WEBVTT

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Welcome to getting the right skin tone.

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So what are the right settings.

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Well as with most things in blender there aren't any.

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It all depends on what you're trying to achieve.

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Sometimes a more porcelain look more than a natural look or any other sort of carrot to look that you're

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going for will dictate how your model has to be made.

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Helen materials have to be set up.

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But skin itself is a complex surface so you can't really get away with just setting or one shade type

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and leaving it to it because it just won't work out what it might work depending on what you're doing.

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But in general it won't work.

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It has more than one tone.

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We're not just one colour across our face and the rest of our body.

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It changes depending on surface detail.

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It's shiny in some places it is dry in others so you have greasy patches on the face usually on the

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top of the nose obviously the lips can be wet or indeed they can be dry of your character is dehydrated

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as well.

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Skin can be thin or thick letting some light through or blocking it all says lots of things to take

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into consideration.

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Now what to do when picking a base colour.

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Well you need to start somewhere so you can use the colour picker on your own reference material if

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you've taken a photo of yourself or indeed I would suggest searching on Google for skin tone.

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RG B reference annual have an absolute ton of information that you can then actually see what the colour

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looks like and use that as your base colour.

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So things to consider and focus on ignore skin tone changes due to wrinkles and folds.

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We don't really care about those at the moment because of that wrinkles and folds are an effect of light

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rather than colour.

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Ignore areas of sweat or oil.

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Now we've mentioned the actual sort of like the shiny areas that you can have on the face but that will

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be a specular map that we end up generating and that will be applied with a gloss shade later on it

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will not be something that we need to paint in at the moment on the base colour that we are going for.

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You may want to consider freckles scars spots some moles that cause discolouration.

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Those will be a completely different colour to the rest of it.

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And if you do decide to start adding detail at this stage make it rough.

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Call it a place holder detail.

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The mesh is still under construction.

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It is going to change so if you think I'm going to give beauty spot or there's going to be a mole there

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just you know paint it on roughly and then just leave it for the moment.

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Some of those things to consider.

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Let's go and add a base colour to the head over in blender.

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Okay so we're over in blender now and we need to create this diff use an arm start with a diffusely

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we didn't have to.

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But I'm going to just pick at the fuse colour that will roughly match my skin.

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Now I am going to actually use the reference Chandler termly a passage of the reference material.

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Up to one.

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So I move round the front.

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I can just see that and want to go ahead here and go to the material section.

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Also the defog material that's already been applied to our model.

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I'm going to call it skin bass because it is just the base colour.

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I'm going to go to the diffuse kind of itself.

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Go to the picar and literally just pick a random area that looks representative of most of my skin.

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Now we can see Miles.

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We're having a look at this picture.

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There are certain areas that are not the same colour as the skin colour I have picked here.

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We've got a freckle.

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I got some freckles here and it's lighter across the years or around the top of the cheeks and the fore

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head now can be a bit difficult to discern what's a reflection in the room this.

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This was taken in Certainly I'm not certainly shiny on the side of my head that just happens to be light

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bouncing off of or coming through a window so it's worthwhile just taking a good look at the colour

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variation on a face itself.

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We can see here there's a vast difference between this colour here that's grab just literally grab another

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area and this one here we can see there's a huge difference between the two.

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See if I can undo that note.

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Let's go and pick the same sort of area again a bit more neutral.

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There we go.

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So I'm going to switch back round and we can see the he's already applied it to our model.

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If I go to rendered view at the moment because we got no lights in the scene it's cancer looks pretty

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dire.

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Now there are certainly some other areas that we can apply straight away or at least get the colour

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ready for the lips as we can see here.

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There nothing like skin colour so I'm going to add a new material.

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I'm going to call that whole new material.

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Call it lips underscore base because I may have.

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Later on when we do our maps for the face we're going to have a gloss layer.

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And so we're going to want to make sure we separate the materials out into their areas.

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So with the lip space I am in fact is just going to be one texture later on.

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But just for the sake of getting this right at the moment as a place holder colour there you go there

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that the bearer of that's the colour of my lips who wouldn't know.

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Now I've got that's ongoing always bit random.

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Also to make sure the skin is applied to this and not the lip space.

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I'm bit confused now as to which one is applied to this model.

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I will look at material.

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Yeah case the skin basis applied there.

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So having a look at our model itself are a couple of things that I wanted to sort out.

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There's this triangle here and I think facking go by literally removing this edge loop running around

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the model I just realized that's the colour that I've chosen is very close to the core of the orange.

