WEBVTT

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Welcome to reviewing your work objectively.

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In this video we will take an objective look at our model and see what is missing.

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Hopefully not too much.

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It's just some tweaks that need doing but we'll find out.

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So first of all will be any improvements to the modelling itself.

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Now modelling is important that we cover this one first because the second one.

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Any improvements that need to be made to texturing Well it's reliance on the model itself if we change

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the model dramatically the UVB map or change and if the UV map will change well the textures will change

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as well.

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Or will need to be changed to match the V map.

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So that is something that needs to be considered before making any major changes.

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If you decide to put in some creases here and there just to accentuate form that's probably not going

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to make too much difference to the overall you v map so don't worry about that.

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However if we decide to move an eye socket or the nose Well that's going to probably need another U.S.

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map creating from it and the texturing update it.

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Now finally the lighting and environment.

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Now we've got a three point lighting set up at the moment and that is working really well.

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However if you wanted to experiment with different lighting which can dramatically change the overall

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feel and look of your model remember to take a copy of those lights and then move those around and then

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you can switch between those two lighting groups and see the different effects it makes rather than

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moving your current lighting and losing the position of it.

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And finally the environment.

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Well in this particular case we can go with a plane or graduated environment.

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I mean I'm going to work with that plinth that we have there.

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But to be quite honest we just want the focal point to be our bust.

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We do not really want to have a messy environment or at an exaggerated environment's going to be plainsong

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and it probably stick with the black background.

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Just so the model stands out from it.

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So let's go and hop on over into blender and take an objective look at our model.

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Okay so I've gone ahead and rendered out my model to see what it's going to look like.

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Once we start doing that so once we start getting to the full details and I'm quite happy with the skin

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colour and everything but there's something that strikes me.

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First of all there's a really harsh shadow down this eye and I don't like that something I have to move

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my lighting around slightly.

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Perhaps having the main light directly in front of the face and then feel like slightly to the side.

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That's that's the first thing I'm going to try in terms of the lighting.

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Terms of the modelling.

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Well I am pretty happy with the overall model here.

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There's nothing that stands out as horrible and there's a little dimple in here but again that's an

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under under here that's absolutely fine because skin is not smooth.

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And that leads me on to something that's very very glaring.

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Is this paint brush working.

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Because I'd like to be able to draw on this if possible.

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I've got you on soft and at the moment I'm going to go to drawing so I can actually draw what's going

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on in my mind.

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So these particular highlights I think are about right but they're really telling us a story of how

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smooth the skin is.

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And certainly this person that I've modelled here in myself I don't have baby soft skin anymore is not

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super smooth so the cheek here should have a bit of texture to it.

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And I think what's missing from our model is a nice normal map now going in the modelling all those

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creases is quite time consuming that's one way that you can do that you can go ahead and model in all

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the little dimples and creases and that might actually be the fastest way of getting around this particular

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issue.

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If there's a texture that um I can apply to the surface and then use a another map like I've done with

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the specular map or the glossy map to say where that texture applies and where it doesn't.

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That's another way of working it.

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Now of course I need to be careful with the node set up and everything else there.

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So there are a couple of ways of doing that.

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Now whether you go the sculpting route and then baking the Normal's or whether you go the texture route

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and then converting it to a bump map or a normal map from there you can get pretty similar results you'll

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have more control obviously if you manually sculpt in than if you just use textures.

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So there's a time penalty for doing it one way but there's a realism penalty for doing it another.

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So it's time now I've had an objective look at this particular model.

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Is there anything else before I go on.

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Well the lips themselves are quite smooth and lips aren't smooth if you have a look at reference material.

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They have lots of fine lines in them.

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Certainly there's even I've added freckles here it turns out on the full render they're not coming out

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too well.

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I mean there's someone for head here.

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And to be quite honest they just looked like smudges.

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So there's work to be done on that diffusely there as well.

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Perhaps just bringing them out that little bit more imp maybe even being a bit more prominent with them.

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I was thinking Oh I don't want them so bright badgely we mix everything together like we've done.

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They're not quite as prominent as I thought they were going to be.

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So it's time for a challenge.

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I'd like you to go ahead and assess your model so use reference material I know have said this a lot

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but it is important.

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If you are unsure or if something doesn't look right you're going to be able to see and compare from

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that and take a close look now at the level of getting detail right.

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You really do need to see where the skin folds where it changes in texture and how it changes in texture

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as well.

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Share your work with the community and get their feedback.

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We've got a whole course of wonderful people we've got the community site as well that you can just

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come to post to staff and ask for feedback and people will gladly give it as well.

