 So once we've got the body and face done it's time to see how much of the old character we can salvage. Now the boots are fine we just have to use our mask blur and move trick to put them in the right place. The chest plate is also pretty good we just got to fix some of the basic positioning and probably shrink it for the new proportions. The collar can definitely be reused and with the few adjustments the choker can also be reused the hat is definitely reusable and when we've been the arms into the new pose we can see that the shoulder armor will fit just fine and now we are starting to get a glimpse of what the final product will look like now the top half of the gloves is really good shape but the new arm is going to have to be stitched to it and connect them with our bridge and smooth trick and we're going to do the exact same thing for the main gloves because the old hand topology and finger position is completely different from the new one so delete the hand from the old glove grab the new arms and delete everything above the wrist bridge and smooth them like so and the last thing which are the forearm guards can also be reused but we'll need to be slightly adjusted for the new shape of the arm okay so that takes care of everything that we can salvage now let's look at the things that we can't or should not salvage now one of the biggest differences between the old version of the character and the new one is the old one was created during my z brush series which was the point in time where I had a tendency to model in all the details but afterwards when we went through substance painter I realized that a lot of these micro details like the buttons and the holes on the belt can simply just be textured in later so nowadays I have a dedicated texture guy on my team and the texture guy has assured me that these kinds of things can definitely be taken care of in substance painter so that means in z brush we don't have to model in these things anymore so we're going to go ahead and remove them so these belts right here have holes in them and we're just going to replace them with belts that don't have holes and the easiest way to do that is with a belt brush or if you're in blender a belt curve and if you need either of those you can find the ones that I have created personally for all of my characters on my shop on our station for both blender and z brush so I'm just going to go through and replace all of the old belts with new ones then delete all the buttons now the last thing that we're going to change is the outline tube stitching at the ends of the clothes in z brush there's a really cool trick that allows us to really quickly just outline and tube the edges of an object and it usually makes things look a lot better but you'll notice that these things are not really connected which makes them a really big pain in the ass to rig later on so instead of outlining everything with tube curves we are just going to extrude the ends of the polygons inflate and crease them and now because they're all one object it's going to be way easier to texture and much easier to rig okay now we're basically done with the sculpting part if you join me next video I will show you how I add wrinkles and folds to the clothing thanks for watching and as always I hope you have a fantastic day and I'll see you around