WEBVTT

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Welcome to virtex and edge slide in this video.

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You'll learn about edge and virtex sliding and see.

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This is a useful way of refining your model without having to create or remove existing geometry.

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So let's go explore.

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Jim burtis sliding and hop on over in a blender.

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Okay so now there were over in blender one of the first things that you'll see in is suddenly on my

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model your model might be a little more refined.

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Is that there is a certain level of detail in some places and things need a bit moving about so there's

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a vertex's that's sticking out there as we go around the model.

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So it's quite a sharp point.

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There's another one here.

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It gets a bit wobbly in places so we can straighten that up specially along this bit here.

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That's also very very wobbly.

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There's a couple of ways that we can go about sorting that out.

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And I'd like to introduce you to Ed sliding and virtex sliding.

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So for instance this syeed Edge loop Let's go to edge loops first logo s loop running all the way down

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there and terminating at the neck.

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If we wanted to do something with that we can slide it and would access the edge menu some mesh edges

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or control in e you notice on here there's something called Edge slide.

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Now we can also get to the edge slide function by pressing the G key twice so we can see here that I'm

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able to move the entire loop in between the two bounding loops and indeed push up against the next one.

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Now if you do end up as you can see there with it's smack bang up against the next one.

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Ah I've got merged vs. turned on so that fortunately got rid of that graphical artefact we were seeing

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there.

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If I didn't have it turned on this press the G key twice and slide it in you could see it as Ed slide

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down in the lower left and slide it all the way up against this one.

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We get this horrible artefacts coming up and that's a good sign that you've got an intersecting faces

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or in fact in this case two edges right on top of one another and we've got all this.

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Well not very smooth shading any more.

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You can see it abruptly changes blender literally doesn't know what to do because you've got one edge

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and another edge on top of one another.

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And what smooth shaven tries to do is sort of interpolate between the normals of that particular edge

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and it can't do that if they're on top of one another.

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So it goes all messy and it wound and undo that now cause that's not something I want to do.

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Similar to Ed's sliding is vertex sliding and that is simply when you are you probably guessing what's

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coming along here where you grab a vertex and this tiny pressure Gee twice.

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And it goes to virtex slide or indeed you can get it through control and V for the virtex manual.

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Go down to the menu system itself and we end up with virtex slide as well and you can see the short

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cut for that as well can be shift and V.

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Okay so now we're actually sliding with the G key twice.

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We can see that we're actually moving along the path of that edge easier in this direction or that direction

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you can see here that you can only go in one direction at any one time.

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You also get this this all white sort of guide coming up as well.

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Now I've also got snapping turned on some is going to turn that off so it's not going to do anything

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abrupt so I can press G twice R and D shift and V.

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It's just a short cut to the same place and this is literally just moving it along the edges.

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This vertex is part of and that can be incredibly powerful if we if we look at the side of a head here

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going round.

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We've got for instance this area.

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Here's all a bit lumpy so we can go here and say well you know this loop that's coming around here.

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Well this one here for instance.

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Might just go it does it actually add anything useful.

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Did I had it there for the.

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Is I think I might have done so.

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Is this one here useful.

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I don't think it is and if that's the case we can always delete that and dissolve edges and that will

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get rid of fat one.

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There being a problem now of course we've got this here that's sticking out a little.

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This one here.

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And by moving them with a combination of manually moving them.

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Or of course using the slide functionality.

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It's a slice of functionality is absolutely brilliant for lets say we need to move this one going around

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here.

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Yep that one going round there that's a good one to pick and just move it out a little wider.

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That's the one defining the eye.

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Let's not pick that one so this one here we can press the G key twice and pull it back along those edges

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that already exist and that will help smooth out our model as it goes around.

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That's the face morphs around so that is how you use the edge and virtex sliding tools.

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And of course no lecture is complete without a little challenge.

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I would like you to go ahead and refine your model.

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So go around your model and check for your edge loops are where you need them to be.

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Do a little bit of adjustment again.

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Well basically doing the overall shape at the moment.

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I've noticed mine starting to get a bit flat in places.

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Do you need as much geometry as you've currently got.

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The main area of focus really at the moment is the face and there's going to be this side of the head

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itself to do the ear in a bit but the back of a head is it can be quite large quads going on there.

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If you want it we don't need that much detail around the back of a head because there isn't that much

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detail.

