WEBVTT

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Welcome to wait.

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Painting in this video you will use weight painting and virtex groups to control where the particle

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system actually appears and where it does not.

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So let's hop straight on over into blender.

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Okay so we have our rabbits that we've rended out here and just using it for a bit of reference material

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for a moment the how over the entire body and is itself.

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It is all uniform.

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And if you have a look at a rabbit that's not the case there's a big flaw in our particular model that

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I'm using here are my reference material.

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I've got a big fluffy chest on my rabbits.

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The hair is definitely longer on the body than it is on the head.

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And the shortest place of all is the is has very little hair on there at all.

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So we could go in and using the particle at it to go in and try and alter all of these.

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But I can tell you first hand that would be an absolute pain to try and do.

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But what we can do is set up multiple particle systems and actually apply them to certain parts of the

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body and those particle systems themselves can have certain attributes.

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So first of all let's hop in to 3-d you know so this is what our rabbit currently looks like now in

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order to assign certain areas of our bunny hair to certain parts of the bunny body we will need to set

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up virtex groups and there's a couple of ways you could do that.

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We've already experienced one way where we select the mesh or of the vertices within a mesh and add

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those to the group.

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There's another way called weight painting.

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So the first thing we're going to do is create one of these virtex groups.

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I'm going to go over to the data.

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The object data window over here and we've got virtex groups and I'm going to add one end called it

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body.

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Now it's called body.

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We can literally hop in to white paints and start painting.

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Now at the moment there's a load of hair in the way.

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So what I'm going to do as a long ago is for particle system at the top here and just click the little

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eyeball to hide it.

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And we've got ourselves a Blue Bunny now like before we've got a series of brush types.

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So looking here were these are all the brush types you can have add and subtract.

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Generally the two that I would use in this case we're adding now it's blue at the moment and I'm going

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to change the strength here.

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Two point twenty five.

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Because in general there are four steps there are four colours.

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Obviously there's a gradient in between them.

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But there are four main colours and I'm just going to draw straight on the bunny here.

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The first colour is this tan or turquoise or hsiang Colour.

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Sorry zero is this dark blue.

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The next level about 25 percent is shown by this turquoise colour.

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Then at 50 percent we have this green colour.

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Then we have a yellow colour.

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And then finally a red colour and a red colour donates 100 percent waiting.

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Now in general with the hairs themselves in this case I do want 100 percent of the body here.

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That sounds a bit funny but 100 percent of the body hair on the body itself.

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So we would want to colour in the body all red.

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Now I'm going to turn the strength up to one so that everything I do is straight away coloured red and

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I'm going to have to sprink the brush size again using F I can do that and using shift in F I can change

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fee.

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I would say capacity but the strength of the brush and I'm going to leave that at one for the moment

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as well and the limit selection to visibility tool is also available here.

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So I'm going to toggle that was it on or off before I just put a line across there.

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I think it was actually OK now it's on.

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So now it's off.

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We can go around to a side view and paint our model.

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Literally just going over it and filling in all the way up to let's say there.

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That looks a good portion I'm going to make the brush size a little larger and move it around here.

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And I'm going to do that area there and the back here now because we've limited selection to visible

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turned off.

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We can paint right through our model and because it's a symmetrical model that works absolutely fine.

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Only shrink the brush down here and now we're in it at a funny angle.

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I'm actually going to turn that back on so that I don't end up drawing through our model I'm just going

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to colour in the rest of the details around the neck to make sure it's as complete as I want it to be.

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That's great.

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Now that's assigned automatically with white paint turned on that has assigned this part to.

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Here if we were to create a new group under here you can see the virtex groups under the data object

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properties here.

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You can see that we can toggle between those two groups.

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Now finally we will want to go to our particle system and assign this particle system to this actual

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vertex group.

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So if we scroll down here and we'll get to where it says virtex groups and there are a lot of options.

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Essentially the one that we want at this point in time is density.

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When you click on that it gives us the two in this case the new one.

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I've just created called group.

