11300:07:33,110 --> 00:07:36,870可能会做多一点权利这一领域11400:07:36,870 --> 00:07的中文翻譯

11300:07:33,110 --> 00:07:36,870可能会

113
00:07:33,110 --> 00:07:36,870
可能会做多一点权利
这一领域

114
00:07:36,870 --> 00:07:39,919
没有太多关于这我知道,因为
照明打它

115
00:07:39,919 --> 00:07:43,949
从这个角度看看是否总是小心
在哪里的线索来自等等

116
00:07:43,949 --> 00:07:47,610
你肯定知道怎么回事
有点,但我们必须要小心什么我们

117
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我想这是因为在这边做
有限

118
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所以我我们打算只做这一领域
在这里

119
00:07:53,629 --> 00:07:57,270
下面只是进一步的链

120
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添加一些深度可能这在你
地区都是在这里

121
00:08:02,250 --> 00:08:05,520
会被烧圆,这里因为
想去吗

122
00:08:05,520 --> 00:08:08,630
也许甚至面板密度阴影
在这里

123
00:08:08,630 --> 00:08:13,779
也许做得有点胸部在这里
我们会看到我们如何与那,然后

124
00:08:13,779 --> 00:08:15,659
可能有点儿外周围
在这里

125
00:08:15,659 --> 00:08:20,029
也许一点点在后面
某人的领域

126
00:08:20,029 --> 00:08:23,830
可能会有点,我一定要去
在这里去这里

127
00:08:23,830 --> 00:08:28,590
只是提高此颧骨动物看见
我们可能最终会

128
00:08:28,590 --> 00:08:33,010
这样做有点在这里是绝对
可能燃烧其外围的

129
00:08:33,010 --> 00:08:33,560
嘴唇

130
00:08:33,560 --> 00:08:39,050
然后里面部分在 lib
那时也许下面

131
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在肯尼迪地区以及鼻子

132
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所以我会看到我们如何做和
这里的许多人

133
00:08:44,680 --> 00:08:48,910
和这里一样很好,所以有点意思
我可以预见在此图像中的区域

134
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有任何回避和燃烧密切
与你在一起你知道这是有点儿

