WEBVTT

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In this lesson, we will model the sternum very quickly, because I think we may need another rib,

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and before we make on the rib and figure that out, I want to make the sternum because it should connect.

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You know, there seems to be kind of a gap here.

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And the art reference, how all this stuff works here in profile.

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So it's just seems like a large gap.

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So let's go ahead and model the sternum and we'll figure this out on the fly.

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I'm going to do some box modeling.

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I'm going to go to the right view.

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And I'm going to go to the poly modeling shelf, click the cube and drag that up.

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I'm just middle mouse drag and a lot of isolated that vertical axes.

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And I'm just going to get it in line here so that we can do some box modeling and scale down.

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And I think it'll probably end up connecting with the collarbone somewhere.

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Again, I don't know if this is all medically accurate, but yeah, for our purposes, I don't think

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it really matters all that much.

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It's a cartoon type of character.

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So when I get to a point where I can grab this face and then go back to the right view so that now I

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can extrude the face here and I'm going to try to go and even distance, you know, this section to

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this section, maybe like a almost like a descending thing.

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But we want to make sure, too, that each rib is getting its own little section here.

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So I want to make sure I'm doing that.

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It's going to scale us up a little bit any time I rotate a face, I can start to lose its volume a little

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bit so we can make sure whenever I'm rotating a face or edges that it's maintaining its volume.

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And I'm only trying to go on these two axes, I'm not trying to grab the middle one here because I could

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get it off of the get it off of the kind of center where it's aligned to the center.

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So let's do one more after this one.

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Gee, more time, can I get this in line?

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I think that's kind of in the ballpark, go to the edge mode.

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Can make this kind of more rounded as it goes down, probably going to need an edge loop in here somewhere.

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Drag this up and maybe divide this one because it's such a large distance trying to find my custom tab

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and angelic tool or something like that.

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And I'm going to the component mode and double click on the edge now.

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Should be a little more in line with where I'm trying to scale up from.

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Although it's hard to tell how the axes are oriented, that's close enough.

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So this doesn't look like much right now, but we can use this now that it's we know where it's positioned

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and profile.

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We can kind of adjust this now for our front of you.

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So I think the general idea with this is that the places where the ribs connect are going to be the

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widest parts.

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I get back to object space because we're going straight across.

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So something like this.

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And so we need to add a lot more edge loops in here to help connect this stuff and.

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Actually, undo that one and wait until we get the bottom done, so, yeah, I think we may need like

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one more little small rib up here.

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It's hard to tell that was collarbone.

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We can model that really quickly as well.

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And maybe this is going to high.

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It's you know, again, it's just reconciling the artwork with 3D.

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This is the hardest part of modeling always.

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So don't get discouraged.

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This is as hard as it should be and is for everybody else.

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So.

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Yeah, OK, so I'm just going in here and cutting edge loops and I'm clicking, dragging on the ends

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and squares, it tends not to let you connect the loops.

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So I'm just control clicking areas where I don't need it and.

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Scaling these down, I think, I mean, maybe the wrong guy and the wrong axis, their skill and these

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down a little bit

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and.

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Yeah, just going through an.

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It looks like to me that we're going to need one more bud.

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Yeah, so the other thing, of course, we have at our disposal is, uh, extrude, oops, shift double

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clicking should get you the edge loop of face and extrude this inward.

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That's freaking out.

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I'm just going to scale it.

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And maybe push these down closer to the rim that it's inserting into and get this one a little more

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in line.

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Same thing with this one down here.

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Hopefully you can kind of get the idea of what I'm going for visually.

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At this stage.

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Go back to component and hope, nope, um, just move the edges.

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You can see him moving between the different spaces pretty quickly, you know, one tool is not always

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going to work and going to be your catch all.

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You got to adapt pretty quickly and not get too discouraged about, you know, something not working

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when you expect it to.

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It's always just problem solving.

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I think I have the wrong edge.

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So, yeah, not just in the kind of front view, do we want to make these little in between parts if

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we want to do it and the side view as well.

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So I want to make sure we're adjusting those in every way.

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And.

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And you can tell right now, you know, I'm not really paying attention to the reference at all, actually,

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just turn that off because I got kind of the idea of what the references is trying to do.

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And that was enough for me to try to make it work now in three dimensions.

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So three on the keyboard.

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So kind of give me an idea of how much further I need to go with adding geometry to support this volume,

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which is, you know, you can see it shrink quite a lot when you hit three because there's no geometry

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here supporting this.

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So we'll need to add loops here.

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And I wait to do that because it's a lot easier to select edges when they're it's just, you know,

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this whole thing instead of this being divided into two or three edges.

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So trying to get always when you're modeling, try to get the kind of big the big stuff done and worry

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about the smaller stuff after the fact and only add geometry when you need it.

