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All right let's take a look at another modifier that we have which is called a subdivision surface modifier

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which is very useful for our animations and for our models and it's used quite a bit actually it's one

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of the most used modifiers use.

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So let's take a look at what it does and how it can help us selecting our handle what's going to front

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view.

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And you could see that our handle is pretty blocky looking so it looks not as smooth as we would want

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it to look even if we were to go here and hit smooth shading in our panel.

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You can see that still looks pretty blocky.

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So how do we fix that and smooth it out.

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Well we could have had tab go into edit mode and hit w subdivide and add in a lot of geometry and move

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it around and smooth it out.

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But again like I said we want the least amount of geometry and vertices that give us the result that

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we want for several different reasons.

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Because it's cleaner because it takes less render time.

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And also if we ever need to make changes to our mesh or to model it's much easier to be able to just

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grab say four of four edge loops and scale them up or whatnot.

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Whereas if we had a lot of geometry we're going to have a ton of geometry to add it every time we want

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to make a change.

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So how do we add geometry without actually adding it.

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Well let's take a look at that.

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And the way we do that is by adding a subdivision surface modifier.

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So let's go over here to the modifiers tab with our handle selected click add modifier and click on

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subdivision surface.

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Now you see right away that it's actually subdivided the mesh.

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And basically if we hit Z to go into wireframe you can see that what it's done is it's subdivided at

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one time and it's smoothed it out.

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So basically with a subdivision surface my fire does is if I delete it it's as if it does a subdivision

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but it's subdivides and smooths it out not as much but it subdivides it and smooth it out.

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But what it does is it actually doesn't apply it to the mesh.

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So if I go back here to the modifiers click on subdivision surface once again you can see that if I

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hit tab to go into edit mode we still have the original amount of vertices that we had.

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But if I had Z to go into wireframe you could see that subdivided.

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And if I bump up the level here you can see that subdivides it once more.

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And this is really cool because again if we go out and hit tab to go into edit mode we still have the

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same amount of verses and faces to be able to tweak and move our mesh.

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So the more levels the more subdivision and the smoother it will be.

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But the longer render time it will take you could have zero levels so this is how it originally is.

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And one two and three you could see every time we bump up the level it adds more geometry to the mesh.

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Now the subdivision surface works underneath our actual Masch as you can see this never changes but

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the base Smersh or the mesh underneath our transform box that we have here or adding to our our editing

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box Scuse me is actually subdivided.

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So that's really cool.

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And the view is obviously the view of subdivisions that we have here the render is how many subdivisions

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will be in your final render over here.

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Optimal display.

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If I hit three and go into wireframe by hitting z you can see that if I hit optimal display it will

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display just the mesh with the original amount of vertices.

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And this could be useful if you have a lot of things are subdivided which are have a subdivision surface

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when you hit Z to go into wireframe and might get a little cluttered with the view.

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So you could always put optimal display.

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So that is subdivisions surface modifier.

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It's really really cool.

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And right now it's using that catcall Clark subdividing method.

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There's also the simple method which is basically subdivides and smooth.

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In a different kind of way.

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But that actually looks pretty cool right there.

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And in fact.

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But for the most part use this one for a lot of different things you know humans a lot of organic objects

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that have a flow or smooth smoothness to them you would use a subdivision surface modifier even things

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such as boxes and things that you would not think would use them uses them.

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So right here again you could have the simple one or the other one gives you two different kinds of

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results as you can tell.

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And for now I actually like the simple one but I want to show you a couple of things with this one that

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is very useful to know because you're going to be using it a lot in the near future.

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So if we go back to this one you can see that right here it's kind of smoothed out and it doesn't have

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that crease anymore and it's not as strong and prominent.

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These these these ridges and here in our sword so to get them more prominent You can see that when it's

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subdivides it basically adds in geometry in-between each of the points of the vertices.

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You can see right here it's added geometry.

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So if we add in a loop cut control are an add in a loop cut right here.

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It will add geometry between this one and between the one we just added.

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But if we bring it closer to the original one you can see that the geometry will be more condensed because

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now it's adding geometry from here to right here.

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So it's more condensed.

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And if I actually hit tab and Z to zoom in to go to wireframe and zoom in here with my delete key on

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my numpad you can see as I said there is a more condensed edge loops or subdivision happening from here

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to this one.

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So it adds in more of a what you call a a ridge.

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It makes it sharper.

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Basically it sharpens the edge loop and sharpens the edge out.

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So let's go ahead and actually do this for here as well.

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Now if we had control our left click and then bring it up you can see it will sharpen out that edge

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as well.

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So we have a much sharper edge because the calculation of subdivision from here to here is much more

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condensed.

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So there's a lot more edge loops here making it sharper from here to here.

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There's much more space so it's smoothed out and spread out more and you could see that if you prezzie

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you have much more subdivisions there.

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So let's go ahead and do that for the bottom as well.

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And one thing you don't want to do.

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You don't want to bring it completely on top of the other loop.

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You want to bring it just next to it.

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So right here you could see that it's right next to it and if you want to edge slide once again that's

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g once and then G once again.

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And you could actually edge edge slide it closer but never put it right on top of the other one.

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That is not good.

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Put it right next to it.

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Take control are and do the same thing with this one over here hitting G twice to edge slide it up and

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now you can see that it's sharpened out our edges it sharpened out are basically the protrusion that

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we had here.

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So that is pretty pretty cool.

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Now I'm going to get one to go into front view and five to go into orthographic view and I'm actually

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on this object right here.

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I'm going to hit all right click select these two and scale this up a little bit and slide these as

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well.

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I'm going to scale it up a little bit.

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And bring it up scale it back down make it more spherical so that it looks more like a sphere.

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And scale this one up a Llobet.

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All right.

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And we could even bring this up.

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So now we have that in there.

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Let's go ahead and do that for these two over here.

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Just quickly.

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So once you get the hang of it it's very fast control are at in a loop cut bring it in control are and

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then control are right here and right here so it can be done as fast as that.

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Now let's take a look at a different way of doing it here.

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Let's take control our scroll it up to two left click and then right click to put it in the center s

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and Z to scale it up along the Z-axis and you only want to do this if it's going along the axis.

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And you know that it is otherwise you want to edge slide it by hitting G and then G once again and it

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will edge slide it because if your mesh is not going along a particular axis it will still slide it

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along that face loop or along that edge loop that it should.

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All right so that is a subdivision surface modifier.

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Pretty cool.

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And it adds great results.

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Let's actually add in a loop cuts down here as well to sharpen out the sedge.

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And there we go.

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And maybe this one too.

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All right.

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Awesome.

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So that is the handle of our sword.

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And once again that's a subdivision surface modifier.

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If we had simple Now you could see that it's not as nice because we added in a lot more geometry which

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mainly works with this version of subdivision surface but 99 percent of the time you're going to be

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using this kind of subdivision surface because it gives a much better smoother looking result.

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All right.

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That's a subdivision surface.

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Let's finish up our sword here in the next tutorial.

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All right.

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Ladies and gentleman.

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So I like this one because I went to Utah this past weekend the Zion National Park.

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And just looking at the stars up at night you could see the Milky Way and everything was absolutely

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amazing.

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So that's what inspired this quote or poem.

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Abundance is all around you.

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It's foolish to think that there's only a select few.

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And to believe in this is most likely not true.

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Because remember it's only your current point of view.

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So shift your focus around and you'll see that this world is as abundant as can be.

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I ladies and gentlemen we live in a world of abundance.

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Get out there get your share and spread it with everyone else.

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All right.

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Take care.

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Appreciate you guys.

