Welcome to selecting hid in geometry.
So in this video we're going to learn how to select geometry that isn't visible to us in our viewport
in front of us.
Now there are two straightforward ways of doing that.
Number one we can switch the viewport shading to wireframe mode.
Number two we can toggle limit selection to visible and then finally we go on to build the rest of our
bishop.
Let's hop over straight into blender.
Hello everybody and welcome back over into blender.
The one thing that's different now is I've done a bit of reorganizing in between videos just making
sure that the low poly Bishop itself is outside of the archive folder before it wasn't and now is okay.
So the first thing I've noticed is that in between loading this up it's decided to lose my background
image to one going to do is scroll down on the on the properties panel here until we get to the area
where we have our background images and just go ahead and find it again.
See my low poly chess set assets and we've got our bishop and us to make sure that's not going to happen
again.
Going down to underneath where it says source and let's just make this a little wider so we can see
everything.
We have an option here.
This little icon on the far left to pack the image has embedded data.
That will mean it you just load up every time I can unpack it later on by clicking that and removing
the pack or linking it or creating you know there's lots at lots of different options there.
But for the moment I just want it packed him just in case it disappears again and I don't have to do
that again anyway.
So selecting through our objects if we're in edit mode.
Now we're trying to adjust our mesh here we might use board a select So we press the b key ones we press
that we select these areas here that we want.
And let's say we just move them up with the G key lock to the z axis.
We start lifting them up and something weird is going on there.
Okay so a couple of things have gone on.
Let's scroll round to the side and see what we have different mesh completely.
So one of the things that's happened is we had something else selected So that's a good hint there.
Just watch and make sure you clear your selection before you start doing a new selection.
And that can be done with the A key twice sometimes just the selecting everything.
Okay so now get got everything off.
Now that is kind of cool that column looks like a face with maybe a cravat going around but it's not
actually are intended.
We don't intend it to look like that.
That's completely destroyed our model so we would probably want to take a step back from there and make
sure that when we select and we select everything that we want to select some are going to undo what
I've just done because it's completely butchered my bishop.
It's going to take a few days to get there and we can see at this point what's happened is I've got
the bottom face of face selected as we had before and I've got some of this up a bit selective but not
all of it.
Which is why when we went to move it it just distorted it in a very horrible manner.
There is another option here with this ball on top and that's the fact that if we go into wireframe
Moat's if I go down to the viewport shading options and go into a wire frame you can also toggle that
on and off with Z.
We've got the ball going into the objects here and at some point I would want to marry this all together
as one solid object like it really is.
There's no need for these separate.
This separate meshed data within the mesh object was all that out in a few moments.
So the next thing we need to do here is now we're in edit mode with wire frame.
We see that if we do border.
We can select everything on our model.
Even the bits we can't see.
So the first thing is just to switch to wireframe mode and this is my preferred mode for selecting through
a particular model.
There is however another way to do it as well.
And along the toolbar along the header bar at the very bottom of the 3D editor there's a limited selection
to visible button.
And if we go along to it of course it does not exist with any rim wire frame mode because it would make
no sense.
We go back to solid view as we would see here.
Now there's an extra button here next of a vertex edge and face selects we've got a limited selection
to visible clip to with the depth buffer so that's just saying there that if you cannot see it in the
viewport it will not be selected and their depth buffers for it are referring to.
If you scroll up here are display not display.
Whereas it clipping.
This area here so we would see if it was outside the clipping range.
It would not be selected before we toggle that button.
We see there are mesh itself go somewhat see through.
And if you've ever seen it doing this that is what you've toggled on and off there's a good chance that
when you went to go and select face select you inadvertently toppled that and was wondering why things
are see through.
And the downside of that of course is that you.
Now if I'm trying to sweat this face in front I've actually selected the face behind and so can be quite
difficult to Selecter objects however or items that you want to select.
But if I go B and board a select I can now select the entire top as well so it's got its drawbacks and
its benefits.
I personally prefer to leave it in solid shaded with the limited selection to visible on and then using
the wireframe select to select the areas that I want to manipulate.
And then I can go through and move things about how I want them to and then we can win back round to
our side view and move those bits as we'd want.
So now we've whizzed round to the front.
It's time to start making the rest of this model.
We've got these two lips at the top here.
Then we've got the bishop's hat shall we call it and we've got the little ball on top.
Now the notch itself will come back to that.
But let's go ahead now through a challenge and make the arrest of Archbishop.
Okay guys it's Challenge time.
What I'd like to do if you haven't done already do import the bishop's reference image and scale it
appropriately and move it about then model the rest of the bishop do.
Leave out the notch.
Try out using different techniques we can put loop cuts in there you can extrude things you may have
to delete some things as you go as well and possibly even bridging edge loops that may help you out.
Have fun and do keep the low poly in mind so don't go adding a ton of geometry and use your own artistic
licence as to what details you do include.
Towards the top of the bishop and which ones you don't say pause the video now and go off and create
the bishop.
Okay.
Welcome back.
Let's hop back over into blender.
Everybody welcome back let's go ahead and do that now so the first thing I'm going to do here is decide
what I'm going to do with this ball on top.
In fact to be quite honest I'm going to delete it.
I don't think it's going to add anything to our construction.
