WEBVTT

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Welcome to rooting face loops using polls in this video.

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You'll learn more about where polls are really useful how to use a poll to terminate edge or face lupe's

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how they can guide and redirect edge or face loops.

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And remember an edge or face he doesn't have to link back onto itself.

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It's useful when it does in certain circumstances but that won't always be the case.

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So just a reminder here that Paul is a virtex when multiple edges of faces meet.

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So in the case and we're going to be dealing with cords here polls can happen with any shape whether

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it's a triangle or an other thing gone.

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But we're only going to be dealing with quads and if we have a look at this picture here we can see

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three highlighted avoid all sharing one vertex.

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So that's a three part well here we have five quads.

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These are the most common.

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By the way about your come across and that is where Five quads share one vertex and again this is smack

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bang in the middle and we'll go through a few other examples of where you can find these and that will

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help you explore the world of face loops.

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So one thing the final thing to go over so before we go exploring all this in blender there is one final

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thing that I would want to go through and that is a loop flow.

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Okay so let's talk quickly about loop flown now with quads.

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Of course this doesn't apply to any gods or triangles.

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Think of the edges.

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If you were to count around either clockwise or anticlockwise around day that's to just take a symbol

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one a square.

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The first edge you look at his number one then number two and number three the number four then you

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get back to edge number one again.

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Now I like to think one in three and two and four has been joined together.

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This will help you visualize a face Lou and also help you to construct it and control the direction

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in which it's travelling.

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So enough with theory already let's go play with this now and hop on over in a blender.

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Okay so your head should be coming along rather well at the moment and let's not go and muck that up

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at the moment.

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Let's go ahead and open up a brand new blender file.

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Okay.

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And then we get rid of the default Cuban can delete it completely.

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And I'm going to add a new mesh object and I'm going to call it.

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I'm going to call it a grid it is a grid and I'm going to stick with the default one and I'm going to

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Scotia show over into the top few and zoom in just a little and make sure it orthographic projection

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for the moment so I can see these grid lines properly.

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I'm going to hop straight into edit mode.

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So you've got a 10 by 10 grid here that we can play with.

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And the first thing I'm going to do is just hype the 3D manipulator which I'm not going to need it.

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Let's explore making a loop around our particular mesh.

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And this is only a 2D one obviously in three dimensions.

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It can take on a slightly different feel as well.

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So want to go and grab the knife tool.

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And this starts at a virtex here and go roughly into the middle of it in all the way up to the top and

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the press space to apply about.

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And I'm going to grab the knife tool again and this time go all the way across to the other side.

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And again I'm going to press space to apply that.

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Now let's have a look at what that's done.

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That has created a flow running around here.

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And this is similar.

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This is exactly the same as the picture we saw moments ago where we have one vertex in the middle here

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just behind that 3D kerson phone bill move through the cursor at the way for the moment exactly where

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the origin is as well.

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And we have the five quad just here as well.

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So what has happened here and what has it broken so let's go explore what it has broken.

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So as we go along here we can see it goes along there.

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Has it broken anything along here.

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No.

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Has it broken anything along here.

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The Breaks how we might not want that flow.

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That's one thing to consider.

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So everything appears to be okay.

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But there might not be desirable flow here.

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All right hap's we've added too much geometry into our model and if we wanted to change that for instance

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we could group these four quads together and that would make modelling a tad easier if we started to

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get too much detail in one place.

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We can simply do that by dissolving some edges.

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So these unguents which affects her face may have These are going to be joined together.

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These along here not into one big lump.

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This is just one of the things we can do here.

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Just to remind you of that will depend on what you're doing.

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So if I dissolve these edges here and then dissolve these edges will.

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And why go the right way these ones here dissolve itches.

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Now that should get rid of the vertex in the middle.

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Now we have a triangle here.

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So we need to get rid of that edge there as well.

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So this isn't quite there yet because if we follow the edge flow if we talk about the one two three

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four that we're talking about before.

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So 1 2 3 so 1 and 3 will be flowing so that be here here then we've got one while we've got too many

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here.

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So there needs to be another flow here.

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So this does solve those edges and not the flow here.

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To solve those etches offers one more just down here.