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It gives us the body one.

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So we select that and there we are.

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We're all done if we turn back on our.

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Particle system at the top here you will see that the hair is now wrapped around the body and the body

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only.

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Now of course at this point we know that there are enough hairs to cover the entire bunny So there are

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probably too many hairs at this point in time just around this part of the body.

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Now we're going to have to click free edit and remove all the changes that have been done so go Fluffy

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again because I know for a fact that there are too many hairs in this bunny now for just the body.

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So we can go in and start editing again so I'm going to get it down to a thousand and I'm seeing twenty

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five.

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And again I'm just going to render that really quickly and see what it looks like.

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That's probably a little sparse as we can see there.

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But again that's not how we're going to view it.

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Finally sir let's go back to the 3-d view and let's go to particle edits and just comb them around.

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So it looks roughly right.

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So if we got both sides no we haven't got both sides.

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Let's comb them round like this and then go back to render and render the image.

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Oh I've done that thing again where I've not hopped out a particle edit.

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So now it's looking like that we go and render it.

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So it's a hundred children remember it's the renderer here we can see that that's just about right.

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There's a little bit around the neck here where it's not quite full.

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So I'm going to try increasing the number of children rather than the number of actual hairs.

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I'm going to read render the image and see how that comes out.

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That looks much better.

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I'm going to leave it like that for the moment.

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Of course I'm free to come back to these at any point.

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But the moment you go to freeholder you lose the combing that we've just done.

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Hello it's Michael from the future here just to give you a few more tips on mirroring.

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When it comes to weight painting not included previously but is now.

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So the first thing we're going to be doing here is replacing this default cube in our scene with a sphere.

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Reason for that is we are virtex painting it would help if we've got a few more vertices to paint on.

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Okay.

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The first thing I'm going to do in this particular case is duplicate shift Andy.

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So they're not linked duplicates and move a sphere back along here along the y axis.

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And I'm going to duplicate again to move it this way on the y axis.

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I'm going to duplicate again on the x-axis and duplicate again on the x axis this way.

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Okay these two closest to us I'm going to do something with their origins I'm going to put their origins

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back at the centre now because the 3-d cursor is at the centre.

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I can just confirm that we're shifting and see.

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Now I can go ahead and set the origin in the tall shelf to the 3-d cursor and do the same to this one

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that's on the along the y axis as well.

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Now this is going to be a bit of hopping in and out of different modes as far as this one along the

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back I'm going to go into white paint mode and before I start painting and putting a weights on any

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of these vertices I'm going to go over to the tall shelf and change it to the options tab.

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Now under the options tab there's an X mirror.

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And if we click on that now you can see that along the y axis anything that's on there is now being

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duplicated which is incredibly useful when it comes to anything that happens to be symmetrical.

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Now just a warning if you hopped into edit married and tried to move the mesh you might get something

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like that happening and that is because the exit mirror function that you've just enabled is still toggled

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on and then undo that for the moment and carry on with the demonstration and then go back into object

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mode and so that this one in the middle go to white paint and once in weight paints what I can do there

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is go ahead and all exterior make sure it's turned on me see it and it mirrors along there.

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And then next to this one over here which has an origin in a different place.

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So white paint make sure X mirror is turned on and that is also working perfect.

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Now let's go ahead over here and paint these final two that are along the x axis.

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So we've got this one here and this one here we'll start with the one with the origin in its centre.

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Now this is the key to what I'm trying to demonstrate.

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If the origin is in the centre when it comes to weight painting what we can do is turn on its mirror

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and it will still work so it doesn't have to be along this y axis in order to work.

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However the origin does have to be in the middle so that with the origin here it's that y axis that

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passes through there that it will be mirrored around.

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If we go ahead and select this other one and try and do that what we'll find when we try and wait paint

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is there will be no mirroring because what it's trying to do is mirror with a mesh that's all the way

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on the other side over here.

