WEBVTT

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Welcome to Subdividing an Edge and

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to Sphere! So in this video we will be using this

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Subdivision Tool to add edge geometry, so adding some more

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vertices on an edge to take more control out of it, and

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using To Sphere to create a circular

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hole. So let's hop straight into Blender and carry

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these out!

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So here we are in Blender with our to soon

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be bowling ball! So first of all, a bowling ball

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is nice and smooth, so I'm going to

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find on our Tool Shelf here, under the Tools Tab,

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Smooth Shading, so we've got a nice smooth surface,

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and I'm going to hop over into Edit Mode.

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Now we've got a series of triangles we can work at here, and the

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subdivision, on the modifier, that we chose

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has generated a few artifacts. If you look

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closely, there are a series of six triangles or

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hexagons being created, but also, occasionally there's a pentagon

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where they join up and around that pentagon the geometry's just a bit

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distorted, around there. So we're going to stay clear

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of the ones with five going around,

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and we're going to stick to the six ones. So I'm going to find a space in the middle

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and we're going to create one of our holes. So here is

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absolutely fine! So I'll go to Face Select

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and click on these faces here, I'm just going to select a group of

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them. You could use a series of selection methods to do that,

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I'm just holding down Shift. And what we can do

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here is literally extrude in. So we'll see what that looks

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like, if we do that. So we've got that there, that's being extruded

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in. That's great! Let's see what that looks like by hopping straight

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back over into Edit Mode! So it looks like there's a hole

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in the ball, which is great! It's quite a deep hole, I haven't gone through the other

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side, fortunately, no control over that! And

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it looks very rough, I mean that looks absolutely horrible. It doesn't

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look like an appropriate size hole, to begin with, and neither does it look the

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right shape, it's a hexagonal hole. so even though we've got Smooth Shading

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turned on, that's not hidden the fact that we've cut a hexagon

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into the surface of our model. So let's hop back on over

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into Edit Mode, and I'm going to undo that last step

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of geometry. So we need to have more

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of a step going in, and one of the easiest ways to do this is to,

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first of all, we're going to select an edge loop. So we want to

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select the edge loop that's going around our model here,

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the hexagon basically, and

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if we go to Edge Mode, hold down Alt, and try and do that, it won't work.

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And the reason it won't do that is because there isn't an edge loop that's well defined there.

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It doesn't know which way to go. I mean these are all triangles,

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so it doesn't know which way to go. Each time, it doesn't know whether to go this way,

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that way, this way, or any other way. In fact, it's got one, two, three,

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four, five possibilities and directions, so Blender just does

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not know which way to go. However, we can help it

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by simply selecting some triangles again

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and insetting. So I'm going to use the shortcut key I,

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and it doesn't have to be by much, it can just be by that. Now the

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moment we've done that, we've actually broken up and we've created a series of

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quads around the outside of our new hexagon.

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Now when we do that and we select an edge loop,

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when we hold down Alt, we actually get the edge loop itself, which is

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brilliant! That's exactly what we wanted! Now the

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tool, To Sphere, can be gotten at in two ways. You can

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hold down Shift, Alt, and S,

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and we see in the lower-left the command, To Sphere,

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has appeared, and that is one of these

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proportional things, so it goes from 0 to 1.

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And, as we can see, it's going backwards and forwards, it's making

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absolutely no difference to our hexagon, and the reason

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for that is, because there's only six edges that is

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already spherized as much as it can. So we need to

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add more edges, even though the shape will be the same, but we need to

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add more edges, so that it can spherize

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or make it circular, in this case, since we're dealing with

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almost a 2D object. So

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I'm going to cancel that by hitting Escape. The other way you can get to To Sphere

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is to hit the Spacebar. And ooh, you can see that was my

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last search! So this is a very good lookup

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for commands, if you can't find them.

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And we can see, if I type in "sphere", it gives us a couple of

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choices there and To Sphere,

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and it also gives the shortcut keys Shift, Alt,

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and S. So brilliant! But we know that's not working, at the moment, so we

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have to subdivide this edge. So we leave that

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selected and we can do two options, we can either go to

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Subdivide, here on the Tool Shelf, or we can go to Mesh,

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Edges, and Subdivide, or you can get to another

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menu, which is on the W key, as well. And

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if we go W, and Subdivide is right at the very

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top, very powerful, and take note of what

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else is on here, it's a Specials menu. So we just want

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Subdivide, and that's cut every one of these edges

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into two, because we've subdivided by 1.

