In this lesson, we're going to cover two of the main techniques for modeling used and we're going to
get started on the skull head.
So two of the different ways to begin modeling something like this would be to go into one of your views,
the front viewer, the right view and choose the front view, rolling down space and right clicking
and going to the front of you.
And we can create a box.
And this is called the box modeling method.
So I'll drag this box up that I just made by clicking in the poly modeling menu and basically start
to pull points around and try to match the image that we have.
So we could go in here to our custom menu and start adding edge loops and pull those out at different
distances.
We can also extrude faces to try to get to the right kind of shape.
But basically you want to.
Use as few amount of lines to describe an area as possible, so you don't want to start just detailing,
you know, the lips or something like that when you start modeling, you want to get the basic forms
correct first before you start adding any kind of detail.
So this is how you begin and this is called box modeling.
You start with the box and you just start kind of pushing points around.
You can see what I'm doing is double clicking.
So I know I get the whole edge loop that goes all the way around and then I'm just scaling it to try
to match the outline of this character.
OK, so that's box modeling.
So what happens when we need to create the eyes or or start making this more rounded or something like
that?
So I'm going to hide this box real quick.
I'm going to object mode and had control and then I'm going to go back to the front view and discuss
the edge modeling method or modeling.
There's a couple different ways you can describe it, but it's the same idea.
So I'm going to create a plane and drag it up here and I'm going to rotate it 90 degrees and I'm going
to turn the subdivision's to one.
So we just have one face.
And I'm actually going to go out to my perspective.
You holding down space bar, right?
Clicking And or sorry, not right.
Clicking Just left, left.
Mouse clicking And then we'll go back to the front of you.
So I want to pull out so I could see that off of the image there.
So the one thing we can also do if we can't see through this object, we could go to the shading materials
here from the attribute editor and turn down the transparency of the share that this is assigned to.
Any time that we have an object selected and we go to the actual editor, it's going to pull up its
its different attributes.
And there's all these different tabs up here.
And the last one farthest to the right is always the shader.
So if we select well we have the display layer here.
So if we turn off the reference of the display layer for the reference and I select that and I go to
that letter, we go to the far right tab, this is the shader for that so we can change the transparency
and all that.
So let's turn that back to reference and let's click the.
Plain and let's turn the transparency down so we can kind of see through the object to make sure we're
lining things up and we could do the same kind of thing, scale this, move it up.
And instead, you know, we can use the edges to extrude someone to get this to a place where I want
to extrude an edge.
I'm going to go to right click and go to the edge mode and scale this out.
And just like we can extrude faces like we did in the hard surface modeling, we can extrude edges.
Someone hit the extrude button up here.
We can also get to it from our customer knew where we saved it out.
And you get the same kind of attributes.
You know, you can just start pulling edges around.
And when you hit G, which is a very good shortcut that we've used a lot, you can begin to move really
quickly in how you're modeling something.
One thing to keep in mind, too, is that oftentimes when people begin modeling, they only model one
side and they cut their model in half.
So to do that, we could go to the edge loop tool and we can go to the tool settings and turn on multiple
large loops and turn that down to one.
That way, when we click here for the loop, we can see it's going to set it right in the middle.
OK, on turn off the tool settings here and I'm going to go to the face mode and my cue to pull up the
selected tool, click and drag, select those faces and delete them.
So all we should worry about now is modeling out this right side so I could go to this edge and extrude
it and pull it out and just continue modeling.
And when we get to curved surfaces and things like that, we could go to the perspective mode and we
could start, you know, pulling this around.
We can go to object mode, pull this out to the front kind of where the forehead should be, and we
can start pulling these things around and it's going to edge mode, pull this back in.
So this is the kind of edge or point modeling technique.
So we can see we're going to need some more edge loops here so we can add those and we can start wrapping
these edges around and extruding them as we need.
So this is two different ways of modeling the box method, which we've already shown.
And then this method and you're going to need to know both of them to be a successful modeler.
Different circumstances call for different techniques and you'll need to know both of them.
So what I like to do when I'm starting is use the box method and then later I'll come back to this method.
And if there's an area where it's hard to use the box method, I'll delete faces on the box and then
I will just use a new plane and I'll I'll show you how we can do that here in a little bit.
So I'm going to go back to the front view and do what we did on the face.
So the other thing to keep in mind is we can also use symmetry.
We can go to the tool settings here.
And when we go and we hit W to make sure that we have the move tool on, we can go down to symmetry
settings here and the tool settings and we can turn it on.
We can click this little button and we can tell it which direction to be symmetrical.
And because it's not always that you you want to go in, I guess Object X or World X is the same thing
because we're modeling this right at zero.
So it won't really matter if we choose object or world at this point.
Let me show you what happens when you do that.
If we go to Vertex and we just select one over here, you can already see that as I hover over one,
it selects the other on the other side.
And let me just turn off the tool settings here so we can get a closer look and turn that one down.
So when I hover over, you can see this kind of blue selection here.
So when I start pulling points, it's going to be symmetrical, so that's also one way instead of having
to cut a model down the middle and then just model one side and then copy it and flip it over and then
merge all the vertices down the center, you can just turn on symmetry and work this way.
And a lot of times I'll end up doing both where, you know, I'll start out this way and then I can
only get so far and then I'll have to resort back to splitting it in half and then go back to this method.
So there's a lot of back and forth, but basically, any time you start, you kind of want to just get
the basic shapes down.
So I'm going to drag this down.
I can see I didn't get all of the edge just going to click and drag and then control click and drag
everything above that bottom edge loop, trying to drag this down to the bottom.
And then I'm to scale this down.
And then I'm going to start adding an edge loops where I see kind of the furthest point on the silhouette
here.
So if we look, we can tell we're going to probably need one in here, up here, up here, you know,
here and also with drawings, you know, we probably need to be going to the inside of the drawing.
This is a very thick line so we can adjust for that as well.
So I'm going to put it well.
So, yeah, I use that tool and we've got to turn off the equal distance here.
So let's go to a relative distance, turn back off tool settings so we get a better view and let G to
pull up the last tool, which is incidentally we've been using and I'll just click and drag in here
and make a bunch of loops so that we have some geometry to pull around.
Otherwise we don't have anything to work with.
And it'll make modeling a lot more difficult if we don't have these edges.
OK, so with that done, I'm going to click, drag, select and bring this up to the middle here or
the sorry, the bottom of the skeleton head.
I'm going to start double clicking and scaling these out to match the silhouette of the skull.
So the next lesson will continue working on the model head.
And I'll see you there.
Thanks for watching.