WEBVTT

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Welcome to the knife tool.

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In this video you will learn how to use the knife tool.

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You'll see that it gives you many opportunities to craft and Marie craft your model and understand it

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can both ruin if you're not careful and thick short apology.

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So let's go explore the knife tour now and hop on over into a blender.

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Okay so we're over in the default blend farm because we certainly don't want to go hacking and slashing

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at the moment to our human head that we're working on.

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We can certainly go and do that once we've learned how to use the knife tool.

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So first of all where can you find the knife to when it's something that exists on a mesh object whilst

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you're in edit mode.

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So let's hop into edit mode.

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I'm going to zoom in on our cube so you can see what's going on.

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Now the knife tool can be found in the tool shelf under a knife under the Tools so we can click that.

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Now if we look there we can see the shortcut key is k..

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And if you use the space bar to try and find it it's called something slightly different it's called

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Knife topology tool.

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But again the shortcut is still k.

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Now the knife tool can be a bit unintuitive.

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The first time you use it I know I found myself deleting the cuts I was about to make accidentally all

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the time.

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So let's go ahead now and make a cut in the top of this cube and I'm going to left click to place the

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first point and you can see a line join these together another left click left click left click.

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Now the points snapped to one another which is very useful.

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And if you cross a line that you've just made you can see that it adds an extra.

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I'm going to call it a virtex here a point a knife cutting point in order to define where it's crossed

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over how long to join it up to this end bit here.

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Now if I were to right click at the moment I would lose all of that information.

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Frustrating So you're probably going to do that a couple of times.

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Don't worry we all go through it and repress the cakey again draw that's have or at least a similar

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shape as I had before.

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And I want to make sure that this time I don't lose that if we look at the very bottom where the header

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by used to be we can see some controls one of which is enter or space to confirm.

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I prefer the space keeks is easier for me to get to with this microphone in the way.

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But otherwise the end key would also be fine.

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And that goes if you've got a number panned as well the enter key there will also change.

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Apply that now you'll notice here that blender has put in a couple of additional cuts so we just select

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everything there and it's added this one here and the top edge.

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Well at the top there.

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So these have been defined by a blender.

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It's worthwhile knowing that because you can take control.

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There was just an equal chance that blender would have joined up different corners in order to preserve

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an end gone.

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Now the end on itself can't really have a hole in the middle but we see here there's a massive n gone

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here with a one two three four five six sides but you can see its face dot is no where near the actual

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face itself it's actually outside of it.

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This one's got one then I'm not going to bother counting the edges there we've got a triangle there

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and a quad in the middle.

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Now of course we can go back and press K and go well if that's 1 to 3 I can just join a line up there

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and that should be 1 2 3.

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That would be for there.

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So even though it looks like a trying on way in for it to go read so I know it's on that point there.

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I'm going to press space to apply it now.

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There are times where you'll want to keep cutting.

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I tend to do one cut at a time or a series of cuts and then hit space rather than doing them all individually

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or add big long chain just in case I glance the right mouse button or something along those lines.

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But when I'm cutting with the work with the knife I can go one to this long range here so one to the

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re.

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For.

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So I've defined another quad there.

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Now I press the E key.

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I can make another car and go one two 3.

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That is actually force I'm not going to do anything there.

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This one here.

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So got one edge there one here one there.

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So once again I can make that 4 by doing that and pressing SPACE.

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I don't have to press space straight away though I can go ahead and make another cuts.

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So one two three four.

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Okay so that's not going to work.

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Were just going along murcer.

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But a cut here of a Wanted.

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Now I'm not really paying attention to anything like edged flow or face flow at the moment.

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I'm literally just trying to make quads.

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This is a good exercise to practice making quads especially if you've got a triangle in the way so will

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do that.

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Now I'm going to hit the space bar just to define those.

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Now here we have a triangle.

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How do you make a triangle a quad where you add another vertex in one of its edges.

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That's the easiest way to do it so I could go here 1 2 and just cut straight to the middle.

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So let's give that a go now.

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Go to there and that is one of the ways that you can to help define where you terminate.

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Face loops seems compressed space there.

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So if we had a facelift.

