WEBVTT

00:00.150 --> 00:05.130
In this lesson, we're going to continue to work on the eye socket and figure out how to connect it

00:05.130 --> 00:10.470
to the rest of the head, someone turn on the wireframe on shaded here with this little button so we

00:10.470 --> 00:14.160
can kind of see where the wireframe is when you're doing anything like this.

00:14.160 --> 00:15.800
We kind of just made this eye socket.

00:15.810 --> 00:18.200
How are we need to make it to follow the reference now?

00:18.220 --> 00:20.730
We need to resolve how it fits in with the rest of the model.

00:21.060 --> 00:24.480
So the first thing I do is just try to line up where edges should meet.

00:24.810 --> 00:27.270
So we have one edge here and two edges here.

00:27.270 --> 00:29.870
So we know we're going to add an edge loop here.

00:29.910 --> 00:34.170
So I'm going to go through the whole model and look at that kind of thing and add edge loops where I

00:34.170 --> 00:34.950
see that there need it.

00:35.310 --> 00:39.510
So with that in mind, I'm going to run through the model real quick and add edge loops.

00:39.510 --> 00:42.600
I'll go up to the edge loop tool and add it.

00:42.600 --> 00:49.020
And as soon as I add an edge loop, I also want to try to maintain the shape that I've started to create.

00:49.020 --> 00:49.830
So I need to pull it up.

00:49.830 --> 00:54.360
I can't just add an edge loop and expect it to, you know, maintain the type of shape I want it to

00:54.660 --> 00:58.880
because it'll just be a straight line going to go through here and kind of line up these edges.

00:58.890 --> 00:59.850
This one will go to that one.

01:00.180 --> 01:01.380
It looks like we need one in here.

01:01.380 --> 01:05.880
So I'll g and add one there and then pull this out just a touch.

01:06.330 --> 01:15.690
And so then we got these two and then we have maybe we need to hear it looks like and then that one

01:15.690 --> 01:16.260
we'll go to that one.

01:16.260 --> 01:17.180
That one to that one.

01:17.640 --> 01:24.600
And one thing I also want to note is you want to try to maintain the edge flow like we're talking about

01:24.600 --> 01:25.800
topology earlier.

01:26.220 --> 01:31.860
You know, see how far away this edge like there was this edge that's going in this direction.

01:31.860 --> 01:35.520
And then it takes like a 60 degree turn and then it starts going straight again.

01:35.820 --> 01:37.830
You don't want edges like this, right?

01:38.040 --> 01:41.820
You want them to line up with the edge flow.

01:41.820 --> 01:45.960
So they're all in a straight line for the most part until they're needed to be moved.

01:45.960 --> 01:50.340
But, you know, there's no reason for these to be out of whack like they are.

01:50.640 --> 01:57.480
So you need to kind of rein the topology and as you continue to tweak things and correct your model.

02:01.270 --> 02:09.280
So I'm going to pull this one over as well and think, well, eventually we'll have to resolve this

02:09.280 --> 02:11.890
issue over here on the nose, but I'm going to save that for another video.

02:12.280 --> 02:16.900
When we're working on the nose right now, let's just focus on the eye socket, try to get this stuff

02:16.900 --> 02:17.620
in line.

02:19.270 --> 02:26.810
OK, so now let's start at the top and what we can use is the appended polygon tool.

02:27.610 --> 02:33.190
So because this is too far a gap to try to merge these edges together, we need to create new geometry

02:33.190 --> 02:33.490
here.

02:33.770 --> 02:36.670
So let's put out the append a polygon tool right here.

02:37.240 --> 02:41.110
And I can just click here and click there and hit enter.

02:41.680 --> 02:47.560
And I'm not going to continue to go down the model in the same with the same tool because we need every

02:47.560 --> 02:49.510
time I hit enter, it makes those edge loops.

02:49.990 --> 02:52.270
So I want to make sure that it's making those.

