WEBVTT

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Welcome to making objects separately.

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In this video we're going to get back into modelling and the main reason for that is we cannot fully

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texture our model until the modelling stage itself is complete.

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And of course at the moment my model doesn't have an ear and it needs a bit of detailing on it as well.

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And of course with texturing we need to use young wrap our model and every time we move the mesh the

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UAE map will get less and less accurate and start to cause artefacts so we want to get that modelling

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done or as done as there were as close as it can be so we can then get on to texturing and adding those

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materials to our model.

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Now we're going to take a look at the ear in the section with all the folds in it it can be quite a

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challenge.

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Essentially there are two main loops for the year the inner and outer loop.

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And we'll show you those in a few seconds.

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We're going to make it separately.

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In this case in order to focus on the actual model of the ear itself.

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So isolation can be both a good and a bad thing.

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There is some natural isolation if you were making a model where let's say a car you'd have several

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components that would be separate from one another with them.

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With the model of the head of course ideally you don't want separate nose separate mouth separate eyes

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ears.

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Eyes Yes because we have made them separately.

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So that's about the only thing if you were making teeth I suppose you'd go for that as well.

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But the ear itself is actually attached to a head.

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So in some ways you would think oh well can I just make it from the head mesh.

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Well in this case what I would like to do is actually focus on the ear without worrying about the head

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itself.

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Now obviously that has good and bad implications but we can move backwards and forwards all the time

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or just turn the head on and off and see what's going on.

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But it does mean that you're not going to spoil your head mesh accidentally in the process of making

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the year especially if you start using something like sculped.

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So you don't accidentally grab part of a head and have to keep undoing some making it separately at

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this point is a good thing.

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And then we can reattach it to the head after it.

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So let's now go explore those two main loops and hop on over into a blender.

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Okay so in front of us here we have one I made earlier.

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And you can see that the ear itself looks pretty good once we've got.

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Let's turn our lights.

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Let me guess.

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The lights are on a different light.

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There we go.

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So we've got a nice ear going on here now.

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It will depend on what your ear looks like that you're modelling on in may look different to this.

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Some is have more folds or more creases or more defined shape.

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Some people have bigger ear lobes etcetera.

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Of course I've modelled mine on the head.

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I've got in front of me.

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And it follows nicely the curvature of the ear I've got in fact the low down here is perhaps a bit bigger

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than is in the reference material but I am absolutely fine with that and of course we've spread the

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ear out itself.

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So let's go back to the mesh.

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There you go.

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Looks nice.

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We've actually got a sort of plane to mount it on.

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Now one of the things that will have to contend with in a bit.

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And this comes with all modelling when you do something separately is joining it back together.

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So we will have a series of seas around the edge.

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So taking this one for example when I selected it there are 20 vertices.

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That means there needs to be 20.

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On the one we're linking it to and I can almost guarantee there won't be that on the head model so we'll

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have to when we get to this stage actually move the detail down as it comes towards this edge here.

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So we don't have such a problem merging it together.

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Okay.

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So without further adieu let's go ahead and start modelling this and I'm going to go ahead and open

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up my head file.

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Okay.

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That looks a bit odd.

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There looks like blenders being a tiny bit funny.

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Well the eye is in fact there.

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It just happens to be a work of blender.

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Never mind so let's was round to the side and go to layer.

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So okay now I'm going to be modelling now Polly to Polly this year itself and this is just one way of

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making it.

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There are loads of different ways of making it.

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We could literally go in and sculpt it's fresh.

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We could go in and and make it from the head itself.

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But this way itself is the easiest way I found of making something that's a bit more complicated like

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an ear but actually getting it's sort of to the shape I wanted straight away.

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Now I'm going to add this in a very straightforward manner I'm going to add a single vertex and then

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extrude that Vertex and that gives us an edge to work with and when we extrude an edge we get a face

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to work with.

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Now this is one of these times where if you want to copy me exactly Ira that's absolutely fine.

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So I want AITs of these pieces going out.

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So one two three four five.

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Six.

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Seven.

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It's okay.

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So that's the outer loop made.

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In fact I'm just going to move some of these bits about.

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Eric go.

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And this is obviously going to be quite low poly.

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Now let's get the inner loop itself.

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I'm going to start from this place here and come down.

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Now what we'll want to do on a scale that in Eleusis like what we'll want to do as we come around here

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is make sure that edges start lining up properly so that when we.

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Get to this point here we can merge vertices here and this one here so this one does need to come down

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a little more.

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Okay.

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So this itself will become a quad shortly one two three four.

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This one will become a quad and they'll be a quad in the middle here as well.

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So I'm going to go down to this point here and move it around.

