WEBVTT

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Welcome to the introduction to reap apology.

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Now first of all what is right apology.

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We've mentioned it a couple of times in passing and it's time to have a more detailed look at what in

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fact it entails.

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So you probably already have done it to some degree.

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It's basically remaking a mesh so that the arrangement of polygons is uniform and is often all quads.

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It can significantly lower the polygon count.

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Getting rid of unnecessary vertices which is useful especially for optimization and planning can help

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avoid doing much of it starting with the low level of detail and working up can help avoid it too.

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It's very tempting to start working at a very high level of detail and coming back down.

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Unfortunately that does mean then you have to create a base mesh.

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Now there's no right or wrong as always.

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Some people like working at the high detail know making the rough low poly model afterwards.

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Some people will prefer getting the rough low poddy model right first and then adding the detail to

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that's others.

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Pros and cons to doing it both ways.

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I would prefer to start a low detail and work up by purely I do understand if you like working at that

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detail level and coming back again.

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The big thing for me is it's time consuming.

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If the base mesh isn't right or doesn't feel right I know that very quickly if I've been sculpting for

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ages on a very high poly model try to get all that detail right and then find out that the overall form

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isn't quite there.

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I may have just wasted a lot of time there's a lot of things you can do to try and edit it but if the

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general form is wrong it's you're going to have to start again.

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Don't be afraid of starting again eeva.

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I hole I really do recommend trying doing something several times just to see oh well if I do it this

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way or that way how does that pan out.

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Does that make it easier.

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Does that make it more difficult.

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Does it make it easier in certain situations.

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So what is re topology.

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This is an example we made a bunny in the previous section.

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Using those metter balls and they basically generate a load of triangles is really dense mesh and you

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can see that when we take that and Rita apologize to that bunny on the right hand side you can see all

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of a sudden there's a.

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Well a lot less polygons for a start is easier to manage is where you can start to see those edge loops

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we've been talking about which makes editing and controlling the model a lot lot easier.

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And you'll also see that in general apart from the areas where there is detail we don't have a ton of

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polygons a ton of vertices.

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Remember these vertices as many as necessary but no more when that goes without a lot of things not

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just in blender.

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But if you don't need detail there then you don't need a virtex.

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It's as simple as that.

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Do you need to apologize.

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As is often a good question to have.

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If you look at your model in its state go back to this real quick and it's more like the one on the

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right.

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Anyway you might need to edit a few things here and there.

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Perhaps put in in a few more edged loops perhaps a break and edge loop or redefine where the edge loop

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actually meets one another.

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I can certainly see a few pointers or in the model itself on the right hand side there where I could

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improve the flow of where the edges go round.

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In general if it looked on the left and then you wanted to animator it'll do something on those lines.

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You definitely need to read topologist course if you were close to the right hand one in the first place.

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You may not have to do as much.

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So the answer is almost always whether it's moving one or two vertices to make an edge looped more defined

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or whether it's adding some detail adding another edge loop define an edge.

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Well that's what they do.

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But planning can help avoid it in the first place.

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If you're sculpting the original model ill often be necessary especially if you using dynamics apology

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because that creates a big load of mess.

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Like we can see in on that left hand picture.

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Where where I've added detail around the mouth etc. It ends up being incredibly dense.

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It leads to a clean and well defined mesh which also means that others can then work with your mesh

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to if it is there.

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If you've got a mesh that's kind of standard what people are expecting.

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So Edge loops around the eye etc. It becomes much more easier for others and yourself to work with it.

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It enables animation properties so if you've got to start deforming your model not just actually animating

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it but deforming it in any way it stops things like pinching.

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Especially if you made it up of quads.

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It allows you to refine.

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And easily edit your mesh and that can be a real godsend if you do need to make any alterations or indeed

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just minor tweaks.

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So let's try a bit of reeds apologizing now on some nice simple shapes and hop on over in a blender.

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Hey.

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So a backhoe in blender here.

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And I'm not going to read to apologize cube because that would be crazy.

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Okay some gotten rid of that.

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I'm going to give myself an eco sphere to work with.

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I'm going to increase the number of subdivisions and just bump up the size a little and thus making

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it a bit easier to work with as well.

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You don't have to zoom so much or zoom so close.

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So I'm going to hop into edit mode so we can just see how it's made up and clear the selection there.

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Okay so as you can see it's made up of a series of triangles and that's bad for modelling in general

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because we can't select the edge loops we can't.

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There's lots of things we just cannot do at this point in time.

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There are several ways of which you can start apologizing.

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It would depend on what you want to do and I would like to go through a couple of ways.

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Now how you can very quickly reet apologize without worrying too much about the model out or destroying

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the model in the process.