135
00:08:52,339 --> 00:08:54,029
我们要创建这样的蓝色
是我们

136
00:08:54,029 --> 00:08:57,480
危险地区,红色是该死
你应该怎么做的

137
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燃烧吧依次关闭的地区和

138
00:09:01,240 --> 00:09:04,940
获取滚动在这里试图启动 dar
只是因为它少回避

139
00:09:04,940 --> 00:09:08,980
通常,我然后我倾向于去回
并提出这么好,我们要去就去

140
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保持

141
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建筑和建筑直到我们认为
一切都是很好地平衡

142
00:09:11,780 --> 00:09:12,770
本质上

143
00:09:12,770 --> 00:09:18,130
谁去交替我笔刷的大小

144
00:09:18,130 --> 00:09:24,050
根据需要一些人不做

145
00:09:24,050 --> 00:09:27,090
在所有轮廓我只是不能离开它
在他们

146
00:09:27,090 --> 00:09:30,630
图片阶段,这也是很好
取决于你知道多少

147
00:09:30,630 --> 00:09:34,140
对比你喜欢在你的图片什么所以
你喜欢最后一眼

148
00:09:34,140 --> 00:09:38,270
我个人喜欢做轮廓上
我只是发现它几乎每个图像添加

149
00:09:38,270 --> 00:09:43,210
多一点深度,然后它有助于
加强

150
00:09:43,210 --> 00:09:59,020
没有人脸面部特征以及模型
所以我轮廓的风扇

151
00:09:59,020 --> 00:10:01,920
你想要避免的一件事是真的
绘画的亮点

152
00:10:01,920 --> 00:10:05,400
你知道只是工作的领域
已经有亮点绘

153
00:10:05,400 --> 00:10:06,640
永远不会看亮点

154
00:10:06,640 --> 00:10:10,160
现实的因为它总是在纹理
高度

155
00:10:10,160 --> 00:10:13,750
如果你已经得到平面纹理在哪里
有是没有亮点

156
00:10:13,750 --> 00:10:17,730
和你试着画一大亮点
它要看起来太好我坚持

157
00:10:17,730 --> 00:10:18,400
在突出显示

158
00:10:18,400 --> 00:10:22,680
如果你真的想要创建一个亮点
被一个并不存在

159
00:10:22 680 --> 00:10:26,730
你想要做内频率
从分离抓纹理高度

160
00:10:26,730 --> 00:10:30,540
地区和基本上粘贴在那个地区

161
00:10:30,540 --> 00:10:34,480
然后做实际的闪电
这种新的纹理

162
00:10:34,480 --> 00:10:38,290
在这里见到的机会

163
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确保那是相当微妙的
这一切

164
00:10:49,300 --> 00:10:52,730
所以这是有点儿你知道他们是时间
当你想要小心

165
00:10:52,730 --> 00:10:55,889
请确保你不会改变任何东西
短上模型的功能太多

166
00:10:55,889 --> 00:10:59,879
事情,要做大量的谈话
在我们要确定的事情

167
00:10:59,879 --> 00:11:00,620
还有

168
00:11:00,620 --> 00:11:21,570
很好地保留

169
00:11:21,570 --> 00:11:24,519
最好的建议,我可以给你在
开始是跟着照明

170
00:11:24,519 --> 00:11:25,199
这就是他们

171
00:11:25,199 --> 00:11:30,339
不要试着创建新照明只
使用

172
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光是你的指南

173
00:11:51,740 --> 00:12:17,420
满足和现在安迪 san 燃烧

174
00:12:17,420 --> 00:12:20,040
我没有,那么要小心
因为我没有在这里边我

175
00:12:20,040 --> 00:13:18,040
所以我永远不会外溢到面具
背景

176
00:13:18,040 --> 00:13:20,950
总是告诉人们这是在哪里
我的艺术部分

177
00:13:20,950 --> 00:13:24,070
润饰其非常主观和

178
00:13:24,070 --> 00:13:28,650
你将要本质上只画在这里所以
我感到这是需要的部分

179
00:13:28,650 --> 00:13:33,330
在实践中因为最终你还是得
种和 no 在哪里画

180
00:13:33,330 --> 00:14:10,910
使事情射击

181
00:14:10,910 --> 00:14:14,730
我拍的照片能早些时候从一秒
这里还有几个领域

182
00:14:14,730 --> 00:14:18,330
这儿,现在,我发现这就是
平常的事

183
00:14:18,330 --> 00:14:22,280
