 So what I'm going to do is I'm going to offset some of these edge loops a little bit just to make that bold shape a little bit more irregular although I Think I'm not gonna do this. I'm gonna I'm gonna discuss this further with the with a concept artist Vivian because We might just add a bit more fine detail and have This the style is not yet well-defined in terms of surfacing and materials and render just rendering style so making the bolt really irregular to the point that it's not even Recognizable as a bolt anymore might not be the best idea. We'll have to check on that Yes view 3d cursor I don't have the 3d cursor over here in the middle and What I'm going to do is First of all I'm going to add some more materials over here One of them is the blue gray, which is going to be assigned To this object to vary it up a little bit and then I Can also keep tweaking quick keep tweaking this Push this in there we go Not yet not ever Cool. Okay, so in the draw over there's also some extra concepts that I don't have right now right next to me I should get them Okay, and I am back with after after having a little Chat with the concept artist about these topics. I got an extra little Draw over like paint over for the backpack So this is very helpful and some extra notes on the design of the bolts and actually like a Note on the hair solution over here being actually exactly what we want So I'm just gonna bring that back right now Just pushing the hair around Oh, I should increase the smooth brush strength A little bit. Wow. That's a tongue twister And Yes It's making sure this kind of fills in this shape over here. I'm also going to Push this in Just since I already want this to be covered in some shape or form I would be a bit of loss of volume over here and The hair would move on top of it right over here In a way This is at least Somewhat how I imagine it, but we can just leave this like like this for now I'm still using the term we as if this is a tutorial But hey, maybe you're following along and making something too Yes, I Think in terms of The model it's actually kind of far nice I'm just gonna Move this around a bit more. I think the turtleneck should be even more visible over here And in terms of the mask, I think I'm actually going to fill the cap by just moving this in Right to Interesting, I think the mirror modifier is not oh it is okay, of course, of course, so this is nicely moving inside Same thing over here and here so the thickness is really Well visible and then over here the hair can be moved in a bit further I might actually just add an extra hair strand over here or something like an extra spike Just as an extra touch That sort of thing But this all just still needs a bit of work I think in terms of a design adjustments I still just need to tweak the backpack and then for the for the hair I'm actually going to do something different right now. I still got the original shape For sculpting I kept that if I ever need to go back, but I also kept the original Model that I started from and I'm actually going to duplicate this I'm going to move it back over here Let's just make this one. Yeah, let's just keep it white for now. I'm going to sculpt this one into the same pose That the sculpted hair is in and this is going to be our rigging dummy mesh The reason for that is because since the topology on this thing is way cleaner Then anything that we would decimate out of the sculpt it would be super nice to Use this one actually for the rigging process for now I'm just gonna move this further. I'm actually going to use the The topology tool to relax the topology a little bit and Continue to move things around I'm also going to decrease the strength on the on the smooth brush because with this density on the mesh It's going to be insanely strong This is essentially it in general proportions This is what I need and then I can just Select this guy select another hair object control L materials and There we go I can move this over to temp and I can just like continue working with this for now just a little bit just for the purposes of having a Nice and somewhat reliable dummy mesh But let's actually look out this. Yeah, how does this look without the subdivision surface modifier? This is the actual geometry that will be rigged But yes, it's important to see it subdivide it. Yes, that is kind of this is kind of what we want The only thing missing is this also needs to cap off The rest of it. I'm gonna just turn on in front There we go Division in front off Yes Yes, this is it Enable temp again Hide this one though and hide this one. I think this is a good reference Let's disable temp again So this is a mesh that can be sort of sent off to rigging already I would say It's not perfect, but I still have some time to tweak stuff Yes, there was a note about the bolt I can shift around some of these edges just a tiny bit making it a little bit irregular But not too extremely. I think in the in the draw over it was pretty extreme. I Would still like to