WEBVTT

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Hey, I want to make a little update video to this course and introduce you to a tool that I've been

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using a couple on a couple of projects recently and that's the quadrature tool and it's related to the

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work we're doing right now in the course.

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And so it can be an alternative method to the things I've already taught or in and am teaching after

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this as well.

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We're basically we're creating the topology as we model, whereas this method you could actually reach

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apologize on top of an existing model, which is typically the workflow.

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If you're coming from another modeling package like Ze Brush, which has a ton of geometry, you need

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to bring it back down to something manageable for animation because you don't want like a million polygons

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on a character that's going to be animated, it's going to be a nightmare to animate.

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So what you can do is apologize after the fact or make good topology as your modeling, which is what

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I traditionally have shown in this course to do with this character.

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So this is actually kind of an alternative method to use and just to have in your back pocket as another

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tool to use.

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So it's related to the stuff we've been doing because you're already familiar with make life right and

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you need to make live on the thing that you're apologizing.

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In this case, it's the skull, and we've already kind of made decent geometry topology rather on this.

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And so it's not super necessary to go about this.

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But if you just want to kind of like start clean with new topology, this would be a way to to generate

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it.

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So what I'm going to do is hit make live, which we're familiar with by hitting this magnet button up

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here.

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And another thing to turn on is the wire free on shedded, which is this button right here.

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So when I click that and it gives us a nice view of this is the make live object because it's green,

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and we can remember that from an earlier lesson that that's that was the case.

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I want turn on anti-aliasing just so the edges of that are a little cleaner.

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And then I'm going to go to the modeling toolkit here and I'm going to go down to Quadra and this is

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the tool that we're going to be using.

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There's a few settings down here, but I just usually leave it on default, and what I use it for is

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for apologizing.

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Like I said, where you can actually just come in here, not only how I start as I start very broad,

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very big strokes.

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So let's say I'm going to do start with the skull, the top of the head first.

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So I'm going to make some pretty big quads here.

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So I'm just hitting left mouse button in four different places and then I hold shift.

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And that makes one whole face.

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And you might think to yourself, Well, if I look at it from this angle, it's not following the head

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very well.

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Well, that's OK.

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We're going to deal with that in a second because what we don't want to do is start in here and start

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at this scale of the faces.

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We don't want to be in here like making faces this that big or that small, because that's going to

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be very time consuming.

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And I'll show you why here in a second.

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So I've hit control shift and I left mouse button click and actually delete that face the way to extrude

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out, which is what we've been doing.

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You know, you can actually hold down shift and move and edge.

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Here you can hold down tab and left mouse button move edge.

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So that's just while you're in the quadrant tool.

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If we jumped back into modeling traditionally and I went to like the edge mode here, I'm just going

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at four so I can get to this edge and see it a little cleaner, I can actually hit shift and then extrude

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like this.

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So that's another alternative.

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But because we're staying in this tool, I'm going to go back to that method.

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I just want to show you the comparison there.

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So you can see Quad Draw also kind of turns on this kind of x ray mode here so we can see through the

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model and see the faces that we're making.

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So by again, by holding tab, I can extrude out and not have to go back to the time move tool that

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we had before when I hit Tab and then do it again.

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You can kind of see that starting to get to be diagonal.

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And one thing we can do is hold down shift and just relax this out.

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So we're kind of brushing this area out, and it's relaxing the geometry down.

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We can also just left mouse button on whole faces or vertices or edges and move them individually so

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that we can rearrange it the way that we want it to.

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Now the other cool thing about this about holding tab is this is that instead of what we've been doing,

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Tab Left Mouse clicking, if we tab middle mouse click, we can actually take this whole edge loop up.

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Now you can start to see it's kind of wonky because we're going in one direction, but the faces are

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all kind of facing different directions as we go around the sphere.

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So you'll want to make sure that you're kind of clean that up as you go along and they're following

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where you want them to go.

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So we can just move this up.

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So it's kind of more in line and then we can hold down, shift and brush this area relaxed that back

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out so that it kind of evenly distributes the faces that we've created some trying to pull this one

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down individually.

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Now to the core stuff that I referred to earlier about, why are we starting so big?

