WEBVTT

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Welcome to selecting hid in geometry.

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So in this video we're going to learn how to select geometry that isn't visible to us in our viewport

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in front of us.

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Now there are two straightforward ways of doing that.

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Number one we can switch the viewport shading to wireframe mode.

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Number two we can toggle limit selection to visible and then finally we go on to build the rest of our

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bishop.

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Let's hop over straight into blender.

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Hello everybody and welcome back over into blender.

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The one thing that's different now is I've done a bit of reorganizing in between videos just making

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sure that the low poly Bishop itself is outside of the archive folder before it wasn't and now is okay.

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So the first thing I've noticed is that in between loading this up it's decided to lose my background

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image to one going to do is scroll down on the on the properties panel here until we get to the area

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where we have our background images and just go ahead and find it again.

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See my low poly chess set assets and we've got our bishop and us to make sure that's not going to happen

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again.

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Going down to underneath where it says source and let's just make this a little wider so we can see

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everything.

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We have an option here.

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This little icon on the far left to pack the image has embedded data.

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That will mean it you just load up every time I can unpack it later on by clicking that and removing

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the pack or linking it or creating you know there's lots at lots of different options there.

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But for the moment I just want it packed him just in case it disappears again and I don't have to do

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that again anyway.

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So selecting through our objects if we're in edit mode.

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Now we're trying to adjust our mesh here we might use board a select So we press the b key ones we press

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that we select these areas here that we want.

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And let's say we just move them up with the G key lock to the z axis.

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We start lifting them up and something weird is going on there.

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Okay so a couple of things have gone on.

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Let's scroll round to the side and see what we have different mesh completely.

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So one of the things that's happened is we had something else selected So that's a good hint there.

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Just watch and make sure you clear your selection before you start doing a new selection.

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And that can be done with the A key twice sometimes just the selecting everything.

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Okay so now get got everything off.

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Now that is kind of cool that column looks like a face with maybe a cravat going around but it's not

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actually are intended.

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We don't intend it to look like that.

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That's completely destroyed our model so we would probably want to take a step back from there and make

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sure that when we select and we select everything that we want to select some are going to undo what

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I've just done because it's completely butchered my bishop.

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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

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the bottom face of face selected as we had before and I've got some of this up a bit selective but not

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all of it.

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Which is why when we went to move it it just distorted it in a very horrible manner.

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There is another option here with this ball on top and that's the fact that if we go into wireframe

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Moat's if I go down to the viewport shading options and go into a wire frame you can also toggle that

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on and off with Z.

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We've got the ball going into the objects here and at some point I would want to marry this all together

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as one solid object like it really is.

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There's no need for these separate.

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This separate meshed data within the mesh object was all that out in a few moments.

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So the next thing we need to do here is now we're in edit mode with wire frame.

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We see that if we do border.

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We can select everything on our model.

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Even the bits we can't see.

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So the first thing is just to switch to wireframe mode and this is my preferred mode for selecting through

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a particular model.

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There is however another way to do it as well.

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And along the toolbar along the header bar at the very bottom of the 3D editor there's a limited selection

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to visible button.

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And if we go along to it of course it does not exist with any rim wire frame mode because it would make

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no sense.

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We go back to solid view as we would see here.

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Now there's an extra button here next of a vertex edge and face selects we've got a limited selection

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to visible clip to with the depth buffer so that's just saying there that if you cannot see it in the

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viewport it will not be selected and their depth buffers for it are referring to.

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If you scroll up here are display not display.

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Whereas it clipping.

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This area here so we would see if it was outside the clipping range.

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It would not be selected before we toggle that button.

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We see there are mesh itself go somewhat see through.

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And if you've ever seen it doing this that is what you've toggled on and off there's a good chance that

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when you went to go and select face select you inadvertently toppled that and was wondering why things

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are see through.

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And the downside of that of course is that you.

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Now if I'm trying to sweat this face in front I've actually selected the face behind and so can be quite

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difficult to Selecter objects however or items that you want to select.

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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

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its benefits.

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I personally prefer to leave it in solid shaded with the limited selection to visible on and then using

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the wireframe select to select the areas that I want to manipulate.

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And then I can go through and move things about how I want them to and then we can win back round to

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our side view and move those bits as we'd want.

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So now we've whizzed round to the front.

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It's time to start making the rest of this model.

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We've got these two lips at the top here.

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Then we've got the bishop's hat shall we call it and we've got the little ball on top.

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Now the notch itself will come back to that.

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But let's go ahead now through a challenge and make the arrest of Archbishop.

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Okay guys it's Challenge time.

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What I'd like to do if you haven't done already do import the bishop's reference image and scale it

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appropriately and move it about then model the rest of the bishop do.

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Leave out the notch.

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Try out using different techniques we can put loop cuts in there you can extrude things you may have

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to delete some things as you go as well and possibly even bridging edge loops that may help you out.

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Have fun and do keep the low poly in mind so don't go adding a ton of geometry and use your own artistic

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licence as to what details you do include.

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Towards the top of the bishop and which ones you don't say pause the video now and go off and create

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the bishop.

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Okay.

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Welcome back.

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Let's hop back over into blender.

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Everybody welcome back let's go ahead and do that now so the first thing I'm going to do here is decide

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what I'm going to do with this ball on top.

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In fact to be quite honest I'm going to delete it.

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I don't think it's going to add anything to our construction.

