Welcome to this final lesson where we will mirror the right side over to the left.
We have finished using the reference and the two things I didn't model were the little ribbon bow tie
thing here and the hat.
And you know how you have all the tools basically to model those things yourselves, if you'd like to
do that.
So what I want to talk about before we mirror this over is a little bit about rigging.
And any time something is rigged, character that is typically it's put in an appose or Topo's a meaning.
The arm is rotated out here to the sides of the hands over here or tempo's the arm is straight out in
this direction.
And that's what I'm going to suggest.
We go ahead and do before a mirror so that we mirror it.
It will be on the other side.
So I'm going to select all of this geometry control shift, selecting it, and I'm going to hit Command
G and W to preempt the manipulator.
It's down in zero zero, so we need to hold down D and we can also there's a set holding down V, there's
actually a centroid snap to projected center, which is kind of a newer snap tool in Myia.
So I'm going to go down D and middle mouse drag and it's going to be in the center of that bone and
that's what it means by the projected center where we drag that it's going to be in the middle of it.
So we want it to rotate from there.
We can hit F while our cursor is over the outliner and that will frame up where that group is that we
have already selected.
We can call that arm are four, right?
You can see I named everything here with an R at the end of it just so we can keep it straight on what
is on the left and what is on the right.
So now that we have that group, it's hard to select that right.
Like the group is just kind of invisible.
Let me turn off the snap and when we select the arm, we can't really select the group because it's
not visible here.
The group is kind of invisible and we can only find it in the outliner.
We f and we can see that everything's parents and underneath it.
There's one way that we can get to it, though.
If we select one of the children of that group, anything in here, then we hit upward on the keyboard.
It will go up one level, which means that will get to the group.
If we were to do that again, we would get to the main group.
You can see how this changes in the outliner here.
So, again, if we select something in here, we can see this is kind of gray, meaning it's we're selecting
something inside that group.
But if we want to get the group that it's a part of, we can just hit up on the arrow and now we have
it.
So let's rotate this out.
Ninety degrees and let's also rotate it 90 degrees this way, it'll make it for a lot easier to rig
in later down the course.
So that looks pretty good.
Now we have to do is mirror everything over.
But before I do that, actually, I'm going to go ahead and delete the history on these objects that
have the former still on them.
So I'm going to go and it until by type history.
Cool.
So that's a lot cleaner and we can mirror everything over.
Next thing I'm going to do is actually group the leg so it command G.
And before I do that, actually the foot is in its own group.
I can see that over here.
So when I select everything, I can see it's these four things and this group.
So I'm going to command click everything here and put all that into a group and have that be leg.
Ah, and so that is on the World Center and I'm going to get this right arm.
I could group it again, which could be the easiest thing to do and call that arm world.
And world, meaning just that's zero zero in the world, so we have this, we have the forearm, looks
like it's an empty group.
Let me look at this.
We might need to delete some history there.
That was just an empty group.
I think it's because we just grouped everything under this arm.
So it got rid of the forum group, which was never named here.
We can call this I don't know which one is which, but the two bones in the forearm are the radius and
the ulna.
I can never keep track of which one is which, though, so I'm just going to take a guess there.
So now we have the World Group, we have the leg and we have the ribs.
And the ribs are also in the world space.
And I think you can kind of see where I'm going with this and that.
We can group everything and rotate it or scale it in negative one.
So when group these two as well, just call this collarbone.
Ah, and I'm going to select all of this and I can also group it one more time and say right side and
I can duplicate this now and call it the left side.
And I can scale it in the negative and I want to be very exact with it, so I'm going to type it over
here, I'm going to say negative one.
And now we have it on both sides.
So we have a complete model now of the character.
And the only thing that we can go in and change now is it says are on all this left side group.
So a quick way that we can rename everything here is going to modify, search and replace names.
So now with this dialog box open, we can simply just say underscore ah and underscore l so we're going
to search for underscore our place with underscore L and let's just do everything and apply and you
can see it change the left side to have the L here so we can see that even everything and the group,
everything below it also has L on it now.
So that saved us a ton of time and that's a very useful whenever you're mirroring things over to have
the right names before you Mirit so that you can do that easy kind of search and replace.
So that wraps up this section on 3D modeling for the Complete Beginners Guide to my here.
And I just want to end this with the last couple of things.
I'd probably change or update with this.
I might adjust the hips a little bit.
They're a little thin and not wide enough and a little to kind of basic there's not a ton of interest
here.
Like it has one line all the way through here.
So I might change that.
The feet are a little big.
I might change that.
Other than that, I mean, it's a pretty basic model and I think it looks pretty good for our purposes
moving forward.
And I think we're going to have some fun with it, basically.
Also, I want to give you an idea of what we're going to do with this model later is we're going to
texture it.
We're going to give it some decent de los Muertos.
I'm going to butcher that.
I'm the kind of coloring here on the face with flowers and those kinds of designs.
We're also going to procedurally texture the Ghostbusters trap and we're going to rig this thing so
we can animate in a scene later on.
So those are all the things we're going to do now that we have a good understanding of modeling.
In the next section, we're going to cover UVs and shading and texturing and how those things all are
kind of interact and also don't feel like, you know, if you're watching this with the complete series,
don't feel like you have to follow this in order.
If you want to jump the animation, jump to animation and you can look for the correct filename up here
for the scene that you want to start in and just go ahead and start animating or doing any of the other
sections.
It's you don't have to necessarily follow, you know, one after the other if that's how you're how
you'd like to watch it.
But, yeah, I look forward to seeing in the next sections where we will continue to chip away at our
knowledge on Miah and, you know, just.
Yeah, congratulations on finishing the section.
All right.
Thanks a lot by.