常常我会回去做一些本地
躲避和燃烧一旦我实际上

184
00:14:22,280 --> 00:14:24,020
开始轮廓的因为我注意到

185
00:14:24,020 --> 00:14:34,509
你知道爬上这里的小东西
在那里

186
00:14:34,509 --> 00:14:37,509
我们像这燃烧的团队是所有
关于在所有平衡其

187
00:14:37,509 --> 00:14:41,920
没有一个适量的闪躲
和一个适量的

188
00:14:41,920 --> 00:14:45,209
燃烧是所有关于他们的发挥
在一起

189
00:14:45,209 --> 00:14:49,430
回答问题两者之间的平衡所以你
总是有来来回回

190
00:14:49,430 --> 00:15:26,670
并逐步完善

191
00:15:26,670 --> 00:15:33,910
第一,看看我们就在这里你可以看到
只是更多的对比

192
00:15:33,910 --> 00:15:38,070
更多深度图像的
当然我们想要在同一时间

193
00:15:38,070 --> 00:15:39,320
你知道我们还没有真的

194
00:15:39,320 --> 00:15:43,420
彻底改变了她的面容
我们只被加强了还有什么

195
00:15:43,420 --> 00:15:47,380
这就是你想去的地方
只轮廓的时候保持它

196
00:15:47,380 --> 00:15:47,940
微妙

197
00:15:47,940 --> 00:15:51,019
得到一种讨人喜欢,你知道

198
00:15:51,019 --> 00:15:53,730
最重要的是确保人
看上去还像自己在结束时

199
00:15:53,730 --> 00:16:02,260
它 K

200
00:16:02,260 --> 00:16:05,910
和坚持转是黑色和白色在这里
看看我们如何做

201
00:16:05,910 --> 00:16:10,140
我并不是所有的偷税雨只是冲床

202
00:16:10,140 --> 00:16:17,270
这一

203
00:16:17,270 --> 00:16:21,420
好吧所以我觉得很高兴
与,轮廓也

204
00:16:21,420 --> 00:16:23,100
想做的事是错过了我过去的副本

205
00:16:23,100 --> 00:16:28,080
这些抵消了层和实际上
我不知道是否去

206
00:16:28,080 --> 00:16:32,750
因为是因为我们有这些
NRC 实际上没有抵消

207
00:16:32,750 --> 00:16:37,580
饱和度的转变,我认为整体
整幅图像是略有饱和

208
00:16:37,580 --> 00:16:39,260
特别粉碎处理,

209
00:16:39,260 --> 00:16:43,610
当我们正在做的蜂鸟,所以我认为
总体还不错我想在这里

210
00:16:43,610 --> 00:16:44,710
是躲避和燃烧

211
00:16:44,710 --> 00:16:49,020
是做为现在一次我们做一些颜色
分级我们可能决定调整几个

212
00:16:49,020 --> 00:16:49,620
地区

213
00:16:49,620 --> 00:16:53,910
但总体而言,我认为我们对那些很好
我们只是有一小段

214
00:16:53,910 --> 00:16:56,410
担保和躲避和在燃烧
头发,但它要受到

215
00:16:56,410 --> 00:16:59,470
一块蛋糕相比,我们的过
到目前为止如做

216
00:16:59,470 --> 00:17:03,740
检查我们的进步在这里这是在哪里我们
开始这是我们就在这里

217
00:17:03,740 --> 00:17:06,939
正如你可以看到统一的最大
我们已经在这整个的区别

218
00:17:06,939 --> 00:17:07,620
润饰

219
00:17:07,620 --> 00:17:11,140
是在躲避和燃烧这样的
当然就像我说是否你掌握

220
00:17:11,140 --> 00:17:12,079
躲避和燃烧

221
00:17:12,079 --> 00:17:15,810
我就要你远所以花你
时间来学习,

222
00:17:15,810 --> 00:17:19,230
那里它是和黑和
白色版

223
00:17:19,230 --> 00:17:22,420
这是我们开始的地方

224
00:17:22,420 --> 00:17:26,100
这是我们现在在哪里所以在下一步
我们只要包起来的线段

225
00:17:26,100 --> 00:17:26,480
头发

226
00:17:26,480 --> 00:17:30,000
这将结束所有分开
我们的健身房燃烧我们会看到你那里
0/5000
原始語言: -
目標語言: -
結果 (中文) 1: [復制]
復制成功!