02:52.270 --> 02:54.100
So I'm doing it face by face.

02:54.700 --> 02:56.250
So now what do we do?

02:56.290 --> 02:58.100
We were faced with a triangle here.

02:58.450 --> 03:02.520
So what I would suggest doing is we haven't we haven't flipped the model over yet.

03:02.530 --> 03:07.390
There's something over here I would suggest doing is just running this edge loop with the multicast

03:07.390 --> 03:13.060
tool clicking on the vertex here and just running it all the way through to the other side of the model.

03:13.660 --> 03:19.210
And now we have two triangles, one empty and one filled.

03:19.480 --> 03:24.160
So let's just take this face, make sure on the face mode, click it and hit delete.

03:24.520 --> 03:25.420
Now we have a quad.

03:25.690 --> 03:34.420
Now we can use the append polygon tool and make sure that we do not have a triangle in that area.

03:34.600 --> 03:43.450
And we're also not working with any Yangon's yet, which is good when it g and just keep going and I

03:43.450 --> 03:45.340
will speed up the video and I'll see one second.

03:48.250 --> 03:50.230
One thing I do want to note is, you know.

03:51.740 --> 03:57.080
You can't just take everything for granted, you have to be very precise with every vertex, so, you

03:57.080 --> 03:59.780
know, I got to make room for this new edge flow, so I got to move.

03:59.780 --> 04:05.060
The vertices don't just allow the model to kind of be whatever it is.

04:05.060 --> 04:11.300
You have to touch every single vertices and make sure it's precisely where you want it to be at all

04:11.300 --> 04:11.890
times.

04:11.900 --> 04:13.250
So keep that in mind.

04:20.290 --> 04:23.380
All right, now we have the eye socket attached to the rest of that.

04:23.820 --> 04:29.590
I'm going to increase the transparency here or I guess decrease it really slide over to the very end.

04:29.920 --> 04:31.350
You can see we have all this history now.

04:31.400 --> 04:33.340
It takes a long time to get to the Shater.

04:33.820 --> 04:38.110
So one thing I can do to help clean up the model so it doesn't you know, I'm clicking and holding this

04:38.110 --> 04:40.600
and we're seeing the the tab just scroll by.

04:41.710 --> 04:46.570
I'm going to go ahead and delete the history on this so that you'll watch the tabs over here.

04:46.600 --> 04:51.370
Now, it's much cleaner now and it's straight to the shader so that we can adjust this transparency

04:51.370 --> 04:57.490
and see it in a more shaded mode and turn off the wireframe on shaded option here.

04:59.020 --> 05:03.910
And these edges are very hard for the mesh display just because we created them by themselves.

05:03.910 --> 05:10.480
So the normals are kind of a little wonky, but we can kind of start to get a sense of the shape of

05:10.480 --> 05:10.960
the thing.

05:11.480 --> 05:18.580
And as we've, you know, continue to refine the model, we need to try to keep it on and, you know,

05:18.580 --> 05:19.960
on model where we want it to be.

05:19.970 --> 05:26.080
So I'm just going to take a second to hold down shift and kind of smooth this area out.

05:27.280 --> 05:29.920
And I'm also going to use the pool.

05:30.190 --> 05:33.220
I don't think we've used this one yet, but the poor one is very useful.

05:34.150 --> 05:35.170
They call it the grab tool.

05:35.530 --> 05:38.440
So you can just click and kind of drag stuff around.

05:38.980 --> 05:44.710
And this one is very, very useful to just kind of get stuff in the right spot.

05:45.100 --> 05:50.740
And it looks like, as I do, that we undo that super quick.

05:50.740 --> 05:53.470
It looks like we the model got moved at some point.

05:54.040 --> 05:55.660
So I'm just going to drag this back down.

05:55.690 --> 05:57.580
Let me look at the outliner or the.

05:58.210 --> 05:59.070
You can do that.

05:59.440 --> 06:00.010
Yeah, it's weird.

