WEBVTT

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In this lesson, we're going to start to model the eyes and we're also going to clean up the model a

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little bit when we start modeling, it's kind of like a sculptor with clay.

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It gets pretty messy, right.

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And that's OK.

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We're trying to find the form from the reference and kind of whittle away and build up and whittle away

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again and smooth out so things can get pretty messy with the topology that we learned about.

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Should be pretty follow the right kind of line flow and all that kind of stuff.

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But at the early stages, you know, you shouldn't be worrying about that too much and just kind of

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finding the form of it.

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So to clean up the model, I'm actually going to delete the left side.

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So I'm going to go to the front view and before I delete the left side, I'm going to go to the edge

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mode.

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And I'm a double click this kind of middle edge here.

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I'm going to go to scale.

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And because we have the negative scale attributes set, if I let a hold on are in left click prevent

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negative scale is turned on.

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When I scale this, it's going to flatten out that edge and have a hit W and then X and hold on X.

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It's going to snap this edge to the center line of the world here.

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So now I know if I go to my face mode and I select all the faces on this left side, I can just hit

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delete and there might be some stray pieces that you need to grab, but, you know, make sure you're

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not grabbing anything on the other side.

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So now we're working with just one side, and that's OK.

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So what we need to do is start to look at the line flow a little bit more so we can start to define

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areas that we need to work on, like the AI.

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So I'm going to scale this one in similarly, as I had done before.

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And actually I'm going to I'm going to d select this top because I liked the sphere that we had going

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up here.

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So I want to delete deselect those and then scale in this just kind of the front area here and push

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it over because we know we want the nose to have, you know, lines here.

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And if we look at the reference image, we know we're going to at the bare minimum, we're going to

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need a line here to hold the inner part of the eye.

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And I'm doing this now because we need to look at modeling the eye socket itself and deleting part of

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the geometry we already have and using the edge modeling technique instead for right now.

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So I'm going to go back to the perspective mode and kind of take stock of this where the edge edges

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are and see what I need to pull over, possibly.

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And I think we could maybe pull some of this over and deselect to the top.

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I want to go back to the front view, not having made that decision for to see that I have deselect

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on the backside of this thing the way that I want.

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I'm going to drag this over and select some of this stuff and drag it over to dislike the bottom kind

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of area and just trying to get this, this edge flow to start going a little more down the model as

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you would predict it so we can smooth that stuff out later.

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But what I'm trying to get at here is six on keyboard is we are going to delete these faces.

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OK, so I'm going to go back to the front view with this texture turned on so we can see the reference

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image.

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I'm going to select the faces that encompass this eye socket and delete them.

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We could extrude them if we wanted to.

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So another method could be going to custom and extruding this and going we go to the perspective view

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and we could, you know, keep faces on and kind of scale this in and try to make the the eye socket

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this way.

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But to me, it's just kind of too messy.

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And I would rather just kind of start from scratch and focus on making one component of the skull really

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well and then trying to just figure out later how to connect it up.

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So I just hit delete on that to delete it.

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And I'm going to bring in actually I'm just going to work with the edges that we already have something

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called the front view.

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And I'm going to grab this edge here and I'm going to start to really think about the edges and pull

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this in and rotate it.

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And get it to a point that is somewhat representative of the outline of the I.

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And I'm doing like every other edge, because I know the edge above it is going to follow.

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So, again, you know, when you think about EDG flow, we're going to start to see areas get pulled

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in ways that we can't really resolve right now.

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So what I'm going to do is actually just delete this face and I'm going to bring this edge over.

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Actually, I'm going to make another because I want to leave that inner edge, someone to undo that

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super quick and just hit the edge loop tool.

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I do not want 10 edge loops right there.

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So I'm going to click the tool settings, go to one.

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Doing it in the center is fine.

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And what I'm going to do is delete this face here.

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And turn off all this stuff so we get a better view, so now I have this kind of free edge you get in

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here now I have this free edge to start a different direction.

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OK, so I'm going to go to the right view to make sure we're kind of in line with where we need to be

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there.

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We can see that this is way too far back.

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I'm going to push this way back and I'm going to do the same here.

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I know we can do that now because we have that extra edge loop to hold the nose bridge.

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So now I know I can pull this stuff around and be roughly in the right spot and still keep that the

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bridge.

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I want to make sure that I'm not selecting that one the bridge edge loop as I'm going through here.

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So I'm going to bring this stuff in.

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And make sure we're kind of getting in the ballpark.

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A lot of modeling is a lot of back and forth, especially if you don't have a ton of experience, you

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know, this is time consuming stuff like most aspects of 3-D and that you are bound to learn if you

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haven't already.

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So this is just part of modeling and learning.

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3-D is, you know, taking your time and trying to imagine this stuff in 3-D and making that a reality

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here in the computer by pulling points around.

