Blender 2.8 - Hard Surface Character Creation | Merlin Peppler | Skillshare

Blender 2.8 - Hard Surface Character Creation

Merlin Peppler, 3D Artist

Blender 2.8 - Hard Surface Character Creation

Merlin Peppler, 3D Artist

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21 Lessons (6h 58m)
    • 1. Class Trailer

      0:38
    • 2. Class Intro

      1:19
    • 3. Modeling The Helmet - Episode 1

      26:56
    • 4. Modeling The Helmet - Episode 2

      24:45
    • 5. Modeling The Helmet - Episode 3

      22:31
    • 6. Modeling The Upper Mask - Episode 1

      27:37
    • 7. Modeling The Upper Mask - Episode 2

      22:46
    • 8. Modeling The Upper Mask - Episode 3

      22:45
    • 9. Modeling The Upper Mask - Episode 4

      25:39
    • 10. Modeling The Upper Mask - Episode 5

      26:51
    • 11. Modeling The Upper Mask - Episode 6

      28:36
    • 12. Modeling The Bottom Mask - Episode 1

      23:46
    • 13. Modeling The Bottom Mask - Episode 2

      9:01
    • 14. Modeling The Chest Armor - Episode 1

      19:44
    • 15. Modeling The Chest Armor - Episode 2

      18:11
    • 16. Final Modeling Tweaks - Episode 1

      33:51
    • 17. Final Modeling Tweaks - Episode 2

      31:21
    • 18. Final Modeling Tweaks - Extra Chapter

      3:47
    • 19. Creating Materials - Single Chapter

      19:18
    • 20. Light Setup - Single Chapter

      10:15
    • 21. Final Render - Single Chapter

      18:21
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About This Class

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What you will learn

  • subsurf modeling to create the parts of the character (Helmet, Mask, Chest Armor)
  • creating realistic metal and glass materials with simple node setups (Black Metal, Grey Metal, Silver Metal, Black Glass)
  • adding objects with emission shader as lighting around the character
  • setting up the camera and create some quick renders to find your favourite camera angle
  • creating a high quality 4K render with Blenders path tracing render engine Cycles


Instructor

Merlin Peppler - Founder of CGI-Guy, Sci-Fi Nerd and 3D Artist @ CREATE 3D

Software needed

  • Blender 2.8 or beyond (available for free)

Recommended skills

  • navigating in 3D Viewport
  • difference between Verticies, Edges and Faces
  • usage of Modifiers (Mirror, Subsurf)
  • usage of Perspective and Orthographic Views

Bonus

You will receive my original .blend file with the finished project.

We will use blueprints with original dimensions as a reference for creating the 3D model.

These blueprints were only created for this course and are not available anywhere else.

I also suggest that you search for other reference images online to get an idea of what we are creating in detail.


Everything I used to create this course

Assets (Free Licence)

  • Music: Olympus by Ross Bugden (Soundcloud)
  • Fonts: Bebas Neue by Ryoichi Tsunekawa (dafont), Star Jedi by Boba Fonts (dafont)
  • Intro / Outro / Notifications: Designed by RKMFX (Youtube) edited by CGI-Guy

Assets (Licensed)

  • Music: Blast by EdRecords (Bensound)

Software (Open Source)

  • Blender 2.8 by The Blender Foundation (3D Modeling)
  • Open Broadcaster Software by Jim (Video Capturing)

Software (Licensed)

  • Vegas Pro 14 by MAGIX Software GmbH (Video Editing)
  • ERA-D by Accusonus (Audio Editing)

Meet Your Teacher

Teacher Profile Image

Merlin Peppler

3D Artist

Teacher

Hi 3D Artists, my name is Merlin...

and I discovered my still growing passion for Blender during my Game Design education in 2015. I immediately fell in love with this amazing software and quickly gained a lot of experience thanks to the unstoppable Blender Community.

 

Time to give something back

My courses were created to teach upcoming Blender Artists everything they need to know to get started with the software and extend their knowlege.

 

For beginners and advanced Blender-users

Valuable know-how - Well explained - Step by step - Easy to pick up.

 

Btw. I'm not your casual school teacher

Because we are too cool for school! My content is designed to be educational and enjoyable to watch.

