WEBVTT

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Welcome to the edge splits modifier.

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So in this video we're going to be focussing on creating our free for model the body of our web night.

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We're going to be insuring the faces are not triangulated when being created to keep with our style

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so we don't we can have a render window open just so we can spot if that's happening.

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We're going to be introducing the edge split modifier and that's going to help us with the issue.

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We're going to suffer when modelling this night.

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And essentially what we're going to do here this is the basis of organic modelling.

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So is a great introduction to more organic forms a horse being an animal.

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So let's hop straight on over into blender.

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Right so we have the bass that we've just created and let's hop over to a side view.

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Let's grab the right view.

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Excellent.

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So we need to do a bit of modifying the bass here we can see that the night itself is much chunkier

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than the other the other pieces on our board so I didn't mean to move away I wasn't holding down the

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right key.

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So we're going to select these couple of edged loops at the top and just pull them out slightly.

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But before we do that if I move our model around now that we've got selected if I'm just scale that's

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you can see on our model that it separates on the mirror modifier or it pushes through and creates horrible

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geometry.

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So before we do that it's escape out of it and just turn on under the options on the mirror modifier

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clipping.

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And this is a great example of what it does is it doesn't allow it to go through itself.

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Great.

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So let's hop over into the right hand view again and just scale that out ever so slightly.

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So it's a good starting point for the rest of our night.

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This top edge loop in fact I'm going to remove I don't think I need it in this case.

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I'm going to delete it.

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I'm going to delete the vertices so the edge is coming down from it as well or so get removed and the

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select this.

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Loop around the top.

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Make sure it is selected because it doesn't go all the way around because that it's over there does

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not exist.

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Flip back over into the right view and I'm simply going to extrude upwards.

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It doesn't really matter if we slight slant going forwards and back.

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I'm just going to put in a basic I'm going to place it.

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Every time there's a change in direction just helps with the model itself because I don't want too much

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detail but I do want to keep enough for it to go.

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Now has in place in this I'm going to have to do some scaling or rotating or doing something with it

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in a moment in order to make it go round the horse's head.

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So on this next one that we extrude up and then to place it roughly.

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Think about there.

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But this time I press the archey to move it round.

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No we don't do it too quickly otherwise it will screw the horse's head into itself and we don't want

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to do that.

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I'm just going to move this one round as well.

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Okay.

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So that's starting to look quite good moving around there before we carry on.

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Let's just have a look at our model already.

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I'm going to turn on the meche analysis we had a look at earlier and I'm going to turn it on to distortion.

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Set it at just one degree there and zero over here.

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Now there's no collars on our model yet.

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And that's because our mirror modify is turned on.

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So if I click with a thought I will see that.

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Well we've got some planer quads but also some non-paying quads going on.

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So if we hop over insoo rendered mode on the viewport shading here we can see was starting to get some

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triangulation going on and that's not what I want.

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Now we could go through and we can try and correct this.

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But there's a great tool that will solve this for us.

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First of all what we do need to do is just make this window do windows so we can see what goes on on

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one side.

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Okay.

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So in object mode on the tool shelf you can enable smooth shading and it makes it look a bit odd.

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Being so low poly However in our modifiers we can add a modifier another one.

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So where it says add modifier we can have a drop down drop up depending on your size of screen and we

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can enable if I can see it the edge split so it's the fifth one down on it's probably further down than

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that.

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It's the sixth seventh one down.

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One two three four five six is the second that on the generate column.

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Now when we put the edge split modifier on what that does with a smooth model is when the angle between

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two faces is more or two edges rather is greater than a certain amount in this case we see lower down

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our edge split modifier the split angle is 30 degrees.

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Now if I decrease that it becomes more and more blocky and obviously if I increase that all the way

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up to 180 it goes smooth everywhere.

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It's a great way of making a model with angles it's not the only way but it is one of the easiest ways.

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And if I set that zero lo and behold it's managed to make our triangles go away very very useful indeed.

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Okay it's challenged time.

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I'd like you to create the night.

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So we started.

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And so we will finish.

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Finishing off the knight's body focussing on quads now because we've started from quads and we've extruded

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from quads we will end up with quads.

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If you continue creating the rest of your model like that I suggest creating the main and the.

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Is using a loop cut rather than subdividing because this will enable you to carry on looping around

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your model and be able to divide it when necessary.

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Now just before you go and do this challenge there are a couple things I want to reassure you basically

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with.

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So first of all making it your all your quads planer is going to be a challenge if your model is already

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quite skewed.

