1
00:00:06,460 --> 00:00:11,460
All right let's go ahead and continue modeling this and tweaking it.

2
00:00:12,590 --> 00:00:15,670
First thing I'm going to do is go ahead and.

3
00:00:15,770 --> 00:00:17,530
All right click this.

4
00:00:17,600 --> 00:00:27,710
Actually scale it up a bit and bring it out like so then I'm also going to grab the top of the mushroom.

5
00:00:27,710 --> 00:00:29,740
Just that little tip right there.

6
00:00:29,870 --> 00:00:34,250
Turn on Proportional editing with oh go into front view.

7
00:00:34,280 --> 00:00:35,890
Hit g z.

8
00:00:36,600 --> 00:00:43,990
And just grab it along the Z-axis and give it more of a mushroom shape like so.

9
00:00:47,920 --> 00:00:48,370
All right.

10
00:00:48,430 --> 00:00:49,640
Awesome.

11
00:00:49,660 --> 00:00:53,180
I'm also going to go ahead and delete these edge loops for now.

12
00:00:53,310 --> 00:00:58,460
So all right clicking X edge loops and this one as well.

13
00:00:58,540 --> 00:00:59,710
Delete those.

14
00:00:59,770 --> 00:01:02,470
Grabbing this one I'm going to hit G twice.

15
00:01:02,470 --> 00:01:08,380
Turn off proportional editing first g twice and just bring it out.

16
00:01:09,380 --> 00:01:12,010
Also gonna bring these forward a little bit.

17
00:01:14,670 --> 00:01:16,030
Like so.

18
00:01:16,500 --> 00:01:17,940
All right.

19
00:01:17,940 --> 00:01:21,560
I'm going to make the nose a little bit bigger over here.

20
00:01:21,900 --> 00:01:25,260
So shift right clicking all of these.

21
00:01:25,480 --> 00:01:26,880
Bring it out.

22
00:01:29,270 --> 00:01:38,840
And then hit these grab these two hit twice the edge slide it and also bring these down a tiny bit on

23
00:01:38,840 --> 00:01:42,770
the z axis.

24
00:01:42,790 --> 00:01:45,550
Now with the eyes I'm going to go ahead and

25
00:01:49,320 --> 00:01:50,780
grab that edge loop.

26
00:01:52,380 --> 00:01:56,680
Bring it out even more and bring this one back.

27
00:01:57,700 --> 00:02:06,220
Even more hitting control are to add an edge loop here and then hit alt as to scale it or to fatten

28
00:02:06,220 --> 00:02:07,690
it up a little bit.

29
00:02:09,260 --> 00:02:10,360
All right cool.

30
00:02:12,710 --> 00:02:14,810
And I'm going to bring him back a little bit.

31
00:02:14,810 --> 00:02:16,370
Dial it down.

32
00:02:16,370 --> 00:02:20,050
Looks like he has goggles on or something.

33
00:02:20,240 --> 00:02:26,000
Now with the eyebrows let's add let's make them a little more prominent over here with the eyebrows.

34
00:02:26,300 --> 00:02:30,630
I want them to be less sticking out as it goes closer to the brow.

35
00:02:30,920 --> 00:02:40,390
But over here what I want to do is actually all actually going to bring all of it out a little bit more

36
00:02:41,670 --> 00:02:45,160
give it more.

37
00:02:45,390 --> 00:02:52,740
Like I said making more prominence there the Brough's.

38
00:02:52,830 --> 00:02:53,190
All right.

39
00:02:53,190 --> 00:02:54,720
Cool.

40
00:02:54,780 --> 00:03:06,290
Now we need to fix this that we have up here where we're going to do that is go ahead and select these

41
00:03:06,290 --> 00:03:08,090
three vertices right here.

42
00:03:08,840 --> 00:03:17,930
And in fact let's go ahead and go in front view hit five or numpad go into orthographic view boxes like

43
00:03:17,930 --> 00:03:28,190
this and just hit X and let's delete the vertices or actually in subduing that let's hit the to split

44
00:03:28,190 --> 00:03:35,480
it actually that will work because we have some that are attached and some that aren't what we're going

45
00:03:35,480 --> 00:03:36,500
to do.

