WEBVTT

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Hello everybody and welcome to this lecture.

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We are taking a different path.

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This is Michael from the future.

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And after reading some of the comments and discussions we've had on the course itself some people are

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finding if we do something different with the ears you get a better third distribution over the top

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of them.

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So I just want to run through what some of you have discovered as you've been going through this.

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And one of the primary reasons for that difference is simply because when I'm doing my modelling you

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don't you're doing yours.

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We can end up with slightly different meshes so we will naturally end up with different results.

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So we have our bunny.

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As it stands here now what we can go ahead and do is have a look at these is insitu some are going to

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go into edit mode now because we made the is even though they're separately and then we join them to

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this mesh.

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They can still be selected quite easily by using the L key.

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It selects all the linked geometry someone to select both my ears now and delete them.

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I'm just going to get rid of them completely.

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And we're going to try making them using a different methodology so I'm going to go ahead and delete

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those verses Okay so special thanks here to Alberto.

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He's come up and discuss this in quite detail and worked out his own issues when it came to these is

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he was ending up with some very patchy is.

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So if I go ahead and add in a euv Sphere just here but I want to make sure I'm in object mode and not

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edit mode.

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I'm going to go ahead and add in uv's Sphere.

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And we're going to have to do some stuff with that.

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But would do that in a moment.

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The first thing I'm going to do is go to the object itself and make sure it's named something appropriately.

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In this case I'm going to call it is because we're going to leave them as a separate mesh object as

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well.

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Now this isn't going to be the model that I will continue through the rest of the lectures we have to

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highlight there's always another way of doing something and it's not quite working out for you.

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This may be the solution.

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So we have this object is obviously far too large.

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Now I'm going to have to remember to apply my scale in a bit.

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But if I scale this down an end of place in the head roughly the right place scale in the x direction

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they're just to squish it.

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That's a reasonable start and I'm going to rotate it around the x axis as well so that the pole at the

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very top is facing backwards a little and I'm going to take this moment and this opportunity to also

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add a mirror modifier to it.

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So I don't have to worry about the other ear as well we're going to be reflecting about the x axis which

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is absolutely fine that's what we want to do but of course because it will be going around its own origin

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we need to a mirror object.

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In this case I'm going to use the rabbit.

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There we go we've got that in the right place and now we're going to use proportional editing as well

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just to help us out here.

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So I'm going to go ahead into edit mode and select this very top vertex on the very top because it is

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the very top vertex if I said that once more time.

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Right.

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I got that and I can go ahead and grab it.

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And of course oh I have proportional it's internal but it's to the extreme at the moment.

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But I don't want it and you see here with it turned on and just toned down a little I can stretch these

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is up perhaps a little bit more than before.

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Now it looks a bit odd something to undo that and I'm just going to try again and remember you don't

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have to do this in one operation.

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In this case I'm going to drag it up on the z axis.

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First of all just get them roughly the right height.

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In fact at this point it would be very prudent of me to jump into the side view and have a look at how

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they're really looking.

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Okay they're looking a bit on the small side there.

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So I'm going to enlarge that again and lift it up.

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Now the bottom bits here I do want them bulging out probably around this loop here so I'm going to scale

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that loop out and again with proportional editing turned on.

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There we go they're starting to look a bit better there.

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So now we can grab this top vertex again and I'm going to pull over this time bringing out.

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But once again with proportional editing turned on I can pull it out.

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So it's just a bit more dynamic there.

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And of course now we can think about where and how are we going to push that in.

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Well we've got a series of edge loops that we can go ahead and grab here.

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I'm going to actually grab a load of face loops.

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I'm going to grow.

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Or even.

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Yeah that's you circle select in this case and just try and keep it going all the way up to May be there

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or so.

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And again there's always going to be more than one way of doing this.

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I think that's a reasonable selection.

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Yeah that looks good.

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And then I can move those inwards.

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And again with proportional editing turned on I can make sure that it only affects a small proportion

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of them.

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We've of course got to make sure we don't force geometry through itself.

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Let's come out of there.

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Switch the whole select everything here and then switch all this stuff to smooth shaving just to have

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a different look at it.

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So there we go.

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There's some other is building up there.

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And of course you can do about editing this to your heart's desire.

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And for instance here I probably want that just a little bit wider side of scale on the y axis at any

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point of course we can hop into cycles just to see what it looks like there.

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And I'm not too happy with this edge around here but that may just because it's quite low poly at the

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moment.

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Again we can add in a subdivision surface modify and see if that smooths things out look so much better.

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So that's what I think was going on there.

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And you know you can build up this year to your heart's content.

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Now the other thing that Alberto did mention is that when he was trying to join everything together

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it still ended up being quite patchy so when it comes to applying the air the material the particle

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system in a few moments where we set up the hairs when we start getting to that point you may decide

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you want to leave the is a separate object and that's absolutely fine.

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In this case that's not going to cause us any issues.

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In fact in many cases it might make your life a bit easier when it comes to placing the years on here

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now.

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Finally I'm just going to lift all a says lift that's up make sure that only V is selected.

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Lift those up and going to lift it up completely above and just finish this off by grabbing the bottom

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virtex or thereabouts.

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There we go grab the bottom one there and then I'm just going to pull it into the model.

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But I'm going to make sure I grab enough of it is as well to pull them in.

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There we go.

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I like four way that's coming together.

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Excellent so I just wanted to share the other option with you guys as Alberto did find it helped him

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massively when it comes to the model itself.

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Of course let's just have a quick look over our model here.

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Just check a few things.

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So the scale we could do with applying the scale there so let's go ahead and do that.

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And we've got the eyeballs.

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Let's have a look at the eyes.

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They could also do with this scale being applied to them and the.

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Of course we've scaled that initially when we grab the u v sphere and started manipulating them.

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So I'll go ahead and apply the scale there as well.

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Always remember to do that nice and early because if you go ahead and do it later on it can cause you

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some issues.

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And here just looking at it we can make these just a little bit wider.

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There we go that looks a bit better.

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Perfect.

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Of course you can move them in position them out and do.

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Oh that was forward position them out ever so slightly.

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There we go.

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Excellent.

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Looking forward to seeing how you guys are getting a wanted to share this with you and I'll see you

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all in the next lecture.
