WEBVTT

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In this lesson, we're going to tackle the nose, so turn off that so I get a little more screen space

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here and I have my wireframe on shaded turned on here, and I turned down the transparency so we can

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see through a little bit.

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But basically what we're trying to do is create a triangle here where we have a lot of quads.

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And we are probably also going to need to build this out a little further as well.

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But first, let's try to get the line flow in here that will help support this type of a nose shape,

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because it looks like the indication here is the fact that this is going in and it's kind of a hole

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here.

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So let's grab the multicar tool and go to the front view just so we can kind of get a better view of

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what we're doing.

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And let's create a new edge loop here and go down this way.

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But if we went straight across would create a triangle.

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So let's put a point out here and then continue down and let's just keep going and do the same thing

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over here.

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We don't want to create a triangle by connecting this one to what a point there.

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Then just go straight across and hit enter.

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Now we need to solve this problem.

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We basically just need to connect these two things.

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So that creates two quads here and we'll do the same thing here.

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So we may need to add another loop.

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You can see that this kind of flow is kind of like a reverse C shape.

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And if we tried to create a new edge loop, it will reflect that.

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So it's going around like that.

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So let's put another one here and kind of go back to perspective mode, because we're going to need

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to pull this stuff out to help support the nose.

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So I'm going to go to Vertex and let's see, let's just pull this stuff out.

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I'm just going to scale this whole down r to get back to object mode, scale this stuff forward, pull

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it forward.

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And I think we'll probably also need some more geometry overall here because it's it's stretching so

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much to try to reach us.

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So we may do that.

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We also just pull these back instead of having those be the front ones.

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We can just use these as kind of the in betweens and pull this one back as well.

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So you can't constantly just kind of reevaluating, like what's what's the best way to do this?

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You know, nothing is set in stone when you're working like this.

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So you just kind of keep going forward and finding out where the problems are and trying to fix those

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problems.

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So we've got something like this so far.

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I think we may need an extra edge loop here because it's stretching so much.

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We could also put an envelope here and pull this over.

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So you're kind of squeezing this stuff down.

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And it's just kind of get this in the ballpark right now and try to work as quickly as we can and go

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back to the front of you.

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It looks like this stuff is down pretty low.

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So I'm going to turn back on the slide function here from the modeling menu and transform constrain

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when I go to surface slide since we're using vertices and let's see if we just slide this stuff around.

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Let's go back to perspective to make sure that's working.

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Yeah, it's going to stay on the surface, which is kind of what we want.

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We don't want to change the shape.

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Just yeah, we're trying to get these edges where we want them to be, so.

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Select all this and go back to perspective, because invariably will select things behind it and just

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kind of move all this stuff up.

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Um, same thing with these.

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I think all of these need to go up.

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And these are probably going to go out, let's see, we're kind of just switching back and forth between

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views to make sure we're kind of going in the right direction.

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And in general, when you're doing modeling like this, you mean anywhere that you put lines closer

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together are going to help define an edge.

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And that'll become more clear in a minute.

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But that's kind of the reason why these are closer, closer together than, say, the other one or,

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you know, something further away.

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So I'm just trying to move this stuff over to match the outline of the black area so we probably could

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use an extra edge loop here.

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When I try to hold off, I try to, like, delay adding geometry as much as I can because it does add

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to so much more complexity.

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And, you know, as we're pulling points like this, it's just that much more stuff that you have to

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deal with.

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So try to avoid it as much as possible until the last possible second and say, you know what?

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All right, I need an extra I need an extra pair.

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So just getting this stuff around, probably speed this up and I'll see in a second.

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OK, so now that I have that kind of matching the silhouette, now, I need to deal with this kind of

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a thing.

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So it looks like this stuff needs to be a straight line, right.

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So if we're looking at in the front of you, we can see from this vertices up to this, vertices should

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be kind of a straight line.

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So this is the furthest point out and this is back on the face.

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But we go into perspective mode.

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We can see that's not really the case.

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And again, you know, that's part of the difference of these two drawings.

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This point should really be over here somewhere, I think.

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But, you know, the drawings don't really reflect that.

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So we have to interpret for ourselves where do we really want this nose and how big of a nose should

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this actually be?

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I think the front one is a little too large.

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If we were to do this one here, it would just be a massive nose, right?

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Like, look, look at this and profile are like three quarters.

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The nose cavity would just be massive.

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So I think the side view is more accurate.

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And what I may do

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is cut this off sooner with the edge flow that we made instead of it going down so far.

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Let's just cut it off here instead.

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So I'm going to go back with the multi-tool here and make those adjustments.

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So let's see.

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We what we did was we added this line and we can see where you created this corner.