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However to demonstrate this actually working what we can do is select all of this in object mode this

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object this sphere go to our modifiers and I'm going to really quickly go to add modifying go to the

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mirror modifier and just make sure it's on the x axis and then click apply.

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Now we have.

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A single mesh object that shares mesh around a common origin.

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Now what we can do is go to white paint.

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And what you'll see is all it has actually applied the mirror.

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Let's just see if it's applying the mirror.

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Yes it's going that way.

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Let's go back and subtract So we're changing under the tools the brush type we're going to change it

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to subtract so we can come in and there we go.

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It is working as you would expect it to.

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But that's because we're mirroring about the origin.

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Whenever you use the X mirror now just a word of warning here sometimes this does work as you'd expect

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it to.

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And that happens with quite a few things in blender.

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The simplest thing to do is just tab in and out of the mode that you're in.

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And it usually then starts working again.

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And now of course it's time for a challenge.

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I would like you to add hair to the rest of our bunny create virtex groups for a head is whiskers.

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So think about where they come from and the chest.

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Create new particle systems for these areas.

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White paint the appropriate areas and assign those particle systems to those areas.

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So balls are 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 straight back over into blender.

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Okay so we have the body assigned.

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Let's go straight to n just create the rest of the groups that we need.

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So there was head and then there was years whiskers and finally chest.

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So we're going to have a big plume at the front of our bunny.

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Okay.

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Brilliant.

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And we might have to assign some different hair types at some point.

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But for the moment let's actually colour these in this century so we're going to go round to the head.

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I'm going to hide our particle system so it's not in the way and doesn't slow down the viewport and

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hop over into the 3-d view.

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When I go round to the side and I want that side I will press the right keys one day and let's colorin

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the head.

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I hope we're on the head yet head is selected.

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So let's go to Weight paint and literally colour in our head.

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There's one thing we're going to have to bear in mind when doing this.

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So that's that.

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There let's go round.

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Oh I didn't have a limited selection turned off.

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So let's go through in just whizzo real quick.

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That area there.

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I should have included most of it.

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Okay so let's turn it back on again and go round the top of the head.

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And this area here some of to make the brush size a little smaller.

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Come in and literally just go over the top of here with the strength that one.

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So it's an absolute certainty that that's where I want here.

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And I appear to have applied a little bit here.

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Now I want to go to.

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So we're subtract subtract and just go here.

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There we go.

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So you will have that occasionally when you go backwards and forwards and end up drawing over another

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part of the model.

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Don't worry if you do it because she can always undo it.

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Carrie that's looking pretty good.

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There's a tiny bit of tidying here to be done.

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Oh subtracts.

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She got a much lower strength by the looks of it.

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Hey let's spin round once more and just get rid of those final bits.

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Of course the eyes themselves.

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We don't want any hairs going in the eyes.

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So I'm going to lock it into this view again and because it's a mirror what I can do is make sure I'm

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painting through the model and going oh I'm going a bit far then we can undo that.

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It's make the radius just a little bit bigger initially.

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So I can do that.

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Excellent.

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Okay.

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So there's no hairs going to be growing in the base.

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But there is a bit of a top here and bottom.

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Now in order to do that I'm not going to be able to essentially mirror it.

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I will have to do it manually so I'm going to have to have a smaller brush.

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And literally.

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Limited selection turned on limited selection to visible turned on.

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Go around and do that there.

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I mean here.

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That's starting to look much better.

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And I was around here.

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Occasionally you will make a mistake doing this.

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I suggest stopping every now and again and going at it again.

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Kovats Looking good it's a bit ominous.

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Being so close to the bunny.

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Okay let's do this one here.

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So we're almost there.

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I'm pretty happy with that especially with the length of hair around.

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But then there's the mouth and nose area all gone inside our model.

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So fortunately that's roughly the right size for me and I'm going to try this.

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It might not work but that's will keep hairs away from the mouth region as well.

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Now give us a bit more fidelity with the hairs brilliant So that's the head.

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Done.

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We need to create a particle system for it.

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And we are going to go in and create a new particle system and called it head.

