WEBVTT

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Welcome to edge rings in this video we're going to learn about Edge rings how they help you manage your

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geometry.

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And finally the definition of an entering is a series of edges.

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We are not directly connected however share faces with one another.

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So to explain that let's hop over into blender.

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Once we're in blender I've opened up a brand new blend file to save the work you're working on and just

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open up a new blender FAQ.

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Brilliant.

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So let's deletes the standard cube that we've got and create ourselves a good one.

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A good object to see this in action is a U V sphere so go in at yourself a u v sphere and maybe scale

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it up a little so it's large in our in our workspace here.

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So this is a great example so what we've done so far is we've selected edge loops which are rings running

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round our objects.

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Okay so that is an edge loop running along in that's longer studeman Lee.

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If I could speak and latitude along those as.

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So those are the two edged loops or ways the edge loops working here now an edge ring is very similar

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whereas with the edgerley were holding down alt as we clicking these edged loops the shortcut for Edge

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Rings is control and OT.

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So when you click that you'll notice that this just starts with doing inverses here.

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So make sure your on edge select there's always a good one and hold down oltz and control when you're

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selecting.

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And you can see it's selected as the definition says they're not directly connected with one another.

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But they're part of the same faces and those run all the way round.

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And that's a slightly different selection.

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Then of course if you did the face select around.

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So if we end it is very similar in some of the operations because if we scale that in then out it will

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operate in a very similar manner as scaling the face ring in and out along there because you're manipulating

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certain edges but it does give you more control over the geometry so if you ever need to delete a certain

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series of edges.

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So if we deleted those edges and edges alone we've cut the top of our board in half which is maybe useful

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if you wanted to add more geometry and of course then use the stop bit by bit and then fix it with edges

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and bridge the edge loops.

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Then it comes back to shape again.

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So it's a great way of manipulating your geometry and you may find it useful in the next few sections

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especially when you start creating a bit more bespoke geometry.

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Okay guys it's Challenge time.

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I'd like you to finish the queen's crown.

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So we're going to be creating the queen's crown.

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I'd like you to be inventive and creative.

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Go a bit wild with it if you will remember.

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Keep it simple as the rest of the mall is if you make the crowd too complex it will look out of place.

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I do suggest you save as and try sticking with quads and also try using triangles as well and see the

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results that you can get with them.

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So a few hints for this challenge.

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Save your file now you should be saving regularly but we're about to muck about with the file so am

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and we're quite likely to at some point muck it up completely.

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So of course saving it is a great way of going back to the beginning.

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You can always go file revert and start again.

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Be prepared for the deletion and creation of geometry step especially if you go down the triangles route.

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Very straightforward to make a crown in principle but you will soon come into some shortfalls depending

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on which way you go.

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But have fun with it and don't get too frustrated.

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Remember you can always undo it and start again if necessary.

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Just a reminder that the snapping tool itself may be your best friend especially if you are creating

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geometry.

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So is that the solution that I'm going for.

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AM As I was alluding to earlier I want the outside of my crowd to remain flat.

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I'm quite eager for that to happen in this case the inside where it goes into the crown itself.

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I'm quite happy if there are a few triangles inside there now that will break some loops.

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But at this point in time I'm happy because the triangles themselves I'm going to get right as I'm making

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them.

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Okay.

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So pause a video.

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Now go give that a go.

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I'd love to see your results as well and I'll see you in a few moments where I'm going to make this.

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Okay go ahead.

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Welcome back.

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How did you get on.

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Let's crack on in blender.

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OK so over in blender itself we've got our queen here now they're coming to a point.

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So at some point we're going to have to actually subdivide this edge going around here.

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So we've got some points to go through so they can go in this exact method up and down.

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Now looking at our model there's a couple of ways we can go about that.

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But we do need to be careful of the order of which we do things.

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So if I subdivide this face ring going round here it will make the face loops either side null and void

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because they'll suddenly have nowhere to go and also create any gums around this bits here.

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And this bit on the inside as well.

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Now I'm happy with that sir.

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I'm going to delete the inside bit anyway.

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So bearing that in mind if I'm going to be deleting this inside bit I should select it now and in face

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mode of course and delete it.

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Whilst we're here so it's important to now decide which deletion method we're going to do.

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I want to delete the edges going around here as well.