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But getting the loops that you want which can be challenging so don't worry if you start getting a bit

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frustrated take a step back and think about the crossroads that happens when you've got an edge loop

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and we'll see that in a few moments.

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So one of the first things you can actually do it instead of adding or taking anything away is moving

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things so you can move vertices around and question whether that actually sorts out your problem or

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your mesh flow or anything else.

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So in this case I would turn on a vertex select turn on the snapping tool turn on vertex snapping and

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then turning on Merge vertices automatically so that's questionable whether you want to do that because

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sometimes it can be undesirable.

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But in this case for instance I could drag this vertex and place on top of that one and then I've got

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a newly defined shape it's still triangles at the moment but it may be well on its way to actually getting

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a decent shape coming out.

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Now there's something you can do with a virtex which is kind of cool.

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It say this was the centre point of an eye.

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Now it doesn't make any sense that you can bevel vertex initially but it can be great for starting to

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make some edged loops.

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So saying you managed to get your eye to a point at some point and you wanted to bevel it you could

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actually do that and that is not the normal bevil at all.

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It's actually a bevell vertex tool so we need to go to the mesh operations vertices and in here we will

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see there is a vertex bevel she's control shift and or shift control be there and when we do that we

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can see that it's almost like you're in setting.

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But from the single virtex that's there and that can be incredibly powerful because once you've got

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that shape you can start creating some more edge loops by setting you can grab this edge loop round

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the outside then scale it in and out.

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Benim got snapping turned off at a moment so that's why it's jumping all over the place.

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So there's lots you can do with that one technique and of course by doing that you may have noticed

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we've got an ng on in the middle we can sort that out if we want to but we've now got an extra loop.

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Or even better a face loop that we can follow if we go to the next sort of loop around.

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We can see that we've also created an edge loop or a face loop.

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Both in fact here is where and that could be the definitions around and I know of course then you can

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use the loop cutting tools to add more and more detail in here.

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If you wanted to and then of course you can go in and start shaping things how you want them to be.

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So there we go there's a little I don't know volcano in the surface there and you can see how quickly

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you're starting to define the shape of your model.

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So that's one thing that you could do there.

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Now if you wanted to create a loop running around here you've got a series of triangles or maybe just

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one triangle.

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If I want to do this faking the loop here that band of faces ought to be joined together.

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I could go in.

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You probably see that you can make quads by combining two triangles as a couple of ways that you can

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go about doing that.

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In this case you could dissolve.

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You can select both of these faces and dissolve them change into just one giant face or undies you could

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dissolve the edge in the middle.

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So by selecting the edge in the middle and going to delete it but instead of deleting the edge you can

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dissolve the.

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Here we go.

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Edges.

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That has now created a quad.

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You can also select two faces and dissolve the faces and it creates another quad.

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Now if you carry on doing this round what you will find is you start to create your own face loop and

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then of course with comes a face loop.

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You'll end up with Edge loops.

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Now at the moment there's well as this one here.

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It's only two edges wide.

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But that's because it's bounded by these.

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If I can select these loops here now because there's a poll just here if we count One two three four

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five that edge loop gets terminated that would need to be four.

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And the problem is we've got well we've got this triangle here that's causing that problem.

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Now it could be a quad there if we get rid of this particular edge in the middle here.

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We've still got a poll here and this is how you can define edge loops and where they branch off and

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go to so you can end up with four call three squads meeting one another for quads would mean there's

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almost a crossroads of face loops.

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And then of course you've got five quads meeting together and that's what we have here.

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We've got one.

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Oh that's going to face we've got one two three four five.

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And because they all meet together when you try and select an edge lupi goes down here and goes across

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there so it's a way of defining it.

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And this one will go round this fake either.

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I've been making very very useful as one final tool that I want to introduce you to before I give you

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a little bit of a challenge.

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And that's the knife tool.

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So with the knife tool you can select it so you can go to the tool shelf and there's a button that says

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knife and you can see the shortcut there is k..

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You can also get to it through the space menu.

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If I type in a knife we can see that it's knife topology tool with a k..

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When you've selected it if you take a quick look down at the bottom of your screen you see that's gives

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you some instructions on how to use it.

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There you go off the end of my resolution.

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I've got here at the moment so I can't see all of those instructions.

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But this is the thing where if you right click right click is not how you apply this.

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So you got enter pad enter which is the number pad entry if you've got one.

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And space you can use to confirm the cut escape or right mouse button cancels left mouse button starts

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to define the cut in double left mouse button closes the cuts an E is a new car and those are the ones

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that I generally use.

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So let's just practice with it now.

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So if I cut there to here and then press space.

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It puts it in brillion.

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I will now have a faceless hoop running up there towards the middle of my eye.