11300:07:33,110 --> 00:07:36,870可能会做多一点权利这一领域11400:07:36,870 --> 00:07:39,919没有太多关于这我知道,因为照明打它11500:07:39,919 --> 00:07:43,949从这个角度看看是否总是小心在哪里的线索来自等等11600:07:43,949 --> 00:07:47,610你肯定知道怎么回事有点,但我们必须要小心什么我们11700:07:47,610 --> 00:07:49,759我想这是因为在这边做有限11800:07:49,759 --> 00:07:53,629所以我我们打算只做这一领域在这里11900:07:53,629 --> 00:07:57,270下面只是进一步的链12000:07:57,270 --> 00:08:02,250添加一些深度可能这在你地区都是在这里12100:08:02,250 --> 00:08:05,520会被烧圆,这里因为想去吗12200:08:05,520 --> 00:08:08,630也许甚至面板密度阴影在这里12300:08:08,630 --> 00:08:13,779也许做得有点胸部在这里我们会看到我们如何与那,然后12400:08:13,779 --> 00:08:15,659可能有点儿外周围在这里12500:08:15,659 --> 00:08:20,029也许一点点在后面某人的领域12600:08:20,029 --> 00:08:23,830可能会有点,我一定要去在这里去这里12700:08:23,830 --> 00:08:28,590只是提高此颧骨动物看见我们可能最终会12800:08:28,590 --> 00:08:33,010这样做有点在这里是绝对可能燃烧其外围的12900:08:33,010 --> 00:08:33,560嘴唇13000:08:33,560 --> 00:08:39,050然后里面部分在 lib那时也许下面13100:08:39,050 --> 00:08:40,800在肯尼迪地区以及鼻子13200:08:40,800 --> 00:08:44,680所以我会看到我们如何做和这里的许多人13300:08:44,680 --> 00:08:48,910和这里一样很好,所以有点意思我可以预见在此图像中的区域13400:08:48,910 --> 00:08:52,339有任何回避和燃烧密切与你在一起你知道这是有点儿13500:08:52,339 --> 00:08:54,029我们要创建这样的蓝色是我们13600:08:54,029 --> 00:08:57,480危险地区,红色是该死你应该怎么做的13700:08:57,480 --> 00:09:01,240燃烧吧依次关闭的地区和13800:09:01,240 --> 00:09:04,940获取滚动在这里试图启动 dar只是因为它少回避13900:09:04,940 --> 00:09:08,980通常,我然后我倾向于去回并提出这么好,我们要去就去14000:09:08,980 --> 00:09:09,410保持14100:09:09,410 --> 00:09:11,780建筑和建筑直到我们认为一切都是很好地平衡14200:09:11,780 --> 00:09:12,770本质上14300:09:12,770 --> 00:09:18,130谁去交替我笔刷的大小14400:09:18,130 --> 00:09:24,050根据需要一些人不做14500:09:24,050 --> 00:09:27,090在所有轮廓我只是不能离开它在他们14600:09:27,090 --> 00:09:30,630图片阶段,这也是很好取决于你知道多少14700:09:30,630 --> 00:09:34,140对比你喜欢在你的图片什么所以你喜欢最后一眼14800:09:34,140 --> 00:09:38,270我个人喜欢做轮廓上我只是发现它几乎每个图像添加14900:09:38,270 --> 00:09:43,210多一点深度,然后它有助于加强15000:09:43,210 --> 00:09:59,020没有人脸面部特征以及模型所以我轮廓的风扇15100:09:59,020 --> 00:10:01,920你想要避免的一件事是真的绘画的亮点15200:10:01,920 --> 00:10:05,400你知道只是工作的领域已经有亮点绘15300:10:05,400 --> 00:10:06,640永远不会看亮点15400:10:06,640 --> 00:10:10,160现实的因为它总是在纹理高度15500:10:10,160 --> 00:10:13,750如果你已经得到平面纹理在哪里有是没有亮点15600:10:13,750 --> 00:10:17,730和你试着画一大亮点它要看起来太好我坚持15700:10:17,730 --> 00:10:18,400在突出显示15800:10:18,400 --> 00:10:22,680如果你真的想要创建一个亮点被一个并不存在15900:10:22 680 --> 00:10:26,730你想要做内频率从分离抓纹理高度16000:10:26,730 --> 00:10:30,540地区和基本上粘贴在那个地区16100:10:30,540 --> 00:10:34,480然后做实际的闪电这种新的纹理16200:10:34,480 --> 00:10:38,290在这里见到的机会16300:10:38,290 --> 00:10:49,300确保那是相当微妙的这一切16400:10:49,300 --> 00:10:52,730所以这是有点儿你知道他们是时间当你想要小心16500:10:52,730 --> 00:10:55,889请确保你不会改变任何东西短上模型的功能太多16600:10:55,889 --> 00:10:59,879事情,要做大量的谈话在我们要确定的事情16700:10:59,879 --> 00:11:00,620还有16800:11:00,620 --> 00:11:21,570很好地保留16900:11:21,570 --> 00:11:24,519最好的建议,我可以给你在开始是跟着照明17000:11:24,519 --> 00:11:25,199这就是他们17100:11:25,199 --> 00:11:30,339不要试着创建新照明只使用17200:11:30,339 --> 00:11:51,740光是你的指南17300:11:51,740 --> 00:12:17,420满足和现在安迪 san 燃烧17400:12:17,420 --> 