WEBVTT

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In this lesson, let's take a look at the more complicated example of going from an area of even numbered

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to an area of odd no edge loops somewhere to hide this even no example.

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We've already done and create a new example by creating two planes and dragging them side by side here

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and.

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Then making one of them be nine instead of ten, and we can combine these as we did mesh combine.

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Edit delete by type history, and I'll call this odd odd numbers and let's begin merging these edges

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down.

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It's going to go right click and go to edge and when I click drag select all of these.

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And go to and eMESH.

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Merge.

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And now we get to the issue, how do we resolve this one?

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This is a more complicated puzzle and it's going to take a little more problem solving.

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I'm going to you can try this by yourself.

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You can pause the video and try to figure this out, how to merge these lines down with no triangles

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and no Englands meaning no five sided faces.

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Or you can just follow along and I'll show you the answer of doing it one way right now.

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So we need to approach this and kind of a different way.

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We need to resolve the issue back here and then there'll be another solution here.

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So so we need to reduce the number of edges back here so then we can solve the problem up here.

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OK, so I'm going to go to the multicar tool and I'm going to make some new loops here.

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If I hold shift and click, I'll get to the middle of the.

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Edge and er, so I've divided this in Korean and gone over here, so to resolve the end gone, I need

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to.

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Make this a quote again and create an edge here, and when we solve this problem now, we create another

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one that we have triangles here.

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Well, it's not that big of a deal.

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I can actually just delete those.

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So I'm going to.

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So I'm going to go to these edges and shift select them both holding down shift.

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Right.

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Click and go to delete edge.

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OK, so now we have a new problem.

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We have an odd number still.

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Right.

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We have one going into two.

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So how do we solve this problem?

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Well, let's whenever I'm problem solving, I just try to move forward and then see where the problem

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arises and how I can fix it.

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Kind of at the the last possible moment, I'm going to stay in this edge mode.

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I'm going to merge these down.

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And kind of forced the issue here.

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OK, so what method do we have at our disposal to resolve this?

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Let's try pulling this over and merging these vertices over here.

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So I'll hold down V and middle mouse drag.

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You can see I'm isolated to this translation so it won't snap.

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So let me isolate it by clicking in the center here and now it will snap.

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I need to merge those vertices, the right on top of each other.

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They're not merged yet.

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So I need to go to merge after I click and drag both of them.

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I have to worry about the threshold because they're right on top of each other.

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So everything's merged now, right?

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Except the problem is we have a triangle here.

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So how do we resolve the triangle?

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Well, we can try to make it a quad in some way.

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What's the easiest way to make something?

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A quad?

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Let's try to add another loop.

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OK, so we get we could do this for the multicar tool or we could go over to our custom shelf and use

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an edge loop and the loop will show you the issue right there won't be able to continue at a triangle.

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So when we click here, it's going to stop at the triangle and that indicates a it's a triangle.

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And B, maybe this is how we're going to solve the issue.

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So I'll let go.

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And now when we look, it is it is a quad.

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We have no N guns and we have all quads.

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The only issue is that we had to add a new edge loop.

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So in a model that you have, it's fairly large.

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This could create issues up here somewhere.

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You know, now you have a higher density of envelope's up here.

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So you could be just pushing the problem up higher.

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But it's an area that you could, you know, solve.

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Let's figure out how to solve this and reduce this.

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We've done this before, right?

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We have three and we're trying to get back to one.

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So let's scale these vertices down and select all three and merge them.

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We'll go to edit Meche merge now we have two triangles again, and how do we solve that?

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By deleting their sinter edge to make sure I only have that one selected holding down shift right.

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Clicking Good to delete EDG.

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Now we resolve the issue that's not super clean, right?

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Like it doesn't look super clean, but it is all Quad's and we've solved the problem.

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Now this we could solve this much higher up.

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So all of this kind of oddly flowing topology won't necessarily have to be in the same area.

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And you could maybe hide this in like an armpit or somewhere that is not very visible to a model.

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So you could move this solution somewhere in the model that's not visible to the viewer.

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But this is how to do the odd number kind of intersection thing and deal with that topology line flow.

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So I hope you had fun figuring out this kind of problem solving thing.

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You can find these types of examples all over models.

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If you ever look at wire frames of models, you'll be able to see this all over.

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You can see triangles right here.

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Well, not really triangles, but you can see where the edge flow changes.

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It looks like a triangle, but it's really a right.

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It has four edges.

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So that's a quad.

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But you can see where the edges it goes up and around.

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Right.

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We can see how this starts to flow.

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This goes up and around like this instead of going straight through because we can see a star right

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here.

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We know there's an edge loop kind of change and direction here.

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See how this changes directions and it's near that star.

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Start to look at this stuff.

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When you're looking at wire frames of models, you can kind of see the thought process and the reason

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behind they did it because so they did this because, you know, our abs are in the center here.

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Maybe they need the topology to be right for the belly button or, you know, this Adam's apple area

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is kind of the reverse, you know, upside down version of this.

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All of this flows upward so that this person can have an Adam's apple and the topology will support

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that shape here.

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So start thinking about models in this way and in the next lesson will begin creating our own model

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from reference that I'll provide so we can create our own character and keep moving along and learning

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how to model and Maya and all the other aspects of Maya.

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Thanks for watching.
