WEBVTT

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Welcome to altering curve resolution.

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In this video we're going to be culling unnecessary geometry.

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Now we've kept the curve data itself so we actually have two options.

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In this case we can recreate our mesh object from those curves or we can fiddle about with the geometry

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itself.

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Now this is a prime example of when we've produced something that is basically too high poly.

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And there are a couple of ways of going about it.

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Now of course if you've managed to create it perfectly the first time round.

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Great.

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That is absolutely brilliant well done.

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However if you a mere mortal like me and the rest of us then occasionally you will end up making something

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that doesn't quite fit what you wanted in the first place and you'll have to go back and rework it.

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In fact in this section we do that a few times once we've explored the way to go so that's that's absolutely

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fine.

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That's part of the fun of learning and moving about within blender.

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So which path to take.

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Well both are okay it does depend on the stage of construction your rat and we're right at the beginning

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this time and in fact will be altering the curve resolution and the mesh itself to tidy it up.

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And of course after we've done that we're going to tidy up the rest of the geometry as well just to

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make it a little bit easier to work with.

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So let's hop straight on over into blender.

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Right.

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So looking at the base that we've currently created as you can probably see there's an awful lot of

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faces here in feathers.

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In my opinion far too much detail in this model I mean it's absolutely fine as a model goes.

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But if we in any mesh object that you have you re hop over into edit mode we can actually see the number

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of triangles that it is in it's seven hundred.

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Just in the base and I think that's a little over the top especially as we can employ other techniques

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later to smooth it out if necessary.

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Now we have a couple of options in which to do this basically.

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And we'll go in to first of all modify the curve that we've done and recreate our lamp base.

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So the first thing we'll need to do here is go in to the kerb.

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So first of all mcgurn to unchildish them by clicking on the icon that's important not the name but

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the icon itself moving to the left and we see it there it says drop to clear parents.

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I'm going to do that there.

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So now that's removed from our mesh so I'm just going to hide the mesh for the moment bring it out of

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the view by clicking on this.

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I just hear and of course we can't hide that until we're not editing it so let's go back into object

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mode and just hide the lamp base.

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Of course nothing's changed here because we've still got our curve based object just here.

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So let's go to the curve outline.

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She is this one over on the left hand side and skowron to widen my view here turn off the tall shelf.

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Probably bring this in just a little.

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Not completely but just a little.

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There we go.

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So in the curve propertys this data section here that we've been working on before we can change this

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resolution so we can see it's currently set to 12 and we can see what type of effect it has some of

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its tone that down a little.

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Because this resolution actually controls how many of seats are made.

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Once this is converted into an object itself.

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So with one we end up with a very angular model as you can see there.

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In fact what I'm going to do at this point is turn on or rather off smooth shading.

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So if we go to a flat we can actually see how things are working out.

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Let's go here flat shading.

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That gives us a much better idea.

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So I needed to select the base curve at the top here before in the tool shelf clicking flat shading.

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Now we can see what's really happening underneath of the underlined geometry.

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And let's go back to our outline curve.

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So as we increase that we will see our model changing as we can see at certain point we're at 12 before

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it ends up quite smooth.

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And as we go back again we can get an appreciation of at which point we no longer need to go.

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So at the moment it looks like four or five or maybe even six.

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I'm going to go for five in this case because I think it defines the shape well enough.

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And of course we've got the Bezier circle as well now because this has four points on ends and it's

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got a resolution at 12:00 a.m. It actually makes a circle of 48 segments which is four times 12.

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Now usually a 24 or 32 makes a good number of segments for a circle to keep it smooth.

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When you look at it so let's just see if we set it to six which would be twenty four.

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I think there might still end up looking a tiny bit jagged.

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So just up to eight which will equal the 32 because I'm quite happy with it being 32 or no that's going

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to produce a nice smooth circle type shape.

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Brilliant.

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So that's now done that now all we need to do is change these curves once again into a mesh object.

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Oh hey guys it's Challenge time.

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I'd like you to lower the triangle count of the base.

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So we're going to lower the resolution of the kerbs to an appropriate amount.

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Now we've already done some of that in the previous explanation about lowering those.

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But I would like you to experiment with it see how low you can go without losing the definition of the

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shape.

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I would like you to create a mesh object from the new lower rez curves and then finally once that mesh

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objects is created You're going to find that there are some places with in the hole itself.

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So I'd like you to remove the extra geometry from within the hole and I recommend using bridging edge

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loops for that.

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So go play 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 hop back on over in a blender.

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Okay so over in that blender I'm quite happy with the resolutions that I've picked of eight for the

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actual circle the defining circle and the Bezier curve itself.

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I'm happy with five I think that gives enough definition for us.

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So I'm going to click on the base curve itself and go and press out and see and make a mesh from the

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curve objects.

