WEBVTT

00:00.980 --> 00:05.240
Welcome to defining a Faces main face loops.

00:05.240 --> 00:11.240
Now this is going to be the continuation of a challenge in the last lecture so let's crack on and hop

00:11.240 --> 00:13.850
straight on over in a blender.

00:15.650 --> 00:22.280
Okay so we're back over in blender and I've got my head is coming along quite nicely and we've got no

00:22.340 --> 00:23.690
no's at the moment.

00:23.690 --> 00:27.940
We've got an eye loop although it's quite a basic one at the moment.

00:28.160 --> 00:33.950
We've got this loop running around here in the loop and kind of the mouth loop done there we may have

00:33.950 --> 00:35.330
to redo the mouth.

00:35.540 --> 00:39.950
Or I might have to redo my mouth depending on how the rest of it goes.

00:39.980 --> 00:43.850
And there is obviously an lack of knows at the moment.

00:43.850 --> 00:48.560
Now looking at the geometry that's here just going to hide a couple of panels there so we can see what's

00:48.560 --> 00:49.580
going on.

00:49.670 --> 00:57.590
And I am actually going to just combine a couple of faces and with a dissolve this face here and dissolve

00:57.650 --> 00:59.470
these two faces here.

00:59.510 --> 01:00.830
And these two here.

01:01.010 --> 01:06.170
And the reason for that is so I've got an edge loop down here but I can work with.

01:06.170 --> 01:11.770
Now I'm also going to have to at the same time just dissolve these vertices.

01:11.900 --> 01:13.700
Otherwise we won't have quads.

01:13.700 --> 01:15.500
Let's make sure that's working.

01:15.650 --> 01:16.310
Excellent.

01:16.310 --> 01:17.390
It is.

01:17.440 --> 01:22.930
So before I actually start creating the nose I need to think about what's going to happen.

01:23.060 --> 01:26.750
So I'm going to have an edge loop that runs under the eye and running down.

01:26.750 --> 01:34.430
So let's pop that in now and then I'm going to have the bridge of the nose edge loop that will be coming

01:34.440 --> 01:40.880
round and it will break off somewhere around here and flow down so the chain or just underneath the

01:40.880 --> 01:46.310
chin depending on where I place it and that leaves us in fact at this point in time.

01:46.310 --> 01:54.030
Before we go any further this floor grid that I've got I'm going to turn that off some time ago to display

01:54.030 --> 01:57.340
a grid floor just not in the way.

01:57.650 --> 02:01.210
So now I've got those edge loops in and defined.

02:01.250 --> 02:09.560
I can literally if you remember in the last lecture one of the things you can do to create a five pole

02:09.650 --> 02:16.830
is to extrude their riego So that will look a bit funny at the moment.

02:16.850 --> 02:21.310
Remember things often don't look right when you're constructing them.

02:21.620 --> 02:25.450
But we can move these bits about we can move that forward.

02:25.460 --> 02:27.120
We can move this bit down.

02:27.170 --> 02:33.050
It still doesn't negate the fact that now we've got an edge loop running around the nodes and that is

02:33.050 --> 02:38.280
obviously going to have to have a lot of refinement to make it look more like a nose again.

02:38.390 --> 02:40.670
But that is absolutely fine.

02:41.030 --> 02:46.430
Okay so the next part of the head that we need to focus on here I wouldn't need to but the next one

02:46.430 --> 02:52.380
I want to focus on is this bridge part here on the nose that's fine.

02:52.730 --> 02:58.760
So we need to decide where this loop is going to come round I'm going to take it down to this part of

02:58.760 --> 03:01.030
the chain and come up.

03:01.040 --> 03:04.150
But we need to decide where to put those five parcels.

03:04.250 --> 03:10.820
So were somewhat bounded by this going down here this face loop as it comes round so we can't go any

03:10.820 --> 03:11.740
further than here.

03:11.750 --> 03:19.260
So I'm going to place my five pole here and it's going to have to be here.

03:19.280 --> 03:21.330
There's no other ones to go on.

03:21.470 --> 03:27.610
So the first thing that we can do here is I'm going to grab the knife too and roughly cut to there.

03:27.740 --> 03:32.600
Now I can't cut across how can I cut across there yes I can sir.

03:32.640 --> 03:40.420
Triangle there initially and I'm going to solidify that knife cuts I'm going to put another trying goal.