00:12:20,040我没有,那么要小心因为我没有在这里边我17500:12:20,040 --> 00:13:18,040所以我永远不会外溢到面具背景17600:13:18,040 --> 00:13:20,950总是告诉人们这是在哪里我的艺术部分17700:13:20,950 --> 00:13:24,070润饰其非常主观和17800:13:24,070 --> 00:13:28,650你将要本质上只画在这里所以我感到这是需要的部分17900:13:28,650 --> 00:13:33,330在实践中因为最终你还是得种和 no 在哪里画18000:13:33,330 --> 00:14:10,910使事情射击18100:14:10,910 --> 00:14:14,730我拍的照片能早些时候从一秒这里还有几个领域18200:14:14,730 --> 00:14:18,330这儿,现在,我发现这就是平常的事18300:14:18,330 --> 00:14:22,280常常我会回去做一些本地躲避和燃烧一旦我实际上18400:14:22,280 --> 00:14:24,020开始轮廓的因为我注意到18500:14:24,020 --> 00:14:34,509你知道爬上这里的小东西在那里18600:14:34,509 --> 00:14:37,509我们像这燃烧的团队是所有关于在所有平衡其18700:14:37,509 --> 00:14:41,920没有一个适量的闪躲和一个适量的18800:14:41,920 --> 00:14:45,209燃烧是所有关于他们的发挥在一起18900:14:45,209 --> 00:14:49,430回答问题两者之间的平衡所以你总是有来来回回19000:14:49,430 --> 00:15:26,670并逐步完善19100:15:26,670 --> 00:15:33,910第一,看看我们就在这里你可以看到只是更多的对比19200:15:33,910 --> 00:15:38,070更多深度图像的当然我们想要在同一时间19300:15:38,070 --> 00:15:39,320你知道我们还没有真的19400:15:39,320 --> 00:15:43,420彻底改变了她的面容我们只被加强了还有什么19500:15:43,420 --> 00:15:47,380这就是你想去的地方只轮廓的时候保持它19600:15:47,380 --> 00:15:47,940微妙19700:15:47,940 --> 00:15:51,019得到一种讨人喜欢,你知道19800:15:51,019 --> 00:15:53,730最重要的是确保人看上去还像自己在结束时19900:15:53,730 --> 00:16:02,260它 K20000:16:02,260 --> 00:16:05,910和坚持转是黑色和白色在这里看看我们如何做20100:16:05,910 --> 00:16:10,140我并不是所有的偷税雨只是冲床20200:16:10,140 --> 00:16:17,270这一20300:16:17,270 --> 00:16:21,420好吧所以我觉得很高兴与,轮廓也20400:16:21,420 --> 00:16:23,100想做的事是错过了我过去的副本20500:16:23,100 --> 00:16:28,080这些抵消了层和实际上我不知道是否去20600:16:28,080 --> 00:16:32,750因为是因为我们有这些NRC 实际上没有抵消20700:16:32,750 --> 00:16:37,580饱和度的转变,我认为整体整幅图像是略有饱和20800:16:37,580 --> 00:16:39,260特别粉碎处理,20900:16:39,260 --> 00:16:43,610当我们正在做的蜂鸟,所以我认为总体还不错我想在这里21000:16:43,610 --> 00:16:44,710是躲避和燃烧21100:16:44,710 --> 00:16:49,020是做为现在一次我们做一些颜色分级我们可能决定调整几个21200:16:49,020 --> 00:16:49,620地区21300:16:49,620 --> 00:16:53,910但总体而言,我认为我们对那些很好我们只是有一小段21400:16:53,910 --> 00:16:56,410担保和躲避和在燃烧头发,但它要受到21500:16:56,410 --> 00:16:59,470一块蛋糕相比,我们的过到目前为止如做21600:16:59,470 --> 00:17:03,740检查我们的进步在这里这是在哪里我们开始这是我们就在这里21700:17:03,740 --> 00:17:06,939正如你可以看到统一的最大我们已经在这整个的区别21800:17:06,939 --> 00:17:07,620润饰21900:17:07,620 --> 00:17:11,140是在躲避和燃烧这样的当然就像我说是否你掌握22000:17:11,140 --> 00:17:12,079躲避和燃烧22100:17:12,079 --> 00:17:15,810我就要你远所以花你时间来学习,22200:17:15,810 --> 00:17:19,230那里它是和黑和白色版22300:17:19,230 --> 00:17:22,420这是我们开始的地方22400:17:22,420 --> 00:17:26,100这是我们现在在哪里所以在下一步我们只要包起来的线段22500:17:26,100 --> 00:17:26,480头发22600:17:26,480 --> 00:17:30,000这将结束所有分开我们的健身房燃烧我们会看到你那里
正在翻譯中..
結果 (中文) 3:[復制]
復制成功!
113
00:07:33110 -- > 00:07:36870
likely would do little more power
this field

