WEBVTT

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Welcome to basic sculpting.

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In this video you will learn the basics of sculpting.

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Adjust your brushes type strength and size.

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Understand how dynamic top policy works and when to use it.

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And then finally how to find a brush.

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If you've accidentally deleted it send it on straight on over in a blender.

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Right so.

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Well now we're over in blender The first thing I want to do is we're going to be playing with something

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that's quite destructive.

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So I don't want to work on our fluffy bunny for the moment.

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Somebody go ahead and open up a brand new blender file with our default cube in it and I suggest you

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do the same.

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Now to play with the sculpting tools.

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So let's go ahead and start playing with the sculpting tool so if we hop down to where it says object

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mode we've got a series of options and we're going to click on scolloped mode and you will see on the

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left hand side in the tool shelf the menu options change.

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Down here there are different tabs going down.

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We're going to be focussed on each just the tools one here and I'm going to pull this out so we can

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see a bit more of what's going on and down at the bottom here.

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The menus have changed ever so slightly.

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So what does this do.

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Well we can literally start changing our cube about now as you can see um left clicking here and it's

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kind of pulling the corners of ask you about we're not really changing its shape.

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There's nothing awesome going on yet.

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Now the reason for that is the brush tool directly affects the underlying mesh.

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So in this case there are only eight vertices so the only thing I can move are the eight vertices and

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everything else is joined to that.

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So if I were to add more vertices to this mesh so if we go in and quick we're doing this is probably

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just subdividing it and applying the subdivision so I'm going to go over to our modifiers.

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I'm going to go down on the generate column turn subdivision surface modifier.

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Of course it makes it kind of spherical.

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I'm just going to add two subdivisions and apply them.

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So now we have some more geometry to play with and we can see that in wireframe mode as well.

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We've now more FA model about now it's not moving very much at the moment as we try and move it I'm

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just clicking away and wiggling around and there we go.

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It starts to move up and every time you go over the top of one of those verses again it moves it out

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slightly and we can see here this is the type of brush we have and we're currently adding you can subtract

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of course which does the reverse and pushes stuff in there we go.

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So let's flick that ad for the moment.

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Now the first thing I'm going to deal with is this radius and strength.

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So the radius is the size of that brush.

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Now you notice it's in pixels Now this is important because if you zoom in or out on your model you

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see when it's all the way zoomed out here were affecting the entire model by doing this sculpting.

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If we were to zoom in and we're only affecting one vertex in fact in this case but the radius of the

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brush hasn't changed.

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So depending on the scale of your model your radius will differ.

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Now the shortcut for adjusting the radius of your brush is the F key on the keyboard.

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And if we press F now we can see we can make that brush bigger and smaller and that outer red circle

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will show the new sides.

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Now you'll notice that it's faded and it's faded because it doesn't affect the entire area.

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Equally it affects the middle more so than the edges and that helps with your sculpting otherwise you'd

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end up with a very sharp lines.

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Now if that's something that you wanted then you can control that the strength itself is currently set

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to 50 percent and the strength allows you to be much more gentle with your sculpting.

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So imagine that this was a real piece of clay in front of us.

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If you went for it really heavily with a tool you would end up making more of an impression of changing

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it more than if you were very gentle.

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Ultimately you can do the same amount of sculpting at 50 percent you just have to do something twice

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to get the same result as if it was up at 1 or roughly speaking.

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However the lower the strings it does afford you more control when you're working on something detailed

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now.

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Unrest set the size of our brush down a little some.

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To press the F key and move it back down.

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So the strength of the brush can be changed either here in the tool shelf or it can be changed with

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the sheath and F key.

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Now you notice it gets this way is a bit counterintuitive.

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The brush gets weaker or weaker less strength when you go towards the outer edge of the circle.

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The big circle here and stronger as you move in and in so you'll want to pick.

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I usually leave it around 50.

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But if you need to make massive changes quickly obviously you can bump the strength up and if you need

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to be more gentle and subtle with your changes you can lower the strength and have more control.

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Now we've already covered the add and subtract.

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They basically mean are you pulling the model outwards or pushing it inwards but at the top.

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We've got this picture so we're not quite doing this in order here.

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But that at the top we've got a picture of a brush and if we click on that it gives us a selection and

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these are the default selection.

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So we've got one two three four 8 16 18 different brush types to choose from and they all affect our

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models slightly differently.

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Obviously you can customize these like you can anything in blender.

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That also means you can unfortunately delete something.

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So if I go ahead now and.

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Let's say this blob won't select it.

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Now during the messing about up here if you were to experiment with it if you accidentally hit the F

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key which removes the users from it and creates a fake user and then click the cross for some bizarre

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reason.

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And on top of that so it's still there at the moment.

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You can see it's just there but it's got a zero next to it.

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But if I now save this blend file.

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So let's go ahead and save it and brush gone test.

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Now if I call quits from my blender program.

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Okay now I have quitted from Blender start it back up again.

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Need it bring it down on to this screen.

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Make it the right size.

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Okay so go file an open response and go to brush contest.

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Now it's not there anymore.

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So if you hadn't realized you had done this you need to get that brush back so let's cast our eyes to

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the sculpting head down at the bottom.

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And there's a word there that says brush.

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Okay and then if we click on that there are a series of options here one of which is sculped tool.

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And the one that we've deleted was called blob.