03:40.490 --> 03:42.800
Is it going to be up here to guide that loop around.

03:42.800 --> 03:43.560
Yes it is.

03:43.560 --> 03:45.380
It's going to be from here to here.

03:45.380 --> 03:48.200
And of course usually we want to avoid Triangle's.

03:48.260 --> 03:55.080
Now once we've done that we can actually make it into a quad by cutting down here.

03:55.160 --> 04:01.760
Now that doesn't look right until you start shifting a couple of the vertices to maybe there and lift

04:01.760 --> 04:06.700
this one up a little on the press G twice to make sure they're going to move it too far away.

04:06.720 --> 04:11.890
There's a lot of refinement that's going to have to be done with all of these vertices.

04:11.900 --> 04:14.400
They're all higgledy piggledy in all over the place.

04:14.450 --> 04:19.270
But now we've done that we should find that we've got an edge loop running around there.

04:19.340 --> 04:21.590
We may have a triangle here.

04:21.620 --> 04:24.730
Do we have trained here we have to sort that out.

04:24.830 --> 04:27.030
We've got this edgeley running around here.

04:27.080 --> 04:32.550
This one running around here which is fine apart from the fact it's a wee bit high.

04:32.570 --> 04:34.270
A little bit high here.

04:34.380 --> 04:36.780
So let's grab these.

04:37.600 --> 04:42.010
Edges here berish G twice and lower than down here.

04:42.010 --> 04:45.730
This is far too close to the mouth loop.

04:45.950 --> 04:48.430
And I'm going to move those down as well.

04:48.430 --> 04:53.460
Look again these can be refined and refined and refined as the face takes shape.

04:53.470 --> 04:59.020
In fact we'll be hopping round and checking it how it looks or I've lost my side profile but I'll be

04:59.020 --> 05:03.500
looking at how it looks and refining in a bit more detail in a few moments.

05:03.520 --> 05:12.190
Now the next area we've got here is this mouth and I'm not liking it at the moment and there is what

05:12.190 --> 05:17.800
I want to say a neat trick but since we're actually got a bounding box running around the mouth area

05:18.100 --> 05:24.430
we can very quickly remake the edge loops that would make up the mouth area and then adjust them again

05:24.430 --> 05:25.300
in a bit.

05:25.300 --> 05:32.140
So for instance in order to do that I can go to face select here so I could make the mouth bigger and

05:32.140 --> 05:33.800
fill up the area around.

05:33.940 --> 05:38.360
Or I could just get rid of all of this.

05:39.550 --> 05:41.630
I hope this is going to work.

05:41.770 --> 05:43.180
And this area here.

05:43.200 --> 05:48.490
No just that one there some one to get rid of that I'm going to delete the faces so it leaves a nice

05:48.490 --> 05:51.000
big smile or look at that happy person.

05:51.010 --> 05:57.360
But now I should be able to select the edge loop running around it which I can and then I can fill that

05:57.360 --> 05:57.910
in.

05:59.140 --> 06:00.420
Looking good so far.

06:00.420 --> 06:06.250
Now that I've done that I can insets Now that looks horrible.

06:06.250 --> 06:07.480
It's nice in settings.

06:07.480 --> 06:11.870
Great because it can actually create a nice face loop running around the outside of something.

06:11.950 --> 06:16.200
So that would be perfect for the I think I've just clicked away and ruined was about to show you.

06:16.210 --> 06:16.900
No I haven't.

06:16.900 --> 06:23.310
It's still there but here it's a hmm why need to do here is scroll down on the insets area.

06:23.320 --> 06:25.120
That's just make this a bit bigger.

06:25.300 --> 06:27.900
And turn off the boundary function.

06:27.910 --> 06:35.530
And then on the mirror we can see we've got well we no longer got a problem with it running around the

06:35.530 --> 06:35.770
edge.

06:35.770 --> 06:37.520
In fact it forms the mouth area.

06:37.570 --> 06:41.930
Then I can inset again and once more for good luck.

06:44.380 --> 06:45.230
Let's zoom in and.

06:45.250 --> 06:45.540
Oh.

06:45.550 --> 06:51.520
Something has gone horribly horribly wrong there it's just undo that last one and see what was going

06:51.610 --> 06:52.370
on.

06:53.280 --> 06:58.020
I think just one of these verses is in a very horrible place compared to the others.

