Modelling Facial Features In Blender Vol 1 : The Mouth | Fernando Williams | Skillshare

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Modelling Facial Features In Blender Vol 1 : The Mouth

teacher avatar Fernando Williams

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.

      Course Intro

      0:36

    • 2.

      Blocking Out The Mouth Socket.

      6:47

    • 3.

      Adding Animation Topology

      2:45

    • 4.

      Creating The Lips.

      7:33

    • 5.

      Adding Detail To the Lips

      6:25

    • 6.

      Creating The Mouth Interior.

      9:10

    • 7.

      Final Touches

      8:34

    • 8.

      Remarks

      1:20

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About This Class

Welcome to modelling Facial Features In Blender Volume 1 : The Mouth. In this course we will be looking at ways to model the mouth. We not going to be using reference images for this project, instead i will give you guidelines that you can use to help you model a generic human mouth. If you have reference images of your drawing please feel free to follow along as we going to be using the same basic principles. After completing this course you will never struggle with the mouth again with or without reference images,

Meet Your Teacher

Hello, I'm Fernando.

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Transcripts

1. Course Intro: Welcome to modeling facial features in Blender Volume one. And in this course, we'll be looking at ways to model the mouth. We're not going to be using reference images in this course. Instead, I'll give you some guidelines that you can use to model a generic mouth. If you have reference images of your own drawing, feel free to follow along, as we'll be using the same basic principles. After completing this course, you never struggle with the mouth again with or without reference images. My name is Fernando Adelino Williams. Let's get started. 2. Blocking Out The Mouth Socket.: Okay, guys, welcome to the coast. And on this lecture, we're going to be blocking out the mouth socket. And we're not going to be using reference images for this particular coast. I want you to be more creative, and I'm going to give you kind of a formula on how you can get a generic mouth. So I'm just going to hit A on the keyable to select all items on the scene, and I'm going to go X, and I'm going to go delete. And I'm going to go Shift A, and we could start off with a plane, but you know that a plane is too flat. The mouth is kind of caved. So probably we can go off with a ceiling. And if we come to the properties here, we want to come here to cap few type, and we want to choose nothing. And if I can hit one to go to the front view and hit tab to get into Edit Mode and come here to wireframe, I want to select all these polygons until this middle blue line, and I'm going to go X, delete faces. And that is because we want to come here to the screwdriver and span and we want to add a mirror modifier. So come to generate and look for a mirror. So you got a mirror there. So if I can turn around, you can kind of see this is going all the way to the back there. So probably what we can do is we can go to the site view and come to the wire frame as well, and we can actually select until this middle blue line X, and we can just delete those face. And looking at this, you can see that we got a quad, right? So a quad is something that I've got four vertices going into it. So the best quad that we want to have is kind of a square or cube quad. So to do that, I'm going to go control arr on the keyboard, and I'm going to scroll my middle mouse button until I get something that looks like a cube, probably something like that. Looking at this, I think we want the middle of the mouth to be probably somewhere around here. I'm going to hit one to go to the front view, and we want this to sit on this grid line. All right, so starting with this line, I think we need to count the boxes that we have here. So let's count until probably five boxes. So we go to one, two, three, four, five. I'm just going to take this vets and I'm going to put it right here, and I can take this and I'm going to push them in, alright? So this is kind of the corner of the mouth. I'm going to go control, I'm going to drop another line here, and this is actually going to be for the bridge of the nose, so the top part of the nose, and I'm just going to start pushing these guys up, right? So we want one, two, three, four boxes. So I'm just going to take these two, and I'm going to push them up until I get four boxes. So go one, two, three, four, right, up until there. And you can see this is actually to closer now. So we can actually subdivide some of these. Alright? We can come in here and we can push this down. Then maybe we can take those and bring them down, right? Take these three and bring them down. So I think one, two, three, four. Okay. So we got four. X is down, and we got four up, right, and we got five to the side. So we can come in here now and we can start pushing these guys up, right. So let's just make sure that we got something that is like a triangle. We need to have something like an equal it or triangle. I'm going to show you that triangle just now, right? So we're going to push this down. So if I can come to my note two and draw, you can kind of see that we have this. Okay. And this is going to be the bottom of the nose, and this is going to be the bottom of the chin. And I'm going to come here to this kind of a corner and I'm going to actually draw up until the corner as well. So you can see this side and this side and this side are equal. So you just want to make sure that you get something that looks like an equal retro triangle. And