WEBVTT

00:00.580 --> 00:05.130
Welcome to the rip and rip film told in this video.

00:05.130 --> 00:07.410
You'll learn how to use the rippetoe.

00:07.780 --> 00:15.790
You'll learn how to use the RIP filter all too and you'll understand that this is useful when you wish

00:15.790 --> 00:21.840
to add detail that would otherwise be difficult or even time consuming to construct.

00:21.850 --> 00:26.120
So let's go play with the RIP tool now and hop on over into a blender.

00:26.810 --> 00:32.670
Okay so instead of working on our lovely head that's coming together really well.

00:32.790 --> 00:39.110
And incidentally you can see here that we've got a couple of what looks like construction lines are

00:39.660 --> 00:40.190
coppin's.

00:40.220 --> 00:41.450
It made him just see.

00:41.460 --> 00:46.730
You know we've got a couple of these relatively close together and a big angle and we can see that's

00:46.730 --> 00:51.470
actually making some shapes in the surface of our model so we have to refine that.

00:51.550 --> 00:54.870
We do that later because that's detail raavan Features.

00:54.920 --> 01:00.350
So let's open up a brand new blender file once we've opened up that brand new blender.

01:00.360 --> 01:05.080
I'm going to get rid of the felt cube an add in a grid.

01:05.120 --> 01:10.010
So under the mesh options we can add in a grid and the reason for that is it's going to be much easier

01:10.010 --> 01:16.100
to demonstrate the RIP tool in a sort of a 2D plane like this one will hop into edit mode.

01:16.100 --> 01:21.500
Now it's created that's got a default setting of 10 steps in it.

01:21.560 --> 01:27.770
So if yours may look different have you been playing with the grid in a past environment and ended up

01:27.770 --> 01:32.470
changing some of the parameters but you should end up with something that looks roughly like this.

01:32.930 --> 01:37.810
So let's go ahead and first of all work out where Ripp is.

01:37.820 --> 01:44.020
Well it's a virtex command so it would be under the mesh vertices.

01:45.260 --> 01:54.020
And at the top here weaknesses is rip and rip fill now under edges you can actually rip an edge but

01:54.020 --> 02:01.540
it's still a virtex command because an edge is as we all know two vertices joined together.

02:01.550 --> 02:06.660
Now we go ahead and try and rip that we could see that the shortcut key for that was v.

02:07.390 --> 02:09.950
And we can see here that it actually pulls it apart.

02:09.970 --> 02:16.950
If I move it in the y axis I can move further apart and we end up with this new shape being formed or

02:17.050 --> 02:19.870
in fact in this case a hole in our model.

02:19.990 --> 02:23.210
And that's very powerful when you need to do things like this.

02:23.260 --> 02:30.460
You can already see that we could now select these two and also move them back on the y axis and that

02:30.460 --> 02:34.300
could have been the basis for the eye that we were working on as well.

02:34.300 --> 02:40.500
So there's plenty of options when you come to a model of or which way to go with your modelling.

02:40.510 --> 02:43.230
So we've got this hole in here at the moment.

02:43.230 --> 02:46.310
Of course we can select the edge running around there.

02:46.360 --> 02:49.780
Now what an edge loop there and fill it in if necessary.

02:50.110 --> 02:53.410
But there's a command to do that automatically.

02:53.410 --> 03:01.040
So let's go over here to a couple of these two and do the same there and I'm going to use the short

03:01.040 --> 03:06.140
key altes and V which means to rip and fill.

03:06.280 --> 03:12.700
And if I just move that again looking at the wires to there then I can grab this area here and pull

03:12.700 --> 03:18.080
that out and we see that we get a very similar shape but slightly different.

03:18.190 --> 03:25.270
The difference here being that these vertices are still connected whereas before they had been broken.

03:25.270 --> 03:30.610
So it's very similar but you do get a slightly different mesh are doing that.

03:30.610 --> 03:36.250
Now the final thing I do want to go over with the report the RIP Phil tool is that if you have explicitly

03:36.310 --> 03:44.110
selected a face or implied a face by selecting the vertices that may cut that face over you go one two

03:44.470 --> 03:52.210
three four we can see the face becomes highlighted if you attempt to use the RIP tool then it doesn't

03:52.210 --> 03:56.200
work you can't rip that out if you want to do that of course.

03:56.200 --> 04:04.120
You could use p to separate it and move it onto another object and remove it in that way.

04:04.180 --> 04:08.380
There's lots of different ways you could do it and then of course you can move that about.

