Blender edit mode. How to make anything you desier with edit mode. | Cartony Life | Skillshare

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Blender edit mode. How to make anything you desier with edit mode.

teacher avatar Cartony Life, I'll make you pro at Blender! :)

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro0000 3937

      2:11

    • 2.

      Basics.1 Move, rotate and scale tools

      9:14

    • 3.

      Basics.2 Edit mode tools

      14:58

    • 4.

      Basics.3 modefiers and more edit mode tools

      25:43

    • 5.

      Basics.4 Propotional editing

      10:48

    • 6.

      Refrence images

      2:51

    • 7.

      Foxy's mask part 1

      13:07

    • 8.

      Foxy's mask part 2

      13:53

    • 9.

      Foxy's thorso

      10:29

    • 10.

      Foxy's limbs

      14:14

    • 11.

      Foxy's endo part 1

      19:25

    • 12.

      Foxy's endo part 2

      23:44

    • 13.

      Foxy's ears

      19:44

    • 14.

      Foxy's teeth

      15:40

    • 15.

      Foxy's broken costume

      25:00

    • 16.

      Ending

      0:42

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About This Class

In this class you will learn one of the most important features of the Blender. A feature called the edit mode. If you are a complete beginner in this class i will teach you how use edit mode from the basics and if you have some basics skill i will show you how to take you'r skills to the next level by shoveing you how to make more complicated characters with edit mode.

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Cartony Life

I'll make you pro at Blender! :)