here you can see that we got some dips here because of moving that geometry that we're pushing there. So we're going to push this in the Y, okay? And I'm going to come in here and push this in the Y as well. Actually, I want this point. I want to push it in the Y. So you want to have an equal retal triangle from the front. The same applies to the side as well. But before we can work on the side view, I want you to come and select all these faces that are actually in the mouth sockets, and I want you to hit three to go to kind of a side view, and I want you to push this forward, okay? And you want to hit R and you want to rotate it like that. So the reason why we rotate these polygons here is because the lips are not kind of straight like this. The lips kind of go down at an angle like that. That's why we rotated them. So I'm just going to come in and I'm just going to start taking these points, and I'm just going to try to make it smooth a little bit. And you can see this is kind of the corner wish of the mouth. So I'm just going to push it back. I'm just pushing back everything in the Y. Besides that, I'm not touching the other axes, right? Something like that. Okay? So I'm going to push it back. Alright. Okay. I'm going to push this back, push this back. Okay, push this back, and I'm going to push this back. So I'm going to come in here and I'm going to push this. And I can come in here. And from here, the bottom of the nose all the way to the bottom of the chin, my line is nose straight there. Okay. And coming here, right? We want to make sure that this is kind of an equilateral triangle. Alright, so this and this and this should be actually kind of the same. If you shaping from the side, you want to make sure that you have a V, okay? Okay, so you can see, we got a V. We want to make sure that we got a V. Things going like this, that's what we want to have right here. Okay. So that's basically what you need to do in terms of creating the mouth socket. We're going to come back in the next lecture, and we're going to actually add the topology that we need so that this mouth can be able to animate properly. So that's it for this lecture. Let's come back in the next lecture and add some loops that we need for animation right here. Okay. I'll see you in the next lecture. 3. Adding Animation Topology: Come back to the case, and this is where we left off from the last lation. So what we want to do now is we want to add to polish so that the mouth can be able to deform properly when animated. I want to come in here and show you. So you can see we got this line that is coming like this and it's going round like this and round like that. So that's the kind of loops that we want. And we want another line that will actually come like that, and follow up like that. Okay? So we want a series of these lines because we're going to have a smile line there, and for that to deform properly, we need to make sure that we got those lines. So we want this line here to actually kind of follow this one and go around. But you can see when it comes here, it's actually going to that side the same applies down here is actually going to the back there. Alright, so we can actually push this and let's push this. And we want around that. So we can hit K on the keyboard and we can actually start drawing. So just draw don't mind much about creating those triangles that we are creating until we join it there, and we're going to hit looking at this, you can see that we created a lot of triangles, and you can see we got a triangle right here and we got a triangle right here. Okay. So those are the two main triangles that we need to fix, even though we have this one here. So this one is actually quite simple to fix. You can just click this line in X, and you can say dissolve edges, right. Then you can see it's gone, alright. So we got a quad here, four sided same applies here, even though they are not of the same size, we'll deal with that later. And coming in here, we want to make sure that we select those two points and we want to collapse them down. So hit M and say majored center, then we can actually bring them together. The same applies here. We want to collapse them M Majored center. Okay, looking at this, we want to have another line that will actually come inside here, and that line will actually help us if we have to create the nose. So I'm just going to click this one, and I'm going to hit DG, and I'm just going to slide that back a little bit, okay? And you can see the ones a little bit closer. So I'm just going to push them up a little bit, okay? And I can come in here and I can actually try to space some of these lines because I want to throw that line inside there. I could actually come in here and hit Control R like that and click. Then you can see that we got that line for the tip of the nose right there. So that's basically what you need to do in terms of adding topology for animation. At this stage, I'll see you in the next lecture. 