WEBVTT

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Welcome to creating the base mesh.

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In this video well we're going to crack on and start modelling.

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I know you've been itching to do this.

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We've gone through a lot of preparation and now's the time to put it into practice.

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So remember you can add images as planes This allows you to see them all the time in the viewport.

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I personally am going to be adding images to the background and then it's only going to be available

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when in orthographic view when viewed from the top or bottom left right front back etc..

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And that also allows me to focus on the model and put the image in front and make it basically transparent

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so I can see through a model.

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Now create a base mesh to start with and save as when you reach a point where you can branch to make

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different models.

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Do remember to save as you go and do please remember to use reference material.

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So go ahead.

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Pause video now expect this to take maybe 10 minutes or so maybe 20.

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So pause a video and I will see you guys back in a bit.

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Okay guys.

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Welcome back.

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Let's go make a base smash the rim blender.

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Okay so I'm gonna start with the default cube I'm going to scale it up just a little here.

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And yeah I'm happy with.

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I'm gonna hop into edit mode.

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Now I'm not going to hobbins adipose jets.

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I'm being indecisive here.

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I'm going to go down the route of a subdivision just looking at my notes that have got to the side here.

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And of course once I've applied that what I can do is hop into edit mode go round to the front or for

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graphic turn or a D selects everything turn wireframe on highlight half of the model and delete the

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verses.

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I'm going to go back in here and add in a mirror modify and turn on clipping so I can't go over the

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middle part.

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I'm not going to apply the mirror modifier though that's just going to sit there for the moment.

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So that's the basic shape sorted out.

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The next thing I'm going to do here is each drood outs the necklace cells and circle extrude that down

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and let's can I have a couple of loop cuts in it.

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I am pretty sure Glueck should it all the way down to here and then.

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Or how many.

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Maybe for around there but that looks pretty good.

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K And of course down here if we're getting a rough shape I'm going to grab these two here.

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Now I'm going to turn on proportional editing at this point in time.

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So down here.

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Turn that on.

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Of course that's the o key is well turn on and off with a literally go round to the front and which

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I've made in back to front.

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Never mind I'm going to pull that out because a got proportional editing turned on it.

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It pulls out the other bits as well and that's a relatively straightforward way of getting some detail.

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What I'm not doing of course is using any reference images so let's slap my hands and add some naughty

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naughty is not going to be too far off.

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What I've got I hope it could be horribly horribly different.

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So let's go ahead and open up see how incredibly easy it is to try on jumping crack on and then realize

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that you haven't quite got what you wanted something to import.

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The front and put it on the front.

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MM or maybe the bat.

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I'm not sure MM As popped on the front first but I'm pretty sure that I've made my model the wrong way

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round an.

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And then the those go down hill.

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Add another image.

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And then open.

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Or not.

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Bear here.

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Must remember a stall in the side so let's just hop in to orthographic and set this to.

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I dunno whether it's going to be left or right at this point.

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So that looks good at the moment looking down there.

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So moving to the front.

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We get that purrfect solely to scale things up there but that's a good start looking from the side which

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side door wants to work from.

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Preferably the right actually so let's have a look at putting this on the right one now.

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Good chance here I'll need to flip it horizontally so it fits.

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Okay so that's looking good so far.

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I'm going to go and select everything and just scale it up so it's in you know roughly in the right

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place and I have to move it back slightly to fit in so that's that's a good start.

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I'm going to move that round to the front and make the capacity just a little smaller as Haswell so

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I can actually see my model.

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That much more clearly right and round at the front as well.

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So.

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Well that's kind of good.

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The way I pulled that up because that stretch the head and it's pretty much how I want it needs come

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down a little lower here but we'll work on that in a moment so let's go round to the front image and

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to minimize the right as I don't need it at the moment and put that in front.

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A There I am staring at myself.

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It's a bit freaky.

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Okay so I'm going to start just moving some of these out and again this is only a rough guide at the

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moment.

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Pull that up just get the F face roughly right so that's going to be the bottom there that's going to

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be roughly where the chin is so that's the bit I'm going to pull down it's a whiz.

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Background to the front and pull that down.

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I'm going to have to expand with the mouse wheel that so it got there now the neck is far far too thin

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at the moment certainly for me are not that thin at all.

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Let's move that out slightly.

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That's starting to look better so that's Gramp this one down here was around to the front pool.

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That's how that's looking better.

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Going to pull that up but reduce its okay so we're almost there.

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I think we need to pull this one out a bit further and pull this one up and that will be kind of a rough

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shape starting to come together on a course.

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You can spend a lot of time doing this and at the moment I'm not interested in spending a lot of time

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doing this.