See full profile

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Transcripts

1. Class Trailer: 2. Class Intro: Hey, what's up for the artists business? E G I. Guy and welcome to my character creation course Now in discourse. We're going to create Belvedere in Blender 2.8, and we will focusing on realism and accurate modeling. The finished project will include the Freedom model off the helmet, the mosque and the chest Armagh with realistic materials and lightning. This course will get you for every single step off the creation process and will serve you as a reference for your future mechanical character creation products. And let me mention that my work floors are not always studio standard. But I worked very hard in order to keep everything simple and understandable even for beginners. And therefore we're gonna use some unique techniques in order to recreate the original reappearance off the freighter. And if you never use blunder before, that's totally fine. When I started learning blender, it didn't have a clue about how to navigate in the three D View port for weeks, and therefore I created my website. We can get all the basic skills that you will need to follow me throughout this course, and it's all available for free, so get started and it's basically all I have to say for the introduction video, this will see G I. Guy had a pleasure and I'm going to see you and the course. 3. Modeling The Helmet - Episode 1: So now let's start with a fresh blood mercy. So implicating any room to the view port And before we move on, let me reactivate my screen cost toe. I will still pronounce every shortcut I'm using. But in addition, you will see a notification and this bottom left corner here. So now let's select the land ships like the camera for US X and to leave them. And for now, I just want you to watch and listen and don't follow my steps. I'm just gonna explain something to you because we will actually use this Q p er as a Facemash fault, Helmond. And you probably think, Why won't be used. You experienced that because you be sphere is already round like in helmet. And it would be easier to shape them, um, to Darfur, Vader's helmet and you're right. But in freedom modeling, it's common to use what's called morning fires in order to change the appearance off your freedom. All and there's the modifier called subcommission surface modifier. Now, this morning, fire will smooth out our mesh. And if we use that on a previous fear, we will get some problems. And that's what I'm trying to show, you know, So I'm activating to move toe to move this cute off the way Now heading in a UV sphere said this is just for explanation. So again, don't do this. I'm just gon show it to you. So with this year s fear, if I activate the modifier So I'm going to the wrench Aiken to access the modifiers and I want to draw in a subdivision surface moment Fire! Now I can increase the number off, Deport subdivisions one more time and the measurable gets movements mover, but increasing this value. And we can also activate smooth shady. Now, if the object selected in object note I can right click. And right now we have flat shading, So this would be used for locally modeling. But for high polling modeling, we would use shape Smooth, so smooth shading is now active and we have a pretty smooth UV sphere here. But let's strike to activate a madcap now madcap, it's used in order to see reflections on your mesh. And we can't see reflections right now with the diffuse default studio lighting. So I'm just using this shiny red madcap And if I zoom in here, you can already see the problem. So we have these creases here on top and also at the bottom off the UV sphere. So these cruises will appear because the subdivision surface modifier can't handle triangles or angles. Now, if I go to edit mode, you will see if I d select everything that we have triangles on top here and the only way we can change this is by filling this with and go. Now let me show you if I just quickly select off his faces and press f to make an end run out of it, we still have thes creases here and again at the bottom. We still have to use triangles and also decreases. And this is the problem when using the re sphere in combination with a subdivision surface money, fire. But there's a trick where you can actually get this que to a new V sphere shape without having any triangles or enables. And this would prevent the subdivision surface money fire from causing the creases. So now I'm just a leading the UV sphere because we just explained why won't use it, and I will select the Cube here on with shift as I could bring it back to the center. And I'm also deactivating the madcap for now. So just I just went back to studio lighting, and now you can start following my what steps here. I'm going to the modifier step and I want to add in a subdivision surface model fire and you will see it gets transformed to what's look looking like a sphere and we will increase the view, forks up divisions to free. And then, with the object selected, we can right click and shape Smooth. Now I'm pressing one under numb pit to go to front off a graphic view. And if we look at the top right bottom on that site, we can see it's a bit flat on these calmness here. But we can actually also fix this by adding in a new modifier. So I'm clicking on at modifier and I'm dropping in the cast metal fire and you will see that it's now, um, smoothed out here and it looks like a perfect sphere. Now I just want to apply at the subdivision surface modifier with view part subdivisions set to three, and I also want to apply the cast money, fire it with default sex. Now, if we go to added moment, we can see that our Q is now actually a sphere. And if I go to Vertex selecting, you can see these are all diversities we have right now. Now for the next step in added mode, I want to de select everything by double tapping a. And now let's press all that to access X ray moat. And now we're able to select through the mesh and I want to press be to box, select and just, um, select all of the's ball in verses and then lets it be one more time. It's like the left half off our sphere here and just picture the center line here and to send the line here is not selected now Press X and elite diversities. And now we can add in another modifier. So click on that morning fire and you want to add in the mirror of modifier. Now this will mirror are right side to left side, and so we only have to mull the right side off the helmet, and it will automatically apply to the other side. And let's also add in a new subdivision surface money, fire in order to give us a more smoother mesh. And we can also increase the view port subdivisions on more time here. Okay, so this will be our new bass mash for the helmet. Next up, I want to load in the blueprints I created for this course, So I'm tapping back to object. Note here, and you will find the blueprints attached to this course. So, Donald, zip and extract the images anywhere you want And to add an image to your blender scene for this, you just want to make sure you're in front off a graphic and then hit Shift A and you can choose image reference. Now I'm loading, and I'm locating these images in my project folder and doesn't image for the front. So just double click and load that in. And now let's switch to side of you by hitting free on the number pet and again shift a image reference and Lodin decide in this year and now we've had a decide blueprint, and again, we've also got the front blueprint here. Now let's just save our project. So control s to bring up the save menu and again, you can choose any full what you want. Now I'm naming my file like this of Darfur on the school later and I'm just hitting safe under file here. And every time you now use control s, it will automatically overwrite the old files. So now we can select our base mesh and move it on. Does that access to bring it up like this? And let's zoom in and press s to scale and try to skillet down until you're inside the blueprint line here on the right and also on the left side and then just move it up to also match it with the top here. Now let's tap into edit mode and here we're assuming in a bit more and you want to go from a to B modifiers tap here and under the mirror modifier. You wanna activate clipping and this will make sure that the center line overseas this merged together with the mineral side and under the subdivision surface modifier. We can activate this. I can hear to actually show the mirror adversities and to activate the cage which the subdivision surface morning fire will provide. So again, with this option the cages. More smoove up then without it all right. Now we want to align these verses with the blue Clyne with the blueprint lines and we can select this Vertex. And now we will activate proportional editing so we can just click here to activate it or hit the shortcut key. Oh, and if I know press g to grab this Vertex we have ah circle which we can increase or decrease by scrolling on our mouths will and everywhere text within this fall off will get affected by our movement. So I want to let's say have radios off this size and then we can easily move this vergis e up. And every versi in this radius will get affected too. And I was just one bird looks and one movement. We reshape them to the blueprint like this. Now we're just doing the same for the spot number disease here. We're gonna align them with the blueprint up here, So zoom in a bit and just make sure you always select the front versus no with the X ray mode active. If I just click here to select the front vertex, it will actually select the back Vertex. So just make sure you click anywhere in between here to select the front vertex and then headed mode. You can also activate the move tool here and then with proportion editing, you just want to move it up. And, of course, decrease the froth off here and then just a line. All of the's vergis ease. Now, sometimes it's part because you know this word Vertex got moved up even further when I move this Vertex. So just come back to this one and then bring it down and just make your way through these foresees to align all of them just like this. So one by one. And if you need just come back to the previous Vertex and just move it again in order to mesh all of the blueprint lines here, and we will also select this one and now again selected the back Murdoch. So just make sure you got the red Vertex. This is the front Vertex. So moving it down, select the next one, which is this one and bring it down. Now select this one. And if I wrote it, you can see it's the center. Burke kicks off the right side and back in the front view. I compressed G and now moved us down and match it with the blueprint may be increased to fall off. You're just a bit And if like, to come from No, don't assume out of it here just to see what we've got so far. And if you press Alzette, we can go back to solid view. And now I want to select these mercies here just to space them out a bit better. Now we can easily select this Vertex, and now you will hold down control and select this for fix here, and it will automatically select it is overseas in between now press oh, to deactivate proportional ending. And now it can activate X sliding by double tapping g suppress G twice. And now you can edge slide these verses. But I want to press e to even them and then just move it down a bit and left like to confirm Now we have a better space. Um, Roel phases here and this is better for the subdivision surface. Morning fire. So that's why we that this Okay, let's move on to side view now. Press free on the num flint. And now we will do the same with these verses. We gonna align them with the blueprint. So let's select this Vertex here Presto to reactivate proportional editing. And we can press G to grab it, increase to fall off here and just bring it to the Brooklyn lines and maybe skip this Vertex instead. Grab this one with G and bring it out and playing with the phone off just a bit. Now skip this Vertex and actually we can also skip This one will select this bottom Vertex and I'm using this green access here to bring it out and increase to fall off. No, just confirmed the movement and then grab it again and just decreased to fall off and bring it to the blueprint line here. Now let's move on to bees back Mercies here. So I'm grabbing this one with G on bringing it to the Brooklyn line and here I have to Concrete's to fall off. No, I was giving this verdicts instead I'm grabbing this one and that will actually grabbed this as well. Maybe decrease the radius just bit here and bring it out or increase it back like so and confirm with left Most button. Now we can skip this Vertex instead of using this one. Press cheated. Grab it and Ingres to fall off and move it to the group landline here. Last but not least, select this bottom Vertex. And also bring it a bit to the right with a small fall off here just like this Next up, I want to bring these verses down to this blueprint line. And no, let's start by selecting this Vertex and bringing it down. And of course, we can play with the fall of here, so I want to decrease it a bit and you don't have to align them yet. We're just gonna bring them down first. So just moved these one by one. And you can always skip one and shoes next long just to bring them down quickly like so and choose the last Vertex here, which is to sent over ticks off the back side press freedom, the number to go back to side view. And here you can press G to move it down like this. And don't worry about these verses. We will fix them in a send No, we can press or We can just select this vortex here and hold down control. Select this vertex and make your way to the back. And make sure you have everything. Selected likeness. Yeah. Go back to Siberia by pressing free and another pet and press Oh, to deactivate proportional editing. Now we can press s Zet zero on the lump it and then hit. Enter! And now we've just scaled all of these verses on. Is that excess down to zero? And now it's a straight line. Now we can press, are to rotate and align it with the blueprint angle here and just move it down a bit like so. Now I want to select this Vertex, hold control down and select everything to get back here. Is this what I have selected and back in right view? I want to press G twice and then press e to even the selection and left click to confirm. Now do this one more time. Select this Vertex here called Control key down Select everything to be back. This is what I've selected Press Reina, dump it to go back to side view press G twice and then e to even and left like to confirm. Now we can select this vortex here press. So to reactivate proportion editing press she to grab it increased to fall off and bring it to the group in line here and left click to confirm. Now let's switch back to front view by pressing one under, not pet, and we want to select the bottom ash loop. So I'm holding down old and clicking between two off these verses here just to select the whole bottom, actually, and then just pan around and soon like this to send her the object. And we can press oh, to deactivate proportional entertain Now gonna hit E on the keyboard and this will activate the extrusion tool. And now we can duplicate these select verses and pull them down to match with the other blueprint lines. And you can even press set to constrain the extrusion to these that access and then just bring it down and match the center Vertex here with the blueprint line. Now let's go through these overseas and align them with the blueprint and we compress all set to activate X ray so we can see a bit better and we want a press. Oh, to reactivate proportion editing. Now let's just select this front, receives one by one and pulled him down into place. And here we have to decrease the fall off course. And we will also move these top overseas, which we have already aligned. But later on, we gonna fix them as well. So this is just a fiddly part here. Um, because these are verses that are close to each other and every time removed them with the proportion editing off course. We will also move on these top heresies, but it's actually no big deal. And yeah, it's X ray a good exercise, you know, for this moving part here. So just move them down one by one, and we will also match up this one. So if I wrote it around, this should be the centre vertex off the right side. Now go back to excuse me, go back to front view beheading wall in the num pit, and then just pull it down like the others. And now let's go back to these toppers. He's and we just have to select this one shift. Get down this one and pull these two up back into place. Okay? we want to switch back to side view now suppress free on the nam pat. And let's see, um I will try to bring these verses down to get a straight line here, and then we're gonna extrude the rest off the helmet down to this blueprint line here. So first of all, let me let's see, select this vortex. And now let's hold control Key down like everything up to this back birth next year. So this is what I've selected so far and again frustrate you go to side view, and now it's used his blue access to pull them down. But let's see if we will do this without proportion editing. Suppress 02 deactivates the proportion editing and then just pull them down. And this will also move. These toppers Expect there off the blueprint line anyway, So it should be fine and just try to bring him down to get a straight line here and maybe to mesh those blueprint at those verses with the blueprint line on top here. So somewhere around here and there, I want to stop. So let's try to match the angle at the backside here. So with these overseas still selected. Let's try it. Do pull them to the right of it. And of course, we will get out of the room that here And I think we will undo this for the moment and later on, we gonna and in another Luke cut in here. And then we are able to angle back courtesies to match with the blueprint here. So impressing controls that to undo the movement. And now it's just extrude the rest off the helmet. So you want to select this Vertex here? So here on the front, I have one too great for bird sees. And then the fifth birdie, See, you want to select and that hold control key down and click anywhere in here and make sure you got the whole loop like this. So it goes all the way around to the back vortex here and back in right view by pressing three under. Dump it. Just zoom in like this and pants so you can see the bottom off the helmet that hit you to extrude h. And just pull it down and make sure you have proportion editing deactivated and then just left like to confirm. And now we can scale it down. Is that excess Just like we did before to get a straight line here. So impressing s Zet zero on the lump it in an answer. No compress are to rotate, and we want to try to pin down the angle off the helmet here. So just like this, Now let's go to front view, hitting wall in and dump it. And with this selection, um, I want to use the rat axes to pull it out Words. And we can reactivate proportional editing for this. So just press boo and then use this Red Xs and pull it to the right And, of course, increase the fall off here, the summer around here and pull it out. Just make sure that he also align. The Vergis is here with the blueprint line on the right side and, of course, also on the left side. But this should be fine anyways, because it's Miracle Cross. And now let's try to double tap our and this will activate the free rotation and just pull them backwards like this and try to match out with the blueprint here. Eso just pull them down a bit more here to get closer to the blueprint. Somewhere around here should be fine. And now we can select this Vertex shifting down this one, and we want to bring them a year to the blueprint. So that's pulling this rat access to the right and decrease to fall off here. And just make sure that not too many mercies up here get out of the blue pins. Still have to fix some emergencies here. Uh, yeah, but just make sure you don't move all of them out of the way, so this should be fine. And we can now only select this vertex and just bring it more to the right a bit. And here we can decrease to fall off like this. And I want to reach like this one and just pull it back to the left here. She has to match it up with the blueprint. Now let's zoom in here and we want to select this vortex. Now, here we can breast g and just move it a bit too. Let's see, we will move it a bit to the left and down, and we can decrease the fall off here and here. I want to confirm with left most Now let's like this vortex. And again we have to pull it a bit too, too. Right. And here we also have to decrease to fall off and real slightly off here. Let's see if we can fix this by moving this bird isi closer. Uh, to Deval Emergencies here. So grabbing this one shifting down this one, and I'm just pulling them down here. Now, let's only select this Vertex shifted down this one and pull him down just to rematch with the blueprint. Like so let's see. So we still have, uh ah, slide gap here on. I want to try to bring this and sheer closer to the roof print. So I'm re selecting this Vertex and impeding G to grab it. And I just want to bring it a bit to the left and a bit downwards and maybe increase to fall off. And here I want to confirm, and I will remesch it with the blueprint we can out recent like this one, press g and with a small fall off, maybe like so, just re align it with the blueprint. And this is looking pretty good so far. So now again, switch back to side view batting three on the num pet. And we won't assume in here to get closer to this front perfects. And we want to select this perfect here and with proportion editing just poured to the left here to match with the blueprint and increase to fall off just slightly like this. You wanna try to get a nice curvature here just like this? Now, let's only select this Vertex and again we have to bring it bit to the left. But here we want to decrease to fall off and just try to match it with the blueprint here. Now, let's select this Vertex shifted down this one and pull these two tour left us well and you want to keep a small fall off here and make sure you don't move these verses out of the blue print too much. Okay, I'm assume out of it. I don't see So let's selectees Bottom versus beholding down all time clicking between two of these verses. Now, this should select only the bottom versus like this and we wanna rotate them back to match off the England of online. Now this full again. Bring them out of the group and a bit in front of you. Um, better already tested it, and it's just a slight difference. So we want to hit our to rotate and just rotate them to match with the angle down here. But don't pull them down. Just rotate to match the angle here. Now we have to bring those verses closer to the blueprint line here. Now, if we would only select these two and out don't do this. I'm just gonna explain it. So if we just would pull in all the way to the left, you will see, we get a pretty big face here. And this is bad for subdivision service modifier because you will get best results with the sub serve money, fire when you have evenly spaced faces. And I think I already mentioned this, but I'm gonna explain it to you one more time. So we have to figure out how it can bring them to a blueprint here without getting one bit face. And there's a simple solution. So let me undo this. But hitting controls that and now you can start following my steps again. So I want to select those for overseas here And for this we can deactivate proportion. Anything suggests press who and with these four verses like that, just bring him to the left here. All right. And now let's add these two purposes to the selection. So shifted down. This one, this one. And now let's bringing to life a bit more. And I want to stop right here. Now, shifted down. Select this Vertex and this one and pan a bit, and just move him to the left. A bit more here, you know, Let's do you select this Vertex 50 down, This one, this one and this one. And we can also do select these tubes or shifted down this one and this one. Now, if only these two verses selected, let's move all the way to match with the blueprint. And now, instead of getting one big face, we have just 123 phases asleep. At least four faces were slightly bigger than the others. And this is better than having one giant face here. Okay, Perfect. So let's see, um, I want to re select this verdicts here, and I just want to bring it to left a bit more and again. This is without propulsion editing. We just move it slightly, and I will. I want to quickly switch back to front view and zoom in here just to make sure that these verses are still matching up off the blueprint. And yes, they do. All right, so let's go back to side view here. Now, let's see. This is an important step because we're gonna add in some more blue cuts down here to get better space faces, because right now, these are way too big here, so let's see how we can arrange these. 4. Modeling The Helmet - Episode 2: So before we go at those Luke last year, I want to select the whole agit appear. So hold on, hold and click between two off these foresees and make sure you got the whole selection like this. All right, back inside you and make sure propulsion anything is deactivated. I want to press G twice and then he to even my selection. And now let's just pull it up. And this book brings some off overseas, which we've already aligned with the Brooklyn's out of Prue print. But it's gonna be fine. We're gonna rearrange them anyways, so just pull it up like this in the left mouse button to confirm. Now zoom in here and you want to select this Vertex. You know, it's press G and just bring it down to get a straight line here. So just like this, and we're gonna realigned those overseas later on. So for now, just focus on a straight line here and no, With that being done, we can now press control are have around here and adding four loop cuts. So scrolled up on or scroll up on your mouse wheel and then left plate and then right click notice. This will place those edge loops and central actus and rule adding another edge loop in here. So hold on, control are and just hover around to your left link and then right click. You know, we've added all of those troops and don't give almost evenly spaced faces. Now let's zoom in here and pan around to recently these two overseas and we want to pull in tow left a bit more. Now I want to try it without proportion. Everything for now suggest select those two overseas and pulling to the left and you don't want to bring them to the left too much. Now select this vortex and just pulled to left. You want to get a curvature here just like these address here and do the same for this vortex. Just bring it to the left and maybe select Reese like these to Poland to the left, A bit more just like this. And here we're going to stop and let's see. I want to select this Vertex. And now let's go back to front view, beheading woman and dump it. And here I want to bring it down, just likely. So don't make too big movements just like this and go back to side you here. Now, let's see. We have to get a straight line here. So we already did this a couple of times, but we have to realign them one more time. Now, if this verdict selected, I want to hold down control and click anywhere in here. Now, make sure you got the whole selection like this. So it goes all the way to the center. Vertex off the back side and back inside view. I wanna press s set zero and enter. And then let's press are to rotate and matched the ankle off the angle off the blueprint like so. And let's just pull it down. Really? So we want to select this verdicts, and we just want to move it down to also match with the blueprints. And if we go back to front view, does this now? Bit off off the front blueprint here. But this should be fine. So one more time. Go back to Siberia here. Clemency. So, yeah, we can keep it like this for the moment. This is looking actually pretty good timing. Object? No, just to see, um, where we have some bumps here. So these are areas we have to fix later on but back and ended much. Now I want to do to front view. I think one of the number it because here we have some overseas. We have to realign Onda thing. This is going to be a bit difficult here, so I want to reactivate proportion editing by hitting Oh, and then select this vortex here now impressing G to grab it. And I just want to bring it up to match with the blueprints. I this. Now I'm selecting this Vertex pressing G and just try to match with the blueprints. Oh, I this'll here. Now we have to fix this gap. So I'm selecting this vortex pressing G just to move it a bit to the left. Here, I'll select this one, press cheat and move it down in a bit to the riot. Maybe just like this, you can also make this perfect and again hit g to grab and pull it up it to the right here . And I shouldn't match back with the, uh, blueprints here. Can also select this vertex and bring it a bit in here. Now let's see We have to get these verses back to the group in this Well, so I'm selecting this verdict, shifting out this one and this one. Let's bring them to the right. She'd get down de select this one. Bring him to the right a bit more. No shift could empty. Select this one and bring it a bit to the right. And this should realign the verses with the blueprint here. Now, we can also assume in and pan up to this spot here to, let's see, select this. Protects shifted down this one and this one and just pulling down. Now the selectees to shift it down. These left shifted down the select and bring bring the center verdicts down a bit more. All right, now we've realigned them in front. You Let's go back to side view now. And at this step, I want to activate Madcap. So I'm hitting Tab to go back to object note and impressing. All set to go out of X ray. Now, let's go up here. Click on this Drop down arrow Click on that cap. Anyone Click? Um, this sphere here, Anyone picked this shiny right Matt method here and now we can see the reflections a bit better, so you can see if you assume in on road it around. We have some bumps here, so there's a bomb, there's a bomb and we gotta fix them really easily. And yeah, So we just using this madcap to detect all the spots, then we have to focus on. So we want to press tapped to go back to edit mode and press free to go back to side for the moment. So let's see, We have a slight bump at the backside here, so I want to select this Vertex and a holding them control to select the factor of six year . So this is what I've selected. I want to press free again to go actress I view and I want a press Oh, to deactivate proportion editing. And I just want to bring it to the left to straighten out the line here just to get rid off this bomb and you can press tap to see if it worked out. And yes, this is looking pretty good. Alright, some back inside of you And now I want to select all of diversities so impressing and to select everything, and it can even rotate. So you can see, um how does this going to work out? And you want to go to this menu here where it says Vertex. And in the drop down, you want to choose smooth overseas. Now this will automatically smooth out all the burgesses for us. So just click it once and you can see that it immediately smooths out the mesh. And if you attack to go back to object mood, you can see that it fixes all the bumps automatically. The only problem is that it will also move some of the verses out of the group in line. And this is what we're going to fix now. So let's just tap back to edit much and press one of the non pets. You go into front off a graphic view. And of course, we can see that some of the verses are off Rupert line because off this move vertex function. So we're just going through these really quickly to realign them and just press oh to reactivate proportion editing. Zoom in a bit and I want to grab this protects Presti to grab and increase to fall off here and just re align it with the blueprint. And let's see, we want to select this Vertex Presti and grab it to realign. And with the blueprint like this here we can select this Vertex and we just wanna drag on the Red Xs two to write to Riel and it Okay, And if we zoom in here, impress all that to go into X ray, we can see And we also need to realign these sent overseas here. So I want to select this bottom Vertex and I just want to pull it down with a small fall off like this and also select this perfect and bring it down. And I want to select this verdicts here. I want to deactivate proportion, Anything's of just press. Oh, and now let's edge slide this by double tapping G and move it up like this and left most button to confirm Just a gift is more pretty breathing room. All right, so let's like this Vertex on and reactivate proportion editing by pressing Oh, and pull it to the left here like so it's like this verdicts pull it to the left and maybe we can pull this one up a bit, and this one, we can hold it a bit downwards. Okay, Now, here. We're not gonna realign these because we're gonna use an all scaling function off blender in order to scale this things part of the helmet here outwards. And we're gonna do this later on, though, so we're not realizing these verses yet. So for now, we're finished in front, You press free on the number two, go to Siberia, and we're gonna if we're gonna have to realign those overseas as well. So I'm selecting these two impressing g to grab, and I want to increase to fall off here and left click to confirm. Now I'm selecting this perfect, and I want to pull it up Shaft of it. And here in the front, I would just like this protects shifting down this one and also this once of these reverses here and just moving a bit to the left. Now always like this protects and all it to the left a bit more with a small fall of and we can select this verdicts and maybe just bring it back. Like so. All right, So far, so good. Now, one big problem is the distance between our Mecir and the blueprint line here. So we have to realign those. And for this we want to deactivate proportion editing by hitting up and double tap A to do select everything. Now press. See you on the keyboard to activate circle, selecting, and you can increase your selecting radius and just left most button paint over these Vergis ease in order to select them just like this. And then press read most button to go out after selecting Tool. And now we just want to pull on the green access to the right. So just pull it to write like this. And here you want to stop. Now it's press see again. And also add these verses to the selection right click to go out of the selection selecting tool and just move it to the right a bit more. Well, im this. Now it's press are to rotate and just try to match the angle of the blueprint, and we can zoom in here and just bring it to ride a bit more. You know, one more time press are to rotate, and maybe now let's bring it in a bit now, once you wrote in the back of it just like this and just pull it out. It more and that's assume in here. So we're gonna have a slight bomb here. So let's see, before going to move on, we will add another absolute on top here because right where this blueprint, Linus, there should be a crease on the helmet. So one of press control are have around this area. Left, click and then Pulis absolute down for this loop cut. Pull it down until it snaps or until it stops and then just left, like to confirm. And now we can check in object mode, suppress tap and all set to go out of X ray. And we can see that we get this nice, crazier curvature here falls down like this, but here it's a bit bumpy. So I'm going back to edit Melt, and I want to select this verdicts shifting on this one. And now I'm just moving them down on the blue axis and again, proportion editing. It's not activated at the moment. So again, just making micro movement downwards here. Now I want to rotate like this and tap back to object mode. And here is a slight bump because off these verses here, so impressing, afraid to go to right? Also graphic impressing all set to go back to X ray. And now I'm doubled having a to make sure everything is de selected and we've see we will reactivate the SoCal select and just paint over this disease and out zoom in to this spot here and just call it left until we get straight line like this and this should get rid off the bump. You compress all that and tap to goto object moat in solid view and just re check if everything is OK. And yes, it is perfect. Now let's see if any US pot should be fixed. Maybe around here, but we're gonna use the normal scaling function like I mentioned before. So we're not going to change anything there. Just one more thing we need to readjust. I want just like this Vertex. Now hold control key down. So like everything up to the back Vertex here. So this is what I've selected and back inside of you I want to scale it down on the set. Access the press s that zero the number at a canter and just press are to rotate and rotated back into place. And somewhere around here just let left late to confirm. All right, Now let's see the curvature here comes down like this and maybe here and we're gonna look at this area first tapped to go to edit mode. And maybe we should bring these two verses down this well and re select piece, too. And maybe also know only these two and just pulling down slightly more like this, Ted, back to object mode. And now the curvature is well looking. Pretty yurts, I think everyone, I will select these two because here the edge moves up a bit. So it should move downwards in order to keep the curvature here. And, let's see, maybe dese to select those verses here and just pulling down a bit more. Just make sure that the curvature keeps falling down like this. Now, press control, want to go into back noon and collect on these two overseas? So this one shifted out this one and pulled him down. And this will make sure that we will keep the curvature here and tap back to object mode chest to make sure everything looks good. Yes, it us normal thing. I want to adjust here. This gap between those faces is too big. So I want to select this perfect whole control key. Don't select this one. No press g twice. And then he and An s. You know, it's pulled us to the right. Shells like so and left like to confirm. And we can also select this Vertex control key down this one. Press G twice and then just bring it in a bit more to the right and left. Like to confirm Tam back to object. Newt, see if everything is still looking fine. And yes, it does. Perfect. We're almost finished with the base. Shave off the helmet on. We're still need to do something in Siberia, suppress through the num pits and tap to go into edit mode because you can see these line off edges or line of emergencies. There's still a bit Kirby here, and we can try to smooth them out of it. So I want to select this vertex. I'm holding down control to select this Vertex and anything and the tweet. Now here make sure proportionate things deactivate it and dress press G and move it up. She s like So you know, we have this straight line back and we could even bring it up a bit more. So impressing G one more time and just moving it up a bit more, just like so. And I've just noticed that we should probably select those two and falling down a bit. Okay on. And maybe it's like this Vertex only this one, press g and just move it up just to get a straight line here, like so. And this is coming along pretty well. So let me reactivate my screen customer. I just noticed that it's off. So there's a notification and now let's move on. So we still have to align. It was overseas at a backside off the helmet here. Now for this reactivate proportion editing by hitting. Oh, select this Vertex Press G, Increase your fall off and move it back to the blueprints. It's like this for to express g, who went back to the blueprint left left to confirm. There we go. Maybe we can try to align these from overseas, so I want to reactivate proportional editing pressing oh, and assume in here and maybe Let's just select all of these verses with shift and oh, do we want to try to edge slide function here? Actually, I want to try it. So I'm deactivating proportion editing, impressing G twice. Now we're gonna slide it back, press see, And then we can slide it to the left and just bring it closer to the blueprint. You don't have to match it all the way just like this and maybe let's de select those two on tops of shift. Get down, de select this one de select this one. And again, we want to select this one as well. Now press G twice moving back for a C move it forward and left. Like to confirm? No. Do you select this vertex breast? You twice moving back for a C Move it up confirmed Let's add in another group at the bottom to sharpen up this corner here So control are then hover around this area left, click and move it down like so and let soon to talk to the frontier there from part It's like this vortex shifty down this one press do twice moved back presi move it up front here and left most button to confirm, and now we're pretty close to the blueprint here. I just want to recently those two and just bring into the left a bit. Felt good. No, I want to go to top you by pressing seven on the non pet and just zoom in a bit and pan around and look at this area. So you want to go to your subdivision surface modifier and you want to be activated on cage function, and now you can see that we have some dark red spots here and just make sure in object mode that you will find any spot where it's a bit bumpy. Actually, you can really see something here, but it's still a bit too bumpy far for my taste. So in order to fix that, we can press seven to look from the top press tab to go into edit mode. And on this, select all of the's free verses that are inside the darker red area. Some selecting this one shifted down this one, this one, and you can reactivate proportion anything for this operation, so just press oh, and move it outwards with a small fall off. Like so moving outwards and you see that some off the doctorate areas will disappear and some others will start to appear. But just make your way through to fix these, and you don't have to fix all of them suggest make sure object mood. If you find anything where it's a bit bumpy, then you can go fruit. He's Teoh. Uh, you know, it's moved them out like this and adjust Did this for these versus only gonna concentrate on those because in object, note I can't see any bump there. So this area is still fine without um going through these. And I only have, Ah, pretty smooth Mecir. So yeah, it's what's actual, actually where you know the extra work So we can reactivate this on cage function now to bring the curvature or the cage off the subsurface back. And now I want to have a final look around the mesh in order to see you re still need to fix anything before we can at the thickness, because right now, of course, the helmet is paper thin, so I'm present tap, and I just want to rotate around to see if I can find anything that I don't like at the moment, but it's looking pretty well. And yeah, we did a nice job so far. And if you zoom in at this area here, it's hard to see and maybe not even visible in the video. But if you go to, uh, Adam opening tap, I want to select this perfect. And we can do the automatic smooth function for this vortex two times in order to smooth it out it. And then there there's no visible bump anymore. So if this perfect selected, you want to go to this vortex, um, menu button here and smooth birds used to want to click on it once and just repeat birth takes smooth versi. And there we go back to operate mood And this very slight bump is no going us well, and we also have to sit in the front here. So select this vertex and just do the same server tics smooth Versi once and maybe two at the second time. It didn't even move any further, so we just we're just able to smooth it out once But again, this oneness moved as well. Now all right, so now we're going back to front view batting while in the num pet press tab to go into edit mode. And I actually want to re add this actually appear in order to make sure that it's right in the center. So all click between those two verses to select the whole absolute No one can press X, and we wanna dissolve the edges like this, and then just press control are having around the area here left like to place to look out like this and right click to keep it in the center. Okay, just like this. And now we're gonna use the normals Ellen function that I mentioned earlier. So I'm going back to front view and hitting, tapped to go to edit mode. And I want to switch to Etch selecting so impressing two and a keyboard. And with this absolute still selected impressing shift all to add this ash loops of just click in here, make sure the whole loop is selected like this. There you can rotate the view like this and pan around. You wanna press shift in all again and add this absolute this one, this one and basically all of those troops to the bottom, make sure you got this selection just like I did. And you can go back to front view. And now we're gonna activate the normal scale infection, suppress all s and then just left like and make sure you do deactivate propulsion editing for this Sergen all s left leg, and then this menu should pop up. You can click on it to get access to the options here, and you want to click into the offset box here and just type in minus 0.3 and then hit. Enter. And this will give us this effect like the helmet was blown out from the inside. And if it looks at some reference photos off, Operator, this is exactly how the helmets should look. So just minimize the sparks again. And now we're gonna straighten out this part here in the corner, and then we were able to get the fitness 5. Modeling The Helmet - Episode 3: No, you won't assume in and just paying to decide here and select this at year. And you want to reactivate proportion editing by hitting. Oh, and just pulled us to left to get a straight line here on now it can hold down shift, select everything up to this edge here and just pulled us in back to the blueprints line. And you can also increase the fall of slightly here. Thanks. So now select this edge here and just pull it back into place. All right, so this should realign off the emergencies here and let me select this bedroom. Now press so to deactivate proportion anything, Presti twice and just slide it up a bit and left most button to confirm press old sets to go into X ray. Hold them off. Flick in here to select this edge through press G twice and move it up to rematch with the blueprint lines here and left click to confirm. All set to go out of x ray. And let's have one final look around all sites, some pressing three to go into right off graphic, and it's have to go back to edit move. And while again straighten out the back part here because off the normal scaling operation , this was blown out again. So let's see. I'm going to X Ray Miliband holds it and one on the keyboard to go back to Vertex selecting moat. Now it's like this vortex more control. He don't select this one. So this is what I've selected and then arrive. You wanna press, go to reactivate proportion editing and just pull this back in and here we want to increase to fall off slightly. Do we know we don't? So I'm skipping this on pulling them control set to undo press, so to deactivate proportion, empting and instead press see to activate, circle, selecting. And we're gonna do the same like before. Select. Um, some of these verses, like so right. Most buttons out of circle. Select and just bring it back in. Just straighten out this beck side here and step back to object. Note. Have a final look. If this is still straight line and still looks perfect to me, you can rotate around all set to go back to solid view, and yeah, I'm confirming we're officially done modeling the basic shape off the helmet. So once you going to front view. And now let's save our project Beheading control s year. And now we're gonna actually start ending the thickness. So just one little adjustment before stopping thickness. I just figured out if we go to side view, so hit free on the lump it and tap to go into edit milk. If you zoom in at the front part of the helmet here, we just want to select this Vertex shifted down this one and just bring it back to match with the blueprint like this. All right, But now we're ready. Severe Samadi fire That will help us at in the thickness. And we can angle the view like this so we can see what's going on and go to the money fires here and click on that money fire. And she was solidified. Now this modifier will be added at the very bottom off our modifiers stack. So here's to solidify. Modify. We just at it. And if you zoom in here, you can already see. We got a little thickness here, but it's still not enough. So we want to click in the thickness field and type in 0.7 and hit Enter now, If you hit, apply this will get a little thinner and then it will automatically