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Brilliant we've got all that there.

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I'm going to keep the original of course that will make it disappear.

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So we hop into the undo history get down to where we switched into edit mode I think that's where it

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was excellent.

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And repeat the task again and this time we will keep the original because I do want to keep those curves

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just in case something like this happens.

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I'm going to immediately set the parent object as this new one and I'm going to call this lamp base

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and I'd feel quite happy now with deleting the old one.

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How you can see the difference there one smooth shaded So that's not a very fair comparison.

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So that's Turner's move shading and we can see that the difference between that and that is not that

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much at all.

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Brilliant.

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So I'm happy to delete the lamp base or in the process of preserving stuff I will hide it from view

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and everything else it's not being rendered.

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I'm going to shift it up and nestle it all the way under.

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It's called base curve at the moment.

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But this will become the new lamp base and therefore we've not lost anything in case I want to use that

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again later on.

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Okay so now that we've got our mesh object there I'm going to hop on over into edit mode and I'm quite

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happy with the level of detail that's here because it keeps the curves.

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That's absolutely fine.

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The base looks like it's got a few extra bits that are unnecessary so we can remove a couple of the

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edge loops that are going round the hair.

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It's not going to be deformed.

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So let's do that first because that's going to be the easiest one to deal with.

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I'm going to get rid of our back drop so we can actually see the base of our object.

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And I'm going to select with Edge select turned on and select these edge loops whilst holding down shift

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as well.

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Well select the wrong one sometimes happens.

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Let's just start again so let's.

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That edge there that one.

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That one I'm going to zoom in so I don't make that one up.

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There we go.

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So I'm happy with that.

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I'm going to.

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I'm going to have to leave actually the inside one because these stop here in a point some going to

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select that one.

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That one and that one there.

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That's fine.

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So then delete the vertices.

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They're someone that completely gone.

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And now I'm going to selects this edge here and this edge on the inside and.

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Go and search for bridging edged loops only use the space bar to bring that up amperage edge loops.

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There we go.

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So we've got a nice flat bottom going on there.

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There appears to be a bit of a geometry funny bit of geometry going on we'll have a look of that in

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the moment.

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That may be something else still turned on.

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Let's go and have a look.

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There doesn't appear to be some funny artefacts going on there.

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Let's see if there's any extra geometry some highlight the entire model and remove doubles for us to

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see okay that's removed 30 vertices which is useful especially when we're trying to lower the lower

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the triangle count.

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I'm not quite sure what's going on there.

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So I've had a look at the model and is unbelievably simple what's gone on why I've still got my curve

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object actually visible.

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I thought I'd turned it off but I obviously haven't.

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So let's go into that now.

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Have we go down here.

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The base outline and the base curve are still showing.

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That's going to confuse even me at this point.

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So there we go.

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Now we found out what's causing that.

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We can go in and go back to our meche objects.

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We should be able to see the inside.

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That's what I was expecting to see.

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And I'm literally going to feel this outside face.

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There you go.

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That's the bottom bit sorted now.

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Up here we have a series of faces running around here that aren't necessary.

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It's a single tube.

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We don't need all that extra geometry because it's not deforming or changing shape around that.

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So let's go in and I'm inside the model now as you can see are assumed in enough so I can see inside

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the model and that's exactly where I want to be because I want to select in face select I want to select

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this face loopier.

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This one here.

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This one here and that's it.

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I don't wanna slit top or bottom one because when I delete the vertices it'll actually delete these

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faces at the top and bottom as well.

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So when I go X and delete the vertices it's actually left this with this here which is brilliant because

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at the top we can select that edge loop there and then we can bridge the edge loops again.

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And that creates far less geometry.

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In fact we're now down to only or just under eight hundred triangles and that's a huge drop from what

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we were on before.

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Okay so I can guess here that a few of you a yelling at the screen go in Mike why haven't you just use

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dissolving ages to get rid of those and you're quite right.

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Why didn't I.

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That's because I'm human unfortunately.

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Yes.

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Dissolving edges in this case may have been a more efficient way of doing this particular cut down of

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polygons.

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Unfortunately for some reason my mind wasn't thinking about that so I chose a different direction.

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It just goes to show that blender is very versatile in the way that you approach it because there are

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always going to be several solutions and you will find that as these sections get increasingly more

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complex there will be more than one way to do some of it so don't worry if you went around and dissolved

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edge loops and Thall might didn't do it that way.

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Don't worry don't.

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Seriously do not worry.

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You have done it correctly I have done it correctly.

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You might have done it quicker for me though but that is a great thing to do.

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And whatever way you took do share that work.

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In the discussions so I can see how you're getting on and tell me how did you do it.

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And I will see you in the next lecture.
