WEBVTT 1 00:00:04.494 --> 00:00:10.731 Animation Advanced Prop UV Work / Prop Modeling Mapping 2 00:00:10.731 --> 00:00:13.082 GCC Academy 3 00:00:25.248 --> 00:00:26.348 Hello 4 00:00:26.348 --> 00:00:29.940 My name is Seunghwan Yoon, in charge of the Maya modeling lecture 5 00:00:29.940 --> 00:00:34.148 This lecture is about modeling 6 00:00:34.148 --> 00:00:36.881 Before discussing polygon modeling 7 00:00:36.881 --> 00:00:39.581 let me briefly summarize the animation production process 8 00:00:39.581 --> 00:00:42.475 excluding the directing process 9 00:00:42.475 --> 00:00:47.525 It goes through the processes of design, modeling, rigging, animation 10 00:00:47.525 --> 00:00:51.020 rendering, and compositing 11 00:00:51.020 --> 00:00:55.059 Modeling is the middle stage between design and rigging 12 00:00:55.059 --> 00:01:00.406 If a problem occurs due to the greed or mistake of the modeler 13 00:01:00.406 --> 00:01:02.656 there will be times 14 00:01:02.656 --> 00:01:04.881 when you will be confused in the animation or rendering part 15 00:01:04.881 --> 00:01:09.081 For example, an absurdly large number of polygons 16 00:01:09.081 --> 00:01:11.693 unnatural wireframes 17 00:01:11.693 --> 00:01:13.393 inaccurate naming 18 00:01:13.393 --> 00:01:16.317 and unorganized modeling files 19 00:01:16.317 --> 00:01:19.010 are typical examples 20 00:01:19.010 --> 00:01:22.260 Some may say that the greatest virtue of a modeler 21 00:01:22.260 --> 00:01:25.455 is the accurate expression of shapes 22 00:01:25.455 --> 00:01:29.305 However, I will tell you that if you have the ability 23 00:01:29.305 --> 00:01:32.475 to prevent the above problems in advance 24 00:01:32.475 --> 00:01:34.325 you will become a good modeler 25 00:01:34.325 --> 00:01:37.713 and a modeler who many people welcome 26 00:01:37.713 --> 00:01:42.356 I will then begin the lecture in earnest 27 00:01:42.356 --> 00:01:45.706 The learning objective for this lesson is to learn 28 00:01:45.706 --> 00:01:48.307 how to model characters that can be animated 29 00:01:53.000 --> 00:01:56.000 How to look at them by simplifying their shapes 30 00:01:56.000 --> 00:02:01.000 The shapes of most objects are variations of basic shapes 31 00:02:01.000 --> 00:02:05.100 The three most commonly used basic shapes 32 00:02:05.100 --> 00:02:09.703 are boxes, cylinders, and spheres 33 00:02:09.703 --> 00:02:12.426 Let's take an example 34 00:02:12.426 --> 00:02:18.297 The shape of a cell phone is a box 35 00:02:18.307 --> 00:02:23.901 The shape of a tumbler is a cylinder 36 00:02:23.901 --> 00:02:27.000 Then what shape is the shape of a mouse? 37 00:02:30.000 --> 00:02:32.248 It can be seen as a variation of a box 38 00:02:35.000 --> 00:02:38.000 If you look at the design of the character I will create 39 00:02:47.055 --> 00:02:50.105 the arms and legs are in the shape of a cylinder 40 00:02:53.708 --> 00:02:56.613 the body is in the shape of a sphere 41 00:02:58.000 --> 00:03:02.000 and the head is in the shape of a soft box 42 00:03:12.317 --> 00:03:17.317 The nose, eyes, and the area around the mouth can also be seen as in the shape of a sphere 43 00:03:17.317 --> 00:03:21.617 It can be seen that the most efficient way is 44 00:03:21.617 --> 00:03:25.683 to create basic shapes using boxes, cylinders, and spheres 45 00:03:25.683 --> 00:03:29.475 provided in Maya and then work on detailed shapes 46 00:03:29.475 --> 00:03:32.212 And sometimes, two shapes 47 00:03:32.212 --> 00:03:34.643 are combined 48 00:03:34.643 --> 00:03:39.297 Like the arm and hand here 49 00:03:39.297 --> 00:03:43.614 Most shapes are combined like this 50 00:03:43.614 --> 00:03:47.406 Understanding these shapes before starting modeling 51 00:03:47.406 --> 00:03:52.257 is a very important process that can minimize damage 52 00:03:52.257 --> 00:03:54.857 to the overall shape after completion 53 00:03:54.857 --> 00:03:58.148 and reduce mistakes in the shape 54 00:03:58.148 --> 00:04:00.653 Flow of wireframe 55 00:04:00.653 --> 00:04:02.503 The flow of the wireframe 56 00:04:02.503 --> 00:04:05.782 is a very important part of modeling 57 00:04:05.782 --> 00:04:08.416 In the case of modeling objects that do not bend 58 00:04:08.416 --> 00:04:10.566 the flow of the wire can be said to be 59 00:04:10.566 --> 00:04:12.713 relatively less important 60 00:04:12.713 --> 00:04:16.663 but if smoothing is included, an unsightly surface can be created 61 00:04:16.663 --> 00:04:20.257 so you should pay attention to the flow as much as possible 62 00:04:20.257 --> 00:04:22.307 Then, I will tell you about several cases 63 00:04:22.307 --> 00:04:24.386 of good wireframes 64 00:04:26.663 --> 00:04:30.258 First, create a polygon in the shape of a square if possible 65 00:04:32.861 --> 00:04:36.337 The flow of the wire is the same as the flow of the face 66 00:04:36.337 --> 00:04:39.087 and the face must be in the shape of a square 67 00:04:39.087 --> 00:04:41.535 to have a proper flow 68 00:04:41.535 --> 00:04:46.435 If it is in the shape of a square, one edge 69 00:04:46.435 --> 00:04:52.000 must be connected to the flow of the opposite edge 70 00:04:52.000 --> 00:05:00.654 Since there are two pairs of edges, it has two directions 71 00:05:00.654 --> 00:05:08.000 If the face is in a triangle shape 72 00:05:08.000 --> 00:05:16.000 one edge will have two flow directions 73 00:05:16.000 --> 00:05:22.000 If it is in the shape of a pentagon 74 00:05:22.000 --> 00:05:29.000 since a pentagon is the meeting of a square and a triangle 75 00:05:29.000 --> 00:05:32.400 just like a triangle 76 00:05:32.400 --> 00:05:34.772 it also has two flows 77 00:05:46.842 --> 00:05:50.000 Here are two spheres 78 00:05:50.000 --> 00:05:54.198 Let's apply subdivision to both spheres 79 00:05:54.198 --> 00:05:56.548 If we compare the two objects 80 00:05:56.548 --> 00:05:59.327 the surface of the sphere on the right looks a bit weird 81 00:06:08.228 --> 00:06:10.278 Let's compare the wireframes 82 00:06:13.000 --> 00:06:17.340 You can see that the surface is not smooth 83 00:06:17.340 --> 00:06:19.951 because of the triangle faces 84 00:06:27.188 --> 00:06:30.938 Next, we will flow the wireframe in the same direction 85 00:06:30.938 --> 00:06:34.030 as the second bend shape 86 00:06:34.030 --> 00:06:37.830 In the example, there is a plan 87 00:06:37.830 --> 00:06:40.327 where joints are planted to bend the object 88 00:06:46.653 --> 00:06:50.406 The joints are made to move in a right angle direction 89 00:06:50.406 --> 00:06:56.706 Looking closely, you can see that the plan on the left 90 00:06:56.706 --> 00:06:59.906 bends smoothly without 91 00:06:59.906 --> 00:07:04.425 any bends or wrinkles 92 00:07:04.425 --> 00:07:09.822 However, the plan on the right looks a bit crooked 93 00:07:09.822 --> 00:07:13.782 Let's apply subdivision 94 00:07:13.782 --> 00:07:16.693 You can see that the surface is not smooth 95 00:07:21.317 --> 00:07:25.917 The reason is that the wireframe is made 96 00:07:25.917 --> 00:07:29.654 without any