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Check your vertices too and move them if necessary as a move them using slide tool if they need adjustment

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or indeed move them manually as well.

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Or use any other techniques that you want.

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It's a pause a video now and do a little of refining of your model.

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Okay guys.

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Welcome back.

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Let's go and have a look at my model and see if there's any intermediate refining that we can do.

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Okay so where.

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Back over here.

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And I'm just having a look at things like this loop coming around here.

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Is this a loop anymore.

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No it's not.

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So what's happened here we've got quad running around here that's pretty sharp just there as well.

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It's difficult sometimes get an angle on it because if you're out of this view it looks at a really

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sharp view.

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Around here it looks quite gradual but I think that one does need lifting up ever so slightly.

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I didn't mean to press the vignola I mean the press shift and V.

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If that up ever so slightly and did the same with this one and again by using shift V rather than just

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moving its up manually you can guarantee that it's laying on line you've already defined so you don't

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end up pushing the model up too tightly which is very easy to do.

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So that's looking okay here.

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This is atrocious all this detail running round the back here.

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There's a couple of ways we can get around that.

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One of the first things I'd look at is whether or not we can terminate some of these loops coming around

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where they're not needed.

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So we're certainly going to need loops towards this part of the model and we can see that here.

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We might want another loop running around here.

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So I'm going to cut back in.

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Now we're going to end up with a triangle here that we can sort out.

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Amber I'm going to just come along.

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Our model very manually here I know and pop in that set of cuts I'm quite happy with that that's going

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to define that.

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The face.

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And then we've got this one running around that will hopefully define the head yes.

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Unhappy With that running round there.

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So then we've got the question of all of these other ones here.

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Now we can start terminating these as we go we can start merging together to make Well slightly odd

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quads.

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So for instance here we can get rid of and dissolve every other edge so it's dissolve those edges so

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you've got a series of faces here.

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Now we've got to remember at this point in time we don't need to worry too much about having a bad topology

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just above here we can go and fix that later.

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One of the first things I'm Ask going to do at this point in time is start weeding out of the verses

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we don't need.

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In fact at this point it's a speed myself up what I'm going to do is not do what holes have mapped to

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do and go in and select and go round the model and see where these go to surveil lead to about here

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here and here I think I might be wrong.

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That's just double check.

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I could actually select one and work it from there so that one there.

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Now one there.

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I'm just going to delete those will not delete them but dissolve them and then I should be able to select

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these loops and dissolve them.

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So they're starting to look a bit better.

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The final one is this one here so that one goes all the way round that she terminates here at the back

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because we are a pole.

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So once again I can dissolve that completely.

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From our model.

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Now that does cause a few little interesting bits.

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Like at the bottom here what happens.

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Well we can grab since I've spotted it.

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Grab this with virtex slap and just put that bit together there.

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And that ensures that at least this says loop going down the back rounded up the front.

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Excellent That's what I wanted to see is still hold.

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Now obviously it terminates here and what we can do and it's not a bad thing to terminate here.

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We could actually leave it like that in many ways because I don't think it's going to show up anything

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particularly bad.

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And the reason for that is at the top of the head it's not going to be animated.

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So we could potentially leave it for that I'd like good topology around here.

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So we'll work on that later when it comes to a bit of detail.

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This triangle at the front here be quite awesome to have that working all the way round and down.

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Now we've got to think here if this is a loop that runs all the way there we're missing something aren't

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really win this one runs all the way down.

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But this one is terminated with a triangle here.

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So one of these edges needs some extra supports.

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But of course that itself would be diving into the detail.

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Speaking of which look about I'm just looking at it from the front and that is stuck out like a sore

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thumb so I'm going to grab those two there.

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When you shift and V to slide them down ever so slightly and with snapping turned off are not v.

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Shift them visalus undo that shift and be.

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I do prefer actually pressing the G key twice.

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I feel like I'm not going to make too many mistakes by using that shortcut key rather than ripping my

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model apart accidentally.

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So we'll come back later on and sort out this triangle here after we've learnt a bit more about how

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we can define edge loops with much more detail.

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How is your model coming along.

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Did you refine it to make it a bit more in proportion.

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Did you have anything that was glaringly obvious standing out.

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Please share that work in the discussions and I will see you in the next lecture.