06:00.010 --> 06:05.230
I don't know how that I know how that happened while it's recorded.

06:05.230 --> 06:07.570
So I'm sure we could do some detective work.

06:07.570 --> 06:11.290
But, um, you know, you just kind of.

06:11.800 --> 06:16.150
Yeah, it looks like it got a little out of whack maybe when I was moving around at some point.

06:16.300 --> 06:20.320
Sometimes that happens when you're navigating, you can accidentally move something if you have to move

06:20.320 --> 06:20.890
to selected.

06:20.890 --> 06:23.860
So it's usually better to navigate around with a select tool.

06:23.860 --> 06:28.690
So you're not actually moving things while you're navigating in the viewport.

06:29.260 --> 06:36.010
So I'm gonna go back to the grab tool, grab this stuff to try to match the silhouette of the drawing

06:36.010 --> 06:39.850
again and smooth stuff as well.

06:39.850 --> 06:42.850
Even though we're on the grab tool, you can still smooth things.

06:43.150 --> 06:47.740
That kind of modifier key works with multiple tools.

06:47.740 --> 06:54.460
So I'm just kind of smoothing things and grabbing them and back out, smooth this kind of hard edge

06:54.460 --> 07:02.440
there and kind of refine the shape of this eye socket to make sure it's kind of a teardrop shape.

07:05.010 --> 07:13.110
Because there's some straight edges here that I think could be slightly curved and brought in that I'm

07:13.110 --> 07:22.530
trying to get to the inners along with it, so I just have to kind of move around and we might need

07:22.530 --> 07:24.090
another edge loop in here.

07:24.760 --> 07:25.290
Um.

07:26.400 --> 07:31.020
I'm going to go ahead and do that, because this is a quite you know, if you look at the distance between

07:31.020 --> 07:33.930
these edges, that's quite a long way.

07:33.930 --> 07:37.290
And this is actually a good moment to talk about the slide tool.

07:37.560 --> 07:41.910
So, like, if I like the shape of this thing, but I want to drag this edge down and see how it's changing

07:41.910 --> 07:46.560
the shape of everything, I can actually use the slide tool and there's a couple different ways you

07:46.560 --> 07:47.130
can get to it.

07:47.970 --> 07:52.410
I like to just use the modeling tool set up here by clicking this little button and we can go to the

07:52.410 --> 07:55.170
transform, constrain and look at our options.

07:55.170 --> 07:58.680
We have the edge slide, so we click that.

07:59.040 --> 08:00.450
You can see it's a slide now.

08:00.450 --> 08:06.210
And also when we move it, it's kind of maintaining that shape so we can just slide edges around if

08:06.210 --> 08:07.930
we need to, to kind of make room for other edges.

08:07.950 --> 08:11.670
I'm going to slide this one down, just a touch and turn this off.

08:11.670 --> 08:19.680
So we're not having to deal with that later and bring in a new angle up here with the insert tool.

08:21.660 --> 08:28.350
And that way, when I use the sculpting grab tool, I'll actually have something to move, sort to move

08:28.350 --> 08:29.310
that in slightly.

08:30.930 --> 08:32.550
And I think my brush is too big.

08:32.550 --> 08:37.980
So this whole downby and middle mouse drag in the viewport just kind of push that around.

08:40.660 --> 08:46.210
And he had smooth just a touch hair, um, holding down shift.

08:48.470 --> 08:54.950
And yeah, looking a little bit better, we can continue to refine this later on, smooth out kind of

08:54.950 --> 08:57.560
hard edges here, so it has a nice shape to it.

08:57.920 --> 09:03.290
And I'll see the next lesson where we will approach how to deal with the nose area here.

09:03.560 --> 09:08.750
If we look at the reference, there's an inset there, so we need to deal with the nose in the next

09:08.750 --> 09:09.110
lesson.

09:09.140 --> 09:09.830
Thanks for watching.