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Level: All Levels

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Transcripts

1. Intro0000 3937: Animation is a beautiful thing. It expresses so many ideas and emotions and can touch the viewer in a way other forms of media can only dream of. However, making the beauty in animation isn't easy. There are a lot of different features and things you need to learn in order to amaze people with your beautiful work. In this class, I will teach you one of those things that one thing is Edit mode. Edit mode is one of the most important features of the b***der, and once you learn how to use it, you will be able to make all sorts of different objects and characters in letter. Now, just to make one thing clear, in this class, I will only be teaching how to use edit mode. I will not be teaching how to read or texture your characters or objects since those topics deserve their own classes, which I'll be making in the near future. Please forgive me if my pronunciation of some words sounds a little weird. English is second language to me. Before we start, just to explain how this class will work, in the first half of this class, I'll be teaching the basics of the edit mode and in the other half, I'll be teaching how to make more complicated characters with edit mode. If you have the basic understanding of the edit mode, you can skip to the part of the class where I'll be teaching how to make complicated characters. But if you have little to no experience in B***der, I recommend you to watch this class from the start. With that being said, let me teach you how to use edit mode. 2. Basics.1 Move, rotate and scale tools: Now in case you have absolutely no experience with the b***der, we will start this class with the basics of the basics. If you never opened a b***der before in your life, this is the first thing you need to know. First, in b***der, you will have three main tools at your disposal. Those tools, Move tool, Rotate tool, and Scale tool. Now, move Tool is this. Press this button here to select the Move tool. In case you can see these arrows, just press this cube and they will appear. Now what will move Tool do exactly? Well, it does exactly what its name says. It will allow you to move this cube or any other object in B***der. How do we actually use move tool? Do you see these arrows? By pressing these arrows, we are going to move this object the direction of this arrow. For example, if we press this green arrow, you can see we can move this cube back. And from if I select this red arrow, we can move this cube left and right. If I select this blue arrow, we can move this cube up and down. Now, what can you actually do if you want to actually move your cube into a two or more directions at the same time? Well, do you see this red plane here right between the blue and green arrow? This red plane will allow you to move this cube at the same time into the direction of the blue and green arrow. If I hold this red plane, as you can see, I can at the same time move this cube up and down and back and from. The same thing applies with the blue arrow. If I select the blue arrow, I can move this cube back and front and left and right, and this green arrow with it. I can move this cube up and down and left and right. Okay. Now, another tool we have at our disposal is the Rotate tool. Rotate tool does exactly what its name says. It will allow you to rotate your object. If I select this red circle, you can see we can rotate this cube from this angle like this. I select this green circle, we can, we can rotate this cube from this angle. I select this blue circle. We can rotate this from angle here. If you want to move your cube from the perspective at which you are looking at it, simply select this white circle. As you can see, we can rotate this cube. The angle from which we are rotating it is determined by our viewport, by the angle from which we are looking at this cube. Now, scale tool will allow you to change the size of this object. It works very similarly to the move tool. Like I said, we have the arrows, but this time, instead of moving the cube around, it will change in its scale from the different angles. We can also use these planes to change the scale from two angles at the same time. Now in case you want to change all the scales of your object at the same time, press As you can see, by doing this, all three scales of this cube are being changed at the same time. We can also do similar thing with the rotate tool, but this time instead of pressing press, you can rotate your cube. And the angle from which you are rotating it is determined by your position, by the way you are looking at the cube. Last but not least, we also have the smooth tool to move this cube on all directions. Press G. As you can see, we can move this cube like this. One more thing in case you. Want to have a bit more detailed, a bit more specific position for your object. You can go here under object. Here we have rotation, rotate, and scale. Now this is pretty much the other way you can use move, rotate and scale tool. For example, if I change location x, you can see that this cube is moving on the X radius. If I rotate this on the Y, you can see that this cube is rotating on the Y radius. If I change the scale on the z, you can see this cube is gaining scale on the z radius. This is just one interesting feature that you can use if you want to have one specific position for your object inflator. Now, how you can actually control the viewport? How can you actually control what are you looking at? Well, to rotate your viewport, press the wheel on your mouse button and move your mouse around. By doing this, as you can see, we can change the angle from which we are looking at this skube. If you want to scale in or out, simply move the mouse swell up and down. If you want to move your viewport altogether, hold shift mouse shell and by moving mouse around, you can see that we are moving the viewport in our b***der. Now this is also a transform tool. Now, I never use this tool, but some of you may found it useful. What this tool does is pretty much, it will allow you to change the location, rotation at the scale of your object at the same time. For example, with the transform, I can change the rotation, the scale and the location of the cube at the same time. Now, I never use this tool, but some of you may found the tube tool if you're going to use it here it is. Now, last basic feature of the b***der that you need to know are these tools here. Now what if you need to look at your object from a specific angle? What if you need to look at your object from straight from above? Or what if you need to look at your object straight the left or the right side? Well, these tools here will allow you to do just that. Let's press this blue button here. As you can see, what this button does is changing our viewpoint in a way that is looking straight up. As you can see when we press this cube, our viewpoint changed the angle. Now we are looking at this cube straight from above. If we press this button here, we'll be looking at this straight from below. If we press this button here, we're looking at this cube from the front. If we press this button, we are looking at this from the left angle. If we press this red button again, we are looking at this from the right angle. This is another basic feature you need to know about the b***der. Okay, with that, we covered the most basic features of the b***der. Now we can move on to the edit mode. 3. Basics.2 Edit mode tools: All right, so let's get started. Let me show you how you can use edit mode to make all sorts of different objects in B***der. First, we will need an object when you open a b***der. B***der will give you this cube by default. It will also give you camera and light. I just delete those. Now. If you deleted your cube, you can simply press Go to Mesh. As you can see, you have all different objects you can add to your b***der. Press Cube here, and you will get cube. By the way, if you don't have as many extra objects and meshes like I have here, what I recommend you doing is to go to Edit Preferences, go to Add Ons, and simply type extra and enable a mesh extra objects that will give you the additional objects and meshes. Okay, now that we have a cube, how can we open edit mode? Well, there are two ways to do that. First, select your cube. You can open edit mode by pressing Modeling here, or you can press Object mode here and press Edit mode, and boom we are in edit mode now. Now, just to quickly explain to you some features, some basic features of edit mode. You see guys, the main thing we can edit in edit mode are the faces, edges, and points of the objects. Some people also call points vertex. Now what exactly are face edges and points? Well, to select faces, press this button here. As you can see. Now we can select faces on this cube. Faces are basically the planes which make this cube. Now edges to enable edges press this pattern here. Edges are basically these lines where two or more faces meet. Points are really simple. Points are two ends of one edge. As you can see, they're here right at the edges of this cube. Points are basically these dots at the edge of this cube. Okay, now one quick demonstration of how you can make all interesting shapes in b***der. With edit mode, you see in edit mode we have at our disposal move rotate and scale tool, just like we have them in object mode. However, unlike in object mode, in edit mode we can move each of these points, edges and faces on these objects individually in order to create all sorts of interesting shapes for this cube or any other object. A quick demonstration, if I select this move tool and select point, you can see that now I can move it around like this. And same thing goes for the edges, for the faces. Okay, now, now that, that's out of the way, let me show you how we can actually turn this cube into a glass. Now, how do we actually do that? Well, first we need to squish down this cube a bit. Now the best way to squish it is to press a. By doing so, we will select all faces and now select the scale tool. Now just slightly squish down this cube till it makes the shape like this. Okay, great, now that we have this shape, let's actually start using some additional tools the edit mode gives us, Let's use this inset phase. Make sure that you have this phase option selected. Now select Inset phase. Now what Inset face will do is it will basically place a phase on a face selected. Now select this top phase of our cube. Now press this yellow circle and move it to the middle. Like this, move your mouse to the middle. As you can see, this inset phase two created an additional phase on top of this phase that we selected. Now we not only have this middle phase, we also have the four additional phases on the edge of our top phase. Let's use another tool, let's use extrude region tool now. Hold shift. And select these four faces at the edge of the top of our cube. Now, hold this yellow arrow and move it up a bit like this. Okay, Now as you can see, we created this B shape that resembles a glass, which is great. This is exactly what we wanted. But as I'm sure you are ready to point out, this has one tiny problem. This cup of glass is really blocking. It should be a tiny bit smoother. How are we actually going to fix this? Well, you see there are two ways we can smooth out this cup of glass. First, let's go back into the object mode. Actually not yet go back into the edit mode. Now let me actually show you one trick you can use to smooth out this cup of glass. You see this loop cut tool if we selected. You can see that whenever we go with our mouse over this cube, you can see that the yellow circles are appearing all over it. Let's see what will happen if we this circle like this. Now let's press it. Now as you can see, what look at it did is it basically made a circle of edges around this line we had. Now let's do the exact same thing on this side as well. All right, now we have additional sets of points and edges on all sides of this object. Now we need to select this extra edges we made. Now to do that, let's select Scale tool. Let's go into the top view. To go into the top view, simply press this arrow right here. Okay, now what we need to do next is we need to enter the x ray mode. To enter the x ray mode, press this button here. As you can see now the walls of our object there see through, we can see through the objects of this cube. Now let's go back into the top view. Actually come to think of it, let's actually select points for this. Now let's select the points on the front, left, right, and the back side of this cup of glass. Now let's simply use this scale tool to move them a bit apart like this. As you can see, now we have this a lot smoother cup of glass, but it's still a tiny bit blocking. Now to make this object even smoother, we can simply add new loop cuts on each of these faces on this object. Then we can simply select those new edges we made and use scale tool to pull them apart. By doing that, we will make this object even smoother. Okay? As you can see, now we have a really smooth cup of glass. Now let's go back into the object mode. Now you see guys in b***der, objects can have either flat or smooth shading. Now objects are by default, going to be set to flat shading whenever you add them to your scene. Now to switch the shading from flat to smooth, press right click and simply select shade Smooth. As you can see, the smoothed out this cup of glass, it's a lot smoother. Now, however, there is one problem with smooth shading. Smooth shading, it doesn't really smooth anything. It only gives you the illusion of smoothness. As I'm sure as you can see, that this cap, despite looking a lot smoother now has it looks like the mesh is breaking at some parts. Now, if we want to actually make this cap look smooth, we need to smooth the edges of this cap even further. How are we going to do that? Well, simple go into the edit mode and simply switch from points to faces. Now select each one of these faces that are at the top of this object. Now, we already used this inset phase tool, but now I want you to use this Bevel tool. We selected this Bevel tool and let's see what will happen when we use it. As you can see, what Bevel tool does is it smooths the edges of any phase you selected. As you can see in these phases, we selected it, added these additional pass around them. As a result, the top of this object is no longer as flat as it was before. Now if you want to make this even smoother, do see this segment number here, by default is set to one. But let's set this segment number to something like a five if we use it. Now you can see that right now, this top of the Cp is a lot smoother. But at the same time it has a lot more edges and faces. You see guys. The number of segments will basically determine how many new faces will be added around the edges of the face you select. The more segments you add, the smoother your object will be. Now considering that adding additional segments made the edges look smoother, you might be tempted to add a lot of segments to make the top of this object smooth as possible. But slow down a bit. There is one thing you need to understand about adding additional points and edges to your object. You see guys, never add more points and faces on your object than you need. You need to be careful that you never add too many faces, points, and edges to your object. Why? Well, you see guys. Each time you add a new edge or point to your object, your PC will need a lot more strength to keep that extra phase loaded. And that can be problematic, because if you add too many faces to your object, your PC might need so much strength in order to keep all those faces loaded that your b***der might begin to lag a lot and it might even crash. If you're not careful, never add more faces on your object than you need to add. Only as much edges and faces as you need. And don't go too high. If you're careful with that, your PC will run the b***der more