Now we have the top of the head kind of looking remotely like a skull shape, so let's move down the
head and see how we can continue to refine this.
And we still have the piece for a marked as a make live surface.
So we need to turn that off.
We're going to continue to work.
So let's turn on.
So let's look more at the sculpting tools that we have here.
Let's actually one thing I'd also like to do is to duplicate out kind of the stage.
I met someone at command and I'm trying to hide this so that I can work on this without fear of having
to undo, you know, 100 brush strokes or something crazy.
I can just pull this one back up and continue modeling.
So that's one technique I like to do, is to kind of duplicate it out, to kind of save kind of where
I'm at.
So let's let's look at these sculpting tools, and it's kind of arranged by how likely you are to use
it, basically.
So we have the kind of classic sculpt tool where if we click and drag on it, it's going to pull out
points.
And if we control hold down, it's going to push points in.
If we shift, it's going to smooth points out.
So with one tool, we can do a lot of what we need to do on this model.
And again, I don't have symmetry turned on, which is not a huge deal because later on we're going
to delete this half.
And this for right now, it's just kind of for ease of use to kind of be an artist and work kind of
more free form.
You don't always have to be super strict.
So I'm holding down shift and smoothing these kind of corners out with the sculpt tool so that we can
kind of bring in those corners and round everything off a little better on this kind of dimension that
we don't have a drawing for, which is kind of this three quarter dimension here.
So I'm just holding down, shifting, dragging.
And so I'm going to bring all of this stuff in and.
Going to kind of just smooth this stuff down on the corners mostly is what I'm looking at just to kind
of generally get this stuff going in the right direction and undo that a little bit, I think, because
the cheekbone.
Sorry.
Yeah, that's the nose.
So we definitely want this part in because the nose is only part of the nose it should be poking out
is obviously in the middle of the model.
Some actually gonna hold down control and push this geometry in.
So it's a little more aggressive of a brush.
That's when to push it in, push it in from different angles, and then I'm going to hold down shift
and smooth that stuff out to try to get it back to a better shape.
I'm just holding down shift and yeah, it's looking a lot better than from when we started.
You know, pretty quickly you can get to a decent spot without having to do too many crazy things.
So, OK, let's look at this nose issue here.
So I'm going to grab an edge and I'm going to hold down.
I'm actually going to be to bring a soft select I'm going to hold down and just make it a small area,
so grabs the ones around it and then want to go to this kind of a view so I can grab these and control
click deselect kind of the neighbors and want to bring this one in as well.
We're going to use this, I'm going to hit R to bring up scale and scale this kind of flat if you want
this not to go past negative like this can go, we can do that.
So it's a little easier to see.
So I can go past negative over here.
Right.
And go through the manipulator.
If we all done are and click, we can go to prevent negative scale.
Let's turn that on and see what happens.
Boop, get a straight line.
So that's a that's a really nice way to get a straight line on a model.
So we're going to do that again here.
Keep dragging that.
And then now we know that something like this over here I selected through it so I want to control click.
That should definitely be way back.
You know something in here.
Right, because the nose should be a pretty pronounced shape by itself and it shouldn't be competing
with the cheekbones, of course, so I'm just scaling stuff and bringing it in so that we can kind of
start to shape out this cheekbone area as well.
So it looks like we're starting to lose some of the form here, so we're going to pull some of this
stuff back out with softs like still on and make sure we're trying to maintain the shape of the overall
shape of this thing.
I'm going to go to the sculpt tools again and just kind of smooth out this area again.
And you do want to be careful when you start smoothing and there's not a ton of geometry here to support
this very smooth.
This is going to start snapping the stuff back out and get rid of the work already.
Did someone undo that and just maybe relax the model to bring in more geometry, something to click
the one we were familiar with already, and try to bring in some of this geometry from the right?
Cool.
So it's looking a little bit better and.
We can kind of look at it from all different angles, so I like to it's hard, kind of hard to see the
shape of something if you aren't seeing it from a glancing angle, meaning, you know, I'm looking
on the surface.
I want to see the profile, the silhouette of the surface to kind of see what's actually happening there.
You know, here we can see there's a divot.
It's kind of hard to see that did it when you're looking at it straight ahead.
But when you go at this glancing angle, you can see that we've, you know, gotten rid of that shape,
which is just a matter of pulling that stuff back out.
We can turn the piece fear back into a make live surface and then just pull that stuff out vertex by
vertex.
Even though it's hidden, it will respect that, make live surface so you can get that shape back.
After all the work we were doing, pushing and pulling stuff around, it got rid of that shape.
Looks like that was a little too much.
So let's turn that make life back off.
So we've solved that problem and just, you know, constantly kind of seeing what the state of affairs
is and what the next thing we need to be doing.
So we've made some progress and we learned about sculpting tools.
I'll see the next lesson where we will start to model the eyes.
Thanks for watching.