04:08.380 --> 04:14.350
You could recombine that put that back into the meshuga click this one and the other mesh and join them

04:14.350 --> 04:16.930
back together again as we've done in the past.

04:16.930 --> 04:21.610
Now when you hop here this one itself will be separate to the rest.

04:21.610 --> 04:26.860
So if you did ever want to make a hole that's an entire face you're gonna probably have to do it that

04:26.860 --> 04:33.910
way rather than any other way especially if you wanted this piece here to exactly match where you pull

04:33.910 --> 04:35.340
bits out of.

04:35.560 --> 04:39.620
So that's looking really good there we've got the RIP tool all nailed.

04:39.670 --> 04:47.710
And of course that leads us onto a challenge I would like you to go ahead and define the mouth so use

04:47.710 --> 04:50.830
the report or to help define the mouth geometry.

04:50.830 --> 04:58.090
I would suggest using it to split the lips apart once you've got all the construction geometry in the

04:58.090 --> 04:59.790
right place.

04:59.800 --> 05:05.260
Now once again we are defining features rather than adding detail so just bear that in mind as you're

05:05.260 --> 05:06.740
doing the construction.

05:06.800 --> 05:12.410
Now you end up with a triangle or an end go on towards the corner of your mouth.

05:12.610 --> 05:13.990
Don't worry about it.

05:13.990 --> 05:21.140
We'll be sorting that out in a bit when we learn about polls and how we can use them to define where

05:21.180 --> 05:23.910
are on going.

05:24.010 --> 05:32.110
And finally remember to use version control or remember to save as so that you have a point to return

05:32.110 --> 05:32.570
to.

05:32.590 --> 05:38.370
If it doesn't go to plan to go ahead pause the video now and give that a go.

05:40.980 --> 05:41.720
Okay guys.

05:41.730 --> 05:42.770
Welcome back.

05:42.780 --> 05:45.810
Let's go ahead and define the mouth.

05:46.290 --> 05:54.150
Okay so we're back over in blender hop straight on over into edit mode and turn off the subsurface modifier

05:54.150 --> 05:58.350
whilst in edit mode and whiz round to the front view.

05:58.350 --> 06:07.110
Now I've just done a tiny bit of organization in-between videos and I've obviously just broken my my

06:07.830 --> 06:13.100
model my reference material has gone so I need to saw that I'm just going to read.

06:13.230 --> 06:14.050
That now.

06:14.190 --> 06:19.240
This is something that I sometimes suffer with with version control.

06:19.500 --> 06:22.010
My end if I load up a previous version.

06:22.030 --> 06:24.730
But fixing that's not an issue.

06:24.810 --> 06:26.100
So there we go.

06:26.220 --> 06:32.160
I've noticed straightaway and I think it was like this before as well as that my nose and mouth aren't

06:32.160 --> 06:38.160
actually sensual So I've got a whole downshifts doesn't scoot all over the place and just move it into

06:38.160 --> 06:40.250
the appropriate location.

06:40.480 --> 06:44.600
Okay it's probably a little bit too far one way.

06:45.570 --> 06:50.770
I'm not going to argue too much over small details though so they're all dope.

06:50.960 --> 06:53.130
Get So now that we've got that roughly in the right place.

06:53.130 --> 06:59.310
We need to define the mouth some going to go ahead and or whip out the knife tool straight away and

06:59.370 --> 07:10.500
cut a round arm model in a way that gets us through and round sir up started a bit Hi there and a right

07:10.500 --> 07:17.280
click and cancel that into this lower one and when the cuts to their well the lip actually goes up and

07:17.280 --> 07:18.390
then down again.

07:18.390 --> 07:25.320
This is of course going to create us a well and N gone which will sort out in a few moments it comes

07:25.320 --> 07:27.360
down a winner.

07:28.080 --> 07:30.500
Go all the way to that edge and back again.

07:30.500 --> 07:36.020
And of course this is also going to produce and triangles but I'm not too worried about at the moment.

07:36.020 --> 07:39.010
And now going to cuts through here.

07:39.720 --> 07:47.040
And to the end here I am going to apply that with the space bar and there we go we've got our lips roughly

07:47.040 --> 07:48.380
lined up now.

07:48.430 --> 07:52.860
We've got these other lines go around our model here that aren't quite right.

07:52.860 --> 07:58.140
So I'm going to end up with another loop going round here before I do anything else and I'm going to

07:58.140 --> 08:05.380
do a bit of modifying with these verses and I'm also going to split the mouth open as well.