smoothly. Okay, get it? Okay. We can move on now. This might be a little complicated, but once you get to the hang of b***der of edit mode, this will be a child's play to you. Okay, now that we smooth this top, let's go back quickly into the object mode. As you can see, this top of our cup is a lot. So let's actually smooth out the bottom of this object as well. Select all these faces, smooth it out like this looks better. But now it also wouldn't hurt if we smoothed out these other sides of our object as well. Just don't go too far so that they don't clip with these faces we have here. Okay, we have a pretty decent cup. 4. Basics.3 modefiers and more edit mode tools: Now this is one way you can make a cup in b***der, but this is really complicated way to do this. I mainly showed you how you can make a cup this way to introduce you with all the tools we have in edit mode, But there is another much quicker and simpler way to make a smooth cup in b***der. Let's quickly add a new cube. Okay, now let's go back into the edit mode Now let's squish it a bit. Let's use inset face to other additional faces on top of this cube. Now let's use Extrude Region tool to get the shape like this. Okay, now let me show you one really quick way you can use to get a smooth shape for your object. Now go here under modifiers and here we have a lot of modifiers at our disposal. Modifiers are pretty much going to be your best friends. They're going to drastically speed up the process of making an object in b***der. Now I want to be showing you every single modifier because you won't use every single one of them in edit mode. But the one I want you to use right now is this Subdivision Surface modifier. Click it as you can see what subdivision surface does. It automatically adds extra faces on your mesh and it equally ****** them out, making your object look a lot lot smoother. Now to make this up look even smoother, let's go over this level one and switch it to something like a tree. Okay, like this. Now press right click, shade smooth. As you can see, right now we have this smooth shape for our cup. Now if you're wondering why I show you how to make a cup this way? Well, like I said, I mainly made a cup this way because I wanted to introduce you to all these tools you have at your disposal in mode. One more thing, if you're wondering why are there two numbers here? Well, let me quickly explain to you how Subdivision surface works. You see Subdivision Surface, like I said, it subdivides the faces on your object. And in doing so, it makes your object look a lot lot smoother. And this number levels viewport basically determines how many times your subdivision surface modifier is going to subdivide the mesh of your object. I set this number to three. As a result, this subdivision surface is subdividing this object three times. Basically what viewport and render means. Well, you see guys, whenever you animate something in B***der, you will need to render it. Render and Viewport, there are two different things. Like for example, if I said render to one and Viewport to three. You see in Viewport, this cup looks like this, but if we render it right now, it will look like this. You see because the subdivision in a render is set to one. In the final render, this Cup is going to look like this. If you want in final render, your Cup to look more smooth, simply increase the render to three just like it's set in Viewport. Your cup is going to look like this in the final render, just like it does right now. That makes sense. Okay. Just remember Viewport, how you see a cup right now, Render, how it is going to look in the final render. Okay, now let me actually show you how we can make this up look a tiny bit better. Let's actually get rid of this cup, we won't need it anymore. Let's select this up and go into the edit mode. Okay, let me actually show you how we can make this cup look even better now. First we need to get a different shape for this up. Let's select inset face. Let's select this object here, this face here. Let's use inset face to get a new additional face at the bottom. Now let's use Extrude region tool to extrude this face. Let's extrude it one more time. Now we have a shape like this. Now let's select these faces at the bottom. And let's use the scale tool to make these faces wider. Okay? But this shape doesn't really look all that good. How are we going to fix this? Well, we are going to fix this with low cut. Let's select Look Cut. Okay, now previously when we used Look Cut, we would just cover them around our object. We would click and that would create a new circle of edges around our object. But this time I want you to click and hold. And as you can see now we can move this extra set of edges up and down. Let's move them down here very closely to the bottom of this object. Now let's use scale tool press. Simply scale these edges down like this, okay, till we have the shape like this. Okay, sweet. But now we would actually need to improve this shape a bit, even more. To do that, let's select inset face. Select this face here, make a new face. Okay, great. Now what I want you to do, select the faces around the edge. Move them a tiny bit down. Okay, now we have this interesting shape that is bended inwards, but I think that this shape is a tiny bit too smooth. Let's actually quickly select these faces that are sort of inside this shape at the bottom of the cube. Move them just a tiny bit up. Okay, we have this tiny bit sharper, more smoother shape for the bottom of our cup, but this is still a tiny bit too smooth in my opinion. So to fix that, let's select loop cut. Let's drag one loop cut down like this. One thing about loop cut and subdivision surface that you need to understand is that whenever you create a circle of edges with loop cuts and when you put them really close to other edges, that will result in the mesh becoming really sharp. For example, let's add a set of loop cuts. Let's use loop cut here and move it really closely to this upper edge. As you can see this shape of this cap here. It's not as smooth as it was before. Now it's really, really sharp and flat. This is just something to keep in mind of while you work with edit mode. I actually think this bottom part is still a tiny bit too big. So I'm just going to scale it down, maybe up a bit. Okay, now this looks good. Okay, now let me show you one more really cool feature of the edit mode. Do you see the three buttons here? These three buttons are the mirror tools. Let's enable this X button here. Now let's select this face here. If we move it around, you can see what is happening, is that the left and right side of our object, they're mirroring each other. When we enable this, we are basically telling b***der everything that I do on one side of this object. I also want the exact same thing to be done on the other side of the object as well. Now if we actually use this on a left and right side, you can see that this works nicely. But if we actually try using this back and forth, you can see nothing is changing. Well, nothing is changing. Because right now, the b***der is set up to only mirror faces that are on the x radius. If we switch this from X to Y, you can see that right now, the faces on the Y axis, basically those that are back in front are mirroring each other. This can be really useful, but this feature actually has one problem. One reason why I don't like using it, basically all this allows you to do is to mirror faces are basically moving along, mirroring each other. But this doesn't actually work when you actually create new faces. For example, let's select inset faces. If we add new faces here, you can see that this mirror option didn't create this new face on the other side. Let's undo this with control Z. With control Z, you can undo any of your moves in B***der because this feature only allows you to move faces but not to create new ones. I really don't like using this mirror option we have in edit mode. I more prefer to use mirror option that is offered to us by a new modifier. But in order to use this new modifier first, we need to cut this object in half. To do that, let's select loop Cut. Let's use it to cut this object in half. Now let's enable mirror mode. Select faces. Did I say mirror? I meant to say x ray mode. Now let's select all faces on one half of this object. Press right click, and let's delete them. Okay, by doing this, as you can see, we deleted this one half of our object. Now let's add a new modifier. Let's press Add Modifier. And this time let's add mirror modifier. Okay, what mirror modifier will do? It is basically going to copy one side of your object and it is going to recreate that exact same mesh on the other side of your object. As well as you can see this mirror tool, this mirror modifier right now created this other half for our object. Now if I use Extrude Region tool, you can see that it is not only moving the edges but is also creating new edges as well. That is why I prefer using mirror modifier instead of this mirror tool in edit mode. However, guys, there is another thing you need to understand with mirror modifier and with modifiers in general. You see guys, whenever you apply multiple modifiers on a single object, those modifiers won't be calculated all at the same time. What am I trying to say by this? They're going to be calculated one by one. The order in which they're going to be calculated is top to the bottom. Subdivision surface is being calculated first, followed by mirror modifier. Now you might be thinking, what does the order in which the modifiers are being calculated really matter? Well, yeah, actually it matters a lot because depending on which order these modifiers are set, you're going to have different results. You see guys whenever you use mirror mode fire. I usually think that it is best to keep mirror modifier first. That way it's going to work most efficiently Whenever you actually try to use mirror modifier secondly, or third or last, or anywhere else. You may run the risk of running a few issues like left and right side of your object, not merging correctly or something like that. To avoid those issues, I recommend you that you always keep mirror modifiers first. How do we actually place mirror modifier to the top? Well, to do that, simply hold this thing here and pull mirror modifier up. Okay? As you can see, this works really, really well. Now also, in case your mirror modifier doesn't work correctly, well, you see on this mirror option, we can set up whether or not we want this to work on X, Y, or Z X's. We pretty much need to set up the exact same thing on the mirror modifier as well. For example, if I cut this object with loop cut from this angle. And then if I just delete this half of the object, you can see mirror modifier is not mirroring or recreating this half Y because this is the half that goes on the Y axis. And mirror modifier is set to only copy to mirror the half that is on the X axis. If we enable Y axis, you can see that now mirror modifier is copying this on the Y axis as well. Okay, now it's actually select all faces of this subject by pressing A. Now let's move these faces on the x. X is a little to separate the left and the right half of this object. Now I did this on purpose, but while you work in edit mode, you may accidentally separate the left and the right half of your object. In case you accidentally separated the left and the right half of your object, how can you correctly put them back together? Now you may think that you can just move these pieces back into their place with move tool. Yes, you can do that, but there are a few things that might help you to do that a little bit better. Let me show you what those things are. If we move these faces back to the middle, you can see that they are once again being put back together. But now we actually have a different problem. As you can see, when we actually move these faces, you can see that our faces are clipping through each other. They're no longer merging together as well as they did before. How can we actually fix this? Well, this is one way to do that. Let's actually keep faces very closely to each other. Here at Mirror Modifier, we actually have a few additional settings now. First, we have this merge. If we have merge enabled, and merge is enabled by default, the left and the right side of your object, they're going to merge together once they're close enough to each other. How close do they need to be in order to merge together is the term by this number here. If I actually increase this number 2.1 you can see how these left and right side are now really nicely merged together. Because right now, they don't really need to be as close as they were before in order for them to merge. But as soon as I pull them apart, you can see that they are once again separated. If I set this merge to 1 meter to two, you can see that right now they're merged together one more time. Because right now they're going to merge together once they're within the 2 meters of distance from each other. Understand if they are 2 meters or closer, they're going to merge. Let's actually switch this to 0.001 like it is at a default. Let me actually show you one method of merging the left and right side that is, in my opinion, more effective than merging. Let's enable clipping. This is basically what clipping will do, okay, Pull them close to each other and once you see once the left and the right side of your object are touching, they're going to fuse together. Right now, no matter how much I pull them apart, they're not going to separate. They're stuck together. If I disable clipping, you can see that once again I can separate them, but as long as the clipping is enable, as long as they're touching, they're not going to be pulled apart from each other. Yeah, that is one really useful tool you can use in b***der. Okay, now that we explained and covered mirror modifier, let me actually show you a few more interesting features you can use in edit mode. Now we're going to cover this Spin option here. Now let's actually quickly set up the stage for the Spin option now. First let's select this face here, like this. Now let's use inset face option. Let's create a new phase. Okay? Somewhat like this. Okay, Sweet. Now let's actually select this spin tool. Now what will this spin tool actually do? Well, you see this spin tool gave us this circular thing. If you look here, we have this x, y, and z radius. Let's actually set this to y radius. Now let me actually show you what this tool will do if we move this thing. You can see that the b***der is creating this spiral shape that is going around the angle of this yellow thing. Once we created it, we can edit the shape of it a bit. We have these arrows which we can use to move it on the x radius or on the y radius. And we can also rotate this tool, these extra faces like this. Okay, But one more thing you need to understand. Let's actually create a new shape. Do you see actually the edges here? Do you think the number of these edges is being randomly selected? Now, do you see this step number, step number is selected to 12. If you count these edges, you will see that there are 12 edges on this shape here. If I undo this with control Z and set this to something like a five, you can see now we have only five edges on this shape here. Yeah, that is just one thing you need to keep in mind. Make sure the number of steps isn't too high so your b***der is running more smoothly. But now another really important thing you need to understand about the spin tool. You see the spin tool, if you use it, you can make an entire circle. But you see where is the center of that circle? Well, the center of that circle is where the cursor is. The cursor is this red white circle in the middle of the scene, in case you didn't know this, wherever your cursor is present, that is where new objects are going to appear once you add them. If I select this object going to the edit mode, you can see that now the center of this circle is here, where this cursor is. In order for us to more