match the original helmet. So just hit. Apply and you will see it gets a bit there because it's again subdivided by the subdivision surface money fire. So if we get tap on by the way, before we go into edit mode, let me just go back to a remote. I want to show you that here to center. We have some issues and we gotta fix them very easily. So in order to fix them, we have to temporarily deactivate the mirror modifier. So you just want to click on this display? I come here and if you hit control free, you can go into left side B. Now let let's it tap to go into edit boat. And I just want to show you that we have faces here in the center, off the helmet, and we need to delete them because they will be mirrored. And if we don't believe them, then we have faces pushing against faces at the inside of the helmet. So you wanna press three on your keyboard to go into face, selecting moat zoom in here and just select this little face at the bottom here. Now we can off course select every face in between here up to this little face that the from. But if we do this with control, it will select the shortest distance in between. So this will not work. We can press control set to a new this selection. And just with this little face selected, I'm gonna use control and make my way up to this front face here. So I'm holding them control clicking in here, Still holding control, down, clicking and hear clicking in here here. And I'll finally select the small face at the front here and all it said X and believe the faces. So now let's reactivate the mirror money fire by clicking on the display hiking again and just wrote it around. You can see it's still then fixed everything. So we actually have to re merge to send her off the helmet here. So in order to do that, we want a press two to switch to edge selecting motor and you want to pull down all and click between any off. These faces here are subtly and no it will select the whole trip. If I pressed all that to go into X ray, you can see I've selected the whole, um, edge loop a center. So it goes from the outside through the inside of the helmet and wanna press one on your non PETA go to front view. Impressed, All set to go out of X ray. Now we have to deactivate the clipping option off the mirror modifier. And now let's just pull this back to the right here to bring it apart. And you can see it's not a straight line here, so we also have to scale it down to zero on the X axis. So press s x zero and hit better. Now it's a straight line and we can now re merge it. So reactivated clipping option here and you want up, Zoom in until you have a good view on this spot off the helmet and also at the bottom here . And I was just bring it in until it merges just like so. And just make sure the bottom this also merged together like this, and you can even rotate just to make sure that there's no gap in between here, but this is looking fine. And we've now re merged the mesh here and now the problem is fixed. So now go back to right view banning free on the Muppet and this pan and zoom in here and you can see that this, um these faces here are a bit curb. So this is actual de inside thickness part here, and I could write, You can see we have straight lines at the front here, but then it just curves down like this. And now we're going through these vergis ease to bring them back out. So press one on your keyboard to go to Vertex, selecting and let's see where almost like this Vertex. Now hold down control and click in here and let me rotate so you can see what I've selected . So I've started from this Vertex and with control. I selected this Vertex here which is to sent over ticks off the back side and yeah, just make sure you got this loop. Select it like I did here and press free to go a free under. Knock it to go back to right here and now let's zoom in and without proportion editing. Just moving up and just make sure that you get straight lines here. And then just he's like this one. Pull the rest up again, shifted down these, like this one and again, pull the rest up and so on. Just repeat the steps until you straighten out all off the verb asses here. So now you select this one. Assume in here a bit. We're gonna move this one more time, like so No tap to object. No, just to see how it's working out. And it's looking fine. Pretty good assuming a bit more here. And maybe that's like this verdict and just move this down a bit. Or also select this one right next to it. And maybe let's see if we move it up. No, actually, just move it down a bit. Just like that. Maybe re select this one to move it down. Just a slight bump here, but we can't get really rid off this, So I'm bringing this bag up and only select this one and maybe just pull it down a bit more . And I think this is fine. Yeah, looking good. So you can always rotate and go back to optic mode and courtesy how to mash actually looks without all these versus and edges in your way. Okay, good. Now let's angle of you like this because we're going to shorten up the outside and the inside Ash here. So you want to concentrate on this part here? Just it control are and scroll up on your mouse wheel to end to Luke cuts and left leg and right click. And now we've sharpen up the outside and the inside that year and you can always go back to object mood to see how it looks Threat. So we're almost done modeling the helmet under small Nothing to do. You want to press one to go into front view and zoom in here, press olds if and you can also go to edit mode with tap. And if you look at the blueprint here and there is ah, blueprint line where we don't have emergencies aligned yet And if you look at some reference photos online, there is an extrusion. So actually, there's a rail that there was around the helmet, and we're gonna extrude it now zoom in here and hit control are to add a Luca left click and right click and we're gonna straighten it out on the X access to illustrate Luke. Cut here. So s X zero and hit Enter and it's already placed around the blueprint lines. So if you have to adjust it, just move it slightly to the right or two left here and then you can press all set to go back to Seoul of you. Now you wanna press three to go into face selecting and you want to select this face whole control key down and then rotate around and just make your wife up to this little face at the backside here, holding them control, Click one more time and this is what you should have selected. Now you can go back to front of your su in and always make sure propulsion everything is off for this operation and you can now hit e to extrude and right play to cancel and we've still extruded. But with the right mouse button, we just kept it in place and now we can press all this and this will activate normal scaling. And now just move your mouse until you match up the blueprint on top here and left most button to confirm and we consume in here. And we want to press one to go to Vertex selecting, and we want oppressed, called Zet. Then Donald have a to do. Select everything it see to go to a circle, select and paint over these verses, right, Right click to go out of it. And now that's it. Oh, to reactivate proportion editing. And we're gonna pull them up to align them with the blueprint here. So this should be a straight line here and not curved like this. So moving up And, of course, decrease the fall off off proportion editing here. And just try to get some around here and confirm all set and tap to see how it looks. And it's looking good. Nice. So want to go back to front view, have to go back to edit mode. We're going to add one more loop cut here to sharpen up three corners. So control our cover around here, left leg and then right click. So here we've entered this lookout to travel up this whole edge around and this interact here. Good. So now we're gonna have a final look on our helmet before we call it finished. And we wanna look here if there's a crease and actually it's hard to see. I'm going to hit control three to go into a left side view, and I'm gonna assume in here, and that's it. Tab to go back to edit more on won't just like this Vertex And we can press Oh to deactivate proportion Anything. Press g to grab and just bring it to the right and up a bit Just thinking up to Spartan evenly with the rest off this helmet rail here and should be fine. I think so. We're gonna tap to go back to object note, and I just take your time. And actually, yeah, if any of you like this, I can see a slides. Chris here on, I want to get rid off this before we move on. So let me see from front getting one on the num pet. And actually, you can see that these foresees are curved inwards a bit here. So I want to select this for text and just slightly moving out just against right line here and then select this vertex and move it out to get another straight line here and also select this one and shifted down. Select this one and moved out to get another straight line. You don't have to get a perfect straight line here. Just a little curved like this. So I just moved it out with a micro movement. Okay, now, this is looking better, but I still want to get rid off the slight crease. I know it's probably not even visible on the video, but I can see it, and I want to fix this. So let me see. I'm going to select these two verses, so I actually have to use the circle Select because the move to listen my way. So I'm selecting these two overseas and I want to use the smear function server picks smooth overseas one one time here and no, If I press tab, I think the crease should be gone. Can go to left side. We one more time control free and have to go to edit mode and ups. Sorry, I just wrote it a bit and I actually went up. Pull this Vertex out of it. So impressing G and just grabbing it bit upwards and a bit to the right and this should do the trick here. All right, so, yeah, the careers is now gone. Perfect. So, like I said, just take your time. Now look at the mash. If you find anything that this weird or should be smoothed out, then just used the methods I just showed you and smooth it out. And if you're satisfied, then press control s one more time to safe. And next up, we will start modeling the actual mosque off a freighter. So, actually, I had a look at some reference photos off the original helmet and also found some little details that I want to adjust before we start with the mosque. So one more time, Zoom in here, select the helmet and tap into edit mode. And first of all, I want to fix something because, um, let's see if we go to write you beheading three on the num pet. And if we zoom in here in object mode, we can see that this thickness part here at the bottom, it's a bit curvy and bumpy. So still wants to get a straight line here, and you can see that curves and the inside. Then it curves up here and yeah, I just want to adjust this because it's actually pretty easy to fix and you can follow alone usually as well. So come back and edit moat and I will angle to view like this and you will press to to go to Etch Selecting Mode. Now hold down all to click in here shift and old click in here in a press X and choose and troops. So we want to delete those toe troops. And now let's go back to side your beheading three on the keyboard. And now I actually want to select this bottom row here so impressing one to go to Vertex, selecting and double tap page of de Select everything. Now press, see to activate, circle, selecting and paint over these verjus ease. Now you can stay in right. You here to do so and let's see if we rotate around. We also want to add this mur ticks and shift yet shifty down at the center vortex year. Suggest the whole bottom verses and go back to side view. Now, with proportion editing deactivated, I want to scale this down to Syria one last time. So press s that zero and hit Enter. And now let's just rotated backwards. So press are to rotate and just rotated back into place. So just around here, you wanna make sure that this line here is straight, Um, in combination to this line here. So the faces here should be equally spaced out just like this. And then you will match the correct angle. And now if you go back to object mode binding tap, you can see that it's now looking way better. And we just have to re add those two action Oops! Here. So press tap control Arth hover around this area here a movie. Miles were up one more time and left, click and right click to add two adjectives here and back in right view. We can now clearly see that this wavy bumby part here is now perfectly faced. Okay, good. So sorry for scaling this part down to zero so many times. But I just figured it out that it's a bit baby here and of course, it's not a big deal here, but we want to get the best result possible and therefore we're also looking for things that we can do better afterwards. So normal thing. If you look at some reference photos, this part off the helmet rail should extend a bit downwards. So we actually gonna extrude this down a bit. So back in edit mode, let's press free to go to face selecting mode. Select this face your press one to going to front view and getting make sure propulsion editing is deactivated and you can just hit you to extrude. And it should. It should extrude understand exes if it doesn't just hit, sat on the keyboard and just move it down slightly. So really just make a micro movement here and left most button to confirm tap to object. No, to see hard looks. And this is looking pretty accurate in comparison to the original, too. Just extrude this downwards like this really is just a micro movement here and one more time we're going to left side view, but in controlled three and tap active edit mode. And this part here is also a bit wave Ian Kirby. So I'm going to verdict selecting mode by having one on my keyboard, and I want to select this vertex and I want you to bring this to the right a bit just to get a straight line here and also like this one and bring it to the right of it. No, Lance should be straight. And one last thing. I want to select this vortex, and I want to bring it to the right this well, but just do a micro movement here and make sure an optic note that it's straight here. I think it's still a bit Kirby here. So I want to select this verdict. Shift down this one, and I want to move to use to to write just slightly. All right, one more time. Make sure it's looking fine. And yeah, I think if you may be re select this verdicts just to bring it to the right a bit more, then this should do the trick. Let me look back into right side view. Sometimes, because of the reflections, you can see it on one side better than in the other. So that's why I'm switching from left to right here. And maybe we can select these two overseas and bring them to the left here in right side view. She has to get a straight line here, and I think this is it. Yeah, that makes me happy. I hope you're happy too, because you gotta act accurate star fate or helmet. And yet congratulations. So, actually, this is all I wanted to adjust. And now let's do a final safe with Control s here, and we will move on to the mosque. 6. Modeling The Upper Mask - Episode 1: Alrighty. So we got the helmet finished, and we're now moving on modeling the mask. So you want to do the same? Like in the beginning, we're gonna drop in a cube, transform it to a sphere and use it as a base mesh. So shift a mesh cube. You can pan around a bit and just drop in. Subsurface modifier increased the view port subdivisions to three and hit play drop in the cast modifier hit, apply and was the object selected. Right click Choose shades Move and let's go to edit mode biting tap and press all Zach to enter X ray. And we want a double tap A to de select everything. Now press be to box live, draw a box around the bottom half of overseas and another one around the left side. Make sure center line here and here is not selected. Press expended Lee diversities? No. At in the mirror Money fire. Andi, you will activate clipping and drop in a subsurface and increased report Subdivisions one more time. And there we have our new bass mash. Now let's go back to object mode biting tack And with object selected, you wanna pull it up a bit. Anyone scale it down and then just pull it up again and you won't try to get a realistic size. So we have our helmet here and you can see the outline off our new bass mash for the mask and you want to get a realistic size here. So, actually, we want to try to align the development side off the base mish with this blueprint line here. So some right around here and we have to go back to cyber beheading three in the number in order to make sure it's also a realistic size here and here inside of you, I want a press mess and just increase the size just slightly left click to confirm. Go back to front view, beheading one on the lump it And I think we have to scale back down just a bit. So s and just settle down like this and left like to confirm and for the next steps, we want to hide the helmet so we can actually focus on the mask so you can press all set you toe practice all of you select the helmet and press age to hide it in a recent like the new base Mish tapped to edit moat. And now we're gonna start modeling the mask. So just zoom in here and let's see. So, first of all, we want to activate proportion editing by heading. Oh, and let's select this. Vertex shifted down this one, this one and this one. And now just call it in here and increased follow off this up off the proportion etting and just aligned overseas with this blueprint line here. So this is the notes area off the mosque. And for for now, I want to make sure that at the subsurface we don't activate the uncaged function just yet . Later on, we're gonna just activate and deactivate it to model things around here. But for now, we want to leave this off. So now we have this actual cage off the mash and not the cage off the sub serves. You can just see, um, if I activate this, we have a smooth cage here. But for now, we just want to leave this deactivated because it makes things a bit easier sometimes. So now we're gonna extruded the nose part down here. So we want to select this verdict shifting down this one on we can stay and solid Beautiful . This just it e to extrude. And you can also hit that to constrain the extrusion, to deserve access and drag it around this upper part. You're off deep. I like that it again. And now you want to align it with this area off the air? And we got a hit Zet again to make sure it stays on this. That excess and left like to confirm now hit E one more time and that and you want to confirm the movement here. So at the center, off this area and it he ends it again and bring it all the way down to this part off the blueprint here? No, we have to switch to side view. So hit free on the lump it and you can see that we have to bring this to the left here a bit more. So to select everything by hitting a and just pull everything to the left here. Now we can leave proportion editing on because we have everything selected so proportion. Anything will not take effect on our movement here. And we just wanna bring it a bit closer to front. Maybe not that far. So pulling it fat back just a bit. And let's like these bottom two verses. So just make sure you select both, uh, so shifty down and you're not just bring it to the left and you can increase the fall off course just like that's increased a fall off, maybe somewhere around here, and then we have to align them one by one. So I'm selecting these two should get on this one, and I want to hold it back with a small follow up here just to align it with the blueprints . That is the same for these two, like so slick thes two here and with a pretty small follow tried to online and with the girlfriend it can extend a bit here. It's no big deal. And let's say we want to select these to shift, you know, home to the left here, and we should add in another loop cut here in order to maintain the shape some getting control art. You can hover around here, left click to confirm. Pull it down a bit, that flick to confirm one more time, and now we can pull it back and let's see, we can re selectees to just bring them a bit more to the left. Here, let's rotate around now, These two overseas, we can't see them right now. This, um, thing is a step where we're gonna activate the arm cage function of this observes a click on this I can, just to make sure that you are seeing these two overseas selecting both go back to save you and you wanna pull them to the left and you will increase to follow up here. So just make sure that this area is also affected by our movement. And actually actually, at some reference photos, I noticed that this part here will also come out of it just like the nose area. So we got select this verdict shift. You don't This one, this one and this one Now look back to side, were beheading three on the lump it and just pulled us out of it. And here we want up decrease to fall off slightly somewhere around here and confirm, and you could go back to object note just to see if we get this crazier, just like we want. So somewhere around here It's good for a moment. And let's see, we can also select the side mercy. So selecting this one control, you don't see like this one go back to Siberia and we can just pull this back a bit of a pretty small fall off just around this area off of it, just like so should be fine for the moment. So let's see, back inside of you, everything is looking fine. And yes, it thus so we can go back to front, you know? Okay, so next up, we gonna align these overseas with this every off the I. So I'm selecting this fun. And now we want to deactivate the engage function and we can see the verdicts now, but we still have it selected on make sure proportion editing is activated. Press G and just bring it down here. Actually, let's turn the own cage function back on so we can actually see the verdicts here. And we can also press all set to enter X ray. Now grab this vortex again on pull it somewhere around here and actually let me undo this all the way to bring it back into place. We want to make sure that we increase our fallen off the proportion editing for this movement. So hit g again and increase to fall off. And I was pulled us down and increase the fall a bit more just to get some of these verses affected. So they're better aligned. Um, like this. And no, select this vortex and grab and pull it down Somewhere around here should be fine. Great. This Vertex G to grab on breakdown and one more time grab this Vertex press G and bring it down. And now we can again deactivate the own cage function. And you can also see diversities because for an X ray sell, let's pull this up. Pull this one up on this one, pull it up and we can also bring it a bit to the right here and just want us. Well, get you right. Maybe increased the fall off here like so. And now let's see. I'm hitting all gazette to go back to some of you because I want to bring this perfect down a bit. So I'm just moving it down somewhere around here. This blueprint line and now let's see, we're gonna select this verdict shifting down this once of these two now hit you to extrude and just pull this down. And I noticed we had propulsion editing on for extrusion, but it didn't move theon over disease. If it thus, just deactivate propulsion editing before you stop excluding. Now let's sit, are to rotate and just relocated to two right here. And you can also play with the fall off. So maybe just decreases of it just like this. Now let's see again to extrude more more time and it are to rotate and we want to play on this Vertex press G and just move it up here somewhere around here should be fine. Now we have to go to side Boon Or to see how the Angelis working out here. So impressing three inside of you and you can see that we're slightly off. So one voted just to make sure we got this verdict shifted on this one selected perfect inside of you. Now let's it are too rooted and increase to fall of here and just rotated backwards or to the right. If you want. You call it like that and just pull it out on the left here or to the left just like that. Now go back to front view, but the one on the number and press old debt Select this Vertex Press G weaken decrease to fall off and we want to align it somewhere around here. So we want to make sure to get those blueprint lines here for the I. So, like this Vertex press G on the line, it here And for this one, we can breast g align. It's somewhere around here. We want to try to keep them in the same position here, like these upper vergis ease. So no. So, like this one, uh, bring it somewhere around, Let's see, we want to place it somewhere around here, at this differently and one of screw selectees to, and I just want to pull the back of it just to make sure that they're somewhere around this area with this bird, Texas can also press, are to rotate it back a bit more. And now it's it. Beatrix Drew one more time, and we make sure we want to make sure to aligned here with this up over ticks and the press are too rooted just a bit. And let's see now we're gonna used a function to make a face that we're not gonna extruded any further. So I want to select these diversities. Now, select these two from the nose part here, and just press s not s f to fill. Sorry. All right. And now we can select this vertex and bring it a bit more to left to align it with the blueprint here. And the same goes for this one. Just I wanna make sure to bring it to this blueprint line here, Reese, like this one of a small fall off and just angle a bit like this are right Now, we're gonna add in another loop cut here because we will need more verses for this cell. Uh, yeah, just movies. Just like he's back by hitting g two times and leftist Vertex panel and with slipper line here, and his Vertex can come off bits like So now we want to press fault Is that to see how it's working out? And now we're gonna see how we can adjust it in right view. So just press real a number to go to Red View on tap to go back to that in mood And here's the tough part on a routine A bit. And we we wanna press all set to go into X ray. And we want to select dese two verses here, back in side view. Just pull them to left to realign them with the blueprint here on see rest. It's looking fine. So back inside your here and let's see if you want to select this Vertex press G and move it up here. So we want to align it with this shape off the blueprint, and we can also grab this perfect with Jeep and place it somewhere around here. And now let's just grab this one and bring it a bit. Two lefts wrap this one bringing a bit to the left like so Now we want to grab this one g and place it somewhere around here. Now we have to realign them in front. You later on. For now, we just don't pinpoint thes blueprints down. And actually, this shape here is from the helmets, so we can actually see the inside here off the mosque. But we have to figure out, Are we gonna figure out how we can place this in words? So um, just like this and wrote it around. Maybe now select East overseas. Go back to side view and we want to pull them out here on Let's see, grab these two and also pull them out bit. Andi always rotate to see how it's working out. And I think this is looking fine for now. Some bag inside view on bond. Now, we actually want to cite this Vertex road hit around. Hold control key down and select this Vertex here. So everything up to the backside here is selected and inside. You just want to pull this down. Who can increase the fall off here? Just likely. And just bring it down a bit. No confirmed. And just bring it down with a smaller fall off on. Just bring it down to this group in light here. Now we can de select this vertex beholding shift and just which bring these overseas down to get a straight line here corrects good. We're gonna add in a look at later on, I think. But for now we switch back to front view and zoom in here. All right, so we wanna re select this Vertex Presti on just realigning with the Vertex that with the blueprint here, Ana afflict you confirm you can also move this one back up a bit. Just like so recent. Like this one, crusty and just bring it. Shoot back to the roof in here. Okay, Now we're gonna select this verdict shifted out of this one and this one. So these Faried, we're gonna hit you to extrude and just pull them down. Anyone? A mesh. This vertex with the group in line here. Now select this vortex Press g smaller. Fall off and align it with the blueprint. It's like this were expressed g and you guessed it. We won't place it right here. And we can bring this one back into place, Galex So All right, on, let's have a look here. So I think we're actually going back to cyber you for now. I guess now we have to bring these out because this is the part we re just aligned in front of you and we know have to align these inside your as well. So we want to select this one shift down this month and this one. So these three here and just moved in front here can also increase to fall off a bit and place it for here for the moment now. Selectees three next to it, Back to side. We've been pulled him out again. Somewhere around here? Actually, Yeah, I think it's working also now. So, like thes three, go back to side view on Let's see, we actually have to bring some off the back of think. So maybe just bring this one a bit more to the left here. Now, this oneness. Well, just to get a straight line and also, like Botham and just bring him all the way to the blueprint here and also like these to bring him to the left, and it's gonna be slightly off, but we're gonna make sure that it stays in place from abusive for now. Just select these two, and also pull them to the left here. And make sure this vortex is a light also like this one. And angle it down, just like in the blueprint here and want to go back to front view her right looking gets a farm. Didn't moved any murder. Six out of the group. It is good. So yeah, well, it's wrote it around like this. I want to go back to cite you and want to try to align these a bit better now. So pulling this one back a bit and come moved him up because then they would leave off group in line in front of you. Maybe just like these two. And hold him if it back your just like that. Okay. I just figured out that we have to bring this one back in order to make sure it stays in place at the brewpub line here for the I part. And of course, also, these two need to come that to the right here a bit further just to bring them back to the blueprint. And maybe we have to pull them up a swell. I have to rotate here. Now. It's looking good. Some going back to side view and this one just bring it down a bit more to maintain the curvature here. Off the blueprint on Let's see, we can grab these two just pulling bits. You right here and now. It's also moved these to a bit more to to right here. Just like dad. We have a bump down here, so let's see can probably that seem from you here it is perfectly aligned with inside of you. Maybe just grab this one next to it and just pull it choo the right here a bit further. And this should actually get rid off the bump bit yet it just it perfect. So the shape years actually looking pretty fine. We still can't see everything because the helmet is blocking. Are you here and actually on the image I used to grate the blueprint? It was also no way to see how the inside here is shaped, but gonna figure it out anyways and just want to bring this bit more to the right here. And maybe this oneness. Well, just bringing a bit more could write so that these two overseas have more breathing room and there will be no bump. And you can see we should select this verdicts and just bring it out to match the shape here of it better. And now we're actually gonna so like this Vertex. So we have the nose verdicts here on the side and this eye view just hit each X troops and you can move it. No, I'm sorry. Control set. So oppressed you to extrude. Now it's still selected, but we have to deactivate proportion anything, So lets it. Oh, you know, it's just pulled extruded verse it down and angle of view. It's like this one shift down, this one, this one and this will know we actually have four birds we selected. So we can't s like this one, so it would be an angle. So just like these four press have to fill and actually just delete this Vertex because we didn't need it. I'm sorry. All right. So rest. It's looking fine. I should probably select these two just pulling up it and from view. Just make sure that there are still online here. I want to bring this one up a bit more, and it's like this one and bring it up. Have been Morris. Well, and now we can also reiterate proportion editing. And now we're gonna just fix anything we see so far, and then we're gonna extrude the rest off the helmet. So, actually, we need to extrude this area here and inside you the whole part of the cheek here. So yeah. So I'm looking around the mish just to see any bombs or so that we could fix right away. And yet just make sure you have a look on it An object mood and worth to see all the reflection since so and it's looking super so calm, See any problems? So we did a nice job here, and yeah, we gotta move on extruding the rest of it. So, yeah, if you want, just have another look around just to see if anything should be fixed and then just realigning with the blueprint if anything is out of the group in line and we're gonna move on extruding and aligning the rest off the mosque and they were gonna align it as well. So yeah, just keep falling alone. We're doing pretty good progress here. Congratulations. Let's move on back to Adam, Coach. And there's something we need to fix real quick. I'm going to angle of you like this. Press free to go to face selecting, and we want to delete this fence a press X and deleted. And your to let's say, uh, save you for now. And Chris one to go back to Burdick selecting. So like these diversities, Krusty to deactivate proportion renting press e to extrude and just pull him out here and I'll it's like these full faith for overseas. So this one, this one, this one and this one which is currently hitting so impressing called Visit this one here and press after Phil. So this will give us a better shape. So that's why we, um yeah, the lead in the space and created a new one like this. Okay, so next up, I want to Let's see. Also add those two receives to the selection. So, actually, does two faces are selected and in front of you, I want to bring this in here. Now it's only select these diversities, press g and just angle them to the blueprint line. And we can re select this one. Just all effect, no controls that we also need to select this one and I confront you. We can pull it right here. Maybe pulled this in here a bit more just around it off, um, to match up with the blueprint here, and it's having a look back inside of you. I actually want to select those two press G and just bring them back up here. Sounds like these two and just palm at the inside off this blueprint line. Just give us more breathing room at this area here. There we go. OK, so let's see where we're going to extrude next. Some back in front of you. I want to select this Vertex shit. Get out of this one. And this one, Sir. Those three and press e to extrude and pulling down. And now it's just your fruit and one by one to align them with the blueprint here and pull this one to evolve. So now we get this area extruded and we can switch to side of you. Select this Vertex full control key down select us backed verdicts and back inside of you caressed e tricks truths you compress set to constrain it on news that access left click to confirm Now it's like those four were deceased Press f to fill Okay? And we do this one more times like this Vertex Control condones like the back vertex for sprayed. You go back to side of you, press you to extrude h and just left click to keep it in place. An arc in Poland This through access to bring it down. Does that vexes and select those. Well, Verdecia is here knows for and just have to fill just like that. And we can leave this, uh, for the moment just like that. And now I want to go back to actually just stay inside view and grab this birth knicks and just call it back here and also this one. Pull it back to get a straight line here, and we can also just grab this, want pulling down bits. And I grabbed this one and this one. I'm just press G and moved in up more. And, you know, it's only select this one and all this one actually just pulling down. It's like so again, we're not working with the un cage function of this observed because it's actually way easier for the mosque to model it without it. And yeah, therefore, we just have to get used to that. We have to pull this verse, ease our like this, but actually the mash is still smooth and following the blueprint, I hope you know what I mean. So you can see this vortex is out of the blue print line. But our actual mashes right here, and it's perfectly in place on the blue green light here. All right, so no, See, I think we're probably going to extrude this Vertex. Do we think we're going to extrude them here inside you. So if this selected shifted on this one, this one, those three verses and inside you, you could pull him a bit to the left here and then press you to extrude and pulling all the way to the left. No, Chris s. Why zero get conned her and just pulled him out. No, we can press are to rotate and angle to shape here. Select those former disease and press staff to fill. 7. Modeling The Upper Mask - Episode 2: Now we can select this Vertex on. Let's see shifting down this one. Go back to save you. Press G twice and just slide it a bit too. Left nose like this one, Presti. Twice. No, only Presti once and moving a bit in here just to space them a bit better. And we can see this face here. Almost looked like a triangle. We still have a coop because it's made up of four birdies, but how they are arranged right now it looks like a triangle and gonna hold us back just slightly. So then we have a better looking phase here. There we go. Just like that. Let's make sure on solid view by being on set and going back to object mode that it looks like we're wanted to look. And yes, it's looking pretty well. Some back in front of you now want to extrude this in a part here off the helmet. So let's see. We're going to select this mur ticks and I'm holding down control to select the spot on Vertex Here, back in front, you we can press be to extrude and left click to keep it in place. Now just pull it too, The left here and then just pull it down for now just to bring these verses down. Now, de select this one and press all set to go into X ray. Now pull it back up a bit Here. It's just bring the sent over ticks down and this one as well, just around it off, like so. And we gotta straighten out this verdicts here. And Poland's two left. Now select these two verses, press Beatrix Truth and just pull it down. You can press set to keep it on the set. Access left click to confirm. So like, these two overseas press you to extrude and I'm right clicking to get out of it. And I can pull these extrude adversities all the way to descend er until it snapped like this. All right, so maybe just hit control s to save on. Uh, yeah, just Teoh don't lose your progress in case anything goes wrong and we're gonna angle the view a bit here and now we're gonna straighten out this part because we need a We need a sharp ash here so we can press two to go to edge selecting move and we'll just like this edge Hold control came down, um, disliked all these edges and bring up adding another loop cutter shopping This There's another function that we can use. So we wanna press and on the keyboard to bring up the side menu here and under Itim you can find me increase value and you want to go in there, type in one and hit enter and this will automatically sharp from up this corn a force. So just like that, So you can see and you can press and again to bring ultra minimize this window so we can see a bit better here? No. Okay, let's go back to front view on check inside of you Go back to x ray Beginning called Zet here. And I would see kind of wanna bring the rest of this down because the bottom part of the mascots separated from the top part. So actually, here you can see the bottom part, and this is going to be a unique, um, part off the mass. So we should bring the rest of it down on bits. So actually, these are the tubes. I think they're far the breathing mechanism off the mark. So we're gonna create Imus. Well, but for now, we just want toe bring those a bit more down that thing. Actually, I think we're going going to leave them. I just want to go to verdict selecting and select this vertex and check back in front of you. And we can bring it down a bit more just to make it match up better inside you here and this one and the rest of it. So well controlled down. Select on those verses. And inside you just bring them up a bit to match the angle a bit better here, this one. Okay? And so the rest of it is going to be the bottom part of the helmets. And now a thing. We should create the tubes. So we're going back to front view on and let's see. I want to create them as our own separate mesh, Some tapping back to object. Move here. And I want to press. Um, actually, let's click on the cursor menu. I come here and all this click in the centre off the a circle of the blueprint just to place our curse around there and you're consuming and maybe like another time just to center it like this. And I want to re select the movie to Now. Now we can press shift a and on the mesh we want to add in a cylinder and just bring up this menu. Let's get at that. Gets at it when you drop in the object and on the verge Aceves, you want to decrease this to, say 24? It enter and no compress are to rotate and need X X is so get extent and type in 90 and hit enter and no one can scale it down with s just to match up the size of the blueprint. And this is looking fine on inside view. We want to bring it up to match this from part here. So this is another cap that comes on top off the actual tube. So for now, we're just gonna align it with the blueprint here and we can see that blueprint. It's a bit thinner than our actual mesh, but this should be fine anyways, so I'm going to edit, move by heading tap and first of all, go to face selecting mode and you compress all set to see what's going on. You want to select this top face on the bottom face? Here are the front in the back, face and breast X on. Get rid off them. We don't need them. So back inside of you. Want to switch to verdict selecting beheading one on the keyboard. Now press all set to go back to x ray and box. Select those verses here in the back and just pull them in and up again. This area off the mosque is blocked by the helmet. So maybe let's extrude him until this point here so you can see these big square. So 12 free inside the helmet that you wanna bring him up till till there And now it seems from view. We have to bring them to the right just to mash up the annual here. And now we need another tube that give us out off the 1st 1 and this will be just you here . So we have to angle this to talk here. So inside view. Let's see, it starts right here. You're still blueprints line for the top two. We can re select this front. Um, you know, do just beginning down all and flicking between two overseas and inside of you just press each extrude and we can directly pull it up and just pinpoints where it should go on him. I want to bring it down as far as this, um, bottom to peer, Suppress g and just grab it and place it somewhere around here. And just make sure that you get the angle right here. Now go back to object milk by tap. And we want to activates new shading for this. So right click shapes move and bag in front of you and bag in edit mode. We want to bring this out and here can see it should go up with more so back and write for you. Just press G. Make sure you hit the angle on Just pull it out a bit further back to front view and there we go can bring this to ride a good more. And Chris all set to see how the measures looking so far it's looking a bit weirdo. Um, we want to go to this. I can hear. Actually, it's this Aiken and you wanna check the face orientation and you can see, um, blue and red colors. Now, now, what this means is everything that this blue should be the outside. So this is fine and everything this is That's right. That's the inside and our tube here, this blue it bottoms and this is fine, but the red to peer it's actually the outside off the tube. So we should recent, like this and flip are normals. So we wanna press three decode face selecting and just hold down All Then click in here just to select the whole top to peer And we can press all and and then just choose Flip and this will flip the directions off the faces And now we have to correct faces at the outside and the correct faces at the inside. So you can now go back to this drop down arrow. Indeed, the face orientation Go back and let's now have another look. And now this looks pretty smooth. So that fix it, that fixed our problem. Alright, So back in front of you and hold on All Zet and you can see then we should bring in a bit more to rights because right now it's going inside our actual mosque. So in edit mode, an inverted selecting mood. Just want if I just want to have these back overseas selected, so impressing, see to go to Circle, select and just middle mouse button and click here to de select right plate to get out of it. No, it's police out and offsets to go back to solid view. And let's just see we're still slightly off here. So back in front of you home set, I think we should bring this mosque a bit. May get a bit thinner here, so I'm back to object. Melt. So like them, the mosque tap to ended, melt and let's see. We want to select actually the whole side and bring it in because you can see at the blueprint lines. It's a bit far outside here, so we should bring this in so impressing a two times to do select everything. And while still a Vertex selecting note, I want to press, see to a circle, select and just slept those verses here so you don't have to do the exact selection. Like I do just make, uh, so, like, some of these birds ease and in front of you press go to reactivate proportionality, and it's just pull this in an increased fall off. Just make sure that our already aligned Burgess ease or not. Um, getting off the group went too far, and you don't have to match it perfectly. Just somewhere around here should be fine and you can see at the top gets a bit bumpy. So that's double tap a to de select. And I'll let select those verses here and again. Just moved a 10 smaller fall off like so just to round it off and maybe just select thes two. Now you can prestigous SoCal select used to press G and just rounded off and increased fall off left, like to confirm. Still a bit bumpy, Would we can easily fix this later on When we gonna fix anything else? Um, the mosque here. So we're gonna come back to this area later to smooth it out and back in Seoul view we can still see. That's still a bit too far outside here. So again, we need to bring it in the big, further pressing 70 good top of you, and you can see it gets pretty bumpy here, but this will be no big deal can easily fix that. But in top you owns, you press a two times press offset going to X ray, proceed to circle, select and select those versus just paint over these. You know, let's just hold him in, increase to fall off some around. Actually, it should come in like this, but we have to make sure in front of you now that we're still aligned with the rest off the helmet on notice. That's not right. So impressing all set to undo this. We actually want to rotate this. It's so impressing arches to rotate it slightly and make sure that all the verses did We already aligned are still staying in place and I'll move it in somewhere around here. So this should actually work out. Make sure right view. Everything is still aligned. Yes, this you can go back to object mode. And now we can see we're finally, um, matched the shape to, you know, to to pierce that's now not blocked by the mask. They're still a bit inside the helmet, but this is actually how it should look if you compare to the original, but we can still try to bring it in a bit more so old set, get, Go back to x ray. Just pull it in a bid More. She was like so maybe only select thes bottom mercies. Still, actually, doubles have a to de select used to circle selecting too. So just like those verses just pull them in. We're full small phone, Just like so press holds it on. Yeah, still been blocked here. That's no big deal. This should actually also be a bit, um you know, actually, on the original it should look like it's a bit merged together at some areas. So for now, this should do it. And we're gonna press control as to save one more time just to make sure everything is safe . And we're gonna move on working on some details. So back into edit mode with tab. But zoom in here on day. We want to add to ash groups here and here. So, actually, one Astra Pier one issue up here makes the rash