4. Creating The Lips.: Okay, guys, welcome back to the course and on this lecture, we're going to start creating the lips. So we're going to come in here with the polygon too, and let's select all the polygons that are right inside this mouth socket. Okay. Let's select that one. And we want to hit I on the keyboard, alright? And we want to insert. Okay? So if you move your mouse, you can see what you're getting and we're getting something strange. So you want to hit B to close that border there. You can actually hit X, and you can say delete pass. Okay, This is going to be kind of our lips. You want to go to the side view like that, okay? And activate a wire frame, and you want to push this out. Okay? So you want to push it out, right? You can see now that we lost that kind of a triangle that we spoke about. So we want that kind of a V, and you want to come in here to this leap. We want to close it up a little bit. So to do that, you're going to come to the scale, and you want to scale in the Z axis. You can see we are zipping it up now. I think that's quite good enough there, right? And if you can look around, you can see. And what you want to also look at from the side is that you see this distance here, right, between this vertex and this vertex, and this one and this one should be almost the same. So I want to push this back, something like that, make sure that they are almost the same. But if I hit one to go to the front, you can see that this is actually getting inside. It should be getting inside. So you want to have kind of the same distance, very, very simple to do. So if we select these three and hit three to go to the side view and hit wireframe, you want to push this out. Okay? Then we're going to take these guys, and we want to do the same. So we want them to come out like that and remember the slanting effect that we spoke about. So this one should be a little bit back. So if this one is here, then this one can be probably somewhere here. You can still change this later on. We want that kind of a V. You see that V there. We want to make sure that we maintain that. And the other thing you want to do is you want to make sure that this thing is rounded, you know? So you want to make sure that you have kind of a C shape to this, right? So you can come in here and you can push this in, right? And you can round this. Okay? So you can round it, right, something like that. Okay. Perfect. And you want to come in here and make sure that these things are rounded as well. Okay? And you can see this one is kind of sticking out. So you want to make sure that you have kind of a cave. We want something like a cave, right? So here, there should be kind of a sea cave, right? So you want to cave this in, right. So make sure that this is caving in because yeometry is turning inside. So you want to make sure that we cave those. And coming here on this line here, you want to make sure that this thing is not flat. So this point in here should actually be going inside. You want this point to dip in a little bit in there, and this can come out and this can come out. So you want kind of a see cave to this, and this one is actually too much out. So you just need to make sure that you look at all those and fix. So we need a cave there. So once you get this, you want to come in here, select that board again, or select that border, right? So you can kind of see that it's kind of caved. Even though it's not 100%, we can fix it later. Then you want to hit E on the keyboard to extrude and you want to hit end, and you want to actually come back to your side view again, come to wireframe to the scale too and you want to zip this up, right? So scale it down in the Z. Zip it zip it, zip it until Okay, it should not criss cross like that. Zip it until it's close or something like that. Alright? Let's zip it a little bit some more. Alright, so you can see, it's a little bit closer there. And with that, you want make sure that you push this on the line, okay? So bring this one right here on the line so that it goes with that line and you want to push it back. Okay, so push it backward until you get that kind of a curvature of the lips there. Maybe I can push it a little bit in. And I can come in here and take these three points, and I want to push them to be on the same same angle there, right? And I can just come in here and reshape some of these things. You can come in here and you can actually resize this. So you can come in here and resize this. So you can actually drop it closer down, or you can actually come in here and increase this, and I can come in here and push these points, be the side. So if I can come in here, you can kind of see what we have right now. So if I can select this, let's hit one. You need to make sure that this vertex is not hidden there. Otherwise, you leave it hidden there. Then you're going to have a tight crest there and it's not going to look good. Get your scale too and scale this thing in the X. Alright. So push it. You can see that vertex is coming in here. So you can see that distance, that distance there. So probably you can put it maybe the same size or half of that or three quarters of that, right? So it just have to be a little bit away from that, okay? So probably you can push it a little bit out, maybe there is kind of good enough. Then you want to come in here, right, and with that, you can see that some of these points they actually moved. So you want to make sure that they are actually on the right spot. Okay. And if I can come in here and come to the span and add a subdivision surface, right, subdivision surface and get out of there, you can be able to see the kind of a mouth that we have. So I'm going to hit two there. And with this now, you want to come in here and click that loop that we have there, right? And you want to come in here to the back. You want to make sure that you hit E to extrude, and you want to push this in the Y. So this is kind of the thickness of the lips, right, and you want to come in and you want to make sure that you scale this to flatten that a little bit, okay? And you can come back in here and push this back like that. And we can come to the scale, too. And let's scale this in the X. So you can see that it's starting to come back like that, and you want to scale this up in the Z just a little bit to open that mouth a little bit, something like that. Okay? I think that's quite good enough. And if we can come back and add our subdivision serve you can actually kind of see the mouth that we have right here. So let's come back in the next lecture and start adding detail to the mouth that we have here. All right. I'll see you in the next lecture. 