bending surface, as you can see 97 00:07:31.792 --> 00:07:34.142 Third, let the wireframe flow 98 00:07:34.142 --> 00:07:37.267 along the flow of the corner 99 00:07:37.267 --> 00:07:40.185 If you look at the example, it is the modeling state 100 00:07:40.185 --> 00:07:41.812 before applying subdivision 101 00:07:41.812 --> 00:07:45.366 There is no difference in appearance 102 00:07:45.366 --> 00:07:47.743 Again, let's apply subdivision 103 00:07:53.000 --> 00:07:56.400 As you can see, when applying subdivision 104 00:07:56.400 --> 00:07:59.000 the wrinkles are severe 105 00:07:59.000 --> 00:08:02.850 The reason is that the flow of the face at the corner 106 00:08:02.850 --> 00:08:06.000 does not match the actual corner 107 00:08:06.000 --> 00:08:10.413 On the other hand, this object 108 00:08:10.413 --> 00:08:13.963 was created so that the flow of the face 109 00:08:13.963 --> 00:08:18.713 flows along the flow of the corner 110 00:08:18.713 --> 00:08:20.277 so there are no wrinkles 111 00:08:23.812 --> 00:08:27.212 Therefore, even if it is modeling an object, not a character 112 00:08:27.212 --> 00:08:30.262 it should be created so that the corner and the wire flow 113 00:08:30.262 --> 00:08:33.317 are the same as possible 114 00:08:33.317 --> 00:08:37.417 Fourth, it is recommended to create the number of polygons 115 00:08:37.417 --> 00:08:42.000 around the cylinder sphere object in multiples of 4 116 00:08:42.000 --> 00:08:47.000 Here's a simple example of combining cylinders 117 00:08:47.000 --> 00:08:50.406 The large cylinder has 16 faces around its circumference 118 00:08:55.277 --> 00:08:59.485 The small cylinder has eight faces around its circumference 119 00:08:59.485 --> 00:09:02.238 These are two separate entities 120 00:09:05.000 --> 00:09:08.535 Let's combine them using Boolean 121 00:09:14.624 --> 00:09:16.129 Let's clean up the edges 122 00:09:32.911 --> 00:09:35.505 It's done, and we'll apply subdivision 123 00:09:37.564 --> 00:09:42.079 As you can see, we've got a very smooth surface 124 00:09:42.079 --> 00:09:46.944 When extracting from the modeling surface in the shape of a pipe 125 00:09:46.944 --> 00:09:48.594 the face is in the shape of a square 126 00:09:59.277 --> 00:10:02.527 Since the face is square 127 00:10:02.527 --> 00:10:06.406 no matter how you select it, it must be a multiple of 4 128 00:10:08.772 --> 00:10:12.802 If you select four faces and extract them 129 00:10:12.802 --> 00:10:14.852 or if you select three 130 00:10:14.852 --> 00:10:20.039 and extract them in a 3x3 shape 131 00:10:20.039 --> 00:10:27.228 they are also 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 132 00:10:27.228 --> 00:10:28.634 It's a multiple of 4 133 00:10:39.327 --> 00:10:41.000 Fifth 134 00:10:41.000 --> 00:10:46.594 Share one vertex with 3 to 5 grid groups 135 00:10:46.594 --> 00:10:49.436 This might be difficult to understand, so let's look at an example 136 00:10:51.346 --> 00:10:53.896 A grid group is a group 137 00:10:53.896 --> 00:10:56.406 of polygons in a grid shape 138 00:11:00.267 --> 00:11:03.917 As you can see, one vertex 139 00:11:03.917 --> 00:11:06.267 shares four polygons 140 00:11:09.643 --> 00:11:13.228 Three poly groups are also possible 141 00:11:13.228 --> 00:11:14.678 Here, one vertex 142 00:11:18.357 --> 00:11:27.000 shares grid group 1, grid group 2, 3 grid groups 143 00:11:29.287 --> 00:11:32.000 and three grid groups 144 00:11:36.119 --> 00:11:38.069 You've probably seen this shape a lot 145 00:11:38.069 --> 00:11:40.119 This is the shape of a cube 146 00:11:43.624 --> 00:11:46.324 In one vertex 147 00:11:46.324 --> 00:11:47.424 1, 2, 3 148 00:11:47.424 --> 00:11:51.000 cube has three faces or grid groups 149 00:11:57.436 --> 00:11:59.636 The following case is where 150 00:11:59.636 --> 00:12:03.039 five grid groups are attached to one vertex 151 00:12:03.039 --> 00:12:04.228 On one vertex 152 00:12:08.000 --> 00:12:17.218 1, 2, 3, 4, 5 153 00:12:21.208 --> 00:12:24.408 This type of grid 154 00:12:24.408 --> 00:12:26.505 is often seen on a character's face 155 00:12:33.653 --> 00:12:37.570 A circular grid is formed around 156 00:12:37.570 --> 00:12:39.703 the mouth muscles and eye muscles 157 00:12:43.000 --> 00:12:52.000 The point where this grid group and this grid group meet 158 00:12:54.842 --> 00:12:55.842 Here 159 00:12:59.069 --> 00:13:04.198 five grid groups are attached to one vertex 160 00:13:08.505 --> 00:13:10.854 In this format, the wireframe 161 00:13:10.854 --> 00:13:12.832 should flow in the direction of movement 162 00:13:12.832 --> 00:13:15.482 Then, even if animation is applied 163 00:13:15.482 --> 00:13:18.000 the surface will remain smooth 164 00:13:26.406 --> 00:13:29.706 The following mesh has 165 00:13:29.706 --> 00:13:34.416 six grid groups attached to one vertex 166 00:13:34.416 --> 00:13:36.366 From step 2 onwards, you can think of it 167 00:13:36.366 --> 00:13:37.683 as a wire that should not come out 168 00:13:37.683 --> 00:13:40.583 If possible, you should avoid 169 00:13:40.583 --> 00:13:43.089 this type of wireframe 170 00:13:43.089 --> 00:13:45.020 This is also the case 171 00:13:45.020 --> 00:13:49.000 There are too many faces attached to one vertex 172 00:13:51.119 --> 00:13:52.247 For example 173 00:13:58.980 --> 00:14:02.188 this sphere is provided by default in Maya 174 00:14:02.188 --> 00:14:05.588 If you apply subdivision 175 00:14:05.588 --> 00:14:09.614 it will look like a smooth sphere without any problems 176 00:14:09.614 --> 00:14:12.634 However, I will give it a little shape deformation 177 00:14:15.713 --> 00:14:21.614 If you look at this part, you can see a wrinkle 178 00:14:21.614 --> 00:14:25.663 I think this may be because of the triangle face 179 00:14:25.663 --> 00:14:28.475 but let's make the triangle face into a square 180 00:14:36.723 --> 00:14:37.891 Again, subdivision 181 00:14:39.614 --> 00:14:41.892 You can see that there are 182 00:14:41.892 --> 00:14:44.000 still fine wrinkles 183 00:14:45.911 --> 00:14:49.111 So, I use cube-shaped spheres more often 184 00:14:49.111 --> 00:14:52.337 than spheres of this type 185 00:14:54.000 --> 00:14:57.720 So, I use cube-shaped spheres 186 00:14:57.720 --> 00:15:01.160 more often than spheres of this type 187 00:15:01.160 --> 00:15:05.520 Let's create a cube and make it into a sphere 188 00:15:05.520 --> 00:15:07.269 Give it two levels of smoothness 189 00:15:11.226 --> 00:15:12.209 and if you look at 190 00:15:20.040 --> 00:15:23.760 the deformer sculpt 191 00:15:23.760 --> 00:15:28.320 you can see that the more you adjust the deformer's adjuster inside here 192 00:15:28.320 --> 00:15:30.470 and zoom in 193 00:15:30.470 --> 00:15:32.522 the closer it gets to a circle 194 00:15:36.370 --> 00:15:42.520 At first, it looks like a square, but if you zoom in 195 00:15:42.520 --> 00:15:45.296 you can see that it becomes a sphere 196 00:15:47.969 --> 00:15:51.000 This shape is not a perfect sphere 197 00:15:51.000 --> 00:15:54.840 but if you divide the