WEBVTT

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In this lesson, we're going to mirror the face over and connected back up and kind of make some fishing

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adjustments on it.

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So I'm going to hide the reference for now.

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And when I go into the front view, we need to line up this middle edge because through the modeling,

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it's gotten off of the middle.

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So I'm going to go to the edge mode, click the center one and get off of component scale holding down

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or go to the entire world and scale this down and looks like it's snap pretty well.

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But I'm going to hold on X and just pull it over a little bit to make sure it's right on zero here in

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the center.

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And then so I'm going to close this.

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I'm going to delete the history real quick just to make sure it's clean.

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I'm going to duplicate this.

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I'm going to freeze the transformation's and scale this negative one in X.

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And now we have a copy and a proper skull.

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The only problem is it's not connected to each other.

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So we need to first combine the meshes, mesh combine, and now we can delete the history here to get

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rid of those empty groups over here and outliner.

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And let's go to vertex mode and we're just going to select the vertices down the center.

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Four in the keyboard to make sure I'm not selecting anything on either side.

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It looks like I grabbed one here and one there.

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For the most part, everything is together, so now we just need to go to edit mesh merge and the distance

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threshold shouldn't really matter because they should be right on top of each other.

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If we increase, that'll start to merge neighboring vertices that we don't want to be merged together.

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So when it fire on the keyboard, pull the shading and I'm just going to run through another relax tool

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sculpting tool now that these center ones are you can see where when you use the relax tool and it's

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on an edge like that's terminating it that way it won't relax.

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So I don't know.

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I'm saying relax that way or relax.

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So now we can get these center pieces to relax, relax.

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I don't know why I was saying that.

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That was weird.

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Um, okay.

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I think I turned on a steady stroke where I just turn on.

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Yeah.

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Sometimes when I'm right clicking you can accidentally go into those menus and it can be OK.

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Well, let me back up.

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I need to turn on symmetry here.

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As soon as we mirror something, we definitely want to make sure that we're measuring stuff, all the

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tools that we're using.

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So under the tool settings, we should go to a symmetry and turn on World X.

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We can see that this is the X axis and we hover over this thing.

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Yeah, we should get the dot on either side here so we can see where it's doing in the cemetery.

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So we get these centerpieces and everything we do on the mesh now should be in cemetery mode.

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Otherwise we'll have to mirror one side over again with the other.

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So I'm just going through and hitting these mainly these center points that we couldn't get to earlier

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when it was not mirrored.

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And I'm just going to gosh, I'm going to reduce the brush size here.

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I'm going in the center.

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Cool, it's looking a lot better.

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This is such an easy way.

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I don't know what we did before this.

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You had to just individually pull points around an eyeball trying to even stuff out like this.

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So I'm going to grab the kind of generic brush that it's pulling the points out.

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And that works just as well as the grab brush, just kind of in a different way.

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So I'm pulling things out that I'm smoothing them and.

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Just kind of going through and seeing where I'm when I'm rotating, I'm looking at the silhouette,

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see how there's this little divot here, I'm going to go find that and brush that out.

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Maybe past where it should be so that then I can smooth it like that, it looks like it's moving a little

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too strong.

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But it's pretty, um, all in all, the models pretty close to what I had in mind.

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There's some goofy little things going on with the shape in general.

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But I mean, for the most part, I mean, just relax this area.

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There's some there's seems like there's too much density here.

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Trying to bring all that dense mesh from the top of skull down around to the side, you can see here

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where we connected when we were adding those those bridge loops.

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And I think I'm going to adjust I shape a little bit.

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Let me turn on B for self selection and just it's once you get to this stage, it really is.

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Kind of very, very small tweaks at this stage, um.

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I'm not making huge adjustments, but I wanted to get more of an asymmetrical I, I don't want it to

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be super, super symmetrical on the ice shapes.

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So I'm just going to I'm holding down shift to smooth some of this sort of rounds it out again and I'll

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control.

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Just push that in.

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For the most part, this is kind of what I had in mind, um, some of this stuff isn't working, I think.

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So it's going to avert a see and really get specific with what we're doing.

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So this looks like a pretty hard edge here, and I think we were to use the smooth sculpt tool, it's

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going to collapse at too much because the, uh, there's not enough geometry there.

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So I'm going to turn off B and really just pull individual points around.

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And this is modeling and 3D for you if you've never done it.

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This is what it's about, getting very specific with individual points.

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Yeah.

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It's like there's not a roundness here like this.

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Like the front is too flat.

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I mean, um.

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You know, I feel like the same is true here, like that's the smallest thing, but there needs to be

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just the suggestion of a without looking like a point, but I'm going to continue to tweak some of those

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things and maybe experiment like once you get to this stage and I'm going to go out and save let's get

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to this stage.

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It's kind of fun to try different things, right?

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Like what if we wanted to put horns on them like it's a little devil skull or something or, uh, you

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know, exaggerate the cheekbones a lot more.

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You know, this is a time to kind of experiment and see how far you can push things.

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That's actually kind of looks cool.

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So, yeah, like we you know, we were following the reference pretty close and now, you know, feel

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free to kind of get creative and see what what you come up with.

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That's the end of modeling the skull.

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For the most part.

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I'm going to kind of continue to refine this on my own as I encourage you to do as well.

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But in the next lessons, we will continue with the rest of the body and we will learn maybe a couple

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of new tricks and also how to mirror the body.

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The ribs are going to be interesting when I go over some deformities, which we haven't talked about

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yet.

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So look out for that.

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And hope you enjoyed this kind of a lesson, getting kind of a cool skull out of out of this.

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I think it looks pretty cool.

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All right.

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I'll see you guys next lessons.

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Thanks.

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One one more thing real quick I want to touch on before we close out.

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This lesson is so say in this example of like me pulling out the cheekbones, if we had three on the

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keyboard to do that kind of auto smoothing thing, we can see that we lose a lot of that shape and the

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sharpness that kind of make the cheekbones look cool, I think.

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And I think the contrast is kind of cool, like everything else is smooth and the cheekbones are kind

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of more jagged.

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So to maintain this shape, we need to add more geometry in here.

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And there's a couple of different ways we could do that.

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One of the ways would be to select faces here and make sure we have symmetry on we can select faces

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here and kind of choose the ones that are facing out like that.

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And let me just say real quick before I do a bunch of crazy stuff, we can extrude here and turn on

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key pieces together and just do like a small adjustment here.

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We'll just bring in the offset just a little bit.

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So now when we hit three, these are much stronger edges, right?

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Like it's not collapsing and rounding off as much as it was.

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Now you can see this is kind of harder edge.

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So just keep that in mind.

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Like the closer edges are together when they're rounded out, even though these are kind of just in

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line, that these are kind of supports.

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Basically, when it starts to smooth, there's more geometry here it has to deal with.

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So it creates a harder edge when it's when we do the Otto Smooth kind of a thing.

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So you can go through this and do that on, you know, different faces like here.

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We can try to do that again.

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And he faces together on Offset and bring it in and have three.

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And it just makes everything a little sharper right around here, which I think makes sense for the

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cheekbones.

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But I just want to touch on that real quick before we close this lesson out.