5. Adding Detail To the Lips: Okay, guys, welcome back to the course. And on this lecture, we're going to be adding detail to our lips here. Alright, so I'm just going to go Control Rr on the keyboard, and I'm just going to add an edge loop right here between the lip and the bottom of the nose. And I'm going to hit three. To go to my side view, and I'm going to act very wire frame. And I'm just going to make a division between the lip and the bottom of the nose, right? So, something like this, maybe I can just push the two temporarily for now. And I can come in here to the very same line and I can just dip it a little bit just to define the lips a little bit some more. So if you can come in here, you can actually see what we have done there. The next detail that we want to do is we want to round off the slips. You can see they're a little bit flat here. So I'm just going to go control out on the keyboard, and I'm just going to add an edge loop right here. And I want to come in here to the Y axis, and I'm just going to push it out. Alright. And let me tell my mode. I want you to have a look right here. Okay, as I push in the Y like this, pay close attention to this point here. You don't want that point to come out from that cave here. You want it to go deep inside, okay? So something like that. So you want that smooth cave to go on like that, and you can hit Control and deselect that point, right? And you can push again in the Y, okay? And you can deselect those two, and you can come again and you can push again in the Y. Then from there, you can go to side view by hitting three, okay? And you can come to Y frame. Then you can actually select these points and actually push them as needed. So you can actually redefine how the lips going to look like, something like this, okay? So looking at this, you can see that this is kind of the corner wish of the lip. So there is kind of a criss that goes on there. So I'm just going to go control out on the keyboard, and I'm just going to edit from the top side, and I'm going to push the clause, slide it in until it looks a little bit tight, then I'm going to click and I'm going to come out of added mode, and I'm going to come in here and smooth. So you can kind of see that crus there that we have there. And if it is not much, you can hit G and you can actually tighten it more. And you can see here that is a little bit tight. So we want to bak it up a little bit. Okay. So if you can come in here and you can take probably it's difficult to see these three points, right, that makes up that cris there. You can take those three points, hit G, and you can space that in between there. And you can come in here, remember roundness and you can come in here and continue to round this so that we can actually have a nice cave coming in here. Now, the fourth detail that we want to have is I'm going to come in here to add mold, and you know that the nose kind of dips right here. So I'm just going to take these two points in here, and I'm just going to push it down like that, and I can also add this and push it down some more, something like that. And I'm going to come in here and smooth, and you can see it's not yet clearly defined. I'm going to hit Control R and I'm just going to add an edge loop right here. And right here on top of the nose, we got a dip. So we want to make sure that this topology right here mimics that. Okay. So if I can deactivate this so that you can be able to see one side of the cage, and I can come to this line of the Cris alright? Want you to jump this one and come to the next one, right? So when you come to this one, I want you to go to the next one, right, then you go up. Okay. So we want around this. So anytime you want around this geometry, you can do it like this, and you can hit on the keyboard and Majet Center. Okay. So if I can bring the cage right here, you can kind of see that we got a mess. But now we can come back to this initial line and we can select it and we can go X, and we can say, dissolve edges. And we can come in here, G, and we can push this one to the corner here so that we can be able to tighten it again. So G so that we have equal spacing there. Probably I can push it out in the Y just a bit, something like that. Okay? And I can take these three guys here and I can hit G, and I can just bring them down. And we want them to have almost same kind of distance with this one here. And I can take this and I can just push it out a little bit some more like that. Okay. And you can see we got a triangle here. So how do we fix this triangle? The other way of fixing a triangle is by creating another triangle. So I'm just going to hit K together knife too, and I'm just going to come in here and I'm just going to click here and you can see we got a triangle here and we have the initial triangle here. So we're going to continue with a triangle until there, right, and we're going to hit End. Okay. And with that, I'm just going to actually come in here and I'm just going to dip that point. All right, so I'm just going to push it down in the Zi there. And you can see that these pieces are a little bit too much, so we can actually push them in like that. Okay? And we can come to this one and we can push them in. Actually, this one need to be a little bit wider than the other ones, right? So let me come in here and do like that. Okay. If I can come in here and smooth, I'm not happy with this one. Actually, I need to bring it more in there, right? And I can bring this one up a little bit, something like that. Maybe this point in here is a little bit deep. So you can actually play around with this until you get something that you're looking for. So that's it for this lesson. Let's come back in the next lecture, and we're going to create the interior of the mouth right here. Alright, I'll see you in the next lecture. 