WEBVTT

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Welcome to possible construction efforts.

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So before we get cracking on with any actual modelling we need to plan our journey.

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And there are many ones we can take.

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And has always with everything.

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There is no right way.

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Now we could go ahead doing box modelling we could build up the model from a primitive adding more and

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more detail as we go.

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We could do what's called Polly to Polly which is building up your model one polygon at a time.

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And this can be.

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It feels like it's going to be a slow way but it does give you a lot of control over your model.

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And then finally we could sculpt the actual head and bust itself and then reet apologize.

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And this can be very time consuming so there's a balance to be had.

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The box modelling at the top may be great if you didn't need to animates because you're likely to end

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up with your edge flows that we were talking about in the previous lecture in the wrong place you'd

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have to do a lot of Rita apologizing which is where you reconstruct your mesh and in order to add that

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detail and add the loops going in the right way.

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Polly to Polly is great because it does allow us to create the loops from scratch and that gives us

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a lot of control over the model with something as complicated as a head that might be the way to go.

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Now sculpting and then reet apologizing afterwards can be very time consuming but it does give us a

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high detailed model that we could potentially bape detail from back onto a lower poly model and then

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that does give us some advantages.

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However there is no right way so it depends what you want to achieve.

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So let's hop on over in a blender and have a look at all three and see which ones we could work with.

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Hey so we're back over in blender here and I've got the default cube in the scene and we have a quick

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look about how we would go about just a quick rough model here how we might go about making it in a

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block model style.

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So I'm going to hop into edit mode on my Cuban scale it up by about two times.

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So it's a bit easier to work on can always scale it backwards forwards afterwards.

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I'm now going to hop back into object mode because I'm going to use the subdivision surface modifier

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to actually make it more give me more polygons to work with.

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Now you could use loop and slide and work from there or indeed you could just subdivide the cube.

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But I'm going to go to the modifiers tab and do a subdivision surface modifier and set it to number

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level two and then click apply.

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Now before I go any further because that gives me a good starting point to work from I would probably

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go around to the front view in orthographic projection and then either with wireframe mode turned on

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or limits a selection limited selection to visible turned on.

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Course we need to be in edit mode to do that which is there so we could use each other one.

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It doesn't really matter I only use wireframe make sure nothing is selected and then using the board

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a select highlight half the models vertices and delete them.

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Now I'm going to go in and add another modifier which would be the mirror modifier and make sure clipping

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is ticked so I can't cross over the barrier in the middle.

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Now this gives me another turn.

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Wireframe back off.

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This gives me a basic head shape for I can work from.

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And of course here then I would start going here and maybe it should doing vose downwards we go.

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So that gives you an idea of how we can start block modelling.

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I grab that and pull it slightly forward etc etc. and we can go round and use proportional editing of

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course to help us out.

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We of moving lots of hertz's it was easy to see how very quickly you can build up a shape from there.

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But this does have loops but they're kind of in the wrong place.

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This one's got all.

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I say they're in the wrong place but this one has a loop around the face but it's kind of broken up.

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We see here in the corner there is a Pole where three joins us not continue sedgley going round there.

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The loop itself is broken by the acts of their being.

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These three edges meeting one another.

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So that's an example of a pole stopping an edge loop.

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If I were to try and select this one just beneath it.

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We can see it runs all the way round.

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So in many ways that's a good starting point but it doesn't give us any flexibility straight away over

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the eyes themselves or the nose we'd have to add a lot of detail in and let's have a look.

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Now at Poly to poly modelling so I'll start my self up a new file and then get rid of the cube.

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In this case I'm going to move around to the front view and just zoom in a little and I'm going to add

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mesh and single vertex there is.

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Add a single vertex and then from this single vertex you can literally extrude and start making the

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shape that you want.

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And of course once you've done that there is our first polygon.

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Now I don't have any reference material on the screen at the moment which is something I would advise

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you always have.

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And of course from this point you could do things like grab the edge and extrude.

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I do want to be on the front view at the moment so that not extruding into the middle of nowhere and

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then I could rotate that edge extrude rotate that edge and you can probably guess what I'm building

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up at the moment.

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It's going to become the eye and of course we want to make sure there's a much detail in there as possible

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and you can go round and you can do this unless you can see this can be a little bit time consuming

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but it does give you lots of lots control of the model as we go.

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And of course I do need to do things like rotate a few bits around should press rotate instead of E.

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Omega rotate that one round.

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Of course I can turn snapping on make it edge select.

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Now let's do virtex and move it in.

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That's that one done.

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Going to get a furtak Select here.

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Move that one across.

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Now because I haven't turned on the merging vertices on the snapping at all over here I'm going to have

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to just select everything and under the new space and type in doubles and remove those doubles and that's

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remove those extra bits there then I can play with this to my heart's content.

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Then I can select one of these outer loops perhaps extrude it by nothing and scale it out as starts

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create the loops around me.

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I very powerful doing it that way because it gives us a lot of control.

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Of course we do need to remember this is a 3D package and we'd need to start moving these in and out

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as well to get the face shape that we want.

