[flow_default] Transcription: 03 - Consistency.json
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transcriptions/03 - Consistency.json
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{
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"audio_file": "03 - Consistency.wav",
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"text": "The consistency of the pathology means how much the arrangement of the direction of its loops allows the artist to work efficiently. Some examples of consistency are the ease of reading the regions of the model according to each function, the logic behind the decision on how to approach the loops' directions, the number of times that poles, I mean three poles and, having a mask in the eyes region allows you to work with constancy when modeling and skinning the eyebrow region. And this task would be much harder to bedone in case you have the loops crossing the shape. I mean, if you started to create the wrist part of the eyebrow with this loop here, it would be better to keep using this one until you finish the shape you need. This is a simple example, but it can be applied also in some situations a bit more complex. With this kind of organization, you will also be able to get a better shape, as we saw in a previous chapter, and understand where to paint the weights getting better in the formations. Another important point regarding consistency, I thought sometimes it can be coincided as a simple good practice is the logic behind the topological solutions. For example, on the fingers of your character it would be great to have the amount of loops in the finger direction related to its size. As you can see in this situation, for the four thinner fingers I have two loops and for the thumb which is wider I have three loops. Working like this we can be sure we are going to have a good shape and deformations and in addition we can save time reusing in this case the same rig and even the vertex painting for all the fingers that are built with the same topology. We can see the same methodology on the amount of loops on each area. Would not make sense having different amount of loops on each area. It would not make sense having different amount of loops from one joint to another joint as they are going to have the same style of deformation. As well, having more loops in a specific nail if our goal is to have all nails in the same style. A less important example but can be understood as a good practice. If we solve the base of the foot like the left example, nothing is going to change at the end of the day compared to the right example. But having the solution a bit more symmetric like it is in the right example gives us organization and make the mesh a bit cleaner. Sometimes it's not possible having the mesh 100% efficient on all these characteristics just because we need at the same time keep the shape that the character needs and also think about the formations. As an example, you can see in the upper part of the foot that it could have a bit more consistency based on logic and symmetry. If this pole here was here, but in this case it would harm the foot in another aspect. So that's why I decided to put this pole in the place it is. The most important characteristic in consistency in my opinion is how many times the poles are matching on a single loop, because it impacts considerably modeling rigging and UVs efficiency. For example, in the modeling field, if I need to remove loops in order to decrease the density on the model, I would need to remove a loop that does not hit a pole, otherwise I'll break the loops directions and create unnecessary anagons. So having more poles matching on a single loop gives me more chance to find loops without any pole, allowing me to remove it without harm the topology directions. The text refilled is going to allow you to unwrap the UVs much faster as you need to select loops to create sims. You can do it clicking twice in a single edge so the selection is going to be limited between two poles, avoiding having to select edge by edge.",
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"language": "en",
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"confidence": null,
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"duration": 280.23
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}
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