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Now here what we can do is pick the body hair one which looks like that and make it a unique user by

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clicking on this number.

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So announcer's body has 0 0 1 and we're going to call it head hair.

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So that gives us the opportunity to not have to recreate all of the settings we had before.

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The only thing we will have to do is go down here and go to density and set it to the head which it

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will now do and we can see there that's that that's much better in fact through not got hair in the

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eye socket it comes over a little.

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And we don't have any hair around here.

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Now bearing in mind this hair's going to be shorter so we can make it smaller now go here hair length

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and bring it right back.

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The density itself is actually going to have to be quite high otherwise because it's shorter we won't

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see it so let's comb that back and down and around here that's just combed that round.

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Spin round the other side and comb that backhand around.

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And down here.

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Okay I'm happy leaving a few stragglers for the moments.

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That's just make sure they're going in the right general direction and the back of a head of course

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comb that down it's always seems funny.

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Right.

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Let's hop into object mode and just see how that looks.

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Looking pretty good.

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Let's unhide the eyes so we can see what's going on again and just render the image and see how that

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looks OK.

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We can see the density of the hair is good for the head still a bit of a bald patch here.

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So we're going to have to do something to cover that up or do something with that but we can come back

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to that in a bit and there's a bit of roughness on the actual rabbit's face around here but otherwise

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that looks pretty good in 3D view.

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If we look at the front.

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Ah I can see actually as we move around I can see a tusk the buff this I and a tough just there.

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Some of them to go back around in two parts Collider and just brush that along there.

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And it was just here and brush that as well.

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Of course we can reduce the strength of this brushing as well which will help massively in fact the.

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Distance from the face if we lower that a little more we can get a better brush or better style of hair

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because it will be closer hugging to the face as we go round.

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And of course you can style it round the eyes as well as lots of stuff you can do here to make sure

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that the model is nice and clean.

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Again that's that bit done.

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Let's go around the eye here.

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There we go there looks pretty good.

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Now we might need more he is actually more.

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We can't go back and do it now but the number we might need to increase it to get a better better feel

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of it.

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But that looks pretty good around there.

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And obviously the you do end up with hairs around the eyes too much anyway.

19:18.310 --> 19:19.700
It's a bit fluffy there.

19:19.990 --> 19:22.020
So I think we just need to brush that back.

19:22.150 --> 19:26.420
And again you can go back oh you can actually see that these are a bit tough.

19:26.440 --> 19:31.200
Anyway so if we straighten those out that will flow around the eyes pretty well.

19:31.690 --> 19:32.330
Excellent.

19:32.320 --> 19:35.110
So let's hop into object mode again.

19:35.260 --> 19:38.590
That's a much better appreciation of what's going on there.

19:38.800 --> 19:46.570
And of course around the mouth area as well so we just want to keep the hairs basically away from the

19:46.570 --> 19:52.270
mouth so depending on which way they start and go from these and these are as you can see the kinks

19:52.270 --> 19:57.760
there those of the segments so if we just guided to around that's increase the strength from the radius

19:57.790 --> 20:04.140
ever so slightly or not that much in fact that's decreased both ever so slightly there we go.

20:04.180 --> 20:13.150
Pull that down pull these down and eventually we get ourselves into a lovely position when it comes

20:13.150 --> 20:14.400
to our rabbits fur.

20:14.440 --> 20:17.920
Okay let's go back and render that out and see how that looks.

20:17.920 --> 20:24.210
Oh I've done it again kind of object mode and then render that out and see how that looks.

20:26.600 --> 20:28.780
That looks much much better.

20:29.030 --> 20:37.520
So I'm going to speed the video up now as I go through the hairs coming here for the ears themselves

20:37.760 --> 20:40.410
not about when it comes to the whiskers.

20:40.520 --> 20:43.700
So let's sort out a chest and ears.

20:44.950 --> 20:47.200
Okay so finally the whiskers.

20:47.200 --> 20:49.870
So I've got V wisk at area set up.