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That may be difficult to see.

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Now there is something that we can do in the viewport to make sure that we can still see lines that

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are going on now I can see that fine after my eyes adjust by don't want to be second guessing.

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So if we scroll all the way down and the skin base to settings and open maths up there is a view port

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colour and we can change that to what we likes.

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I'm going to make it a lot lighter but still roughly skin coloured.

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Now we're in material mode at the moment but when we go back over the solid mode it will be a different

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colour which is much easier to see anyway.

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So let's go ahead and not delete the edge but dissolve the edge and that should have repaired the damage

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there now vs.

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I'm pretty sure these lips are far too wide.

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And what I'm also concerned about is when I was trying to slip to a face earlier they weren't being

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selected a select them for some reason zooming in and turning off the modifier.

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I see that I've got a trying door here.

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I've probably got another triangle hiding away in here and also it's very very ugly around here with

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it's well with all of this mesh It's folded in in itself in certain places so there needs to be a bit

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of a tidy up here.

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Now the first thing I'm going to do is literally LOL.

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I don't quite know.

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There we go.

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I managed to do it.

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Yes so I've got two triangles we've got one here and one here and that was all those were probably created

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when I had the merge vertices automatically turned on and I was just moving the lips around.

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It looks like I've snapped into place and cause myself of a problem.

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Now there are a couple of ways that I can fix this.

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I'm just going to literally go in with the knife tool and hopefully cutting there will give us two triangles

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there and there and another two there and there and with two triangles you can dissolve it into one

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face.

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Now I'm going to select the edge itself in the middle and dissolve edges and here dissolve edges.

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Now is the time where I need to test my edge loops 1 2 3.

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Excellent so that is working fine.

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It still looks a bit ugly around here and that's going to take a while to sort out all I want it to

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roughly do is not be folding in on itself any more.

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And of course make sure that those face loops are still working which they are perfect right so I need

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to have a look at this from the front and I think this is one of these instances where I'm going to

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have to.

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How lovely a pastie off my image for a start but also just manipulate my image as well because my head

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is at a different angle.

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So this is all too wide at the moment so I'm going to select the face on the inside JERs there and with

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proportional editing turned on and asking going to move in and make sure I'm moving.

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A lot of it in once now hopefully.

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Where was the edge of my mouth.

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I can't actually see that I need.

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There may be a little bit more if I can do issues that circle as guidance though we get sets turning

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a pastie bet down that looks good.

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There's some more editing to be done.

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And by the side we can see here all has some horrible horrible folding going on in the middle there

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so let's sort that out as well whilst we're looking at it.

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This isn't really kalila stuff but it's certainly important and we can move this one back again in fact.

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It used to come in.

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We can come up.

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The whole all of that inside can come up and then lower that down so let the Edge loop and raise the

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whole thing up.

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Perfect.

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Then these will have to respectively go inwards slightly.

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And there's lots more of modification that can be done.

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Here's the face isn't so deformed.

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So I'll leave that like that for the moment.

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In fact when you're looking at things like this you must have a subsurface modifier applied Otherwise

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you could be doing lots of work for nothing.

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But now we're on the side or not that's the wrong image.

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No from the side.

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On the side there we go.

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So the mouth comes too far back as well so that now on a side we can actually I'm sorry to repeat myself

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five times but now we're on the side we can actually see that those movements that we've just done aren't

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white.

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Right because of the myths.

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The face itself.

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And it goes back to far some women grab their inside face again and just literally shift it forward.

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And down to about there.

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Now hopefully that hasn't distorted the model too much hasn't.

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Well looks like I'm pouting So that just needs to be smooth out.

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In fact there isn't some nasty edges around the whole model.

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And there's one thing that you can do called smooth virtex.

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It's a virtex command and we get it through the night.

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Looks like that's the last thing that I've practiced using and I'm going to apply that so you can also

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get it smooth.

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Vertex under the mesh but sees smooth vertex just there.

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Now the great thing about the smooth virtex is that it smoothes out the entire model.

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The bad thing about this is that is that it makes things shrink ever so slightly as well.

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So we can see that nose has been pulled in it doesn't seem to have affected this that much.

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And of course has some work to be done down here as well.

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It's shrunk the four head a little but it has meant that there's no or not as many jarring areas as

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there was before.

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Okay.

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So we've got our base covers here.

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And of course it's now time for a challenge.

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I would like you to go ahead and get your base colours sorted.

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Make sure you have a base colour applied to your model.