face more finely and apply it the same way 198 00:15:54.840 --> 00:16:00.199 you can create a more perfect sphere shape 199 00:16:00.199 --> 00:16:04.959 And the sixth good wireframe is the gap between the edges 200 00:16:04.959 --> 00:16:07.879 The gap between the edges is very important when creating a curved surface 201 00:16:07.879 --> 00:16:10.179 I want to make the object's corners 202 00:16:10.179 --> 00:16:13.116 cut at right angles smooth 203 00:16:16.720 --> 00:16:19.720 If you give the first object 204 00:16:19.720 --> 00:16:22.160 a subdivision 205 00:16:22.160 --> 00:16:26.599 as you can see, it bends in a very large arc 206 00:16:26.599 --> 00:16:27.966 The second object 207 00:16:33.639 --> 00:16:39.199 bends in a medium arc when given a subdivision 208 00:16:39.199 --> 00:16:45.800 The wireframe is relatively far from the edge 209 00:16:45.800 --> 00:16:49.720 Here, I'll give a subdivision to the object with the edge 210 00:16:49.720 --> 00:16:51.639 added relatively close to the edge 211 00:16:54.599 --> 00:16:56.751 A very nice edge is created 212 00:17:01.919 --> 00:17:05.279 You should notice that 213 00:17:05.279 --> 00:17:08.440 the closer the additional edge is to the sharp edge 214 00:17:08.440 --> 00:17:14.039 the sharper the subdivision becomes 215 00:17:14.039 --> 00:17:16.520 You can see that the corners 216 00:17:16.520 --> 00:17:21.880 become sharper as you give them subdivisions 217 00:17:21.880 --> 00:17:23.919 And this 218 00:17:23.919 --> 00:17:26.240 is not my preferred method 219 00:17:26.240 --> 00:17:29.279 The reason is that 220 00:17:29.279 --> 00:17:32.759 not only does the shape not look pretty 221 00:17:32.759 --> 00:17:35.160 but the corners are on a curve that looks slightly bent 222 00:17:35.160 --> 00:17:40.160 like a curve that looks like it's bent overall 223 00:17:40.160 --> 00:17:43.880 and this shape doesn't look very good 224 00:17:43.880 --> 00:17:47.199 and in fact, when you make a cube 225 00:17:47.199 --> 00:17:51.070 if you add edges in this way 226 00:17:56.119 --> 00:17:58.119 only two edges are added to the corners 227 00:17:58.119 --> 00:18:00.320 If you give subdivisions 228 00:18:00.320 --> 00:18:03.000 the shape doesn't look that pretty 229 00:18:03.000 --> 00:18:05.080 and of course, if you add this shape 230 00:18:05.080 --> 00:18:06.399 you can make this shape 231 00:18:06.399 --> 00:18:10.639 but the problem is that you end up with a triangle her 232 00:18:10.639 --> 00:18:14.199 Triangles are the type of face shape 233 00:18:14.199 --> 00:18:16.600 we should avoid making 234 00:18:16.600 --> 00:18:18.142 Instead, you can make 235 00:18:30.269 --> 00:18:31.253 a slightly rounded cube shape 236 00:18:35.639 --> 00:18:39.279 by adding edges 237 00:18:39.279 --> 00:18:42.700 around the corner edges like this 238 00:18:44.759 --> 00:18:47.639 Of course, if you add more edges in the middle 239 00:18:47.639 --> 00:18:50.399 you will get a more regula 240 00:18:50.399 --> 00:18:51.725 straight cube shape 241 00:19:01.720 --> 00:19:04.340 As you add more edges 242 00:19:04.340 --> 00:19:10.073 the angles on the top face will become flatter, and the corners will become sharper 243 00:19:11.440 --> 00:19:15.182 Character Modeling 244 00:19:16.399 --> 00:19:18.760 Let's leave the theoretical part at this point 245 00:19:18.760 --> 00:19:21.959 and get into the actual modeling 246 00:19:21.959 --> 00:19:23.809 Before we start modeling 247 00:19:23.809 --> 00:19:26.239 we need to create a