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What I do want of course to make sure is that the model is not oddly shaped so I'm going to pull some

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of these bits out just to round off the head a little.

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Looks a bit odd from there so that's flic round to the side now and work on this.

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So I think that's the middle Yes it is back around to the side.

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You'll find yourself nipping backwards and forwards quite a bit some just rotating here to try and make

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it a bit smoother as it goes round.

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Pull that up a little more right where it goes in to the back of the neck.

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Paul that's how it's now.

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Again this is only a rough guide because obviously I need to build up detail later on rather than now

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so.

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That then let's pull this down to here.

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Again I'm just using the reference material to make sure things end up in the right place.

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A case of this needs to be pulled out much much more.

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I'm not quite sure where my neck ends here.

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And again I don't spend too much time at this stage basically faffing about with it because as you all

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know you can end up spending hours and hours on modelling when that's not what you want to do.

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Perhaps you want to spend some time with your family or just go out and enjoy the sun.

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There we go.

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So that's a that's a good rough shape going on that's a bit pointy round the front.

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What we can do now of course is just check what loops we have at the moment.

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So there is one going around the entire face.

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Now that is good.

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I'm probably going to add a couple more loops in now to help definition.

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So where the eyes are.

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This loop here is roughly in the right place.

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What I can do here is put actually she just grab it.

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Shift it up and make sure it sits in the right place.

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We're going to need another loop songas going to grab that and push it in ever so slightly.

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That's better.

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So you going to need a couple of loops defining where some other bits and bobs are.

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I'm gonna use such control in art have put in at the bottom of the nose for the moments and the top

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of the brow.

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That's the wrong way.

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That's undo that's top of the brow here.

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I can just get that in.

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There we go.

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So that's around there.

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And of course remember you can go in these aren't be perfect first time round so you might have to go

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in and modify these to make sure they fit.

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We can see here that there would be quite nice to have a line go probably going through the centre of

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the I.

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So let's give that a go now.

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There we go.

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That's going to the centre of the eye not necessarily where we want it to be going round the entire

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model.

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So we just got to move things about kind of try and keep things going round features move the as possible

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so on definitely want that bit in the middle.

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Probably want this bit in slightly So we start to define the nose.

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You could start to see shapes coming together.

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Make sure that's the.

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Make sure the proportional editing isn't.

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Changing too much at any one time.

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Or sometimes if you want to make a big big change is quite useful.

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Having that now.

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This bit here I feel should be brought down to next.

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The front of the chin is literally where everything is going to go to.

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So let's pull that down to about there.

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And I'm probably going to have to not use Bridgeport just proportional editing probably grab a few extras

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here and move them all down at the same time they're going around the face and nicely there s that change

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the front.

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So no it's quite a sharp edge there or smooth that out in the bits or even now start pulling things

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back ever so slight to help define as we go.

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And again we can refine this again and again and again as we go so obviously as this as you worked for

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it from one angle you move things about.

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You may have to come back to another and work it out from there.

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Of course what it could do as well is have more than one view open once and hop between them.

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I've not got too much luxury on screen space so I am not going to do that at the moment but that is

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starting to come together quite nicely.

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So we need a few extra loops.

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We got a top and bottom of the nose rolling through the eye the brow in there I'm happy with that.

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I want one around the bottom of the mouth as well.

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As we can see here these things are lifting up as they go around the model.

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Now that's not always desirable so I'm going to pull these back down ever so slightly.

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It's just to help them go around the model in what feels like a more natural way.

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There we go.

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And the fact is.

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Starting to look quite good now.

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We can just go around the model check from the side and I am missing any features on the side.

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I think probably the brown sticks out a little too far.

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There we can look here.

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Which one of these is the centre of the eye.

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It's that one there so we can actually go well hang on a minute.

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These pictures aren't perfectly aligned.

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I just noticed that I thought they would be.

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I do apologize suède the side one here and I'm going to let me just lift it up.

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So that that's in the right place.

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And then when we flip from here to here it is in the right place.

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Now that's going to be the centre of the eye socket so I can actually pull that back to roughly there

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and then we can work on a definition going around later and able to pull that one back ever so slightly.

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I'm going to raise the capacity here.

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I am having trouble seeing so we can see here.

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I'm coming down foot for this particular reference model or me and coming down a bit too sleek steeply

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there.

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And probably about there would be good seat.

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Again you move these things around and you get roughly not not perfect we're not shooting for perfection

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at this point in time but so we get so roughly a right shape.

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Now this is obviously all quads at the moment but we are starting to get some loops going around our

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model we got a nice loop going around there to define the face itself that is important.

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We'll be getting to the ear later on but it's worthwhile putting a loop cuts down there as well.