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That's because we can use the kind of edge loop tool here and create edge loops after we've made these

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big chunks.

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And because we're still on the make live features turned on that will follow.

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The shape of the make live jump to underneath it, which is the skull, so if you look right here,

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we can see that the blue edge here just goes straight down where it should be following the contours

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of the skull.

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So if I hold control on my keyboard and then I left mouse click, we can see it will jump out to that

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point.

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Now it's also because we don't have an edge on the profile here, so I can control and click there.

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We can see that it's starting to contour to the skull as well, so we can see there's a spot here that's

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still sticking out.

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So I could add an edge there, add an edge here, and that's a ton easier than if we were to go on and

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make each individual square by themselves.

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So that's why we started big and then we can add edge loops in after the fact.

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Now it's worth noting that we may want to hit shift and relax this area to relax and back out again.

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Alternatively, you could jump back into a more traditional method, like using the multi-car tool and

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when we hold control here, we can also make an edge loop and we still have make live on, so it's going

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to act very similarly.

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But the advantage of maybe using the Multi Multi Cut tool here is that we can hold down, shift and

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actually get to the middle of that cube of that quad rather.

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And so we already have a pretty even topology there.

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So when we jump back in a quad draw, it maybe won't have to relax it as much, but that's just to give

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you an example of comparing those tools.

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But what I like to do is just stay in this tool and not jump back and forth between the others as much.

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So that's a really good way to use the Quadra tool now, just as a general note about topology in general,

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I want to re-emphasize basically what we're doing here is we are making sure that we're having good

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topology for animation and to do that.

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We want to make sure that we have the right kinds of loops.

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And that's why in this course, we were inserting this edge loop here for the eye socket so that we

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could animate a blink later on in the course with a blend shape.

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So one thing that I would also do is I would just in the workflow wise, I would maybe stop what I'm

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doing here on the skull and think, OK, I kind of have the skull cap in a good spot, but I know I

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want this edge loop here around the eye socket.

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Now, another bit wonky of a way to use this tool is if we just hold down tab on the face without actually

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being near an edge, it'll give us this face.

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Now you want to be careful about using this because it can actually have the first face kind of flipped

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if we were to start drawing to the right.

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See how it kind of keeps flipping around.

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It's kind of going based off the direction that we're pulling it.

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So if I meant to go.

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That direction, see how it overlapped itself.

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I want to make sure that the first face I do is actually behind the cursor so I can kind of drag it

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here and whip it around.

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And the other thing is, if I want it to be bigger faces, I'll have to do is just middle mouse drag

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and scale the face up.

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And so then I can just click and drag around the eye socket.

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And we can kind of just paint these even quads.

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And we can loop it back up here, hold down shift and then click.

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That was kind of the original method and then we can just kind of relax this area out and now we kind

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of have that edge loop.

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Then we could, you know, continue our traditional modeling techniques.

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Now back to the earlier topology, when we did the odd and even kind of connections, that's where something

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like this comes in.

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We need to connect these two spots.

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We could kind of divide them up and say, set an edge.

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Basically at each point where I know I'm going to need to connect between here and here and here and

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here.

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And so maybe it'll go there and there.

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And so I need an edge for here and here.

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And then this vertex and I need one here, right?

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So that means when I hold down shift now, I have this nice bridge between those areas.

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And so you can just go through and make as much topology as you need.

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And again, just kind of jumping back and forth between the tools I could hold down tab and middle mouse

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drag two edges out.

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And then the vertex will also snap down there so we can very quickly topologies something like this

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without too much effort.

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And then, of course, hit shift and then relax this area back out.

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So we're not getting too much stuff bunched up there, too much quads bunched up in that section.

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So it's a really nice tool that I've been using lately, and I just want to update this course.

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If there's any other updates or you have questions, you know, hit me up and asked me about them,

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or if you want me to update the course with a topic, I'm considering doing a follow up course that's

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maybe a bit shorter than this one.

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So stay tuned for that.

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And check out Digital Critter School YouTube channel, where I'm posting a bunch of videos about just

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the animation industry in general and some other Maia tips.

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So thanks for watching, and I'll see you and the next lesson.