effectively use this spin tool, we need to constantly have control over where cursor is. How can we set up where we are going to place the cursor? Well, you see that's really simple. All you need to do, select the face where you want your cursor to appear. Shift and select cursor to selected. As you can see, now your cursor has appeared here at the center of this face. As you can see, now we have shape like this. Now we have more control over how this circle, this spin is going to look like. With Spin tool, you can create interesting shapes for your object and have this to handle looking thing here. Okay. Now if you can make something like this, then I would say that you already have the basics of edit mode pretty figured out, but there are actually few more features of the edit mode that I think are really useful, but they are going to be a little tricky to explain on this subject here. We are going to make a new object on that object. I'm going to explain to you the new features of the edit mode. 5. Basics.4 Propotional editing: Those new features that I want to show you are called proportional editing. Now ideally for proportional editing we will need a cube like this. Now just select scale tool, let's make this cube a tiny bit wider and longer. Okay, like this. Now going to the edit mode. And what you need to do next is we need to add some additional points and paces to this cube. Now to do that, select all phases by pressing A. Now press right click and subdivide. As you can see, by choosing subdivide, we are adding extra points and paces to this subject. Whenever you choose to subdivide something, you will have this subdivide box here. Click it, and that will open the additional settings. Now this number of cuts is by default set to one. It is going to determine how many new points and pass you are going. If we increase this to ten, you can see that now we have a lot more new faces. If we increase this to 100, you can see how much more faces we have. Okay, this is going to work just fine. Now what actually proportional editing is. Well, to enable proportional editing, let's press this button here. Now, press one phase at your object. It doesn't matter which phase it is, it can be any phase. Now press to move that pace around and now move mouse well up and down to increase this effect. As you can see, what proportional editing will do is it will move the faces that are around the faces that you selected. That will allow you to create the smoother shapes like heels. Now, not all shapes that you're going to get with proportional editing need to look like this. If we press this pattern, we have a lot of different settings that are going to determine how differently our shape with proportional editing to look. By default this is set to smooth and you saw how that is going to look. Now switch this sphere. Now we have this more rounder spherical shape for the loop cut. If we switch this to sharp, you can see we have a lot sharper shape. If we switch to constant, we have this chunk of object that is sticking out. We also have this random option here is going to move the faces around your object randomly. Now this random option is really useful if you want to make spiky shape or something that looks like a mountain, But as you can see, this looks pretty broken. To smooth this out, we can add subdivision surface modifier, increase its strength a bit. As you can see, by doing this, we are making these shapes. We made a lot, lot smoother. Okay. Now this is one thing you can do with proportional editing. But let me actually show you one other feature of proportional editing that is also pretty useful. Now let's delete this object. Now let's add a cube. Go into the edit mode. Add loop, cut here and here, select these two faces. Oops, let's disable proportional editing. Move them out. Select the points, Move them out, Select these points, Move them out. And select these points. Move them out as well. Now let's extrude Region tool. Let's select these faces on our object, and let's extrude them to create a shape like this. Now select each one of these faces at the top and pull them up like this. Now what you need to do next, let's select loop cut. We will need to add ten loop cuts on each of these shapes we made. Now we could place each of these loop cuts one by one. But one quicker way to do this, if we switch this number of cuts 1-10 as you can see by doing so, this look cut will automatically add ten circles of edges on our objects instead of one. Now let's enable proportional editing, and let's switch this back to smooth. Now let's select this phase. Now express to move it. As you can see, proportional editing is once again moving these shapes in a particular way. But as you can see, pretty much all phases on this object are being affected. But what if you want only the faces that are connected to the pace you selected to be affected by proportional editing. Well, to do that, simply enable connected only if we move this. Now you can see that only faces that are connected to the pace we selected are being affected by the proportional editing. Now proportional editing works with more than just move to, you can scale this down and as you can see it's making this really spiky shape with this object. So yeah, proportional editing is really useful tool that works with both move rotate and scale tool. But now let me actually show you one more feature of the edit mode that is really important to understand. Let's select these face, these four faces. What if you want all four of these faces to be really sharp like spikes? Well, you could press S and scale them down. But as you can see, if we do that, all these faces are tilting toward the middle. Why is that? Well, you see, let's press this button here. By default, this is set to median point. Now, what exactly does the median point mean? Well, you see guys, whenever you selected multiple faces in mode, B***der will calculate where is the middle point between all those faces you selected. And it's going to count all those ****** as one object. That is why when we press S to scale these faces down, they're being moved toward the middle. Because right now, B***der is seeing them as single object. But that is not what we want. We want these shapes to be really sticky, but at the same time we want them to keep the position. They already have to change that. Let's switch this from median point to individual origins. If we press S to scale this down now. Now as you can see, the faces are being scaled down, but at the same time they're remaining where they were before. Well, you see guys by switching this from median point to individual origins. B***der is basically now seeing each one of these face as their own independent objects and it's treating them as if only one of them was selected at the time you get it. Basically all of these faces are being treated independently, okay? Now, all these ****** are looking straight up, But what if you actually want them to have a more interesting shape? Let's select rotate tool. If we rotate this, you can see that these faces now have this spiral shape. This actually looks funny. Let's actually add subdivision surface to give these shapes a bit more smoother shape. But now what if you want these faces to spin around each other? Well, to do that, let's switch this back to media Point. So that way B***der will once again understand all these faces as one object. Now if we use Rotate tool, you can see that these faces are spinning around each other like this. We can use this to make a lot of interesting shapes like this. Now if you want to, once you get the shape that you are happy with, you can press S tool to make all these faces moved toward the middle to get the shape like this. Okay? This is the proportional editing. You have been able to figure out proportional editing and if you know how to use it, then you are ready to move on to the more complicated shapes and to make more complicated characters in edit mode with b***d. 6. Refrence images: Now that we've covered the basics, we can move on to the more complicated lessons. In the rest of this class, I'll be teaching how to make a character with it mode. The character we are going to make is withered foxy from five nights at predio. Now just before we start making this character, I need to introduce you to one important step in making an object or a character, a step called reference image. We will use reference images as a blueprint that will guide us while we make foxing. Without the reference image, it's really difficult to make a good looking character. That same character probably won't look all that well in the end, when you want to make a character first, you need to get a reference image. If you're planning to make a character from the imagination, I still recommend to do a little research with a reference images so that you have a better idea of how your character is supposed to look like. For example, if you're planning to make a character that is a troll, I recommend you to just Google the troll, and then to just look at the different images of trolls. Doing so will give you a better idea of how creature like a troll is supposed to look like. If you're planning to make a ghost, just Google ghost to get an idea of how ghost should look like. Now don't misunderstood what I'm trying to tell you. Googling reference images doesn't mean copying someone else's design. If you want to make a ghost and on some reference image you see that a ghost has some chains, adding chains to your own ghost is okay. But if you're just making your ghost look exactly the same as the one on the reference image, that is plagiarizing and that is not okay. Now, to add a reference image to b***der is really simple. First, find the image that you like and download it. Then, while you're in b***der, open the folder in which your reference image is. Hold it, and drag it into your scene in B***der. And by doing so, you will add a reference image to a b***der. Just make sure that your image is saved in a format that b***der can recognize. With that being said, let me show you how to make a character with edit mode. 7. Foxy's mask part 1: Now, making a character like Fox might seem a little intimidating. But don't worry. Just take it nice and slowly, and you'll figure it out. I'll be showing you everything you need to do step by step. Now, the most difficult part about Fox will be making his head. Everything else will be really easy. Let's get started. First, we need to make sure that Fox's head is in same line with three de cursor. Let's move this image down until Fox's head is in line with Pred cursor. Now, another problem this image has is that Fox's head is a tiny bit tilted to the side when you use reference image. Ideally, your character should be looking up straight without tilt his head neither to the left nor to the right. We are just going to quickly rotate Fox's head that way it is looking up straight. Maybe rotate this a tiny bit more. Okay, great. Now let's add a cube. Let's scale it down with, now let's go into the edit mode now. First, we will need to cut this cube in half. We will do that with loop cut. Cut this cube in half. Now let's delete this one half of the cube. Now let's bring back that other half with mirror modifier. And let's also enable clipping on mirror modifier. Okay, Now first what we need to do is we need to create the shape that more or less matches the outline of Fox's head. To do that, let's also add subdivision surface modifier. Let's crank it up to three. Okay, great. Now let's open the x ray mode, and let's move these points around so that they're more or less matching this reference image. Now we will need to add a few additional look cuts to create a better shape. Let's place a new look cut somewhere around here. Now let's move them around. Let's move these old points as well. That way they are matching this reference image. Okay, like this. Let's actually add a few loop cuts around here, and let's move them around like this. Now let's actually select this face at the side of Fox's head. Now let's use Extrude Region tool to pull this new face alphabet. Let's scale this face down with S. Let's place this shape, let's move the points around that way. This mesh is matching the shape Fox's head. Okay, Nice and steady, like this. Okay, great. Now that we have this shape that more or less matches the shape of fox's head, we need to take care of the fox's job. But before we actually do that, Fox's head is actually a mask at the bottom of this object, we need to make an opening that is going to be for the Fox's endoskeleton. To do that, let's select these two faces at the bottom. Now, press right click, and just select the lead faces. Now we have this nice opening for the Fox's head. Okay. Now, I said that we are going to take care of the Fox's job, let's actually do that now. Making the job will be relatively easy. Simply use Extrude Region tool, select this face and pull it out like this. Okay? Actually come to think of it, I think I made one tiny mistake. Yeah, I rushed a bit with Extrude region. Let's press control Z to undo what we just did. To control Z is basically going to undo your latest moving b***der. Before we actually start extruding, let's actually re arrange these ****** so that they're more suitable for the Fox job. To do that, let's actually enable x ray mode. Now what we need to do is this select loop cut. And let's start a loop cut around here, where Fox's jaw starts around here. And let's start a new look cut somewhere around here, around the middle of the Fox's job. Now let's start a third look, cut around here. And place it somewhere around here, where the Fox's jab is reaching its middle. Okay, Now that we rearrange these ******, what we need to do is following. Let's select these ******. Let's select these three faces we made for the jaw. Now select Extrude Region Tool. Now we can pull these faces out. Okay, now this looks a lot better and more suitable for the fox's upper jaw. Let's just delete these two faces at the bottom, like this, okay? Now we need to improve the general shape of the fox's job, especially near the fox's nose. However, that is going to be a little tricky, you see guys. It will be really difficult for us to see what we are doing when we are re arranging these faces around the jaw, even with the x ray turned on. Simply because there is so much mesh in the way, what we are going to do is we are going to hide some of this mesh. Let's select all these ****** that are on the back of the fox head. Now let's press H to hide them by pressing H. We didn't delete anything. We only hit these faces. If we press old H, you can see that these faces are back. We only hit them, which is great, because now that we hit these faces, it's going to be a lot easier to see what we are doing with the Fox job. But come to think of it, I think that we will need to actually hide all faces, except the ones for the job. Let's just select them. Press H to hide them. Okay? Okay. Now that only our jaw is visible, now we can nicely re arrange it so that it's nicely matching the fox reference image. Let's enable the x ray mode, and let's start moving these points around so that they are better matching the reference image of like this. Okay, let's maybe move this down as well. Okay? Okay. Okay. Okay, Maybe move this point tiny bit down. Okay? Like this. Let's press salt H to see how this looks, Okay? This doesn't look that bad, but we will need to move these two points down. And this points at the bottom. A tiny bit up like this. Okay, Now we have a new problem. If you look at the bottom of this mess, you will notice that this object is paper. We need to give this object some thickness. How are we going to do that? Well, we are going to use a new modifier. We will use Solidify Modifier. Go under Modifiers, press side New modifier and select Solidify Modifier. Okay, now solidify Modifier is at the bottom. What solidify modifier does is it will basically give your object a little thickness. Let's increase offset to one. If we move this thickness setting around, you can see that this mask is gaining a little thickness. And now guys, remember when I told you that the order in which you set up your modifiers is really important. Well, this is a good example to demonstrate that you see, like I said, modifiers when you have multiple modifiers on one object. They're not being calculated all at the same time. They're being calculated one by one. And the order in which they're being calculated, this top to the bottom mirror modifier is creating this other half of this mask. First subdivision surface is then subdividing. It Only then is solidify modifier, adding thickness to this object. But let's see what will happen if we move solidify modifier last. To do that, call this area and drag solidify modifier down. Can you see this mask still has thickness, but now this thickness is a lot smoother. Well you see this is because now when mirror modifier creates this other half solidify modifier is then giving this mass a little thickness and then subdivision surface is subdividing everything including this thickness that was added with solidify modifier. Okay, just keep this in mind and this is a good example how changing the order of modifiers can give you a lot of different results. 