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Now remember to go ahead and make the changes you want to do.

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I know mine at the moment looks more like a plastic doll than it does a human.

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And that's because it's too smooth.

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That's the major issue I have with my model at the moment so I'll be working on creating a normal map

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or certainly a bump map and using a normal node to make the skin more textural.

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And remember do one thing at a time and assess the change has it done what you thought it would.

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So that's very important if you if you go make 20 changes and it doesn't work out how you wanted it

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to.

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We don't know which one of those 20 changes might have been the one that caused everything else not

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to work the 19 beforehand might have been perfect.

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So it very important that you take things one step at a time.

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Now as on doing the normal map for instance I'm going to be looking at handing it stage by stage.

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I might just.

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Do the cheek or the fore head or something along those lines.

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Just one area of the face and then seeing if it's made the right effect.

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If it has brillion I can get on with the rest of the model as well.

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So go ahead pause a video now and give that a go.

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Okay guys welcome back.

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Let's go ahead and make those changes to the models.

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Okay so I've started going through and adding a bit more detail to the inside of the eyes.

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I've literally just been sculpting for a while.

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Hot Hand then what.

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Let's make this fit my screen properly.

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There we go.

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And then I've also started adding some micro detail to the lips themselves literally.

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Again just sculpting.

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Well the approach I'm going for here is I believe it's going to be easier to sculpt this detail and

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have much more control over it then trying to use textures and masks because I can literally use textures

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in a moment.

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Well let's do a live example here and hopefully let's save my file before Heidi it is experimentation.

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Let's go to the textures themselves and go to a brush mask.

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Well let's go to let's say Clay strips and then texture.

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Go to the brush or the brush mask it doesn't matter.

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Depends which way you want to go about it.

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And here the type I'm going to set of or annoy.

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Now I don't know what scale this is going to be at the moments and no good.

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Let's make sure it's applied.

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So in the tool shelf texture Yeah and texture is there and it doesn't look to be working just yet.

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Let's try a different one let's try not inflate and deflate.

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Let's try all whereas it sculpting draw no texture of air yet that's shoes the foreign texture.

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So let's make it a little while let's make this bigger.

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Okay so we can see the size of it there is that's going to be quite a skin graft or an alien skin.

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So if you'll go in for that type of effect you can and obviously the bigger and more pixellated or the

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the chunky that texture is going to be.

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So what we need to do here is scale it down now.

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I believe there's a scaling here so this is one of these things where you actually increase the size

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to make it smaller.

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So let's try a hundred and see how that turns out.

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Bear in mind that this will change depending on how Zumas you are you mean so something like that will

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be completely different to something on those lines.

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And that's getting there although the strength of that is far too strong we can see it's really pulled

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the skin quites are lots and we don't want that.

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So let's zoom out.

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Let's try just a little bit higher than that.

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Try five hundred five hundred five hundred Okay.

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And then finally up here.

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Let's lower the strength down to maybe 20 percent.

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Okay.

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I'm starting to like Fats.

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Quite a bit.

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And of course you can make things wrinkly.

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And then of course smooth out the detail as well if necessary to make it not so wrinkly in place.

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It's a case of us actually working out relatively well obviously resumes and but we get the whole face

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looking very horrible would happen to me if I stayed in the sun for too long.

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So obviously you can go for an extreme effect like this.

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And in fact whilst we see this extreme effects I'm going to go ahead now because we're actually altering

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the model I don't need to bake this into a texture.

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Obviously if you were now exporting this you would take this as a normal texture.

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So you it can be reapplied to a low poly model but since we actually have a well it basically alive

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and ready to go under the rendering settings because under render under the vomity rez it's also air

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force so we get the full benefits.

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Let's just have 12 and see what that ends up looking like and I'll see you guys back once this is rendered

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out.

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So as expected it has had a relatively extreme result.

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We just saw my windows out here.

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Let's bring this one across.

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Can I do that.

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Yeah.

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There we go.

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So we've got a relatively textured surface to a model now.

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In fact it's been so extremely in places with that taste.

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You can see by its casting quite a deep shadow on are particular mesh has also taken a while to render

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that took nearly six minutes to render So this is where doing the sculpting and working out and perhaps

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making a normal mat from it.

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We should see a render time improvement because it's not having to handle all of the geometry.

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So in this particular scene itself there's one point four million trying goals which is quite a bit

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there's 700000 births he so as to render all of those out the less vs. It has to do the better and having

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a look at the lips.

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I'm quite happy with those.

