WEBVTT

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Now we have the top of the head kind of looking remotely like a skull shape, so let's move down the

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head and see how we can continue to refine this.

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And we still have the piece for a marked as a make live surface.

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So we need to turn that off.

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We're going to continue to work.

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So let's turn on.

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So let's look more at the sculpting tools that we have here.

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Let's actually one thing I'd also like to do is to duplicate out kind of the stage.

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I met someone at command and I'm trying to hide this so that I can work on this without fear of having

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to undo, you know, 100 brush strokes or something crazy.

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I can just pull this one back up and continue modeling.

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So that's one technique I like to do, is to kind of duplicate it out, to kind of save kind of where

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I'm at.

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So let's let's look at these sculpting tools, and it's kind of arranged by how likely you are to use

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it, basically.

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So we have the kind of classic sculpt tool where if we click and drag on it, it's going to pull out

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points.

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And if we control hold down, it's going to push points in.

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If we shift, it's going to smooth points out.

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So with one tool, we can do a lot of what we need to do on this model.

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And again, I don't have symmetry turned on, which is not a huge deal because later on we're going

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to delete this half.

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And this for right now, it's just kind of for ease of use to kind of be an artist and work kind of

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more free form.

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You don't always have to be super strict.

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So I'm holding down shift and smoothing these kind of corners out with the sculpt tool so that we can

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kind of bring in those corners and round everything off a little better on this kind of dimension that

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we don't have a drawing for, which is kind of this three quarter dimension here.

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So I'm just holding down, shifting, dragging.

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And so I'm going to bring all of this stuff in and.

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Going to kind of just smooth this stuff down on the corners mostly is what I'm looking at just to kind

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of generally get this stuff going in the right direction and undo that a little bit, I think, because

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the cheekbone.

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Sorry.

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Yeah, that's the nose.

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So we definitely want this part in because the nose is only part of the nose it should be poking out

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is obviously in the middle of the model.

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Some actually gonna hold down control and push this geometry in.

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So it's a little more aggressive of a brush.

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That's when to push it in, push it in from different angles, and then I'm going to hold down shift

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and smooth that stuff out to try to get it back to a better shape.

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I'm just holding down shift and yeah, it's looking a lot better than from when we started.

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You know, pretty quickly you can get to a decent spot without having to do too many crazy things.

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So, OK, let's look at this nose issue here.

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So I'm going to grab an edge and I'm going to hold down.

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I'm actually going to be to bring a soft select I'm going to hold down and just make it a small area,

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so grabs the ones around it and then want to go to this kind of a view so I can grab these and control

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click deselect kind of the neighbors and want to bring this one in as well.

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We're going to use this, I'm going to hit R to bring up scale and scale this kind of flat if you want

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this not to go past negative like this can go, we can do that.

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So it's a little easier to see.

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So I can go past negative over here.

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Right.

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And go through the manipulator.

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If we all done are and click, we can go to prevent negative scale.

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Let's turn that on and see what happens.

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Boop, get a straight line.

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So that's a that's a really nice way to get a straight line on a model.

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So we're going to do that again here.

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Keep dragging that.

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And then now we know that something like this over here I selected through it so I want to control click.

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That should definitely be way back.

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You know something in here.

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Right, because the nose should be a pretty pronounced shape by itself and it shouldn't be competing

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with the cheekbones, of course, so I'm just scaling stuff and bringing it in so that we can kind of

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start to shape out this cheekbone area as well.

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So it looks like we're starting to lose some of the form here, so we're going to pull some of this

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stuff back out with softs like still on and make sure we're trying to maintain the shape of the overall

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shape of this thing.

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I'm going to go to the sculpt tools again and just kind of smooth out this area again.

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And you do want to be careful when you start smoothing and there's not a ton of geometry here to support

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this very smooth.

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This is going to start snapping the stuff back out and get rid of the work already.

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Did someone undo that and just maybe relax the model to bring in more geometry, something to click

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the one we were familiar with already, and try to bring in some of this geometry from the right?

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Cool.

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So it's looking a little bit better and.

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We can kind of look at it from all different angles, so I like to it's hard, kind of hard to see the

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shape of something if you aren't seeing it from a glancing angle, meaning, you know, I'm looking

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on the surface.

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I want to see the profile, the silhouette of the surface to kind of see what's actually happening there.

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You know, here we can see there's a divot.

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It's kind of hard to see that did it when you're looking at it straight ahead.

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But when you go at this glancing angle, you can see that we've, you know, gotten rid of that shape,

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which is just a matter of pulling that stuff back out.

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We can turn the piece fear back into a make live surface and then just pull that stuff out vertex by

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vertex.

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Even though it's hidden, it will respect that, make live surface so you can get that shape back.

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After all the work we were doing, pushing and pulling stuff around, it got rid of that shape.

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Looks like that was a little too much.

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So let's turn that make life back off.

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So we've solved that problem and just, you know, constantly kind of seeing what the state of affairs

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is and what the next thing we need to be doing.

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So we've made some progress and we learned about sculpting tools.

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I'll see the next lesson where we will start to model the eyes.

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Thanks for watching.
