WEBVTT

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Welcome to the basic sculpting solution video.

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In this video you will see my solution to the define your bunny shape challenge in the last lecture.

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So let's quickly remind ourselves of that challenge which was defining your bunny shape.

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Hopefully you've gone through you've had lots of fun whilst this is happening.

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And let's hop straight on over into blender and define my bunny shape so let's hop back to our.

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I love these hop references with the bunny don't you.

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Let's hop back to our fluffy bunny and the first thing I'm going to do is actually add in some ears.

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So I'm going to place the 3-d cursor on the head roughly in the position I want to generate a bit of

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geometry I think let's stop thinking let's go back to our reference material hop around to our.

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Other way.

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Control.

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There we go.

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So the is emanate from somewhere around here and roughly at the back of a head.

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Perfect.

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So I'm going to add in this case a plane I'm going to rotate round on the x axis to roughly the right

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angle and scale it in.

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So again it's roughly the right size.

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Now I'm going to want to scale it in on its own axis x axis as well by the looks of it.

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So scale X. So make it a bit flat.

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So they're going to pull them in sitting all the way inside our model.

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And then I'm going to extrude it up in its own said axis.

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In a moment.

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So let's go into edit mode and extrude.

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In fact that's probably right.

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Why frame off.

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Well I say that's probably right that's probably massive.

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There it go.

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So I can rotate that top.

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But again on the x axis perfect pulled it up slightly and pull it up.

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I'm going to add a loop cuts in the middle here and again scale that outwards.

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That's probably made a bit thickness there.

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Okay.

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Scale back in on the x axis only to make it in again this top it's going to want to be thin anyway so

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I'm going to select the face and scale it in on the x axis to make thin ought not push it through one

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another.

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Okay.

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Now this whole top area here I'm going to turn this toggle off limiting selection to visibility so I

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can go through my model.

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If I wanted to but with that face selected I'm going to pull it over slightly to the side just a little

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and I'm going to do the same with this area here so I'm going to use border select to select all the

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that top area.

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And I'm going to selected something I don't want to select actually.

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It's clear my selection select.

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It's turned back on board a select and they're selected the face.

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Let's go to virtex select and that will eliminate that problem.

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Excellent.

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And just push that bit over as well.

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And probably just select the top here and again this is probably me delving a bit too much into detail.

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That's fine.

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I'm going to select in object mode.

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Both are models.

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So then I'm just going to duplicate that has got two ears rather than one so I'm going to use a mere

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remodify.

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Excellent.

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And it's going around the point of origin now I don't want the point of origin to be there I want it

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to be at 0 0 0.

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So with that in mind let's our mirror object.

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If I said it the rabbit itself which is still called metal ball.

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So sort that out and apply that's there we go.

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That's that's better.

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Or a rabbit.

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Big is that I can model a bit more detail in a moment.

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Let's all already add a subdivision surface modifier.

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There we go.

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It's already looking a bit better now.

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Crank it up by one.

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Excellent.

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And a lie and go got some curvy bunny is now going to select this top one and the bottom one and merge

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them together into one object.

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And I'm going to call that rabbits of course because it doesn't have a name at the moment.

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Excellent so let's get on to sculpting itself so I'm going to frickin to sculpt mode.

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And.

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Probably going to subtract first of all around the neck area and then it's just going to go round.

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Here is symmetry turned on.

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Yes Attis and low my strength a little but widen the brush that's a bit too big because I can zoom in

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and say well let's.

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I need to tidy up my screen so I can see more.

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Pull that across.

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I should be fine with that.

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They're okay so let's go through here.

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It's red tape round that's a bit of a hollow in the back of the neck.

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That's probably a little too much at the front so that's go and add.

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Now the devil is in the detail when it comes to this.

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I'm unhappy with the general body shape so let's focus on the head now.

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We're going to have to have a lovely little face here someone going to go to the front for you which

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will be control and one for me and turn our.

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Image off the back.

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I'm going to do a very caricature of a mouth.

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It's probably quite accurate as well.

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I'm going to subtract because I'm going to be pushing into our model and going any dynamics apology

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going on since we've got a lot of detail being made here I'm going to go back into object mode and set

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the shading as smooth go back into sculped mode.

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K I'm going to need a much smaller brush.

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I'm going to make it much smaller and zoom in a little way here.

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Now I'm going to define the rabbit's nose mouth as well and I do need symmetry turned on and are fine

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straight.

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Find out straight away of symmetry is turned on it's enabled dynamic top ology.

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I think this is the middle of our model.

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Yes it is.

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So I'm going to put a straight line down here.

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And of course your version of your bunny you can do it how you like and then increase the strength a

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little.

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So you want this well defined.

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Now the nose is something like that.

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And the mouse is almost the reverse of that.

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And of course I've learned how to jaw rabbits from my stuffed teddy when I was little.

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How about that.

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Okay enough of my teddies and then see how that looks.

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That might be a bit Big actually on our rabbit.

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But you know what I'm going to leave it like that.

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Let's give it more of a nose as well.

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So let's bring up the size of the brush a bit lower.

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One of the great things about using the short is you can see how big the brush is actually going to

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be life.

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I don't want the strength too high but I need to start defining the nose a little more.

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That we might want a bigger brush here and smooth that out.

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Lesson learnt here.

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That's eating away at my changes down here but that's fine.

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So I've actually had a brief look at.

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A skeleton of a bunny and it doesn't look a thing like what I'm doing here that smooth that out a little

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and around there.

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Yes we do need a little bit of a dimple in there starting to come together.

