WEBVTT

00:00.270 --> 00:04.380
Welcome to joining separate objects in this video.

00:04.380 --> 00:09.840
We will join the two meshes we've created together forming one mesh object.

00:10.120 --> 00:13.000
Now there is more than one way to do this.

00:13.020 --> 00:19.570
Obviously not the joining but the actual mechanics of how to make it look seamless between the two objects.

00:19.620 --> 00:25.860
Once you've brought them together and it of course it is likely to involve some read topology.

00:25.890 --> 00:29.650
So let's go explore this now and hop on over into blender.

00:31.380 --> 00:35.180
Okay so we have to mesh objects here and.

00:35.220 --> 00:40.140
Well first of all let's join them together so selected to be active one.

00:40.170 --> 00:41.520
Excellent.

00:41.520 --> 00:43.410
And then press control in J.

00:43.530 --> 00:44.250
And there we go.

00:44.250 --> 00:44.750
Done.

00:44.940 --> 00:46.270
No I'm kidding.

00:46.440 --> 00:52.010
We've got a bit more to do because if we have a look at the topology we can see is or mis matched.

00:52.050 --> 00:56.670
So there's a couple things to think about here so the area that the ear is in.

00:56.730 --> 01:02.880
Well first of all let's select the whole ear and we can do that because all of these vertices have no

01:02.880 --> 01:09.150
links whatsoever to the rest of them so we can just hit the L key select the ear and hide everything

01:09.210 --> 01:10.030
else.

01:10.050 --> 01:15.840
Now we select the outer edge loop running around here we can see we've got 20 vertices.

01:15.900 --> 01:16.250
Okay.

01:16.260 --> 01:17.910
That's a starting point.

01:18.120 --> 01:21.990
And it's a nice even number as well which can help.

01:23.020 --> 01:23.240
OK.

01:23.270 --> 01:26.000
Let's bring everything back.

01:26.330 --> 01:32.960
Let's see one two three four five six seven eight nine ten.

01:33.170 --> 01:33.430
OK.

01:33.440 --> 01:41.780
So we've got a a nice relationship here between this group here and the ears themselves so we've got

01:41.780 --> 01:43.060
a tenor around here.

01:43.190 --> 01:50.290
And a 20 around the inside so we can potentially start from this point and create more geometry.

01:50.510 --> 01:56.330
But looking at the head itself does the edge of flow make sense at the moment.

01:56.360 --> 02:02.660
I don't think it does sir just like the ear itself if we have a look at the I how it gets more and more

02:02.660 --> 02:05.540
detailed as it goes in and the same with the mouth.

02:05.810 --> 02:10.460
What we don't have that around here there's no edge flow around the ears.

02:10.460 --> 02:17.330
In fact the closest one I believe is along mutt's hop just here this one here.

02:17.480 --> 02:21.740
So that's the closest we have to this is having any edge flow around it.

02:21.890 --> 02:26.220
And we want that so do we have one here almost.

02:26.300 --> 02:28.600
So we almost have one running around there.

02:28.610 --> 02:36.980
Let's make this happen around the edge itself and then we can get down to more and more detail and then

02:36.980 --> 02:38.660
join it on to the 20.

02:38.660 --> 02:40.130
Around here I am.

02:40.160 --> 02:47.860
I would rather do it that way than trying to make this twenty into 10 and taking it the other way.

02:48.040 --> 02:48.600
So.

02:49.520 --> 02:50.240
Guess what.

02:50.360 --> 02:52.460
It's time for a challenge.

02:52.460 --> 02:56.490
I would like you to go ahead and merge the ear and head together.

02:56.630 --> 03:03.940
Now you've got all the necessary tools available to do this joining these two mesh objects together.

03:06.250 --> 03:12.730
I'd like you to go ahead and merge the ear and head now join the two mesh objects together if you haven't

03:12.730 --> 03:19.330
done already and then think about redefining the head or ear topology to match each other.

03:19.330 --> 03:25.910
Now that will take some thinking and planning said Do save your file or create a new one so you can

03:25.910 --> 03:26.710
play with it.

03:26.710 --> 03:32.390
That's very important I don't want you ruining your head at this point having no way to fall back so

03:32.380 --> 03:38.140
make sure you save Vance at this point because you're about to do some destructive work.

03:38.170 --> 03:45.430
Finally think about the Edge loops and face loops on the side of the head hulky make it flow around

03:45.430 --> 03:47.690
their ear much better.

03:47.710 --> 03:53.170
Ideally I don't think I'll want to change the topology of the Iraq.