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Running around here lets that she make one will crossover here.

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I'm not gonna worry too much about.

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I've made a triangle at the top here.

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She's going to apply that same now we should find if I tried looping that face comes around to hear

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it's not going to go down here because this is a five sided shape again so I'm with a cart just up here.

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And that should be it.

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One two three four that should define it so let's see where that flows so that flows up there at the

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moment it doesn't flow around here.

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And in order to make it to flow around here we'd have to change how it's structured.

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Once again if you think about these it's very hard looking at this as a trying goal is very hard to

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visualize it as a quad.

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So if I actually grab fats you can see the way it flows naturally if I make these more quads like unarm

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deforming the surface at the moment.

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But I like it make them more Quand like we can see is flowing around there.

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So that would mean I made the cut in the wrong place on that triangle for it to fly around.

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So if I undo those steps I now have just moved a lot of things about so we've got this extra cut here

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that we made well perhaps that's not where we want to serve.

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I grab the knife tool go down there and apply that one well we wanted it to flow around here.

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This is the edge that must continue.

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This one here to this one here.

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So does that mean we have to put cuts in this hedge to continue.

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And again I'm going to make a couple of triangles here but in purposes of demonstrating that see how

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that works.

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Yes it does so again because this doesn't really look like a triangle anymore it's difficult to visualize.

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But if we make it look like a quad rather than that triangle we can see the flow is much more apparent.

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And that can be a difficult and challenging thing when you first start trying to make edges flow where

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you want them to flow but that's a nice tool.

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In essence it's a very powerful tool.

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But with that power comes a bit of responsibility but you go don't go ahead and wreck your model.

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One of the things I do see people doing a lot is they end up cutting through parts of the model they

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didn't intend to.

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So what I would advise in general special is your beginning not holding down the mouse button and cutting

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through lots of places because that's how mistakes are easily made are going to right click to cancel

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that I'm going to press the caky again and go click find the next point that I want to cut through and

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click with the left mouse button click with the left mouse button click with the left mouse button and

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so forth.

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And that way you can be sure that what you're actually cutting is only when you're clicking and I'm

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going to apply that and then immediately check for the Edge loop or the face loop that I'm intending

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to create is still actually working that is very important.

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Okay guys it's Challenge time.

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I'd like you to create your eye loops so use the knife tool to cut into your model creating new geometry.

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Now I would also hint here using bevelling virtex and might be a great start.

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Not necessary you can use the knife tool throughout.

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Now keep in mind edge flows and face loops they'll help you check out which ones you've broken which

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ones you need to redefine as you go and your creating the loops for the eyes.

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Remember starting to define features were not working at a detail level at the moment.

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We're literally saying this is where the eye is going to go and from there we can start modelling detail

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later on.

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I do remember of course that this may take a couple of attempts so make sure you've saved your work

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as a separate file so you can reopen that.

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If it's not it hasn't gone to plan.

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Okay good luck with it.

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Pause of the air 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 our loops and hop on over in a blender.

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Okay so welcome back over into blender.

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The first thing I'm going to do here is hop straight on in to edit mode.

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I can see the underlying mesh.

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I'm going to turn off my grease pencil for the moment and I can always turn it back on.

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If I find it important or necessary at the point and I'm also going to turn off the display of the modifier

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the subsurface modifier whilst I'm in edit mode.

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The reason for that is so I can see where all the vertices are.

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As you can see we look directly at the eye.

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Two of them are completely hidden at the moment and I don't want that for my own sanity.

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So a couple of things that I need to do here to help me define the eye itself.

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I'm going to have to put in an extra loop cut running down here to define the outer part of the eye.

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Okay that's done.

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There's a couple of options here with the I on what we do in how we do it.

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I it's going to straighten these bits up here.

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Got proportional editing turned on that can cause some headaches occasionally.

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Now I could start cutting out our shape as we need it here starting off with a dime and I'm going to

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use a little bit of a short cry here.

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Don't worry if you didn't use the bevelling virtex talk give you a bit of hidden in there because we

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haven't used it in anything so far in this course.

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We've demonstrated it but not actually used it in anger.

