WEBVTT

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Welcome to balls in this video you'll learn how to add a metal ball.

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Use them quickly to build up a base framework.

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See that they're great for modelling organic objects and understand they need converting afterwards

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to a mesh so we can add further detail so that hop straight on over into blender.

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Right so back over in blender.

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Let's go and play with metal balls.

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So first of all make sure your file is saved and then go ahead and open a new file.

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Right so we've got the default keep on going to get rid of that and we're going to add a metal ball

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so you can go through the ADD menu here.

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And we see if we go up we have met a ball and we've got five different types of metal ball and a great

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thing is we can switch between those at a later point as well so they're not solidified at this point

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in time.

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You can also use the shortcut menu with shift in A and select the one you want.

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So I'm going to add a ball to our scene.

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Now if you glance over at the right hand side are just expand mine out a little.

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We've got a metal ball type object.

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And notice this symbol here the same symbol has now appeared in the Properties window just here out

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in edit mode.

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If we go into that now you'll see that we've got a few more options under active elements.

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We'll deal with the top part of this in the moments just hide that away under active element.

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It gives you a chance to change the type so we can set to cube we can go down to plain captial ball

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etc. so you can switch between them.

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Now let's add a nother met a ball to our scene.

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So I'm just going to duplicate the capsule that we've got here and I'm just going to lift it up and

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I'm going to change it.

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Type in edit mode to a ball.

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Now we can see what it's done here and it's really cool.

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As we move it closer and closer as the boundary's come together.

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They start to join one end of her which as you can imagine is incredibly powerful when it comes to modelling.

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I'm going to add another one to our sea and pop it underneath and scale it up so you can do all the

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usual things you would do scaling rotating obviously a metal ball if it's just a ball shape it's just

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gonna well remain a ball shape if you rotate it.

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But if we go ahead and select this middle one here which is our first starting one and rotate it we

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can of course twist our model around.

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Brilliant.

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So the resolution let's have a look at these settings here the view is what we're going to see now and

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the render is what's going to happen if we render it out.

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And it's counterintuitive initially but the higher the resolution setting the lower resolution the model

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will be.

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So if we increase this number here you can see it's getting more and more blocky as we go.

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Until eventually it just disappears.

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If we lower that number there is a finite resolution it will go to but it ends up much smoother.

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But it will slow down the actual view ports a little so when you're rotating You may depending on the

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speed of your computer get a little bit of judder which is why they've got these two options here.

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So you can have the view resolution higher than that of the render and the render.

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As you can see there goes much further down.

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Now in order to do anything with the curves themselves not curve sorry the metal balls they're kind

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of three dimensional curves.

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But to do anything with these metal supply we'd need to solidify them in from a metter ball to a mesh

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and we can do that as we've done before I can use the shortcut keys out and see and we get the convert

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to.

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We've got mesh here and.

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Mesh From met her.

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That's the one there are lots see.

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You can also do it under the object menu.

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Right at the top they're under convert.

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So it's hidden under there as well.

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Now before we do any converting and seeing how that comes out the final thing I want to show you is

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quite cool.

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While I think it's cool.

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Anyway so if we hop over into edit mode we've got a few other options here.

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So we're working on this middle one at the moment I don't want to do if I want to work on this top one.

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Let's do that and let's hop into edit mode again because come out now we've got a couple of options

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down here under active elements.

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Not only can we change what type it is but we can also set its stiffness and that determines the inner

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area of that circle.

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So if we set that quite small we can get a quite stretched out version of it going on there and then

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set them back to to where it was before and lower it back down a little.

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The next one negative is quite cool as we take that.

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It now subtracts from the other metal balls it comes into contact with rather then adds to them which

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is a great way of putting a dent in that and of course if it was smaller we could even put a hole in

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the object just like that.

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Brilliant.

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So let's convert the shape we've got here to a mesh.

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So in object mode with all of the metal balls selected staff selected them in the outline and just a

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quick note and make sure you are happy with the resolution you've got set.

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Now when we do make this net and mesh object in a few moments it's going to use the view resolution

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that we had set over on the met ball on the right hand side a moment ago and then oltz and see.

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And that will then give us the convert menu and we can select mesh from curve.

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Okay.

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Now we can start editing it we can do lots of things.

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So let's have a look at what it's generated when we hop into edit mode.

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Wow.

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There's lots of detail going on there.

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And it kind of looks nice but it's also quite messy in places as well.

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Blender does its best to keep things organized but that is a bit of a mess you'd never build a mesh

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looking like that.

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But it's a good starting point.

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Now there's a thing called reid's apology which were not going to do at the moment since our bunnies

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are going to be covered up with fur so we can leave this as our base mesh and then build upon it.

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Okay guys it's Challenge time.

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I'd like you to make a basic rabbits.

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So create the head and body leaving the ears for the moment.