06:58.020 --> 06:58.540
Yes.

06:58.710 --> 07:00.930
We see they're stuck in somewhat.

07:00.930 --> 07:06.990
In fact a couple of these are so let's just pull them out all the air that's going to take a bit of

07:06.990 --> 07:12.780
refining to get that source in maybe a smooth virtex on the on the rest of it.

07:12.780 --> 07:14.570
So let's move this in.

07:14.570 --> 07:16.990
And once more but not too much.

07:17.040 --> 07:19.450
Well I'm going to delete that face in the middle.

07:19.710 --> 07:24.540
I'm going to say it the edge loop running around the mouth and extrude it in words.

07:24.710 --> 07:26.460
I think that's the wise direction.

07:26.550 --> 07:27.400
Excellent.

07:27.630 --> 07:30.820
So there we go we've got to kind of lip building up there.

07:30.820 --> 07:32.870
It's a bit awkward round here.

07:32.940 --> 07:36.910
And again we can refine that to our heart's content.

07:40.300 --> 07:41.650
Make it look a bit better.

07:41.740 --> 07:46.310
Now we've started getting all of this and that's going to take a lot more refinement.

07:46.330 --> 07:54.550
I probably won't have time for in this particular video but we've got the eyes the eyes could be do

07:54.550 --> 08:03.560
with having some more detail around here and again we select for that and insects and insets again I'm

08:03.610 --> 08:10.080
going to delete that middle 5 select the edge loop and extrude backwards.

08:10.990 --> 08:14.070
Then of course I could scale that in or fill it in or whatever.

08:14.110 --> 08:15.280
We don't have eyes.

08:15.280 --> 08:16.840
Let's add some eyes.

08:16.840 --> 08:25.180
So in object mode all look this is something that I haven't done yet I haven't hopped back in to object

08:25.180 --> 08:28.030
mode and seen how that modifies being applied.

08:28.030 --> 08:33.320
But we need to do that in a moment when we start shaping things up something to add a yuryi Sphere.

08:33.370 --> 08:39.550
Looks groovy as that mirabeau and I'm going to rotate that round on the x axis by 19 that should put

08:39.550 --> 08:41.020
an eye facing forward.

08:41.140 --> 08:46.870
And then it's a matter going to hop into edit mode so I don't have to apply that scale and scale it

08:46.870 --> 08:48.610
down to roughly the right size.

08:48.610 --> 08:52.290
The fact that it bulges out of the head at the moment is not a problem.

08:52.480 --> 08:55.660
I will add a mirror modifier to it.

08:55.810 --> 09:02.980
I will make it to have a a white material for the moment I'm just going and leave it as pure white and

09:02.980 --> 09:03.620
diffuse.

09:03.640 --> 09:04.880
So just stands out.

09:04.880 --> 09:09.520
And we call that eye ball and we can work on the details of the eyeball later.

09:09.730 --> 09:12.640
It needs to be smooth.

09:12.640 --> 09:15.280
Eyes are not faceted like that.

09:15.280 --> 09:21.650
And finally there are two eyes So we've got a mirror and set the mirror object to the head.

09:21.810 --> 09:22.930
That should be fine.

09:22.930 --> 09:24.400
There we go.

09:24.520 --> 09:30.520
It looks a bit like a play model at the moment but trust me this is going to be refined and start looking

09:30.520 --> 09:32.760
really good soon.

09:32.770 --> 09:39.460
Speaking of refining one thing we can do here is start flipping around and modifying the mesh now and

09:39.460 --> 09:42.300
starting to make it look more like the rest of the model.

09:42.310 --> 09:46.780
So I've somehow lost my Mikey side profile.

09:46.960 --> 09:53.890
So if I go into the right folder into my assets reference material Myki side.

09:53.890 --> 10:01.080
Now when I go around to the side you can see the effects that the surface subsurface modifier is having

10:01.090 --> 10:02.970
and we can start modifying it.

10:03.100 --> 10:11.750
So as go into edit mode and this time turn on showing the modifier whilst were in edit mode.

10:12.040 --> 10:18.340
Now I can start going around and tweaking these vertices either with or without proportional editing

10:18.340 --> 10:20.920
turned and a start with it turned on.

