In this lesson, we're going to clean up this area of the nose in between the nose in the eye here,
that's kind of stretched out and doesn't have enough geometry here.
So I don't know that I'm going to show you any new tools or techniques.
So if you're not super into modeling, you might just skip this, because I'm going to just kind of
figure this out as I go along and clean this area up.
But if yeah, if you're into this kind of thing, you just want to see me work.
Let's just kind of continue on here.
So the general idea is that, you know, most geometry needs to be evenly spaced.
And if you look around the model, you know, things are within the same ballpark until we get right
here.
And there's this massive gap and it kind of goes back to what I was saying when we hit three on the
keyboard and things start to get stretched here quite a bit and pull more when they're further apart.
So we kind of just for for tidy sake, need to figure out how to clean this area up.
So I'm going to do is actually just delete this, delete these faces, because I didn't delete anything
behind the head and kind of rework this area.
And because we need to have enough geometry here, we're always going to be fighting this.
If we if we don't deal with this now.
So we might as well address this here before we get too much further and before we start to mirror things
near the face over, because we don't want to have this on both sides.
So.
You know, there's a couple different ways to approach this.
I think the star was way too close.
Like you can see we have a lot more edges here than than we do back here.
So let's maybe move the star further back here.
And we might need to create a few more edge loops in here or create another circle type of a deal.
So let's take these edges and.
Go to the edge mode.
And we'll extrude those.
Hope to keep us together and keep in mind, we're probably going to connect those two.
It g to extrude again key pieces together.
And they're these two are going to connect and then looks like we have one more, that's one way to
go here.
Yes, let's do that.
We'll just extrude another time he faces on.
And.
Yeah, so that this is the issue, right, like where we're going from three to one here, this is kind
of bunched down so you can't see it super well.
But we need to figure this out and.
Because it looks like this should flow here, but we have an extra couple of loops here so we can try
to resolve this further up the nose or down the nose.
It depends on really what we want to do.
I think I might go further up just because we don't have a ton of geometry in here.
I think this could stand to get moved over like over here.
So let's first make another edge loop that would probably probably going to reduce at the top of the
head somewhere.
Yeah, let's go ahead and set that up here so we can continue.
Let's make one edge loop.
At least we know we're going to need so we can see that goes all the way around.
So let's deselect the part we want to keep.
I mean, hold down control and drag and click.
And let's just say we're going to resolve this and reduce this line up here somewhere.
I'm going to shift click and go to delete edge because this edge went all the way around up into the
nose.
And we don't want that.
We just want it on the bridge here.
So we'll just have to remember up here, we need to resolve this later.
And you know what?
I think we could probably do this again.
And let's move this edge over.
If I select this one and then double click up here, it'll just select that distance and I'm going to
go to the modeling tool and choose the transform constrain or we could.
Yeah, no, over here.
Transform constraint, do edge slide, use the manipulator and just move that over here.
And the same thing for this one really.
Double click and move this over to make room for another edge, I think we need another edge.
This is such a big area.
Here we go back to component mode, holding down R and go to component so I can scale this wheel and
scale.
OK, that's weird.
Oh, it's trying to go along the edge or something weird.
Turn that off now.
I can do it.
Um.
So I'm just trying to kind of get everything organized to see what we really need to do here.
We may need to add.
Some geometry here.
So, yeah, I'm just pulling this stuff around, seeing what we can get away with and what we don't
need to address.
So it looks like we have one extra edge, and I think it's kind of too close to
make another one, so it's going to pull this one over.
And I think I'm going to do.
I might just delete that one altogether.
Let's see where that one leads if we double click this.
That's that one.
So that's kind of weird.
That's starting on the inside and going around.
But I guess those are getting reduced here.
You can see inside the nose, that's another place we could hide things and geometry terminating and
stuff that we're never going to see.
I mean, that's that's actually a pretty good possibility, but.
Yeah, I don't think we I don't think we need this one,
so I think I'm actually going to do a big no no and just delete this edge here and we're going to have
an end gone back in here.
I'm going to make it be this one.
We could I mean, we could we we could fix this.
Let's just be clean about it and just say do this.
Right.
Same thing we've done everywhere else.
Now it's gone and gone.
But, you know, if you're pressed for time or something, like no one's ever going to look that far
up their nose, hopefully.
So start to merge these down and see kind of where we're at there.
So I'm going to go to the edit mesh merge tool and increased tolerance.