Moves are so control are hover around here . Left, click, right click and one more time control art have around here. Left, click, right click. And I want to minimize this pop up menu here. So no, select those two overseas and go to side view press all possessed to go into X ray. And we have to bring this back. But control Exacta, Undo deactivate, proportionate editing. First beheading. Oh, no. Pull this back. Now Go through these two overseas, pull them back as well and select this one and this one and pulling back. And now let's just re select this one. Just bring it back a bit on this one can come to write a bit more. Just angle it a bit like this. Okay, And now let's rotate the view like this on press fall sets to go back to some of you. And we want to press two to enter edge selecting mode Now for this because it's easier. I want to temporarily deactivated this up. Served Molly Fire. So click on the display And let's say we want to select this at year. Hold controlled key down. Select this at year. Shifted down. Select this edge. No, it's hold down. Shift clicking here, here, here and here. And also this ehsh. So make sure you have thes actress selected. And for now, let's press n and go to item and changed them. Increase to one enter and this will give us a nice crease here, said Turn the subsurface gone so you can actually see it and press end to minimize this site menu here and there we go. So now let's tap back to edit mode here and let's see. I want to activate their own cage function because right now we can't see anything because it's blocked because of the case of our mesh. So now we can actually see everything nice and clean. And let's see, we want to add in a natural appeared. So control are how about around this area left, click and just move it up as far as it goes or and just just keep it in place around here and go back to front view and press told Sector into X ray mode. Now this press one to go to Vertex, selecting on Let's see, we can actually reactive or deactivate the uncaged function, and I want to grab these two overseas and from view. I wasn't bringing back to the group in line here. It's like this vortex. Bring it up and it's like this Vertex bring it up and maybe grab it with ghee and bring it a bit to the right. No, for these verses here. So this one and shifted down this one. Go to front view on See, bringing a bit chewed right here. Now rotate again. Onley, Select this vertex of the inside here and for us one and spring it around here and maybe move it down a bit like this. And also like this Vertex and re shape it to match up with this blueprint line. Also, select this one press chief, bring it down and this one is already in place. Now just go to side view and make sure everything is still aligned. And it's looking good so far. I just want to recently that this protects press she twice and just slide it up a bit. Okay? And now let me just explain what's going on here so you can see this crease of Pierce. And actually, the part of the cheek here will stand out of it. So that's what we're going to reproduce now. So in edit mode, which lets see, I want to go back to F selecting and now click on this cage to activate it and select this at shifting on this one. This one and also this one. Now let's go to ride, view and press off. Is it? Now we bring will bring this to the left side here and now we will move it up to go back to the group online and we can go to verdict selecting. Maybe bring this one down a bit in all its press old set and tap back to object. No, to see how it looks. And back into added much press two to go to ash selecting. So, like, this ad shifted down this one, this one, this one press and and on the increase again type in what and hit Enter. And now we've got this area here and this is exactly how it looks at the reference photos. All right, so it's actually a pretty difficult part, but again, we made it pretty easy to reproduce. And we're gonna tweak some off these areas later on. So, press and to the last this window on, let's see, we're going back to edit mode and I want to select this edge here, and you can go to front view just to make it, but years easier. You wanna press G twice and just slide it down to center it between these two faces here and now, we're gonna do some final tweaks. Forest nose area here. So press wants you. Go to Vertex selecting moment and press off. Zepp to intern X rate. First of all, I want to grab on this Vertex here just to move it down to center it inside the loop in line. Here, grab this. Protects you. Compress G here just to bring it out a bit like this. And Oh, let's see. The rest of it looks fine, but the inside we want toe wrap this Vertex press G and just bring it to match with the blueprint just like this. Make sure you get a nice curvature here and now. Let's see. We can select this perfect prestigious to move it up slightly and also on this one, press G and slide it up a bit. Now Finally is like this. Words expressed cheat and bring it up. Yes, well left like to confirm. Now we're going to press three to go to face selecting Hold on hold and click between two of these faces and hold down shift. And at this face, swell toe Know we have this whole those part selected and press three to go to right side. Now, you can see this is not a straight line, but it should be comparing to the blueprint. So press s then press, why zero and hit enter. And now just, um, it r and rotated back into place and left like to confirm no one to press. Want to go to verdict selecting moat. Assume in here. It's like this verdicts and just move it up slightly, Just like so. So we are evenly spaced here with the new print. And so no, we have a straight line here in this area. Perfect. All right, so that should do it for aligning this part off the nose area here. Maybe I want to. Let's see, assume in here. I want to recently those two overseas and bring him off. Okay, Just a bit more space here between the blueprint, like the rest off the verses here. Now it's press to to go back to app selecting mode, and I want to select this edge here. No, you can press shifts like this one this one rotated bit hands like this one. So, actually, this whole face here. No press one. Excuse me, press. And to bring up the side menu and under increase again you want type in one and hit enter and just will straighten out this part off the nose area or the mouth every other new spring after tell. 8. Modeling The Upper Mask - Episode 3: So next up, I want to clean up this part here. So it's still been wobbly here, and we have to increase the number or flu cuts to sharpen up this part here. So let me show you back from hitting down all set and one for breast and to again bring this menu back into place that we can have more space here. And I want to sharpen up this corner in this This one here. If I go back to object mode, you can see it's way too soft here if you compare it to, um, some reference photos and I want to show you something, so don't follow these steps now. I want to add in a blue cut here that goes around from here to here and then down there. But if I press control are you can see the loo cut goes from the left center here to the right, and then it goes all the way up to the to the mosque here or to the actual hat off the freighter. So this is not what I want. There s a function inside blender where you can rotate some anxious and then you can place your Luke cuts differently, so make sure you, in selecting move, select this edge and just go to catch here. And you can see there is an function called rotate Edge counterclockwise. Or actually, this is counterclockwise and this is clockwise and you can right click on it and you can assign Let's see out here it should say, add two quick framers menu. I already did this. So you want to click on here? It should say at two quick favorites menu. And then if you half collect on this, you can press Q on your keyboard, and this will bring up your quick favorites menu. Now already have a lot of functions in here, but you want to search for the function there. Just edit, which should be rotated etch counterclockwise. So you want to click on it once and just do it one more time. So cute. Rotate counterclockwise off course. You already also could just, uh, go to this Etch how many of you were? End pressed, wrote it ash to tax. But by heading into the quick favorites when you didn't do it a lot faster, you never concede. We've wrote it at the edge like this, and we want to do the same for thing. It's this one. So I want to select this edge here and do the same. Um, press Q and rotate edge counterclockwise. Um, excuse me clockwise and just do it once for this ash. And now, if you press control are to hover around here, you can see now we can place the look up exactly like we wanted to. So left click and just sliding up a bit to get more sharpness and left click again to confirm. Now re select this. That's your because we have to bring it back. Presque, you rotate counterclockwise, just wants to bring it back and re select this at your press. Q. Rotate clockwise and another one clockwise. Okay, so there we go. So now we fix that and you can see that our nose area is now a bit too, too sharp. Here. It's some corners, so we have to smooth this out. So an object not just press once you go into verdict selecting mood, press one on the number. It's Ugo in to front view. Now let's just select this edge here, press G and slide up it. It's like this, um Vertex press g and slow down a bit. And now we get the curvature packed like it was before we can wrote it around to select this Vertex press one. No compress G twice to exploit it. And just give this face more breathing room Here, select this vertex Just rotate around the beds can't back to front view batting one on the lump It press G twice and just edged slided again to give us more breathing room here. And roosters will get rid off this shop area Now, one more times like this Vertex Presti twice and slide it down a bit, just around it off like this. Another shape is, um, back like it was before, But we've no half a sharp crease here. And later on, when we render out our final image, we can also increase the number off subdivisions on our money fire here. So don't do this. I'm just gonna show it to you for increases to let before you can see we get pretty nice. Smooth. Let's move. We get pretty nice. A pretty nice movements overall, but are sharp edges are getting even sharper. The wrist power off subsidy, money fire. But for, you know, just to keep things, um, fast for performance reasons, we're gonna keep it low for our modelling process here. Okay, Gonna try to work on the eye area next and then come to this part later. So for now, let's concentrate on the I part. So we want to select the whole loop here. So hold on. Hold and click between two of these prophecies just like their thing. And you can go to right view, but pressing free on the lump it. Now it's pressed all set to enter X ray press, be to extrude and then move nous and try to align it with this in a part off the blueprint here. And now, let's go through these verses and align them this well. So let's see. I'm going to select this verdicts, compressing G to grab and just move it down a bit. It's like this verdict shifted down. This one, this one. Make sure it's the you never text and also this one and moved him down. De select this one. Moved the rest down a bit more. He's like this one. Move down a bit more now select only these two overseas. So you started inside, Berger sees, and then from you. You want to bring them to the left Here. Now let's owns, like thes two overseas and bring them to the right. And now let's grab this one. Moved us to the group in line, wrapped this one gratis to the blueprints. Maybe pull this one down and zoom in here a bit. We want to get this in a vertex here and move this one up. And you can also do the same for these for mercy. So grab them all by one. So those three and in front of you just moved him up with it. No. Wrap this last vertex here and the right side and move with office. Well, just to get a nice move curvature here. All right? We can also grab this one now and just bring it a bit outwards, like so likely to confirm. And let's have another look in right view. So this is looking fine. I want to grab those two and just pull him to the left. Here are actually let's just leave them where they are. So controls that undo, uh, this certain work out just fine. And I just want to select this one just to smooth it off here. Slightly dumpy in right view. Maybe slight this one down. Have a little look here. Maybe this one. We can bring this one been up and check back in front of you if it's still aligned. And yes, it ISS okay, So far, suit goods itself a final look here in object mode. I think it's coming along pretty well. There's actually a crease here at the top. If you look at some reference orders, they're going to recreate that and let's see can add in an issue in here. First Control are left, click and maybe bring it a bit upwards and left click again. Let's go back to front view off Zach to in the X ray and we gonna align them with the upper blueprint line here. So I'm selecting this one. Shifted down this one and this one and just moved. Used up? No. What's it like this one. And move it to the right and we're gonna select those three burgess ease. And for now, I want to reactivate proportion anything so just hit. So police outs decreased fall off course somewhere around here and just sure to align them with the blueprint. So you don't have to match it perfectly, But just try to get close to it, Al. It's presto trajectory, proportion hurting. And we want to rip this Vertex and just straighten out this corner. It just like so. OK, good. Let's have a look. An object, mooch. So we still have to get this crease done. So inside of you, go back to off to edit moment. Many tap and all set under X ray one of select this verdict shifty down this one. This one wrote it around. Get this one too. So we got 1234 overseas and inside of you, you just wanna pull it to the left. So grab it and pull it left here. Some around here should be fine now. All Zet to interstellar view. Let's see how it's coming along. It's looking pretty nice, Andi. Now I want to select this Vertex of 50 down. This one, This one, This one. Make sure you've got the whole selection like this inside view all Zet and just bring it out even further. Somewhere around here should be fine. Back to front view. Hold Zet. And I want to select this perfect. And I want to bring it in so that it gets more breathing room because here it's way too sharp. Actually, we can add those birds. USAs fall So 50 down This one This one and this one and I was brisk g twice And just slide it more to the center here and left late to confirm Step back to object much and let's see , Still not satisfied yet. So I'm selecting this verdict shifting down this one This one This one and we can handle the view and just drag on this green access and pull a bit shooter right? And now we get a nice crease here appearing and we can still tweet this later on. I think we should all select this vertex and also bring it to the right using this green taxes just to keep this crease appearing till this corner here and there we go. It's establishing pretty well and I think we can move on quickly. Want to come back to the cheek here at the mills piece so in and note, ripped eight around like this on. We wanna press two to go into ash selecting moat. And we want to select this edge 50 down this one and just want us. Well, now, let's press and bring up the side menu and under item changed. Um, increase to level one, fit. Enter. So let's see you get this problem here. But now we want to select this whole knows part of edges. So all get down, Click in here. Just like the whole out of the loop here in one of decreased them. Increase back to one. It was me who Back to zero, of course. And now we can add in an extra so you can press one to going to front view, hold down, control our number around here, left click, and then just slide up to sharpen up somewhere around here and left click to confirm. And there we go. Now you can see we've placed Luke at, So this part of sharp we've added, um, increase here. So this part of the sharpness well, and we don't have thes bumpy parts of the news with this method and we've relied are on again increased the number of subdivisions this will get even better looking like this and at level four and think it almost looks like many was for the final Renda. I think we will leave it a level three on. You can see that there are no visible problems at this area. So yeah, this is how we fix this part. So again, making really good progress so far and that almost everything in shape here. So the ice up, pretty details and also the cheek here on the nose part, there's still something. There's still a lot to do, though, but we also got a lot done right now. So yeah, and one thing I want to improve this decrease here above the I part. So let's tap back to object, To added moot. Sorry, press one to go to Vertex, Selecting and let's see, we want us like this one. If you don't, this one and this one now rotate view like this, just move it in a bit more, and now it's only lets you select this Vertex beholding. I'm shifting clicking on it and just move to use a bit further backwards on the green Xs and go back to front view and Let's just bring these two up slightly, like so and confirm. And this will give us a better visible crease here. Okay, Perfect. And don't tap back to edit note. And first of all, you want to make sure that we have a smooth coverage for here because it's all wobbly and wavy right now, and we want to work on it from the top. But if we go to top, you're fighting seven. It's blocked because of this mash above, and we can just easily hide it so we can actually work on this part here while in tough you . So go to front. You double tap eight to make sure everything is de selected, pressed halts that you go into X ray. And if you get beat a box like you can draw a box around these bottom verses of these tougher disease I'm sorry and just press age to hide them and press seven to go into top, you know? And now we can see these verses here, and we wanna press all set to go into solid view for this, and we want to activate proportion anything by hitting. Oh, and now we want to get a smooth curvature here that curves somewhere like this. So let's see, you want to select these diversities and just Brendan upfront and just to micro movements here. So somewhere around here, with a small fall of and so like these to just bring them out this well, but not too far. Of course, it's like these to bring him out a bit more and else that lets lefties, too, and bring them out like this. You can also select these two and bring them out. And now we were getting a smooth a curvature here. But we have to make sure in front of you and all since I view especially inside view for press offset that we're still are aligned with the blueprint here. And yes, we are. So we can go back to tell view on all set to go back to solid view on Let's see, we want to actually recent like these two and just bringing out of it further in order to get the curvature curving like this just a bit more, and I'll just go through these once more and here we are now finally able to round it off. Bit more. Here and we can see respect these two and just bring him out a bit more. So now the curvature is looking better and can make sure inside unit were still aligned. The press on set here and yet was still fine so we can bring the rest of the murder suspect beginning Paul H. And there we go. Now, we have a smooth curvature here. Florida EI. Now, next week about press one on the lump it to go to front view, and we gonna do the same for these words. He's gonna move in town just to get a nice curvature here. So I'm selecting this one, and we want a deactivate proportion editing for this operation. Suppress. Oh, and just move these one by one and moved his first vertex somewhere around here. I also like this one and just bring it down to get a evenly spaced face here. And let's make out with proved conspiracies that we don't want toe bring them too far down . So just somewhere around here, And also this one maybe around this one a bit further down this oneness wealth, and we also want to select this one and just bring it down a bit more like this. So this should be fine. And we can select this verdicts and just bring it to the right a bit like that And just make sure inside of you that we're still aligned. Press on set because up once it's like, this verdict should be down this month just to bring it back to through front line here. And the rest still looks fine. We're a bit off here, but it's okay on that seat. Back in front of you. All sets. All right, this is looking pretty good. I want to select this Vertex hold control key. Don't select this one to make sure you got these for disease selected and going to side view. Beheading three in the dump. It and I was just bring them to the right like this, You know, let's select this vortex and bring it to the right a bit more. See if we have around here because we want to get a flat, um, shape here. So these Let me just show you, professor, like these failures faces here. You wanna have them look like they're flat here, so this should be angled like this and now here they should be flat a bit. So no, all the way. Still, we still wanna have a nice smooth look here. But if you look at some original references, then you definitely have a flat space here, and this is coming along pretty good, but I want to go back to overtake selecting here and just want to move these down a bit further. Somewhere around here. All right. Now we're gonna add an absolute here. So you wanna Greece like this one before we're gonna do this and just bring it down? And actually, I noticed I keep saying, ach, loops, but actually an agile is some something like this. So this is actually because Because it goes all the way around And what I mean by we got place. Imagine it's actually called on Do cut. So with control, art were ending, Lucas. Um, but of course, now it's an issue. So just Adam, look, cut in here and so left, click and rightfully just to keep it in place here. And now we want to select this vertex, and we want to bring this one down, you know, just like this one. Bring it down. Just have a nice curvature here. Maybe I'll just won't bring it down a bit. And we have to select these toppers sees through this one, and you can hold control down, select all of these verses and go back to front. You just bring it up a bit just to smooth this off on. Yet this is still look, I'm aiming for So it's coming along nicely like this, and we can select this verdicts here on the side and then from you, just bring it to the right a bit more. Just slightly. Like so. And, yeah, we want to select this mur Tixier shifted down this one and just moved on both down a bit because here it's It's a bit too sharp and disk wanna and do the same for these Percy's. You just have to realign them bit like that and just try to get a nice curvature as always . All right, maybe we can Let's see, bring this one down a bit more. And also this one just likely, though. Okay, this is looking better, So just let me see. Maybe re select the spirit tricks here. Back in front. You just wanna bring it a bit more to the right here and go to write for you and just bring it to the left a bit more. Now assume in here because we want to select all of these verses so you can hold control down to select them all and just bring him out a bit more. Just like that. Now it's selectees oversees the control key down. Select all of these inside. You confronted with that too? The left year, just like so And we're actually adding another blue cut through here. So if we hold on control are we can see that would place the look quick look at like this. But I want to have it go in this direction. But if you place it here, it will go up the whole hat here. This is not what we want, but we can again used to etch rotation function. So we want to select this edge here, and you can again go to your quick favorites menu beheading Q or just go to edge and then rotated clockwise. But I'm using my quick favorites menu secu, and then rotate clockwise, and I think we have to rotate it one more time And now if we hold on control are we can place a look cut just like we want. So left click on the right click to keep it in place No, I have to re select are that you were just rotated. So this one and just rotated back clockwise one time like this, and then we go looking goats. Okay, Now we have better space faces here, and yeah, we just added the blue cut like we want to. And if you go back to sign for you and we can see that this part is nice and straight on the line with the blueprint, So, yeah, you're still detailing die, but, um, making progress. 9. Modeling The Upper Mask - Episode 4: So they're still a tricky part to do because our in told you that at the original reference photos at this part you're in connection. We show you on Blueprint where this address Just here on this position. Um, the other part off this eyepiece well curved outwards. But inside book curve inwards and there's there will be increase your where? Let's say this curve curves in and this curve still curves outwards on it's actually hard to describe. Still have to figure out the best way, Jamal this But, um, before going to do that, let's do some fun stuff on Began a model the actual I and therefore just go back to edit mode and we want to hold on all and click between your just to select the whole in a part of the eye, and we're gonna bring it in a bit more first. So go to side view and just pull this and a bit more and you compress all set to go into X ray and just bring it in somewhere around your hover around like this. Press offset and just rematch the distance here that I got so from this edge to decision just try to get the correct distance just like this. And with the inner part still selected, you wanna press shift deep Invisible duplicates are a selection. Now let's just right click and we can press P now and you want to choose selection. And now we duplicated in a part of the eye but made it separate object So we can know Go back to object will buy new tap and we want to now click in here to select on Lee the piece we just duplicated and separated. So this inner ring should be highlighted like this and you could tap into edit mode and press Once you go into Vertex selecting mood, you can see that we've got these verses here Now in order to work on this without any thing in between or in our way, we can press slash on the lump it and this will actually go into the focus off on Lee. This object now the a mask itself is still visible. I don't know why. Maybe it will select an object mood as well. Now let's drive to go back into object note and we can also just click on the mosque you impressed Age to hide it. And now only, um, this selection. We just separated this visible here. No one can press tab to go into edit mode here. And first of all, we can press one of the dump it. You going to front view? And we're not press eight to select everything. Now let's press the impress test in Okun scales in just like this, and we want a press you again and s to skeleton once more and just do it one more time. So he s just like this, actually, let's just re select this hour loop here. So hold on all to click in here on press G twice and slide it back a bit and do the same first in a loop. So hold bulky down, select everything, Christie twice and just bring it out a bit. Just we have evenly spaced faces here, just like we always do. And now we have to get rid off some off these, um, edges here. So, actually, we want you select this whole edge toe. Hold on, Ault, Click in here to select the sash, press X and shoes to get rid off these troops and Let's see. So we're gonna face up. I'm gonna try to make wants out of this. We're gonna face up these two with these bottom to So we want to get rid off this Rove year . Some old adult select everything. Press X and shoes, passions and let's see, We're gonna make a quad here. So we're gonna select this one. Hold on off Chris six. And she was Hegedus and not See, that's select this verdict shifting down this one. This one and this one impressed. Have to fill. Now select this one. This one this one and this one pressed have to fill. And now we have 12341234 So we can make two more faces Here. Hold on all to click in here and press f Hold on all to clicking here and press f You know , we've filters with faces but we've only quotes now So this is perfect and tap back to object Note now, right click and choose shades move and go back to edit mode because we still have to curve this because right now it's still flat. So we're gonna press go to reactivate proportion editing but we're gonna change the fall off. So click on this Drop down and shoes Sphere. So everything we did proportion editing mustn't smoove mode. But now we're gonna use Superior and let's see, recover pressed three to go into face selecting mood everyone a select thes center faces. So these two and your top you. And now it's pulling this green arrow gear and increased to fall off until everything is, um, affected by the movement and just pull it out. Just make your fall of suffer something like this. So we want to get everything infected and just move it out like this and then stop. You know, let's select everything and go to Vertex and shoes smooth overseas. Now maybe we have to repeat this a couple of times so you can check back in object mode. If there's a bump and they're still about here and here they want to do this one more time . Go back to edit, moot. Go to Vertex and shoes smooth overseas, and I want to do this one more time because there's still a pup here, so edit moot. Vertex some overseas and there we go. Now it's nice and smooth. So press down all H to bring everything back that we had hidden. And now let's go back into edit mode with only this, um, heart your selected just pull it back a bit. You know, it's deactivate proportion editing, suppress, cope and going to front their here and we want it s to skill and just scaled up somewhere around here just to match it and give to top you biting seven month it impress salt and set Q into X ray. Well hit are two wrote it and just rotated and matched angle off this piece off the mosque here just from changed all set to go into solid view No one tried pulled us back a bit more , You know, it's just filled in all the gaps here, and we could even moved us up a bit just like that, and I want to bring it back more so there's a gap appearing. So I want to try to, um, get this part felt and still visible, so you have to rotate around just to see how it works and maybe press sound again and all sets and we're gonna rotate a bit more like that called set and rotate, and I'll make sure that the Kappas field it's still visible. So I'm gonna bring it a bit more Judy outside here and there we go. This should be filled like that and press one all set just to see side of it on. Maybe we can press rt wrote it and rotated this direction. Bring it a bit to the right here, all that and tapped you object Note and then we go. Our leader has some nice looking ice. Perfect. Read it back to front view and press slash on the lump. It just a good old off the local view. So we have everything back into place now. All right, so we're gonna hit control as to safe, and we're gonna move on still improving the ice. So I have to figure out how we can model this area here that I told you about and and we'll see out of school workouts. Okay, I've got a solution for the tricky part off the I and then can finally finish this area off . So let's select the whole mask and press slash on your nap it to end a local view. So everything else is now hidden, and we can zoom in here and tap into edit mode. And first of all, press two to go toe edge Selecting as like this at here Now press um que to go to your quick favorites menu end, rotate the clock twice one time and two times. And if you don't have it into your quick favorites, just go to Etch and a click on this broken ex clockwise. We're gonna do this twice so that the anxious now faced in this direction And now we need to select this Esh and do the same So quick Favorites menu and rotate clockwise and do is two times so that it gets, um, rotated in this direction. Now we're going to select this outer edge here and do the same rotate patch clockwise one time and two times set up. We are hitting down all Zet and actually we're We will need to see the blueprints for this . There were gonna press slashing the number it again just to go back here. But we can go to the I outline, are here and gonna hide our helmet, which is the Q p er just click on this guy, Aiken, and tight it. And we're gonna go to verdict selecting for this Tennessee. We're gonna move this whole parts to the blueprint line here. So we're gonna select this. Protects shifted on this one. This one and this one now press hope to reactivate proportion editing, but make sure you're going to destruct on Arab and Shoes Smith. And now it's pressed g here and just decrease you fall off on and maybe, like, soon and bring it all the weight up like this year. Maybe now we don't want these verses on the left to be moved too much. So we got bring him around here and left most button to confirm. And let's see, we're gonna also go to, uh, cube dot serious zero to which should be deep actual ice. And let's hide them to just get him out of the way. So let's see. We're going to actually deactivate proportion anything now and press. She just grabbed him placed in Rome around here. Now we're gonna select dues overseas, and also this one I have to use circle select because the move to us in the way right click to get off to get out of its of these four verses. 1234 Going to solve you so you can see which were disease I've got selected. So all of these verses and back in front you all set, We wanna press g here and just slide them back to Blueprint Light here on may be, let's see and we're gonna bring him somewhere around here. And it's just recently those for mercy's press G and moved down of it just to get the coverage of the blueprint back and nose press Alden Zet. And there we go. So we got this and this was the thing I talked about. So this ash goes in and this edge here comes out like this rest fault age to bring back our high peace and see a thing. We have a little gap here, So we want moved this perfect fit more backwards. Just bring it inside our eyepiece and notice it's looking nice and smooth. All right, let's have a final look here. I think you can called I part done on. Yeah, it's looking less can find anything else. If I find anything that will, you will cover it up anyways So, for now, let's call this piece here. Finished. Congratulations. And make sure you're safe. You're Falk Control us. All right. So now let's hide, um, helmet against. Just selected impressed age to hide. And with the mosque selected just under at it, look with tap and let me reactivate my screen Past tool. Just noticed it's deactivated. Now it's beg on. And, um, we're now going to extrude the rest off the maths down. So actually, if you look at the reference or let me quickly quite the mosque as well on Let's go to front view here. Actually, I want just like everything. Just press h and in the Obama only bring the first empty back, richest of from blueprint. So we're finished the I part on. Next thing I want to talk about this this apart here off the mask. It's a separate peace, and the bottom part is a lot of peace. So we're gonna finish up the talk part of the mask, and then we're going to start modeling the bottom part here, so known to bring our actual mosque beck. And we can now use this and just name our objects. So the first object is too cute and assist, uh, the helmet. So just don't click in here and we can call this count and hit enter. So the next thing is cubed on Syria's air around This should be the mosque. So I'm calling this Ah, mask talk. And later on this just mentioned we gonna model the bottom off the mask The cube about Syria, Syria to are the price. So it's just so here calls ice and the cylinder are the tubes here, and we still need to mirror them across first, scared to the cylinder here, that look like gonna call this stoops. And we can add in mirror money, fire and you will see gets married. But it's not on the other side. It's just right next to it. And that's because we moved to freely cursor when we created the object and on the origin off. This objects right here where this curses. So we have to bring the curse back to the center and then reset the origin for the tubes so you can hit shift s and you wanna click on cursor to world origin to bring the curse of active center and now an object mood with the tube selected Just right click. And she said, Foreign ship origin to freighted car, sir. Here we go. And we could have done this at the beginning, but we're gonna call this empty now. BP for Blueprint and visits the front. And the other one is BP side for decide. Different. Okay, so now, um, let's just select the helmet and hide it and select the mosque. Or actually, let's also select the tubes, hide it as well, and just elect the mosque and ends are headed. Not here. So we're going to explode the bottom part, and we also gonna and in some details, if you press all that, you can see the blueprint. And right here we need to extrude these notches in words. All right, so you're gonna extrude the rest of it down first and before you going to do it, just press all 71 more time to into a solid view and press two to go to X electric and removed, or we just use the rotate function for this edge. And I just want to move this back like it wants, because it will look a bit smoother here If you just hover around an object mode, you can see this crease. And this is because it's just rotated like this. If he rotated backs too, go this direction. It will be waste mover here and we get rid off this crease. So again, in edit mode with this crease or this edge selected just a cute and use the road it magical place function one more time just to bring it back to go in this direction and known object move. You can see that this crease is now gone and yeah, this is way better and again if you don't have it in your quick favorites menu. Just there to ash and Cheers Wrote it, ash twice. All right. Okay, Now let's go to cyber beheading three on your numb pit and press one to go to Vertex selection. And now let's see, we're going to select this vortex here now wrote it around, hold control key down and select this vortex here. So everything should be selected like this. And we can press for you to go into right view. And we also want to, um, bring oh, blueprint for the side beer back. So just go. Did I apply no here And click on this I I can and presto to deactivate proportion editing Now we can press keep and Zet and we just wanna bring it down There You can press s zit zero and hit Enter just to get a straight line and just bring it down to match the hype off this Vertex here this is somewhere around here should be fine Can also orient Orent orientate on the blueprint line here So this, like writing on Now let's see, we're gonna think 1234 You're gonna make a core face here, So just click on this Working shifted on this one This one and this one congest press F two fell And now I just want to rotate around like this and let's see were going through and selecting biting too on your keyboard And let's like this and shift You don't this one And also this one down let's press end to bring up the side menu and other item Another increase Just type And what? To straighten out this line here and I'll see you wanna go to front you and we can go to Vertex selecting beheading one and press fault is that so? We can actually see these two overseas here and can press holds that again to go out off X ray and just bring it to left for Maybe let's stay in X ray. So all that it will try to bring it back somewhere around here or to the tuner left here. Just around here should be fine just to give this more breathing room. And we can now select these diversities and increase the increase to one like we did before and back in Salafi when an object moved. You can see we get a straight line here, but we should also it's like this verdict shifted on this one. And also give this of me increase of one just to get a sharp edge like this. Then we can go to site B. Now it all set Niente did moat on. Let's see, we got the curvature just like the blueprint and it's actually looking pretty good, but you can see on top here at the CCI part, we should bring these verses down a bit. Just get this curvature here, like in the blueprint, and maybe print this one up a bit and I thought I'm here. Let's see if we can. Sure, I If we wouldn't moved this one down, we would bring it out of the blue print line from you. So we're gonna live like that. And this part is blocked by the troops anyway, so we couldn't leave it like that. Should be fine. So let me have one final look on. We're gonna tweak this area right here, because you can see this edge comes down here, and then it gets merged within this front piece. Here. So this one on here, we're gonna tweet this. And there's an easy way to actually get rid of this Messi part here. So we just want toe. Hold on. Hold and click doing in here. Just select the whole Ashu. Press X, Andi, delete Ashu. And now we just want to select this Esh with all and just give us an increase of one. And then we just got rid off this extra Angelo here and with the meat may increase function . We just got a nice, sharp edge back here and now we don't have this messy part of bomb here. And this is looking like cleaner. So, yeah, now go back to save you beheading free. And just make sure that we are perfectly aligned here. And yes, we are. And to get rid of this, many will congest it. And on the keyboard and next up, I want to smooth out the top here off the let's call this head. And then we're gonna extrude these not just here in the nose. So if you go to top you biting seven on your lump it and it's tapped to go to edit mode and again I have to reactivate the screen cost. So there we go. And you can see it's a bit bombing here because the way we scale this on the side are Yeah , we just moved to side part in a bit to metric the blueprint. And now this participate Bumpy on. We will use the automatic smooth versi function to smooth this out area out of it. So press holds it to end the X ray and Delta aid to make sure everything else is de selected. Proceed to circle, select and just select all of these verses here on this corner and go to Vertex and choose to overseas, and we're gonna repeat this two more times. Some Vertex, some adversities and again, Murdoch's smooth foresees. Now let's check back in object mode and also hit all set to enter suburb you and it's looking way better and you can maybe see this bump here. So this is exactly where dis Vertex is and we got the same verdicts in the front. So let's like Botham and go to Vertex smooth overseas and try this one more time. But I think it won't move any further and just moved bid more So we just did this two times and other bump here it's coolness Well, and let's have a look if we rotate around and we can see we have a messed up hard right here. So let's fix that. So inside of you select everything but holding down old. So now we get the whole loop selected, and inside you that's just press s that zero and hit Enter and I would just need to move it back down to the blueprint line. Yeah, there we go. Wait Can check back if the angle here is still correct. And it looks like this. All right, so now it's all moved down with a straight line Perfect seven. Little look here at the top, but I think the rest is looking fine. Let's go one more time Back to top you for hitting seven on your numb pits And yet this looks pretty smooth now, but I want to select all of these verses and bring them out of it with proportionality. So all set to go to X ray Seater circle, Select. Select these verses right click to get out of it and presto to reactivate proportion editing. And we can go back to some of you all set press g to grab, increase your phone off and just around this around this area off a bit and let's click to confirm and we're gonna do this one more time for this area here. Support is it? Double check, mate to de select seed Your circle slinking selectees Foresees Right click to get out of it all set g to grab and just rounded off a bit and enter tap back to object Note. Known as this nice and smooth. Perfect. Okay, lets see back in front of you. And I kind of want to bring this down. So this looks a bit scratched here, the whole part. So let's move this down now. 10. Modeling The Upper Mask - Episode 5: so just go back to edit much on. We'll see. If we wrote in around, then we can go back to tell you just to see. And we want to select this Vertex here, near to the centre and in front. You just press They were gonna just, uh, drag it down on the blue Xs on. We want to increase the fall off just like this, to get every murder ticks affected. Just make sure that the high part is not moving because we already, um, aligned them with the blueprint. So just moved us down a bit and you can hit control, set you under just to see which movement you did. And if I hold down control shift that you can see what we've just changed. So we just brought it down on I think this is looking a bit better now. It's actually a bit flat on top here, so let's see. Control center, undo and control. Set one more time. One more time. This you're under the movement. We can try to switch to a sphere, fall off on let's try this again. Big, big fall off like this. And now it's looking way better So now it's not flat on top here, and we just problem down a bit more. So this is looking a bit better. I think it will be covered by the home it anyways, but yeah, just if you ever want you. Thanks. Um, renderings with every single piece here, then should look the best way possible, right? That's why we did this. Okay, good. One more time. Beckett. Front view. I can see this part is a bit flat. So I want to select. Let's say this Vertex here, this one, and just pull this out and decrease your fall of somewhere around here and again. I'm using the, um, fearful of here on. Let's see, I think justice Now it better shape here and think we can leave it like that. You can still treat this a little more if you think you want your rounded off a bit more. But I think because it's covered by the helmet anyways, yet it should be fine like this. One more thing we trip Trudeau in right view, pressed all set. And we can use, uh, be Tuvok Select. It's still like all of these verses and just do verdicts smooth versus one time all that you go out of it. And now this should be pretty smooth. Maybe let's select this verdict and Vertex smooth overseas one time like this because there was a slight bum, and I think this fixed it. I mean, this one can come down a bit more. Just try to bring it down with the smooth vertex function. And there we go on this pompous Thomas. Well, all right, so now let's work on these key. Not just here, so this will actually be pretty easy. We want to go to edit moat and holds it to see our blueprint here. And for this operation, we gonna, um, deactivate the own cage function subsurface of Click on here and let's hold on hold and select this match here. Now, press, go to deactivate propulsion energy, and we want to scale this down to get a straight line. So s that zero hit enter and just move it up a bit and we're gonna do the same for this bottom line here. So hold on. All selected press s said zero it and her and just move it down a bit to match with the blueprint here. Now let's hold them all control art to activate Luke cattle and just increase the number of cuts to four. And you can see they they're already placed somewhere around group it, so just left like and maybe let spring down a bit like So I'm left click again to confirm, and now we can still tweet these. So let's say I want to select this line off disease and just bring it up a bit. I'll select this line for issues and play down a bit. And by the way, we're gonna do this because when we move it straight down, we will mess up all curvature here, so that's not what we want. So I'm gonna undo this until we just placed the Lucas and we're not gonna move them with the access just G two times to activate sliding. And now we can slide it on the angle. And here again, she two times slide it down and this one chipped your time sliding down a bit. And these you're just fine, actually, and C. So the distance here is a bit greater than this distance on. That's just like the blueprint this so that should be fine. And now we can just hit three to activate face selecting. And we want a press fault set to enter solid. You select this face shifted down this one in this world. And now let's switch to Siberia pending