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So for instance this vertex in the middle here bevelling virtex if you cast your mind back it was control.

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Shift them b.

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Once we've done that we can generate a dime shape.

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Once that's finished we can move it about and create are necessarily the necessary diamond shape that

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we need for the eye itself.

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Now one thing about bevelling vertex of course just remember the segments and is going to bevel another

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one here.

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Not going to keep it.

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But if you've got the mouse wheel and you've scrolled it or you've had a higher level of segments was

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playing with it before.

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It may be still set a high level.

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I have opted to Sister level one that which gives me a bit more control.

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And again will be focussing on macro detail at the moment rather than micro detail.

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Okay so now we've done that let's check the status of our loops so absoute doubts are going to hold

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down oltz and face loops.

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Those are intact that's broken.

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Those are intact.

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Let's check vertical ones.

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Okay.

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Okay so I've broken some of my loops and what's going on here.

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Well let's chase this horizontal one here around our models for a start.

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Here we go.

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Here we go here and then we get to a pole.

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We've got one of two directions in which we can continue blender doesn't know which one we're going

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to do so it's stuck.

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It can't do anything and what we can do very quickly here in fact I'm just looking at the geometry and

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trying to work it out.

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We can hit the knife key and literally cut out a couple of trapezium shaped objects or faces and then

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press space there.

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How has that work.

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Let's test horizontally.

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Yep we're flowing around me.

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I perfect vertically.

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Okay.

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Now what is happening here is what basically is one phase one continuous face loop that crosses over

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in the middle.

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So what is happening here if we start on the left hand side with this face it goes down goes to here

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it crosses over the eye coast back to here and then follows on down it loops all the way round the back

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of our model comes back down here and then crosses over again and goes back down until it reaches here

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again and goes in a full circle again.

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So occasionally you will get your model doing this.

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If you've managed to make a crossover point it's almost like a cross roads for these face loops and

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they just join back up again.

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The other thing to check of course is where it's going because it's not going round the bottom because

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there is no bottom at the moment we can see if we look here.

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He is following this loop around here around the back of a head back up all the way to the front again

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but we are starting now to define the eyes.

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In fact if we hop out into object mode we can see that the eyes themselves are starting to be defined

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and that will help us define the brow as well.

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So one one further thing we can do here is starting to put some more detail here to define the brow

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itself.

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I know we're not focussed purely on detail here but I just want to make sure that the overall shape

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is right.

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Of course if we go tramper face looping here we start to get some quite funky stuff going on.

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I'm not going to do that for the moment.

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I'm going to probably end up deleting In fact let's do it now let's get rid of that face and delete

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faces.

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Okay so that gives us a hole in our mesh which is fine.

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Let's move round to the front.

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We can see that it gives us a rough free the right shaped hole.

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It also enables us to start moving things about because what we don't have at the moment is any real

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control over the shape of that heart.

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So again let's switch it back on at this point and grab that with proportional editing turned on and

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just modify the shape ever so slightly to help us define the I itself.

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Again there's no right or wrong when it comes to this sort of thing.

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Cavour is starting to look good.

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They're going to have to be some extra geometry coming in here in fact.

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Now we've not got any damage to the air.

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We can do that one and we can do this one.

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And that should give us the ability to let's say grab this and just make the I just a little bit better.

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Our from restore that face at any point if I want to add further detail in the eye if I might have to

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do that now I've deleted it.

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No that's no biggie because we've got edge loops and if we've got edge loops it means we can select

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our model with much more ease than if we don't have them.

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So we've got this one here that does look a tiny bit odd.

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Let's just have a look at that again in object mode.

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That is starting to look very very good.

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The eyes have a good shape and not that much detail at the moment which is the level we want.

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I am going to fill that hole back in again because when it comes to detailing the inside of the inside

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of VII it's going to be much easier to insets and you can inset a face that doesn't exist somewhere

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of the Selecta that edge loops running around there and fill that in and that will enable us to insets

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hits in the future to make more detail look feel that back in perfect.

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How did you guys get on have you defined your eyes in your model.

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How is it coming along.

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I'd love to see it remember to show your work in discussions and I will see you in the next lecture.