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We would just want to move that up to for this.

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Let's see for this line to be here.

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Let's imagine this is the right corner here.

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So this needs to be pulled over here to this corner.

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I mean, make that first.

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So let's say this is the.

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This is the corner kind of thing, it's going to hold it.

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So this is just kind of the problem solving you have to do when your modeling.

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So basically, we're rerouting this one down.

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To this corner, so this one would go well, but we want that, yeah, right.

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We we just need to get rid of these or no, we want to keep those.

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Gets confusing for me, too.

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Let's just delete this and see where we get.

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So don't when I right.

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Click it doesn't really enjoy that.

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OK, just delete this.

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Still eat this.

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OK, yeah, OK, so this we just need to add an edge loop here, basically, and call it a day.

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Yeah, let's bring it.

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Yeah, let's do it here.

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So we're just what we did earlier.

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We're bringing it up a level.

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So that now we can bring these vertices kind of more in line with this.

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This edge here, right, all these we go into our right view should be lining up, this should be the

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silhouette, right?

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Or in theory, you know, we might we might do this and see like design wise, that doesn't work.

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But I always like to start with following the reference as close as possible and then working back from

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there.

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If that's not you know, if it's not looking right, deviating from the reference after you give it

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a shot.

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So so we're in the neighborhood, right, like we're in the ballpark, so what we can do if I go to

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face right.

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Clicking and dragging, I think with the multiphase or something, I want to be selecting only faces

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here.

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So we basically now have these faces that will kind of create the nose cavity.

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So if I extrude this, go click on the extrusion tool kit faces together and said W.T. pulled the manipulator

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tool and just drag this back.

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Something like this, maybe I'll rotate it, scale it down, because we want this, this should kind

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of continue and shouldn't just cut off here.

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So I'm trying to rotate it.

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So it's kind of like this, right?

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That should be it should kind of be the opposite.

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There's an internal triangle here, this should continue back like that.

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That looks right to me.

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OK, so from extruding, we still have that kind of this face we can just get rid of because this is

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going to go straight through to the other side and this is going to be a hole there.

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I'm going to delete those.

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And we're definitely going to need more edge loops on the inside here.

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To support this, so let's to the edge and see what edge flow where that puts these envelopes.

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We need one so so let me just talk about this super quick, so if we hit three on our keyboard with

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this object selected, it's going to go into kind of this like fake smoothing so we can see it rounds

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off all these edges.

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The issue is if there's not enough geometry in an area, it's going to kind of collapse down.

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So if we add geometry here, grab the tool again, let's put one on the inside and we're going close

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to the front.

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We're close to the edge because we want it to support this front edge so that when we hit three again.

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Let me get all the tools it'll show it's it's much thicker here than before, right?

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And if we keep refining this and adding edge loops here to support that, you can see it starts to build

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out that front edge a lot more.

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Now you can see it's way thicker, right, than what we originally started with.

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So hitting three on the keyboard and smoothing might help kind of show where you're headed.

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In that sense.

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I don't like how thin it is, like the nose bone.

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So we need to address that some undue.

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I just want to show you the hitting three and what that means and why I'm cutting edge loops where I

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am and go back to one.

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I want to make all these changes before I add those edge loops and all that support.

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So I want to make this thicker, this face, these faces.

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Basically, I'm just going to scale them and you can change what you have selected by holding down command

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and right.

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Clicking and say two vertices.

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Let's go to vertices.

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And if I had W and hit control and a middle mouse drag, it will kind of scale these vertices away from

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each other.

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So that's one very, very, very, very, very handy modeling tooltip.

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It'll save you a ton of time.

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If I was trying to use the scale tool and do that, it would be a nightmare because they're all there's

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a curve right there, all going in different directions.

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And the scale tool is not going to follow each one of those directions independently.

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It's going to do it all together.

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So, again, that's middle mouse dragging with the move tool while holding down control.

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That is a huge it took me I didn't know that for many, many years and it has been incredibly helpful

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once I figured that one out.

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So yeah, we wanted this to be a lot thicker and we just need to work on the shape of this thing.

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But this is the idea, right?

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We now have this kind of nose cavity mapped out and we can start refining this.

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I'm going to clean this up a little bit, just kind of move these points around and probably try to

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have a bit more of this, follow this type of a silhouette, bring these points out.

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But for the most part, this is you know, this is the technique we just made the nose.

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And I think what we'll find, too, is this might be a little too much exaggerated, like too far out

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when you look at this from any other angle than the side kind of looks like a duckbill.

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But this is all part of modeling.

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And I'll see the next lesson where we will continue to refine this model a little bit.

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Thanks for watching.