46
00:03:36,500 --> 00:03:40,490
I'm trying to figure out a way what we're going to do is just select this one hit to split that one

47
00:03:41,540 --> 00:03:47,320
and then all right clicking those We're going to hit vi to split these ones.

48
00:03:47,390 --> 00:03:48,370
All right there we go now.

49
00:03:48,410 --> 00:03:50,560
All right clicking this whole entire edge loop.

50
00:03:50,750 --> 00:03:56,730
Let's hit G Z and bring it way down to fix this right here.

51
00:03:56,750 --> 00:04:05,570
What I'm going to do is grab these three hit e to extrude rotate them and then because right now we

52
00:04:05,570 --> 00:04:12,140
see we we have one two three four points to connect up here but there's a way that we can make less

53
00:04:12,140 --> 00:04:20,480
points to have to connect up here and also get a nice edge loop around the nose area.

54
00:04:20,480 --> 00:04:29,230
If I hit two extra one more time and bring it in then just right clicking and holding Shift these four

55
00:04:29,230 --> 00:04:33,240
vertices hitting f you can see that fills it in nicely.

56
00:04:33,340 --> 00:04:40,570
And now we have a nice edge flow and edge loop going down the nose and the bridge of the nose area.

57
00:04:40,870 --> 00:04:42,310
Pretty cool.

58
00:04:42,310 --> 00:04:45,850
And we only have two vertices to connect up here.

59
00:04:46,900 --> 00:04:53,250
The way we're going to do that now is hitting control our add a loop comes up here.

60
00:04:55,700 --> 00:05:04,260
And we are going to left click this or right click it control El bring everything down.

61
00:05:07,020 --> 00:05:10,350
Bring this up control.

62
00:05:10,560 --> 00:05:13,560
Let's bring the whole hat of the mushroom down

63
00:05:17,230 --> 00:05:24,680
bring this up and now let's connect these shift right clicking hitting f.

64
00:05:24,710 --> 00:05:25,870
Same thing here.

65
00:05:27,550 --> 00:05:31,000
And right here you can see that we have another vertex here.

66
00:05:31,060 --> 00:05:36,370
So we just need a hit control our add another loop cut right here.

67
00:05:38,670 --> 00:05:39,210
And then

68
00:05:42,640 --> 00:05:44,410
let me see if that I did it correctly.

69
00:05:44,410 --> 00:05:45,600
Yes.

70
00:05:45,790 --> 00:05:56,170
And then right clicking these four connecting the faces and then these four connecting the faces and

71
00:05:56,180 --> 00:06:01,920
now if we select these edge loops right here not what I want to do.

72
00:06:03,760 --> 00:06:15,640
We can just connect these very quickly by shift right clicking and hitting F to fill in the face.

73
00:06:15,650 --> 00:06:15,950
All right.

74
00:06:15,950 --> 00:06:16,590
Awesome.

75
00:06:16,790 --> 00:06:23,230
And let's make sure that's we are neatly

76
00:06:26,290 --> 00:06:28,010
putting our model together.

77
00:06:28,300 --> 00:06:33,880
Also you could edge slide of a single vertex by hitting G twice and you could see that you could slide

78
00:06:33,880 --> 00:06:35,680
it along any point.

79
00:06:35,740 --> 00:06:39,310
So that's pretty cool and very useful to know as well.

80
00:06:42,750 --> 00:06:42,950
All right.

81
00:06:42,960 --> 00:06:45,020
I'm just going to select all of these right here.

82
00:06:50,020 --> 00:06:52,850
And hit w smooth.

83
00:06:55,610 --> 00:06:57,920
Hitting five to get out orthographic view.

84
00:06:57,950 --> 00:07:05,240
I'm now going to hit a disliked everything w and remove doubles and we don't have any doubles so we're

85
00:07:05,270 --> 00:07:07,740
good on that.

86
00:07:07,750 --> 00:07:08,530
All right.

87
00:07:08,530 --> 00:07:11,880
I'm now going to hit go back into orthographic view.

88
00:07:13,060 --> 00:07:14,560
Select the mouth here.

89
00:07:15,670 --> 00:07:22,540
With hitting B and left click in and we're going to move the mouth down because it seems a little close

90
00:07:22,960 --> 00:07:25,000
for my liking and my taste.