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Probably a little strong.

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Half the problem.

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Okay.

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And I'm going to smooth some detail around the neck as well.

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Excellent.

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So that's starting to come together really well.

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Now the position of the eyes.

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Let's get this accurate.

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It's always round here and turn my reference on the eye is there and I'm literally going to do a subtract

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at full strength and I'm just going to get the brush roughly the right size.

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So let's go in.

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There we go.

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And I'm just going to draw a round and round in a circle.

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To give us the eye sockets that we can work on.

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Now of course that looks quite rough there at the moment and you can go round it and smooth it out.

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I don't like that at all so let's come back a little more and just do that again.

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That's probably not happening here is enough detail.

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So I've zoomed right in.

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So now we're going to have much more detail when we come in to fill our model in.

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And of course that will go down to a certain level.

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Then we can click again and found when increase my breast size ever so slightly and undo that last bit.

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You'll find yourself undoing lots whilst you're doing this.

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Do not worry about it.

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There's no perfect way of doing this.

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And literally the amount of time you spend doing it will be proportional to the detail that you can

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actually put into your model.

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It's as simple as that.

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The more and more detail you want the longer it will take of course you've got to be careful not to

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go too over the top with detail because that's where most of us get caught in drawn in and sucked into

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making our models because we end up spending far too much time on the model itself instead of where

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the detail actually matters.

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And I think this whole is in in the bunny's skull is probably deep enough.

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Now let's hop out and see and go around.

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Yeah that's absolutely fine.

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Now I'm going to turn the strength down as I apply smoothing not zero but a little bit more.

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So I just want the area around the eye to be much smoother than that.

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So let's go round here and just smooth out the details around here.

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So that will make the recess not so big in there.

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Perfect.

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Then I'd make the brush size just a little small and go around the edge here.

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So it's not quite so disastrous.

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Kate I don't like this little bit here so we can go back to AD and start adding some stuff back in.

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That's absolutely fine.

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Moving that house a nice big eye there and whilst I'm here I mean that's that's there.

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But we can actually model a rough in place.

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So out of sculped mode into object mode I'm going to click there with the 3-d cursor and add ourselves

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an eye as well.

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Well that's a big big player in.

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There we go.

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And I'm going to rotate that around so the pole is facing outwards.

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So that would be along the y axis.

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There we go.

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That looks okay to me.

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So let's have a quick look around the model and see some areas that we can focus on a little more now

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looking at the IS themselves we can actually go and sort some of that out as well.

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I'm always conscious of the time I've got in these lectures to show you what's going on.

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I've got another five minutes or so so let's crack on and do some modelling with those ears.

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Okay so when you spend a bit more time on it you can define a bit more of your model here and you can

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see I've gone into a bit more detail around the is itself I've pushed in.

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Oh have just clicked.

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I just pushed in this area here and help redefine where the mouth is et cetera.

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Completely referring to the reference material again.

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So one thing I noticed with my reference to in fact looking again I made perhaps a bit too hollow around

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here but I did notice that the nose here kind of comes to a point and mine didn't it came to a blob

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at the end.

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That helps to find the nose a bit better again.

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Do bear in mind that the fur itself is being added on top of this mesh so you don't need a super detailed

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mesh at the moment.

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I can see here that I probably want my ears to be much bigger as well and I'm going to use a proportional

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editing tool in a moment in order to just move this knows about the thing it needs lifting up ever so

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slightly.

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So I'm going to go ahead and go to edit mode.

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Wow there's a lot of geometry there.

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I'm just going to dissect everything for the moment.

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I'm going to select one of these things on the front arm to turn off this see through our model malarkey.

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And I'm just going to circle select to select a group of staff at the front of the nose it doesn't really

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matter in this case which ones I've selected and then I go to move those but I'm going to use that proportional

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editing tool.

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So let's turn proportional editing enabled memory go and let's make it nice and big so we can move our

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model.

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That's quite useful.

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In fact we can move a lot of our model if we wanted to which we don't want to.

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We just want to move a much smaller area and points up slightly.

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But I do need to be in the right for you to do this.

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So now I've got VAT's with proportional editing on I'm going to grab it and make sure it's only moving

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in the z axis up and down and you can see I can raise it up to roughly the right place and I'm going

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to pull it out ever so slightly.

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Then I can do a very similar thing.

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So this is almost like sculpting again but in a different way we're actually just using proportional

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editing to control a model angle to select this area here on ARM model again and whiz around back to

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the side after selecting that area.

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If I'm right and I'm going to move it again but this time.

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Down ever so slightly now because we're locked to this plane.

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We should be absolutely fine it shouldn't move in the x axis at all.

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Perfect.

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Now this fluffy area here I am not too worried about that because we can add that fluff later on the.

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Is themselves let's have a look at the years.

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So let's spin round and go up here.

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Okay so I'm going to say D select what's currently got selected.

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Excellent.

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And go around to the side view again and use.

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Border select.

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Just select the top of a I once the top of that area on both so limits a selection to visible turned

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off round to the side and let's just select the very top of those is brilliant.

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And then we can move those up and because proportional editing is turned on it will do everything and

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using the scroll wheel we can change the size of that pocket there.

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Let's see how that looks now much bigger is much better.

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Perfect.

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Let's whiz round and object those who can see what we've got here.

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Excellent.

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How did you guys get on.

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I'd love to see your bunny rabbits and see how they're coming on.

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Did you go for a more caricature of bunny rabbits.

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Please share in discussions how you got on what you created and I will see you guys in the next lecture.