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I'm going to go to virtex select and select the individual virtex right in the middle at the bottom

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and just delete that out of the way.

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Now that's separated our mesh out as soon as it's done that so I can select everything here and I've

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missed this vertex on the edge and I think that's everything.

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So let's just I'm going to with background to the front view and then lift that up only on the z axis

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to roughly the right location.

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This edge loop around the very top of the neck.

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I'm going to clear my selection hold down all out and select the age loop.

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I'm just going to verify have selected it by coming and moving my view round ever so slightly and then

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going back round.

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So now I've got VAT's I can scale that outwards.

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That's the pivot point.

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It's still scaling around the 3D cursor at this point I do want to change it back to the medium point

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because I want to scale it around that part and I can lift that up and move it down and I can start

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to extrude out for the next bit and I'm going to do this in a very gross manner.

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I'm going to do that entire bit the bottom there and then I'm going to add in an edge loop to deform

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it so I'm going to scale that in ever so slightly.

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And this edge loopier scale that in ever so slightly and then I'm going to use control and ah to add

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in an edge to make sure I get it in the right place roughly there and just scale that out.

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So now we've got these two I don't know say lumps but these two bumps coming out.

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The next thing I need to do is join this wedge loop in this one together numerous ways you could do

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that.

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I'm going to bridge my edge loops.

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Now we can go through the mesh menu and do edges and bridge edged loops.

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But of course we can also use the space menu.

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I'm a big fan of the space menu so I'm going to use it now.

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Press the space bar while my cursor is in the 3D view and I can start typing in a command.

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In this case I've haven't even finished the word bridge and it's there.

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And if I press enter it will bridge those edge loops.

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Now I can go in select to that edge loop there and change things about ever so slightly I'm unhappy

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with the overall shape of this model.

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Now that's getting there now.

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I think I'm pretty happy with that.

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Let's have a look at what it looks like in solid mode as well.

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Excellent.

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Now we've got that final thing with that ball on top.

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I'm going to generate that now as well whilst I'm in the modelling sort of phase and there's a couple

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of ways I can go about this.

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I'm going to select the virtex on the very top and then I'm going to go and add in.

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Oh no I want to shift Ma I want to snaps sorry my thrilly cursor to that point and shift in S and S

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cursor to selected.

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So now whatever information we generate will be added VAT that mesh state is going to be added at that

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particular point.

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Now there are a couple of ways I could go about doing this.

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Now I've got an eight sided shape here so an eight sided u v sphere would be ideal but I want it all

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linked together as one mesh objects rather than separate mesh data in there.

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So I'm going to add another loop just around towards the top but not fully at the very top so control

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an R let's add in that loop I'm going to bring it up slightly so it's close to this one.

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Then again to select this edge loop and once that edge loop is selected I'm going to press the G key

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twice and what that enables is edge slide and I can move all the way almost to the top but not quite.

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Now I'm going to go ahead and delete that vertex at the very top and then a whiz around to the side

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view and add in a u v sphere making sure it's got eight segments and I think four rings.

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There we go.

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And of course I can scale that down to the appropriate size as well whilst I'm here roughly speaking

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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.

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I'm going to make sure it's created shift up slightly on the z axis scale it in a little more.

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Move it down so that's roughly in the right place.

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Now of course our image doesn't line up perfectly.

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So now I can remove the vertex of the bottom of that sphere and then I can mate these two together.

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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

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is by selecting this top object I'm going to go into wireframe mode to do that.

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I'm going to select everything at the very top and then I'm going to shift it down until it snaps with

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these vertices some going to have to turn on snapping and turn on vertex.

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I could try.

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Edge as well but I think vertex is going to be best and would the cursor benefits not on top.

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That benefits and then go g.

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Z and bring it down and it's pretty much snapped into location now.

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I'm going to merge some vertices and sort of weld all of this together so I'm going to select everything.

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Select all the vertices around this edge because they're not gonna perfectly match at the moment.

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I bring up my space menu.

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There we go.

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And I'm going to type in remove doubles M O V E K it's not there yet.

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There again removed doubles.

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That's not going to remove anything yet because if I zoom in we can see that the sizes don't quite match

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up.

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But what I can do is increase the merge distance slightly until I can see at the top on the info head

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removed a vertices.

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Okay that's starting to look really nice.

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Finally along my edge I'm just going to scale it in just that little bit more bring it down so it's

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just the rights sort of aspect and all at this point I'm going to grab that or everything on the top.

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In fact border select and lift it up ever so slightly.

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There we go.

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So that is pretty good.

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I like how that's turned out.

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Excellent.

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That's turned into a nice bishop.

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Now I am going to do one final thing here.

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That's put a loop cut in around the neck because then I can scale that in ever so slightly and get more

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smooth transition between the neck and the top itself.

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That's coming along really well.

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Excellent.

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I'm really happy with that I'm going to ship shift into perspective mode to get a better angle on it.

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Excellent.

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How are you guys getting on.

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Love to see your bishops and how they're coming on.

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Did you perhaps construct it in a different way.

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Now one of the important things to remember with Blender is there's no right or wrong way of doing things.

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You might have been scratching your head and wondering while I would have done it this way.

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You know what.

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That's absolutely fine.

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If you've chosen to take a slightly different workflow then do it.

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Whatever you're comfortable with is as long as you get to the end result and it doesn't end up taking

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round the houses.

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Jobs are good.

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And I'll see you all in the next lecture.