G increased the tolerance and we might need to add geometry here, so because remember, we're going
to have a star somewhere.
We had one down here is right next to the nose, which was no good because in general, you want to
try to put the star where there's not a ton of deformation or things happening.
So I think that's pretty good.
The one thing we could do is put some supporting geometry around the bridge, in the nose, around the
nasal part here and maybe one down here.
And I think that's it.
So let's extrude this edge out.
And we're not talking about keeping places together because it's a single face.
Let's just put this over here and it again, extrude that one out over here, rotate that kind of down
in the ballpark.
Go now, let's just go back to merge, and I'm going to tear this off so we can keep this up, merge
that's merged.
This has merged.
And this.
Whatever it is that we know, the tolerance is not far enough.
Well, maybe not merge tolerance.
Oh, I guess these two aren't going to go first, maybe merge now.
Let's merge these.
Yep, that was it.
OK, now the issue is we have two pieces of geometry going into one area.
You can see we have three edges here and two over here.
We could maybe add an edge loop.
Let's see what this looks like over here.
Give me an edge loop here.
I don't really know how much that's really helping us.
I think we could probably just get rid of this one.
Cleavage.
Slide this one down.
Yeah, I mean, I think that's good and let's just bring these over.
So we can merge them.
Town.
And I think we will need to add some geometry, um.
And you just drag selecting those to make sure they're merged,
this distance is kind of far apart.
So I think I'm going to add what the heck, let's just add some geometry here.
See where it goes all the way around.
Is that useful?
Yeah, like look how big of a space that is.
We can move those over, but maybe that was the issue.
Let's leave it for now.
We can delete it here later or reduce it down, but I think we need it for this kind of cheek area and
the last thing I'm going to do is kind of pull this stuff around.
I think it said it is kind of what's giving this the duckbill look from this view.
Let's evaluate this so like like a duckbill, I think it's the fact that it swoops up like this and
it should kind of be the opposite, it should be curving down.
So let's ignore the reference.
And kind of remodel this to not be a duckbill, let's move this down.
So this is kind of like more in line.
With me, I do this and this controversy, I'm going to self select this stuff with B B on be a little
mouse drag, pull this out.
I think in general, just as a skeleton, you know, this is a cartoon like the nose was way too big
in profile, right?
Like like the bone, an actual skull is like much further up on there's cartilage that finishes out
the rest of the thing.
I think that's what was throwing me off.
So let's just clean this up and then I think we'll be good.
So I'm just going to kind of round this off and I might even do a quick pass with the relax brush.
And yeah, I want to see how this is like a dividend.
I want all this stuff to be the opposite.
I want it to be kind of be bulging out down into the where the nose terminates to give all the stuff
of volume.
Here you'll hear the word volume a lot and modeling once you get into it.
That's a big concept and a big deal trying to maintain volume and describe describe a volume accurately.
Um.
It's a big deal, so, OK, I think I lied.
There's one more thing I'm going to do as well.
Is not going to go that far with it is a mess this more later.
Yeah.
See how I mean the stuff is too far apart, maybe want us here.
You just, yeah, something like that, and I'll smooth this out to get rid of that divot here, but
in general, that's kind of yeah, see, like round it out doesn't look like a duckbill now.
Kind of more looks like a skull.
I think that's just my.
Interpretation and.
Yeah, so the one thing I lied about is I think I'm going to put more loops here can help support this
edge and I think we have room for it and do the same on the inside here.
What I'm looking at basically is, you know, we have no egg loops from here to all the way back and
we really want to support this front edge.
So if we, like, selected this, these need to then be pulled up.
Slide this up.
Cool.
Yeah, I think that's working a lot better, and if you know, this one could maybe anyway, that's
the general idea.
Cool.
So I think we've done a pretty good job modeling the AI, modeling the knows, and we're not going to
do a jaw and mouth and all that stuff in this.
But the concept is the same, right?
Like you could kind of delete this bottom half and then make a jaw here, or you could did what we did
for the AI and just do it horizontally and do loops here, you know, go around and around and it'll
be a circular thing and then end them like we ended this corner here, like you'd, you know, make
a circle here and then pull them to this corner or whatever corner, however you want them to go out
and make a mouth, but.
Yeah, I'm gonna hit this with the relax brush and kind of even the stuff out, especially the stuff
back here, needs to get relaxed a little bit.
It's too close together, not even so.
I'm going to hit that and then I will see the next lesson.
Thanks for watching.