10:20.920 --> 10:28.330
So when I move one vertex I can use the scroll wheel and move a whole reload of them at once to put

10:28.330 --> 10:31.500
the model in the right place and it will take a while.

10:31.520 --> 10:37.770
And obviously you can see here that's moving some of it is not going to work.

10:37.780 --> 10:44.150
I need to move a lot of it here in order to see there's move up.

10:45.060 --> 10:46.370
Has a funny smile.

10:46.540 --> 10:49.840
Okay let's move the mouth up to roughly the right place.

10:49.990 --> 10:53.240
We can go around and do this across the entire model.

10:53.250 --> 10:55.740
Cause sometimes you move too much.

10:55.780 --> 10:57.240
Zoom back in.

10:57.250 --> 10:59.700
Got to watch where the brow is here.

10:59.740 --> 11:01.840
Bridge of the nose etc..

11:02.020 --> 11:08.290
And it's not just where that meshes its where the subsurface modifier puts the detail as well.

11:08.440 --> 11:12.450
So if I want to add the bridge of my nose it there's a little bit of a ball.

11:12.460 --> 11:14.920
This bit there so I can do that.

11:15.160 --> 11:23.050
I can see here that we've got this virtex Here is far too far in so I can go back round to the side.

11:23.050 --> 11:26.460
Now grab it and move it down to maybe fair.

11:26.470 --> 11:33.580
And again we're just watching this move around and my nose is probably far too wide as well so from

11:33.580 --> 11:35.760
the front view I can go in.

11:35.890 --> 11:41.480
I can see that wall actually from the front and side view.

11:41.500 --> 11:43.480
Yeah it looks pretty consistent.

11:43.480 --> 11:48.040
What about those nostril level how the nostrils are at different heights.

11:48.040 --> 11:53.620
If you notice so it looks like when I was hit and perhaps tilted my head up so I'm going to have to

11:53.620 --> 11:57.320
adjust for that as well as I go back.

11:57.370 --> 12:01.810
Let's just see how the models coming on now and zoom out and have a look around.

12:01.810 --> 12:05.080
Have we got all the face loops that we need.

12:05.080 --> 12:09.730
Again we can tweak all the details of the face to our heart's content.

12:09.740 --> 12:13.590
If the turn on the cage again so just looks a little bit better.

12:13.680 --> 12:16.050
It's got a couple of loops around.

12:16.330 --> 12:18.040
We've got this one going around there.

12:18.040 --> 12:20.510
We've got a wander around the bridge to the chin.

12:20.680 --> 12:26.050
Who got the ones around the mouth and that does need sorting anchors a very wide mouth at the moment

12:26.350 --> 12:29.940
and we've got the one running around the no so that's coming together nicely now.

12:29.950 --> 12:35.800
Don't expect your model to look overly good at this moment in time.

12:35.800 --> 12:38.600
There's a lot more refining that can be done.

12:38.920 --> 12:45.230
And there's a lot more work we can put in with the details around the mouth the eyes etc..

12:45.430 --> 12:48.100
I'd love to see how you guys are getting on.

12:48.100 --> 12:53.620
There's a few final bits that I would want to do this summer are going to do it at the moment.

12:53.620 --> 12:59.130
That triangle stands out as the biggest one and she refined this area around the mouth here but of course

12:59.130 --> 13:02.190
assist me moving verses backwards and forwards.

13:02.200 --> 13:04.300
And how have you guys got on.

13:04.300 --> 13:07.010
Remember to share your work in the discussions.

13:07.010 --> 13:12.460
I love seeing what your coming out with this has been the most challenging challenge you've come across

13:12.460 --> 13:12.970
so far.

13:12.970 --> 13:14.930
I'm absolutely certain of that.

13:15.040 --> 13:21.610
Trying to route these face loops is not the easiest thing in the world to do but with persistence and

13:21.610 --> 13:24.750
some practice remember to do more than one head.

13:24.790 --> 13:27.350
I know I'm only doing one head here but the more.

13:27.370 --> 13:29.530
And don't worry initially with how it looks.

13:29.530 --> 13:32.860
Even if it looks like an alien great you've made an alien head.

13:32.880 --> 13:34.120
Man that's brilliant.

13:34.330 --> 13:38.110
Okay guys I will see you in the next lecture.

13:38.110 --> 13:40.690
Remember to show your work in the discussions.

13:40.690 --> 13:41.580
See you soon.