project folder 248 00:19:26.239 --> 00:19:29.000 The project folder is essential to collect 249 00:19:29.000 --> 00:19:34.239 the materials we need when we complete the asset 250 00:19:34.239 --> 00:19:39.279 First, change to a new file 251 00:19:39.279 --> 00:19:42.038 click on the file, Project Window 252 00:19:47.760 --> 00:19:50.720 New 253 00:19:50.720 --> 00:19:56.880 and create a folder called toybear 254 00:19:56.880 --> 00:20:01.119 You can choose the path 255 00:20:01.119 --> 00:20:03.232 wherever you want 256 00:20:09.320 --> 00:20:11.559 If you click Accept 257 00:20:11.559 --> 00:20:13.799 these folders will be created 258 00:20:13.799 --> 00:20:17.000 and you can put the materials needed 259 00:20:17.000 --> 00:20:19.843 for modeling that fit each character 260 00:20:29.160 --> 00:20:33.559 If you go into the lecture, you will see that 261 00:20:33.559 --> 00:20:35.879 a project folder called toybear has been created 262 00:20:46.320 --> 00:20:48.320 Now, let's load the image plan 263 00:20:48.320 --> 00:20:52.470 You can think of the image plan 264 00:20:52.470 --> 00:20:55.160 as a design you can bring into 265 00:20:55.160 --> 00:20:57.060 a 3D program 266 00:20:57.060 --> 00:20:58.880 and create it by looking at it 267 00:21:49.527 --> 00:21:52.359 Let's adjust the time 268 00:21:52.359 --> 00:21:55.254 of the video a little bit to model it 269 00:21:59.920 --> 00:22:03.040 As I mentioned in the beginning 270 00:22:03.040 --> 00:22:06.000 I'm using the basic box shape 271 00:22:06.000 --> 00:22:09.000 to create the head shape roughly 272 00:22:09.000 --> 00:22:10.400 Of course, you can't perfectly create 273 00:22:10.400 --> 00:22:12.720 the head shape with just one box 274 00:22:12.720 --> 00:22:17.160 but the best way is to create the shape 275 00:22:17.160 --> 00:22:18.847 by adding edges individually 276 00:22:33.799 --> 00:22:35.760 Now that we've roughly created the head shape 277 00:22:35.760 --> 00:22:38.359 let's create the body shape 278 00:22:38.359 --> 00:22:43.040 The body shape can also be made of a cylinder 279 00:22:43.040 --> 00:22:49.679 but I'm just going to create it in the shape of a cube sphere 280 00:22:49.679 --> 00:22:54.720 I created the arm as a cylinder shape 281 00:22:54.720 --> 00:23:00.799 and specified the number of faces around it to 16 282 00:23:00.799 --> 00:23:06.279 This is because when extending from the body shape to the arm 283 00:23:06.279 --> 00:23:09.411 I will extrude it by 284 00:23:09.411 --> 00:23:12.799 grabbing 4x4, or 16 faces 285 00:23:12.799 --> 00:23:15.840 so I created the cylinder with 16 faces 286 00:23:29.000 --> 00:23:33.650 The hand-made face of the cylinder 287 00:23:33.650 --> 00:23:35.200 also had 16 faces 288 00:23:35.200 --> 00:23:38.039 This is done by simply taking out the cube and applying Smooth twice 289 00:23:38.039 --> 00:23:41.559 and 16 faces are automatically created 290 00:23:41.559 --> 00:23:42.760 I will talk about this later 291 00:23:42.760 --> 00:23:49.479 but in fact, this was also made with 16 faces 292 00:23:49.479 --> 00:23:55.239 As I was making it, it turned out to be thicker than the arm 293 00:23:55.239 --> 00:23:58.200 but the number was the same 294 00:23:58.200 --> 00:24:01.111 so I added more later and made it 295 00:24:15.657 --> 00:24:21.750 You must also look at the design from the side and match the shape 296 00:24:24.799 --> 00:24:28.549 Since 3D work always requires the shape to be 297 00:24:28.549 --> 00:24:31.200 smoothly connected