114
00:07:36870 -- > 00:07:39919
without too much about this I know, because
lighting hit it

115
00:07:39919 -- > 00:07:43949
from this angle to see if it would be prudent
in where clues to self and so on

116
00:07:43949 -- > 00:07:47610
you certainly know how to return a responsibility
a bit, but we must to be careful what we

117
00:07:47610 -- > 00:07:49759
I think this is because in this way do
Co.

118
00:07:49759 -- > 00:07:53629
And I intend to do only this field
in here under the

119
00:07:53629 -- > 00:07:57270
just further chain

120
00:07:57270 -- > 00:08:02250
add some depth may this in your
area are in here

121
00:08:02250 -- > 00:08:05520
will burnt round here because
want to go?

122
00:08:05520 -- > 00:08:08630
perhaps even panel density shadow
here

123
00:08:08630 -- > 00:08:13779
may do to have chest here
we will see how we and the and

124
00:08:13779 -- > 00:08:15659
may have some
around here

125
00:08:15659 -- > 00:08:20029
maybe a little behind sb
field

126
00:08:20029 -- > 00:08:23830
may will be a bit, I must to
here to here

127
00:08:23830 -- > 00:08:28590
just improve the zygomatic animals see
we may eventually

128
00:08:28590 -- > 00:08:33010
to do so a little here is absolutely
may burn the periphery of the

129
00:08:33010 -- > 00:08:33560
lips

130
00:08:33560 -- > 00:08:39050
Then section in lib
then maybe the following

131
00:08:39050 -- > 00:08:40800
in Kennedy area and nose

132
00:08:40800 -- > 00:08:44680
so I will see how we do and
here many people

133
00:08:44680 -- > 00:08:48910
and here as well, so there are interesting
I can foresee the image in this area

134
00:08:48910 -- > 00:08:52339
any dodging and burning close
and you together, you know this is a little

135
00:08:52339 -- > 00:08:54029
we want to create such blue
we

136
00:08:54029 -- > 00:08:57480
dangerous areas red is damn
you should do

137
00:08:57480 -- > 00:09:01240
combustion followed by the closure of the regions and