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And then we've got the ear defined within a certain area and of course we can grab some of these other

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ones and just move them ever so slightly to help define the contours of the head itself.

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And again this is not the only way of doing this.

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There are lots of different ways of doing this by like this sort of base mesh that's going on so I can

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see what's actually going on underneath and start building up from a low poly upwards.

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As you can see in about 10 minutes or so we've got a lovely base mesh.

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Now there are a couple of other things I'm just going to do some can hop into object mode and I'm going

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to turn on smooth shading to make it look a bit smoother.

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And I'm also going to add a subdivision surface modifier on top of this so I can just get a feel of

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how it's going.

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Now you can see here it does look a bit pointy round.

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Our round the actual front where it's mirroring.

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So I do have to be conscious of that and it's worthwhile having a look at that now and working out if

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that's going to cause us any issues.

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Now of course at this point in time are a couple of ways we can solve that.

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The first reason it's doing it is because the angle here is quite steep.

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So we can see them make it not too steep but or I was going to say but that my interrupt whatevers here

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in the first place.

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Of course we can add in another edge loop and work to have our way.

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So in this case I'm going to make sure it's turned on in edit mode which is so I can see if we grab

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this here.

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Basically we wanted to line up.

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More or less with that for moments.

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And that should help take off some of the pinching now around the nose.

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We do want some pinching of course because well it's the nose is going to be more defined on the face

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so that's starting to look a bit better around the brow I think it just needs to be wider in general

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at the top point.

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Here of course be careful what you do you can give yourself horns which is well depending on what you're

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making if you're making a character that resembles the devil or something along those lines.

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You very well might want horns on your model.

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So go ahead have some fun grab something and put it up like that.

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And there we go.

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That's what I would look like if I were the devil.

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OK.

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Right back to modelling.

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But do you seriously do have fun as you go it takes some of the annoyance or when you're moving vs.

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round bit by bit trying to smooth out your model.

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Sometimes having a bit of fun helps move things along and you never know you might actually end up creating

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a character that you absolutely love but thought it was going nowhere initially.

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Now I'm pretty sure it's a bit of a pointy chin for me as well.

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But again that's something we can work on later.

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And if it's just not wide enough as it goes around there so that should help move that out.

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That is starting to look pretty good.

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There's a bit pinching at the back but I'm happy with that as it is at the moment.

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I'm going to push this bit in here zuki of the neck a bit more form and make that bigger as well of

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course if you make this proportional editing really big you can do some strange things with your models.

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So just take care with how that is okay.

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I am going to get rid of this pinching at the back here iscan to try and just lift a few bits up.

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To prevent that from happening.

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Of course it depends whether I'm going to give myself hair I probably won't see what I look like.

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Now there we go.

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See what I look like with no hair.

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I don't look great with no hair and look like some sort of fuck so I don't really want to make myself

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with no hair.

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Of course one of the other things here is if we're working on a model one of the things to remember

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of course is subdivision shrinks thing so if I keep if we just lower this subdivision level you can

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see as I increase its level the model shrinks as we go.

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Now obviously that's got to stop at some point but it's worthwhile knowing when you start making features

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when you turn up the subdivision's and it's worthwhile having this on so you can see what it looks like

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once you smooth things out a little.

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Once you've got that on have it.

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Are your features getting too small.

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We'll find out more about that later.

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So I'm happy with that as my base mesh some are going to go ahead and save as why I haven't saved it

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at all yet so slapped my hand again for doing that.

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So I want to make sure I'm in the right folder and I'm going to call this.

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Mikey's head.

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Why nots.

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And I'm going to save ours.

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And.

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I'm actually going to save it and then save as a.

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Or what shall I call it head base mesh or something along those lines.

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So now I know Virts I can work on mikey's head saga and reopen that site and make sure I'm on the right

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file.

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I'm going to work on mikey's head and I'm going to keep the other one in case I do something horrendous

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with this one it gives me a chance to go back to it.

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Or of course if I want to make some someone else it's a great start.

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Obviously I need to move things around now you will have to of course balance the points up if you've

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got a template for head.

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But the person who you are doing is significantly different than the head you are working on.

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You may have to start again anyway but it's worthwhile just weighing up.

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If there's a significant difference.

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Probably best to model it a fresh rather than try and alter lots of vertices as almost reet apologizing

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about point which we got to kind of avoid wherever possible because of the time involved.

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It's a necessary evil sometimes.

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Anyway I am done with my base mash I'm quite happy with that.

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How did you guys get on.

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I've obviously modelled myself as you modelled me.

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I'd love to see that.

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Of course if you model yourself or a character you've created love to see that as well so remember to

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share.

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And of course I will see you guys in the next lecture.