8. Foxy's mask part 2: Okay, now that we have this jaw more or less finished, let's actually take, actually there is still one detail around the jaw that we need to take care of. If you look at this reference image, you will know that there is this sort of line around this area where the jaw is merging with the face. How are we going to create that line? Well, that is really simple. First, let's enable x ray mode, and now let's select loop cut. Let's use loop cut on this jaw and drag it really closely to this face. As you can see as we did this, now we have this line in this area where the jaw is merging with the face. Now let's actually improve this shape a little bit. Let's select these four points around the top of the Ja. Let's pull them up a bit like this. Now, to improve this even better, let's select these two points and move them down. Okay? Okay. Now that we more or less took care of the fox's jump, let's actually give fox si. But first we will once again need to hide the back of the fox's head. But right now, all these modifiers we added, they're actually making it difficult to see what we're doing. To fix that, we will temporarily disable solidify modifier. Now to disable solidify modifier, simply press this edit mode button here. And that is going to hide the effect of solidify modifier while we're in edit mode. Now that we took care of that, let's select all faces on the back of the Fox's head, and let's press H to hide them. Okay? Now what we need to do next is we need to create a new shape for the fox's eyes. To do that, let's actually select these two faces around fox eyes. Now let's use Inset faces tool to reshape them, to recreate them, to add these new faces in the middle. Now with these two new faces selected, press right click, and delete them. Okay, now we have this opening for the Fox's eyes. But this opening, as you can see, doesn't match the fox's eyes in the reference image at all. To fix that, let's just select these points that are around fox eyes like this. Move them tiny bit around until they are matching fox shape for the fox's eyes. Okay. Something like this. Yeah, something like this will work. Okay. Now, let's press a H to bring back these faces that we selected. Okay? Now, Fox's head, for now looks good, but it still has a few problems. Fox's head is a tiny bit too flat. We need to bend it a bit. To do that, let's actually select these faces on the back of the Fox's head, and let's pull them out a bit. Now, select the faces at the middle of the back of the fox's head. Move them back. Okay? Okay. This looks good. Now, we also need to, and the front side of the Fox's head as well. Let's actually disable subdivision surface as well. Just to have a clearer view of what we are doing, let's select these faces in the, that are in front of the fox's head, and let's pull them forward. Okay? Now, come to think of it, let's select these edges, and pull them back as well, these edges at the corner of the fox's head. Okay, this looks better, but there is still room for some improvement. Now, first, I think that we should improve the top of the Fox's head a bit. Now, some areas on Fox's head are a tiny bit too wide. Let's select this face right at the middle of Fox's head. And scale it down on the y axis like this. Okay? Now, let's select this face here. Scale it down on the Y axis as well. Okay? Maybe move this edge a tiny bit away from the middle. Okay, This looks better. Now, what we need to do next, let's also move the points around Fox. Move them around just a tiny bit, that way. This looks good. Let's move some of these faces around the eyes back. Okay? Okay. Okay. Okay. This will pass. Now. Let's actually once again hide these faces on the back of the fox's head. The eyes still match with the reference image. Actually, they do. They are a bit too small. We will rearrange these points around the eyes a bit, make sure that they're matching the shape for the foxes eyes on the reference image, okay? Okay. This looks really good. Now, what we need to do next, let's actually move a tiny bit back as well. Move this point here, back a tiny bit as well. Now we need to make an opening for the fox's ears. Now, Fox's should come out somewhere here, somewhere in the middle between these two faces. Let's select those faces inset phase tool to create a new phase here. Let's delete these two phases. Okay? Now we have the opening for the fox ears, okay? Now that we have this opening, just move its points around until we get an opening for the ears that is a tiny bit smaller and more rounder. Okay, this is more or less the decent shape for the fox's mask. Let's actually lower the thickness a tiny bit. Maybe let's make the inside of the fox's mask thicker. Now, right click, smooth shading, we have a decent mask for the fox's head. The last touch, let's go back into the edit mode. Let's make this jaw a tiny bit smoother by moving the faces in and back a bit. Okay, now that we smoothed out this shape, we can move on to the next part of the fox. Just so you know, head is the most difficult part. If you can make head, everything else will be a lot easier. Okay. We will now take care of Fox's lower job. Let's actually quickly take care of that first, add new object, but this time, instead of adding a cube, let's add a plane. Okay, move it down here. Now press to scale this plane down a bit. Okay, now go into the edit mode. Let's cut this plane in half like this. Let's bring this other half back with mirror modifier, and let's enable clicking. Okay. Now let's also add Subdivision Surface. Crank this up to now. We need to create the shape with this plane that is going to nicely match the Fox's job. Let's pull these two points in front. Move these points around. Okay. Move the points tiny bit to the back. Okay? Now let's also add loop, cut around here. Move points around, okay. Okay. Now select this middle point, pull it down a bit. Okay, like this. Let's actually now go into the object mode. Let's rotate this plane so that Fox's jaw is opened. Now let's go back into the edit mode. Let's reshape the points around until they are nicely matching this shape for the reference image. Maybe let's add one look cut around here. Let's move this plane around. Okay, like this. Now what we need to do next, let's solidify modifier. Let's set up the thickness of this job and make sure to place subdivision surface last. Okay. Now we will need to extrude some of these points. Let's select all the points that are around the edges of the John press to extrude, right click to snap them back into a place. Now move them up on the Z axis like this, okay? Okay, now these ****** are clipping a bit here on the back. Let's select these points, move them down. Okay, this will work nicely as the job, okay? 9. Foxy's thorso: Okay, now the next piece we need to take care of is the torso. But right now the reference image is set up in a way that the torso is bended. Let's rotate torso into the straight up position. Okay, how are we going to make the torso for Fox? It's really simple. Let's add a new cube. Move it down, press to scale it down like this. It's really simple. Now let's go into the edit mode. Let's cut this cube in half. Now let's just add mirror modifier, enable clipping, and let's also add subdivision surface. Okay, now let's nicely recreate this shape for the torso. Enable the x ray mode, select all these points at the bottom and pull them down. Okay, now let's move these points. Let's actually start adding a few additional points and loop cuts to give the torso a bit better shape. Let's add a loop cut around here. Let's move these points around a bit, that way they're matching the shape for the F. Let's add a loop cut here. Move these points around as well. Okay? Okay. Now, what we need to do next, we need to make an opening for the Fox's endoskeleton. So, to do that, let's select this space at the bottom and delete it. Now let's select this face here, at the upper corner, on the edge deleted. Okay, Now what we need to do next, Let's select Look. Cut open the x ray mode. Let's add a look cut somewhere around here. Let's delete this face in the middle, on the top of the Fox store. Okay, Now that we made the openings for Fox Neck shoulders and the wait, now we need to rearrange them that way they are matching the reference image, because as you can see right now, they're not matching it. To take care of that, let's add a loop cut. And let's add a loop cut around here where the shoulders are. With extra mode enabled, let's select these two points around the shoulders and pull them back. Oops, I forgot. We also need to do a loop cut here at the front of the Fox store. Now select these two points, and move them back. Okay, Like this. Okay? Now they are nicely matching the Fox shoulders. Now we need to do the same thing around the neck. Select these two points in the middle, and move them back. Let's keep moving points. Okay, this will work. Let's just quickly, let's add a new loop cut around here, around the waist. Let's select these two points around the edge and move them a bit closer to the middle to give Fox slim waist, Okay? Now, form is nearly finished, but there are still two things we need to take care of first, Fox torso is a tiny bit too flat. Let's select these faces on the back around the middle. These faces in front around the middle as well. Let's select scale tool and use it to pull these faces out a bit like this. Okay, great. Now there is one last thing we need to take care of around the torso. If you look carefully, you'll notice that Fox has this. Shape around his belly, that sort is being pointed outwards. To recreate that shape, let's select these faces here around Fox's belly, around Fox's chest. Now, select in set faces and use it to create new faces here in the Fox's chest. But now we have one tiny problem. We should use extrude region two to make that shape that sticks out. But as you can see, if we do this right now, we have this unnatural looking shape. To fix that, let's also select these faces around the middle, and at the bottom of the fox's chest. Now extrude these faces. Maybe this is sticking out a bit too much. Let's pull it a tiny bit closer to the fox's chest. So now we need to give these extra faces, we made a little more better shape shape that matches this reference image. To do that, we will need to hide everything except these new faces we made. How are we going to do that? You may think that we can just select all faces and presage to hide them. Yeah, we can actually do that, but there is another much quicker way to solve this problem. Let's disable quickly subdivision surface for the moment. Now we already have all faces that are in front selected. But let's also select these faces around the edges where the belly faces and the torso meet. Okay, like this. Now that we have all these faces selected, press Select Option and select inward. As you can see now, all other faces are selected. If we just press he, now everything is hidden except the faces we want, which is great. Now that we only have these faces for the belly, what we can do is simple, open the x ray mode. Let's pull the face until they are matching this shape on Fox reference image like this. Okay, Let's press old to bring all these other faces back. Let's actually bring back subdivision surface. This actually looks pretty good. Now I think that we should still make this torso more smoother. To do that, go into the front view, enable x ray mode. Now select all these points around the middle and use scale tool to pull them apart. Okay, like this. Now let's select all faces next to it in the front view. Now move them around with move tool, let's move these points next to it as well. Who looks like I missed one point here? Move it a bit forward. Okay, this is looking really, really good. Now let's only select these points here. Move them back, these points around the neck. Okay? Pull this up a bit. Okay? This is great. Now that this has been taken care of, what we can do following is we can start taking care of the fox's limbs. 10. Foxy's limbs: Limps are going to be really easy to make. Let's simply add a cube. Scale it down, move it around here. Now go into the edit mode. Now let's enable subdivision surface. We won't need meter modifier not yet. Anyway, let's simply use the x ray mode. Let's move these points around until they are matching this reference image. Now let's just add a loop cut here in the middle. Scale it up with. Now let's disable mirror modifier. What we need to do now. This face in this press right click. Let's delete these faces. Okay, this looks pretty good. A tiny bit too wide. Let's press, say, to select all faces. Now let's use scale to make this not so wide and a bit more circular. Okay, now that this has been taken care of, let's give this smooth shading in object mode. Now let's add solidify modifier to give this object a little thickness. Let's actually move solidify modifier to the top. This. Now what we need to do next, let's scale this maybe a tiny bit up on the x radius, okay? Now, how are we going to get this new custom plate on the other side of Fox's body? Now, you may think that we are going to duplicate this object and place it on the other side, but there is actually a much quicker and more accurate way to do this. Mirror modifier has one more feature. Let's add mirror modifier when we are using this feature. It's okay if mirror modifier is at the bottom. Now, do you see this mirror object? Press the cycle here. Now select the fox torso. Now, as you can see, what mirror modifier did is pretty much created the copy this plate and place it on the other side of Fox's body. This is another really useful feature of the mirror modifier. In this case, it's OK if mirror modifier is at the bottom. Okay, now let's just quickly press shift to duplicate this object. Now let's place this object in a position where it should be according to this reference image. Now what we need to do next? We need to actually make a new object object for the fox hook. This position of arms is a little awkward. Let's actually fix this. Let's select this object. This first plan for the arms. Press shift test and select cursor to selected. To move three de cursor here. Now select this other object, press shift test and select selection to cursor to move the object to the position of a three de cursor. Now let's move this object away. Let's rotate this a bit. Okay, Like this. Okay. Okay, this is better for Fox arms. Now let's quickly create Fox's hook. Let's add a cube. Scale it down a bit, move it around here. Now, going to the edit mode, let's add subdivision, Crank subdivision surface up to three. Let's move the points of this hook around until it's nicely matching this shape shape for the hook. Okay, now let's add three loop cuts in this subject