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They've got the the right texture obviously they've been hammered by my silly use of this particular

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texture brush but otherwise I'm really happy with how the lips turned out.

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So it's time to work a bit more delicately with these particular wrinkles and folds in the skin.

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Well I'm going to go off and do that now and I'll see you guys back in a few moments.

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Okay so this is the render how it stands at the moment.

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It's not a complete render and there's still some further diffused texturing to add in I haven't added

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in my wrinkles yet but I have fleshed out my face.

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So it's a lot more representative of me.

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In this case.

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So I noticed when looking from the front if I move round my model here and certainly just put it into

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orthographic projection.

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My ears dont stick out quite as far from my face as they do normally.

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I I have made them in fact so I have had to puff out my cheeks a little as you can see here I've added

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in my little double chin.

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Well if you're doing something realistic you might as well get there.

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So there's just a few.

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I'm happy with all the indentations that I haven't made it in my face.

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There's a little bit skin texturing to do in terms of the gloss map I just need to refine that where

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things are glossy and where things are not.

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And another thing that I have done and I almost forgot about when setting up my nodes is that skin is

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also translucent so I just take you to my node set up as it is at the moment so we've got these layers.

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If we think about them and how much of them come through starting with the deepest layer of the skin

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and working up and as we go down this list I have added in a translucent B s the f shader which is also

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using the same colour the base colour in the model.

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And if we just isolate that self the translucent slits isolate that we see that with the colouring there

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it makes it obviously much better than if it is just a plain old white but with the colour there we

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can actually see it adds translucency to the areas that need it and when that's mixed in with everything

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else that gives a slightly more realistic feeling.

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If you don't have the translucency in your model you lack that one fundamental thing about skin.

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And that's the fact that it is translucence you need to make sure you tell blender or certainly in the

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nodes that is translucent.

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So I've done that here and I'm very happy with that so the final thing to do for me at the moment is

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just to work on the diffuse textures so I start getting some of the freckles that are through and just

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bumping up where things are slightly shiny and where they're not because that's not coming through quite

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as well as I'd want it to.

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And I'll see you guys back in a few moments.

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Okay so after some final tweaks and rendering this is what I'm going to class as my final mesh for the

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moment and final textures.

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I've worked out what was going on with the gloss shader just in have the right one attached.

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For some reason during my creation I had Let's just see here.

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I had a head glossy which was just blank and his glossy PRNG and only that one was applying the Course.

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Black will mean that that's not there.

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So that's why that was missing.

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No matter what I tried that should disappear now it's not being used on anything after I've saved and

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reopen.

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Let's have a quick look at the no set up anything else that I've added since we've last seen.

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We've got this bit here we've got the translucency that I've added in.

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That's absolutely fine.

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What I have done is art the image texture itself.

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I've used a hue saturation and value just to tweak my mesh ever so slightly to see if we can see it

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in action.

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Okay so the bass is here.

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Now I've just boosted the colours slightly and given it a slightly more yellow cast to it.

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I mean I could boost that up even more to maybe one point.

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So if you go to high of course you just look sunburnt as it goes up to a maximum of two.

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There are maybe and stretch to 144 and have slightly darkened the model as well.

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It was slightly too light.

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Okay so after doing those the next thing that I did was I literally plugged in a very annoyed texture.

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And made it with a bump note and then plug it into the diffuse the translucent and the glossy notes

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and then that gave us a very little bumpy surface across the entire model itself giving us a slightly

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textured feel.

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But it's never that strong so it's not really seen across the model because we don't colour we want

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the the factor there.

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So it's is is kind of one of those things that's not seen but is seen.

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So you won't see it directly but it does have an impact on the render.

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I tried different scales I found that thousands seemed to work for my particular model.

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One is obviously you can be big and blocky and won't work at.

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And why aren't we seeing it at the moment.

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Be a preview that for an I text ulrich's in to almost every went into rendered mode.

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Let's boost that up so I tried 10 and obviously it out then work till it tried a thousand and found

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that when I zoomed in that gave me the right sort of level of detail around the thousand mark pumped

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into the bump and obviously I wanted to make sure here that it wasn't too strong.

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I had to play several times.

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Checked out the glossy individually because I saw one that would really sparked off and that's a nice

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little textured feel across there.

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I didn't map that at all I found that once everything was all plugged in it worked rather well.

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Brilliant.

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Well how did you guys get on How's your head coming along.

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As just a few final things that are obviously missing from this model but we can sort those out in good

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time.

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Of course I'd love to see how are you getting answered.

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Do remember to share your work.

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And of course as always I will see you guys in the next lecture.
