WEBVTT

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In this lesson, we're going to cover two of the main techniques for modeling used and we're going to

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get started on the skull head.

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So two of the different ways to begin modeling something like this would be to go into one of your views,

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the front viewer, the right view and choose the front view, rolling down space and right clicking

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and going to the front of you.

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And we can create a box.

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And this is called the box modeling method.

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So I'll drag this box up that I just made by clicking in the poly modeling menu and basically start

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to pull points around and try to match the image that we have.

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So we could go in here to our custom menu and start adding edge loops and pull those out at different

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distances.

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We can also extrude faces to try to get to the right kind of shape.

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But basically you want to.

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Use as few amount of lines to describe an area as possible, so you don't want to start just detailing,

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you know, the lips or something like that when you start modeling, you want to get the basic forms

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correct first before you start adding any kind of detail.

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So this is how you begin and this is called box modeling.

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You start with the box and you just start kind of pushing points around.

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You can see what I'm doing is double clicking.

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So I know I get the whole edge loop that goes all the way around and then I'm just scaling it to try

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to match the outline of this character.

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OK, so that's box modeling.

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So what happens when we need to create the eyes or or start making this more rounded or something like

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that?

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So I'm going to hide this box real quick.

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I'm going to object mode and had control and then I'm going to go back to the front view and discuss

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the edge modeling method or modeling.

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There's a couple different ways you can describe it, but it's the same idea.

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So I'm going to create a plane and drag it up here and I'm going to rotate it 90 degrees and I'm going

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to turn the subdivision's to one.

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So we just have one face.

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And I'm actually going to go out to my perspective.

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You holding down space bar, right?

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Clicking And or sorry, not right.

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Clicking Just left, left.

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Mouse clicking And then we'll go back to the front of you.

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So I want to pull out so I could see that off of the image there.

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So the one thing we can also do if we can't see through this object, we could go to the shading materials

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here from the attribute editor and turn down the transparency of the share that this is assigned to.

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Any time that we have an object selected and we go to the actual editor, it's going to pull up its

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its different attributes.

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And there's all these different tabs up here.

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And the last one farthest to the right is always the shader.

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So if we select well we have the display layer here.

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So if we turn off the reference of the display layer for the reference and I select that and I go to

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that letter, we go to the far right tab, this is the shader for that so we can change the transparency

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and all that.

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So let's turn that back to reference and let's click the.

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Plain and let's turn the transparency down so we can kind of see through the object to make sure we're

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lining things up and we could do the same kind of thing, scale this, move it up.

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And instead, you know, we can use the edges to extrude someone to get this to a place where I want

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to extrude an edge.

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I'm going to go to right click and go to the edge mode and scale this out.

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And just like we can extrude faces like we did in the hard surface modeling, we can extrude edges.

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Someone hit the extrude button up here.

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We can also get to it from our customer knew where we saved it out.

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And you get the same kind of attributes.

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You know, you can just start pulling edges around.

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And when you hit G, which is a very good shortcut that we've used a lot, you can begin to move really

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quickly in how you're modeling something.

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One thing to keep in mind, too, is that oftentimes when people begin modeling, they only model one

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side and they cut their model in half.

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So to do that, we could go to the edge loop tool and we can go to the tool settings and turn on multiple

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large loops and turn that down to one.

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That way, when we click here for the loop, we can see it's going to set it right in the middle.

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OK, on turn off the tool settings here and I'm going to go to the face mode and my cue to pull up the

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selected tool, click and drag, select those faces and delete them.

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So all we should worry about now is modeling out this right side so I could go to this edge and extrude

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it and pull it out and just continue modeling.

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And when we get to curved surfaces and things like that, we could go to the perspective mode and we

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could start, you know, pulling this around.

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We can go to object mode, pull this out to the front kind of where the forehead should be, and we

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can start pulling these things around and it's going to edge mode, pull this back in.

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So this is the kind of edge or point modeling technique.

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So we can see we're going to need some more edge loops here so we can add those and we can start wrapping

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these edges around and extruding them as we need.

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So this is two different ways of modeling the box method, which we've already shown.

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And then this method and you're going to need to know both of them to be a successful modeler.

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Different circumstances call for different techniques and you'll need to know both of them.

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So what I like to do when I'm starting is use the box method and then later I'll come back to this method.

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And if there's an area where it's hard to use the box method, I'll delete faces on the box and then

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I will just use a new plane and I'll I'll show you how we can do that here in a little bit.

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So I'm going to go back to the front view and do what we did on the face.

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So the other thing to keep in mind is we can also use symmetry.

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We can go to the tool settings here.

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And when we go and we hit W to make sure that we have the move tool on, we can go down to symmetry

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settings here and the tool settings and we can turn it on.

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We can click this little button and we can tell it which direction to be symmetrical.

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And because it's not always that you you want to go in, I guess Object X or World X is the same thing

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because we're modeling this right at zero.

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So it won't really matter if we choose object or world at this point.

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Let me show you what happens when you do that.

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If we go to Vertex and we just select one over here, you can already see that as I hover over one,

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it selects the other on the other side.

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And let me just turn off the tool settings here so we can get a closer look and turn that one down.

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So when I hover over, you can see this kind of blue selection here.

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So when I start pulling points, it's going to be symmetrical, so that's also one way instead of having

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to cut a model down the middle and then just model one side and then copy it and flip it over and then

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merge all the vertices down the center, you can just turn on symmetry and work this way.

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And a lot of times I'll end up doing both where, you know, I'll start out this way and then I can

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only get so far and then I'll have to resort back to splitting it in half and then go back to this method.

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So there's a lot of back and forth, but basically, any time you start, you kind of want to just get

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the basic shapes down.

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So I'm going to drag this down.

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I can see I didn't get all of the edge just going to click and drag and then control click and drag

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everything above that bottom edge loop, trying to drag this down to the bottom.

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And then I'm to scale this down.

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And then I'm going to start adding an edge loops where I see kind of the furthest point on the silhouette

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here.

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So if we look, we can tell we're going to probably need one in here, up here, up here, you know,

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here and also with drawings, you know, we probably need to be going to the inside of the drawing.

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This is a very thick line so we can adjust for that as well.

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So I'm going to put it well.

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So, yeah, I use that tool and we've got to turn off the equal distance here.

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So let's go to a relative distance, turn back off tool settings so we get a better view and let G to

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pull up the last tool, which is incidentally we've been using and I'll just click and drag in here

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and make a bunch of loops so that we have some geometry to pull around.

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Otherwise we don't have anything to work with.

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And it'll make modeling a lot more difficult if we don't have these edges.

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OK, so with that done, I'm going to click, drag, select and bring this up to the middle here or

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the sorry, the bottom of the skeleton head.

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I'm going to start double clicking and scaling these out to match the silhouette of the skull.

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So the next lesson will continue working on the model head.

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And I'll see you there.

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Thanks for watching.
