure out where things are
going
and.
I'm gonna use my standard brush it kind of continue to flow of his foot into his leg here
all right as a standard brush use everybody's favorite brush.
Now go ahead and if you parts here want to pull these up a little bit pull this whole detail up some
right
just give you a little bit more room just comparing it to our reference it looked a little bit higher
so just pulling it up for that reason ok
and it's looking all right all right go ahead you will polish do you on the back here of his legs.
All right.
But that does just about conclude this clip.
Gonna go ahead Maria.
Well that I will see you in the next.