91
00:07:25,350 --> 00:07:27,190
Let's move it down a bit.

92
00:07:29,100 --> 00:07:32,210
So all right.

93
00:07:32,220 --> 00:07:33,970
That's already looking better.

94
00:07:34,020 --> 00:07:42,370
Now we're starting to get a shape for our character here and I want to bring all of this down as well.

95
00:07:54,730 --> 00:07:59,440
Like that and grab all of us right here hit w and smooth

96
00:08:07,520 --> 00:08:11,050
and also bring out these vertices g y.

97
00:08:11,420 --> 00:08:12,470
So it doesn't have

98
00:08:15,160 --> 00:08:20,220
that much of a sharpness to it and smooth that out once or twice.

99
00:08:20,500 --> 00:08:24,430
Ring it up.

100
00:08:24,490 --> 00:08:24,880
All right.

101
00:08:24,880 --> 00:08:26,150
Cool.

102
00:08:26,180 --> 00:08:31,960
Now what I want to do is just clean up the mesh a little bit.

103
00:08:33,090 --> 00:08:36,280
Because it's looking a bit dirty.

104
00:08:36,900 --> 00:08:44,510
And there's different ways to model and to get to model.

105
00:08:44,520 --> 00:08:49,980
You know you could go and a good way would be to clean it up as you go along.

106
00:08:49,980 --> 00:08:53,380
For some reason my mind does not work that way.

107
00:08:53,400 --> 00:09:02,940
I kind of just draw out the rough draft of it and then clean it up a little bit after of course you

108
00:09:02,940 --> 00:09:04,960
could clean it up as you go along.

109
00:09:05,830 --> 00:09:11,230
But again people work in different ways.

110
00:09:11,350 --> 00:09:18,840
But it's always good to have a nice clean mesh with everything looking.

111
00:09:19,040 --> 00:09:26,930
You know even and spaced out we're going to go ahead and add a loop cut right here because there's way

112
00:09:26,930 --> 00:09:29,180
too much gap between these two.

113
00:09:29,390 --> 00:09:36,530
So control are adding edge loop and we could even Let's go ahead and add two edge loops here.

114
00:09:37,930 --> 00:09:40,530
And left click to confirm.

115
00:09:40,720 --> 00:09:49,850
I mean as to fatten it up a little bit not that much like so I'm actually going to leave this kind of

116
00:09:49,850 --> 00:09:56,600
deformation on the back because I don't want our mushroom to look perfect if you've ever seen a mushroom.

117
00:09:56,600 --> 00:10:03,210
They have all kinds of weird shapes and they are rather interesting day.

118
00:10:03,260 --> 00:10:05,780
None of none of the.

119
00:10:05,960 --> 00:10:07,270
They might not all look alike.

120
00:10:07,280 --> 00:10:08,870
You know they're not completely straight.

121
00:10:08,870 --> 00:10:16,130
They have some weird deformations and shapes to them so I'm going to leave that down there.

122
00:10:23,840 --> 00:10:32,290
And now with the I am also going to grab this loop hit in front view as to scale it up a bit bring it

123
00:10:32,290 --> 00:10:32,860
down.

124
00:10:32,930 --> 00:10:38,480
Hit s and Z to scale up on the Z-axis and I'm going to do that with this one as well.

125
00:10:38,490 --> 00:10:41,230
S and Z scale it down a bit

126
00:10:44,420 --> 00:10:51,900
and S scale in a bit.

127
00:10:51,910 --> 00:10:52,260
All right.

128
00:10:52,260 --> 00:10:59,770
So we're getting a cool mushroom head and look over here and bring out the nose as well.

129
00:11:05,830 --> 00:11:06,670
Like so

130
00:11:18,110 --> 00:11:20,210
are I looking good looking good.

131
00:11:20,420 --> 00:11:28,820
And again this model is actually going to be it's going to be quite a low poly model.

132
00:11:28,820 --> 00:11:33,680
We're obviously going to add a subdivision surface to it to smooth it out but it's going to be low poly

133
00:11:33,680 --> 00:11:35,180
for the most part.