to make this features more sharper. Now let's select inst face, add a new face at the top. Let's extrude this face like this. Okay, Now let's add three additional loop cuts here as well, to make this a bit more sharper. This is going to be a good place to use this spin tool, But before we actually do that, let's extrude this space one more time. Now let's add a new cube. Scale it down. Let's place this cube around here, around the middle of the fox hook. Now shift cursor to selected. Now we can delete this cube. Now select this object we made for the hook. Go into the edit mode. Let's actually change the points of this up so that it goes into the direction of this hook. Remember the reason why we needed to place three Dec cursor here is because whenever you use spin tool, spin tool is going to use the position of three de cursor as the center of your spin. Now let's switch the spin from Z to y radius. Now with the three de cursor at the center of the hook, this tool is going to make a shape that nicely goes around this hook. Now of course, we will still need to make some small adjustments, but more or less this is going to be real easy. Now let's switch these two points, enable the x ray mode. Now very simply, let's place each of these points into the position of the reference image. After that, we will have a pretty decent hook. Okay? Okay, now that we have this pretty decent shape for the hook, let's give it some smooth shading. Now we only need to make this hook appear more sharper. So to do that, enable edit mode. Select this face and now enable proportional editing. Make sure connected only is enabled. Now process to scale it down. Actually select this scale tool. Let's scale this down on the y radius. As you can see, by moving the mouse wheel up and down, we are affecting the other edges as well. Okay, this looks really good. Okay, this will pass. Okay. Now let's place fox hook in appropriate position like this. Okay, Now let's quickly select these objects for the arms. Let's duplicate them, and we are just going to use them to quickly make this shape for fox legs. Let's scale them up, and let's rotate them a bit. Okay, like this. Now, let's make the heap. Let's give fox a heap. Heap is going to be really easy to place this cube down here. Let's go into the edit mode. Cut it in half, bring the other half with mirror modifier. This is pretty standard procedure by now. Then we are going to add smooth shading subdivision surface, but we will give this object a smooth shading in the end. Now what we need to do disabled proportional editing. Let's delete this face at the top to make an opening for the waste. Let's move this points around like this. Okay, let's add a loop cut here, okay? Okay, let's make this object tiny bit more wider like this. Now actually you remember how we hit faces on objects. Well, we can also hide the objects as well. Let's simply select the press to hide them. They're hidden. To make them come back, simply press a while we are still in object mode, let's also give this heap a smooth shading. Now what we need to do next, Let's select this face right click. Let's delete it. Okay, like this. Now let's use loop cut to add a loop cut here. Now move the faces a bit inwards to make this shape more smoother. Now select these two edges and scale tool to pull them apart. And let's select these two points as well, these two edges. And use scale tool to pull them apart as well. Now let's just quickly move these points so that they're better matching this reference image. Okay, press H to bring all these objects back. Okay, this will work. 11. Foxy's endo part 1: Okay, now Fox's body is more or less finished. We still need to do some tweaking on this subject, but the only thing that's still missing is Fox's endoskeleton. After we've done some tweaking on these objects we already made, Fox's body will be finished. Let's keep going. Now, first part about Fox's end that we need to take care of are the legs. Let's actually make the end of skeleton for Fox's legs. First we're going to use a new object. We are going to use a cylinder. Let's move it down here. Scale it down with, let's automatically give it a smooth shading. Okay, Make it a bit longer and thinner. Now let's place this object. Let's rotate this in the right order. Let's bring the predecursor here. Now if you look carefully at this reference image, you will notice that fox has the disc like shapes all over his legs. We will recreate that shape for the legs of our fox as well. First fox has the spheres around his joints. Let's the spheres around these areas where the joints are duplicate. Pull them around here. Okay. Now let's make a few more additional cylinders. Let's give them smooth shading. Let's also rotate them a bit, okay, Like this. Let's place it around here. Okay. Now, let's make this cylinder thinner on the Z axis. Also, I think that this ring, it should have hole in it. To do that, let's select the inst face. Use it on these two faces. Now let's use this tool. Now let's press right click. Let's delete the faces. Now we need to fill up this hole. How are we actually going to do this? How are we actually going to fill up this hole? Really simple. Let's select these edges, one at the top, one at the bottom. Then press F, just like that. They're going to be merged. Now let's actually keep going emerging, these faces, okay? Okay, now that we have this circle, we should actually make this circle a tiny bit smoother. You see guys, there is one thing you need to understand. In real life, you are rarely going to find anything that has these sharp edges. Almost any objects, even those that are sharp, have the edges that are a tiny bit smooth, just a little bit. Now to recreate that smoothness of the edges, we are going to use a new modifier. We are going to use Bevel modifier. Bevel modifier will pretty much smooth out the edges of any objects. Now the segment segment will control the strength of smoothness. How strong the smoothness effect is going to be. Let's set it up to three at the amount will pretty much determine what is the range of this effect. I think 0.23 works really nice for me. Okay, now let's just keep duplicating this. Actually, you know what? Not yet. There is still one more thing we need to do around this object in edit mode. Let's select a loop cut. Let's switch number of cuts here, 1-2 Then when we use loop cut, it will create two circle of edges instead of one. Now what we need to do next is this. Let's select all faces in this middle circle like this, okay? Okay, Nice and steady. Okay, Now press right click and delete them. Now what I want you to do next, let's let all edges around this edge of this hole, and we will do the exact same thing on the lower edges as well. Let's like these slower edges as well. Okay, let's press to extrude these faces. Right click to snap them in place. Now let's use a scale tool to pull these edges closer to the middle of this disc. Now what we need to do next is really simple. We are going to pretty much this hole, let's actually hide Babble Tool for better visibility. We are pretty much going to close this hole between these two sets of ages. Then this subject will more or less be finished. Now let's bring back this Bevel tool now that you enabled the Bevel modifier. If you have some issues with your mesh like I do here, there are two ways to fix that. First, you can simply delete the faces where the mesh is breaking, and then you can select the edges next to it. Press F to merge them to bring those missing faces back. Or you can decrease the amount on the Bevel modifier setting. As you can see, I needed to do that second option in order to fix the issue I have with the Bevel modifier. Okay, now what we need to do next is we are pretty much going to duplicate these objects and place them on this area just like they should be. Okay, now let's take care of the foot. Foot will be really simple, let's add a cube. Scale it down. Okay, let's immediately just start the Bevel tool increase at the segments to three. Okay, let's give this subject a smooth shading. Now let's cut this subject in half. Set the number of cuts and loop cut to one, delete one half, use mirror modifier. All the standard procedure. Move mirror modifier first, enable clipping. Okay? Now move these faces down. Okay, move them apart like this. Let's make this tiny bit wider. Okay? Okay. Okay. Okay. Okay. Now let's use Extrude Region tool. Let's extrude these faces. Move these edges a tiny bit apart from each other. Okay? Maybe to make this look better, let's increase the amount of the Bevel tool. Now what we need to do next. Let's select this loop cut switch the number of cuts to two. Add those two loop cuts here. Now select extrude region to extrude it. Now let's make this face as a tiny bit slimmer. Let's select this face, move it closer to the middle. Now let's do the same thing here. Let's actually temporarily disable battle tool. Okay, Okay, now we have a better visibility. Now let's select these two faces, scale them down a bit like this. And last but not least, let's also do the same thing with this face here. Scale this face down. Let's scale these two faces down as well. Now what we need to do next, let's bring back ball and it looks like we have some issues. Let's actually delete bevel tool for now. Do this by pressing this X button here. Now what we need to do next, let's add a lot switch number of cuts to one, add loop cut around here. Now let's select these top faces. Pull them a tiny bit down. Now select these edges. Move them down as well and back a bit. Okay, so let's select these three faces for the toe. Let's pull them out a bit. Okay, now what we need to do next, let's select this loop cut. And let's add a loop cut on each of these toes very closely to edge of the finger of the toe. Now what I want you to do, select each of these faces that are here around the. Now select this button and switch these to individual origins. That way when we scale up, each of these dose will gain mass independently. Okay? Okay, this looks really, really good, but now we only need to make these fingers a tiny bit more smoother. So to do that, let's select these faces, extrude them. Now select these edges at the top. Move them a tiny bit down. Let's move these edges here down as well. Okay, now let's select Bevel tool one more time, switch the segments to three, Okay, like this, we still have some issues with clipping here, but it doesn't matter. We will easily fix that whenever you have. This effect. Means that your points and faces are clipping through each other. In those cases, just move points around, move them a bit away from each other, and then they won't clip through one another anymore. Okay? Now I think that Fox should have a bit more longer leg. It should be a tiny bit, a tiny bit narrower around the heel. Okay? Maybe this is a bit too long. Okay? Something like this. Now let's add loop, cut around here. Let's select these three faces. Let's use extrude region to extrude them and now process to scale them down like this. Okay? Okay. Move them around so that it matches the fox's leg. Okay? We have the leg for our fox, now that we took care of this leg. Now we can quickly add a new leg on the other side. We are going to use this with mirror modifier. Let's add or modifier on each of these subjects. And then we are going to use it to recreate, to create a new copy of it on the other side of our Fox body. Okay, now that Fox's legs are taken care of, well, they're taken care of halfway. They should go all the way up to Fox's hip. To recreate this, let's duplicate these objects for their leg. Now let's switch this from individual origin to media point. Press shift to duplicate. Let's place these objects in their place in Fox's body. Now that we took care of the legs, let's give our Fox some pretty decent arms as well. Let's select all these objects that are in the leg. Let's duplicate them. We are going to use them to pretty much make this endoskeleton for the arms. Now, one problem we have that the discs are a tiny bit too big for the fox's arms. We will need to scale them down a bit. Now let's actually just select these circles. Let's switch this back to individual origin. Now let's scale them down with a bit. Okay, like this. Now press old H to bring back everything that was hidden. Yeah, now we are just going to duplicate this subject and place it here. Let's switch this back into media point. Okay, Place it here. Let's duplicate this sphere. Place it here. Okay, We have these arms. Now what we need to do is we need to give Fox some hand as well. Hand on his left arm. This is how we are going to do this. 12. Foxy's endo part 2: Let's actually move Fox reference image somewhere around here. Let's create a cube. Let's scale the cube down. Okay, scale it somewhere like this. Now go into the edit mode now let's extrude this face here. Scale, scale it down with scale tool. Now shift to bring three de cursor here around this time. Now what we are going to do next is this. Let's get cylinder, give it smooth shading. Let's press to scale this cylinder down. Okay, Now let's rotate this, make sure it's a 90 degree angle. We can scale this up a bit as well. Now Fox has three fingers. We will need three more cylinders on E23. Now these cylinders are a tiny bit too big. Let's select all three of them. Switch this to individual origin and press says to scale this down. Okay, now we can go back to median point. Now what we need to do next, let's bring this cube. Scale it down like this, make it a tiny bit wider, longer, and wider. Place it somewhere around here. We copied this. Just like we have three cylinders, we will also need three cubes for the finger. Now let's duplicate these cylinders and cube, duplicate these cylinders and place them here. Okay, Now what we need to do next, let's duplicate one of these cubes. Let's go into the edit mode. Now we need to do some adjustments on this cube. Let's add a one loop cut here. Let's select this face. Scale it down a bit and squish it. Okay? Scale it down. Scale it down on the y radius, okay? Now, let's duplicate these objects like this. For each, for each of these fingers. Maybe we should scale these three objects up a bit. On y radius, just a tiny bit. Now, I think that we should make these cylinders a tiny bit bigger, or should I say wider? That way they will match this object a tiny bit better. Let's switch this from media point to individual origin. Let's scale them down on Y and Z radius. Okay? Now that we have object like this, let's duplicate all these objects. Let's switch this back to median point. Let's place this subject here, where the thumb should be. Okay, let's switch this back. It's already on media point. Great. Now scale all these objects for the arm a tiny bit down. What we need to do now, let's place it around here. Okay? Maybe scale it down a tiny bit as well. Okay? Okay. Okay, Great. Now that we took care of the fox's arms, now we need to make an endo for the foxes and for the fox's head. Okay? So, let's do that. But first, before we actually do for the Fox's torso and the head, let's actually re, arrange the arms a bit. Select all the objects for the Fox's arms and place them here where they're better meeting with this opening we made on the torso for the Fox's arms. If you need to, you can move this hand separately. Okay, now we can start making an endo for the torso. Now let's bring a pred cursor here where the torso is. Now we can hide the torso. Okay, let's bring the cube. Scale it down a bit. Now we are going to turn this cube into the endoskeleton for the chest. Now let's go into the edit mode. Let's cut this object in half. Now, add mirror modifier. Okay, now how are we going to make a shape for an endoskeleton? Well, pretty simply, Let's select Extrude Region tool. Select this subject and extrude it a bit like this. This face at the bottom extrude it Again, select this face at the side, close to the bottom of this object. And extrude, but don't extrude it as much as you did with the face above it. Then just