WEBVTT

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Editada em https://subtitletools.com

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Esta perda e vamos cobrir duas das principais técnicas para modelagem utilizado e nós estamos indo para chegar

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começou na cabeça do crânio.

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Assim, duas das diferentes maneiras de começar a modelar algo como isso seria para entrar em um de seus pontos de vista

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o da vista ou a visão correta sobre a vista frontal.

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Rolando pelo espaço e clique direito e indo para a vista frontal.

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E podemos criar uma caixa e isso é chamado de método de modelagem Box.

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Então, eu vou arrastar esta caixa até que eu fiz apenas clicando no menu modelagem poli e, basicamente, começar

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para puxar pontos ao redor e tentar corresponder à imagem que temos.

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Para que pudéssemos ir aqui para o nosso menu Inserir personalizado loops de adição de ponta e puxar aqueles em diferentes distâncias.

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Nós também poderíamos expulsar rostos para tentar chegar ao tipo certo de forma.

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But basically you want to use as few amount of lines to describe an area as possible.

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So you don't want to start just detailing you know the lips or something like that.

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When you start modeling you want to get the basic forms correct first before you start adding any kind

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of detail.

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So this is how you begin.

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And this is called Box modeling.

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You start with the box and you just start kind of pushing points around you can see what I'm doing is

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double clicking.

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So I know I get the whole edge loop that goes all the way around and I'm just scaling it to try to match

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the outline of this character.

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OK so that's box modeling.

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So what happens when we need to create the eyes or.

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Or start making this more rounded or something like that.

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So I'm going to hide in this box real quick.

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I'm going to go to object mode and hit Control H.

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And then I'm We go back to the front view and discuss the edge modeling method or point modeling there's

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a couple different ways you describe it but it's the same idea.

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So when I create a plane and drag it up here and I'm going to rotate it 90 degrees and I'm gonna turn

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the subdivisions to one.

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So we just have one face and I'm actually going to go out to my perspective you holding down spacebar

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right clicking or.

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Sorry not right clicking just left left mouse clicking and then we'll go back to the front view.

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So you want to pull out so I could see that off of the image there.

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So the one thing we could also do if we can't see through this object we could go to the shading materials

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here from the ash root editor and turn down the transparency of the sheet or that this is assigned to

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and each time that we have an object selected and we go to the editor it's going to pull up its different

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attributes and there's all these different tabs up here.

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And the last one farthest to the right is always the Shater.

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So if we select while we have the display layer here so if we turn off the reference of the display

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layer for the reference and I select that when I go to enter we go to the far right tab.

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This is the Shater for that.

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So we could change the transparency and all that.

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So let's turn that back to reference and let's click the plane and let's turn the transparency down

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so we can kind of see through the object to make sure we're lining things up and we could you know do

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the same kind of thing scale this move it up.

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And instead you know we can use the edges to extrude someone to get this to a place where I want textured

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edge.

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And when I go to Right-Click can go to the edge mode and scale this out.

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And just like we can extrude faces like we did in the hard surface modeling we can extrude edges and

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hit the extrude button up here.

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We can also get to from our custom in you where we saved it out and you get the same kind of attributes

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you know you can just start pulling edges around.

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And when you hit G which is a very good shortcut that we've used a lot you can begin to move really

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quickly in how you're modeling something.

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One thing to keep in mind too is that oftentimes when people begin modeling they only model one side

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and they cut their model in half.

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So to do that we could go to the edge tool and we can go to the tool settings and turn on multiple loops

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and turn that down to one.

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That way when we click here for the loop we can see it's going to set it right in the middle.

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OK.

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Turn off the tool settings here.

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And I want to go to the face mode hit Q to pull up the selected tool click and drag select those faces

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and delete them.

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So all we should worry about now is modeling out this right side.

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So I could go to this edge and extrude it and pull it out and just continue modeling.

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And when we get to curved surfaces and things like that we could go to the perspective mode and we could

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start you know pulling this around we get to object mode.

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Pull this out to the front kind of where the forehead should be.

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And we can start pulling these things around the edge mode.

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Pull this back in.

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So this is the kind of edge or point modeling technique.

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So we can see we are going to need some more edge loops here so we can add those and we can start wrapping

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these edges around and extruding them as we need.

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So this is two different ways of modeling the box method which we've already shown in this method and

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you're going to need to know both of them to be a successful modeler.

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Different circumstances call for different techniques and you'll need to know both of them.

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So what I like to do and I'm starting is use the box method and then later I'll come back to this method

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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

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will just use a new plane and all I'll I'll show you how we do that here in a little bit.

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So I'm going to go back to the front view and do what we did on the face.

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So the other thing to keep in mind is we can also use symmetry.

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We can go to the tool settings here and when we go when we hit w to make sure that we have the move

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tool on we can go down to symmetry settings here and the tool settings and we can turn it on we can

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click this little button and we can tell in which direction to be symmetrical.

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And because it's not always that you you know want to go in I guess object X or world x is the same

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thing because we're modeling this right at zero so it won't really matter if we choose object or world

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at this point.

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Let me show you what happens when you do that.

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If we go to Virtex and we just select one over here you can already see that as I hover over one it

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selects the other on the other side and let me just turn off the tool settings here so we can get a

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closer look and turn that one down.

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So when I hover over you and see this kind of blue selection here so when I start pulling points it's

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going to be symmetrical.

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So that's also one way instead of having to cut a model down the middle and then just model one side

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and then copy it and flip it over and then merge all the vertices down the center.

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You can just turn on symmetry and work this way.

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And a lot of times all end up doing both were you know start out this way and then I only get so far

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and then I'll have to resort back to splitting it in half and then go back to this method.

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So there's a lot of back and forth.

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But basically anytime you start you kind of want to just get the basic shapes down so many drag this

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down.

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You see I didn't get all of the loops and click and drag and then control click and drag everything

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above that bottom edge loop and drag this down to the bottom and then on the scale this down and then

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I'm going to start adding an edge loops where I see kind of the fir this point on the silhouette here.

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So if we look we can tell we're going to probably need one in here up here up here.

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You know here and also with drawings you know we probably need to be going to the inside of the drawing.

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This is a very thick line so we can adjust for that as well.

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Someone put it well.

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So yeah he essentially told him we forgot to turn off the equal distance here.

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So it's got a relative distance turned back off tool settings so we get a better view and hit G to pull

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up the last tool which is incidentally all we've been using.

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Just click and drag and here to make a bunch of loops so that we have some geometry to pull around otherwise

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we don't have anything to work with and it'll make modeling a lot more difficult if we don't have these

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edges.

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OK.

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So with that done I'm going to click track select and bring this up to the middle here or the sorry

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at the bottom of the skeleton head I was going to start double clicking and scaling these out to match

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the silhouette of the skull.

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So the next lesson will continue working on the model head and I'll see you there.