134
00:11:35,270 --> 00:11:42,030
Now on the eyes I do want to make sure right here you can see that we have a corner a corner vertex

135
00:11:42,080 --> 00:11:45,150
there and that's good for the corner when the eye closes.

136
00:11:45,170 --> 00:11:47,070
Let's go ahead and add one right here as well

137
00:11:49,930 --> 00:11:57,280
and let's grab these two and pull them out a little bit so that this you can see right here if I grab

138
00:11:57,280 --> 00:12:00,750
this on here as Z when the eye closes.

139
00:12:00,880 --> 00:12:05,310
We got those two corner vertices and same thing with the mouth here.

140
00:12:05,350 --> 00:12:10,830
When the mouth closes we've got the corner Virtex there as well.

141
00:12:10,830 --> 00:12:11,540
All right cool.

142
00:12:11,550 --> 00:12:13,210
So it's looking good.

143
00:12:13,360 --> 00:12:16,690
And that is the rough draft.

144
00:12:16,690 --> 00:12:18,590
We might tweak it a little bit here and there.

145
00:12:18,740 --> 00:12:25,330
Let's actually add in the nostrils hitting control tab to go into face select mode.

146
00:12:25,660 --> 00:12:32,890
It's like these two hit easy to extrude scale in.

147
00:12:33,130 --> 00:12:41,480
And I actually want to go and take off clipping so that I could pull these apart.

148
00:12:45,890 --> 00:12:49,240
And then hit two extra one more time scale it down

149
00:12:52,010 --> 00:13:03,900
and hit you and bring it up hitting w smooth two or three times now with this gap that we have here

150
00:13:03,900 --> 00:13:09,750
now all I'm going to do is actually.

151
00:13:11,270 --> 00:13:13,830
Yeah I'm just going to bring it in for now.

152
00:13:13,880 --> 00:13:18,630
Whoops got to put the clipping back on and then pull it in.

153
00:13:22,850 --> 00:13:23,930
Grabbed these two faces.

154
00:13:23,930 --> 00:13:25,530
Hit control plus.

155
00:13:25,650 --> 00:13:29,040
Just like the surrounding edge loop.

156
00:13:29,040 --> 00:13:33,810
Now let's bring this in and center it more so it's not so stretched right there.

157
00:13:37,240 --> 00:13:39,860
Hitting control art at an edge lubra here.

158
00:13:41,030 --> 00:13:41,740
Let's leave it.

159
00:13:41,750 --> 00:13:47,720
And then it's like this outer ring right here hitting G twice two edged slide it and give it more of

160
00:13:47,720 --> 00:13:51,480
a rounder smoother fall off right there for the nose.

161
00:13:51,500 --> 00:13:58,790
Before it was way too sharp.

162
00:13:58,800 --> 00:13:59,940
All right cool.

163
00:13:59,940 --> 00:14:01,140
So that's looking good.

164
00:14:01,140 --> 00:14:05,770
Let me just go in here and go inside his nostrils.

165
00:14:06,000 --> 00:14:07,500
It's like Spaceballs.

166
00:14:07,530 --> 00:14:11,170
I don't know if you guys have ever seen Spaceballs.

167
00:14:11,550 --> 00:14:14,390
They go in the nozzle now they go in the ear anyways.

168
00:14:14,460 --> 00:14:15,800
Different topic.

169
00:14:16,100 --> 00:14:19,110
But let me go ahead and adjust these a little bit.

170
00:14:22,490 --> 00:14:24,140
And it looks fine.

171
00:14:28,570 --> 00:14:29,800
All right cool.

172
00:14:29,830 --> 00:14:31,210
So we got our mushroom.

173
00:14:31,210 --> 00:14:35,950
It's looking pretty nice so far and obviously it's very blocky.

174
00:14:35,950 --> 00:14:39,490
So we're going to see what it looks like with a subdivision surface modifier.

175
00:14:39,490 --> 00:14:47,560
But quickly let's go ahead and hit File Save As and let's save it as character whatever number that

176
00:14:47,560 --> 00:14:48,270
you are on.

177
00:14:48,280 --> 00:14:58,010
I'm on character three save that go over here and hit smooth them and then go to add modifier subdivision

178
00:14:58,040 --> 00:15:00,860
surface and let's bump up the levels to.