just have this sort of register as a bolt You can also go into scope mode to find tweak this a bit further something like this I guess Kind of weirdly misaligned bolt But it still has that octagon shape Something like that. Okay, cool The backpack I did show the concept so I'm kind of going for something like this instead now So this is kind of nice So it's going to have that big bolt over here as a button and It's going to have these faces over here assigned the blue gray instead of this one Pretty interesting. Oh This is also fascinating The bevel doesn't quite know which face is going to get the new map than the new material So it's beveling the edges. It's not quite sure Face strength mode new affected. Nope Hmm This is pretty interesting. So I might need to apply that modifier before I can finalize the materials on it. I Mean the modifier would be applied anyway before the model would be finished. Yes so the element that's missing right now is the bolt and the Additional colors over here because I'm going to add another material. It's going to be the Where did the cyan go? Oh, there is no cyan Guess this would be the blue That's actually a new color Interesting So I'm just gonna assign this blue gray, but I'm going to duplicate this material and make this cyan Cyan as in a blue that is a bit more going towards green Actually, I mean, I think I might be misreading the color a little bit Yes, let me bring that over to my display over here. It's close could be a bit darker Since I'm using my home laptop right now, which is not being properly calibrated I'm not trusting the colors that much if I'm looking at a different an entirely different monitor right now So, but I think this should be good Okay, cool Next up the bolt This is again going to be sort of octagon shape But in the concept, it's actually missing one edge. So I have to see how that goes scale this down rotate it scale it down Place it somewhere where it's supposed to be Somewhere around here I'm just gonna switch this to local actually there we go and scale it down even more along the z its own z-axis and Give this the orange material There we go. What I'm now going to do is I'm already going to Misalign the edges a little bit. I think this one is going to be a lot more chaotic But again, I would still at least like to keep the eight sides So I'm basically just sliding the edges over here Yes, then this gets scaled down a little bit. I'm gonna push this a bit further forward and I'm actually going to Bevel these two edges up before I do that Apply scale. Otherwise the bevel is going to be weirdly offset in scale like that I'm gonna Select this Let's look at it from the side because now it's kind of hovering and I'm gonna push it back Just a little bit. I want to have it make contact, but I don't want to have it fully intersect like visibly intersect I think I might actually take these edges and bevel them too. There we go Shade smooth Autosmooth just to get some of the smooth faces So just like with every edge I explained this before I Hope I won't be I won't start to repeat myself too much because I'm going to model this over consecutive days not even consecutive multiple days sometimes a little bit apart and Spend also some time editing these videos. So I Won't be remembering what exactly I said the day before Or the week before Let's see She's gonna merge these guys Let's actually undo this and Merge these already. I don't want these extra edges Going down into the center and then I can just inset this freely now Definitely want to have this on local because I'm gonna move these along this sort of these vertices along that surface and The local axis is Aligning it with the object rotation Yes, ooh, I might actually need some additional edges. So let's just bring another one over here and Move this one up and now I have the shape I want actually gonna scale it up and Extrude it in Scale it down a little bit select that edge bevel it Yes, that's kind of what I want I am going to select this edge as well and mark it as sharp just to be sure That this face is definitely smooth and flat Yes, I'm also going to select these guys and Mark sharp There we go Okay, it's not fully what I want actually This entire ring of edges over here. I don't want it to be To be marked sharp No, ah, god damn it. Uh There we go. Actually this too is over here clear sharp Same thing over here At mark scene clear sharp There we go. I'm gonna scale this up again actually and I'm actually going to make a new material Just because why not? Oh Wait Is this still called hair? Okay, orange? Yes, yes, yes Aha, I had this material two times Okay, let's just pick Orange the duplicate and make it darker a Lot darker call this orange dot Dark and then assign this face to it Not that one. Oh, it wasn't it was just dark. Okay, cool and I think I'm gonna scale it up a little bit Yes, yeah, that should be good and now I'm gonna actually Copy and apply mirror modifier over here and Yeah Essentially, let's check if this is