free on the lump it and pan around to actually see what's going on. And we compress all set to enter X ray and just hit you to extrude and you can right click to go all of it, and I'll pull on the screen exes and place it somewhere around here so you can see he's not sure cr inside view. So the blueprint not just and just place it somewhere around here and also present to go back to solid view. And now we can bring bet we can bring back our own cage option here, so just click on it once and let's see. So an object mode you can see this is a pretty smooth notch, but we're gonna use, um, increase on this to straighten it out of it. So with this whole area selected or thes three faces selected, we could just bring up our sign menu within and on the item just 50. Cem, increase off 500.5 and hit. Enter. And this will also Adami increase on this at shared to send her. So you can really see it because of the blueprint. That's why we're gonna go to the alkaline are and deactivate blueprint for the front and also for decide and that you can actually see that was inches here. So press two to activate edge selecting it's like this and shifted in this one and this one and decreased the me increase back to zero. And there we go. We're gonna do the same for these outer anxious here. So, like this thesis to are actually in, just have to select one, because the other side it's Maraniss. Well, so shifty downs like this one and this one shifting around This one, This one, this one and this one, This one, this one. So all the under edges here. And just if to some, increase off, want five as well. And let's see, maybe, let's give twosome increase off 0.25 Yeah, that's what looking way better. And we want to select these older ranches and go to front view by the one on the number it and just moved in a bit more to the right here. We can also try to slide it some doing control, set to undo G two times and just excellent them a bit to the right. Because again, if we moved to access, maybe it'll mess up some off the angles for just aligned earlier. And now I want to activate Vertex selecting by hitting one. Going to select this Vertex pressed you twice and just slide up a bit. Somewhere around here, as like, these two are just one again its merits. And we just after is like one breast she twice and just sliding down and press all Zet or excuse me, just tapped to go to object mode. And I think this is how it should look. So this is looking perfectly fine and it's accurate. Chewed blueprint. Great. Okay, let's move on here. So we're gonna now model the nose and mouth area off dull freighter. So with the mosque selected press tab to enter and emote. And for this we want to deactivate the subsurface moment fire impediment. Because this will make things way easier and I will explain why. So let me deactivate the subsurface money fire ended mode by clicking on this second here. Now you can see our low polling mesh And if you press tap, you go back to object mood and here can see the subsurface money Fire is still active and this is a good way to compare your low polling mobile in edit mode with the high polling model with the subset of active in object mode. And if we're going going back into edit, Nor we can now start extruding things and it won't be necessary to add creases or groups in order to get sharp anxious. So this is why we gonna start modeling in the low polling version here and later on, we're gonna reactivate the subsurface head moat. Then we're gonna add those me increases and absolutes in order to sharpen up the address. That should be sure. So that's just to make things these their here and now we want to select all these universes sold on all clicking here and don't get confused. The mirror emergencies are also not visible, but it's totally fine. So it also make things easier because we have less verses to look at. OK, so if these burgers he selected. That's press three to go into right side view. Let's reactivate our blueprints So reactivate front, different and also the site of print By clicking on these icons here now we can press all set to in the X ray and we wanna hit you to extrude and you compress Why? To constrain the extrusion To leave I access and just pulling to the right here and just pull it slightly to the inside here. So somewhere around here should be fine. Now we're gonna hit E to extrude one more time. Why'd she constrain it on my excess and try to get the same distance us the extrusion before we left? Let's confirm and that's extremely one more time. So he treats fruit, then press why and pull it weighing somewhere around here. Try to match this a line off the blueprint here and just rotate to see how it looks so far . And you compress told set us well and next up, we gonna angle this face up it so we can press three and select this face here and we want to go to front view by having one on the number and we wanna pull it up to align it with this blueprint line to just pull it up like this and no confirmed press Want to enter perfect selecting Mount Press all set into X ray. And we want to select these verses here so we can use the circle selecting tool and just the select these verses with minimal spun and directly to get out of it. Now, only these mercies are selected, and we want to pull them back to the left here just to get the angle here back because we just moved it up. And now the verses that were angled like this were moved up straight. So that's why we have to move these back just like that and all set to see if you mess it and I'm telling back to optic note and now we can see thes are the problems that would have with the sub serve. And so we're just modeling all the stuff in the local inversion. And if we are done with the modeling thing, we're gonna fix up this up, serve money, fire. All right, So with that being done, you know, if we go to front view, we need to extrude these pieces here off the mouth area. So in order to explode this, we have to add some more entrants. So press control, art, and we need to add five cuts here. So 12345 left, like and rightly. Now, let's hold on vault and go through the conspiracy. So select one loop, uh, by our nana and first of all, press s x zero to get a straight line here and hit, enter and then align it with the blueprint. It's doing the same, you know, Press s eggs zero and error and align it with the blueprints. Like this one s that zero Enter, then just moving in a bit. It's like this one has zero enter moved in a bit. It's like this one s x zero Enter on moving Judah right here. Now let's see the angle here, and we want to decrease this angle a bit, so I'm holding them all to select this whole antelope. You're switched to write you beheading three on your dump, it all set to into X ray, and we just want to bring this to the left a bit more, so we get a straighter angle here. Uh, somewhere around here should be fine. All right, Now it's breast all set to bend her soul of you and adding another strips of control are left leg and pull it up front here and yeah, get a distance somewhere around here. So now let's press free to enter face selecting moves like this face 50 down. This one and this one. Now we're gonna extrude, does up and we're gonna do this in right view just to match the same angle. That's all set. Now you compress each extrude and you can see it's constrained to do that excess. Now, in order to extrude ISS with a free rotation, you can press C on your keyboard. And now let's just bring these up somewhere around you and just matched the same angle like we have here, so this should be fine. And that's just rooted around press offset. And this is looking absolutely correct. If you compare it to the original and there's one last thing we want to do. Let's go to you. Talk to your first are just rotate around like this and select this face here. Now go back to up front view here and you can press G two times to edge slight and just slammed down at the inside here. So that doesn't stand out through the mesh. And you can even end her X ray old set. And now it's just hit G two tops again and just move it down even further. If you move, if you're what moved it down with, does that access, you would mess up the angle. So that's why we use edge sliding here, and we can press X and delete the stop face because it's at the inside and we don't need it . So rotate again. Hold set to see what's going on. So, like this face here, press Once you enter front, view old zit, press G twice and slide it down at the inside. Here, no press X and delete the topics rotate again, and we need to stay in x ray because this is already in inside the mess. Your select this top face, make sure you got the right one. Press wants you go back to front view Now this press g twice and move it down to match up with this blew up in line here press expand to lead the face. There we go. Okay, Now, let's see how we can work this sub serve problem out. So press all set to go back to solid view here, and you want to reactivate to sub serve money, fire in edit mode By clicking on this, I can hear and I can see all the problems that we have so then repress to to enter absolutely moat and hold down Alton and select. Um actually, we have to use Let's see three. No, we have to. So let them one by one. So let me tell you what I want to do. I want to add me increases for all of these exclusions and then we're gonna have straight lines with the sub serve, and we can select this easily back raising three to go toe face electing mood. Now hold on, hold and click between two off these faces here, and this will select everything around. So hold down, shift all clicking here to select this one as well and hold down shift old and clicking here To do this for this extrusion s well press and to bring up the side menu and on the item. You want to increase the increase to what it enter? Let us press two to go to the edge, selecting mode. It's like this ad shifted down. This one, This one, This one and rotate around this one. This one and increased me. Increase to what? Yepes. There we go. Now we're gonna do the same for these edges shifted down to select them all this one as well and most of this one. And I think also this one increased increase to one and one more time. We want to select this nuclear hold on. All click in here to get everything selected and just in Greece to increase to one. And just do this for these edges as well. So hold on off clicking here and increased them increase to one in gruesome in Greece. That's all thing here, all right. And I think we're gonna do the same for inside. So hold down all clicking here, Adam, Increase off one. And there we go. We have nice, sharp edges. We have everything is extruded here. And let me just rotate at the inside here because you can see we have some, uh, creases here at the backside. Now, this would be hidden anyways, but I'm still trying to do everything we can in order to keep things as's perfect as we can . So we're actually gonna select this and shifted down this one, This one, This one and this one. And also increase them increase, Do you want? I actually didn't get rid off these artifacts here, but it's maybe because we have doubled faces. No, we don't have doubled faces here. Well, again, it's blocked at the inside. Andi, maybe if we later increased the view poor quality for sub serve. I will be smoothed out anyways. So for now, I just want to leave it staying at the Vieux Port subdivisions on level three here. And I just noticed we still have those faces on top. I thought we deleted them. So in edit mode, just go back to face electing, moved with three. And select these top faces here. Don't get confused on the inside off the measure, and this will be deleted now suppress X and leave faces and not ever actually gone. So we did this because thes faces would be yet just blocked by the mesh and you wouldn't see them. So it's better to get rid off them for performance reasons, you know? All right, so let's see, Maybe we can also delete this face here. I'm still at the inside, though, because a thing we would never see this eso extend lead to face here. And we can probably also delete those back faces because desert the inside and we don't need them. So select them all. Press X underweight faces. There we go. All right, One more thing to do. Press two to go to X selecting moon selected that year and increased them increase to a level one. And I kind of want to straighten out this line as well. So hold on all select this one and increase the meat breeds too long to get a straight line here. All right, I think this is looking pretty good. We still have some little artifacts here, but this would be totally fine for the final render. And yeah, I think we're ready to move on, so we still have to model this top piece off the nose on. I think that's what we're going to do next. So we're gonna do the same for the nose piece like we did for the eyes were just gonna duplicate some off those verses and then reshape them on and make them oh, faces to get the nose piece thumb. So select a mask, Enter edit mode with tap and folk. Um, before we do this, we have to just rematch or just reshape these verses here because here it's not smooth enough. So press ones are introverted, selecting mood. It all sets from the X ray double tap any to make sure everything else is de selected press see, to go to circle, selecting just like these verses practically to get out of it. Press G. Just move it up a bit just to get a nice round shape him. It was a bit too flat there. Okay. And with this being done, press calls it Go back to solve you and just make sure of the mode. It's no nice and smooth. And yes, this and we want to rotate like this and actually want to select this Vertex Our start from the it doesn't matter which side to your selective because its merit, of course. But you can see the move toe only appears from the right side because they're left side mercies are actually melt even there just mirror. So that's the reason why they moved tools only on the right side. So starting from this verdicts hope stroking down and select this top critics. We just wanna press shift e to duplicate, and you can now see it's attached to the mouse. And it's doing weird stuff because off the merchant function off the mirror modifier. So we just wanna press Shift E and then right click to keep it in place. And I was just press P and choose selection to make it on separate objects. We cannot tap back to object mode and only select are duplicated at your and a stack to under edit mode for this press one to go to front view, and we're now going to experience some of these verses to get from the center here on aligned them with this new crime line, so it's hard to see. But if you press fold set makes things a bit better, it's just a problem because of this black blueprint land. So we wanna select this vertex and just it eat extruded one time like this and you're gonna hit again and extrude it all the way to center until it merges. And now let's just deactivate the front blueprints so we can actually see the verses. Now we're gonna fill them on, make what faces out of it. So let's just see. And because start from top to bottom of thing would be best. So let's like those four verses here and press after Phil. They'll select those for and press after Phil. And now let's see, we have to add in ash route through the center here and well, just left, click and right click. No, select those 41234% to fill and you can click Hold down all thing clicking here and also like this one. So those 41234 press F to fill and there we go. Now I can give back to optic notes and all set to see what it's looking like, and it's totally fine and press to have to go back to edit mode now we're gonna extrude is to make it extra trip to actually give this some things here, and we can do this in right view and all set until X ray now press ages like everything hit each extrusion, and it's already, you know, a line to the correct excess and just want exploded somewhere around here. There we go. Now, press all that to go back to solid view, and we want to make sure that we do have flip normals here. So go to this. Drop down I can and choose face orientation. And again, we can see that we have red color at the outset. So this should actually be blue, and we can easily fix this, select everything by pressing a hold on all the end and she was flipped and this will flip the Normans. And now the outside norms are outside and the inside normals are inside. So we can know deactivate the space orientation function. And let's see if we go to the inside or actually just hit slash on your lump it to go into a local view for this object. This will make things easier. And if you rotate to the backside, you can delete all of these faces because these are hidden and we never got to see the suppress three to go to fight selecting milk double tap a to do select for us, See two so close links and just paint over these faces here. Likely to get out of it. Press X handled it the faces and just rotate around and we need to go to selecting Moved Nothing to like this extra fee. Don't this one. So, uh, these two edges here and again, we also have to Miramonte fire on this so it will select the mirror inside as well. Press end and on the increase type in one and hit. Enter just to get this right here and in object moods. You can see we see a flat shaded spot here. So with distant selected an optic no chest right click and choose shapes move. And this will get rid of it. Okay, You can press, enter, minimize this menu here. And if you press slash to go out of local view, we can now see our nose piece here in place. And if you press one and all set and bring back the blueprint by clicking here, we can see that we've already aligned it with, uh, blueprints here. So we're gonna now move on by room finishing off this piece here. So you can see we still have to do something with this thes exclusions so that they don't float into thin air like this after attached somewhere, all right. 11. Modeling The Upper Mask - Episode 6: So after looking at some more reference photos and just figured out that the best way to block out this empty space is by extruding the nose piece and it's how the reference for us , um look like so the most peace selected press tab to enter ended moat handled a view like this. Hold on all the clicking here to select the whole your and I'm just pressing slash search and see what I've selected. So the whole Newt at the backside here, some pressing slash again to go back to, um, you know, out of local view. And you can press three to enter right side view, pressed all that here. And if you look closely, you can see a slight hint here off where the mouth area is extruded too. So it stops right here, and we're gonna extrude this all the way to here. So actually, we don't need to exclude it. We can just slide it so press g two times, but we can't move into the right so we actually have to bring it to the left a bit and then press see on the keyboard, and now you can bring it to the right, and just moving all the way to back off the mouth part here and there we go, knowing filled in this empty space, you can see in solid view how it looks and all we need to do this. We need to re select those exclusions here and pull them up even further. So tap back to object mode, select the actual mask. It's happened to edit, Moot. Hold on also and click on top off this extrusion here to select the whole ring. And if I had called set, you can see we've selected this edge, this one and this edge here and you want to go to front you here and again press all set to go back to solid view Now press G twice to activate sliding. Move it down, Presti! And now move it up and break it inside the nose piece and left like to confirm And there we go. Now we felt in this empty space and now it's coming along pretty well. So next up, we're going to at the wire, inside the mouth part on again. If you look at some reference photos, you will see what I mean and there's a pretty cool and easy way to, um yeah, shape the wire better than we need for this. So we want to press one to go into front you and you can select everything for now with a ingested h to hide it and press shift ape ed in a mash plain and pressed our x 90 so this will rotate the plane on the X X is super dead. We're facing it straight on. Now let's press tab to under a remote and you just want to have it selected practice and right click and choose something white once, twice and 1/3 time and one more time like this. And if you know, go back to object Note. We can add in a while the fire and that in a wire frame money fire. And now we have double I a pattern here and choose boundary for this. It's actually no big deal, but I just want to activate it. And now that's pressed Oregon and type in 45 to rotate it 45 degrees and press tattoo enter edit mode and we just want a scaling down. Is that access? So Press s Zet and just scale it down somewhere around this, just have it squashed a bit and back to object mode where we concede the actual pattern. Gonna bring that back the rest of our mission, beholding the old H and no, let's select the helmets and hide it with H and then only select the better here and just scale it down even more. And we want to bring it down and match it somewhere around the mouth area here. So somewhere around here should be the center, all right? And let's see if we want to scale it down a bit further. No, I think the size here is good for the original replication. And the next thing we need to do go to side view betting free, all set to enter X ray. And actually, it's way back there. So inside of you, just zoom out and bring it up front. Here and press are to rotate and match the angle off the exclusions week up for the melt so you can see it shining through here. So, actually, let me show you and solid view these exclusions. You want to match the angle and just move it up close to these executions here, so re select. Oh, why mess your and all set? Just make sure that you I just got the angle right had been rotated. Bid more. And there we go. No, it should touch the backside of it and press one to go back to front view. And we need to go to edit mode now where we can see the verses by heading one on the keyboard, double tap a to de select everything. And I would just have to believe the verses that we don't need here. So I'm using box selecting for this, and we can even press all set to bend her solitary And now just proceed to the Patriots circle. Selecting just paint over diverse is that we don't need across X and and you can tap back to optic note just to see if you if you're still fine with this pattern here, all right and repressed. All set. We can also believe this perfect here. Just enough. It's symmetrical. And next up, um, we want to select the right side here. So just like that, just make sure you don't delete diversities that are inside the mouthpiece than the wire shape will not appear at the inside because you're missing some of those prophecies. Maybe also don't select this one because it's too close at the insight here and also select all of these verses on the left side here because we have to know about your money. Fire on this. It's just like off those here on. Yeah, you can also just delete half of it and at a mirror money fire. But I think it's not Murph the extra or because weaken selected like this, bring fast and just expand early diversities. And I think there were too many. So I'm traveling in present control set to undo and see two circles like we don't want to selectees inside. Murder sees here. Just don't select those on probably Oh, no, that was here on this one. This one. Just click them off to remove them from your selection. Was this one? Ah, I see. Right click to get out of the circle. Select text undulate, diversities. And if you tap back to object mode, you can see it on all set and delta a to de select And there we go much. Just have a look around. If you're fine with the shape on. Yes, we are. And actually, there's still some verses inside the nose piece that we could delete. So back in front view on re select the wire frame mesh enter, edit moot. All set to see through. And here we can just respect some off those overseas then we don't ever get to see and also the sphere. And I want to keep those farmers. Is this one this one? This one And this one just with these press extended diversities and we'll set and tab outs . And there we do. We have a wire frame, mesh insights, and it's what it was pretty easy to do, and we got exact same looked like in the original reference photos. So a good way to safety Progress Control s and we gotta move on. So now we're going to wrap up the upper parts off the mask here and in the next part, we should be able to start with the bottom part of the mask. So a couple things we need sure do before we call this party finished. And if you go to front view and Chris old set, you can see we have to see Blueprint line here. So, misty outer line off the mask and right here at the bottom. We need to bring this part off the mask to the left to match up with the blueprint. And then we need to finish off these chips that we already, um yeah, created before. So just like the mask tap to edit mode. And first of all, let's go to the outline here and just, um, hide the tubes or if this by item and presto to reactivate proportional editing. And we want to double tap A to make sure everything is de selected press see to circle, select and select those verses here. So 123456 Just select them. And with proportion editing, you want to change the fall of two smooth and some in here a bit and just police in, like so and you can even assume out of it to receive everything else is still in place, then, yes, this looks fine. And now we're gonna press all set and tap actor object mode and wrote it around just to make sure that everything is still nice and smooth. And it looks like this. So just one single movement toe match it up with the blueprint here. All right, good. So what's C? I want to re select our why Afraid. Mecir, Justin, aren't you? Get rid of some more Vergis, ease and weaken Tap to edit mode. All set. And we can select this Vertex here because on the other side, we already deleted this one, and this part will not be visible at all. So we can delete this Vertex and let's see, maybe some more. We're gonna leave them, so these are fine. So yeah, I think only this one, but I just wanna have it cleaned up as fast as we can, so just get rid off this Vertex, okay? You can tap back to object much double tap age de select. All set to go back to solve you. And now let's finish off the tears here to just go back to this outline er and just one hide from the tubes on now select them and tap into edit mode. Press all that to see the wire frame are suit me the blueprint, and actually, I want to scale these tubes down a bit on. Maybe we have to recreate them. But I think it should be fine if we just press eight to select every Vertex here in edit mode and Justin s here and just Theo activate proportion editing, bending over for it, do this and then it s to scale. And then just use the grab function to replace it arches to, you know, running back to the blueprint, the center of the blueprint. And we actually want to scale this down a bit more. So another time it s and just scale it down and press G and re match the shape off the blueprint. And you want to match it up with in a part off the blueprint lines to somewhere around here should be fine. Now let's go up here. Hold on, Alta Clicking here to select the whole loop, press G and just bring it back to the blueprint Last someone around here and do the same for this up for this loop down here, just hold them. Also click between two overseas presti Or actually we're just usedto read access here and bring it to the right. So in slightly off your mitts, that's still fine. And let's go to drive you about a three on the num pet. And we want to pull this down to match up with the top here says somewhere around here should be fine. And now we need to extrude these and curve them in so day Look like they're matching up with the mosque here. So we're going to start with Yeah, we can start with this bottom one because we already selected this and it works to see this . We gonna press control seventh to enter bottom view. And let's see if you press all present that can also bring our someone people back. And we actually have to, um, re select the mosque in order to push this in a bit more so that the actual, um, tubes are more visible. But before we gonna do this, let's see if we can rearrange it. Um, well, we're still in ended mode off the tears here because we go to X ray talking about all set we can see. We lined it up with the blueprint already, but we can still drive to bring it out of it. Someone around here just likely all zits and press three geo into right side view. And we can also see that we should bring this more to front here, because when we scaled it down, we also skilled it on the Y axis. And now it's a bit too far to the right here. So press all set, double tap age of Do select everything for a speech box. Select. Select all of these verses and just Brendan to rid of front here. And then you can see that we're also matching up with the blueprint here. So at this angle, all right, so next looks sick, All set, rotate around. And, yeah, once you push this part of the mosque and a bit more so step back to object. Note Re select the mosque and press tactic in tow. Ended moat and roads to see these foresees. Press fault it. And we want to select this verdicts here. Come back to front view on. You can press go to activate proportion editing. If you do not start moving into the left, you wanna decrease to fall off slightly. Just like so. And maybe you wanna check back insulted view on the thing. We should also select this vertex to just enter X ray to steal. I also push this and a bit like So don't sit. I see so that the original photos it also looks like these cubes are somewhere or somewhat merged with the mask. So it's actually fine to have them going through the mess. Your but I still want to hide these to select the tubes, press age to hide and just have another look at the mosque here. If it's Bunky or so because we moved these and what we could do with this verdict selected . Rotate around, select back verdicts with control to make sure that every verdicts in between selected as well compress control. Seven. To go to bottom view and you can see here dis vertex kind of curved inwards. So just select this, increase your fall off and bring it a bit outwards and also go through these verses. So maybe select those two with circle slick and just pull them out just around it off playing this and an object. No, just make sure it's nice and smooth. Okay, so this should be fine now. Impress all H in public note just to bring jobs back. Just re select the helmet and press age to hide, and now it can start finishing off the tubes to re select them back to edit mode and press comfortable. Seven Here. Now hold on all spect all of these verses and Christie to extrude Just pull it out and anyone who are to rotate and therefore we need to deactivate proportion editing, suggest press. Oh, before you rotate and somewhere around here and you can push it in a bit more and extrude this one more time and just move it somewhere around here to go through a mesh off the mosque here. So this is looking fine. It's do the same for the top tube here. So we're gonna select the whole loop and we're going to do this and write viewing the birth of maintain our angle. So let's press Dietrich, Scrooge, Just bring it up here Now. Actually, I just press seven on your number two go to tough you and we want a press hold set here and no, let's press part to rotate. And we concur of this the same angle, like this year and just said you to extrude and push it in like we did with the other two and all sets and just have another look. And we need to bring this in a bit further. So again, for seven on your number, it's called Set and crusty. And just move it in a bit further. Sit on C. Okay. I think we still need to push it in a bit more false. Set G on. This should do it are wrecked and press three to go to Siberia. And we want to press hall set in edit mode and just move this up here to get the same handle. Well, I before all sets. And there we go, finishing up the tubes here. Good. So we need to mull the front parts. They re selected tubes three to go into side view and step two edit. Move. Now, if this whole loop selected, so just press all been selected. You want to hit, he takes troops and an s to scale and scale it up, just like someone were. Now a bit off the blueprint lines book again. This will be fine. So just scaling up like this and press key again, right click to get out of it and just pull it to left here now press Dietrich Stroot right click to get out of it as to skill and left pick to confirm you to extrude h And we can even, uh, press why two exploded on the y axis. Bring it somewhere around here the Presti and this It's killing up and e right Click on just move it out here and scandal down a bit. Press again, Bringing outs still in Pressey bring it out. Skilled. Didn't you got the drill? So this is how we rounded off and front when a press once you're in front of you were not exclude this one more time so you to extrude right click to get out of it. Press pest to scale and I just pressed have to fill And because we're not using a subdivision surface modifier on this, you mesh were no not having these problems with engines Are triangles here at the cap off this piece so you can scale it down a bit more just to smooth it out and just push it out a bit more. Onda should be fine. So now we're gonna get to this, um tap your for the Vertex groups and you want to go to this normal tap and you want to click on all the smooth and this was visible. Sharpen up the parts that means to be sharp on the tube. And it's a it's a bit too sharp here, but we're gonna leave it for this Firdous step here and later on we can use some advanced techniques to add some bevel to this. And we just have to correct angle of it so pressed. And to go too tough, you press, you have to go to edit, moved and all set to an X ray and just proceed to circle selected and select all of these verses and right click to get out of it. Now we want to push this out, someone around here just to get out of the mash with the mosque and hit our to rotated like this. And we want you try to get angle off this, um and then just press g on bringing in and just press G again and just pulled out. You want to extend the peace of the mosque here and tapped to enter object known Paul's sit ? Do you go back to some of you? Check back in right view. It's fine. And there we go. Got our stoops. Nice. So let's check back inside me one more time and yes, looking fine. Actually, I want to recently this loop and press want you into front view. Just scale it down a bit, just like this. So you want to get the same distance from those overseas like we have on those overseas to just try to match this? Oh, I see. Now I think we can call that a part of the mask finished. So the next part, we're gonna start modeling the ball part of the mask still press control as to sink, and we got to move on. Said before you start with the bottom part off the mask we shipped cleaning up first because there's a part where we need to fix. So click on the juice press, managed to hide and select that whole part of the mess tach. Edit note, and you want a press three to go to face selecting moat. Select this face, press X and delete face here and next up. Press one to go to verdict selecting, and we're going to add a loop cut in here. So control are. Let's click and then bring it up. Geoff Landis. You wanna bring it close to disbar ticks here and then just select this Murdoch's first and this one second press fault and and choose to merge in at the last Vertex. So this foot mercies tear together to do the same for the spot into overseas Select This one shifted from this one Faults imp and choose at last And there we go And next thing you want to do we want to see we want to select ease versus So let's see we'll just like this Verdicts and whole control key down Select everything to two centimeters six here and a lot of you like this Prestige to extrude right click to keep it in place And now you want to track on the screen Exes. But we're gonna activate the snapping first. So hold on. Control! Shift Attack! Choose Vertex snapping. No, it's dragged on this green arrow here and hold down control. And how are you most above this verdicts. Now the snapping is not working correctly because we have the subsurface modifier active and edit mode. So, uh, go to the wrench. I can hear, Look for this absurd and click on this icon to deactivate the subsurface netted moat. And now, if you drag on the screen exes hold on control and hover around this Vertex here and should snap to it. And we can try to now delete the double murder sees because we have now to overseas probably gender. So press eight to slow everything it all and inch used by distance. Now it says Sarah Burgess is removed. And that's because these verses are not perfectly on top off each other. So we need to select this Vertex, which is the Vertex from this up a piece here. So right now, if you press g, you can see we get the right Vertex here. So hold down control while you grab it and snapped it to the verdicts. We just moved back here Press agent, select everything all time and choose by distance. And now it remove this one Vertex Perfect. Okay, so next you want to select this Vertex are do we now? We want to select this vertex and the whole control key down. It's like everything up to the back Vertex here. Now you want to press the to right click to get out of it in on it's use this red Xs and drag it in and we can use to snapping. So hold on control and snap it to dis Vertex. And however your view like this are rotate the view like this and we want to select this verdicts at the back shifty down this one and this one and just dragging in. Now, do you select this one dragon in once more de select this one and drag it in a bit more just around it off. Okay, And now we're gonna create a face here. So it's like this verdict should be down. This one, this one, this one and pressed have to fill. So we did this because if we now model the bottom part of the mask, we need something that can merge to because we would not created these faces here and a bomb you would be able to look through the mesh on. That's what we're going to prevent by creating these faces. So near something left Oh, press two to go to ash selecting mode. Selected that year were enough decide menu by hitting end on your keyboard, Go to item and change me respect to zero here. We don't need this on this area. And hold on, hold, Select everything. So this whole selection with fault and change them increase to one because we need a sharp edge here. You can select this etch and decrease the meat respect to zero. And again, we need to select all of these and it just select them with false and increase it to one. And I think we don't need them. Increase on this one as well. So just bring it back to Cyril here and you can check back an object mode because the subsurface still active and object. Note if it looks fine and I think it thus and now we're going to let's see, we're going to hold on hold and click in here to select a hole like this. You can even go back to Vertex, selecting for this suppress one and also at these verses. Hold on control and shift and click on the center. Vertex and I think it's not working, so we need to select off them with circles. Select you get it selected quickly. Just press seat and paint over these. So make sure you got the all of the surrounding for deceased at the bottom here, and we're going to duplicate them in order to create the bottom part off the mask out of it . So shifty to duplicate left click to confirm press P and choose selection. And now it can go back to object mode with tap and only click on this duplication we just created and press tapped to go into edit mode. Now, you want to select these verses in the front here, like this one shift? You know, this one? This one, This one, This one, This one Press X and these off those embassies press ages like everything and decrease them , increase back to Syria. Okay, And now we're going to extruded them to create the bottom part of the mess. 12. Modeling The Bottom Mask - Episode 1: So we're going to from view by having one on the keyboard. Yeah, sorry on the number it and pressed you to extrude and you can press set to constrain it to deserve access. And you want to align it with this blueprint line here on this should be fine. Now, the next thing we want to select this Vertex shifty down this one, this one, this one and we still have to snapping on. And because we do indicated it from the top match, the sub served modifier is also deactivated and added notes, So just keep that in mind. And that's also the reason why you can't see the mirror of emergencies. And I pulled these back and with the snapping still at the active hold on control and you can't see the verdicts from the upper mesh. But you just want to pinpoint it down somewhere around here, just never to this exact ver ticks off the upper part, mesh and let's see what we've got so far object moods. And it's looking fine for now. And I think some off the normals off flipped because you can see some darker red areas here . We can check back by going to this drop down I can hear and activate face orientation and then edit moat can select everything and pressed all 10 and just recalculate outside And it should flip all the vergis ease Are all the faces that were Yeah, flipped. So no, it's correct. And we can deactivate the face orientation And let's see if they were now able to extrude it down. So go to right view by Freeman. Dump it. And before we're gonna extrude it press all Section two x ray Delta A to de select everything Press C two circles elect and select these verses here. Now we want to angle them down just like this. And we should also do this for these universities just to give us some breathing room here . So double tap a to dislike everything. Citro circle select paint over these vergis ease. Just moved in back here on try to match the same angle s we have here. Now, let's hold on also just like the whole bottom loop and we're going to hit you tricks, fruit interest. You wanna pull it straight down, suppress that to constrain it, to deserve access. And you can 10 point this blueprint line down. So just bring it down until you reached this point here. I don't see we're going to add in some and troops later on. But for now, let's just correct the angle here. So doubled in a to de select everything. See to circle, select. Select off those emergencies here and we can activate propulsion editing for this suppress cope and it just drag it Chewed writes Increase your fall off, But again, you want to make sure that you don't move these top overseas So somewhere around here should be fine until you want to stop because we would overlay, dis protects, not select this verdicts and see to service like pain over East and just moved him back to give us more breathing room. And we can alter a to de select recent like this one of so called select and again press through to deactivate proportion editing pulled us back to give us again more breathing room double tap me to de select. Recently, those verses press go to reactivate proportion, empting in unknown places, getting kind of confusing. But we have to do this this way and just make sure that the top overseas. I'm not moving and just moving in just like this. And we can now rearrange some of these to give us again. More breathing room. So seater soco select. It's like some of these courtesies and pulling back. If you still have circle, select. If you still have proportion editing activated, just decrease your radius and some of around here should be fine for now. Now check back an object notes and all set to end solid view. We also need to activate some of shading for this one object mode. Right Click shades move and we're going to delete this. Ah, a lot of urgency sold down. Also clicking here press X and click on the soft edges. Get rid of them and see We're going to lead one more line off versus on the thing. We're going to leave this one so old and also like this line of her disease. Press x on these off the edges and there we go. Now we need to Let's see, we want to select um, this whole new for fault shifted down selectable new and go to mish and shoes. No, actually go to Vertex and choose smooth courtesies, justice moving out and it's looking fine. Just have to bring it down again and we want toe hold on. Also re select the bottom loop and do it again because the top was selected as well And press s set zero on it Enter just to get a straight line back and just pull it down a bit like so on one more time. Old sit double toe a to do select Select those overseas and just re matched angle here like so just increase it, Fall off somewhere around here should be good And we just need to extrude h and the rest of it So just press alter, select everything prestige extrude and just move it straight down. So press set and just move it down to match this blueprint line here. No doubles. Have age of the select Secret Service like paint over these overseas and move them back. You want to decrease your fall off course? Somewhere around here should be fine. No double Agent de Select. So like those verses, actually, not this one. Do you select with social select and then just pulling back, Decreasing follow like so And I would need to. We're not going to extrude them down, but we're going to select them one by one and rearranged in here with the blueprint so I don't have a to de select, not paint overdose to overseas Press G. Just bring it down. Delta H D Select. Now paint over dese. Just bring it down like self breast are too rooted. Measure the angle and press G to grab and bring it up. All right, now we need to add in one. Actually appear so control are left, click and then right click to keep it in place. Now we're just gonna use to green Xs and drag. It'd right here. This will match up the blueprint here, also at the backside here, and let's see back in object, Moten Offsets who go to solid view. It's getting a bit bumpy boots. Think we can try to fix this later on? For now, I want to fill in this area with EJ Loops and Control are, and we want to add in to Let's say we're gonna add three at troops. It's the left leg and right click to people to place, and I'll tell H D Select everything tougher around and have a look here. So it's actually looking pretty gets, but we want to bring this in a bit more. So in edit Mooch told on altars like the whole top nouveau foresees. And you want to go to Vertex and you want to choose Smoove urgencies here, and this will also bring him down a bit, but it also puts us them in. And then we just need to bring them back up so you could go to right view and presto to deactivate proportion Anything. You just want to drag it up and hold on control and you want to snap it. Two invisible vertex here. So just hold on control while you're moving, snap it to their with two snapping function. And I think it's also not straight. So press s said zero. And there we go. Just make sure we can't see through. And I think I think we are on track here and looks good. It looks good. Now, One more thing I want to do for the top part here. So re select the top part of the mess and tap into edit mode. We want to even this area here so you can see an object moved here. It's pretty thing, but here it's getting thicker in order to make it look better. We want to select this. Vertex shifted down this one and just bring it in with this red Xs just like that. No, only select this verdicts and bring it in even more just like this, and this will look way better. I think just we just have to re match this because it's sliding through the mesh. So an edit boat, it's like everything with a and again. You wanna drag on the blue access and with the snapping function, just snap it back. Two volume Vertex off the upper part of the mess. And there we go. Now it's not going through the mesh on top here. It's perfectly aligned. Okay, so one more thing inside of you and with the one part of the mast elected tech to edit mode , we just want to so, like these two verses and we want to snap them back here and you can also see that there are not straight. So if you hold on control seventh to enter bottom, you just select this verdicts. Now drag it with the green excess, Hold on control and snap into this vortex. Now shifted down. Select this Vertex s well and again dragon or the green Xs and used to snapping function and just snap it to one of those invisible Vergis. Ease off the upper mess to bring it to bring it a bit more to the front here and just tap back to see how it looks And just make sure you can't see through it any area here, but yet it's it's perfect Deal that parady it. So next up we've done, we're gonna rework this area here a bit and we're gonna add in another detail, which is another event like we have at the mouth area here. So yeah, just a cute Okay, Hope you're ready for some tricky stuff because this is going to be a bit difficult. So we're gonna add in the triangle shape for the second part off the breathing mechanism off the mosque so recently, the bottom part of it, and tap into edit mode. First thing you want to do you want to select the whole loop here. Hold on, Ault, flicking here just left everything and give front view by one, but heading one on the lump it and all set to index right now. You want to scale this down to get a straight line? So s that zero and hit. Enter now press G two times to slide it up and align it with this blueprint line here off the triangle shape. Now we have to get rid off some groups to make this a bit easier. So press two to go toe selecting and all set. So you want to select this whole loop with all to shift key and all this one shifted off this one and press X and choose to solve address here, or you can even choose troops? Doesn't matter. It will both take him all the way like this. Okay, next good side view press. Once you go to Vertex selecting and hold set to in tax rate. Double tap agencies like everything press be to box elect and select some off these accuracies and press age to hide them. And this is that we're not getting confused by them, uh, in front of you here. All right, so we're out of the weight. Um, we're going to select this. Vertex pressed she twice just moving to the right a bit. So it doesn't have to be exactly on the blueprint here. Now we want to press K on the Keeper to activate the knife tool and make sure it snaps on to dis Vertex left Click. And it just stopped drawing this line. And here you want to left click again and no press See to get a straight line and make sure you highlight the bottle at your green just like this and left click to confirm no press enter to actually place the cup like this. So now we just need to reactivate the knife to one more time. Snap it to this vortex. Pressey, snap into this eight year left, click and hit. Enter. All right, so, no, let's see, we're going to face electing motivating three on the keyboard and select this face here. Now go to right side view biting free on the lump it and just pen to see the area here. Now that's it. You to extrude h and just right like to get out of it and keep the extrusion. And plus here. Now we want a press all s to activate normal scaling and just push it in somewhere around here. And then press are to rotate and just make it to look straight. Like so. And there we go. Now we need to clean this up. Let's go back to object, moats and out of X ray. And you can see we've placed our trying to fix. But we still have to sharpen up all of the corners and already trying to with me increase rebellious. But this will repeat will produce some messy art effects. So in order to prevent that, we have to use Lucas. So go back to edit mode. And first of all, press controlled 70 in the bottom here. And you could save rehab. Just writing out these lines here first. So press one to activate verdict selecting, select those two overseas press G two times. And if you move your rostered right, you can bring it down, actually, and just straighten it out. Angled of human. Doing the same produce to select the not this one, though. These two and press control seven g two times moving to the right and straighten it up. And there we go. Someone, Let's see how we can place the loop cuts on. I think, First of all, we want to select these three verte sees Presti two times and move it to the right. Syria has moved reading room on, see, So we need to sharpen up this cooling here and in order to space it out evenly, we have to play sleep cuts from here down there and from left to right. So if we press control are you can see you can Flights are Luke cuts in here, but if we increase, the number of cuts will get too messy in here. So let's try to rotate this Esh so impressed, too Select ish and use the quick favorites manure to excess to rotate clockwise, function and rotate this etch your times. Now, if you don't have to new quick favorites it's under Etch and rotate clockwise, so no control are can you can see we're still not getting there. So that's rotated this edge back first, and let's try to rotate this entrance. Death so cute. Rotate clockwise and one more time. No, it's press control are, and now we can place three cuts here. I'm going right click now let's rotate this ash back one time like this. And if you do it twice, that should go back to the position and waas but has replaced this new cuts. We can't rotate the h back like it. Well, so we have to rotate it like this. And now I can use the knife tool to help us out here. So I want you angle to be like this and just press Kate and highlight this top each year Left, click and then just ah, match it our snap it with this vortex here and left click and doesn't enter. Now we've got a triangle here, so we have to get rid off this Us well, and let's see, we're gonna press once you activate Vertex selecting, and we want to select this Vertex here, You know, just press G and use control to snap it to this vortex here, And you can see we've got another triangle here. So you are to do this quickly. Just hold on all clicking here and just the select this Vertex and shifty down this one. Now press due to tax and sliding all the way down here until it emerges. Press stages left everything off em and choose by distance to get rid off the doubled overseas. And then we have nicely shaped mess You're with Nice Lucas. So far, so good. Let's see it back in object, Moz on. You still have to tweet this corner of it. So we're back to devote. And first of all, control are had to look us in here. So actually, let me select So you can see it a bit better. Control are in here to look cuts left like correctly. Just a sharp man up and go back to object. No, to see how it looks on. There we go. Now I want to place the least wondered cut at this area also to straighten out this part. But if you place it like this, it looked. Let me show you. I will go through here. And this is way to think We broke at the crease here. If replace a little cup like this. So the only way to do this is goto selecting moat. Select this etch and again used to rotate at clockwise function one time and suppress control are and actually let's do we warm more time like so and the press control are in here. And actually you could increase it to two, but nothing. We're going with one left click, click re Select this Etch and rotated clockwise one time. And there we go. Actually, this looks like a triangle. But if you go to avert expecting moon, you can see 1234 overseas. So it's actually a quart. And there we go. Now you can see a little artifact here. That's because of this Vertex here. Now we can try to exploit these first youth around. Just think of the more breathing room. And maybe this will fix up this call in here way. Could still see it. Let's strike just like this. Esh on rotated clockwise quants And there we go. This fix the problem. Now we still have this triangle here, but it's actually also aquatic. 