6. Creating The Mouth Interior. : Okay, guys, we'll come back to the cost. And on this lecture, we're going to be creating the interior of the mouth. So if I can come in here and deactivate, you can kind of see we need to switch off this one, right? And let's come in here, shift A, and let's create a cylinder, because you know the interior of the mouth is kind of a bow shape, so the cylinder can give us a good shape. We're going to put a resolution of ten right here, and I'm just going to come in here and I'm just going to put nothing, and we want to rotate this 90 degrees. So 90 degrees in the X. And with this, I'm just going to hit three to go to the side view, okay? I'm going to activate this other cylinder here, which is the mouth. I'm going to take this cylinder number one, and I'm just going to hit to scale that, and I'm going to come to wireframe. Okay. So coming to this one, I want to deactivate subdivision surface, and I'm going to come in here and I'm going to tap into Edit mode, and I'm going to push this a little bit closer, probably somewhere here. I'm going to take this and I'm just push it backward. Okay, so probably this is where the interior of the mouth start turning into the throat. So I'm just going to hit RA to rotate that, and I'm going to hit S to scale. And I'm going to hit E to extrude, G, bring it down, R, rotate that, hit S for scale. So you can see what we are going for, and I'm going to hit E again to extrude, G to grab, and we are actually putting it into the throat now, and I'm going to rotate it and scale it down a little bit. Coming in here, I'm going to hit E to extrude, and I'm just going to push towards there, and I'm going to come in here. Probably I can eat two edge loops right here. I'm going to take this one, it to scale that. Take this one, it to scale that because the interior of the mouth kind of bulges down. All right, I'm going to bring this one, scale it up a little bit, and bring this one down. The same applies here. I'm just going to scale it up a little bit, okay, like that. And right here, we want to scale it down a little bit. Let's scale it down some more. Okay. And this way it's going to join actually, right? And I'm just going to come in here and I'm just going to hit G and scale it down a little bit, some more. And right here, maybe we can scale it. So we're just working with shape right now and nothing much. So if I can turn around, you can kind of see what we have right now. And I'm going to hit probably one to go to the front views, and I can see there. Because of the other cylinder. So I'm just going to deactivate that, and I'm going to select half of this, and I'm going to hit X, delete faces, and I'm going to come in here, generate mirror and activate clipping. Then I'm going to come to the top view, and I'm going to bring back our mouth, okay. And probably I can actually come in here and bring the mirror, as well, alright, so that we can be able to see. So we want to widen this this interior of the mouth a little bit. So I'm just going to heat tab to get into Edit more, the wire frame here, and I'm going to select half of this, and I'm just going to push it out a little bit like that. And I'm just going to deactivate the mirror there, okay, for that one. And I'm going to come in here, deactivate the mirror, and I'm going to shift click to select that one, and I'm going to go Control J to join those into one mesh. So looking at this, I'm just going to take this guy and I'm going to come to the scale to end we want to squash it in the Z. And looking at this, you can see that we are missing a cendaline there. So I'm just going to go Control Rr, and I'm just going to add a cendaline there. Probably I can push it out to round it out some more. So with this now, I'm just going to take this and maybe if we go to the side, we'll be able to see a little bit better. Okay, so the connection is right here. So I'm just going to hit Control Numped to grow the selection, and I'm just going to bring it right here on the center, something like that. Then I'm going to come back in here, and it's going to be very difficult to join. So what we can do is we can actually turn around and out shift click this and we're going to go NumpedPlus on the keyboard. Something like that. Then we're going to go control I to invade the selection, and we're going to just hit H to hide everything. Then it will be easy for us to be able to join these things together. I'll look for the Corner wish, which is this one, and this is the corner wish, as well, I suppose. So I'm going to come in here and activate this Mg tool and come to the snapping tools, and I'm going to come to Vertex. And I want to actually bring this to this corner here. So if I click here, you can see this is the next line. So I'm just going to take this and I'm just going to put it there. And I come to this one and I'm just going to put it there. And coming in here, we only got one point left, which is this one. So I'm just going to put it right there. And you can see we are missing two loops here. So I'm just going to hit Control ARR to add two lines there like that, okay? And I'm just going to and I'm just going to deactivate this and try to lift it up to round it out a little bit some more. Then I'm going to come back here to the snap two, and I'm just going to take this, and I'm going to put it there, take this, and I'm going to put it there. And