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And so this really starts to stress how you interpret things in 3D space, because we don't have like

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I said, you know, it's not like we have a drawing from every single angle that we're looking at.

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We have to interpret based on the art what we think the outline of this should be.

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Cool.

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So we kind of started getting it in the right space, the right depth, and you can also see why we're

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trying to work with his few edges as possible because it makes the work go so much quicker.

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So here's another example of me wanting to split off from the current edge flow.

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So I'm going to click the creative edge loop and the tool settings and turn relative distance so I can

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put this wherever I want it, which is right here at the top.

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Right.

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I want an edge loop here so that now I can take this edge and extrude it.

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And just pull this out, I'm not worrying about everything above it right now, I just want to make

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sure that.

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We're doing the I correctly at this time, and I worry about connecting everything up later.

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That's why that's why I taught the topology part first.

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So you'd understand the fact that, you know, and I and I actually just pull this off.

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There's like a straight line, a roughly straight line Maji to extrude again.

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There's roughly a straight line.

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You know, you can just get a perspective mode to make sure I'm rotating this edge in the right direction.

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If there's roughly a straight line like this in the design, you could just pull this edge out super

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far and then make edge loops later on on it where where there should be.

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So just to move and and work a lot quicker, that's one way to do it.

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So kind of wherever there's a kind of turning points in the shape, when it g again g it looks like

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we missed the the shortcut there.

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So I'm going to hit extrude from the menu,

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but that's just to work a lot quicker to pull edges past.

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You know, you don't have to stop every little centimeter to create an edge loop.

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You can, you can pull things really far and then make new edge loops later.

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So when things start to turn a corner, you will have to obviously have more edge loops like this.

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But, you know, take advantage of those straight areas so that you can not have to worry about too

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much.

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I'm also going to hold on our click left click and go to component.

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And now I can kind of scale up and down because before we scaling up like object space, which was up

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and down in world.

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So in component mode, you know, it's taking into account where the line is.

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So we're going up and down the line itself now, which is very, very helpful.

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Scaling things appropriately for what are our needs are at the moment.

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So just going to continue to drag this stuff out and make one last edge loop here and extrusion that

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is and cool.

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Now I'm just going to select to this edge and I'm going to go to edit mesh merge.

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And it's going to increase tolerance until those snap together and we have the outer kind of rim of

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the eye now, so that's looking pretty good considering how messy it was before.

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This still probably looks pretty messy to your eye, but let's look at it from the right view and get

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things lined up now.

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So I'm going to go to the face mode because, uh.

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You know, I can't it's harder to click the edge that we would be going for there, so.

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This is going to make things go a lot quicker now, I can actually select this kind of middle edge here

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to get this going in the right direction.

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Cool.

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So it's kind of, you know, all about switching between views and again, here you can see where the

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two drawings don't really line up and they don't sync up with what the drawing has.

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So you kind of have to start to interpret for yourself.

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And three dimensional space.

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What should be happening, some hitting be holding downby to change the size of it here and just trying

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to get things kind of roughly in the right area in space as well.

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What we need to start thinking about, too.

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So I'm just trying to get this stuff out of the way so we can actually model the eye socket.

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So you can see how modeling is very time consuming and is a difficult job.

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You know, I have a lot of respect for people who this is.

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All they do at studios is create models like this.

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It's it's not an easy job artistically.

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And, you know, technically it's quite challenging.

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So as I make changes to it from different views, you know, it's kind of like pushing and pulling it.

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I want to make sure that it's still roughly in the same area.

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And and I may have to just kind of split the difference on how the two drawings are not lining up.

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So but what I want to make sure is that the general kind of the the general idea of this kind of teardrop

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shape is starting to take form in the eye socket.

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So let's just pull that there once we have this done and go to the edge mode here and a double click.

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And you can see now we have this kind of inner ring.

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I'm going to extrude them all at the same time.

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I'm going to go to the perspective mode and I'm going to see how well this stuff.

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Wants to extrude in, I might just grab this from the center, but we need to keep bases on it together

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on and drag this stuff in and hit R and scale this from the center now.

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And we can start to see us getting the edges of this thing, this socket working on it again, extrusion

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did not work, so I'm just going to choose it there at W just pull the move to and just drag this stuff

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back.

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So now we have kind of the general idea of this socket, the front view, and make sure that, you know.

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We didn't have key pieces together on there.

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That's why I was double clicking, um, it was not, uh, it was not going around.

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So now when I double click it, it will go all the way around.

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So I'm just going to scale this stuff out.

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And DoubleClick, this scale, this out.

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So we can start to see this go in the depth, right, go inside the skull.

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And I'm going to pull that one back a little further cool, so we start to make the eye socket and now

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we need to resolve how this starts to fit with the rest of the model.

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And we'll do that in the next lesson.

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Thanks for watching.
