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And this one is a little bit outdated So let's switch it to cycle's renderer and you can see some of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