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So it's cut everything into two. We subdivide by two,

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it's cut everything in to 3 and 4, etc., etc.

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So now I'm going to go for 3 and see what happens

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now, and we can go straight on and try

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To Sphere. So Shift, Alt, and

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S, and as we move the mouse to the left and right,

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we can see at 0 it remains a hexagon shape. But now as

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we approach 1, if you look in the lower-left there, as it goes

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up towards 1, we get a lovely circle in our mesh.

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Brilliant! That's exactly what we want! So let's hop straight into Face

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Mode again, and select these six slices of that pie,

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and try pushing that into the model, and let's see what's happens.

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Let's go into Object Mode to remove all that.

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So we're almost there but it still looks horrible! It looks now like

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it's a circle cut, but we're seeing the extra

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geometry, the hexagonal geometry around it, or the

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series of triangles that make that up. So we need to do one more step to make that

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nice and neat. So if we hop back into

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Edit Mode and undo that step, we can do

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one final thing and that is insetting this

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by a little bit, before we then extrude

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inwards. Now, once we've done that and we hop back

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over, we see that that nasty geometry surrounding the hole

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has gone. So by insetting, we have given it the opportunity

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to not look so horrible. OK, I think

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it's challenge time!

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OK, so I'd like you to create the next two circles we need!

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So if you have done it, undo the extrude into

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the sphere. We're going to deal with that, in a moment, so it's correct.

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Then, we're going to create two more holes,

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and then, using reference materials, just so you get the

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hole positions right... So use reference materials to

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guide their placement. Pause the video now and give that

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a go! OK guys, welcome back!

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Let's hop over into Blender!

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Alright, so we have our

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one hole here, and I'm simply going to

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go a bit further up and I'm going

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to put two more holes... Let's see,

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they have to converge relatively close to one another.

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So designs, decisions, design

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decisions. So I'm going to pop it in

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Perspective Mode, I think, just so I can get an eye on the ball.

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Yeah! That's going to be about right there! So we can see the line

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coming up here, so no it won't be there, not at all.

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It's probably going to be there and there.

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Now, that looks far too close together! If you look at

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reference materials and pins, that just won't look right. So

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let's remove that, and that one, well I'll keep that as a reference

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because I will need, that

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will be the lower triangle of the next set that I can possibly use.

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So that one there and that one there, and let's

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follow the line down. No, I've got that wrong! I'm blind as a

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bat, when it comes to this obviously! Let's zoom in a little

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further and see if we can actually get things lined up. So there will be a flat

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edge coming up here, so the next available one

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is that one there and this one here.

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Now you can see what I'm getting at there! I'm just trying to make sure that it's lined up appropriately,

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and actually, that one looks a bit too

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far apart. So is there anything in the middle of this one here and that one

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there? Nope, so I'm going to leave it like that for

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the moment. Now, because I've selected them both at once, you can do this

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by the way, so we can inset at the same time.

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Now I cannot remember how far I inset

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before, so I'm just going to do it by eye. That looks about

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right, and now, we need to select

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those two edge loops. Let's try and do everything in

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one fell swoop here. So that one and that

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one. Great! I'm now going to subdivide those,

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so we go to Subdivide, and we set them to 3 which is

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great! We can do that! Now, with

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them both selected, I'm not sure, at this point, if it's going to

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sphere correctly. No it's not!

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you see there, it's doing something weird, so we are going to have to select these

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individually. So let's select this edge loop here, and then, go

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To Sphere and wack that up to

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1, so it's 100% spherized.

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And now, just select this one and do the same so it's

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Shift, Alt, S, or you can go Spacebar, To Sphere.

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And there we go, we've got our next circle!

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And of course, my instruction before was to undo your extrude here.

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So if you haven't done that, what can you do?

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In fact, what we will do in the

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next lecture is correct that, as if you had made this mistake.

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That's absolutely fine! And I shall see you very shortly!