123 four overseas And there we go. So now the artifact is actually gone and Britain press control seven and just slink these verses here just as slide them a bit to give them a better space in between each other. All right, so this car is looking my better now And later on, If we render it out, we're gonna increase the report subdivisions for more time to level four and then it's perfectly smooth here. So for now, let's just bring it back to left free. And I noticed one thing off camera. Do we had this place hidden here or this part of the mesh when we place the loop cuts So in edit mode, press all age to bring it back and you can see we're missing blue cuts back here, But this can be easily fixed. Press Freeman up it to enter right side view, press control are. And here you want to increase the number of cuts to two and just left, click and right click. And we just need to, um, combine these So it's like this for takes. This one impressed Jay to join its like this one and this one press jay to join. And in order to space them a bit better, select this Vertex hold control key down this one, press G twice and just slide down. It's like this perfect world control key. Don't like this one. Press g twice and slide it down. There we go on, we can even it's like these three year press to you twice and sliding a bit and maybe this one g twice and just slide it down. So it's better shape here. All right? And check back in object mode. Everything is still in shape on Yes, it's looking fine. I think maybe this corner of years have been wobbly control sound, and actually, it's pretty round it. So no big deal, And we're gonna do the same part or the same step like we did for this upper part. We're gonna extrude uh, this area so the inside part bit in works. So if this bottom part selected press slash on your dump it to the local view. And I don't know what this is here, but just selected impressed age to haIf and only with this bomb part here, uh, press sound to go to actually want you rotated like this and then enter mode. Hold on, alternate. Select this top each year. Now let's see, we're going to hit you too extreme and right click to get out of it. Now, let's just use this red Xs and move it in words just like this and you can go to top you just to see hard works how it's working out. And we want evenly spaced faces here. And no, let's use circle. Selecting tool, Assume out of it, proceed and just de select these verses with minimal spot. All right? No, we want to use the green access to move those back mercies in. I actually don't bring it into far somewhere around here, bringing bit to the right. Now he's like this one. Bring the rest of it and a bit more. He's like this one shifted on this one from this one in, just like so. Now we still have to fix these from overseas. So shift you down The select The last verdicts at the backside here. Now we only have thes three mercies at the front Selected press seven to enter top. You just pull them in less so and always like this Vertex and bring it to the right. And there we go No repressed tap. We have to slip here created and if you press slash and dump it to go back to out of local beauty And there you can see with just finished off the bum part and we created the LaPier and It's looking pretty nice, so make sure you're gonna save your file and we can bring everything back for two steps. Suppress fault H and a double tap introduced like everything and just two quick safety control this 13. Modeling The Bottom Mask - Episode 2: So that's a very select the bottom part off the mask here and reenter edge mood. And we want to add in another look cat here. So control are, however, around this area. Right click. Now we don't just like these two overseas, this one, this one press control sand to go to Bob, you and their urge to see what's going on. We have to reactivate the subset of money fire and it moat clicking on this I can hear now I want to grab it to pull it a bit outwards in order to round this off a bit better. So press g and just move it more to the front here. Just doing micro movement, though left link to confirm, and now it's a bit more around it here. Perfect. And let's see, we also want to re select these diversities and want to place this at year in between. Off those two faces the press G twice and just slide it too, right until you reach the center and left click to confirm and breast control settle. And let's just use this used to screen access and pull it in this direction just around it off like this and there we go. So think we can call this part? Finish? Let me check back inside of You were a bit off the blueprint here, but that's actually no big deal. And it's looking pretty well overall. Maybe at this area we can bring it a bit more to Brooklyn line because it's not straight here. You can see there's a slight bump and this is exactly where this area s. So maybe if we add in No, actually, do we want to add another look cut? Here, let me just check it out. So I want you to add a look up here. Left click for I click check back. It's not doing that much, so I'm gonna believe it on its not straighten it out. So let's see. Do we want to bring this out of it for dinner? We can deactivate a subsurface modifier because this would make things you there. And yes, I think we want to push it out. So press all set to in the X ray moves and let's see. So I think we have to select all of those verses from the triangle shape here to move this outwards so it's a bit hard to just see what's going on. Press all set first and rotate of your likeness. Press see to circle, select and select All off the inside receives off the triangle shape here. So all of these wrote it around Selectees on this on these. Okay, So make sure you get the whole triangle shape selected for three to go to Red View and all set here, and we will rotate this, suppress our and just rotate it. And there we go. Now we're getting it. No, we're getting the straight line here and I'll sit. You go back to some of you Tapatio off edit mode. Just make sure there's no bomb here and in order to make sure it's pretty smooth, we're gonna react this extra. So selected were also X. Believe that you control are left, look right click. And there we go. And now let's say we just finished the bottom part. We just have to re yet these wires here because there will also be a wire shape here and in urge doing we could duplicate this, but I already tried it, and it's actually a bit too small to fit in here, so we have to create a new But for this one, just select it. And last time I forgot to add this move shaded to it. So in object mode, just right click and at SMU shaded. And now it's looking way better and more realistic. So we're gonna create a new shape for this wire pendant down here, and then we can finish up the whole bottom part. Sue, let's re at the base mash for this wire shape here. This will be quick and easy press. Want to in front of you shift a nonstick note. MASH plan our X 90 enter are 35. Enter Teoh with all everything selected, right plank something Bite this four times. One time two times three times four times that backdrop. Don't you modifiers add in wire frame Last time we used boundary. But this will only add an extra ants around it. And we don't need this actually. So leave this off and go back to edit notes with everything selected s set and squash it somewhere around here. Left click to confirm time to go back to other note. Not that Frito at the right side view G to bring it up. Rotate old set trends X ray, Grab it, bring it down, rotates and just like this and zoom in here. So we want to grab it. And we've already nailed the correct angle here. Okay, Now we're gonna press control sound. This will be the best view to position this mess. You're so old set to see what's going on and we need to scale this up. So s and just skeleton until he filled in all the gas here just like that And press free to go to side view all sets. Let's see. We're gonna grab it one more time. Just place it somewhere around here Now control seven and Bolt Gazette for the moment and we're gonna delete unneeded overseas. So tapped at a mooch I'll sit. Agencies left everything. Now it's hard to see, but we have to use so called select and just make sure that you don't select these verses that will be needed in order to get the ash that will go through the mesh. So here you can see this Vertex. It's click outside off the triangle shape. But if we would delete this, we will lose this match here from the wire, and therefore we have to keep this, so just make sure that you don't delete the verses that will be needed, and it's sometimes hard here. So I will select all of the's Bird sees. But I won't delete thes line overseas because thes are connecting to the inside verses here . I hope you know what I mean. So let's make your way through and just be cautious about these overseas stoned to lead to many off them and again here. If we would delete this vortex, we would lose this wire piece and it's connecting to the inside so it would be visible. So don't delete this one and let's see him. Also, I'm shaking this one with shift. This should be. Find out and see to suffer select again and make your way through here here and we Tony Dees or sees I want to keep this one dough and select does. Let's see, not this one. Dough on Boston up this one probably probably probably not this one, though. Right click to get out of it for us ex Anjali diversities. Now let's see. Press tap holds it, and there we go. Oh, have all diversities we need and we delay the diversities that we don't. And we can also activate smooth shading. Now, forgot to do this for, um this'll upper part. But we already, um, plant this so degree. I think that it is off camera, so I don't know, come remembered. Oh, so if you select this just right click and choose checks Me man's already active for this object, but do the same for this selected right click shades move. And there we go. Doubles have a to do select. And we just finished up the bottom part of the mask. All right, so in the next part, we're starting modelling the last piece that we need for our final product, which is the chest part here. All right. See you in the next part. Oh, Control. As to safe. Don't forget this 14. Modeling The Chest Armor - Episode 1: So I just created a nuclear blueprints because with our fronts blueprint, we're missing a piece off the chest here. So we have to replace our old from image and already updated Does it filed? So if you're done with sit file, then you already flying in a new front blueprint. So now we can just select this outline off our front blueprint and press slash to go to local view furnace and just assuming of it and shift a an ad in the new Mitch reference. And after located in my project, Fuller and again it's also in Desert File. So it's called Front on the Score New and just float up in. And because they're not matching up in size, we have to use some custom custom values here. So with the new image selected just due to this image item here, an undersized little type of $3.6 and hit, enter and under offset 40 my access. You want to type in minus 0.6 to 3, and now they are matching up perfectly. And now I can go to the outline of here and we want to select Blueprint Front, which is our old from blueprint and just hit X and religious and I we have our new image in place. So let's just stay in local Buford just and we're going to create a new base mash forward chest peace here. So she added, Mesh on, you guessed it. We're gonna use a cute one more time. So go to the modifiers. Add in the subdivision surface. You want to increase the view Port Sepp Divisions 23 and hit Apply now. We don't need to add in a cast modifier for this because it won't matter, and the shape is just fine for stuffing modeling the chest part. So with the selected just right click and at smooth shading, and you can end in a mirror money fire. You also want to check the Y axis because we're also going to Miral. Dip X side of it and you want to activate clipping no end in another subsurface and increased the view port quality to level two. Now press tap to go into edit mode and ultra HD select Everything hit. Halt Exact two into X ray. Be to box left now select the bottom half beat box, Select for the left half press free on your lump it and be and box select the back half and breast X and the late diversities And there we go and tap back to object Note Pull it down and you wanna line it with the old line off our new front blueprint Somewhere around here Now press s Zet Just scale it up all the way and you want to try to match this part of the blueprint lines of this corner here and there we go now One more time press s X, and match it up with the right and left side Blueprint, Here we go. New base mash is in place So let's tap back toe edit mode here and zoom in a bit And we're going to press, see to circle selects And we want to select all of these verses here on and right click to get out of it and press X and early diversities. And now we've only left with this piece here and going to start extruding the right side down to create the missing parts. And actually, this shoulder piece is a separate part off the chest. So we're gonna model this after we finished dressed off the chest. Now we just have to align all of those verses, which is really easy. But we have to do this manually. So we're gonna go through these verses one by one. And actually, the proportion anything won't help us out here, so it's a bit fiddly, but it's also kind of fun. So let's get started. And we want to start with this vortex. Just press G twice and activate edge sliding and line it with the blueprint here and we're gonna switch for thes verse. He's gonna use X sliding as well as just grabbing. So let's see, you were gonna align this perfect with this blueprint right here So we can press chief artists and just slide it to left Krusty furnace, and again, slide it or prohibit to the left side here and just go through Paul off those verses. Just repeat the same step here Now for this one. Jeda, grab on both the blueprint here. Now you want a pan up here, select this Vertex Press G, and you want to align it with this Vertex here. And also this one actually needs to come down to be somewhere around here. So you don't want to have a straight line here. Just make it from the right. Overtakes the left, works Vertex. Just make it a bit outwards. So just like this, And so, like this fur to express g and move it all the way down to align it with this broken line here. Now, this one press G moving down effort. It's my breast cheat. And we would somewhere around here, actually, maybe move this up a bit. Now Delta A to de select, see to circle, select, select these verses here press X and the leading. And this will give us the home to fit in the actual mosque that already mauled. So let's see, we're going to select this verdicts and we're gonna move this Move this one up and for these verses just moved him up A swell. Yeah, And this one this Well, so for the upcoming steps, we want to make sure that we keep all the right side adversities facing downwards on. We will do this because Garmisch wouldn't look smooth if we would have straight lines are straight edges or even anxious, that are facing upwards for left to right. So just make sure that every word six on the right side. Yes, beneath the verdicts. Julie left side. And you can even see this on this vortex of the right side of the road. Texas fixing documents. Also, these two overseas left for Texas a bit above the right verse six. And we want to keep this for all the right side of verses. Now, we're actually going to start aligning bottom birds ceased. So let's just move down here, select this Vertex press G and move it into place. And for the next one, you want to make sure that you keep this light fall off. Just left us. All right? Not for this one. Just do the same. Angle it down and just live with different. And this one. Angle it down, Blueprint and sit one. Just go fruit. He's one we want. And here it is difficult to get this edge to face downwards. So we actually have two stories like this one. We can now Eslite it g twice, and we were down a bit Now this one twice, and move it down a bit. So now the edges facing downwards and just want twice and slide it down. And this one is good so far. But we can just re select this one and press G and moving a bit to the left and maybe move this quips. Sorry, Control set press G m of this up a bit. Plant this so we can't align it with the top part off the chest blueprint. But that's totally fine. And now hit. Also key down and select. The whole actually appear press you to extrude and just move it to the right here. And you can already moving down a bit soon that this answer is facing downwards just like we want to. And you want to keep a straight line here. And now let's just go through these urgencies, uh, threat this one and move it up. Correct this one and it up. And actually, we don't need to move toe away for this whole modeling part here. So we're gonna deactivated by just clicking on this select box I can. And now it's out of the way and won't this practice and here we can just slide this up a bit more and this one as well, but just make sure it's facing downwards here for this one. She twice moving up this one twice with up on and do use are already looking Find Oh, they weaken. Just elect this to twice and move it down a bit. Okay? And for this one joke, Mama tried to fix this one. So G twice met with down. And this one she twice down. So, no, those two edges are facing downwards. This is perfectly fine. Our rights. And maybe we can select these two Presti twice sliding down just two equally spaced ills faces here. So these faces and these faces. So, like this one's you twice slide it down And this one she twice slide it down. There we go now all key down. Select the whole loop Presti to extrude and or start aligning it with these Blueprint lives here, so start from the bottom press She moving up flecked this one g it up and then we have to select Goes to have slide them up with twice this one She twice led up to this one twice slide up And this one g twice Lighten up a bit Now this one g and the lining with the defense g align. It's G planets and so on. So we're gonna repeat these steps until we finished. So actually, one last time, we need to select the whole loop of fault and it Dietrich stretch and match it up with the rest. Sheer. So with the blueprint line, let's like this first moving up? No, that off the way g on this one and slide it up. And now again, we just have to bring them all up a bit. We're told, having G and I'll just move this one up its wealth on maybe double tap to you on these two . Sam on this one. All right. Like this one G and allied with Blueprint here. This one, Chief Random, she bring it in, just promise welfare slightly. And there we go. No step out, off edit melt All set to the solid view. And you can press for union number just to have a look on the side view. So you want to make sure it's nice and smooth, and it actually is. And here the front part are sent apart. We have some creases. So, actually, because thes Verdecia are too close to each other, but we can smoothed it out easily on Let's try select this verdict. Old control came down. Select this fall number fix. So now everything in between the selected as well and go to Vertex and choose smooth versus and this will actually smooth it out. But we just have to rematch the bottom and the top critics. So some in here like this perfect G twice still alive down and actually it's not moving any further. So press g and just slide it. Do you match up with the blueprint here and let's go up here like this Vertex press G and this one up. And if the angle of view maybe press some, you wanna breast g and slide it in a bit and let's look to confirm and that this part is moved out us well, Peretz. And now we can just bring back the move through here and which want to try to smooth these out. So everything that the stock Rhett should be removed here, so just feel through these verses and called him out of it. But don't move them too far, and you don't have to get rid of all of these red areas. Just movement slightly. Maybe like this and then make sure object moved. It's nice and smooth and there we go. So now let's finish this part or just peace, Um, by just ending in some details. So to add the delts, of course, we have to enter, edit, note, suppress tap. And before we're gonna do anything, I just noticed if we zoom in here and if you press one to go to verse six, selected mood. You want to select this Vertex called Disaster into X ray and it can see its out of blueprint line. So just press G twice and exploited to left a bit to realign it with the blueprint here. All right. And so for the details we need to extrude this piece here for this part and also this part . You can have a look at some reference photos, and it looks like this part is extruded a bit more than this morning. So that's what we're trying to reproduce here. So press 32 and to face selecting mode now, holding halt and clicking here to select the whole line off faces and press freedom and the right side view. Now, in order to see this a bit better. We're gonna deactivate the madcap for now. So just hover above this drop down arrow and shoes, studio lighting. Now press all set to go back to a solid view and just press you to extrude and move it. And you wanna extruded somewhere around here? This should be fine. Actually suggest a little extrusion and you can see that it's a bit thinner here than it gets onto the left side here. So just wrote it around and press one to enter verdict selecting mood. So, like this Vertex 15 on this one, you're back to right side view and just move it up until it's the same thickness here like this here, just like so And you can tap to go back to object. Note on. And this is how it looks now. And we just have to add to Lucas here in order to sharpen up the the edges. So control our cover around here and just at to Lucas left like an directly And there we go . Now it's extrude the other piece. So factor ended. Move, press fruit and face electing mode. Multi down. Select this whole land faces and press freedom. You dump it to enter right side view now again pressed you to export and just pull us up a bit further. Somewhere around here, maybe and again, I want to rotate around and this time go to perfect selecting mood and just select this vortex for us Free on the lump it and you can see it's thinner here than it is at the left side here. So just move it up on this should be fine. Right here and again. Control are. And at two lookouts left leg my click and tap back to object mode and see how it looks. And there we go. This should be totally fine looking good. So you can see it has some flex shaded areas here. So an object move just right. Click juice shades Move. One more time and there we go. No, it didn't bring back the backed up and go back to edit milk and wrote it around so you can see the problem here, and we're gonna delete these bottom faces. So double have a to de select press three to interface selecting mood and you can use the circle selective. See, So lefties faces and these faces actually not this one. And also not this one and off course, not this one. So just use bottom faces here and press X and believe the faces. And there we go. Now, this will automatically straighten it out. And if you go back to front view with one on the number and you can see we should bring these edges a bit more down, suppress to to go to X, selecting like this edge 50 down this one and just move it on this, that access to align it with The blueprints are rich. Here we go. So for the next detail, we want to go back to edit mope, and there is a little crazier arc. It's actually around it shape, and we're going to reproduce this now, so we just need to place the lute cut in here. So control are and you want to place it's just here and keep it there. So let's look in rock click. And now let's see, we're going to face electing moves suppress free on your people. It's like this face 50 down, this one, and actually again, This is not on the blueprints. And we're gonna do this. Yeah, just freehand and with these two faces selected, let's see how, first of all it's at two more look cuts to control our tower around here and add to look cuts. And actually, we need to bring them a bit further apart. So you're gonna scroll up once more until you have three cuts, the left leg and right click. And now I can see that if I go to and selecting mode Richard already in if I select this edge in this edge thes air to look rats that we need. But the center Luca was just placed in order to push these through cuts out a bit more. So we just can recently, the look out in the middle with all and press necks and delete the actual and no one see press return and face electing mode like this face shifted down this one. Now here we gonna press Dietrich Stroot and let's see, we wanna push this in and pushes in just a bit and again it's hard to see, actually suppress halts it, and here you can see the distance a bit better, and this is actually a bit too much, so just push it back out on the green axis Here, There we go now all set to into solid view and let's see, So we need to sharpen up the corners here. So before going to do that actually, we want to go to Verse six elected mode with want on your keyboard, holds it and select this vertex shifty, not this one. Press Hold him and Merchant at last. Now select use to this'll One shifted down this one old and again at last. Now this will produce a triangle. So on this side here and also decide. But this will be totally fine. So actually this is a triangle. And this year, But again, this will be no problem at all. And this will give us this little detail. We just need to sharpen up the cornice once more. And I think we're going to inset this for the matter off giving us sharp corners here. So press free on the keyboard to go to by selecting moat. So let this face shifted down this one, and you can't really see it, but, um, trust me, it's selected. You compress All set. If you want to make sure so leased your face is on the inside and just pressed I, for instance, and instead, just a little amount like this and left click to confirm. Now again, press one to go to overtake, selecting. And we're gonna merge these verses one more time. So this one should be down, This one, all them at last. This one shifted down this one old can at last, and I tap back to object. Newt, you can see this is the detail. We just add it. And later on, when we render this final image, we're gonna increase the view. Poor quality to level four for our sub served. And now we have this nice and smooth place detail here. Okay, Perfect. 15. Modeling The Chest Armor - Episode 2: sen. Al. It's decreased the view. Poor quality back to level two. And we don't want you at the next detail. So want to enter front view and tap to go back to admit Now we need to place a loop got in here. So control are and you wanna left like and just move it to left a bit somewhat around here . Should be fun, actually. Let's bring it in a bit more like this and elastic to confirm. Now press free to go back to face like the mood and off Get down, Select this whole line of faces. And again, this is also not on the groupings. But you can just have a look at some reference photos. This needs to be pushed in of it. So if this select it, we just want to push it in. Actually, that's not giving us to look that we're aiming Force of control Set control set control set until we undo the movement function and we're gonna extrude us, actually suppress you to export. Just hole. Sh pushes in a bit and left. Look to confirm. Now again, we have some flat shape that faces So an object Newt just right. Click and shapes move. And now we just need to relate these top faces here only one face at the top and will face it about. So we're still in face, electing notes to select his face and just rotate around so you can see the bottom. There should be a lot of face shifted on this one x and believe the faces. And there we go Next detail. It's a place nice. So we just need to add one more look out and here to shop, not the cornice. And then we can call the whole Jeff piece. You're finished. So tack to edit mood and zoom in here control art. And right here you want to add one group Cut, left leg and right click. And there we go. Now we're finished. The first piece off the chest. Yes. So next up, we're going to model the shoulder piece. So that's a shoulder piece we're gonna take apart from the first chest piece and then duplicated and make a separate peace just like we did before. So just select chest piece chapter in a book and you can press one to go to work. Expecting now hold on all and select all of the's right side adversities Press shift E left , click and pressed P and ships selection. Now we contempt back to object mount and have to just be selected Press image to hide and you can't see it. But if you click here will select the duplication we just created and tapped added move and not just for us. States just left everything And now that's it, You two x fruit and we will immediately create some faces and just align it with this out of blueprint line. So Pressey and align it with the blueprint. If it's easier for use, just use X ray with all set and yet you extrude one more time then delighted with the blueprint here. Don't worry about these problems versus though. So just the line with this our blueprint line here. So one more time Let this and you one more time and just go all the way to the following here. So no, um let's see. We're going to use like these two faces and prestige. Just do moved it out of the way and select this Vertex press G and just moved down on delighted with this footprint line here. Now, if this verdict selected hold, shift it down. So, like this one impressed Jay, And this will join the's diversities and will create overseas in between no press 82 times to de select everything and press see to circle select on just like all of these verses here that are beneath the, um, the line we just created. So also this one and press X and believed overseas. Now we're going to align these verses we just created with the J function Shut. So grab this vortex press G interest, slide it into place and make your way through all of these overseas. Now, these two, we conjoined them right away. So it's like this one shifted on this one. Press all temp and shoes at last. Now it's sitting press ge and slide it down. And actually, I want to join this one and this one. So if the selected shifted down this one all m and shoes at last Now we can also combine this freeze. So shift gonna just like this one shifted down, this one should be done to this one called him at last Rep the Vertex on the line. Grab This one just moved out. Now at least three. Just select him. This one. If you don't, this one this month, Hold there at last and G and moved up. Grab this, protects and move it down. And when times were up this morning and just moving down to align the mesh with the blueprint here and there we go. Now we just need to plane this up. So first of all, selected for six shifting on this one all temp at last. It's like this perfect shift. You don't this one, all that and last. Okay, now we have a lot of triangles here, so let's trying to get rid of them. So first of all, I don't see we want to stay in Vertex selecting mood on Do we have 1234 verses here and here We have a triangle. So actually, let's press two to go to X, selecting boats like this Etch shifted out this Etch Press X on dissolves this piece edges Here. Now let's see. We're going just like this. Etch here press x on days off this pitch and also see this Etch X dissolved to such press want to go back to work. Expecting mood now. We had triangles just lately. The actress. Now we have handguns. So in order to clean this up, we need to add some cuts here on the side. So control are left leg and right click. And you can see we can just place the loo cut where we have quotes. So here's among tango. Want to 3456 verses and the look that will not go through there. But we know can just select these to impress Jay to join. And now we have a quart here. And 123 four. So what? He actually this is still an angle, but let's see, maybe we conjoined these two. All right, this is looking better. So get rid off piece to Andrews for now. This off edges. And so, like this one shifted. Not this one called good Last, Like this one And this one. Call em last. Now we have quite years. That's fine. And released to just select him. Press Jay to join. And for this one, just press do twice and slide it down. So we're for Quat, Quat, Quat, Quat, Quat, Quat. And this is one. This one is also quote. So just here is another angle with five overseas. So let's see. We're going to place in a loop cut here. And I was like these diversities and prostate to John. And there we go. Now we have only quote faces. So if it's hard for you to figure this out, you won't just want to make sure to dissolve the edges where we have triangles. And then when you have handguns, place Luke cuts at the right side, just the place where it happened. Quote and then combine the Vergis ease with the joining function with Shortcut J and, um so you can't fix all of the's faces. And now we have only Quat faces Portis shoulder piece here. The next thing we want to do is just explain these verses to space them out evenly. So just like these two, press G twice and slide it down. Select these two G twice slide down thes two g twice, slide it down and arrest. You should be fine. So let's see. We're going to s lined up a bit more now let's like this one. Actually, first circuit select this one, she twice lined up like this one. She twice lined it up. Analysts. You going to X like this as well? She twice slide it up twice. Slide it up. And this morning, we can slide it down a bit. No, this one. Slide it up. This one. Slide it up just like this on. Maybe it's like this one down a bit, like so I noticed. When we need to slide it down, this one, you can slide it up. And this one was false. Slide it down and this one slept up. And I think we're good for now and just want to act like this off a bit. And also this one. And if you press step and right click shapes, move called Sit. There we go. We have a nice, smooth shoulder piece with only quite faces, and we can go to right view and just like this Vertex and move it down so we can have a nice fall off here and let's see here. We can actually add slight some of these down a bit just to space amount even being. And if we would add Luke cut in here. Let's see. Actually, that's we could place you got here just to smooth it out at this area, we'll get another trying of face. Maybe I will figure this out off camera on and show you the solution. But for now, I think we can add them. What? One will go in here. So control car, left leg. And rightly. And there we go. No press seven to go to tell you, because we just need to bring this out of it in order to round it off here. And there we go. Press three and actually pressed G now and just move it up a swell. No, only this one, actually. Let's see. I think it's looking fine. So in right view, we just want to slight or just move this one down a bit again. We want to have a nice fall off here, and we can just Excellent. He's down as well, just to make them curve a bit like so. All right, rest looks find out. Yeah, Prettiness so good from you on that safe. This control s and let's see how we gonna move on. OK, so it's actually pretty easy to add this extra Luke. Aren't we talked about so go back to edit mode, rotate around like this and we just want to select used to overseas, right? Click and subdivide them. Now this will create another Vertex and double checked A to deflect everything so that this Vertex shifted down this one and press jay to join. Now we get a try and go here, but we're gonna play this up and just go to write you. But I'm free on the lump it and select this one shifting on this one. This one press to twice and just s flat sliding down. No, actually, Steve, select this one. She twice slide him down. So no, these are perfectly spaced out and we just have to get rid of this triangle here. There's actually pretty easy. It's like this. Verdicts want control key dumps like this one to make sure these properties are selected. Now, press G twice just slightly. These verses on top off these for disease and just left linked to confirm. Now you can select everything and press fault empty and choose by distance. And right here it should say, removed for overseas. Now, these four courtesies were just on top of each other And then we just believe that adults let's just clean this up once more by adding a new loop counting here control car and just left, click and wreck click. And we can now space these out of it. Better. So So that this one control condones like this one press to twice and just slide it to the left here and just he's like this one g place and slide it a bit more to lift. Now it's like this one and also this one. So controlling down this one G twice spied him to left. He's like this one g twice sliding a bit more to the left here. All right. It was a front view. Just, um, realigned these verses. So did It's nice. Fall off here. So this one needs to be brought down and the rest this Fine. Ok, good. Let's see. Routed around like this and we want to press three to go to right side view. Now let's select this verdicts. Press G. Just move it a bit to the left here. And also this one. Okay. Looking fine. Looking pretty pretty nice. And you want to go to object mode with tap and just make sure there's no bump here. And actually, we can just select this vertex and you want to go to Vertex and choose smooth purchase, ease one time and do this one small vortex. It's no overseas. And this, well, without a bit, and we'll make sure that there's no bomb. Okay, so let's have another look from all sects to see if it's fine and no bumps increases, and it actually looks really, really smooth. So we did a great job here, and yeah, I think we can only with just like that. So one more time, I want to go to right side view. And yeah, I think I can't see any problem here. Actually, just these two g twice just slide him a bit to the left and also these two, then maybe also these to just have a nice just go one by one, slide him a bit to the left. Have a nice curvature here. Okay, so I think this is it. We just need to place one bullet cut in here to sharpen up this car. So control are and see, we're gonna add in a blue cut and you can even pull it to the left side here just to sharpen its going off and maybe at one more hot down here and just keep this in place. Okay? I think the rest should be fine all the time. Good front, youth. And just pull this one out of it more. And this one, it's just like this. All right, One more time to write for you and just see if these new other group cuts won't miss up over nice curvature here and still looking some of some of this down a bit, but just a micro movement. Okay, I think we can call this part finished. So we want to go back to the normal view. So pressed slash and pressed all h to bring the rest off the chest piece back and just zoom in here and we should bring this corner down a bit and rematch the curvature off the rest off the chest piece. You're just human. And let's see, we're want to press all set here in the X ray, and yet we should bring this down. So maybe do we want to activate proportion editing from this? Actually, make sure you only select the shoulder piece and go to edit mode. No press. So to reactivate proportion ending selectees to overseas Press G on. Increase your fall off just slightly down here now, select does too. Press g and slide them in a bit Can decrease the fall of here. Let's see, we're gonna select this Vertex whole Control came down these versus and moved him in here increasing fall off. It's another realized blueprint here. Suppressed. So to deactivate proportion editing and just grab this vortex And this one just around the shave off here. So let's see what actually brought these two a bit too far down. So just press g and moved out. Maybe only broke this one on, Just realign it slightly. No, let's see. We still need to fix the courage to hear a bit to wrap this one and just bring it in. And there we go. I think this should do the trick. Press all set to go out of x ray. Just have a look around. We can still see a slight crease here, but we're going to add thickness to the spoke shoulder pieces for the shoulder piece and a chest piece and then we're gonna have to. Um yeah. Felt so. This will be the fix for dis level, slightly visible gas, huh? I should stop talking for today. So we're gonna go to front view and just make sure you're gonna save your project. Suppress control? Yes. And we're gonna see us in next part. 16. Final Modeling Tweaks - Episode 1: All right, so this will be a fun part because we're going to finalize our whole mesh. So we finished most off the modeling pro set on there. Still some little details that we're meeting at and let me just give you an overview off what we're going to do in this park. So we're gonna start with the mask to add another detail on his cheek that is still missing , and we're going to increase the visibility off the transition between the ice and up apart off the head. We're also going to finalize the nose piece because the reference photos, it looks like it's squashed in a bit. And we also have to add some details to tubes here because they're still missing. And we're also going to extend the helmet down to match up with the blueprint here and also in front you because we're still missing a big gap here. And it's actually pretty easy and just one single movement we have to do, and we're