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In fact in this case I will probably just want to delete the faces themselves or the edges.

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Well I don't want to select the inside edges and delete them so it's just going to be the faces.

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In this case it's so that's gotten rid of some of our geometry here I'm now going to Slate this face

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loop going around and simply subdivide it and that's going to give us some midpoints we can work to.

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The next thing to do is to actually make them midpoints themselves and we're going to have to do a couple

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of things here in order to combine the geometry into that.

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So I'm going to want to pull some of these edges together.

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Now I'm going to keep this series of face flatness.

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Coming up our model so I'll want to join these two bits together.

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So from there to here it's a couple of ways I can do that.

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I can obviously split the face in two.

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If I grab this vertex I mean one of the things we could do is turn on snapping and move that Vertex

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over here.

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That would create one triangle but would lose the ability to make the triangle on the other side.

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So at this point I am literally going to go round this loop.

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So this is still selectable as a face loop.

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If were in face collect around here and I'm going to the leads the faces.

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So let's go in and X and only faces.

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There we go.

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So that's left our geometry around here.

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That's great for building up what we're about to do.

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And let's go to virtex select and we're going to literally fill in these gaps.

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I'm going to use the F key here to fill in.

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So that's those bits there.

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And we're just going to literally go round the module now and do this a couple of times probably 16

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in total.

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Now when you're constructing geometry itself it can be quite time consuming.

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I've spent a few minutes actually thinking about what I wanted to do before going ahead and by doing

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this we've essentially created a framework that allows the geometry I'm creating to be plainer with

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the area underneath.

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And so therefore look flat when we shading.

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I've tried loads of other ways of doing it and it just doesn't work.

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So the next thing is to just go round and basically remove the support pillars that we've been working.

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I think that's the final one.

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Excellent Sue deleted those edges there.

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Now we've got some geometry that we can work to now.

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It needs to come back in as well and to make sure I'm not totally confused.

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One two three four that she keeps is four as well.

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We go through and delete these middle virtex or middle vertical edges to many things starting with V

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here so there we go.

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Now we can fill in.

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These as we go as well.

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So it fell.

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That's actually a quad which is kind of cool.

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Excellent so I want to build try angles up now going to this point here.

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So I essentially want that edge there and here.

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And that's going to be one face and then I'm just literally going to hold down Shift to remove a vertex.

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That's the last one in a line and literally go round our model so we've only got one vertex to remove

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every time and it will be the last one in the line as we can see going around there.

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And let's just check it as we go.

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That looks good to me.

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Going to.

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Why haven't done of course flips into rended mode.

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That looks lovely there and that looks nice on the inside as well we've got the triangles where I want

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triangles which is quite important.

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Okay excellent So there we go.

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That's that created.

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I will now just have a quick look and see which parts of my geometry have been ruined so I can no longer

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select the edgeley running around there.

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And I probably can't select this one but I can select this one so now I'm aware that this is a five

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sided ink on I'm happy with that as it is because I know it's like that.

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We're not going to deform it in that place.

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If we were going to deform or amman and then mate around that area then I'd certainly consider adding

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further geometry so I can control the defamation.

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This crowd around the top.

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Well that's not an issue there.

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If any think what I would like to do is add in an edge loop just here.

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So I've got so that access the base of the triangle and then I've got a bit more control over the shape

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and position of let's lock that Z and move it down ever so slightly.

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So I've got a bit more control there over my model itself and then it looks a bit more like a crown.

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In fact I'm going to move this wedge loop in ever so slightly so it's not shackford and I've still got

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snapping turned on.

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I want to turn that off to stop me running my own model.

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Finally at the top here one of the things I noticed while I was in face mode as there are these dots

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running around here now that is simply because there is an ingrowing face somewhere.

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It's tiny and I don't think that adds anything to the model itself.

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So I'm going to grab the edge loop running around there and literally just move it up slightly so it's

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there and perhaps scale it out as well.

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And that'll give the ball on top a bit more prominence as well.

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I'm going to grab this edge loop and move it up as well.

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Just in the z axis so that these are roughly the right height and it rounds off quite nicely.

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Brilliant.

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How did you guys get on this hop over into readed mode.

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I'd love to see what you came up with for your Queens crown and I will see you in the next lecture.