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So you may have to refer to an unaltered blender file if you were to do that but here we can go ahead

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and go blob and that's added it back to our.

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Oh no sorry.

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That's overwritten the one that was there previous which was brush sculpt Clay case and we need to click

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the plus to lock clays 001 and you can see that's here.

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And with that one selected we can go in and go brush.

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Sculpt tool blob.

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And of course rename it's here to blob.

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So if you wanted to modify your tools and you actually found a brush type you light and you were working

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with volts you could go ahead and create a custom type.

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And now you can see there are FS all across these.

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That means it's got a fake user so that when you close blender down and open it back up again you will

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see this again with materials.

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In fact we covered it briefly in the material section before it has a zero next to it.

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It means that the next time you close blender and reopen it it won't exist anymore.

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Okay so finally we scroll down here you might not have the score yourself.

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There's something here that says Dean toppo or dynamic topology.

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Now as we mentioned to begin with this is actually turned off.

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Now when I move this is moving that single vertex about if I enable dynamic topology it gives us.

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You can see straightaway it's triangulated our mesh it needs to do that it can't work with quads.

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And if we go in here and start modelling you see that is adding new vertices to our model enabling us

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to add a fine amount of detail to that small area.

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Yet if we look at the underlying mesh all in fact it's got reflection turned on as well that's important

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and have a look at that in a moment.

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So this here is adding detail where we need detail but keeping the rest of our model plane.

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Now that is quite important when you're modelling because in this area here doesn't need lots of geometry.

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It's pointless having lots of geometry and if you cast your eyes up to the top we can see this.

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This model now has nearly twelve hundred verses and if I draw some more in there it will go down.

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Now why is it gone down.

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Because I was zoomed out slightly.

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In fact if I zoom out a lot so this brush size is the entire model and click.

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It's dropped everything down so you can see that dynamics apology is very useful.

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But if you didn't know that actually zooming out and using it will actually lower the amount of polygon

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in your scene that could be very destructive if you've just been working on some detail.

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You'd have to obviously go and undo it.

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But if you'd gone past your undo buffer you'd be pretty much stuck.

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Okay so final thing now on reflection.

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So further down we've got symmetry.

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And we can see here the direction on dynamic top ology here because we've got it enabled it is minus

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X 2 plus X so if we were looking front onto our model here and this was the site we can give it some

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must give it some is I suppose if you wanted or a nose and we can see that we can start building out

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a model very quickly and I haven't really played with this too much going on here and we can see if

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we turn dynamic top ology off.

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Symmetry and symmetry lock down here is locked to the x axis at the moment which means that as you can

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see here along the access it will mirror and we can change that if we want to the y axis which will

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do this way and then Z access wince will do the top and the bottom.

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And of course that will depend on the orientation of your model.

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So one final thing to cover here is smoothing the auto smooth feature.

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So as you're going around your model and adding You may end up with it not being quite as smooth as

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you wanted.

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Now there is a brush here that is smoothing as well which is this one here looks granya and smooth and

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that one itself will help smooth out details.

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If you've made too much of a sudden change in your model.

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Now if we have a look back at a normal brush time let's go back to blob and we can see here also smooth.

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If we turn that up as you're modelling it will help smooth out the details so it won't be as aggressive.

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The other thing that you can do when your modelling is press the shift key and this will smooth as your

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modelling so it's no longer doing the blob it's doing smoothing so it can help flatten out details.

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If I let's go here it's up the strength to one and really bring this out here.

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Let's turn on dynamic topology as well to make sure we get detail in there as well so that's bringing

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it really far forward like that.

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Now if we wanted to make all this jaggedness smooth Well we can just hold down Shift as I'm just going

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to make the window a bit bigger so we can see what's going on.

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I can hold down Shift as I'm doing this just to run over these aggressive details to smooth them out.

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Now of course if you wanted a large amount of detail then you may want to go back again with a smaller

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brush and add in that detail.

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Now do be careful when using the smooth of course because as you can see here this lovely point that's

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coming out.

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If I just smooth it eventually it will end up flattening it back down because that's what it will tend

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towards.

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But smoothing your model out helps massively.

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And we can see here that you can see all the faces.

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Perhaps you don't like that of course in object mode.

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What we haven't done here is set the shading to move it we set the shading to move.

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We get a much better appreciation of how that's looking.

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Of course when it's flat we get a much better pression of the underlying geometry.

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Okay guys it's Challenge time.

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I'd like you to define your bunny shape.

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So the head will want the most detail since it's a focal point for our model recommends making sure

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symmetries turned on it's going to make making your model much much better.

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Now use reference material for an accurate shape although if you do want to caricature your bunny rabbit

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then please do so.

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It's cheap.

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Remember this is your model.

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There's no right way of modelling a bunny.

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As long as everybody sees it as a bunny that is great.

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Now do models the is at this stage to using whatever method you want an ad to use is for the eyes and

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keep them as a separate object for now.

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Now I would suggest with the IS themselves that too quickly block model a couple of years basically.

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And then join them to the rest of the mesh rather than trying to use the sculpting tools to create is.

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Although if you want to do that do give it to go have fun with it.

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Pause a video now give that a go.

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Now because of the length of the solution for this video the actual solutions will not be in this lecture.

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It will be in the following lecture.

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So get creating your bunny and I will see you in the next lecture.