repeat this process until you reach all the way to the Fox's heap. We don't need to make the chest really all that much detailed, since majority of it will be covered by the costume. There's really no reason for us to go into detail with it. But we can use Bbl tool to make the subject a bit more smoother like this. Now let's actually make one quick shape for the hips. The end of the hips, let's add a UV sphere for this. Scale it down. Okay, move it around here. Now what we need to do is let's hide this custom for the hip. Let's add the cube. Scale it down, go into the edit mode. Let's cut this cube in a half, add mirror mode, fare to bring this other half back. Now what we need to do is this. Let's select this bottom face extrude region. Select this face at the side extrude region as well. Now let's just use barrel tool, increase the segments 1-3 maybe increase the amount a bit, okay? Not so much. This will be good enough. Let's pull this subject tiny bit down press to unhide everything, okay? This end will be good enough for the torso. Now, let's actually make a new end for the neck and for the head. After that, we just need to do some adjustments on Fox costume. Then more or less, our character will be finished. Okay, first I want you to duplicate this sphere, and bring the copy up here. Now, scale this copy down with what we need to do next is this. Let's select, let's start cylinder, give it smooth shading. And let's scale this down a bit like this. Now let's scale this cylinder down on x and y axis and make it taller, bigger on the axis, okay, maybe it's a bit too long. Now move this cylinder around here at the side. Now let's add mirror modifier and select the chest of end as the mirror object. Now we have this snack that is made from these two cylinders. Which is great, because if you look at the Fox's reference image, you will notice that Fox has the snack that is made from these two cylinders. Now we can move on to the rest of the Fox's head. But first, we need to take care of the Fox's job. We need to make an opening for the Fox's neck on this job. This is how we are going to do this. Let's select the job, go into the edit mode. The job, let's set the loop cut around here. Okay, now let's delete this face. By doing so, we pretty much made the opening, the hole through which an end of skeleton can pass, which is great. Now let's move these edges around like this. Move them around that way they're more easily matching this hole we made. What we need to do next is this. Let's add a new loop cut somewhere around here. Now let's this point extrude it, let's make it meet with this other point that is coming from mirror modifier, from this half created by the mirror modifier. Once the two points meet, let's select these four points. Now press to close them. Okay, now we have this nicely set up call for the jaw of our character. Okay, now what we need to take care of next, let's actually move this jaw around a bit. It's a bit too wide, in my opinion. Let's just quickly take care of that. Okay, Now we need to make the endo for the fox head. Now, how are we going to do that? Well, really simply, actually, let's actually first take care of the fox's eyes first. Let's add a UV sphere. Let's immediately give it a smooth shading. Let's pull it somewhere around here where Fox's should be. No actually has two eyes. One is just covered with an eye patch. We will make that each as well, but for now let's just take care of the eyes. Let's add a mirror modifier. Select the head as the mirrored object. Okay, like this. Now let's select these size, duplicate them, and pull them up. Now go into the edit mode. Now what you need to do, select all faces and points at the bottom of this sphere and delete them. Then go back into the object mode. Now we need to give this object some thickness. These objects are basically going to be the eyelids. And eyelids should have some thickness. To do that, let's add Solidify modifier. Let's give this eyelid some thickness and pull it down onto the eyes of the Fox. Fox now has the eyelids. Let's duplicate this object to give him the lower eyelids as well. Okay, this will work really, really good. Let's actually quickly say this project. Now we can give Fox an eye patch. Now to add Fox eye patch, let's add a plane. Let's scale it down like this. Okay? Let's rotate this. Okay? Now let's actually add subdivision surface to this plane. Let's increase subdivision surface to three. Let's also add Solidify modifier. To give this side patch some thickness and let's put subdivision surface to the top. Okay, Now go into the edit mode. Now we need to move this plane around so that it covers this entire I. Let's actually do that. Move these points around so that they are nicely covering the. Now let's add additional loop cuts. With loop cut or should I say additional points. Just move them around. Okay, like this. Let's actually add the loop cut from this angle as well. Select this point that is right in the middle. Let's pull it out, okay, Like this. Okay? This e patch is more or less covering Fox's eye, But it's a bit too big. In my opinion. Fox's eye patch isn't this big. Let's move these points of this eye patch around so that the Epatch is still covering the eye, but it's not as big as it was before. Okay, this will pass. Now we need to make an object that is going to keep this eye patch attached to the eye. If you look at the fox on this reference image, you will notice that fox has this black object that keeps the eye patch attached to his eye. We will do that as well. First we will add a new plane plane. That is going to be our string that keeps the eye patch attached to the eye. Now what we need to do next is this. This plane should be stuck right on the surface of Fox's head. There is one way we can actually set up this plane so that it is stuck directly on the surface of Fox's head. Let's first go into the edit mode. We are going to cause this plane to be stuck on Fox's head with something called the snapping. Now, setting up the snapping is really simple. Press this magnet here that is going to turn on snapping and under this button, open this to open additional settings for the snapping switch. This to face project snap. Switch from closest to active. Now simply enable project individual elements. Now let's see what will happen when we move the points of this object. You can see when we move the points of this object with snapping enable, those points are automatically getting stuck on the surface of the focuses, which is great, this is exactly what we want. We want this string, for the patch to be stuck exactly on the Fox's head. And with snapping, we can do that easily. Let's just quickly save this file, but now we have a new problem. Now we don't actually have a good visibility of this plane. Well, this is going to be really easy to fix. Go here under object under view for display, open it and enable in front. This will allow you to easily see your plane even when that plane is clipping through some other object. Now let's give this patch a bit better shape. Let's select loop cut. Let's add a loop cut here. Move these points around so that they're stuck onto the surface of this character. Let's make the rest of this string. Now, how are we going to do? Select these two point points. Now duplicate them. Shift D, move these two points here on the other side of this eye patch. Now select these two points. Now proceed to extrude. As you can see, now we are creating additional faces that are going to cover the rest of the fox's head. They're going to serve pretty nicely as the string for the eye patch. Let's actually drag this all the way to the ear, okay? Like this. Okay? This will be good enough. Now go back into the object mode. Disable, snapping, and disable in front. Now we need to make sure that this object actually looks decently. To do that, let's first start solidify modifier to give this object thickness this let's subdivision surface. Crank it up to smooth this shape around a bit. Okay, This actually looks pretty decently. Let's actually re enable snap. Let's save, let's move these points around like this so that they are actually touching the eye. Touch, okay, Like this. Okay. This is pretty good. Now what we need to do next, we pretty much only need to take care of the end of the head, and with that, we only need to do some adjustments on the Fox custom. 13. Foxy's ears: Now first thing around Fox's head that we need to do pena one and pen to eran. Metronic usually have these metallic mounts for their endoskeletons within their costumes. For the start we will be making a inner mouths like that for the fox. Now, this shouldn't be too difficult. Let's select the, let's select the cube. Scale it down, and move it up here to this area where the neck pipes end. Now let's add subdivision surface, smooth shading. Now let's actually cut this object in half and then bring the other half with mirror modifier. Okay? Just make sure to place mirror modifier to the top and to enable clicking. Okay, this is what we need to do. Let's select this space at the side. Extrude it like this. We can extrude this again. Actually, come to think of it, let's select these faces and pull them up a bit. Okay, Like this. This face extrude. Let's place it somewhere here. Okay? Sweet. Now let's use loop cut to add this new face around here. Let's actually delete this face. Now what we need to do next, Select the edges around this hole. Wrong edge now pressed to extrude. If you enabled clipping on your mirror modifier, the left and right side should merge together nicely. Okay, now I think this is actually a tiny bit too big. So let's select these faces, and let's pull them back into the fox's mouth. Let's pull it out a bit, okay? Now, I actually don't like how this looks. It's way too smooth. Let's actually delete subdivision surface, and let's add bevel modifier and increase segments to three, okay? Now, another problem this endo has. It's a bit way too thick. We need to reduce its volume. Select all faces at the top and pull them down. Okay, Now this actually looks better. Now what we are going to do next, let's actually move these faces at the bottom up as well, like this face. Move it up. Okay, Like this. Okay. Now we only need to add an additional upper jam and upper head for the end of. To do that, let's actually duplicate this subject, pull it like this. Now let's open edit mode. And let's reshape these points in a way that will allow us to make a shape for the upper job that is going to look really, really nicely. Okay, this will work. Now we only need to create one additional shape for the head of the endo. Let's actually quickly hide the mask. Let's select this upper. Now let's these three points like this. Now let's select these three points. The top, pull them up like this. Okay, This will work. We don't really need to work all that hard around the end of, since like I said, majority of the endo will be hidden, hidden by the costume of fox. Now we only need to merge this upper and lower um of the end. To do that, let's actually select these cylinders and let's duplicate them. Let's place it somewhere on the sides around here like this. Let's actually maybe go into the edit mode. Select this face, pull it up. Okay, this will work for now. Now let's actually give Fox some ears and the teeth, and that should be more or less okay. Now for the ears, let's actually pull the reference image around here. Rotate this. Now let's use it to give the foxes some decent tears. Let's get this cube. Scale it down, okay, Let's rotate this. Let's add subdivision surface. Okay? Now go into the edit mode. Let's start moving these points around so that we get a nice shape for the ears. Let's add a loop cut here. Scale this up with, okay, let's maybe make this a little less wide. Press to select all points. Make this ear a tiny bit wider. Now select this inset phase, and select these two phases. Scale them down, okay, like this. I think we can press to scale the faces down even further. And now use extrude region tool, pull the faces into this object. Now let's just make this face here a bit bigger here. This one as well. Okay, this will work nicely as the ear. Let's give it a proper position. Okay, Like this. Now, let's add a cube. Scale it down, make it a tiny bit wider. Okay, let's actually add Bevel tool. Whoops, wrong modifier. I meant to say Bevel tool, three segments, smooth shading. Let's place this tool nicely into the fox head. We can actually use mirror modifier to put this cube on the other side of the head as well. Now we need to make another. However, as you can see, Fox's left ear has no costume. We will be making that other ear a little bit differently. Let's add a new cube. Scale it down, and we can actually hide this metal part for the ear. We can honestly hide the mask as well. Okay, now let's give Fox an ear. Let's select this cube. Okay, let's rotate this a bit. And let's also add subdivision surface. Let's crank this up to three. Okay? Now, let's re, arrange this, this cube so that it nicely matches this shape for the ear. Okay, like this. Now let's use loop cut. Okay, Looks like I made one mistake. I forgot to enable remote and as a result, Only the front faces and points were moved, but not those on the back. Doesn't matter. It's an easy fix. Okay, pull these faces here. Now let's add a loop cut to cut this ear in half. And let's just keep adding faces and points until we get the shape that matches the ear on the reference image. Okay, like this. Okay, great. Now we need to open a hole for the inside of this. Now to do that, simply select all phases that are in front and let's use inset phase tool to make a few pass here in the middle. We can actually scale them down with. Now let's use Extrude Region tool to pull these faces a little bit in, into the center of this object. Okay, this looks pretty good, but now let's actually take a better look at this reference image. Now as you can see on this reference image, Fox's left ear has this sort of three lines that run inside of it. We will need to recreate those lines on our ear as well. Now, this lesson might get a little confusing here, but take it slowly one step at the time and you'll get the hang of it. Let's actually first quickly disable subdivision surface. Let's select all these faces that are inside of our ear, all these faces, and let's delete them like this, okay? Now, select all these faces that are around the back and press to hide them. Okay, great. Now what we need to do next is we need to add a few loop cuts around these areas where these lines are, okay, like this. Now what we need to do next, let's delete these faces from which these lines are going to come. Now let's select let's, I actually made one mistake. Let's bring these faces back with control Z. Let's add a loop, cut around here and pull it closely to the end of the face. Okay, now select these two faces at the back and delete them. Now what we need to do next, select this edge and this one here. Now press to merge them. Now let's select this edge and this one here. Merge them with. Now select these two edges and merge them. Okay, now let's do the exact same thing here with the edges. Let's do it here with these faces as well. Now let's select these two phases. Press F to merge them. Let's select these two phases. Merge them with these two phases as well. Let's just keep going until we close this hole here, okay? Okay. This will work nicely. Now let's press old H. Okay. To bring all pass back. Let's see how does this look with subdivision surface. It looks good but we will still need to do some adjustments. So let's once again temporarily disable subdivision surface. Let's select these faces on the back, let's hide them once again. Now we need to close this hole, this side of the ear. That is really simple. Let's select these edges around this hole and just press F to close them. Let's do the same thing here. Here. Here. Now let's press a H to unhide the face as we hit. Now let's see how does this look with subdivision surface. It