138
00:09:01240 -- > 00:09:04940
get rolling in here to start dar
just because of its less avoidance

139
00:09:04940 -- > 00:09:08980
usually, I and my tendency to go back to
and put forward such a good. We're going to to

140
00:09:08980 -- > 00:09:09410
keep

141
00:09:09410 -- > 00:09:11780
building and construction until we think
Everything is well balanced

142
00:09:11780 -- > 00:09:12770
essentially

143
00:09:12770 -- > 00:09:18130
who to alternate I brush size

144
00:09:18130 -- > 00:09:24050
according to need not doing

145
00:09:24050 -- > 00:09:27090
in the profiles of all I just cannot leave

it in their

146
00:09:27090 -- > 00:09:30630
picture phase. This is a very good
depending on you know how much

147
00:09:30630 -- > 00:09:34140
contrast you like in your picture what so
you like one last look

148
00:09:34140 -- > 00:09:38270
I personally like contour
I just found it almost each image to add

149
00:09:38270 -- > 00:09:43210
a little more depth, then it has a help to the
strengthen

150
00:09:43210 -- > 00:09:59020
no facial features and model
so I round profile fan

151
00:09:59020 -- > 00:10:01920
you want to avoid a thing is really
painting highlights

152
00:10:01920 -- > 00:10:05400
you know only work in the field of
has bright spots painted

153
00:10:05400 -- > 00:10:06640
Never see the highlights

154
00:10:06640 -- > 00:10:10160
reality because it is always in the texture
highly

155
00:10:10160 -- > 00:10:13750
if you've got the texture plane where
is there is no bright spot

156
00:10:13750 -- > 00:10:17730
and you try painting a major bright spot
it looks too good, I insist

157
00:10:17730 -- > 00:10:18400
highlighted if

158
00:10:18400 -- > 00:10:22680
you really want to create a bright spot in the
is a does not exist

159
00:10:22 680 -- > 00:10:26730
You want to do in frequency
from scratch texture height

160
00:10:26730 -- > 00:10:30540
area and basically paste in the area

161
00:10:30540 -- > 00:10:34480
and actual lightning
this new texture

162
00:10:34480 -- > 00:10:38290
in here to see opportunity

163
00:10:38290 -- > 00:10:49300
ensure the is quite subtle
all this

164
00:10:49300 -- > 00:10:52730
so this is a bit. You know, they are time
when you want to be careful of the

165
00:10:52730 -- > 00:10:55889
Please ensure that anything
short model function too much

166
00:10:55889 -- > 00:10:59879
things you can't change, to do a lot of conversation
in the things we want to determine the

167
00:10:59879 -- > 00:11:00620
and

168
00:11:00620 -- > 00:11:21570
well retained

169
00: 11:21570 -- > 00:11:24519
the best advice I can give you in
started follow lighting

170
00:11:24519 -- > 00:11:25199
this is their

171
00:11:25199 -- > 00:11:30339
don't try to create new lighting only
using

172
00:11:30,339 -- > 00:11:51740
just meet your guide

173
00:11:51740 -- > 00:12:17420
and now Andy San combustion

174
00:12:17420 -- > 00:12:20040
without me, then to
carefully because I not in here I

175
00:12:20040 -- > 00:13:18040
so I always does not overflow to mask
background

176
00:13:18040 -- > 00:13:20950
always tell people this is where
I part of the art

177
00:13:20950 -- > 00:13:24070
touches the very subjective and

178
00:13:24070 -- > 00:13:28650
You will be essentially only painting here so
I feel the need on the part of the

179
00:13:28650 -- > 00:13:33330
in practice because ultimately, you'll have to
and no where painting

180
00:13:33330 -- > 00:14:10910
make things shooting

181
00:14:10910 -- > 00:14:14730
I took photos to earlier from a sec
here and several areas