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Amanda edged split modifier might not actually work.

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Speaking the village split modifier I wouldn't recommend you apply it.

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That will not solve your problems.

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If you're still struggling to get them plainer again do focus on quad.

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Try make them non triangular where possible.

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Now it did take me six attempts at the night in order to make sure all the play all the faces were plainer.

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So don't be afraid to restart your model if necessary.

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Now this won't be a problem in general when you're modelling this is an extreme example where every

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face of your model is flat and it's a quad and not a triangle or any other shape.

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So this is just to highlight the problem.

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In the extreme example do your best and if necessary practice and practice and you will get there.

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So one of the things to watch out for with modifiers in in particular unless you have a need to apply

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a modifier.

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Then do not apply it.

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It enables you to edit your model really quickly.

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So for instance in this particular model I've got the edge split modifier that I'm going to use but

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I am not going to apply it.

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If I do apply the edge split modifier as the name suggests it will split all of the edges so we'll go

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from our couple of hundred polygon that will have two a couple of thousand.

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Because every vertex of every face will be duplicated and that's a bit crazy.

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So just in general don't apply a modifier unless you need to.

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The modifiers are there to speed up workflow so you don't have to repeat yourself or do an extra operation.

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Okay pause the video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go finish off our night.

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Welcome back over into blender so let's finish off creating our nights.

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One of the things I'm going to do here is I'm happy with the rendering output for the moment and I've

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got very limited screen space so I'm just going to hide that away.

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And I'm also going to make this a little small.

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I don't really need to at the moment but I may need it in a bit.

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I'm just going to drag it away so I can pull it out again later.

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But I'm not going to get rid of it because they can't to be useful.

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I'm gonna hop straight back over into the right view so I can finish off creating a song and hop into

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edit mode extrude a bit more here.

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Place that they're rotating round.

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Not too much of course I am just going to move it out in fact and we can differ and scale it in and

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we can move things about a bit more in a moment and rotate around just a little bit more extrude.

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And we're going to carry on working like this as we go round up sped up the video just a slightly because

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I'm literally at this moment in time selecting edges extruding scaling those in rotating them as you

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can see they're checking around the model now to see what's going on.

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I hadn't applied the mirror modify and it looks like I pulled out slightly just undone those last few

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extrudes hopped back over into this side view here and started just working on the front again.

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So again emphasizing the point of lean.

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Check your model regularly and thoroughly as you go forward.

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So you detect these problems as you go and they don't surprise you at the end.

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Now here I want to follow the natural curvature of our horse.

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So switching to virtex select and I'm pulling these vertices in to follow the natural definition of

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the horse itself as we go round leaving space of course for the main has we go it will be creating the

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main in a few moments right.

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The final thing here is just adjusting the head shape so it feels right and looks right just as a low

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poly model.

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As you can see.

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Just want to balance out the horse as it comes around because these these loops of face loops going

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around will define that shape itself.

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As we go let's go tuck that in a little more give it a little more of a rounded nose and let's just

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hop around and see how that's looking.

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Now looks a bit odd at the moment but rest assured we it will look more like in the moment one of the

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problems is it's of a almost continuous width as we go and we don't want that.

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So one of things we can do here is start grabbing.

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A couple of edges going around.

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Not necessarily edge loops but that edge that one hold down Shift as we go round.

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Those ones there but not this one here but that one there and maybe the one right next to it.

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And what we can do then is once we've got these selected is we can actually just move them in slightly

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making our horse a bit narrower because horses aren't so they're here gets wider base where the body

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is slightly narrower at the top front and to make it even narrower.

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I prefer that.

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Now there's a loop going around where the neck is.

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Well actually I'm going to add a loop here for a bit more definition around here.

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And I'm going to scale that in.

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Oh.

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Looks like I'm strangling the horse.

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Do I want to scale it in.

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Does that just look really odd now.

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I think I'm going to leave it as it is.

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Had an idea of bringing the neck in ever so slightly perhaps just this bit here to give it a bit more

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form as it goes around.

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Now this end bit here let's think how that's going to be defined.

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So one two three.

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So we could have one two three four that would work.

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So let's.

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One two three will want a fourth one bang in the middle and then maybe one two three.

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Yes so we could have quads on right on the end here.

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Fact this is far too pointy for our horse anyway so let's just lift that up ever so slightly and pull

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it out as well.

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There we go.

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That's a better shape for our horse in this pool.

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This town is well because horses aren't that pointy and pretty sure K brilliant.

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So let's fill in this face first of all.

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Here we go.