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Now this is quite manual issue probably as you're watching me there.

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Now I don't want to actually merge any verses just yet just in case I want to move things about so I'm

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going to turn my snapping tool off and I've got automatically merged vertices turned on at the moment.

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I'm going to turn off the safety.

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I know that sounds an odd thing to say but I don't want a problem where when it comes to sorting this

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out.

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OK.

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So we're almost there because this final one it's selfless just move this here and scale it up a little

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is all the way to the top here it's going to require a big rotator.

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Now be careful about going around inside yourself.

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You don't want the model looking like that.

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You want it like that.

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Okay.

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So I'm happy with this rough outline here I'm going to go to virtex and snap mode turned on and merge

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virtex Automatically.

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So I'm going to move this one and plonk it on there and this one to here and this one to here.

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This one to here.

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This one to here and this one here.

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Okay.

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There's one final one here and here.

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Okay.

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So we should end up with a quad that we have to fill in here one two three four fill 1 two one two three

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four fill 1 2 3 0.

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Three for Phil.

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Okay.

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So we should end up with a shape looking roughly like this.

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Now at the moment I'm not too concerned about it not matching exactly the reference material.

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This is of course an opportunity that you can go in and start tweaking it slightly so it resembles it

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just a little bit close or more closely but I'm happy with the overall layout of that win.

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We need more detail anyway in there and we can sort that out in a bit.

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This particular one here I am going to scale in ever so slightly.

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Okay.

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So this face in the middle here is going to be the hole in the ear so I might as well sort that out

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now.

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And I'm just going to literally push that all extrude it actually move it here scale in ever so slightly

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and move it to the front.

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So there's that.

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That is a bit deep actually as it goes.

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I mean orthographic projection that that's happened.

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So I've got no idea a perspective of course.

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So that would do for the input there.

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So around the outside here if we imagine the ear itself at this edge here is going to have some thickness

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to it so we can go round the edge itself all the way to the bottom and extrude.

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Now under that change the transformer orientation back to global.

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So I can actually extrude in the x axis in this case I've also noticed that my model seems to have its

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Normal's all skew whiff probably just the way I started the modelling.

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I'm literally just going to flip those Normal's.

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Normal's flip Normal's.

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And there we go.

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We've now got things on the outside and the inside.

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Perfect.

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Okay.

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So now we've got this here.

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We can go around the edge itself.

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The complete edge not just there okay.

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There we go.

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And then we can extrude again.

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Now this is going to require a bit more manipulation.

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So I'm just going to pull it out now.

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Yeah that far because we can faff about with it in a moment.

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And I'm going to move all of these just the part ever so slightly and also move snap is snapping off

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again.

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And we want these to line up some glasslike the entire edge loop running around there.

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And scale x x 0 with this set and normal so let's just try that scale.

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I think it's going to be x x 0.

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Yeah there we go.

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So now everything is co plainer.

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Excellent.

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So I'm going to move this back now.

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About there.

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Oh no.

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That is far too far.

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We get and scale that in.

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So that's kind of the back side of the ear itself.

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And then we need to do another extrude because we need somewhere to mount it to the head itself.

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And then we can scale that outwards.

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And move our model around.

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So I don't want that selects I want this select Let's grab this and move it back and get a term proportional

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editing on or not insert editing on so I can move the entire thing just back.

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There we go.

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It's just not in the way and then it's a matter of manipulating these here and getting them.

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Getting that flat surface for the it.

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Now at the moment you can see we've got some intersecting faces here that is a matter of moving vertices

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around until you get them in the right place.

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Now this can be a bit challenging to get it right and a bit infuriating but if you go around your model

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lots and make small changes rather than big ones you'll soon see what's going on.

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Now this at this point here these this is obviously too wide that it is standing out massively.

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So we've also got to move the edge that's somewhere along here and just push out ever so slightly.

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And again bring bring your mateer your reference material back again so you can move things in a more

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realistic manner.

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And this has a lot of tweaking to do.

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And of course that leads us on to a challenge.

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Okay.

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I'd like you to finish modelling the ear itself.

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So go ahead.

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Finish off the ear.

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Remember to add detail now.

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Ears are not flat.

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You can go a bit crazy with it as well.

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So obviously some features when they're exaggerated only a little.

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Don't go over the top but if they're exaggerated they can help convey a better sense of depth.

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They're now at the moment the ear we've got is far too wide so there are have to be manipulated flip

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forward and back between the head model itself and the ear and remember that you will have to add a

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subdivision surface modifier at some point.

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So the ear would actually shrink from where it is now.

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I wouldn't recommend in my experience just adding a subdivision surface modifier and applying it to

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get yourself Self more and more vertices to work with.