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Tidy up anything in your model that is standing out as bad or wrong.

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Just like I was going around earlier and saying where the mouth is too wide it's in the wrong position.

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Is your neckline right.

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Etc. it's worth doing some tidying up at this stage.

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Check all your loops are working as well.

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I had a few triangles and I'm sure there's something else in the background.

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There's going to cause me a problem later on.

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But go round and check and make sure your main loops are actually working.

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Now here's an optional one for you.

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We are going to do this later on as well but feel free at this point to unwrap your model and add even

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more detail so with it unwrapped you can actually paint directly on to the model.

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Don't worry so much about how you can unwrap it.

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If you go down that stage but just be aware of the seams on your model itself and make sure if you do

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decide to unwrap it.

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You keep the face as a face because that's the area where you don't want a seam causing you any problems

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anyway.

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Balls of video now make sure you have a basic colour applied to your model.

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Okay guys.

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Welcome back.

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Let's hop back on over into blender and just go around my model and see if there's anything else that

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I need to sort out.

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Okay so one of the glaringly obvious areas is my eye.

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Know I'm not going to focus too much at the moment on getting it absolutely perfect but it does stand

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out at the moment as not something suitable.

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So I'm going to select the edge loop running around the eye itself and just pull that forward knots

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Oh lots.

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Births first about there.

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I'm also going to flip around the sign just make sure that we've got the right amount of wealth of detail

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that it goes back far enough.

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So looking at VAT's the eye the eye itself is not quite in the right place and the move that.

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In fact we need to make a decent eye at some point.

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Okay so now that VAT is in roughly the right place now we can start moving the other bits and bobs will

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notice straightaway by looking at this and weave was round to the front and I can't see anything.

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Why can I not see anything cause the.

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Or a pass at sea.

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Or put it on the wrong area so the lips here I've moved upswell have to move it back down again for

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V.

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And this is where I can start moving some vertices to help define the shape of feet.

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I just a little bit better.

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So here we go I'm literally just spinning the video up here because I am literally moving Firths backwards

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and forwards and tweaking the shape of the eye turning proportional editing on and off as I need it

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as I'm doing this I start to realize that the brow isn't well formed at the moment some just moving

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the verses around and adding in a new face loop to actually get that looking much better.

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And now we see here that the eye is not pointy enough we start moving around some vertices and hopefully

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up with time and practice.

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You guys will be able to form the shapes that you desire as you go.

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Some of it however is just trial and error.

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Remember to view your model externally all the time just to make sure is looking right.

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In the third dimension as well.

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Excellent.

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So looks like a bit of a grump on then.

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Also looks like I'm embossed watching a little from nisbett of my for head which is not natural.

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However it is natural to have a brow itself.

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So I'm just going to try pulling that forward ever so slightly that should lessen the impact here and

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also pulling this area forward ever so slightly as well.

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Okay that's looking pretty good.

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The eye itself still needs a bit more refining.

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And again you will just have to go around here and it may be a case that we do actually require more

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detail.

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It may be that we've got too little detail in this area to define the eye properly.

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In fact one of the issues here is the IDE does not fly round in quite the right areas.

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He's got a fink of the various areas of the I as it goes around.

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So you got this area around here that's now too high.

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But what does it look like from the side caterer's stand to get some nice defamation along the top here.

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I think I need that to continue.

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No it does fade off around there but I would like it.

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Following this line just a little closer so I can move that whole long.

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There you go.

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That's a much better definition now.

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This is a bit extreme here.

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So again we'll have to lessen the impact slightly by pulling it back again and again we can go and tweet

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and tweak and tweak can tweak and tweak until now until a blue in the face now that's it.

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Well one of the problems here is I don't think that corner of my eyes quite this high.

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So let's sort that out.

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And I am going to have proportional editing turned on at this point to make sure I can more.

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I don't need that much but I do need to move quite a bit down at the same time.

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Yeah it's looking much better now.

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Actually the smooth this bit out.

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And again this is where smoothing the verb.

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You've got couple selected can help out massively as well.

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Okay.

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I'm liking that form at the moment.

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Is there anything else that I need to sort out the top of a head.

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Has some funky things going on.

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But I think we all believe that until another lecture.

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How are you guys getting on.

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Have you made something that's frowning a bit like that.

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Um actually I think I'm smiling there.

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I'm not quite sure yet.

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How are you guys getting on.

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I'd love to see your heads how detailed they're becoming now make sure you share in the discussions.

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And I will see you in the next lecture.