03:53.380 --> 03:55.270
Rather the head itself.

03:55.330 --> 04:01.440
So I think about rooting the edge loops that are around there to the rest of the head as well.

04:01.450 --> 04:08.020
Perhaps there is too many at that point in time 20 but I'm sure I'll be able to fan that out relatively

04:08.020 --> 04:09.150
successfully.

04:09.160 --> 04:15.580
Do remember I only repeat myself here but do remember to save as and then work from there rather than

04:15.580 --> 04:18.140
just saving one continuous model.

04:18.160 --> 04:23.970
I don't want you guys losing you work you're doing wonderful so far and we don't want to spoil that.

04:23.980 --> 04:28.680
So remember to save often and save as often as well when you're trying something.

04:28.780 --> 04:31.050
Especially when it's destructive.

04:31.180 --> 04:37.210
Considering things like bridging edge loops as well that's one way of joining these things together

04:37.210 --> 04:39.750
if you manage to match the two edged loops running around.

04:39.790 --> 04:46.360
Or you could do a very destructive process and remove half the side of the head and just reconstruct

04:46.360 --> 04:49.340
the geometry from there is entirely up to you.

04:49.550 --> 04:53.010
So go ahead pause a video now and give that a go.

04:55.130 --> 05:00.220
Okay guys Welcome back let's go merge the ear and head together now over in blender.

05:01.260 --> 05:10.020
Okay so first of all I'm going to go file save ours and I'm going to name this year and hared merge.

05:10.140 --> 05:13.770
So I know exactly what this save as is.

05:13.790 --> 05:14.540
There you go.

05:14.570 --> 05:18.250
Oh I tried not to do that there again.

05:18.420 --> 05:21.400
Difficulty with having a whopping great big mike framed between you and the keyboard.

05:21.420 --> 05:21.930
Right.

05:22.080 --> 05:24.300
So there are a couple of ways to approach this.

05:24.300 --> 05:26.940
You can be highly destructive or not destructive.

05:26.940 --> 05:28.940
That's all we've got.

05:28.950 --> 05:34.440
If we go around this area we've got 10 edge loops in total.

05:34.460 --> 05:36.830
That's that's one possibility.

05:36.870 --> 05:41.700
What I'm going to do at this point in time is just explore some individual possibilities so I'm going

05:41.700 --> 05:44.030
to just hide the air from the scene.

05:44.070 --> 05:48.690
Well that was a great example of hiding the wrong thing.

05:48.690 --> 05:49.710
There we go.

05:51.120 --> 05:51.420
Okay.

05:51.420 --> 05:53.020
I've not got select it.

05:53.020 --> 05:55.050
Oh I didn't select everything.

05:55.050 --> 05:55.940
Silly Billy.

05:55.940 --> 05:57.700
Like this unhide everything.

05:58.890 --> 06:02.080
And just the head and high beers.

06:02.100 --> 06:02.500
Okay.

06:02.730 --> 06:08.270
So I'm just going to explore what happens if we delete these vertices here right.

06:08.400 --> 06:11.670
That will create an edge loop inside of mcclatchey 12.

06:11.790 --> 06:15.890
Let's go ahead and delete this vertex here.

06:15.960 --> 06:19.400
Now create an edge loop of magnitude 14.

06:19.550 --> 06:20.060
That's the.

06:20.070 --> 06:21.130
This one here.

06:21.540 --> 06:24.490
And this is just one example of playing with the model.

06:24.510 --> 06:26.280
This will be 16.

06:26.360 --> 06:26.960
OK.

06:27.150 --> 06:30.230
So this point we've got a decision to make I'll be 18.

06:30.240 --> 06:31.320
That'll be 20.

06:31.320 --> 06:37.590
So this is one way you could approach it so we've got a massive great big hole in the head.

06:38.610 --> 06:43.970
So we could bring those together and that's going to cause a bit of pinching so we could play with that

06:43.970 --> 06:44.580
too.

06:44.730 --> 06:48.570
You know a little bits without being too destructive.

06:48.730 --> 06:50.930
You can make a hole in the head completely.

06:51.130 --> 06:56.190
Okay so I'm going to leave it like that for the moment and just see what happens when I do a little

06:56.190 --> 07:01.840
bit of merging because this may work it may not is a you know it's all about experimentation sometimes.

07:01.890 --> 07:03.530
And there we go.

07:03.590 --> 07:05.750
Got two edged loops sorted.

07:05.940 --> 07:06.350
Let's.

07:06.360 --> 07:08.730
Bridge edge loops and see what happens.

