WEBVTT

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In this lesson, we're going to cover something that's really like a puzzle and that is reducing the

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number of edges like we saw coming into the eye.

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So we have an area of high density of loops into an area of low density.

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And we saw that was resolved right here in this face.

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OK, and we're going to learn how to do this and we're going to simplify it and we're going to use planes.

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So let's create a plane, go to the poly modeling menu and click the plane.

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I'll head F to frame up on it and then I'll hit G and make another one.

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And of course, G is the shortcut for just doing the previous operation again.

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So then I'll move these kind of close together to make our job easier here in a minute and drag these

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kind of back in the center here.

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So the two planes we have have the exact same number of loops.

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And so if we wanted to combine them and be pretty straightforward, we just need to merge these edges

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down.

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Right.

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So that they would all line up perfectly.

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That's not what happens in modeling, especially in organic modeling, where you have an area of high

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density like the head that have a larger surface area.

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So there's more edges to describe it and it needs to all feed into the eyeball or the eyelid into an

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area of much smaller area.

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So not all the edge loops can fit in there.

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So let's take this kind of simplified version here of these two planes.

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And first, we'll do this one on the left has ten edge loops and let's do this one on the right has

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eight.

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So try to follow along if you can, because it'll make a lot more sense because this can be very confusing.

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And you probably don't want to bookmark this video specifically to revisit because you're going to run

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into this issue again and again and an organic modeling and you're going to have to remember all the

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time.

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All right.

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How do I resolve this?

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How do I, you know, combine an area of higher density of loops into lower?

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So fortunately, this first example is going to be the easiest type.

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So we have both even number of objectives we have over here and eight over here.

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So before we can start combining edges, we need to merge these two meshes down.

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We can see in outliner there's plain one in plain to.

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So there are two different pieces of meshes.

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They're not the same.

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So we need to combine them.

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So I'll shift select.

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So I have both of them selected and I'll go to Mesh Combine.

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And you can see that now there's one plane that we have selected and it has both sides selected, so

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we know it's combined, but we have these empty groups over here.

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It looks kind of messy.

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And this is part of the history that Maya creates.

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When you do a big operation like combine, you can see it has the inputs over here.

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There's there's the Unite one.

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And so to get rid of these empty groups, you could just delete them.

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But the cleaner way to do it is to delete the history which we've done before.

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So let's go to edit, delete by type.

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And again, let's just do this one, not the bottom.

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And this will delete everything in the scene.

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We don't want that.

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We want this top one delete by type history and then that gets rid of those empty groups and it cleans

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up the outliner.

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And so now let's get to work.

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Let's go to the edge operation here, right.

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Clicking and dragging to it and click and drag these two edges that are kind of matched up together.

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And let's go to the edit mesh and I'm going to tear this menu off and we're going to go down to the

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merge option here.

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And there's a couple different ways you could do it.

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You get hit, merge.

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Nothing happens.

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Why did nothing happened?

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Well, let's look at this tolerance value.

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It's it's set at zero right now.

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But as soon as we drag that up a little bit, a tolerance value is a distance.

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And when you increase the distance it's looking for, it's going to start to find that distance.

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So we can see it's probably these two pieces are like point to units apart.

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So that's when it starts to merge them.

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So let's click and drag and do that for all of the edges down here.

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We're going to bring up the merge tool again and merge these down.

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And again, you may have to increase that tolerance value each time you go.

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Energy and just increased tolerance, so you can do more than one at a time, but you'll see as soon

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as you start to get where, you know there's two right next to each other that you don't want to be

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Marje.

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You have to do them by themselves, of course.

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So then what do we do here?

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This is what the lesson is all about.

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OK, we need to figure out a way to deal with this.

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So how do we do that?

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Why can't we just merge, pull us over to see over and just have that be what it is?

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Well, in animation, when that starts happening and defamations happen, you'll get a gap here.

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You'll be able to see through the model or this will bend in a weird way so that shadows and reflections

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will look very odd.

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So that's why in modeling and organic modeling, you always want to have Quad's, and that means each

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face needs four sides.

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You never want to have a face with five sides, which is called an end gone.

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That's in Geon.

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And you don't want to have a face that has three sides, which is a try a triangle.

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So those are the parameters you need to work in.

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Everything has to be acquired.

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That's why we can't just pull this over and call it a day, because if we try to merge this here, then

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that would create a new edge for this face right here.

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And instead of this face having four edges now, it would have five and now and making it an in gone,

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we would have an edge at the top here, an edge right here and then three more.

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So I'd make it five.

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So we need to figure out how to keep it to four edges so that each face is acquired, OK.

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So without understanding, we need to figure out how to resolve this.

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And this is very similar to the example we saw above.

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So I'm going to show you how to do that now.

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So I'm going to show you how to do that.

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Now, let's select both of these and scale them in.

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So now we can merge all three of these vertices down, let's merge these down and you'll see where I'm

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going with this here in a second.

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So we'll create some problems for ourselves and then we'll solve them.

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OK, so now we can at least combine these two edges.

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So let's select those and G to merge those.

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Oh, that G over here to merge that.

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So what did I say earlier.

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We don't want triangles and what do I have here.

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I have two triangles.

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They happen to be right next to each other.

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So what does that mean.

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That means we can delete the edge in the middle.

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Let's do that.

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So we've deleted this edge in the middle and the middle.

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It's still looks like a triangle.

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But if we count the number of edges, it's actually four.

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There's one here, one here, one here and one here.

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That's four.

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So even though it looks like a triangle, it has four edges.

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So it's acquired.

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And we can do we can make this look like a quad just by going to the vertices here and pulling this

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one out.

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Now, we can see a little better that there are, in fact, four edges.

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So that's how we get down to reducing an area of high density of wedge flow into a low density of flow.

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And there's one other little tool I'll show just very briefly.

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We can talk about this a little later as well.

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But if I wanted to resolve this kind of messy look to the edge flow here with a different tool, we

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could go to sculpting and choose this one right here.

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This is the relaxed tool.

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If I click this, I need to select the polygon mesh.

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I'll select the face.

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You can see everything kind of grays out the edge flow does.

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And it tells me I'm sculpting on this shape, this plane here.

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And what the relaxed tool does is it will not change.

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It will not sculpt on this polygon.

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I won't raise or lower it or deform it in any way.

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What it will do is relax the edge flow.

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And if your brush size is too big, you can hold down B and Middle Mouse Dragon will change the brush

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size.

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So it's way too big.

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Just scale it down here with the middle mouse and holding B and if I click and just kind of hold down

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my mouse and drag around, you can see it just relaxing the edge flow here.

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So it makes it flow into the next area a lot more cleanly.

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And it did that kind of pull out force here where this face, instead of looking like a triangle, looks

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more like a quad now and again, and it just doesn't look like it.

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But but by geometric components of its edges, it is, in fact a quad.

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That's how we do a reduction of air flow from an area of high to low.

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And the next lesson we're going to cover the more difficult version of this of odd number, and that

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will take a little more problem solving and puzzle solving.

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So some people find this very fun because it is like solving a puzzle and other times can be very frustrating

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when trying to figure this out.

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So I hope this makes sense and how to merge areas of high density and low density.

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Let's move on to a more advanced problem in the next lesson.

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Thanks for watching.