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Otherwise you're going to create a lot more work for yourself and it will make you a lot slower and

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you'll be more frustrated.

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So don't do that.

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OK, just trying to make sure everything is lined up as well, and, you know, the thing with this

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is like when you model something, it's not done, especially with this stuff.

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So in general, the idea with this stuff is that we're going to have all the bones floating just to

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give ourselves our kind of a cheat almost so that we don't have to worry about all these things intersecting

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perfectly.

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It's a cartoon.

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So, you know, that's that's and it's a skeleton on top of that.

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It's not like something it's believable that we see walking around every day.

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So that's why, you know, I think it's fine to have this stuff.

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That's why I think it's fine.

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Just have this stuff just floating in space next to kind of the joints that it would it would be connected

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to.

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So I'm not getting too caught up in that.

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I don't think you should either.

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This is just kind of a good exercise with a good goal in mind to help facilitate learning this stuff.

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Because I know for me, if I don't have, you know, a goal in mind, it's a lot harder to motivate

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myself to get going and learn something new.

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So that's kind of just the idea here.

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So don't be too hard on yourself when you're modeling this stuff and being super specific.

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That stuff will come later.

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The more you model and I hope that you continue modeling or doing something in 3D and that you find

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the stuff that you started doing, you know, you might not show anyone anyways because you do it.

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You know, the longer you do it, you'll do better and better.

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So you'll you only want to ever show your best stuff.

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So don't get too caught up in making everything perfect just yet because you're still learning and it's

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OK to not be, you know, a hundred percent perfect on this stuff.

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That's just kind of the practice of going through the motions and getting comfortable with the software

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and and then later on getting more serious about it and taking a little more time.

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But at this stage of the game, you don't want to frustrate yourself to the point where you're not going

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to pursue it anymore.

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So try to keep it fun for yourself here and go easy on yourself.

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So I'm just kind of going through the model and trying to do the last little tweaks before I add in

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geometry.

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And let's also look at how this works.

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Let's just take because I'm just thinking about the scapula or the other scapula, the collarbone.

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So just to kind of block something and super quick to see.

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Visually, the weight of this stuff, I think we might be good, the collarbone might take up enough

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room that.

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So what I'm thinking is it's going to point from the sternum to the shoulder.

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And.

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Holding down control there to scale and that it kind of isolated access that we've done before, so

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I think three is actually fine.

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So let's continue with this and finish up the sternum and hit one.

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And the first thing I'm going to try is just throwing down loops in the exact center.

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So we're going to go to the tool settings over here after selecting it and go to multiple loops and

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then just choose one.

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And that will put it right in the center over whatever edge loop that we click.

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And if we have three now, it should be a little thicker and have more volume have to queue to get off

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that kind of wireframe thing.

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Yeah, so this is good.

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I think the proportions of this thing are can use a lot of work, which I'll do in between the next

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video.

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But the other thing we can do real quick and when I say proportions, I mean like, you know, this

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one is way bigger than this one.

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It'd be nice to have an an even kind of fashion in descending order.

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So I'll probably move this cap down closer to here so that this one is a smaller kind of chunk and this

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indentation is maybe too big or this one needs to be more.

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So that's what I mean when I say proportion stuff, you know, having this stuff all work together as

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one piece and I'll continue to refine that stuff.

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But the last thing I would want to mention is also considered doing a Bevell on just these edges to

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help kind of support this and also maybe even give you the option of not using the kind of auto smooth

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feature.

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And Miah, so when you go to the Poly Bevell and Hitti, crank up the fraction probably.

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Yeah, we're limited by something, whether it's hitting some edge loop somewhere.

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Oh.

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Because this is so close together.

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So the fraction can only be that big, we could space that out like hit on do here and spaced out.

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But I think this is pretty close to what I had in mind anyways.

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Let's it's actually let's go three now.

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Yeah.

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And that kind of made this edge a lot sharper and stiffer.

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And if we actually use this than three mode, we can see how much sharper this edge can be, might spazz

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out here, won't get to zero.

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But yeah.

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So you can make this a super sharp edge depending on how close those edges are together, just as all

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up to you and something you can kind of change on the fly here.

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I kind of like it closer to the maximum to kind of keep a bony idea here.

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Kind of smooth edges a little bit.

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But yeah, thanks for watching.

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And in the next lesson, we will kind of continue doing the rest of the body.

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I'm going to spend the time in between these lessons, kind of finishing out the sternum and making

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it look a little bit nicer.

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That's just pulling stuff around.

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And yes, it's coming along really well, pretty much from here on out.

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The most complicated thing is probably going to be the hips and maybe the hands and the feet.

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But, you know, the arm, the arm bones.

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I'm imagining us duplicating most of this stuff.

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And, yeah, we're going to speed this up as we go here.

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Thanks for watching by.