07:08.760 --> 07:09.610
Okay.

07:09.780 --> 07:12.680
Now does that destroy the top ology.

07:12.680 --> 07:14.470
How much pinching do we have from.

07:14.490 --> 07:17.830
Case So here's some horrible pinching behind.

07:17.880 --> 07:22.560
There's a little bit stretching towards the ear which is fair enough.

07:22.560 --> 07:28.520
And as a little bit underneath but actually has worked out relatively well.

07:28.530 --> 07:29.640
I on it.

07:29.650 --> 07:34.960
I'll be honest with you I was not expecting it to be quite so for chewits doing that.

07:34.980 --> 07:42.450
Okay so I'm gonna stick with this and I'm going to add in an extra edge loop around here and I'm going

07:42.450 --> 07:50.940
to use the smooth virtex command to try and smooth that out a little bit more.

07:50.990 --> 07:53.190
I'm probably going to select this one up here.

07:53.260 --> 07:54.930
It's edge looped round here.

07:55.200 --> 07:58.180
Okay so we've got a couple of breaks in flow here.

07:58.440 --> 07:59.250
Do we want.

07:59.250 --> 08:05.940
So this edgerley running around here is broken up there and we've also got a five pole here so that

08:05.940 --> 08:13.110
to me is kind of okaying kind of not so we've got a flow around the top and the bottom of the ear and

08:13.110 --> 08:15.190
then we've got this flow in the middle here.

08:15.300 --> 08:19.200
It would kind of be nice not to have too many of these pinch points.

08:19.200 --> 08:27.300
So for instance it would be better if this point here was merged somewhere up here if possible or at

08:27.300 --> 08:31.780
the top here so we've not got the she flow round.

08:31.810 --> 08:34.620
Okay we've got another pinch point here for example.

08:34.620 --> 08:40.650
So there's lots of little playing we can do around our model itself to try and get it looking just that

08:40.650 --> 08:45.510
little bit neater and of course the the model itself gets quite dense around here.

08:45.510 --> 08:50.310
In fact the whole air itself you can see that because the top colleges are being pushed down rather

08:50.310 --> 08:54.300
than going around that's causing a little bit of a problem.

08:54.300 --> 09:01.650
So around here perhaps if we take the edge flow and try and redirect it round of the year rather than

09:01.710 --> 09:06.500
into the year that will stop this sort of funnel affect that's going on.

09:06.510 --> 09:12.880
So I'm just going to manipulate these vertices for a moment and I will see back in a few moments.

09:13.940 --> 09:21.460
Okay so having a look at the model now I have redirected some of the edge loops around.

09:21.620 --> 09:27.290
I believe I've gotten rid of all the unnecessary junk that did exist.

09:27.290 --> 09:28.640
There are a couple of things to do.

09:28.640 --> 09:32.380
Like the fact that this ear is in fact sticking out of the head.

09:32.390 --> 09:34.680
A very weird angle.

09:34.820 --> 09:40.250
I've had a look at the back of the head and I don't have this bulge that exists on my ear coming out.

09:40.250 --> 09:41.320
We have a look there.

09:41.390 --> 09:45.720
Apologies out so a couple of ways of resolving that would.

09:45.770 --> 09:56.270
Well there's two ways we can either movie in or this part of the model needs to not be bulging so much

09:56.330 --> 10:02.700
so we can go along here and select the appropriate edges that we want to move.

10:06.430 --> 10:07.270
Excellent.

10:07.270 --> 10:10.710
Kevin this edge loopier G twice.

10:10.720 --> 10:12.310
And just shift along there.

10:12.310 --> 10:15.830
How's that looking much better much more smooth.

10:15.830 --> 10:18.470
It just needs to be pulled out ever so slightly.

10:18.610 --> 10:23.480
Okay let's hop back into object mode and have a look around the model.

10:23.500 --> 10:25.220
Any nasty pinching.

10:26.120 --> 10:29.470
Now no nasty pinching Okay that's looking pretty good.

10:29.470 --> 10:35.630
The only thing that I don't like here is this rage that's going on here that needs to be pretty smooth.

10:35.640 --> 10:42.760
And that again is a product of this edge here just being too low.

10:42.760 --> 10:47.490
Of course if we lift it up don't quite get there entirely.

10:47.500 --> 10:51.980
So I'm going to try just smoothing those out.

10:52.270 --> 10:56.070
All of these around here huffin as the last thing I used as well.

10:56.080 --> 10:56.850
Yet there you go.

10:56.920 --> 11:00.000
Moving the virtex Okay there's Hopkins of.