going to have thickness on the chest piece and also on the shoulder piece. And we have to think about the transition between the bottom part of the mask and the chest piece. And this is something where we have to figure it out by ourselves because the blueprints won't help us here. And, yeah, is this going to be a lot of fun? So let's get started, says already mentioned. We're going to start working on the mask. But first of all, select the helmet and press edge. Drive it in order to give us some space here. Now we get select the mosque and to edit mode. Now, don't get confused here because we just have to low polling version visible without to sub serve. And we can bring this up, served back and edit mode by just clicking on the site in here. But we don't want the sub served cage for this, So just click on this icon duty. Activate this observe case. Now we only see the low polling cage, but we still we're still looking at the high polling mesh. So, yes, sometimes it makes more sense to just use the low poli cage because it's then easier to rearrange, diverted sees. All right, so we want to see him in here and press all set to X ray mode and we're going to add this level of detail, which is actually on insect here on his cheek for an exclusion that goes inside the mesh. So, in order to not get distracted by the backside mercies, we gonna press three on the lump it and double tap A to make sure everything else is de selected press beauty box. Select. And we're gonna select the bullet or the back half off the master and press cage to hide it . Never back to front view here. And let's rearrange these verses to match up with this blueprint line here. So we're going to zoom in here a bit and we want to select these diversities and press G twice and slide it to left. And we also have to bring these verses of it mortared left in order to give us some more space to work on this detail here. So let's we're gonna start with these diversities press G twice and just sliding a bit to the left and now press G and just move it down a bit like these diversities Presti twice and slide to lift. And I'll select this Vertex and this one pressed you twice slide. You left here And actually, we want to bring this back a bit. Just have a nice coverage of flowing here. It's like these two overseas press you twice slide to left, and there we go. All right, Now, let's see. We're going to select this. Protects you feed on this one, This one and also this Want pressed you twice and slide to left here and somewhere around here should be fine. Now it's selectees to press to twice slide to the left and want to arrange this Vertex with the blueprint here. And don't bring it all the way to the outside off the blueprint just around this area here should be fine. And let's see these two verses pressed you twice. Slide a bit to the right here and maybe just bring these. Actually, just this one bid more chewed left here. Okay, Good. Now select. These two verses pressed you twice. Slide to the left, left to confirm. Select these diversities. Press G twice slanted on just around here. Should be fine for least two on recent. Like this one twice and just slide it a bit more to the left here. All right, so let's see, we just want to rotate it around a bit and we're going to place the detail right where this face Uranus is the right here. We need to place to do town, and we're going to extrude ISS and just pulling it down a bit. This will give us the exact detail, like on the original reference photos. But we have to add another ash loop or Luke cut through here because this face is way too big for the actual detail. So before you gonna do that, go back to front view, all set into X ray one more time and want to go to Vertex selecting moves. And I want to select this Vertex and specially yeah, once pressed she twice and just sliding a bit to the left here just to get a straight line for these diversities. And just make sure that you have a straight line for use to us. Well, and we can even try to slimness a bit. First shooting left here. And we're also going to need a look cut through here because thes faces are a bit too too wide to keep them in place. If we extrude this detail, we have some bumps here and there for we need a lot of edge group to keep the faces in place. So let's do this now. Control our and just left leg and right click in this area here, and we just need to see gonna rearrange some of these verses. So for this one g twice to exploit it and just slide it a bit too. Um, the left here and this one, she twice slide it to left us. Well, and it should be fine. And now we're going to add the Luke up through here so we can actually start excluding the detail before I'm gonna do that. Go to right view. Because we just have to give us more space here for the Luca. So g twice on this Vertex, slide it down. You can even slide this one down. She twice. Ah, just get this straight line here on. It should be fine now. We are so going to bring this verdict out of it more just to give us a nice straight nose piece here. So this one, just bring it out and you can see it. It starts straight in this line a bit better. It's just bring it out, okay? And we also want to select this Vertex, and here you can press G and just keep it straight. Um, Teoh, make sure that this mesh Stace straight here, but just bring it up a bit more, OK? And now let's add in the loop. Cuts of control are and just around here left, click, right click to keep it in the center. Now go back to front view and hit called Set and assume in here. And I just want to show you this is the face there were going to extrude down and you can see it's not matching up with the blueprint, but it's totally fine. I think the blueprint is a bit off, at least for this detail here. So just all we have to do is to straighten out these foresees a bit. So I want to press you twice in this one just to get a straight line here for these two. So for this vortex and for this one and do the same for these. But these are already straight. Uh, you can try just like both them and pressed twice is actually don't press too twice. Just move him up on dissent. Excess adjustment just to make him look straight here. And we can even bring this one up with G twice. Now select this one and just move it up and just make sure it's forested mercies. You have somewhere the same distance like on these two. Okay, I think this should be fine. Suppressed three to going to face electing won't select this face here and see it from the top. And here we just want to make sure to bring one of these burgess ease with f sliding bit more to, uh, closer to this. Perfect. So we have the same distance produced overseas. Langan, these two here. All right. And I think this looks fine. So recently, the face here and now it's hard to see, actually said we want to stay in X ray press be to extrude and just pull it down. And you just want a little bit healthier soap. Somewhere around this amount of extrusion should be fine. And if you press control are sorry, control are you can add to look cuts in here just to sharpen up the corners. Left plate, right click and old set and there we go now. I've just placed this little nice detail here, and it's exactly at the spot, like on the original referenced overs. So maybe we can just slightly bring it bit chewed to right here. So let's see in front of you press all set. And once you go into X remote and that's just double tap to do so like everything and circle, select all of these verses here and go active front view and just move this to the right here just a bit. You know, it's just a slight. These two verses bit chewed rights and these two a bit to the right here. All right. Now let's just check back in solar view and an object move that we're not getting any bombs here, and it's looking smooth. And actually, that's a little bomb right here. So we can usually fix that. Um, I want to activate the subsurface cage for listen, just like on this Aiken. And actually, you can see this Vertex is a bit too close to this in a vertex here. And that's why we're getting this cruise. So go to top you, and it can just press G and just moving out. Bid forever and it should smooth it out. Check back an object note and there we go. None increases gone just by moving this burger chip Merck kicks out of it will give us enough space to have a smooth, um, area here. And I want you to go back to right view on Let's see, maybe just bring this verdict up a bit. That's a bit straighter here and not pushing it in here too far. Maybe we can pull it up a bit more. This should be fun. Alright, Looking not too bad. I just want to bring this verdicts down of it as well. Okay, just make sure there's no bump. Actually, I want to go to top you one more time and trust press G and move it out a bit more. And there we go. Nice. Nice and smooth. Perfect. All right. Check back inside of you here on actually going to push this one down a bit more. Don't want to bring it up too far. It should curve down here this spot anyways, so this is looking fine. Now. Let's go. Go back to front view and it's just make sure that this year is a nice, smooth fall off and can increase the appearance off this fall off. But just by clicking on this, protect anyone, oppress you twice and just slide up a bit like so And maybe this one depressed you twice or actually don't press you twice could just slide it down on the set excess on their we dio think this is coming along for the real. Maybe this Vertex just pull it up, all right. And this one Push it down a bit and there we go. Now we got the look that we're aiming for. All right, so let's move on. Just go back to edit Moat and next, we want to give us a bit smoother transition between the eyepiece and the upper part of the hat. They're gonna easily do this by just selecting this. Protects shifting down this one, This one, This one. Now just drag it up on the set. Excess somewhere around here should be fine. Shifty. Select this one and just bring the rest up even more just like this. And if it sat back to update mood, you can ask me that this area is getting a bit smoother. And this is how the reference photos love black. All right, so one thing I want to do with nose, if you go to right side view and press tab to go to edit mode, you can see this face is a bit bigger than these faces, and we can easily a justice to space them out a bit better. So press one on your keyboard to go to verdict selecting, and it's hard to see because of the movement. But we just want to select this, protects, pressed you twice and slide it up and you can see what s lining and also pushes this Vertex in a bit. This is not what we want is the right place to cancel and just press g. And now grab it and slide it up a bit. And just make sure that the line will stay straight. Now, if this were to express G twice and slide it up and again, we're gonna create a bump this time with exploiting it puts the Vertex out here so just escalated to the position you want the verdicts to be, and then just press G and move it in a bit And for this Vertex G twice and slide it up. And for just want G twice sliding down pit. No, these faces, herb. It better, um, spaced out, you know, and just make sure an object mood Did you still have a straight nose piece here? And actually, we want to grab on this vortex just to bring it in a bit more. And this one Grab it with ghee and bring it in and back. An optic mood. Make sure it's nice and straight. And there were you. All right. Next we want to rotate around them. So left the nose piece have to edit moat. And on the original reference photos, it looks like this in a part of the nose pieces pushed in a bit. So just select this vortex and presto to activate propulsion editing changed the fall of type two spear. You know, we want to push it in and decrease your follow, and you want to make sure that the other words all the emergencies will stay in place. You just want to push in the in a part of the nose piece just like this and just play with the fall off here and let's see a thing. This is giving us to look like we want. Just push it in a bit like so and make sure an object Militants still looking nice. And it's getting a bit bumpy here for this vortex, at least. So I want to do control, set to undo and just do this one more time with a different fall off, though. And while doing control set, it also deactivated the poor portion anything. So just press go again and also change the fall of time back to sphere. Now let's try this again. Just push it in decrease to fall off here and let's see still want to have some verses affected. But every vortex I think this is this is the mounted we want. Just push it in like this and confirm. And there we go. Now it's looking way better, and we just have to go back to edit mode to select everything and just bring it back out of it closer to the S year off the actual nose piece. And we also want to add on actually here at the bottom just to sharpen up this corner here . So in edit mode control are left leg and just pull it up front here and don't pull it up all the way because we're gonna get some creases because we also use, um, increase value on this edge. So just bring it out of it like this. And there we go, knowing of nice, sharp and sheer around. And it's looked looking like on the original reference photos with this squashed in appearance here. Nice. Now let's finish up the tubes. So select them and tap to edit mode. And before we're gonna start adding the bevel to these sharp edges here, the 1st 1 to fix up this end gun because with this end, gun can see that it's way too flat at the camp here. So we want to have to submit more round. And it's actually Hopper, See, but some viewing angles. You can see that there's a flat spot here, so just go to edit mode press free to interface selecting and so, like the face press X and elite to face. Now goto verdict selecting OK, down. Select this hole in the loop, press you to extrude and right click to keep them in tow in place press up M and Merchant at the center. Now we have only triangles and Vertex in the center here, and we can just pull this out of it. Excuse me, Control. Set first, deactivate proportion editing and then pull it out just to give us a nice around end cap here. All right. And now, of course, in the real world, we would never have such sharp interests. So to make it more realistic, we're gonna add a bevel to this. So in edit mode, press two to go to X, selecting also down. Select this whole group of address shifting off this one and this one. Now press control, be to activate. Well, toe, you can move your mouse to increase, increase the amount felt and scroll up on the mosque. Will to add more cuts in order to make its move up and want you at 234 cuts and amount of wellness somewhere around here and left click to confirm. Now press three to go face electing. Algodones left this whole loop off faces and we want a checkup pattern on this so we can usually go to select here and check out the slip and this will de select every second face . And with only these faces, we can press one on the number two go to front, you know, press you to extrude and right click to keep them in place. Now, let's activate the normal scaling tool. So all s and just move your mouse and you want to move this outs, and somewhere around here should be fined. So left click to confirm with the selection still in place, press control Be one more time to get another bevel in this. And we all already have before cuts that we did on the under corners to just give it a decent amount by moving your mouse and left click to confirm Step back to object, Newt. And this is the look that it now has. All right, so nice little detail and we can move on. And actually, before we go no, Um, move both. We have to smoothing out this area here because here it's a bit to strike. I want to be the one to have this a bit more around it here, so we can go to tough you, but x seven on the lump, it and all sets and X ray. And of course, have to go to move. We just want to add an absolute control Are right in here. Left leg, right click press G Just move it out to round it off like so Now all key down. Select this Luker, Presti, And just bring it in a bit and pushing, pushing back a bit. And if you look back from front view all set, you can see we just rounded us off way better than way better than before. Maybe just pull this out a bit more to the right here and there we go. Next, Just breast all page to bring back the helmet, and you can see we've still missing a big gap here in front. You analyst inside of you. So we have to bring it down a bit more. That's actually pretty easy. Just select the helmet. Tapped to end mode. Well, that alters like the whole bottom. Luke, make sure all secure was fruity inside here. Right side view. You wanna press? Oh, to reactivate proportion editing. Select a smooth fall off here and you can press fall set to x ray. Just press G to grab it. Increase your fall off and make sure every vertex above disaffected. Maybe like that C So are so one like this and pull it down to match up with the blueprint here and left Victor, Confirm. Now make sure on solid views of all set and optic notes of Press tab. Yes, well, just make sure that this still straight, and it's getting a bit wavy here. So here it's pushing in outwards a bit. Just because we moved to with this propulsion anything. So all we have to do is select this edge Inter outside of you. We just want to grab it decrease to fall off. Just put it in on try to get another try to get our straight line back here. Ah, see, I think this is looking fine already. So maybe we can Let's see, select, rotates or go to work. Expecting up. Select this Vertex shifting on this one. This one, this one This one Go back to right side view. And do we want to push this out? No, I don't think so. Maybe this, like this one. And now on these just pulling to the right a bit. But of course, decrease your follow. Just bring these out of it. Maybe like so. And yet that fixed the bumpy ness here instead of work bumpiness. So again, you just brought it down and right side view also in front of you, of course, and you can see it's not perfectly matching up with the movement here. But that's totally fine, and we can leave it like that on their We dio finished the helmet. Let's continue with the chest and in order to see a bit better if we're going to read, select the helmet and just press page to hide it now you can also select the front blueprint press age to hide it in the outline on Select a blueprint for the site and press stage to hide it. No, let's enter right side view and we want to select our chest piece here and tapped. I didn't know, and you can see it's a bit too far up here, so we're gonna push it down a bit. Justice. Move it off around it off a bit better. So in edit Mode 78 to make sure everything's do selected press offset two into X ray and just circle select all of these verses here, and I'll set to see what's going on and sell it for you and just hold it down here. We just want a nice realm. This here at the top. Just break it down for you. Somewhere around here should be fine. Now go back to front view on Let's see, edit mode. We want to circle, select to de select these verses, and we have to enter X ray partners now just circle Select and minimal spent it. He's like these on with the rest Still selected guilty, Right side view holds it. Just pull these up. Now, only select this bottom Vertex Cresco to deactivate proportion editing and just pulled this one down a bit more so that we get even thickness here at the top, like on the side here. And I just go through this these verses and just h s landing down in order to space them out evenly. So twice on this one. Just move it down a bit. No, it's like this one to Christ and slide down a bit. This well, just like this. And there we go now. One more thing. Reactivate portion editing and edit. No, suppress. Oh, it's like this Vertex and just pull it up to remove to start red spot. And this will give us a better ah, smooth shape here because it was also a bit too flat at this spot here. So this is looking a bit better. All right, Now, let's see back inside view so kind of hard to tell, but you can see on the mirror side where no overseas are blocking away. I want to have this area a bit more outwards so that it looks more around that here. So let's see. It should be this perfect and shifted on this one. So we're going to grab it on this selection here, But we're gonna have a look at this side because here we can see it in the mirror outside without the Burgess season hallway suppress. She just move it out in. Just look at the mirror site here to see when we reach the right amount of smoothness here . And so around here, I want to confirm, you know, it's looking way better. Just make sure front view, and I do now grab this, protects and just pull this one off a bit more just make sure from all sites, That's still looking fine. And we didn't mess up anything. And yeah, I think this is coming along nicely. So there we go. Think we smoothed it out pretty well on We're still have to at thickness to it, and we also have to match it up with the bottom part of the mask. So before matching up the bottom part of the master of the chest, we're going to finish up the shoulder piece because this is quick and easy, so just selected. And we're going to apply the back side mirror because we're going to add a solidify modifier in order to give us the thickness, just like we did for the helmet. And if you remember, when we apply the solidified more money fire, fully helmet, it would generate faces through the center off the helmet. And we will have the same problem for this. And in order to prevent us fixing this, we're just going to apply the y axis mirror modifier. So just uncheck the X excess, which is the left side here, and just hit, apply, and not just at in another mirror money fire only for the X axis and move it up the stick just by clicking on this arrow here and now we can vent the select family fire and just stroll down here to see it. It's at the bottom and on the thickness. You want to type in 0.0 for hit. Enter and Okon wrote it and you can see that the thickness is at it now tap to edit mode here and press all set so you can actually see the verses. And before we see the verses, we also have to apply to solidify modifier, Of course. So I'm just pressing cold sets. You can see what's going on, Justin apply for will solidify. And now go to edit mode and you can see that the in a part here is a bit thicker than the heliport. So I just want to, um, just like this Vertex and also controlled down this one. And if I press all set, you can see I've selected the whole center line of foresees at the inside here and press control seven. We'll set and just pull it a bit to the right here just to, uh, give us a thin off thickness part here for the center and all we have to do now is at to look cuts in between Chester sharpen up the corners. So come just a tap And then control are increased. The number of cuts One more time. Left click right click Tampax object Noon And there we go. Finished up the shoulder piece. Now, finally, we're going to attach the mosque with the chest and just found a way to do this actually, pretty easily just like the rest. And we're just moving some verses. And of course, using some scaling and, uh, under functions to make them match up here. And we want to start by selecting the upper part. Or excuse me, that bottom part off the mask you're and actor edible. Now, the first thing you wanna hold on salt and select this whole loop here, Press X and elite Bachir. Now, if this upper loop here, so you have to hold on shift in all 10 also at these verses to the selection here and just noticed this Vergis vertex is a bit off. So just like this breastfeed vice and slide back down and we want to awesome deactivate proportion. Anything suppress. Now click. Select this whole loop here and shift off to add those two birds use this fall. Go back to front view now press G twice and Presti. And actually don't press Edo or press You just pressed you one more time and then just sliding up a bit. So we need more space at the bottom here. And just make sure that the mesh is still looking fun. Yes, Dust. Maybe we can just It's like this Burke takes. Well, it's not so, I think. What What is going on here? All right, now I got it. If this vortex elected just pushes in of it, this will prevent decrease from appearing here. All right, Good. So now, um, we want to select the whole bottom, loopy, sold them all and selected. I can show you. All set. It's just selected the whole bottom. Look here. So, in front of you, we want to press all tests to activate normal skilling and just scale it outwards, just like so, you know, used to blue access or set access and just pull it up a bit. Just pull it up. Like so Because we need the side verses to extend from the shoulder piece here, of course. Or the chest piece. And now let's just like this Vertex go to right side view. Actually, we're going to start with this vortex SoCal click on this vortex Control down select. Let's see. No, I don't think we want to do this now, so forget that. Sorry. We're going to line the front birds six first. So select this one, press G and just slammed down here to match up with the chest piece. And again, we don't have any blueprints that we have to pinpoint this down. Now, Christiane this perfect and move it down and always make sure object mood that you have a nice move Curvature here. It's like this First express G and just move it down. Make sure you get a nice sculpture and move to the next ball. Press G moving down. This won't press g moved down this one. First she moved down and we can just click on this select folks. I contribute right off the moving tool here Breast g on this one. Just bring it down with you know, let's go to right side view and want to select this Vertex Hold control, Condone Select this one and press G. And just so just press g. And then why? To only bring it on the y axis and just move it in here closer. Now move on to this. Vertex, First of all, just pressed to you on this one to slide back to give us more space and also like this one and bring it back down like this one. Bring it down and it starts clipping through. But we're gonna fix the in the second. It's like this one. G grab it down. I just want g moved down. And now for these, like this one control condensed like this one. So every versus here at the backside and just press G and move it down Plastic to confirm you. Select this one. Press G moving down shift. He's like this one. Press G moving down and so shifty. Select G moving down. Shifty select team down shift These leggy moving down and normal time shift. He's like G moving down. Bring it back up a bit. Just get a smooth culture here and check back an object note. No, this is looking perfect. Already on. We still have to bring these closer here on the right side. Now I want to bring back to move to a for this kind of like to work with the move to Although I just moved back here to match up with the mesh off just and this won't just slide it to two right here. Maybe. Just want to bring it in a bit closer. This one pressed cheese like them. This one. Press G, slide it down. There we go. Now we have to work on these. So first of all, I want to select this Vertex bold control. They don't select this one. So this will also select every vertex in between, of course, Press she twice and anti. And trust me one more time. So it's not doing what I want. I wanted to use to even function to actually have them curved, but it's not working like a 12 So we're gonna have to do this manually, though. Let's see once select this Vertex and shifted out this one. This one No, moved him up a bit. Her, actually Control said we want to use s lightning for justice of G twice and just sliding up . Do you select this one cheat twice lined up. Now it's like this one shifting on this one G twice. Slide it up and we'll see. We're going to spite this one down, though. Just like this. Now let's do this firm. These mercies twice lend up, wrote it of its like this one and just slide up. Rotate this one, slide it up and Leslie G. Khweis slide it up just like so. All right, Now let's have a look. If it's well looking fine and a think it thus, Andi, maybe we can just plus c bring these verses here. Sounded more so Now let's just make sure on right side mood, and we also bring them out. So they are not clipping through the chest, actually, And for this vortex, just press G and space it out a bit better here in the center. Here we go. All right, so we got the base, um, shapes dumb. So let's tweak it now. 17. Final Modeling Tweaks - Episode 2: so, especially in this area. It's a bit curvy and wavy and replace. It got a crease. And this will be actually pretty hard to fix, though, but we can try to maybe select this vortex. Now. Hold control came down. Select this one and press G twice Energy. And let's stick to confirm. Now, let's see. Select this verdicts Hold Control came down. Select this one. Press G twice and a D left click to confirm. Select this. Vertex Control came down this one G twice and into and just bring this up a bit And let's see it from front view and here we want to bring it to the right of it. Just give it a nice curvature here. All right, bag inside of you. Just make sure it looks finder, maybe graphics verdicts. Just pull it down a bit on. Let's see, it's looking not too bad, but I think we want you have another actual because these faces are too stretched, so control are left leg directly. Just make sure you select this Vertex shifty down this one. This one and this one go to right side view. No press G and dressed. Moving in So it also gets a nice, smooth curvature here. Yeah, g o maybe Christiane this one just to space it out better. And I think this is looking fine. I think we have a slight bump here. So maybe select this Vertex and in front of you just pull this one out and also select these to pull him out and then we go, Let's fix the bump. Looking nice on Just go to right side view here and we want to select this, protects and just bring it a bit too left. And, of course, bring it back down. There we go. So the mesh is looking fine, and I think we can now add the thickness to finish this up. So let's go to edit mode off down. Select the whole bottom loop and we want to extrude iss and then we're gonna skeleton. So, Chris, you to extrude and hit s to scale Just skeleton. Just a slight amount here and we can press slashing the number. It's two and a local view and this is the amount, the amount that I've scaled Stewart extrusion inwards. You can even press control seventh and about you. And let's see you want to select dese two and just decrease thickness here. Now let's select Just Vertex Control came down this one and just move it and a bit more just so that we have even thickness all the way around. Maybe grab these just to bring them in of it. Better now, isn't this one? I kind of want to bring it in on this one as well. Just like Sony's should be flying. No connect to do cuts to sharpen the corner country, increasing them off shots left claiming and right click as it slashed to go out of local view. And let's just see if it's living through anywhere, and it actually does at the party off this just peace. So let's see. Maybe we can just select are just peace slash to end the local buisness and let's see you were just want to you circle select to select this the's verses and also select this one. Go to front view and you can press oh, to activate proportion editing and just pull it down a bit and, of course, increase. You fall off. Just pull it down slightly. Maybe pull this vertex up it But just likely, and it's a bit way be here. So I want to bring this vortex down this well, just decrease the fall and there we go and press slash to see if that wasn't enough. And, yeah, I think I think it's OK. So it's not flipping through and it looks like it's merged perfectly. So let's go around smashing. Just see if there's anything that we need to smooth out. And, of course, I found some areas that needs to be adjusted. And just by looking at the mess from the front, we can see it's not perfectly rounded here. So we're gonna fix this area, and if you go to right side with you, this is where we're going to start. Can even soon in this backside here, you can see that it's, um, flipping through the chest here, and this is where we're going to start adjusting. So select the bottom part off the mask, your intact. Make sure proportion anything's activated. Select his verdicts here, just pull it out. And, of course, increase your all of here so that every critics that is merch right now will be pushed out . And there we go and Just make sure an object note that it's looking fine. And there we go. So let's move on and we're gonna round it off a bit better here. A swell. So press all set for this that would have a to make sure everything else is de selected, so called select These foresees falls it to go back to solve you and we want to press. Actually, we can click on this icon to have toe sub serve modifier visible and edit boat and just deactivate the cage for it. By clicking on this I can. Now let's press G and, of course, decrease your fall off and just pull it out of it. Yeah, we dio and I want to select East versus as well, so double tempted to do select all set to end the X ray so called selectees overseas on. Go back to solid view of press G and just move these out as well and make sure it's nice and rounded here on. There we go. Let's move on to this spot here. So upset. Double tap A. Now a seat with Circle Select selected overseas. All that's press G. Just put it out. You can increase your fall off here just like that may be confirmed. Check back and object motion. Here we go. Let's move on to this spot. All set up a. So could selectees overseas. And we'll set Presti and hold amounts on left. Like to confirm. Check back an object knowledge looking fine. Let's move on to these verses Support set and we're going to supple Select these verses here called Set Press Jeep and Pull Amount Weight G. Oh, no, Let's just press called sense and de select these verses and only with those those for mercy selected All set Press G and just move it down a bit more. This will help us to round it off, and it's still a bit flat here. So let me press all sets so called select these verses hold set and just press g decreasing . Fall off and just bring them out of it to round it off. All right, this is looking good, so it can also assume out of it just to see a bit better. Because if you assume then all the way, sometimes you can't see everything you want to. So that's the reason why you have to rotate around soon melt and just make sure that it looks good from all viewing angles. Now we're almost finished. You can see we should also bring this Burdick's out, but went whole set and picture. You also select these but a versi still diversities that are hidden here and just Presti and bring them out and a bit downwards as well left. Picture got firm and finally don't have a fault, said. Now let's select all of those embassies here, all set and we can just call him on the green axis here. So on the Y axis, just pull it out to left here and should do it. Actually, let's just have a little look here from the front, okay? I think it's looking fine. And we just need to curved this area out a bit better. So double toe a press all set And don't get confused because we also can see the back overseas. We want to select those Vergis is here, so I'll show you just experiences here gonna bring them a bit close introduced overseas because these faiths are bigger than these faces and therefore it's not around it here. So, in front of you press G and just grab it. I just tried to round it off here and left Twix to confirm and we go get a nice, perfect fall off here. So actually, here, backside, we're getting increase because of these verses. Maybe we can smooth this out of it. So off zehs and just doubled. Have a to make sure everything else is de selected paint over these proceeds with social selecting tool all set and just bring it out of it. Just bringing out of it, Falls said Excuse me. Just tap to go back to solid view and optic mood and then we go creases gone. And I think this is the last piece that I wanted to have fixed here. So finally we only have to add things to the chest piece and we can call the whole modelling process finished. Let's see how we can at the thickness here. So of course, people at the thickness Jessalyn before, by using the solidify money fire. So select a chest piece here and press slash on your non peta into local view and just drop in the south. The solidify modifier. So at modifier, solidify and again it will be ended for the bottom. And we're gonna use the same value, like for shoulders so serious about 04 Enter and you want to go check the option for only rip. So this will only add faces at the rim and not at the inside. And you will see we have a lot of problems here with this mesh. And that's because, um, the solidify cannot handle corners like this. So we have a straight line that goes up Strayed, gives back in straight, and we have to apply the solidified money fire and then just tweet these verses back into place. And we're also going to have to same problem if you apply it with the mirror modifier. So it go, but be there will be faces fruited inside, just like with the helmet. So we want to make sure that we're gonna apply the mirror modifier for me. Accesses so uncheck Why excess and hit. Apply Now, Let's bring back the mirror money fire and make sure you're gonna move it up to stack by using this aero here and just make sure it's at the first place and subdivision second and solidify last modifier up in your stack here and for the mirror modifier. We just want to have why access checked. And now let's just apply in the solidify money fire. And there we go. Now, if we tapped to edit boat, we can now start tweaking. This foresees Just press control. Seventh enter bottom view and it looks a bit messy, and it's a bit off work to bring them out, but it's actually pretty easy. So they're just overlapping at the insight. And we just have to select them one by one or even these two for now. And we're gonna start with the right side here and with these two. Just press G to grab him on. Of course. Cancel this. Presto. To deactivate propulsion editing now press G and just moved in out here, and you can see now where they actually are supposed to be. So grab this one and just pull it in. And for this one, you just want to always have a straight line here and now grab this and just space them out a bit better. And this one is actually a bit hidden here because we're looking at the local cage. Well, we can try if it's better if we look at the high poly cage, so in the sub served like on this I can. And I think this is a bit better for actually treating these. So let's stay in this movie here. So, for these mercies there are hidden, we're just going to rotate and we can select the Vertex and press coma on your numb pets, your home in illness on this. And now we can see this Vertex here and shifted down this one Press control seven, press G and just bring them in here. And I think it's it's still better if you work in with the local location. Uncheck this option here, grab this verdicts and just grab it too right here. And get a straight line there, press you on this one. I'm just bringing in a bit. And now again, you have to rotate because we want this Vertex here. So this one, and actually, just to make things easier, we've gone up, deactivate the move tool by clicking on the select box instead. Now controlled 71 more time, Presti. And just bring this out a bit, just like so And we still have to tweak them and does that excess. But for now, we're just gonna move them out so we can actually see what's going on here. So let's move our way up to this piece here like these diversities, press G and just move to the left side. Here. It's like this one. Press g and again, get a straight line here. You can bring these to a little bit more and left a small within a bit. Again. We have to break this one with Jean on and get a straight line here. Now rotate a bit and select these diversities Presti, and move him out. All right, let's move on. You know, we're working our way up to the center. Here, Select this Vertex Press G and again get a straight line here. It's like this for clicks. Press G moving it. This one press cheap, moving it. All right, so now we've just aligned them so that we can actually see that they're not over letting anymore. And all we have to do is to align them with. Does that excess now? Because if we look from front view, we can see that we have pushed them down a bit too far. Of course, some areas and think best way to improved. This is by going to, um, the bottom you. So if you press control one, we can enter bottom, not bottom, but back to you. Excuse me, but were blocked by the mirror modifier. So just uncheck the y axis for the middle money fire. And now we can see our verses from the backside. And basically all of these verses needs to be straight. Just like these two emergencies, for example, And Tesco fruit. He's one by one. Take your time. And actually, we're not going to fix the right side here because we can just leave them and add in another mirror Money. Fire 40 x x is so we just have to treat one side. Of course. So we're going to start with this Vertex Or do we actually we want to start with these tubes of control. He wants us like this, protects oppress, cheap and just move it up and you wanna align it on set access with the corresponding vertex from front side. So this one control one for this perfects she bring it up and align. It was de Spurs. He's here in the front. So by the time you should just get more from there with this, and it will be actually easy for you to detect to detect the right verses and just bring down into place here. No, this one press G. Let's see. We have to bring it up somewhere around here. No, you can also work with ex rain. But just make sure that you're not selecting from Burgess sees, so I only want to concentrate on the fact overseas. So it sometimes good to just, you know, used to x ray function on the flight just to see which were kicks you need to select and then just activate X ray too. Um, see what you're but movement you have to fulfill in orchestrating them out holds that here was a Kansi in X ray would bring this one down thing. Actually, it needs to come up here. And this one us. Well, there we go. And this one needs to come off next one. Bring it up called sense. Can see what's going on here. So we need peace too. Control one offset. So this one needs to be dropped down this'll One needs to come up next one. This This one? I think so. I grabbed this woman moving up here all set to see what's going on. And yet the lost the right vertex. So next one is this one. Grab it all up. No, it's just rotate. We need this. Vertex Control one, grab it. Moving up. Grab this one. Move it up Here. Grab the center for Ethics and we would up and again Don't move to the right side because we apply the ceremony fire. But I'm gonna delete them and react tomorrow for this. Okay, Now, one more thing. I want to go to front view. He checked back an object move. It's looking fine here. The thing Guinness just want wrote in around because you can see this verdicts here. It's a bit more downwards than this vortex here. So let's see. Actually going to select these foresees and just bring them down. And this one this Well, let's check in this corner here, you d stews to be selected and down here, Let's see now only select this one and just bring it back up a bit and do this in front of you here just like that thirties up just the last two weeks that we have to do for our own mash here. So, yeah, just enjoy it. It's kind of boring and repetitive, but you're still learn how you know, to select things and detect things every area that you needs to a just and yeah, it's It's good practice, though, so just take your time and go through this and the thing. That's it. So all we need to do now is adds to look cuts in here just to give us some nice, sharp importance and at just so control art. And you want to add to look cuts here so screwed up on the mouse wheel and then left leg and right click and assume in here. So actually here, we need to space them out of it before we have the lute cut. And so we have to press control set to undo and control seven to top you and let's see. So looks like they're still overlapping hereafter. All right, I can see it. I think control seven. Want to grab this one? Bring it a bit to the left on this one as well I just want this. Well, And this one this Well, no, this should be a straight line here. Just pull him in of it to give us more space here to add the actually crew. I think that should fix the problem once. Select this perfect. Just bring it in a bit more. All right, control seven. Control one. Don't would back you. And just look if they're still in place, And yes, they are. So now let's anti actually control car. And there we go. No, they're not over letting their just good, and we just finished up thickness here. Now, that's unbelief left half and add in the mirror money for bag in. So in edit mode will set an X ray be to box Mac and select the left half. You just have to make sure you do. You're not selecting to center line here. Now. Press X introduced overseas. And just at the x X expert Amirahmadi fire back in. Yeah, there we go now promised and we have the same issues here at the top, so we're still need to fix those. So press control one here and her edit mode. Europe's there we go and I have good news. We're actually just going to delete these faces because we're going to reactivate the mirror modifier fold backside. And therefore, we won't need these interfaces here. At least this part. We still need to tweak these verses at the center here. But for these verses, we can just you two by selecting more, heading three on the keyboard and make sure everything's de selected by double tapping eight. Press see to circle, select and just paint over these faces here. Now you want to make sure that your Onley selecting these faces and not any other face that you want to keep. So we're just going to make a way through with the so called select and then we're gonna have a look around if we select that anything that shouldn't be selected so you can press offset to make sure you only have these faces like that and it's still confined. So just press X and lead the faces now because there were overlapping. We're still have to delete some more faces here, so I'm using the circle. Select one more time and just make sure you're on Lee selecting the faces that you actually want to delete. So this one got selected. But I don't want to delete this. Of course. So shifty. Selected now circle, select one more time. There's a face and also the spaces here. Make sure you've got everything selected. Press X and lead the faces and some more phrases. And then a mental silly menu. Ellie, select them now and these ones. So there we go. Ex later faces. And no, we've just cleaned this up. And if you just check the y axis for the mirror money fire, you can see that it gets merch here and we actually don't need it. Those faces, We just need to re merge these verses here at the side here and also these verses here. So we're going to start with these suppress one on your people to go to Vertex selecting and we want to select this Vertex shifting on this one. This one and this one. So those four vergis is there a clipping through to match here. Now we can use to move to a furnace and just click on here and you want to pull it down. Actually, just like this. There we go. And let's see, You want to have even think this year, the insides of Just make sure you get that and want to, um, pull them apart first. And then just three actuate clipping here and just make it merge one time and make sure every breath thick ver Texas merchant together just like this. All right, so that fixed this problem here. We can't even pull it up a bit more. She was like this. Maybe a bit more toe. I won't even think this year of the insects have just wrote it around and have a look. I'll think of this and then remarks in here are just moved in back up a bit more. Okay, Now, let's fix up the right side here. So we want Let's see this Vertex if you know, this won't end this fall. All right? Now deactivate clipping one more time. Hold these versus back until they move apart and reactivate clubbing and just make the merch Former time And last one there Were you all right? Perfect. Now, one final adjustment here inside, and in order to see what's going on, we're gonna deactivate that. Why access one more time now? Sue in and at this spot here, and you can see we have overlapping Bird sees that we still need to move apart. So just like one more fix here and hit the comic, you're you're not too moment and it's kind of hard to see, but these foresees just