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I would actually just subdivide the mesh if you need more vertices to work with.

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The reason for that is if it shrinks immediately you've got a problem from way he was starting from

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source just subdivide with out actually using subdivisions SERPs monifah or just use simple as the option

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on the subdivision surface modifier.

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That would also work as well.

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And just a reminder you have the sculped tool as well.

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This can help if a struggling moving vertiz about just dragging them.

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You can use the sculped tool to help provide a bit more adjustment in air in a more artistic manner

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rather than precise moving that Vertex about.

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Okay so finally before we crack on with that just a reminder that this modelling itself when I've done

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the modelling of an era in the past it's typically taken around half an hour or so to get roughly right

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and maybe another half an hour of tweaking as well.

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So don't expect this to suddenly miraculously look like a wonderful ear.

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You're going to have to tweak and modify it.

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And of course when I show you that challenge results as far as I'm concerned it's not going to be real

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time.

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I'll skip through the various points that I find important when I'm modelling the support of video now

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and give that a go.

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Okay guys welcome back.

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Let's go finish modelling our ear.

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Okay so before I get cracking with any further detail I am going to see what it looks like on our head.

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Now I'm not expecting it to be smack bang on the head just at the moment.

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It faxes e in in the head itself.

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So it's going to be roughly here and I might as well get it orientated correctly as well surman irritate

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it's about there and push it back into the model.

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So there we go we've got a bigger front profile there we have so we can see here.

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One it sticks out further than the other that you may or may not want to do that with your particular

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model.

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But it is important to have a look at reference material because some people's ears stick out more than

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others.

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So even though it's not it's too high at this point in the model on the backend it really needs to be

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pulled out.

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But first of all let's add some more geometry to here.

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That's go to delay it too by itself.

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It is important to hop backwards and forwards and check this often.

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Now before I do anything else here I need to sort out this mess down at the bottom here.

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It shouldn't take too long to do but I will see you guys back in a few moments.

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Okay so that is looking pretty good now.

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They were just a bit on top of one another.

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Or rather one was pulled one way too far and not the other so you ended up with a lot of non plane geometry.

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But that doesn't matter too much.

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But it was intersecting which does matter.

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So I'm happy with that overall shape for my ear.

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The next thing to do is to go ahead and select everything because we're subdividing everything.

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I'm going to use the specials menu to get with the w.k. and all where subdivide right the top there

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and only one level some just going to open up the tall shelf I'm sure as only one level Xome sense.

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Now we should find we've got a couple of loops.

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Let's make sure our loops are still intact as well.

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So we've got a loop running around here.

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Of course it'll go all the way around our model.

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In this case and there should be another one right next to it and then we've got an inner ear loop as

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well.

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Okay perfect.

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So we've got a very flat ear at the moment.

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This is no good.

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It's self.

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So at this point now I've got the extra geometry I'm going to go in and subdivide or add a subdivision

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surface modifier.

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Now this extra geometry helps cage our model and stops it collapsing too much in on itself so that should

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still be roughly the right size which is.

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And of course now's the time to go in and grab the edges like this.

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Edge here let's do all the way round here.

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Of course an ear is not flat so that's where you just move that in.

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I'm going to move it Imber selects normal here and just push it in essence so we start to have a shape

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of our ear.

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Now in this case I'm going to also push a couple of these upwards.

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We sure help pinch the ear itself.

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Now I've got proportional editing turned on I don't actually want too much of it turned on here so I'm

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going to grab this law here and pull it over the top to make a lip.

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And of course this is going to be more and more tweaking to try and get the right shapes involve the

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mosque and turn smooth shading on as well as our is a lovely so we can already see this is starting

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to take shape wonderfully.

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So going to go around here and manipulate some more vertices and get it sorted.

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Okay so I'm just putting together the final bits of my model here and just going back to the reference

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material and looking at the contours So we've got a contour that flows round here and back again.

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So it's a good idea to try and make your mesh reflect that's by just tweaking it ever so slightly and

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pulling some bits closer and some bits further away so sometimes I can move a face as a whole.

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Sometimes I push virtex up just to add that little bit of a crease in to our model.

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So I'm quite happy with how my ears turned out.

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How is yours turned out.

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Did it take you a couple of times to get your ear right.

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It certainly does.

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When you first start and that's what it's currently looking like on the model.

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So of course I'm not too happy with how it looks in terms of here's I'm going to modify it a bit more

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I think but I'm happy with that as a starting point now because we've got a fairly detailed year on

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our model.

19:08.930 --> 19:14.340
Please share your ears in the discussions and I will see you guys in the next lecture.