I'm going to go to virtex select and select the individual virtex right in the middle at the bottom
and just delete that out of the way.
Now that's separated our mesh out as soon as it's done that so I can select everything here and I've
missed this vertex on the edge and I think that's everything.
So let's just I'm going to with background to the front view and then lift that up only on the z axis
to roughly the right location.
This edge loop around the very top of the neck.
I'm going to clear my selection hold down all out and select the age loop.
I'm just going to verify have selected it by coming and moving my view round ever so slightly and then
going back round.
So now I've got VAT's I can scale that outwards.
That's the pivot point.
It's still scaling around the 3D cursor at this point I do want to change it back to the medium point
because I want to scale it around that part and I can lift that up and move it down and I can start
to extrude out for the next bit and I'm going to do this in a very gross manner.
I'm going to do that entire bit the bottom there and then I'm going to add in an edge loop to deform
it so I'm going to scale that in ever so slightly.
And this edge loopier scale that in ever so slightly and then I'm going to use control and ah to add
in an edge to make sure I get it in the right place roughly there and just scale that out.
So now we've got these two I don't know say lumps but these two bumps coming out.
The next thing I need to do is join this wedge loop in this one together numerous ways you could do
that.
I'm going to bridge my edge loops.
Now we can go through the mesh menu and do edges and bridge edged loops.
But of course we can also use the space menu.
I'm a big fan of the space menu so I'm going to use it now.
Press the space bar while my cursor is in the 3D view and I can start typing in a command.
In this case I've haven't even finished the word bridge and it's there.
And if I press enter it will bridge those edge loops.
Now I can go in select to that edge loop there and change things about ever so slightly I'm unhappy
with the overall shape of this model.
Now that's getting there now.
I think I'm pretty happy with that.
Let's have a look at what it looks like in solid mode as well.
Excellent.
Now we've got that final thing with that ball on top.
I'm going to generate that now as well whilst I'm in the modelling sort of phase and there's a couple
of ways I can go about this.
I'm going to select the virtex on the very top and then I'm going to go and add in.
Oh no I want to shift Ma I want to snaps sorry my thrilly cursor to that point and shift in S and S
cursor to selected.
So now whatever information we generate will be added VAT that mesh state is going to be added at that
particular point.
Now there are a couple of ways I could go about doing this.
Now I've got an eight sided shape here so an eight sided u v sphere would be ideal but I want it all
linked together as one mesh objects rather than separate mesh data in there.
So I'm going to add another loop just around towards the top but not fully at the very top so control
an R let's add in that loop I'm going to bring it up slightly so it's close to this one.
Then again to select this edge loop and once that edge loop is selected I'm going to press the G key
twice and what that enables is edge slide and I can move all the way almost to the top but not quite.
Now I'm going to go ahead and delete that vertex at the very top and then a whiz around to the side
view and add in a u v sphere making sure it's got eight segments and I think four rings.
There we go.
And of course I can scale that down to the appropriate size as well whilst I'm here roughly speaking
as I've been married I can do a lot more editing anyway so now it's like that I can shift it up slightly.
I'm going to make sure it's created shift up slightly on the z axis scale it in a little more.
Move it down so that's roughly in the right place.
Now of course our image doesn't line up perfectly.
So now I can remove the vertex of the bottom of that sphere and then I can mate these two together.
Now there's going to be a couple of ways that I could go ahead and do this and what I'm going to do
is by selecting this top object I'm going to go into wireframe mode to do that.
I'm going to select everything at the very top and then I'm going to shift it down until it snaps with
these vertices some going to have to turn on snapping and turn on vertex.
I could try.
Edge as well but I think vertex is going to be best and would the cursor benefits not on top.
That benefits and then go g.
Z and bring it down and it's pretty much snapped into location now.
I'm going to merge some vertices and sort of weld all of this together so I'm going to select everything.
Select all the vertices around this edge because they're not gonna perfectly match at the moment.
I bring up my space menu.
There we go.
And I'm going to type in remove doubles M O V E K it's not there yet.
There again removed doubles.
That's not going to remove anything yet because if I zoom in we can see that the sizes don't quite match
up.
But what I can do is increase the merge distance slightly until I can see at the top on the info head
removed a vertices.
Okay that's starting to look really nice.
Finally along my edge I'm just going to scale it in just that little bit more bring it down so it's
just the rights sort of aspect and all at this point I'm going to grab that or everything on the top.
In fact border select and lift it up ever so slightly.
There we go.
So that is pretty good.
I like how that's turned out.
Excellent.
That's turned into a nice bishop.
Now I am going to do one final thing here.
That's put a loop cut in around the neck because then I can scale that in ever so slightly and get more
smooth transition between the neck and the top itself.
That's coming along really well.
Excellent.
I'm really happy with that I'm going to ship shift into perspective mode to get a better angle on it.
Excellent.
How are you guys getting on.
Love to see your bishops and how they're coming on.
Did you perhaps construct it in a different way.
Now one of the important things to remember with Blender is there's no right or wrong way of doing things.
You might have been scratching your head and wondering while I would have done it this way.
You know what.
That's absolutely fine.
If you've chosen to take a slightly different workflow then do it.
Whatever you're comfortable with is as long as you get to the end result and it doesn't end up taking
round the houses.
Jobs are good.
And I'll see you all in the next lecture.