WEBVTT

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Welcome to quads vs. Triangle's.

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Oh and they're saying guns as well.

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So in this video we're going to go over how it's better overall to make your models using quads and

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we'll go on to explain what they all are in a few moments.

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Whatever you use it is essentially being converted back to triangles.

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Anyway in the background what we want to make sure is that we have full control over our geometry and

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we're going to be watching out for making things non plainer.

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We'll explain that a bit more later on.

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So what are they.

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Well now as you probably guessed I am very sorry if this insults anybody out there especially the one

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on the left this green object in front of us is known as a triangle It's got three points joined together

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with three lines.

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It's the most simple 2D shape we can have in it's also the simplest face we can have in our models.

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Quads are one vertex up from that.

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So it's essentially a simple quad.

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Here is a square.

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And everything we've been making so far the chess pieces the bowling pin the bowling ball was made out

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of triangles but everything else has been quad based.

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Just by the way that we've managed to construct it is ended up as quads and we're about to start making

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a couple of pieces where we may get some non the quads and we'll explain that in a bit.

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And then we've got NGOs and NGOs at not just five but it's anything with more than five edges so five

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plus vertices and five edges making up that one face.

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Now in general we want to avoid triangles and avoid any guns.

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And that's what we call good mesh topology.

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Now we've got a load of triangles.

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It can mean it's unpredictable how the mesh deforms or animates an end.

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Well we're leaving.

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Ah ah ah mesh our geometry to the mercy of blender on how it decides to deform an end gone.

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Of all things anyway.

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So let's hop over into blender and see what these things look like.

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So the first thing we should look around in blender is something that we have been working on so we've

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been working on ARM a chessboard here.

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So let's take a closer look at it so let's hop over from the wrench mode in two solid mode in fathman

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a hit wire frame mode here just to see how things are lay that we need to go in to something else.

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So go into the chessboard mode into edit and well actually let's hide everything else.

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In this case so let's hide these things here.

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Keep in the chessboards roundabouts there we get.

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So you just got the chessboards around here.

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Now if we have a closer look at everything that goes on here we will see that there are literally just

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quads everywhere.

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One two three four and.

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There's a core there.

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There's one there.

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We zoom in this face here is made of more face select dates and that face there is made of four edges

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and so forth and so forth so everywhere on this particular model of our board we've just got quads.

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So let's take a look at something else that we've made in the bowling scene.

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We had our bowling ball and if we zoom into That's and switch on over into edit mode we can see everything's

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made up of triangles with the exception of these holes.

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Now if I can get a good look at the hole we can see that these these faces here are quads and it ends

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in a triangle in the middle here.

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Now there are some times when triangles are what we call acceptable if you will.

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And that is when it comes to a points like it does here where that point is called a pole.

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Now a good example of a pole if I create myself a new blender file and delete our cube there.

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If we create ourselves a mesh object that is a U V sphere.

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If we go to the top of a uv's Sphere you'll see that everything on it is quads into you get to the very

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top which is a load of triangles meeting at one point which makes it a pole where things join.

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Now the problem with triangles and poles is if we went to go select this century running round here

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it would select it.

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But if we select this one here it terminates at the pole blender just doesn't know where to go.

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It can't go straight over it's got another.

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I can't remember 31 possible path's that it can take from there so it cannot draw a loop all the way

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round.

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So but there are places where polls are acceptable now.

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Guns are a funny one.

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So on and on is basically a face that's made up of more than four vertices.

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So if we get the basic cube here and we hop on over into edit mode and we grab one of these edges and

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just subdivide it so we can do that in the tool shelf here.

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Just hit subdivide once and now we have a face that's made up of.

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Five vertices.

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It still looks like a quad but we actually have a virtex here that we can pull out and reshape.

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We wanted to.

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Now you also see that this little dots that Shuji in the centre of our sky squaring cubes has been moved.

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It's been moved on this face and this one.

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So the centre of the face has been shifted because there's an extrovert axis has been weighted more

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to this side because there's one two three vertices on this side of our cube and only two on this side.

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Okay guys it's Challenge time.

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I'd like you to make the queen so go ahead and make the queen with out the spikes on the crown itself

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we'll be dealing with those in the next section.

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Make sure that the model is made of quads only the base itself can be left as in angle so if you turn

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it upside down you'll notice you've got a an octagon on the bottom there.

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Don't worry about that lever as it is.

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But just make sure the rest of your model is actually an n gone go round and makes sure there are four

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sides per face and then suggest I suggest that you start with the Bishop as a base piece.

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It's close to the queen's dimensions and you can essentially just take the bishop's hat off make of

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the neck slightly bigger and then plonk the crown for the queen on top suppose the video now and go

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give that a go.

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Okay guys.

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Welcome back.

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Let's hop straight on over into blender right.

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So over in blender I've found our bishop.

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So the first thing I'm going to do is go file save as and I'm going to save this low poly queen.

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I can get my Curson are replaced.

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There we go low poly queen.

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Excellent.

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I'm going to check out the top that and working on the low queen.

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Brilliant.

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And I'm going to change the mesh name over here just to work that out.

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Brilliant.

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So I've got all the basics lined up now so let's go and change the reference material.

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Let's go and find the Whereas staunton QUEEN.

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Brilliant.