no matter where you look 298 00:24:31.200 --> 00:24:34.500 you have to frequently look at the side and front f 299 00:24:34.500 --> 00:24:38.335 as well as the top and bottom to match the shape 300 00:24:41.760 --> 00:24:44.260 As you can see, for the shape of the large mass 301 00:24:44.260 --> 00:24:47.200 you can easily and quickly 302 00:24:47.200 --> 00:24:49.522 continue working by roughly matching 303 00:24:49.522 --> 00:24:52.644 the large shape using the lattice tool 304 00:25:05.520 --> 00:25:12.711 Now, to merge the ears in the grid form 305 00:25:12.711 --> 00:25:17.599 I moved the face with the new face attached to the vertex back a little 306 00:25:17.599 --> 00:25:22.249 and I connected the faces 307 00:25:22.249 --> 00:25:24.409 by placing the ears on top of the grid form 308 00:25:40.239 --> 00:25:44.159 To separate the face and the hat from the side 309 00:25:44.159 --> 00:25:50.239 I used the split tool 310 00:25:50.239 --> 00:25:53.489 After separating, I modified the flow of the edges 311 00:25:53.489 --> 00:25:58.314 so that they flow in the same direction as the dividing line 312 00:26:06.960 --> 00:26:10.210 In the parts where the corners are sharply bent 313 00:26:10.210 --> 00:26:15.760 you need to add more edges than the flat face 314 00:26:15.760 --> 00:26:19.464 This way, the bends can be seen naturally 315 00:26:25.760 --> 00:26:28.400 When I made the arm shape according to the design 316 00:26:28.400 --> 00:26:33.250 there were too many parts where the armpit overlapped with the body 317 00:26:33.250 --> 00:26:38.559 so I modeled the arm slightly 318 00:26:38.559 --> 00:26:42.259 Sometimes, there are conflicts 319 00:26:42.259 --> 00:26:44.409 between the design and the 3D part 320 00:26:44.409 --> 00:26:46.479 when implementing it in practice 321 00:26:46.479 --> 00:26:50.310 In such cases, it is better to consult with the designer 322 00:26:50.310 --> 00:26:52.124 and change the design 323 00:26:52.124 --> 00:26:55.413 or determine how much modification is possible in the modeling part 324 00:26:55.413 --> 00:26:57.025 and proceed with the work 325 00:27:39.456 --> 00:27:44.106 The wire flow should be similar to the face next to it 326 00:27:44.106 --> 00:27:50.337 because bad wrinkles can occur 327 00:27:50.337 --> 00:27:52.437 if the shape is too different 328 00:27:52.437 --> 00:27:54.090 from the face right next to it 329 00:27:57.119 --> 00:28:01.095 This part is being recreated 330 00:28:01.095 --> 00:28:04.239 because the number of faces on the foot is too small 331 00:28:40.892 --> 00:28:43.042 You should also pay attention to the soles of the feet 332 00:28:43.042 --> 00:28:45.142 Since the soles of the feet can be seen 333 00:28:45.142 --> 00:28:48.397 in the walking motion when the animation is applied 334 00:28:48.400 --> 00:28:52.296 you should also pay attention to the shape of the soles of the feet in the wireframe 335 00:29:09.937 --> 00:29:12.587 When connecting objects that are separated 336 00:29:12.587 --> 00:29:15.187 you can easily connect them 337 00:29:15.187 --> 00:29:17.359 using a bridge as long as the number of faces matches each other 338 00:29:21.626 --> 00:29:26.276 When roughly organizing the surface, go to the sculpt tool 339 00:29:26.276 --> 00:29:30.110 and use the relax or smooth tool 340 00:29:30.110 --> 00:29:33.160 to rub it as if drawing a picture 341 00:29:33.160 --> 00:29:37.359 and the gaps between the faces will be reconstructed appropriately 342 00:30:11.832 --> 