still centered. Yes Apply the bevel modifier now because I really want to Have these nailed down what is going on there's some intersecting going on of course bisect Keeping that active definitely Yes Okay Selecting this edge all the way around And I'm going to assign this one the blue gray as well. There we go. Select everything shade smooth It should be good. Oh, yeah, I had some little notes as well If I look at the when I looked at the paint over these edges were actually beveled So I want to have that as well Yes This gets the dark gray as well It's just tiny things But still so is this ready? Oh, yeah, there were some some notes But the style of the eye and the mouth not that I forget and also These guys should be modeled into the arms. I'm actually just going to shift this around and Kind of model it the way I originally had it So much for that Bevel this increase the segments by one that why I should have enough and just do the same thing as Kinda as before Scale this one and these ones up a little bit along the normals with alt s Yes, and select these and assign the orange material to it Add another edge loop over here and here so I can Assign these faces as well, and now there's going to be a nice dividing line over here Of course, I didn't even notice that these are supposed to be blue. Oops. There we go I think I'm gonna scale these further in not super happy with the shape Yeah, that's more like it this little balloon shape over there Okay, cool. Same thing over here. I might even just Select this whole section Duplicate it and bring it down over here. Yes Hide it I'm just gonna select all of this and remove it I'm gonna move this a bit down. Just so it aligns somewhat with the Center loop over here this one. I'm gonna also scale along the z-axis to zero Add another one over here z scale to z zero add another one over here Scale along the z-axis zero and then Can I easily select these two yes Delete it. I'm actually going to delete these two and just bridge the two edges control E and Bridge edge loop control E Bridge edge loop. Yeah, and it's already visible These are not as well aligned as I would like Let's just solve it by just sliding this two times In one direction then in the other Here we go. Same thing over here. Sliding it a bit around And over here sliding and then the same thing needs to be done over here again With that little bit of extra Thickness and an extra edge loop over here these ones can be fanned out a bit more and That is essentially it With the turtle top. I don't mind if it's a separate mesh I think that's actually quite fitting Yes Can also move this a bit down Just so everything matches up quite nicely. Oh and then again over here. This escaped the mirror the middle axis and This is essentially all the modeling we need for the rigging I suspect want to tweak this a bit further of course and something I only noticed now The inner shape over here is supposed to be also the blue gray That's pretty interesting Aha because it wraps all the way around Yes, actually It's apparently supposed to be The cyan color Yeah, so Let's just get back into the mouth so for this I Want to have a specific shape. I'm gonna bring up the concept right now So just looking at the concept we can see that there are some hard edges into in the mouth shape it's not just a perfect sausage like perfect tube and the eye also has a bit of harder corners to it, so I'm gonna I'm gonna try to add that With the eyes, it might be pretty simple By just turning down no by turning down the resolution over here. Yes Like that just having it on four That might be enough, but it's not going to Give a lot of playroom Yeah, maybe it's fine and then for the mouth right now what I'm just gonna do is I'm gonna add another circle curve and I'm going to scale this one down Switch this one over to vector vector Subdivide it and then just move this Around a little bit like this, I guess and let's just for now try it because we can add a Bevel curve over here to define the shape of the object of the curve So let's just scale this back up like this and This profile is now exactly the one that we see on the core on the on the other curve So if I adjust this To be a bit more square Then I should have basically what I want If I switch to shade smooth, of course, it's not going to look right What I need to do is I need to add a bit more resolution So let's just subdivide this and move these Closer Here we go What I am wondering right now. Let's just actually remove handles. I just want to see the curves over here If I move this this is the back edge So I don't mind if this is a bit wider Which edges this one That's already the inner one. So these are the two ones on the back. Nope And I think this is the one Sometimes a bit hard to wrap your head around this On how exactly it works But yes, this is what I want. Maybe a bit thicker Yes That's essentially it for now. I Can pass this over and continue with the hair and any other details that might arise. So See you then