WEBVTT

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Hello and welcome back.

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This is going to be a quick modelling challenge for you.

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We're going to create the rock name for all the skills necessary to go ahead and do this straight away.

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So start the rock from the low poly chest piece base we made earlier and remember to use your reference

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material for a rough scale and shape guide.

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So go pause the video now and give that a go.

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Okay welcome back.

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Let's go create our rock.

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So over in blender we've got our low poly chest piece base.

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The first thing I'm gonna do is save it as a new farces file save as my in the right place.

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Yes I am.

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And call it low poly rook or searock as I appear to have done that and save the blender FAQ right.

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And rename it over on the side before I forget to do that as well in the outliner.

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So I've got no poly.

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And of course one thing I keep forgetting to do and I should have done it from the first point is the

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lamp type here I'm just going to set to Hemi so that we can see when we flip into rendered mode all

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around our object without it being horrible.

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Brilliant.

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Okay so let's start making our work.

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We need to use the reference material.

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So in the propertys pain here lets go and open up our storm turn.

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Rook.

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Excellent.

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Just view it from the left right front.

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It doesn't matter.

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Okay not there.

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A passer t10 that's up okay.

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Brilliant.

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So let's start modelling.

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The rock itself and as we can see.

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Oh I didn't sort that out.

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No we came across that before but I didn't sort that out.

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Last time I can see here that it's slightly off of the ground.

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I'll have to check our nights in a bit and see whether that's also been affected by this as well.

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So let's position the 3D cursor automatically snap it to the base there go to the 3D cursor on the properties

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and set the x and y to zero.

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In object mode set the origin of our object to the base origin to 3D cursor.

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Here we go.

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Brilliant.

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And now we can move the object itself so Z equals zero.

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Brilliant.

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So let's flip back round into the front few start grabbing some edges and moving them about that image

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looks a little high actually so I'm just going to bear that in mind as I am making the model rather

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than moving the image hopping to edit mode select the top couple of edge loops here and I'm just going

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to move them up to roughly the right place.

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This one here could do with moving up as well and perhaps a little bit of a a wider bit just here and

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there we get right so this bits along here I pretty much can grab this bit here and move it all the

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way up to the base here.

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Let's pull up a little bit more and then extrude is locked in the z axis at the moment.

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That's brilliant.

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I need a little bit to show for it up there and then the top bit.

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And we need space with the casamance but I'll add those in a moment with an insect print so we just

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need to make this these two edged loops here and here scale them out all with not Zeds such as going

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out words.

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I'd love to do that by eyes since the pictures one.

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That's great.

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So let's move out of this view here.

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This top bit here we can select the face we can incept the face with the eye key and that looks about

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right now.

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We're going to select every other one of these for the castle moments along the top.

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Now if we just try and grab those and move them up the whole top move so that's not going to be any

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good.

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So let's escape out of that.

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What we can do however is extrude by nothing.

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So freak strood and just press enter.

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Let's put a face on top of the face but that's exactly what we want because now when we grab that new

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face and pull it up we get our car's elements and our locket in the z axis.

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Then the final thing I want to do here is just push this bit down and again if you just grab it and

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push it down that's kind of funky.

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I don't know whether I like that or not but I'm not going to go for that.

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I'm literally going to extrude down from here and not too far enough.

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And let's hop straight on over into rendered mode see what it looks like.

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Oh I like that.

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Brilliant.

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How does Jules look.

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Please share in the discussions and I will see you in the next lecture.
