All right now let's take a look at how to edit arm mash.
This is where the fun begins.
So the way to do that.
And before I want to do that actually let's over here at the top you can see blender render.
And this is basically the old way of rendering or compositing or putting together your images so there's
a certain you know algorithm of how the lighting and how the image will look like in your final render.
And this one is a little bit outdated So let's switch it to cycle's renderer and you can see some of
the options change.
But for the most part everything is the same but it looks a lot better because it has new updated features
of how the lighting interacts with objects how the materials look and what you can do with the materials.
It's more realistic.
Let's just put it that way.
It gives a much more realistic on your final render.
Now what effect anything that we've done so far so by just want to make sure to switch it to that now
to edit our object.
What is editing.
Well first of all let's hit shift tab.
If you haven't already closed that and the T key to close that as well.
Now right here you can see that we have our cube and if we grab it or rotate or scale it we're rotating
and scaling and grabbing the object itself.
You know we're we're not manipulating how it looks at all.
So if we go down here from object mode and switch it to edit mode or shortcut key it's tab which toggles
in and out of edit an object mode.
You can see that now we actually have you know different points on the cube that we can edit and change
which is rather interesting.
It's actually made up of several different its composite It was several different parts a mesh that
has vertices which are these little endpoints right here these little dots.
And you can see that by going down here to this little panel right here you can see that right now we're
in Virtex select mode.
The other option is edge select mode so if we select this you can now select edges of your mesh and
to select multiples all you do is hold shift and you could like multiple.
The next one is the face select mode where you as you guessed it you could select faces of your mesh.
So pretty awesome.
And so geometries and meshes are composed of Usually those three things Berta's sees edges and faces.
Now a shortcut key to access this little Monterey year is just like tabus to go in and out of object
or edit mode.
When you're in edit mode if you hit control tab it will give you this low menu.
Now just like the other things and let me go over this first.
So vertex is a single point and a vertex can be on its own if need be.
For example if we had shift D which is to duplicate with this vertex selected you can see that.
Now I have a vertex out here and a vertex can exist by itself which you usually never do this but I'm
just pointing it out I could be by itself.
Let's delete that now an edge right here.
Is two vertices minimum of two vertices together.
So if I hit shift d to duplicate it you can see that if I hit control tab and go to vertex select mode
it's two vertices joined by one geometry or line between them two.
So that's what consists of an edge because go ahead and delete that.
And now a face such as Ray here is a minimum of three vertices.
Because right here you actually asked for and keep this in mind as well when you're modeling you want
things to be squared off you want usually for verdicts for every face that you have because that's when
it keeps it nice and neat.
Even for sculptures or meshes or modeling such as humans the face is basically made up of a lot of tiny
squares.
So four point four sided or four vertex shapes.
It's made up of those.
If you have more vertices than four in a face it can add a lot of problems or cause a lot of trouble
or if you have less.
So again the reason I say three vertices is the minimum you need for a face is because if I select this
and hit shift d to again duplicate it move it out.
If I go to vertex select mode control tab vertex select the vertex right here.
You can see that if I hit three on the numpad on the side view and if we hit E which is to extrude which
I'll go into Llobet after.
I just want to show you here.
Extruding with Iike here will basically pull it out.
And now if we select this one we shift right click this one shift right click this one and then we hit
F which will fill in that face you can see that we now have a face on here.
If I control tab and go to face life mode you can see that we have a face.
So again a face is made up of a minimum of three vertices an edge is made up of minimum of two vertices
are actually usually only has two verses because then it would be another edge such as here and a vertex
is just a single point on a mesh.
And keep in mind that correct geometry are correct modeling.
You usually you usually do not want to have triangles and you usually do not want to have something
that has more than four vertices.
If you can prevent it.
So keep in mind rule of thumb that for vertices for every face is what you want to aim for.
If you are if you're absolutely nybble to and you have to have a triangle which at some points you will
have to or have to have one with more vertices and four.
OK and then that's the exception.
But 90 97 percent 95 percent of the time all your geometry and all your meshes are going to be made
up of four faces four vertices and just a lot of these combining together to form something even even
natural looking objects like animals or humans.
It will be made up of four bird seed faces.
All right so that's basically what meshes composed of.
They're composed of vertices edges and faces.
All right so our low quote for the end of this video is actually a poem that I wrote so some are quotes
and some are poems that I write.
This one is a poem so I hope you enjoy inspiration without perspiration is the beginning of delusion.
One can hope one can wish but then one creates an illusion.
So take your spirit faith and desire and start the work and perspire.
So Faith inspiration without action is dead.
So take the action take that inspiration and start putting in some action toward your dreams towards
your goals and towards your 3D arts.
I'll see you in the next video.
Ciao for now.