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So now we test that again we'll see that the flow goes around there nicely and round here nicely says

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another way that you can go around and reet apologize and neat things up.

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Now did say there was another example where you will find a basically a five foot pole going on and

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that is when you decide to extrude something.

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So here we have a series of quartz we've gone into the 3D realm here.

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And if I extrude that up if we do a little count here one two three four five we've got five quads that

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are connected to one pole just here.

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So it's very important that you realize that just extruding up like this has also broken the flow and

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we've generated an edge float around here.

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If we look at the very top begot one two three.

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And that has essentially terminated the edge flow around the top here where we go one.

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And it just doesn't know where to go.

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And that's one of the reasons why you can have an edge loop around a plane.

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But the moment you convert it into a cube it doesn't like to talk because it doesn't know where to go

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around the bottom here.

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It doesn't know where to go it doesn't know where to go because there's a poll.

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Now if we may to this one at the bottom here in2 So it was just one two three four chords.

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We could probably faff about to do that.

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We would end up with the edge flow going around the bottom again.

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Okay so I'm going to go over to a real example here.

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Show We're back over at my human head and it's coming along fine.

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There are a couple of things that I do want to sort out.

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So one of the first things I'm going to have a look at is this flow around here.

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So if I select this edge around here we can see it flows round and down here it stops.

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Why does it stop.

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But it stops because there's a pole which is this vertex here.

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And we've got one two three four five.

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So there's a couple of options.

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You can and geometry.

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You could cut it in with a knife tool or do no no end of things or you can perhaps dissolve some edges

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in order to get there.

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So let's explore both options whether it's right or wrong at this point in time.

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And we just don't know at this early stage of the model.

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Sometimes it will be the right thing to do some type of thing.

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Are you going to have to go back and dissolve that later on.

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So this particular one here I think by cutting through here.

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And around there I'm going to hit the space bar and just highlight that okay.

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It seems to be going up all the way around to the top.

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So Perfect that's regain that loop around there.

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But of course when you do something like cutting the question then is have I just moved the problem

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onto the next set the adjacent set of polygon So if I go back in time before I put that cut in and just

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see if this one hit No that one there's also terminating.

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So everything's terminating along all like the bottom of the jaw here.

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So getting the knife tool going along here all the way to the edge is not actually breaking any thing

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and that's always the concern I would have when using the knife tool because it's very easy to just

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shift the problem onto another area.

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Now let's have a look at the triangle I've got on top now triangles can be dealt in a number of ways.

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I could add even more geometry coming through here cuts through this triangle in a certain way which

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would generate quads but it would also give us more geometry and at this point in time I don't feel

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I need any more geometry round the top of this head any more geometry itself is unnecessary it's not

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defining any detail.

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It's a four head.

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For a start I mean you could argue at this point in time you know what that's going to be under a hair

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line.

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No one's ever going to see that even of the face deforms massively during an expressive moment.

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It's still not going to be seen as on the hairline.

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Then the person who just wants to get everything right inside of you goes well there are going to leave

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the triangle there for the sake of it I'll just tidy up.

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The other thing of course is it does block this edge loop ball this surrey's fazli Running down here

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just stops it in its entirety and I would like that fazli to exist.

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So looking closely here are one of the things we can do is merge this together and we can do that by

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selecting this edge here and dissolving it.

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Okay so what has that done to our flow does our outflow now work.

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It doesn't and it doesn't.

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Let's just can we edges here make sure one two three four five okay we've got five.

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It's not a quad.

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So what's it linked to is linked to this one here.

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So let's dissolve that hedge as well.

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Now let's see what happens.

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We should have an edge flow going round.

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We do perfectly goes right round the outside of the face and no surprise terminates just under the jaw

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line here as the other one did.

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And if we look closely it's one two three four five.

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There's another angle on down the bottom there.

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So let's go back up to the top and just check a few of the things.

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Do we still have loops running around there.

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Yep and we can see here this link this link.

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This loop kinks in rather quickly.

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And that's girn of course from defamation.

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If we're not careful uneven so we can grab that.

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And I haven't I'm not really sure and moving that in the 3D world it's always best to check it from

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several angles just to make it a bit more even as it flows round.

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Otherwise some of these look a bit crooked and they could certainly be much support even as they flow

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around and define the shape.