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In fact still looks like it's pinched ever so slightly.

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It's not going to have to pull that one out I think.

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And let's just.

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Move it a z z.

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Now we need to change this down here to normal.

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And then we should be able to move z z.

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Pull it out from its position.

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That's a bit better.

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We'll do the same for this one.

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Move z z.

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OK.

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I'm not going to delve too much into the details there because I could be here for a couple of hours

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modifying that.

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Okay.

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So I'm happy with the general shape there so let's add the main in so we're going to apply a loop current

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as we've done quads.

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It will run all the way around our model.

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Now remember it's doubled so it doesn't need to be too thick we're going around here.

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Excellent.

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So you've got the loop running all the way around.

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Though obviously the main doesn't start at the horse its nose but it does run all the way down its back.

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Excellent.

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So I'm going to from that new geometry if we hop you in two shading.

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We can see that there isn't there any extra geometry now clouding our model.

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I am going to change ardell Lamp type here to a Hemi So it's more evenly lit and just going around.

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I'm just making sure that the extra loop cut we've put in hasn't added another layer to it.

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So it has done down here you can see it's got a little bit down the front.

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Well this is the back of our stand the back here.

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But that's okay because that's where our main is going to be.

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Has it affected the front of our horse at all.

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Let's go in and have a look a little bit.

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Yes it has.

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So what we can do there is just twirl that around a little more.

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Let's start making our main out of that so we're going to hop back into edit mode.

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In solid view.

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Hop back over into edit mode on our night.

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Excellent.

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And let's go to View right.

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So we know right the main does start there.

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And fortunately we can just go around here and select these.

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Okay so now that those are selected we can extrude.

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Excellent.

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I don't think that's going to be coming out in the right.

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Oh not really.

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That doesn't look too great so let's just undo that extrude.

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We want a global extrude just in the y axis so it's extrude that in the y axis that Polytech doesn't

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need to be too far back.

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I had like Fats and finally it will probably taper in naturally at the top.

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Well it looks a bit horrible at the top move that in the moment.

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This bottom bit here however I'm going to switch to edge mode on our snapping.

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Zoom in to this area.

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Make sure that it merges vertices and select this edge just here.

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And I'm going to just grab it freeform and literally pop it on top of this one here.

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It will snap.

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Why is it not snapping.

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Are we not on edge we are on it on virtex.

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I do apologize because then I can snap right to that one there.

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And I believe the number of vertices is currently ninety three.

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If I move in Snap On top of that should be 91.

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Brilliant.

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So that's the main gone in and we can now we do need to just move whilst we're down here move these

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two faces grab them and pull them in ever so slightly.

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That's better.

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Otherwise this main is a bits.

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It doesn't matter if it goes too thin in places as long as it's in the right place or it was still a

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snapping turned on to turn that off excellence and that's one it too wide.

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But also not too narrow.

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Then finally this top bit it is a bit of a mess.

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Just pull it up.

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And we certainly don't know certainly probably don't want it looking like that share from that.

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So simple way of doing that is to grab this said here and just move it forward.

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So it's the appropriate way around.

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And let's have a look at that running round.

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That looks good to me.

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So finally am adding a couple of ears I do want to add a couple of is to our model.

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And there's a couple of ways that we can do this.

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But keeping the spirit of lupe's arm I will use loop cuts to add it rather than subdividing since that

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will ruin our geometry.

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Question is where does an ear go.

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So let's head on over to the view where we can see and hear.

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It looks like it's coming from somewhere around this area here.

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That's great.

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We can work on that.

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So let's put a loop cut in either here or here.

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There will do.

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And I'll move that up ever so slightly brilliant So now that we've got that area there we can grab one

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of these faces and can zoom in.

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And move round ever so slightly.

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The is going to come from this face here.

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I am going to insets ever so slightly you can do this in a number of ways.

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And then I'm just going to pull that out.

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Let's see how that looks all looks like a very angry horse will win or mess with that and going to go

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into a corner of a freefall mode here and see how that works.

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A bit more friendly now that the years.

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Let's make them a bit longer.

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And again you can adjust these to your heart's content.

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I think I might leave them there for the moment kind of stuck back ready to fight.

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Well it is a night in a war game that is chess.

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So that is brilliant.

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Let's have a look how it looks over in rendered mode.

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Yeah I'm liking that.

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Brilliant.

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How did you guys get on.

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I hope you could spend a bit more time on the model than I can when I'm teaching you guys.

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I really like to see what you've got up to please share your nights in the discussions and I will see

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you in the next lecture.