08:05.610 --> 08:09.650
I probably do turn proportional editing off at this point.

08:09.800 --> 08:13.220
So that was it back on you smashed the keys instead.

08:13.450 --> 08:14.480
Okay so we've.

08:14.500 --> 08:19.890
And let's just check and see if we've got any loops going round at the moment so there are no loops

08:19.890 --> 08:22.390
working at this present time.

08:22.530 --> 08:28.830
So I'm going to grab the knife tool and actually cut this part of the lip orderer want to do that at

08:28.830 --> 08:29.200
the moment.

08:29.200 --> 08:30.390
Now I don't want to do that at the moment.

08:30.390 --> 08:32.970
First of all I'm going to split the lip.

08:32.970 --> 08:39.660
That sounds painful but I want to be in virtex smokers I want to say that one of these ones here and

08:39.660 --> 08:41.920
that one they're not the end one.

08:41.970 --> 08:49.130
Now I want to move the lip down so I'm going to have my cursor below where we're ripping Empress V then

08:49.140 --> 08:53.350
I should be able to part it's excellent.

08:53.350 --> 08:59.840
Now I don't need this virtex here anymore so I am literally going to dissolve that virtex.

09:00.720 --> 09:01.470
Excellent.

09:01.630 --> 09:04.800
So as it comes around here we've got a couple of options.

09:04.800 --> 09:07.400
We are going to have to do something with this.

09:07.650 --> 09:09.270
Scoot back round to the front.

09:09.270 --> 09:10.670
We're going to have to do something.

09:10.670 --> 09:17.460
We have this bit here because that's going to break the loop because it's a five sided end.

09:17.460 --> 09:18.110
Gone.

09:18.150 --> 09:19.530
Just try it again.

09:19.600 --> 09:21.060
There there.

09:21.270 --> 09:24.330
Now I'm going to go up to the bottom of the nose but no further.

09:24.330 --> 09:31.710
In this case and press enter to apply that let's just make sure the are face loop is now working this

09:31.710 --> 09:32.050
way.

09:32.070 --> 09:32.730
Yep.

09:32.820 --> 09:34.510
And this way suppose to.

09:34.530 --> 09:36.570
So these two aren't quite there yet.

09:36.570 --> 09:38.680
There's a couple of ways that I can sort that out.

09:38.820 --> 09:45.120
I can see the subdivide these two edges are indeed cut it through with the knife and speed wise they're

09:45.120 --> 09:50.560
almost the same sarm going to press W and subdivide specials menu and subdivide.

09:50.560 --> 09:51.740
They have you got the tool shelf.

09:51.750 --> 09:54.700
You could use the subdivide button there.

09:54.750 --> 10:01.320
Or you could of course gone control an E Broad's have the menu and subdivide it bears Well lots of ways

10:01.320 --> 10:07.440
of doing this or indeed just cut through the knife to I only want one cuts it divides in two and then

10:07.440 --> 10:14.190
the final thing to do here is with the snapping tool turned on it's just merge these vertices together.

10:14.190 --> 10:15.640
So we need to be invert select.

10:15.840 --> 10:25.920
And what that should now do if I can plan my model is actually make a loop going round there perfect

10:26.670 --> 10:34.860
their loop stops here and this one stops here quite simply because we've got a in n gone just here.

10:34.860 --> 10:42.300
Now at this moment in time of course we got to question well how far round do I want to go because eventually

10:42.360 --> 10:49.680
the eyes and the mouth at such will be defined with much more broadly sweeping loops going round as

10:49.680 --> 10:50.380
well.

10:50.400 --> 10:56.730
So at this point in time I'm happy with the lips that I'm going to hop out in to objet men just spin

10:56.730 --> 10:57.200
round.

10:57.210 --> 10:58.970
The lips are looking good.

10:58.990 --> 11:02.550
Their looks like the face is a little bit forward.

11:02.610 --> 11:03.510
Not a problem.

11:03.570 --> 11:07.090
Looks like one of those things out of Dr Who.

11:07.110 --> 11:12.390
Forgive me for not knowing their actual name but yes that's absolutely fine for the moment because we're

11:12.390 --> 11:18.660
going to have to do a bit of reid's apology here just to make sure that the loop's run round as we expect

11:18.660 --> 11:19.530
them to.

11:19.860 --> 11:24.540
So great how did you guys get on did you manage to define your mouth.

11:24.540 --> 11:29.810
Please share your work in the discussions and I will see you in the next lecture.