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Unless of course it is a bumpy head so let's just try that.

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Now we move stuff that works around there.

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These ones are working and terminating at the top as expected.

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Yeah.

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I'm absolutely happy with that.

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And of course now comes a challenge.

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I'd like you to go ahead and define the five main faced groups.

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Now you may already have done this in which case it would give you an opportunity to refine them but

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to go ahead and define the five main face groups that make up the face and don't worry if you if you're

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not quite sure I'll be showing you through them in a few moments before I say Paul's video.

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Now do expect to make mistakes.

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Go with it.

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And remember to save often or even save as once you've got one area nailed and be prepared to start

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over from the base head a few times.

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If you make a right mess of it but don't worry.

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This all happens especially when you're new to face topology.

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And finally of course we haven't done it yet but create the nose allergist a little hint there about

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the extruding creating the five pole that we can use for the nose.

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Perhaps that's just one way of making it.

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Of course.

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Now before I say pause I just want to define those five main areas for you see you know what you're

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looking at.

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And here we go we have a basic face in front of us and I have colour coded them all.

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Hopefully this is clear for everybody including those who might be color-blind.

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No you can't distinguish between green and red often so I haven't included red.

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We've got a yellow border running round the entire face.

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Obviously we've got a Rest of a head here to do.

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But I'm only focussed on the face at the moment.

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We've got the loops running round the eyes themselves.

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We've got the loop that goes across the bridge of the nose and round to the chin.

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We've got the one that goes around the nose and it'll be interesting to see how you guys come about

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making that nose topology.

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And then we've got the ones that run around the mouth and the lips themselves.

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So there we go off flicked this round into front view.

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And we're in orthographic mode so you can see what's going on.

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And they go there's your reference material that you can use as a guide.

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Incidentally you can see we've got polls five polls rerouting our model as it goes round here.

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We split away from one another.

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There's a five poll on the right hand side of the eye here on the inside of the eye where the nose comes

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down where the nose actually is where this breaks away there's a five pole here a five pole.

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There you can start to see them all over the place.

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When you start looking in fact there's a three poll just here on the right hand side.

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Okay so there's one final thing here.

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I want to show you guys to help you when it comes to creating these areas where there are five.

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All hang on a minute.

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I've got an example bit of material here.

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It has got a whopping great big N gone sat here.

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Mass not in condition.

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You guys actually just breaks what I've just told you.

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So I'm going to have to sort that out.

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And also just like to show you how to get this cut sort of curvy effect going on that's called enabling

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the cage.

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I don't want the end panel there I actually want the properties panel so I'm going to have to do a bit

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of manipulation with the windows here.

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And let's go to the modifiers.

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So the subsurface modify here I have got turned on on this mask that I've made I've got turned on the

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cage which is the mesh data sort of triangle that we've got there.

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And when we click on that you can see that all of a sudden everything ends up a lot smoother.

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And I like that on when we're looking at it just looks better and of course you can turn off the smooth

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whilst in edit mode as well so the subsurface modifiers not shown.

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You can't have that not shown and the cage turned on at the same time.

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So I'm going to turn both of those off so I can actually reroute this.

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This particular line this face loop running around here so I can demonstrate a point for us.

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I want to make something to add in a face loop there grabbing the knife tool join those two up.

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Now hopefully I have not broken any Fink so let's us have a look.

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A facelift running around men this face Loopt should continue round.

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Perfect.

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So what I wanted to demonstrate here is the two changes in direction.

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The if we switch to edge mode here we have an I'm going to turn on the smoothness again because it just

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flows a bit better.

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We've got this edge floating around here and then it's broken as it flows around here.

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It's broken again and flows underneath because we have these five faces here and these five faces here.

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Now you'll notice that that particular Paul of the five pole there and the five pole here both lay on

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the same age as it flows round.

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And that is important that they are located on the same edge.

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If it's going to control the loop around in a circuit like that so bear that in mind as you go ahead

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and construct to your head or you're certainly your face in this point.

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Now usually I'd say pause the video now and go do the challenge.

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Unfortunately I'm not going to have enough time to K3 of a challenge if I do that.

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So go ahead do the challenge and I will see you guys in the next lecture.