20:49.960 --> 20:57.370
But this is one of these places where you're going to want to make sure that your particle system we

20:57.370 --> 21:00.820
haven't added it yet so let's go and had whiskers in.

21:00.920 --> 21:06.750
Now I don't need to duplicate a previous particle system here but I do need changes to hair type.

21:06.970 --> 21:14.470
And down here said the density are two whiskers going to keep it to these hair in here.

21:14.500 --> 21:16.000
Okay that's a bit funny.

21:16.040 --> 21:18.430
We've got very long whiskers.

21:18.580 --> 21:22.190
So for a start there aren't that many whiskers.

21:22.360 --> 21:25.110
We will need to reduce the number.

21:25.150 --> 21:26.330
So on a mission.

21:26.520 --> 21:30.590
Oh we can't do it was in particle edit mode on a mission.

21:30.610 --> 21:38.110
I'm going to go for 16 and they're not that long so let's go for a length of one maybe less of these

21:38.110 --> 21:39.370
maybe eight.

21:39.810 --> 21:44.570
And let's try different seeds which randomizers it's a little I quite liked.

21:44.590 --> 21:45.520
No one actually.

21:45.520 --> 21:46.610
There we go.

21:46.630 --> 21:48.510
Maybe 10 or so.

21:49.520 --> 21:52.010
Okay so there's lots of also things you can do here.

21:52.010 --> 21:56.920
So they're coming out the very weird angle coming out here but that's not a problem.

21:57.020 --> 21:59.580
So a bit of a discrepancy with the number here.

21:59.720 --> 22:02.920
So I'm going to go back to free edits and remove it.

22:02.930 --> 22:08.750
I've just noticed as like three over the side and whatever the number left is over the other side so

22:08.750 --> 22:14.880
let's hop into object mode and see if we can take it down to 10.

22:15.770 --> 22:20.600
And just change the seed until we end up with the right number on both sides.

22:20.600 --> 22:23.510
I think that's probably the easiest way of doing this.

22:23.690 --> 22:27.690
So you can see some signs that that distribution was quite good.

22:27.800 --> 22:30.530
Looks to be about four on both sides there are.

22:30.830 --> 22:34.370
And now we just need to deal with how it's looking so from the top.

22:34.370 --> 22:38.030
Let's go into particle edit and pull them outwards.

22:40.070 --> 22:46.460
And from the front view or the rear view that's go to the front view Yeah that's absolutely fine for

22:46.460 --> 22:51.920
the moment we can deal with more of that later and the fluff itself for the chest.

22:51.920 --> 22:56.040
I haven't actually done that in any detail so let's go to the chest.

22:56.160 --> 23:02.480
It's nice and I'm actually going to go here and go to length and by the chest top of the chest I want

23:02.960 --> 23:10.490
that to grow out a little more on both sides and is going to make sure it has applied to both sides.

23:10.490 --> 23:11.170
Yes it has.

23:11.170 --> 23:12.500
Perfect.

23:12.620 --> 23:17.300
I don't know what it's going to look like but let's go to a rendered image or I've done it once again

23:17.830 --> 23:22.940
go into object mode first and then go to render image and see how that looks.

23:25.090 --> 23:25.570
Excellent.

23:25.570 --> 23:28.110
That's starting to look very good.

23:28.120 --> 23:32.800
I still haven't dealt with this tuft of hair or missing hair at the back here.

23:32.800 --> 23:34.430
But we will worry about that for the moment.

23:34.430 --> 23:39.640
Again we're still in a prototyping phase at the moment but we've got all the different parts of the

23:39.640 --> 23:42.200
hair all sorted out.

23:42.370 --> 23:43.720
So there we go.

23:43.720 --> 23:46.800
We've got that challenge was a bit of a big challenge wasn't it.

23:47.170 --> 23:48.750
But we've got that now.

23:48.940 --> 23:56.380
So now go ahead and share your new hairy rabbits with us over in the discussions.

23:56.470 --> 23:59.030
I will see you guys in the next lecture.