182
00:14:14730 -- > 00:14:18330
here and now, I found it is
the usual thing

183
00:14:18330 -- > 00:14:22280
often I will go back and do some local
dodge and burn once I actually

184
00:14:22280 -- > 00:14:24020
began to outline because I noticed

185
00:14:24020 -- > 00:14:34509
you know
for climb up here with a little thing in there

186
00:14:34509 -- > 00:14:37509
we like the burning of the team is all about in all the balance of the

187
00:14:37509 -- > 00:14:41920
no burning in an adequate amount of dodge
and a proper amount of

188
00:14:41920 -- > 00:14:45209
is all about their play
in together

189
00:14:45209 -- > 00:14:49430
answer the balance problem between the two so you

There is always a to and fro

190
00:14:49430 -- > 00:15:26670
and gradually improve the first

191
00:15:26670 -- > 00:15:33910
, look at us in here you can see
just more contrast

192
00:15:33910 -- > 00:15:38070
more depth image
of course we want in the same time

193
00:15:38070 -- > 00:15:39320
you know we haven't really

194
00:15:39320 -- > 00:15:43420
completely changed her face
we are only strengthen what

195
00:15:43420 -- > 00:15:47380
This is where you want to go to the local
only outline keep it

196
00:15:47380 -- > 00:15:47940
subtle

197
00:15:47940 -- > 00:15:51019
get a likable, you know

198
00:15:51019 -- > 00:15:53730
the most important is to ensure that people


looks like himself in at the end of the

199
00:15:53730 -- > 00:16:02260
it K

200
00:16:02260 -- > 00:16:05910
and adhere to both black and white here
to see how we do

201
00:16:05910 -- > 00:16:10140
I and not all tax evasion rain just punch

202
00:16:10140 -- > 00:16:17270
this

203
00:16:17270 -- > 00:16:21420
so I feel very happy
and, contour

204
00:16:21420 -- > 00:16:23100
want to do things missed the offset these I used a copy of the

205
00:16:23100 -- > 00:16:28080
layer and actually
I don't know whether to

206
00:16:28080 -- > 00:16:32750
because because we have these
NRC virtually no offset

207
00:16:32750 -- > 00:16:37580
saturation of the transformation, I think the whole
the whole image is slightly saturated

208
00:16:37580 -- > 00:16:39260
special grinding processing,

209
00:16:39260 -- > 00:16:43610
when we are doing the hummingbird, so I think
overall not bad I think in here is

210
00:16:43610 -- > 00:16:44710
dodge and burn

211
00:16:44710 -- > 00:16:49020
is to present a we do some color
classification we may adjust a few

212
00:16:49020 -- > 00:16:49620
area

213
00:16:49620 -- > 00:16:53910
but overall, I think we to those good
we just had a short

214
00:16:53910 -- > 00:16:56410
guarantee of and dodging and burning
hair, but it is

215
00:16:56410 -- > 00:16:59470
compared to a piece of cake, we
so far such as

216
00:16:59470 -- > 00:17:03740
check our progress here this is where we
This is we in here

217
00:17:03740 -- > 00:17:06939
just as, you can see the unity of maximum
we are already in the whole difference

218
00:17:06939 -- > 00:17:07620
retouching

219
00:17:07620 -- > 00:17:11140
The Dodge and burn this
but as I say, if you grasp

220
00:17:11140 -- > 00:17:12079
dodge and burn

221
00:17:12079 -- > 00:17:15810
I to you so far take you
time to learn,

222
00:17:15810 -- > 00:17:19230
it is and the black and white version


223
00:17:19230 -- > 00:17:22420
the start our place

224
00:17:22420 -- > 00:17:26100
we now where so in next step
we just wrapped up the line

225
00:17:26100 -- > 00:17:26480
hair

226
00:17:26480 -- > 00:17:30000
this will end all separate
our gym burning and we'll see you there.
正在翻譯中..
 
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