11:00.010 --> 11:00.930
Looks a bit better.

11:00.930 --> 11:02.280
Not quite there yet.

11:02.380 --> 11:06.760
Again there's quite a bit of bunched up information here.

11:06.760 --> 11:12.330
The question I now have is is this age loopier even necessary.

11:12.340 --> 11:15.050
I'm going to guess not.

11:15.100 --> 11:19.200
And to have room dissolve the edges so disappears.

11:19.210 --> 11:21.440
That should get rid of some of our issues.

11:21.610 --> 11:25.080
And then the next question is is this one of any use.

11:25.090 --> 11:28.780
And again I don't think it is so.

11:28.930 --> 11:36.430
Again we want as much geometry as necessary but as little as possible that is looking a lot neater already

11:36.460 --> 11:39.090
and a lot smoother because of it.

11:39.220 --> 11:39.970
Excellent.

11:40.030 --> 11:47.510
Okay so the final thing is this bit here I am looking at the reference material.

11:48.070 --> 11:52.220
Let's just make sure it all looks okay so it's not quite there yet.

11:52.240 --> 11:57.040
We've still got a few issues along that stop.

11:57.430 --> 12:00.330
Let's go into perspective mode as well.

12:01.450 --> 12:07.890
Where's my model gone come up then it just makes it a little bit easier working around here.

12:07.900 --> 12:16.510
I don't know what camera I've got set up to scroll down and have not seen that it's in a bit too wide

12:16.600 --> 12:19.320
angled so lens here.

12:19.420 --> 12:22.780
No it's set to 35 on the set 50.

12:22.900 --> 12:30.130
So it's not so and barrelled as we're moving about how Kate so that looks fine.

12:30.130 --> 12:36.310
It's just it's now after all that manipulation and moving some of the bits are missing.

12:36.310 --> 12:40.950
So this area here needs moving down.

12:41.170 --> 12:43.960
Now as you can see it's very easy to push it through itself.

12:43.960 --> 12:49.810
Some of the term proportional editing on and try moving that again and then it will move the lock the

12:49.810 --> 12:53.850
whole lot at once as it moved back round to the side.

12:53.920 --> 12:56.250
So give myself a bit more space as well.

12:56.440 --> 12:56.740
Okay.

12:56.740 --> 13:01.960
This topic here this just needs lifting up and he's lifting up from here.

13:01.960 --> 13:03.420
By the looks of it it's.

13:05.150 --> 13:10.320
This back bit here and this top bit here or bit fiddling.

13:10.340 --> 13:11.150
There we go.

13:11.340 --> 13:16.810
Let's whiz background to the side and literally just lift that's up.

13:17.590 --> 13:17.930
Okay.

13:17.930 --> 13:18.890
That looks good.

13:18.890 --> 13:22.220
This top bit here needs pressing back in.

13:22.220 --> 13:24.130
So again back down to the side.

13:25.460 --> 13:30.360
That's move it back ever so slightly have a go that's a better shape.

13:30.410 --> 13:39.190
And again I'm half using the reference material for you know getting it right.

13:39.240 --> 13:45.700
But on the flip side I'm also using my judgment on what I think looks good in this particular case.

13:45.700 --> 13:54.010
Now if you were trying to do a case study of a real person obviously the better you pay attention to

13:54.010 --> 13:58.360
their features the better the model will end up looking.

13:58.360 --> 13:59.230
Simple as that.

13:59.490 --> 14:09.970
I'm just going to pull this bit in these set of verses here and pull them into the model slightly.

14:10.420 --> 14:11.000
There you go.

14:11.060 --> 14:11.910
My liking.

14:11.920 --> 14:13.090
That's OK.

14:13.110 --> 14:16.470
Hey right let's whiz back out again.

14:16.480 --> 14:19.420
There's lots of whizzing back out and forward and out.

14:19.440 --> 14:21.780
Okay the ear looks much better now.

14:21.790 --> 14:23.340
I'm happy with that.

14:23.350 --> 14:24.880
How did your ear go.

14:24.880 --> 14:30.290
Does it now look good when it's attached to your head or any disc these eyes out shortly.

14:30.460 --> 14:32.960
We'll get round to the front of the face very shortly.

14:33.010 --> 14:36.280
Case I'm um like in that that looks really nice.

14:36.280 --> 14:37.430
How's yours getting on.

14:37.570 --> 14:43.210
Please share your head as it is at the moment in the discussions and I will see you guys in the next

14:43.210 --> 14:43.820
lecture.