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Finally let's have a look at sculpting.

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So here we are back with the standard cube in our scene now going through the sculpting method.

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You could start by working with this and strain to sculpt and then obviously you can't do anything when

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it's just Scott's.

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These four vertices in but you could turn on dynamics apology and work from their mouth.

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I wouldn't recommend doing that straight away as it somewhat destroys the mesh topology having good

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topology.

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You definitely have to re to apologize if you did that.

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However that is good adding detail in certain areas for baking that to a lower polygon model.

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So one of the first things I would do here would be to subdivide it again.

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Oh I missed subdivide there.

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I would subdivide it again by a couple of times just to get started from there.

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I would once again go into edit mode around the front in their orthographic projection and wireframe

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on to the border select off the sand deselecting everything and just getting rid of those vertices and

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then adding in the mirror modifier with clippings turned on.

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That's absolutely fine.

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But from here because I'm sculpting I would then go and add in a multi resolution modifier and subdivided

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a couple of times in object mode.

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Perhaps to this level initially so you can see it pinches slightly in the corner.

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It's not going to be great topology to begin with but it's somewhere to start.

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Especially if you want to sculpt.

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And now I can unhide that and they go there's a basic nose coming in.

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And if we were to recess.

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I shif.

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That's moving that's just subtract.

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Okay so you can see here how with a bit of care you can start building up a head and obviously heads

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aren't spherical like vats so you'd change the size of your brush perhaps push in the back a bit at

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the back of the neck.

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And of course most people don't have a face looking support.

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Height fat you'd need to pull it out down here.

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Course what we're not seeing at the moment is how it's looking in this mode.

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In object mode so we'd switch to that.

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See here that the preview as we build it up.

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When you get there and we can see that there's a seam happy down the front face as well so that something

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will have to pay attention to later on.

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Does it disappear with higher subdivisions.

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No and that's basically the mirror modifier when it joins together it's not joined together completely

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flush so would have to bear that in mind.

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In fact at this point does re the mirror modifier actually make a difference.

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No because the mortie Rose has to exist at the top in this case so we can't do that.

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But you can then play around with this.

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If we hop back into sculped mode of course we only see one half so it's worthwhile bearing in mind that

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we only see one half and then you can really start to zoom in and say well let's make it easier.

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It's mean that Brusher bit smaller.

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In there we go very quickly you start building it up and of course this is rough and ready.

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You could take a bit more care over it and I have at the moment but you can see how you could start

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building up a model really quickly.

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Okay guys it's challenged time.

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I would like you to think about your construction.

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So plan how you're going to build up your model.

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Sketch out your plan whether you're using the blender itself to mock it up in 3D or using plain old

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pen paper or digital pen and paper.

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It's absolutely fine.

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Just so you get an idea and start thinking forward about your modelling.

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Now think carefully about each stage how are you going to generate the shapes that you want to generate.

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Now at this stage I'd like you to keep the level of detail to a rough shape because this will be the

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base mesh that we could use for other things as well.

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And remember to place loops at key features.

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Now at the moment you're not going to be making the detail for the eyes or things like that but you

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will be keeping the general level of detail so if you.

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But you will be defining where things are both horizontally and vertically across your model.

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And at those points that's a good place to place the loops so balls of video now and give that a go.

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Okay guys.

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Welcome back.

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I just like to show you my sketch of the plan.

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I am going to go through it of course if you got a slightly different plan I encourage you to stick

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to yours and see how it pans out as well.

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So let's have a look at it.

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Okay so as you can see here I am going to start with something that looks very much like a cube.

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I'm then going to subdivide the cube.

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Now we've been through that in the previous example and then I'm going to go ahead and get the rough

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shape.

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Of course I'm going to mirror it at some point I've forgotten to write down that step so I don't have

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to do the same thing on both sides and the extra loops in to help define some more shape as we go No

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for there and extrude down the neck area and then the final thing that I am going to do with this base

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is I'm going to finalize the shape and if we have a look in at the face itself you can see I've started

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think about where things are going to go.

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There's going to have to be an extra couple of loop around there.

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Of course I might already have placed one in the right place which is great.

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I'm going to use the reference material for the position as well which is very important.

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And finally just a reminder there for myself not adding too much detail at the moment so even though

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we're going to define whether features will be unknot going to be defined in the actual features just

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as yet.

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And then of course um.

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Just a reminder there to savour as.

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So that's going to be my base meche done and I can obviously take that mesh and use it for other characters

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as well as it's just going to be a generic shape.

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Of course it is going to be based upon my particular reference material.

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So if you want to use your own reference material than of course it's going to be a slightly different

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shapes you go along with me.

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Okay.

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Brilliant right.

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I think we're almost ready now to start modelling.

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So please share your methodology in the discussions so we can see how your planning to get your particular

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model made.

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Are there any steps that you've thought about that aren't here.

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As I say I've missed out mirror there.

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Be interesting to see how your going to develop your model forward.

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So thank you for sharing and I will see you guys in the next lecture.
