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Esta perda e vamos cobrir duas das principais técnicas para modelagem utilizado e nós estamos indo para chegar
começou na cabeça do crânio.
Assim, duas das diferentes maneiras de começar a modelar algo como isso seria para entrar em um de seus pontos de vista
o da vista ou a visão correta sobre a vista frontal.
Rolando pelo espaço e clique direito e indo para a vista frontal.
E podemos criar uma caixa e isso é chamado de método de modelagem Box.
Então, eu vou arrastar esta caixa até que eu fiz apenas clicando no menu modelagem poli e, basicamente, começar
para puxar pontos ao redor e tentar corresponder à imagem que temos.
Para que pudéssemos ir aqui para o nosso menu Inserir personalizado loops de adição de ponta e puxar aqueles em diferentes distâncias.
Nós também poderíamos expulsar rostos para tentar chegar ao tipo certo de forma.
But basically you want to use as few amount of lines to describe an area as possible.
So you don't want to start just detailing you know the lips or something like that.
When you start modeling you want to get the basic forms correct first before you start adding any kind
of detail.
So this is how you begin.
And this is called Box modeling.
You start with the box and you just start kind of pushing points around you can see what I'm doing is
double clicking.
So I know I get the whole edge loop that goes all the way around and I'm just scaling it to try to match
the outline of this character.
OK so that's box modeling.
So what happens when we need to create the eyes or.
Or start making this more rounded or something like that.
So I'm going to hide in this box real quick.
I'm going to go to object mode and hit Control H.
And then I'm We go back to the front view and discuss the edge modeling method or point modeling there's
a couple different ways you describe it but it's the same idea.
So when I create a plane and drag it up here and I'm going to rotate it 90 degrees and I'm gonna turn
the subdivisions to one.
So we just have one face and I'm actually going to go out to my perspective you holding down spacebar
right clicking or.
Sorry not right clicking just left left mouse clicking and then we'll go back to the front view.
So you want to pull out so I could see that off of the image there.
So the one thing we could also do if we can't see through this object we could go to the shading materials
here from the ash root editor and turn down the transparency of the sheet or that this is assigned to
and each time that we have an object selected and we go to the editor it's going to pull up its different
attributes and there's all these different tabs up here.
And the last one farthest to the right is always the Shater.
So if we select while we have the display layer here so if we turn off the reference of the display
layer for the reference and I select that when I go to enter we go to the far right tab.
This is the Shater for that.
So we could change the transparency and all that.
So let's turn that back to reference and let's click the plane and let's turn the transparency down
so we can kind of see through the object to make sure we're lining things up and we could you know do
the same kind of thing scale this move it up.
And instead you know we can use the edges to extrude someone to get this to a place where I want textured
edge.
And when I go to Right-Click can go to the edge mode and scale this out.
And just like we can extrude faces like we did in the hard surface modeling we can extrude edges and
hit the extrude button up here.
We can also get to from our custom in you where we saved it out and you get the same kind of attributes
you know you can just start pulling edges around.
And when you hit G which is a very good shortcut that we've used a lot you can begin to move really
quickly in how you're modeling something.
One thing to keep in mind too is that oftentimes when people begin modeling they only model one side
and they cut their model in half.
So to do that we could go to the edge tool and we can go to the tool settings and turn on multiple loops
and turn that down to one.
That way when we click here for the loop we can see it's going to set it right in the middle.
OK.
Turn off the tool settings here.
And I want to go to the face mode hit Q to pull up the selected tool click and drag select those faces
and delete them.
So all we should worry about now is modeling out this right side.
So I could go to this edge and extrude it and pull it out and just continue modeling.
And when we get to curved surfaces and things like that we could go to the perspective mode and we could
start you know pulling this around we get to object mode.
Pull this out to the front kind of where the forehead should be.
And we can start pulling these things around the edge mode.
Pull this back in.
So this is the kind of edge or point modeling technique.
So we can see we are going to need some more edge loops here so we can add those and we can start wrapping
these edges around and extruding them as we need.
So this is two different ways of modeling the box method which we've already shown in this method and
you're going to need to know both of them to be a successful modeler.
Different circumstances call for different techniques and you'll need to know both of them.
So what I like to do and I'm starting is use the box method and then later I'll come back to this method
and if there's an area where it's hard to use the box method I'll delete faces on the box and then I
will just use a new plane and all I'll I'll show you how we do that here in a little bit.
So I'm going to go back to the front view and do what we did on the face.
So the other thing to keep in mind is we can also use symmetry.
We can go to the tool settings here and when we go when we hit w to make sure that we have the move
tool on we can go down to symmetry settings here and the tool settings and we can turn it on we can
click this little button and we can tell in which direction to be symmetrical.
And because it's not always that you you know want to go in I guess object X or world x is the same
thing because we're modeling this right at zero so it won't really matter if we choose object or world
at this point.
Let me show you what happens when you do that.
If we go to Virtex and we just select one over here you can already see that as I hover over one it
selects the other on the other side and let me just turn off the tool settings here so we can get a
closer look and turn that one down.
So when I hover over you and see this kind of blue selection here so when I start pulling points it's
going to be symmetrical.
So that's also one way instead of having to cut a model down the middle and then just model one side
and then copy it and flip it over and then merge all the vertices down the center.
You can just turn on symmetry and work this way.
And a lot of times all end up doing both were you know start out this way and then I only get so far
and then I'll have to resort back to splitting it in half and then go back to this method.
So there's a lot of back and forth.
But basically anytime you start you kind of want to just get the basic shapes down so many drag this
down.
You see I didn't get all of the loops and click and drag and then control click and drag everything
above that bottom edge loop and drag this down to the bottom and then on the scale this down and then
I'm going to start adding an edge loops where I see kind of the fir this point on the silhouette here.
So if we look we can tell we're going to probably need one in here up here up here.
You know here and also with drawings you know we probably need to be going to the inside of the drawing.
This is a very thick line so we can adjust for that as well.
Someone put it well.
So yeah he essentially told him we forgot to turn off the equal distance here.
So it's got a relative distance turned back off tool settings so we get a better view and hit G to pull
up the last tool which is incidentally all we've been using.
Just click and drag and here to make a bunch of loops so that we have some geometry to pull around otherwise
we don't have anything to work with and it'll make modeling a lot more difficult if we don't have these
edges.
OK.
So with that done I'm going to click track select and bring this up to the middle here or the sorry
at the bottom of the skeleton head I was going to start double clicking and scaling these out to match
the silhouette of the skull.
So the next lesson will continue working on the model head and I'll see you there.