select them and we have to use x ray for this Perfect, sir. Shifty dots like this one as well and all sets. And now let's just hit seven to go to top you and just move them back here. Now select this perfect shifting on this one this one and crest G and moved in. And you can press even our to rotate somewhere like this, press itchy and just move it in a bit more and do the same for you. So select this one shifting on this one. This one press are to rotate N g to grab it and bring it in. It was still need to smooth it out, though. Let's see. I'm going to press control one turn into back to you and I want to just like these two press. She moved in a bit. No press. Just like this one press shift announced like this one press. She moved down. It are to rotate in this direction and press G and moving down here. So let's see. Still not those verses for They are looking fine. So let's go back to top. Few by sound, on up it. Let's move these in here now, just like this one. With shift moving in a bit more, it's like this one moved in. That's let this one moving it. You just want to get rid off the bumpiness here. So it's like these two just moving in a bit more. Only select this one within. That's like these two moved in just like so. And you can also select these two just moving, moving minutes, laughing. And there we go. No, let's have a final look here. We just want to make sure that you don't have something that it's still overlapping. And I want to select this Vertex Press seven and just want to grab it and pull it a bit too . Actually, do we know don't, because this is still in place because yeah, just forget it. We don't want to move this, actually, and I just want to move this one. Maybe no, so it's no big deal because it's going to be blocked anyways. But this face here, you can see it's a quad because we have four overseas, but they're kind up kind of messed up. I want a nice, quiet faces, like this year. So before mercies in place. So that makes the square out of it. And that this kind of triangle shaped face here, but because it's at the inside and actually nurse, no, increase our anything. You can leave it like that for this. Guess this is no point of focus at all. And actually, it's looking pretty. Find up was just a bit, um perfection isn't, you know, they kind of want perfect faces everywhere can. But for this spot a things were just fine with this. So let's see. Um, so we've added Ash stoops, did we? But for inside here a thing we have to add two X Lopes esque. Well, actually, so let's see, I wanted locally cage for this, So just click on this icon here, So we actually have, um, already half those passions in place. But you can see, because we merged these, they moved apart Pretty much so. I want to select all of these first and bring back their wife, Meryl. By clicking on this, I can and we have to bring him up to get back into place here. So around here should be fine. Now, just select this birth expressed twice and just slide it down. And also this one just to twice and slide it down. Now they're better space, because this was too far down here. All right? No. All right. We're gonna leave like that. Let's see. Do we need in the Astra been here? No, not really. So let's bring back the subsurface. And at that moment and just have a final look here. Is this looking fun? And we got our actual oops. Or Luke cuts in place. So thank you. Finish it up. So that's press. So national numb pit to go out of local view and press all page to bring everything else back. And there we go. So, congratulations, we finished the whole modelling process. And what final thing, though I want to see, is because we had a thickness to the shoulder piece and also to the chest here, um maybe they will clip to get are anywhere, but it actually looks pretty nice. You can see the same a way around. This is just because we added the thickness. But I'm just noticing because see, for a chest piece, we only added the solidify More money, fire floor, the rim, but not for the inside. And we kind of want the same for short pieces because we don't need these interfaces. We just need the rim all the way around. So because we already apply that we have to go to edit mom and just double tap a to de select everything. Press three to enter face selecting mood, you know, that's just used to Sobel Select select All in the face is here and again. Just make sure that you're not selecting any face that you don't want to to lead here. So take your time to select every face here at the inside, just like this. Now make sure every face in here is also selected. And you can also deactivate the subsurface money fire just to make sure that you see all faces and there we go now press X and just leave faces here. Never still left. Moves the rim. And if you re activate the subsurface money fire, you can see that We just got rid off some faces that you actually never going to see on. Therefore, we just don't need that. Now it's clipping through with the chest piece here, but actually, that's only visible from the inside And hear the the seam looks perfect. So I'm gonna leave it like that if you want. You can just select the shoulder piece and just pull it a bit to the right, but do this and added boats just like everything, and then you would just move it to the right of it. But again, I want to keep it in place because it just looks fine here from the outside. All right, so we're gonna record up. So every modeling, um, process is finished, and we're now going to add materials and lightning. See you in the next part. 18. Final Modeling Tweaks - Extra Chapter: don't get confused here. This is just a quick extra chapter that I recorded after I had the whole course finished because I noticed that I had forgot to show you how to change a setting and blender that we need for rendering. And we also want to get rid of some Burgess sees that we never, ever going to meet. So don't worry about the outline here. These names are changed because we will do this in the upcoming parts. And this recording is with the finished project, actually. So all we have to do is when we added the loop cuts here in order to sharpen up the thickness part. You know, when we added the thickness with the solidify money fire, for example on the chest here I can show you in edit mode and in selecting mode, we added those two Luke cuts here to sharpen up the actually this corner here off just but the second loop cuts of this one at the inside. We don't really need that because it will sharp nothing. Actually, we only need one. Luke cut here, and we did this also for the bottom part off the mask and also the top part here and also the shoulder pieces. So therefore, we have a lot of overseas that we don't really need, and this will slow down the rendering process, and we can easily get rid off them. So let's do this quickly. So again, I selected the chest piece of an edit mode in edge selecting mode, and I want to hold on also clicking here to select the whole inner new cut or actually, and just press X and shoes to delete the absolute. And this will get rid off all of those foresees that we don't need. And you can see this corner is still sharp because we still have this look cut in place. So this is actually the only you can't that we need your help, not the corner here. So let's go through these objects and just did rid off them. So select two shoulder pieces tapped to edit mode. Hold all Canadians like that in a Luca Press X and shoes and troops. All right, and now we can move on to the bottom part off the mask. So just selected and press slash on the number two into local view. Tapped to edit mode. Hold on all clicking here to select this Luke cut and you can scroll on top. And there we didn't, uh, added, Lu cuts Ah, in the first place that we don't have to get rid off for deceased there. But just with this bottom loop here at the inside press X and shoes actual Oops, no press slashing the number one more time to go back tap to object. Notes like the upper part of the mask press slash on your numb pitch and the local view tap to edit mode. And here we added me increases. So therefore, we don't have new cuts to get rid off here. All right, so I just noticed that in edit mode here we have some Vergis is hidden. So let's press old h here to bring them back. And now we can go about your object note with Tamp. Just press slash to go out of local view. And that's actually it's of these word Luke cuts that we don't really need. And it will create unneeded vergis ease. So therefore we just deleted them, and the next part we're going to create the materials for all three model. And later on, when we start rendering, I didn't record how to change the rendering engine in blender. So the default rendering engine this e v. But we will use cycles. So in order to change that, we're going to the rendering tap here and on the render engine. You just want to click here and choose cycles. And now we using the path tracing render engine off blender. And now we want to press control as to save our project. And in the next part, we're going to start creating the materials. Sorry for an interruption. And yeah, see you in the next part. 19. Creating Materials - Single Chapter: All right, here we go. We're going to add materials. Uh, but first, I want to reorganize our collection here. So in blender, we have collections, and that's just like, like, layers and photo shop or something and all our measures for inside one collection here. And we're going to great a new collection when we add some light to our scene so that we don't mix our life set up with the actual the federal level. And we also added some new objects to the scene after re already started renaming some of these, and we just have to maim them as well. So, for example, here the cube, if we selected in the online, you will see and sex we it's actually our chest here, So just double click and just rename this to chest que Got 001 our shoulder pieces. So double click here they were gonna name it shoulders. Now the blueprint. We don't need them anymore because we've finished the whole modelling process. So I'm just selecting the blueprint side here in the outline er and just press X. Well, your mouse is in the view port and press delete, and you can also select the outline here from the front blueprint. And it's still called empty because we replaced it, um, with a new blueprint. And no, just press excess wealth and deleted. So let's move on. So we got to chest the eyes, helmet, mask, talk, and this is the nose piece. Just Nance knows this one is a mask bottom. And let's see, we got a plane. Current will call this Vince. So just for our offense or something like that, So I'm just gonna name this Vince truck, And we also got Vince, uh, bottom here and get the tubes. And yep. So everything is now specified here and our collection, and that's just also stopped playing on the collection. Let's call this star Vader model. Okay, Now, that's press a two times to do so like everything. And now let's finally at some materials here, so I want to start with the helmet. So we're just going to select it here in order to preview our materials. We have to, you know, have, um, some lightning to the scene, but we're just using in hdr image on these are built in with blender to pawn it, and later on. We're gonna use emission objects or objects with emission Shader, then well, then emit light to our seat. But for now, we're just gonna use the HDR image as a quick preview for materials. And we're gonna treat the material to l lacking. And later I'm gonna at the rial lights that we're going to use for our rendering process. Now, if you go up here, um, you can see where right now, we are in Seoul of you and we just modeled in X ray as well. But now we want to click on this which will bring us to look death mood. Now, look, that mode will just use an HDR image in order to like to see. And if you click on this drop down arrow, you can even choose some different lighting setups here. So different HD park images. I'm going to leave the standard image active here and we can now start adding in your material. So we have to help it selected and we want to go to the outline of here in one click on the materials tap here and here you can just create new material, so it seems like there's already one mature, created. If this is empty, just click on the plus sign and then you can just double click and just name it on. We're gonna call this black metal because this will be the default color or black material for our dolphin Avnish. We're gonna have a variation off different metal materials because it's just not painted in one single black tone. So there's actually also a dark gray color which we're going to add for the chest piece here. And of course, of course, we also need a still silver material for two caps and also for the errands her it. So let's yeah, so we remain the material and now we can also press use notes, and this will allow us to use the note system with a blender. In a thing, we just unchecked it actually. But first we want to grow up here and you want Tokyo to shading, and this will bring you to the actual shading, um, set up here and actually we can just collapse thes windows by dragging or just pleading in this corner and just driving it over this window here because we don't need this and we don't also don't need this. So just click in this this It's kind of hard to actually, uh, do it. You have to pull in the corner here and just pull it over the on the window, and then it will collapse this. All right, So we now have our Freedy view part and look death mode and below. Here we have the note editor for our materials. So if you if I go back to the materials, this black material, this black metal material is just 3%. If I this note set up right now, now we can just go to the base color here, for example, and just decrease. Um, you know the tone. And now we have black color. And actually, I'm wondering why we are not seeing a thing. We just have to click on use notes until it's highlighted. Blue here and now this note is actually taking in fact, All right, so with the principle be SDF shader, you're basically able to, um, re present most of the materials you can find in the real world. So there some different sliders, but basically just, um just a couple of sliders are important for example, Metallic, if you want them Teleglobe you but probably drag this up If you want spec along look. And actually speculum is most of time won't be touched at all, But he will change the reference. So if you want to have more shiny nous than just reduce the roughness And if you want to have, you know, just a rougher material with less reflections didn't want to pull us up. So this is where we're going to use in order to create our metal materials. And this is basically pretty simple, actually, because we don't need that much off notes up here. So just with the principled GSDF, we're going to again. Just choose a black color here and you wanna leave too speculative default value for the roughness. You want to decrease it, of course, because we want some reflections here, and we just have to treat this tour and like me, and I will keep this as close as possible to the original reference voters. But you can tweak it to your personal lacking if you want. If you want to go for realism for a really replica off the finer, you probably want to look at some reference photos already that this big off screen And you can do this a swell if you want to figure this out yourself. Um, but I suggest just following along until he got the drill, and then you can try it on your own. So of course we want our material to look like metallic. And in the real world, they're only settings for nonmetallic objects and metallic objects. So you would either use a value of zero fall on metallic orb Lugo form for metallic, and any value in between would be formed. Unrealistic off works. So we're going for realism. So let's turn us out all the way to value of one, and you can see you turns out pitch black there. There's another value called clear coat and you may notice from car pains, and you just want to increase this to one as well. And now we can see our material comes to life. Now we get a nice, reflective, shiny look here and still want to tweet roughness because we want our material to be pretty much reflective and we don't want any roughness at all. Maybe just a slight hint of it so we're not putting this down to zero, but the value of 00.1 should do it for or base black material here. And we will apply this to the mosque and the chest else, the shoulder pieces, and that's pretty much it. So it's just a simple set up here for the principal note, but you can see that we got realistic. Look off the original appearance off the offender, and we don't have to use any further note here just to create this look. And it's especially good for beginners because you don't have to get that advanced with ending a ton of notes here. And we just using this principle note and just by, um, you know, um, adjusting these free values here, some metallic, um, roughness and clear coat were able to get this look, and you would basically never touch most of developments here for any material that you want to Great. It's most of the off the time just metallic and, um, promise and just form a telling. We also using clear coat and later we're gonna use transmission as well, for the island says we want to make them a pure lap glass So next up, we just can apply this material to the other measures. And then we're gonna create additional materials for the stripes here on the shoulder piece and also for the tubes and events here and again for the ice. So to applying the same material to other objects, you just have to select them first. So we want to select, um, the upper part of the mess shifted down the bottom part, shifted down the chest and shifted off the shoulders. And last, we have to select the object that already asked the material appliance or shift. Select the helmet. And now you can go to the material step. And by clicking on this drop down arrow, you can choose copy material to select it. And there we go. No, it's applied to any other mashes as well, and we can do the same for its use. So just select them shifting down. Select the helmet, for example. Because this how were the mosque? Because the mosque has this material as well now. So we can now go back to the drop down and just copy it to the tubes as well. All right, so let's create second material for the stripes off the chest piece, so just click on it to selected and in order to see what's going on, we have to go back to solid view by clicking on this button here. And we can just go to edit moat and we can select faces and just assign a second material to them. So because we have to select these faces serious Oh, you know that the inside here, we have to go back to object, note and just hide the shoulder pieces in order to see them. Now let's get back to the chest and enter a motive. So first, let's create the new material. So we just want to click on the plus sign and click on New, and we're gonna call this, Um, let's say great metal. So now let's select the areas to do. You want this material to apply, and we can just press 32 and to face selecting the old kid down, select the whole stripe on the right side, shift in all the middle stripe here and shifting all this center stripe and also this one, and you have to handle the view bit and sumit because you want to shift, Paul, select this line of faces and shift all this line off faces. Suit. Excuse me. Control. Sent to undo off course. We want this in between here, so just take your time to select correct faces like this. Now let's room to get a bit and we want to select the side faces here as well, and we can easily select them with the circle, selecting to selects it. See, and just paint over these faces. Here. Here we go. Now, just make sure you got every face selected like this. So let's see. Also, do we select these faces now? Because they belong to the extrusion part. And this will still keep the black metal material. So just the center stripe, the middle stripe here and right stripe. Now, if this selection active, we can just go to the material step and just juice the new creative material and click a sign. No, If you go back to look Death Moon, you can see we now have different materials applied to diminish. And if you look closely, you can see that it bleeds into each other. So we have to add Luke cuts in order to straighten out the corners here. So go back to Admiralty and you can delta a to de select. You know, just hit control Art and Luke cut and just pulling out to left. And don't pull it all the way. You just want a bit off march in here and just add another one for the right side, just like this. Left click to confirm now for this piece country are bullets and left here and one last time for the center. Here to control are left leg. Pull it to the right and left. Pick to go. From here we go. No, these colors bleeding into each other. So if you're at the bottom and then no editor, we conceive in your material and we want to give this a great cough. So let's click on the base color field and just decrease the situation here. And we want value here in between somewhere. So don't make it too dark, actually. And of course, this needs to be metallic. So let's turn this up to one, and you can look at some reference photos, and I think it's in some cases a t least in some photos off the operator. This looks like like it's rough, a rough material, and sometimes it's still looking reflective. So we kind of have to figure out what we like here so we can keep it rough. Or we can, you know, turn the roughness down in order to make it more reflective. And I kind of want to turn the roughness down to, Let's say, 0.25 and we gonna leave this, um, material just like that and they're on when we set up the lights, then we can tweet this, um, even further. So for now, we can move on to the other object. So let's select two tubes just two minutes, and you can even just many meisters note editor to see a bit better. And we're going to add a shiny silver medal. Look to the caps off the tubes here. So let's tap to edit mode and press one toe introverted, selecting mood. And again, I'm going back to solid view just to see a bit better here. No double dipping, A. Just to make sure everything is de selected impressed, all set to into X ray. Now you can press Circle selector amusing box like just to select all of these verses at the cap here and now, let's just create a new material. Just like before. Click on New Everyone have called this silver medal and that's it. A sign and tap vector Object much and building to look Beth Mount here. And you can see we now have a new material authorities caps. So let's bring the known editor up here and again. We're gonna use slide gray color. Just a slight right here. Turned him in telling all the way off. We were not using clear coach. And for roughness. We want to bring it down to about 0.15 So this should be pretty reflective and shiny. And I think I want to decrease the roughness. 2.125 actually, let's see. Point. Excuse me. Point want you. You want to leave it for for hunters? So we're gonna put it 2.12 for this. All right? Now we're gonna apply the same material for event pieces. So just like this one, And then we just have to click on this truck down and cheers to civil metal. And there we go. Now we're gonna do the same for this piece. Selected Click on the drop down and she was to civil Mental. And here we go. Next up, we want to select nose piece, and this will get its own new material. So let's click new and we're gonna call this. Let's just call it news on, Just confirm. And we're gonna use Ah, great color here, just like before. And you can You don't have to pick a dark gray color just a lifelong and turn a metallic all the way off. And we're gonna see this rough, though, so this will be not that reflective, but we still want to decrease the roughness. You said let's turn it down to about 0.275 is looking final thing. It will turn it down 2.25 actually, and there we go. All right, so last material re neat. ISS 40 islands is So let's select them and create a new material. You can even click on this button here and there we go. Now we want the base color Teoh to be black here and now we're gonna use the transmission, value her to make it look like glass. Let's turn is up to one, and we just need to decrease the roughness here. Now you can turn the roughness all the way down because it should look like I lenses or or left last especially. And so there would be no roughness at all, but I kind of like it to keep it at a low value here, some just using point to excuse me 0.0.5 and hit Enter. And again When we now set up the lights, we can still tweak Henry material that we want to adjust. Now back an optic note just hit all age to print back to shoulder pieces. We hide them earlier, and you can double tap a to de select. And this is how the mesh looks now with all the material supply and look. Death note. So next up, we're going to create a light set up in order to give to some realistic lightning lighting . 20. Light Setup - Single Chapter: All right, this is it. We're gonna finish it all up by adding in light sources, and we're gonna set up the camera for our final rendering. So we want to go back to our normal default when they were set up. So just click on the layout, tap here to bring us back. So we're still in look deaf moat. And again, this will use an HDR image. Does this build inside blender 2.8 to light up the sea. And again, we can also change the HDR image here, for example, we can use this one, which has some cool reflections here on the mesh person. Cool. Um, light, I think. But again, if you look closely, you can also see the reflections off the HDR image on the mesh. So, for example, here we can see some threes and also the son because the HDR image is wrapped around the whole scene. And it's not Onley using the light information from the image, but also using and the actual visible details on the image to reflect it on the mesh. And I don't want this for all final rendering. So therefore, we're going to use simple objects like planes and circles. Then we're gonna add the material with an emission shader to it, and this will then be used to emit light to the scene. And therefore we will not have these details from HDR images in our mesh. So that's what's just my explanation why we're not using HDR images. Because, of course, we can also go to render view and using HDR image in rendered view, not only in look death mode, so just look, that mode is just built in to give you a quick preview off your materials. And then you can decide if you want to go with emission shade er's or with HDR images for to find rendering. You can even combine them. But again, because of these HDR image reflections that we don't want to have enough on the render were instead using simple objects with emission shakers. So we can just simply go to normal view part shading here and we're gonna add in our 1st 1st emission object. So let's press shift a and you want to add in mesh plane. Now press are to rotate than X and type in 90 and hit enter and then we go. So this plane will be all first light object. We just want to pull it up to front here, and I want to rotate it a bit. But first, let's scale it down on the X axis. So s ex and just make you make it a bit thinner here. Just like that. Now press s Zet and just scale it. So you actually have the whole size off our doll fader, for example, just like this. So you don't have to match it perfectly. Just make it a big bigger on these that access here. And I also want to angle it on the right side here. But first, let's add in another instance off this object so we can use an array modifier from this. So let's go to the money. Fire step had modifier array for the offset. We just want to use a value off point 1.5 hit, enter. And now we can just use discount value in order to give us more instances off this first plane here. And we're gonna use let's say for just like this And now let's go to top you. So it's seven on the lump it. It are to rotate and use minus 30 could enter just like that. Now go to right side view with three on the lump. It and press are 30 hit, Enter press G and just move it out and bit up, just like that. Go back to front. Were you one on the lump it and just bring to derive it. It's just like that. And now we're gonna mirror this across. So we also have these light source on the underside. So again, go to the money. First half at modifier, Miral. Now you can see it mirrors it straight next to it, but we want to mirror it across the center. Point here, actually, so we can use if you're have to explain selected to go to the mirror or to the money. First tap first and look for the mirror, money, fire and on the mirror object. You want to use this color picker and you want to click on the helmet. And now it's using the helmet as an anchor point to mirror the cross. And there we go. Now let's add in the mission material, so go to the material staff. Click on you Let's call this a light front and center and using a base color So actually a white base color so you can leave it like that. But we're not using a principle be SDF so clicking here and choose emission. Now, in order to see it, we have to, um, switch to render view. So we're going to use this, I can hear, and it will bring us to rent of you and that we can see the reflections off the planes in the ice here, and we can also see it's going to start emitting light. But it's just using a value off one for strength. And we want to increase this, of course. So let's try a value off 15 here and there. You can see it will start emitting more light to the scene here, and a thing of value of 15 is actually probably fine for front lights. And we also going to use planes for lighting up the right and the left side. And they were gonna use circles to light up the back side off our mesh. All right, so we can actually stay in rendered view for this. So let's press shift a one more time. And in another mesh plane, we want to go to right side view. So it free on the lump it the press are to rotate Now, this time on the Y axis and again, 90 degrees it enter. Rotate around a bit and just bring it out to the right side. Here, go back to right side view and let's see. We're going to scale it up, though. So s set and just kill it up a bit. Just like that should be fine. Bring it down a bit and let's see. I think we're going to leave it like that. So we're not going to rotate it on an angle here. Just want to bring it back a bit more. Somewhere around here should be fine. Now, we can use this drop down a row here and choose light front to give it the same light material like for these front planes. But we want to use a different strength value for this. So therefore, we have to click on this number here to make this material its own instance. And now we can just rename it to light site and hit enter and again, we're going to use a mirror modifier. So go to the mirror or to the money. First step first and modifier mirror. I would just have to use the mirror object like before. So use this color picker played on the helmet, and there we go. We have to play mirrored across to the left side. Now you're back to front. View some in a bit, and now you can go to the material stop and just increased its dispel you to about 25 for example, and maybe just bring it down to 2025. Spit too much. Now, there we go. All right, Now, let's go in and in the back lines. So I want you rotate the view just to see a bit better, Uh, shift a mash circle and used this menu here. Click on it. We're gonna use ah, 24 verses. Actually, you can go much lower because we're not using this object as a detail for our rendering. We're just gonna use it as a light source. So therefore doesn't have to, um, be that much detailed. Su 25 sexually pretty high. Let's just go with hating. There we go. And for the fill type. We want to choose anyone like that. Now let's press are to rotate X 90 hit, Enter Bring Institute back here, Press seven on the number to go to top, you are to rotate 30 Enter G to crap and bring it to the right here again Give him mirror money. Fire are to the money first tap first and add and money Fire used to call a picker Shoes the helmet as an anchor point and it will near it across. All right, let's go to the material step that's choose either from your site. Doesn't matter because we're going to use this number here to make it its own instance. And we need rename it to light back to enter Ever gonna give us a value of 25. Go back to front view and let's see. All right, so it's looking Not too bad. I just want to bring it in a bit more, just like dads and maybe even bring it up a bit. Go back to right side view it are to rotate, and we're gonna use a value of 30 but used to mind a sign here and there we go All right. So we just need another light source for the top here in order to light up the helmet in this area. So shift a mash and we're gonna use Let's see, we're gonna use a plane first. If it's not matching our expectations, we're gonna use circle for this. But let's just dried with the plane. And now let's just pull it up on those that access here and let's assign emission material to it. For example, the light back and make it its own instance by clicking on this number here, double click here and just rename it to light top and hit Enter for it I'm gonna use of hell, you of 20. No. All right. So I think this should be it for Delights it up. And we can now set up a camera and make some test renders and then been still, tweak some off the light sources 21. Final Render - Single Chapter: So to get a camera, we want to make sure that we are in front off a graphic view just to make sure that camera is looking at the mesh straight on and then just press shift a and add in camera and let me just wrote it and seem out of it. So we want to pull this camera out to the front here just like that and maybe just click on here to get rid off this menu. And there we go there South Camera. Now we're going to use short cut key and blender that will allow us to fly around with the camera in order to save it. Set it up like we want, and you can activate the shortcut key, but just going to edit preferences. And you want to go to key map and just search for view navigation and you want to activate it and just click in here and you will add sure could keep. And I suggest you use shift F and then you can click on this menu I can and just safe the preferences. And then every time you restart blender, you still have access to the shortcut keys all right, Now we want to use to shortcut key, so press shift f And now you can see if you move your mouse and use W A S D. You can just move your view like you want. And Onley thing we need to do is we have to attach this function to the camera. Now we can use left most button to confirm new rotation or right, most button to cancel, and we want to select the camera. Now, if you press zero on the num pit, you will enter the view off the camera. And if you now press shift F, you can now half the camera attached to your movement. So W A S d and the mouse to set up the camera in any way you want. And for now, I just want to set up like this to get a nice cool shot from this angle. And I'm using left most button to confirm this position off camera. All right, So before we're going to start rendering, let me just clean up this new collection here. So we actually rename all off our measures and recreated the doll Fator Mother Collection and now I just want to move these planes and the circle which represent our light sources out near collection. So right, click on the scene collection, choose new and just rename this to light set up like this and hit Enter. And now we can just click on the circle here, which is the backlight. And I'm just gonna rename this back and hit enter and with the mouse over the view port, we can press m and just move it to delight. Set up here. Now let's just select the plane and you can see the front planes get highlighted here. So it's actually the front light source, so let's just call this front it enter and with the most over the view Port Justin M and move it toe lights up plain 0.1 iss the side light source. Just call this side enter and again move it to the light set up. Now we're left with the plane that serious every through which is the top light. Let's just call this top, get enter em to move it to light set up and there we go. Then we just plain this up in the outline er and we can also change the camera or just move it to its own collection. So I want to create a new one, and it's at the bottom here. So that's just just call this camera set up to enter. Now, let's select the camera and just press empty, move it to the camera set up collection. And there we go. No, we've just cleaned this up here in the headliner. All right, so we're gonna do some quick renders with different camera set ups and maybe also with different light set ups. And then we're gonna pick the image that we like the most, and then we're gonna render it out at full resolution. So now we're actually ready to start rendering, and again, we're gonna just use some low resolution renderings to compare them, and then we're gonna use the shot that we like the most and render it out a full resolution . Now, in order to set this up for quick rendering, we're just gonna use the rendering tap your or excuse me, the tab with the resolution values here. And we're gonna use 1000 ADP, but we're gonna cut it down in half by using a value of 54%. That sure, And now we're going to do rendering tablets. Well, we want to make sure that we're using cycles, and we want to make sure that we're using the cheap you because it's faster in the CPU. All right, then, under sampling, if I zoom in here. So the sampling value in the view port said 2 32 and you can see we get a lot of noise here on the hour mesh. Now, the higher the value, the longer the render time, but also the last noise you will get. So for the rendering, we will set this to 256. Now you can even go 2000 and beyond. But I think for the final rendering and already test tested it, a value of 256 should be enough. And it should also be fast for actually rendering at full resolution, depending on the graphics card you're using. So I'm using a 10 80 I, and it doesn't take too too long to render it out. With 200 fifties examples at four K were solution, for example, so just play around with this value and let me just mention that there's something new coming up with the new apple and a version 2.81 Now. This version is only in beta, but it will have a I d noise er and then you can use low values for a sampling and just use of the noise er build inside blender that will get rid off the noise. But again, because it's not a final, stable release yet. I'm not gonna bring in bringing this in in this course yet. So again, we just use a value of 256 for all final rendering. Now, you also want to come down here to the tiled settings and again for high performance graphics card. For example, I'm using a 10 80 I. I'm gonna set this up to 256 by 256 and this will basically increase the size off your tiles that will be used to render out your image. Now, if you have to use a CPU to render because for assembly or GPU is not supported, you want to use a value off 64 but again for high performance graphics card. Ah, like a 10 80. I just increases to about 256 by 256 now. Last but not least, we want to come to film, and we want to activate the transparent check box. And this will make sure that our image will be rendered with a transparent background. Now, one thing I want to mention before we start rendering. If we have to camera still selected, we can come to the camera step. And if you want to get a close up shot, for example, you can just play with the focal length, So just increase it to about 80 or even 100 to get a nice close up shot like this. All right, so for now, I want to reset this to 50 and free. Now press F 12 we can start rendered it out, and you will see these squares here. So these are the tiles that we just set up to be a size about 256 by 256. And of course, because which that the resolution, Um, here to, uh, the half off, 1080 peak. It didn't take that long to render this image out. Okay? It was just something I want to mention, though. So this will be our shot here and we can even see him in. But just because we use the lower solution, it's not that shop, of course. So now we can choose that their friend slot, for example slot too, and come back to the View port Press shift F and just rearranged a camera, for example, left click to confirm like this. And if you now press f 12 it will start rendering and out at the new slot. And now we can start comparing these different camera set ups to, you know, make out all final image and one thing I want to mention, though you can see that we also see our light sources in the rendering. Now we can easily hide them. So come back to the report and select the light sores. So the pack light here go to the objects tap here and you can go to visibility and just deactivate the camera visibility. And this will get rid off these light sources in all final rendering. Now, if you rotated the camera and some other light servers are in your way. Just select them, go to the object, step visibility and deactivate the camera visibility. I'm gonna leave it on for these light sources because I'm only using camera set ups that will look at the Al Fader from the front. And therefore, we just need to a lot to hide the back light sources. And now we can go ahead, press shift f and just rear and she camera to get another rendering and left most button to confirm and just use all the rendering slots available and start comparing your renderings . Pick your favorite one and then we're gonna continue setting up the resolution to beef. Okay? And then we're gonna render all final image now what a what? I also suggest what you could do. You can select light source, for example, Select the front light source, come back to the materials tap, and here you can play with the strength value or even changed a color off the light. So, for example, you want to have a red light emitting the scene just like that, and you can also play with the color off the back glides and again you just have to go back to solid viewed in order to see them And maybe just give this another color, maybe a bluish tone and convicted rendering tap. And just start looking at the scene here. If you are satisfied than just make sure that your cameras set up and just press of 12 to render it out and again, you can use all the slots available. All you have to do is just change it before you start rendering the new image. So now let me just do this one more time. Recent camera, maybe just get a close up shot here and here you can also recently, the camera just increased focal length. Let's say 70 here and just rendered us out to slot to, for example, here. And there we go. And now I'm gonna speed up the video in order to makes him different renderings myself and again. Just do the same. Play around, have fun, fall the settings off the light sources and the camera, and then we're gonna continue setting the resolution to be full cape. All right. No. - All right, so there we go. I friended out six different images. So this was the 1st 1 where we changed, uh, front light to red color and yet and adjust Played with the camera set up and just rearranged it. And here changed the lights back to white. And I just made a close up show. This will. And then I changed the color for a blue tuna. Kind of like this a lot. I think I will keep a blue light for the side. So the right and the left side plane that we use just here in the view part Let me go back here. So these two are just changed them through a dark blue color. And let's go back to the rendering window here. And I also have slots. Six rendered out with us front, close up shot. And I think I will go with this one for my final render. Actually, let me just go back to shut five or slumped five here. Yeah, I think I will go with this camera set up and also with the slight set up. So here are also changed the back light source. So these to be a slight, bluish tone us well, and I think this will be it for my final rendering. So just make your fate word out in this rendering slots here. And if you get your favorite image, you want to come back to deport. And for now, we want to go back to solid view. And actually, I think we're in X ray. Knew? Yes, we are in X ray. So oppressed, all set to go back to Seoul of you, actually, and what we can do before we start rendering it at four K resolution who want to select the mosque, for example, Because here we can still increase the quality off the subsurface money fire for our final render us Well, so let me zoom in here and have a look at the cheek. Now I will go to the modifier step and just search for a subset for money fire. And you can see that the report, um, subdivisions are set to two now, Actually, the rendering subdivisions should be too by default as well. So I think I already, um, tested this out off camera. So this is why mine while set to four here in the rendering, but in the view port, you can just increase it and have a look at your mesh. And I think that level for it looks the best because it's super sharp here and kind of looks really nice with this sharpness. And it's also realistic comparing to the original so we can just leave the view part at Level two but changed a rendering subdivisions to four. And this wouldn't just be used for the render and will not slow down the report because we will keep it low in the view port, but further rendering. We're gonna set it to four. So four subdivisions will be used for a rendering and we can do the same. For example, the helmet. And again, I changed this off camera to three. It should be, too, and you could just play with the the report value and just have a look at this crease here , and I think you will notice a slight difference. So above free, we just have more sharpness and also a bit more smoothness. So that's why I will again reset the view parts of two but keep the rendering to level free . And we can also do the same for the chest armour here and again are so did this off camera , so this should be too. And you can just increase the view poor quality to see how it looks. And I think this will also give us overall more sharpness. So that's why we keep the rendering at level three and reset of you parts of level two. All right, so these are the parts with the most details. So I don't think that it will be necessary to increase the subdivisions for the shoulders or for tubes. So that's why we just increase it for the other part of the mess, the helmet and the chest. And I just go to the output tap and we're going to reset the percentage of our resolution to 100%. Are we gonna multiply these values by to just to get a full K resolution rendering? There we go. Now all the other settings should be already set. So come back to rendering stab. We just want to increase the rendering samples to 256 to get rid off some off the noisy areas and just make sure transparent this checked. And I said, my tells to 256 by 256. All right, and that's it. Now all I want to do for my father render is I want to rearrange the camera. I want to bring it back a bit to get more off our mesh into the frame here, some pressing shift f one more time. I just want to move it down a bit somewhere around here. And I just want to move back to also get some off the chest piece into the frame here. Swell. And I'm just going to your left like to confirm this angle here, Okay? Now, I'm also going to check or pig another slough. And because I closed my blender file, my slots are empty again. Now, if yours are empty too, that's just because you close blender. So you actually have to save these quick renderings if you want. So you have to go to image and then safe s but because this is empty, this is now great out here. But again, these were were just a quick renders. So for the final render, we're gonna safe it off course. So now just press of 12th and this will take a bit longer to render out. Of course, but yeah, I'm going to speed up the video and then we're going to see the final result. It's a dress press F 12 and there we go. Finally, we have our rendering here and ready to be Safed. So all we have to do is to come up here, click on image and save s and just make sure you're gonna save it as a PNG. And of course, you can save it anywhere you want. So I'm just gonna call this render dot PNG and just save the past image. And there you go. So this is it. This will wrap up the whole course and just let me say thank you for making it fruit. And of course, I hope you enjoyed it. I hope you understand everything because sometimes, um, you know, I had my struggles explaining things in English. Um, the thing it was understandable. So begging you leave your feet back, and that's basically it. So that's all I wanted to say. So this will see g i guy see you in the next one