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And we're already in orthographic projection so that's great so we just need to flip over into the front

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view.

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Okay.

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Now I think this picture's actually a bit smaller.

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Certainly the ship itself last time was absolutely fine.

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But I think McQueen is a little bit larger than this.

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So I'm going to use it as a basis.

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But then I'm probably going to enlarge my model afterwards anyway.

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So let's zoom into the top.

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Then I'm just going to make the picture a bit stronger in the scene so similar to the bishop itself

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who has kind of a hat on if you will.

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The queen has also got her hat on or a crown.

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And it looks like up until this point the image is the same as this point on our model.

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So I'm going to use board a select and say or these select everything first hop over into edit mode

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switch over to Border select and just highlight everything up to the bottom of the crown.

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So that's absolutely fine.

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And when I delete because I haven't selected these edges here it's not a big deal because when I delete

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I can select vertices as the option to delete and that would also delete the edges itself.

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Oh I've forgotten to delete the other side.

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And there's a couple of options of course I could switching to wireframe mode or I could have turned

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on.

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Limit selection to visible this one next to face select here on the 3d editor header so I'm going to

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flip back in to front view.

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Here we go then using border selects by pressing B again.

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We can go around that.

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Excellent.

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Delete.

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And this time the vertices as well.

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So there we go.

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We got our model here now going to grab the neck.

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So again I'm going to press B highlight all of that and just use the 3D manipulator widget and lift

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it up to about that height.

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Brilliant.

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I'm going to select this edge loop running around here.

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I mean edge select that one there and just scale it outwards ever so slightly and the same with this

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edge loop.

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Just the buffet scale that out.

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And I'm just going to bring this very top bit down.

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Okay two about there so that's that bit done.

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Now we can go ahead and create the rest of the queen's crown.

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We can see that it goes up and then back in on itself and we can deal with the geometry for that in

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a bit.

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But I'm going to simply just extrude from the top here in the z axis to.

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Do we want to keep that ridge there.

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I'm going to ignore that ridge.

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I'm going to go to here and then all the way to the top.

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Of our crown.

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Now before we do anything else I'm going to scale that out.

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And since we're locked in the x z plane we are definitely scaling only along the x y plane.

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Right.

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So now I can tilt round come out of wireframe mode.

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I'm going to fill in that face now that is one big and on at the moment so that's fine.

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We're going to steal make it quads because after we filled it in we can then press two in sets and we'll

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worry about making that will probably come to a pole at the very top.

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So that's going to be the top of our crown there.

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And let's extrude that back into our model and we can worry about the angles and everything in the bit

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we're going to inset back in and pull this bit up.

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And that will create the top of the queen.

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And let's switch back over into front mode.

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Right.

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And then we've got a ball on top as well so perhaps I lifted up that just a little bit high to about

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there.

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And then we're going to create a similar ball to that which is we put on top of the bishop.

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So I'm going to move the 3-d cursor to around there for us for the ball itself.

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I'm going to make sure the 3D cursors position in the properties pane X definitely needs two equals

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zero.

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Why definitely needs to equal zero as well in Z.

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Well that's that's not a problem at the moment.

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We can move that to our heart's content to live it.

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So we need to add a u v sphere.

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So let's go and add a uv's Sphere and it needs to have eight segments to match up with our model.

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And if we go to four.

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That's brilliant.

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Let's say in the Rings a let's scale that down since about the right size.

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Perfect.

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That up and this is where your artistic talents come into play.

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I'm actually going to separate this from our model with P bison lection.

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So we've got a little mesh that we've been working on separate to recombine it back into the model in

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a moment and then to go back to the main body itself into edit mode and select that top and just scale

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it in.

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So it comes to more of a point I'm going to add a loop.

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Around the top there just so I can manage the wave at that.

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So for her hat if you will comes in her Crown comes in around there that's a bit more curved.

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And then finally I'm going to combine these two together.

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I'm happy with how they're laid out.

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Let's just have a look.

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The lines will all converge as they need to be right so I'm going to use a boolean operator here so

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I'm going to select our one for still a cube in the scene.

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Some Web other looks are things that get rid of.

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That's messy.

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So with that rogue Q gone we can select our bishop and operate.

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Let's add a modifier of boolean.

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We're going to combine.

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So a union between that and there one further down and click apply.

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I'm happy with how it looks then if we go and hide our ball that's gone and the bishop.

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That's awesome.

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Bishop should say queen low poly queen.

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Excellent.

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And we can get rid of the ball on top now as it's just doubling up on what we have already.

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Excellent.

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I'm happy with.

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That's apart from.

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I do once.

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Let's flip round to the front.

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I do want it to be a bit more jagged if you will or spiky So we need to make these the top of this crown

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a bit spikier us both.

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So let's grab the inside edge as hop over into edit mode.

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Turn off.

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Seeing through our models I've got more control.

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I'm going to grab this loop here and just scale it outwards to bring it more to a point.

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In fact I might scale it right on top of that and get rid of this ridge running round.

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So I'm going to turn on snapping.

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I'm going to emerge over to cease and I'm going to make sure snapping is to the virtex.

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Excellent So we're going to scale.

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I was going to lockets there and that should have made that perfect.

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Excellent so the next thing would be to pop the spikes around this top edge loopier and will be doing

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that in the next lecture.

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See you soon.