looks good, but we should make some of these features a tiny bit. They shouldn't be so smooth. Let's actually delete subdivision surface, or actually no, let's bring subdivision surface back, okay? Like this. This is how we are going to smooth out these edges. We're just going to use loop cut. Pull it closely here and here, around the corners. Now let's also use look cuts around the bumpy lines we made to make these lines a bit more sharper. Okay? Like this. Okay. This is going to look really good. Let's actually give this smooth shading. Now we only need to really smooth out these bumpy lines at the back of the ear. How are we going to do this? Now? The main reason why we have these bumpy lines is because we have too many edges at the back of the fox's ears. We will need to get rid of some of these edges at the back of the fox's ear, but we won't actually delete these edges. If we do, we will just make a hole at the back of the fox's ears. We will get rid of these edges by dissolving them. Simply select some of these edges at the back of the ear, and select some that are at the upper and lower side of the ear press, right click, And dissolve these edges. As you can see, by doing this, we pretty much smoothed out this shape at the fox's ears. Let's also dissolve some of these other edges as well. Just one friendly advice. I recommend you to keep some edges that are in the middle of the fox's ear, because without them, the shape of the fox's ear is going to look really flat and unnatural. Okay, Get it? Okay. Let's start to dissolving now. Let's select these faces around the back. Let's pull them out a bit. Okay? Now we have this pretty decent shape for the fox's ear. 14. Foxy's teeth: Let's bring back this mask. Now, the last thing I think we still need to do is we need to place some teeth into the Fox's jaw. This is how we are going to do this. Let's add a new cube. Scale it down. Let's add subdivision surface. Crank it up to three. Let's give it a smooth shading. Now go into the edit mode, and this is what we're going to do. Select extrude region, select this top face, pull it up like this. Now press S to scale it down. By doing so, we created this sharp tooth like object. Let's scale it down. What we are going to do is we are going to place this in the fox's mouth. Okay, somewhere like this. Maybe scale this down a little. Now, let duplicate this second teeth somewhere around here, in its appropriate place. Now, let's keep duplicating these objects and placing them in a mouth until our fox has a good looking teeth and a jar. Okay, let's keep duplicating and placing some teeth. Okay? Now let's place some teeth on the other side of the J as well. And then we will place teeth on the upper J too. Okay, now let's select each of these teeth we made. Then we are going to duplicate them. And place them nicely on the upper jaw to press shift, to duplicate. Now let's select this, switch it to individual origin. Now select Rotate Tool, and let's rotate each of these teeth upside down. Okay, now your job is simply place each of these teeth in the appropriate position in the upper jaw. All right, now let's actually make one additional teeth for this gap here, and let's do the same thing around here as well. Okay? Okay. Okay, We have more or less of teeth, but I think that this have one problem now. When we are looking at this from an outside perspective, these teeth are good. But when we are looking at how they look from the inside, this looks a little weird. To fix this, we are going to move the position of the teeth. Let's move them around here so that they are on this mask we made for fox lower jaw. And we are also going to move all teeth that are on the upper jar as well. So let's get started. All right, now that we moved this, we should just quickly fill up the few gaps we have between them on the upper and lower, like this. Okay, now let's do the same thing around here as well. Let's clean up this gap we have here. Let's, let's fill up this gap we have here as well. Okay, great. We have this teeth for Fox's head. But now we also need to give Fox's endoskeleton, a set of teeth as well. Now, the teeth for the endo are going to be a tiny bit differently. They're not going to be all that sharp. There be like cubes. Let's add a cube. Let's scale it down. Let's make this a bit flatter and a tiny bit narrower as well. Now let's add boy bevel modifier. Give it three segments. Add smooth shading. Okay, let's bring this teeth down here. Let's actually scale this te, down like this. Let's nicely place it here in the jar of the fox's endoskeleton. Okay? This, and then we are going to do the exact same thing we did it for this regular teeth. We are going to keep adding them one by one until we fill out an entire mouth with this teeth like this. Okay? So let's get started. 0, Okay? Now that we nicely placed this step in the fox's mouth, now the last thing we need to do is we need to take care of the damaged parts on the fox. 15. Foxy's broken costume: Okay, now that we nicely placed this teeth in the Fox's mouth. Now the last thing we need to do is we need to take care of the damaged parts on the Fox, for example, Fox. Here, his costume is more or less looking fine, but as you can see on this reference image, his costume is quite beaten up. We will now take the last few details and we are going to break the Fox's costume. However, just one more drink that you need to know before we actually started doing that. You see guys when. In order to actually break the costume, we will need to apply some of these modifiers we added on the subjects you see guys. Whenever I'm about to apply modifiers, I like to duplicate the object with modifiers just in case I make a mistake and need to fix something. Okay, what we are going to do is we are going to select all objects that make this Fox. Now, we are going to duplicate these objects with shift D. Now, let's pull them back like this. Okay, now that we took care of that, we can start breaking Fox's costume. Let's actually start with the head. Fox's head is the most broken. First, we will need to apply a few modifiers. Let's apply mirror modifier. We can actually also save as well. If we go into the edit mode, you can see that the both sides of Fox's mask now have their own faces and meshes and they're no longer mirroring one another. Okay, Now what we need to do next is let's apply subdivision Surface as well. If we go into the edit mode, you can see that now we have a lot of faces at our disposal. This is basically what Subdivision Surface does. It subdivide your mesh multiple times, creating a lot of new faces in a process. Now, the next thing we need to do is this. If you take a look at the Fox's reference image, you will notice that Fox's mask is breaking around Fox's left ear. We will need to make that broken area on our Fox as well. This is how we will do this. Simply go into the edit mode. Select some of the faces that a fox's left ear, and then delete them. Then just keep deleting faces until we have this nice hole for the fox's left ear. Okay, now we have this hole. But if you take a closer look at the reference image, you will see that fox. That this hole on the fox's mask is actually going all the way to the fox's left eye as well. We will select these faces that go all the way to the left eye, and then we will delete them. Then we will delete a few more additional faces, and then we will have this proper hole on the Fox's mask. Now let's delete these phases, okay? Now we have this hole around Fox's head and subdivision surfaces, automatically smoothing out this hole, making it a bit smoother in the process. Now you should just play around deleting pass here and there just to see what kinds of results you are get. You are also totally allowed to move points and edges as well, just to see what kind of result you are going to get. Now let's delete some faces around here, because Fox has a piece of his mask missing down around this area, okay? Okay. Now that we took care of this area, now let's take care of the foxes. So, now we have quite a lot of work here right now, I noticed that when I actually was making torso, I forgot to add a solidify modifier. Let's place subdivision surface last. Let's also set up a solidify modifier as well. Okay? Like this. Okay. Now we need to do some rearrangements around the belly of fox. We need to move these points a bit. Move them around to get this better looking shape for the belly, okay? Like this. Now, to make this look better, let's actually select these points on the Foxtrot. Move them away from the middle to give this area a bit better shape. Okay? Like this. Okay. Now let's apply mirror modifier. We can also applied subdivision surface. Now let's go into the edit mode. Now we need to make this torso appear broken. If we look at this reference image, you will notice that the entire bottom of Fox torso is missing. That all that is left are these sharp pieces that are sticking out. This is how we are going to recreate that shape. First we will select these faces at the bottom and delete them. Now we are going to select some of these faces at the bottom of the object, then we are going to delete them. We are going to keep making these holes around the torso until we make an entire circle with them. Then we are going to use proportional editing to make these pieces we made appear sharper. Also make some of these holes a tiny bit bigger and some of them a bit smaller. Their size needs to be random. That way it's going to look natural. Okay. Now when I actually look at this, I noticed that the thickness which selected by modifier is way too strong. Let's weaken it a bit. Now, how do we make these pieces that are sticking out a bit more sharper? Well, this is, let's select. All these points down here around this area. Now let's enable proportional editing press to scale it down and move mouse up and down. As you can see as we're doing this, we're making this area appear a bit more sharper than it was before. Okay, like this. Now, let's just keep adding. Okay? Okay. Now that we made these broken pieces a bit sharper, one problem is that they're all pretty much looking at the same direction, they're all looking straight down. Let's keep proportional editing enabled, and let's use proportional editing to bend the pieces into different directions. Now some of them can keep looking straight down, but some of them should be a little bended. Okay? Like this. Okay? Now if you still want to have more additional sharp pieces, what you can do is you can select these two points, proceed to extrude them. You can use loop cut to add a few more points, scale them down, move it around. And you can do this until you have the shape that you are happy with. And okay, this is pretty easy way to make the torso, the broken torso for Fox, just to make this broken area around the chest. Let's also select some faces around here and delete them, okay? Like this, Okay? Like this. Let's keep breaking, okay? Like this. Maybe one more around here, okay? We have this broken area now, come to think of it, we can add one more subdivision surface. Actually, let's place this one down, okay? Now we have this broken looking area for the torso, but we should also break this area, a fox's neck and shoulders. This is how we are going to do that. It is really simple. We will just select few faces around the neck. Okay? We will delete few faces around the shoulders like this. Okay? Let's delete some faces on the back as well. Okay? Maybe a few faces here as well. Okay? We have this broken area now. We also need to break the areas around Fox's arms and legs. This is how we are going to do that. First, let's apply mirror modifier on these objects for the arms, because they're going to be broken in different areas. We we can also apply subdivision surface on these two as well. That out of the way. Now let's go into the edit mode. Now this part is really simple. Just select a bunch of faces on this object to make a hole that is going to appear like this object is breaking something like this. Okay, great, let's do a little breaking on the other side as well. Now I think that this thickness is a bit too strong. Let's weaken it a bit, and let's also add subdivision surface to smooth out this hole as well. Okay? Now, let's do a little bit of deleting and breaking on the other arm as well, something like this, okay? Sweet, sweet, sweet, sweet, sweet. Last but not least, let's take care of the areas as well, like this, let's subdivision surface. Let's also weaken the thickness of this object as well. Now let's delete a few faces on the other side too, to make this look broken and okay. Okay, We have now this fox that looks like he's pretty broken, which is great. This is exactly what we want. Okay? Now, we only need to take care of Fox's hip and the legs. After that, we just need to give Fox nose. Let's actually take care of this heap first. First all we need to do is to add, solidify modifier, place subdivision surface last. Now, give this heap a proper thickness. Okay, Now let's take care of the legs first, let's apply mirror modifier and let's take care of subdivision surface as well. Now let's go into the edit mode with the legs. We have similar situation we have here for the torso. This is what we will do for the legs first, let's delete all faces that are here. Closely at the bottom of the legs, Okay. Now, similarly to the torso, we will select some phases that go up here. Okay, and delete them to get this sharp edge, let's just solidify modifier a bit. Now let's keep deleting, making this sharp sharp shape, okay? Like this. Now, foxes legs have a few holes around this area as well. We will make a few additional holes too, like this. All right, Now let's enable proportional editing. Let's select these points here, scale them down to make them appear sharper. Let's do the same thing here as well. 0 k, okay, here as well. Now let's just move these points around to get more randomized shape for the leg, just like we did it for this leg. Let's do the same thing on this other leg as well. Delete the faces. Okay, let's make a few sharp shapes. Use proportional editing to make them appear sharper. Okay, let's bend these shapes a bit like this. Now let's make a few holes inside this leg. One more here. Okay, now go into the object mode. Let's side solidify modifier. Okay, this will work. Now let's just quickly give a nose as well. Let's side a cube, scale it down, place it somewhere around here. Now let's add subdivision surface. Okay. Now simply go into the edit mode and move these faces around until we get a shape for the nose. Let's move this face. Whoops, let's disable proportional editing. Move this face back a bit. Now select these two faces and use scale tool to move them away from each other a bit. Now select this face. Move it somewhere around here. Okay? We have this decent shape for the fox's nose. Now, the last problem we have with this fox is this. As you can see, this object that is connecting Fox's ear with his head is clipping through the ear. We will need to fix this. Well, first, as you can see, we use mirror modifier to make this object appear on both sides of the foxes. If we take a look, you will see that this piece, this part of this object that is connecting this ear with the head, doesn't have problems with the clipping. We only need to edit this here. To do that, let's supply mirror modifier. Now going to the edit mode, let's select this face, a new move tool to place it here where it's no longer clipping through the ear of our focus. Okay, our focus is finished. 16. Ending: And with that, we reached the end of this class. Congratulations guys. Now you can use edit mode to make all sorts of different objects and characters in B***der. Now that you finish this, it's time for me to give you your homework. Your homework will be simple. Make one or more characters in edit mode, and then put your handiwork on class projects for all to see. I hope you are going to put the skills and knowledge I gave you to good use and see them in the next class.