00:30:16.159 Delete the useless faces inside 343 00:30:16.159 --> 00:30:20.609 and instead, since the back of the face can be seen inside 344 00:30:20.609 --> 00:30:24.640 we will create an object to block the hole and insert it 345 00:30:49.604 --> 00:30:51.754 This way, the inside will not be visible 346 00:30:51.754 --> 00:30:56.304 and even if you use the face inside in black later 347 00:30:56.304 --> 00:30:59.700 you will be able to feel the effect of having enough openings inside 348 00:31:43.760 --> 00:31:46.760 It is recommended that you delete 349 00:31:46.760 --> 00:31:48.255 the faces where objects meet 350 00:31:48.255 --> 00:31:51.599 and cannot be seen 351 00:31:51.599 --> 00:31:55.549 These things gather together and take up a lot of useless space 352 00:31:55.549 --> 00:31:59.449 and you may experience difficulties later 353 00:31:59.449 --> 00:32:02.903 when rendering or animating, so please delete them if possible 354 00:32:09.199 --> 00:32:13.483 I created the teddy bear's nose and mouth shape 355 00:32:13.483 --> 00:32:16.846 with polygons instead of textures 356 00:32:50.148 --> 00:32:53.106 I deleted the faces in the tail 357 00:32:53.106 --> 00:32:55.860 but blocked them again because I thought the deleted parts 358 00:32:55.860 --> 00:32:58.719 might be slightly visible when animating later 359 00:32:58.719 --> 00:33:00.404 That's all for the modeling 360 00:33:01.920 --> 00:33:05.520 I will summarize what I learned in this lesson 361 00:33:05.520 --> 00:33:10.319 First, I learned how to simplify shapes 362 00:33:10.319 --> 00:33:15.119 Second, I learned about natural wireframes 363 00:33:15.119 --> 00:33:19.839 Third, I learned about character modeling techniques 364 00:33:19.839 --> 00:33:24.199 There are as many modeling techniques as there are modelers in the world 365 00:33:24.199 --> 00:33:27.599 The modeling techniques I taught in this lesson 366 00:33:27.599 --> 00:33:29.640 are not the only correct ones 367 00:33:29.640 --> 00:33:32.490 but I think they are easy and stable methods 368 00:33:32.490 --> 00:33:36.319 for those new to character modeling 369 00:33:36.319 --> 00:33:39.969 If you learn this method 370 00:33:39.969 --> 00:33:44.219 and find your way while working in practice 371 00:33:44.219 --> 00:33:47.430 I think you will get better results 372 00:33:47.430 --> 00:33:49.487 Thank you 373 00:33:50.884 --> 00:33:52.134 Simplify the shape Box, cylinder, sphere Most frequently used objects 374 00:33:52.134 --> 00:33:53.334 Arms and legs are made in the shape of cylinders, the body in the shape of a sphere, and the head in the shape of a soft box Sometimes two objects are combined to create a shape 375 00:33:53.334 --> 00:33:54.584 Good wireframe Must create polygons in the shape of squares if possible Must flow wireframes in the same direction as the shape being bent Must flow wireframes in the direction of the corners 376 00:33:54.584 --> 00:33:55.824 Cylinder and sphere objects should have a circumference polygon count of multiples of 4 Must share 3 to 5 grid groups per vertex Must use the spacing between edges appropriately depending on the situation 377 00:33:55.824 --> 00:33:58.224 Character Modeling Creating a Projector Folder Creating an Image Plane Character Modeling Creating the character shape by adding edges one by one 378 00:33:58.224 --> 00:34:00.665 The shape of the 3D character must be adjusted by considering the front, side, back, top, and bottom Modify the edges and dividing lines to flow in th