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You need at least two metal balls keep the metal ball resolution around Oak Point too so it's not too

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high.

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Use reference material for an accurate shape.

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Now if you don't have any reference material at the moment there some provided in the asset packs so

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go ahead and download that.

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Now if you haven't done already.

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Remember you can scale and rotate the metal balls.

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Then finally once you're happy with the shape convert it into a mesh object.

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So go ahead pause a video and give that a go.

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You guys welcome back.

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Let's go ahead and make a basic rabbit over in blender.

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All right so we're back over in blender and I've opened up my fluffy bunny file.

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So I want to go to layer one which is the rabbit layer and at the moment it's just got a cube on it.

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So the first thing I'm going to do is flip around to the left hand side.

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And yes that's with the y direction facing to the left so you can see there with the Arab I'm going

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to delete that cube and I'm going to bring in some reference material.

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So I've opened up the 3D propertys.

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Let's term background images on.

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Let's open and go fine.

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So here we go.

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Your section assets.

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I could actually use my bunny sketch we did earlier on but I think I use a real rabbit as reference

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material.

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So I've got three rabbits here to choose from I can pick any of them.

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I'm going to probably pick this one here is more upright than the others is showing more yes more side

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on.

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So that's perfect start point.

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I want to lift that up a little so let's do that now.

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Or.

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Yeah opacity per 50 percent want in front of whatever I'm working on maybe a little lower on opacity

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there.

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Let's lift it up.

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If ATLAS I'm going to make it a bit bigger to work on so I know we're not working with anything too

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small.

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And then let's lift it up scale in this instance.

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I'm not too bothered about because.

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We can always alter the rabbit's scale at any point as one solid objects.

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I don't want to flip it does me why but I want the rabbit's head on the left hand side rather than right.

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Flip that round.

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So I'm going to the 3D cursor smack bang in the middle of the head and add ourselves a metal ball which

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is roughly the right size which is kind of cool.

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So I want to scale that so I will squish it in both x and z but not white scale shift and why.

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And that should bring it down a little Ragna rotate around the x axis which we can't see at the moment

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and then just move it up slightly.

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That has worked out really well actually and then we've got a body here so let's go ahead masood we

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can get away with only to plop back roughly in the middle of duplicated that I'm going to rotate it

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round the x axis.

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And under this you just can scale that up and need to move it a little more down.

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Pace that's a good starting shape going on there.

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In fact let's just hop around to see what it's looking like.

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AB That's a pretty good start point actually doesn't look too rough around the neck and places like

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that as hop over into the metal ball options view resolution is relatively low at the moment.

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So let's up that resolution a little.

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Case to point not point to five not point two yet.

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That's looking pretty good there.

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Okay so let's hop back in to the left hand view here and just see if there's any other tweaking we can

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do at this front bit of the rabbit.

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Here's pretty much all fluff and no good at puffing their chests out there.

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Nick comes in a little here but we can deal with that later on.

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But it does come up a little here some schooling too.

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I don't know if this is going to work.

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So bear with me.

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Trying out a few different things here.

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And I'm going to give that a new one.

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Yes there is a new one as we can see there.

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That's not what a rabbit looks like.

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I'm just going to scale that right down.

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And then move it back towards here.

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Produce that extra bump and see how that looks.

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Looks like there's like a bit of a lump on the back.

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But let's ascared it out in the x-axis Whilst looking around here.

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A scale in the x axis is bringing it out.

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I'm not sure whether I like that or not.

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Push in a little to blend out and then scale it up again.

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That's a that is much better in terms of underly Remember that are it's going to be covered in fluff

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as well.

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Then no one telling you that I should remember that.

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And that's a much better shape now as well.

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I'm just going to duplicate that and add a bit more of a bump.

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Down at the bottom here.

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I'm going to rotate round to make sure it's absolutely fine for one to push that into the body.

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Just a little bit more.

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Pull it back using the transform will just.

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Excellent.

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I'm quite happy with that.

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I'd love to see how yours came out before I actually finished this lecture.

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Of course I haven't converted it to a mesh.

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Tut tut tut nociolo it's all of our curves and not cursory metal balls the 3D curves and I'm going to

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go Olsen see and convert that to a mesh which is right and I'm just going to quickly investigate what

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that mesh looks like.

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That doesn't look like it's too over the top is very very bitty.

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But again we are.

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We could go round this and trace it called a with a method called reet apology which will visit later

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Ron in the course.

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But for the moment because were covered up with fur I'm quite happy with that not happening.

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Okay.

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So there's our base rabbit shape I'd love to see what you guys come up perhaps you've got your rabbit

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in a slightly different pose perhaps you've added more detail or less detail.

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It's entirely up to you how you make your rabbits of course.

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So please share what you've come up with in the discussions and I will see you guys in the next lecture.