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That's looking good.

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What else can I do.

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Well if I wanted to carry on it's very simple I can just hit the caky and carry on cutting I can just

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click and click.

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You can even click and drag as you're going across.

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I wouldn't advise that unless you're being really nimble or rough and ready with it.

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But I don't want that at the moment so I'm going to cancel it and I can cancel it with the escape or

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the right mouse button and you can see it disappears.

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Now if I've made a cut from here to here and then I want to make a cut from there.

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There I can't do that at the moment with out's drawing a line there and drawing a line there.

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Perhaps that's not what I want.

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So what I could do is draw a line from this midpoint to here then press the E key and start another

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one from here to here.

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Now will vary on what you're wanting to do to press enter to confirm that.

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And of course by doing that I've caused a few problems because I've broken up a load of edge loops there

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and again at this point I can just grab the knife tool and join those bits back together press.

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And now I just cannot test got a facelift running around their interests.

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Oh yes I've cut this triangle because of cut it here it's now a quad.

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It's part of this face Luke and of band and the other one at this end.

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When I select this one here you can see that this is kind of a loop going round itself which could be

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beneficial if you were working on hands or fingers things like that.

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But that's one loop and that's the other one.

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So you can very easily cut your way in to making some good top logical choices.

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That's a big word there but you can basically cut out the topology that you want from the mesh and then

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put faces back together if necessary so if these two needed to be back together a could dissolve them

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back together.

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And of course that leads me onto a challenge for you guys.

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Okay it's Challenge time.

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I'd like you to create some loops.

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So start with an AI code sphere roughly three subdivisions or more so you've got enough geometry to

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play with and create two or more face loops that cross one another.

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Now what I mean by that.

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I'll just hop over to blender and show you.

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So here we go if you're originally an ecosphere and we've got to face loops that are going round our

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model S a bit wonky in places but they're actually crossing over one one another.

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So we've got two defined face loops so we can get face select turned on.

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Here we can select that entire loop running around there and if we go this way round we've got another

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loop running around our model there so borza video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go create some loops around and IKO sphere.

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Okay so in order to do the challenge I am going to save my work here.

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I'm going to go to a new file.

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I'm going to remove our cube that we get by the fall as I add in a new ecosphere with three subdivisions.

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And let's start work on it.

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So there is no quick way of doing this.

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It is a manual job.

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However what I can do here for instance is select every other one of these going round and hopefully.

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That will work as we go all the way around.

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And not that one that one that one that one.

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And thear should loop back round.

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Yes it does.

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Perfect.

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Now if I dissolve the edges there I should have a face loop running around.

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That's perfect.

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Now I need one.

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Intersex signee to make a decision on where that is and where it's going.

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So I'm going to have a look at probably here.

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So we're going to go round the model.

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I don't want to select.

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That's how we want to select that one that takes us there.

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I might actually go for that's all once if for one two three four I might actually go round the model

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like this.

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I think this is going to work.

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Because that should alternate backwards and forwards.

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So be a bit of a wonky one as it goes.

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I'm not sure about these pyramids I think as I say I think they should work pyramids these Pentagons

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is what I meant to say and didn't.

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Looks good so far.

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So we've met back up here so let's just see how that's looking at the moment.

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So this are no I can't do it like that because I can't do all at once because it will do that's of course

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silly silly me.

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So this is one of those jobs where I have to go round and do it manually.

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So I see you guys back in a few moze.

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And there we go.

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I aren't.

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No.

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No we've not quite got it almost there.

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We've got oh I've made the wrong quad by the looks of things but we've almost got that one going around

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there.

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And we definitely got that one running round there says good intersection there.

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Of course summate that's a bit.

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Need to what I do here is move this one down a little so it's more in line as it goes round.

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That's more of a choice of shape that you're going for if you decide that.

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So you got a little problem here.

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How do we get rid of that.

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Well I'm going to grab this virtex and merge it.

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I want to move it down a little or say down a little I really need to be looking at its spots on to

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get this perfect.

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But this is not an exercise exercise in perfection.

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I wants snapping turned on.

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There we go.

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Let's move this increment rather than virtex get there eventually to there.

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Now what that should do is complete the loop around our model.

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It has done perfect so we've now got two intersecting face loops which is great.

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That's exactly what we wanted.

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A could be neat and up of course.

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Don't worry about that at this stage.

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You can always go back and solve the at a later stage.

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So there we go we've got the two intersecting loops running around.

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Please share your work in the discussions if you who's struggling at all.

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I suggest you practice as much as he can because this is an incredibly important skill especially coming

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up soon.

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And as always I will see you guys in the next lecture.

19:55.800 --> 19:56.580
Take care.