coming down here, I'm just going to make sure that I get as close as possible. And I'm going to take this guy and I'm just going to meje him there, take this guy, put him there, take this one, and I'm just going to put him there. I'm going to go Control R and I'm going to add two, and I'm going to deactivate this one, and I'm just going to push this in the Z a little bit round of this geometry here. I'm going to activate the snapping again, and I'm going to come in here and I'm just going to put it in there, come in here, snap it in there. Then I'm going to come in here, Control R and maybe I can add two lines in here. I can go to my side view and I can actually come in here and round this thing manually, right? So I can do something like that. Okay. Alright. So with this now, we want to unhide all the other mesh, so we're just going to go out and edge on the keyboard. Then we'll be able to get the rest of the mesh back so you can be able to see what we have. So I'm just going to come in here, add subdivision surface, and let's bump into two, so you can be able to see what we have right now, okay? And sometimes you might have some smoothing issues here. You can see the edges too tight. So what you can do is you can tap into Edit mode, select everything, deactivate this, and you can come to mesh, and you can say normal, recalculate outside, alright? Come back again here. Normals recalculate inside, right? And if you smooth, you can be able to see now that we got something that is looking good. And if we can at a mirror modifier and come in here, you can see that the shape is a little bit tweaked in here. So what you could do is you could select this and you can deactivate some of this, right, probably somewhere around there, okay? And you turn your model upside down, and you want to push that in this Z a little bit to round that a little bit. Okay? Then you can come to this one and you want to deactivate some of the most of this, actually. Want to come in here and you want to push this in the Z, right, so that you can be able to round that a little bit. Okay? So you want to come in here and round them in the Z, okay? Come to some of these points and round them up, okay? Alright, until they look the way that you want. So you round them up manually, okay? The same applies to the bottom. Okay, something like that, something like that. Okay. So that's basically what you need to do in terms of creating the mouth cavit. Let's come back in the next lesson and do some final touches to our mouth here. All right, I'll see you in the next lecture. 7. Final Touches: Okay, guys, welcome back to the course, and in this lesson, we're going to be doing some final touches. And I'm going to come in here. So let's work on the smile line first. Okay? So what I'm going to do is I'm going to take probably all these lines in here. I'm just going to hit G, and I'm just going to bring them down. So you can see they don't want to come. So I'm just going to take this G, bring them down, okay? And I'm just going to take this. I can actually push them in the Z like that. Okay? Or I can do like this. All right, so I just want these lines to be a little bit closer, G and bring them closer. Alright? So you can see we got this line here and I'm going to hit G, bring it down. We want this line to help us with the smile line, okay? So I'm going to hit W G, bring this down. And here you can see this line is starting to go the other direction. Okay, so what I'm going to do is I'm going to actually draw the line coming down here. So I'm just going to bring it here and I'm going to bring it to that corner. Then I'm going to end there. And we got a triangle right here. So take these two points, hit major center. Old click this X dissolve edges. And you can see we got a big gap there, Control R and just drop a line there. And right here, we got a triangle. You can actually do the same O click X dissolve edges, then you can see we got quad there, right, and I'm going to push this in the Y. Okay? So I'm just going to push it closer there, right? Probably something like this, right? Okay? All right. So I want this line to be closer to the smile line there, right? And coming here, we want this to kind of continue. So we have this right coming down here. So we can take these two points, hit Majored center, right? So they can join here, and we can actually probably take this line, dissolve the edges. Okay, right. And we can come in here and click there and join those two. Alright? Then probably probably we can come in here and take this guy X and dissolve, right? So you can see, we can actually click this line here, X, dissolve. So this line actually is going to be the line for the smile line. I'm just going to dip it in a little bit so that you can be able to see it, right? Maybe over exaggerated. Okay, something like that. We need to make sure that this geometry here is rounded. So we need to make sure that we round this geometry, okay? As we've been saying from the beginning, you need to make sure that we got a nice cave right here, okay? And you can turn your model, and you can do the very same thing. Probably something like that, okay? All right. And maybe we can hit G to bring those lines so close. G, G there, G, G. Okay. All right. You can see here that things are upside down here, so I'm just going to make sure that I put these things in place, alright. And looking at this, I'm just going to click this, hit G, and line it up with this one. And I can take this and bring it down a little bit. So that's kind of shaping, right, that we are doing right now. And I'm going to throw another edge loop right here and I'm going to round it out. Then you control, throw another one there, okay? And you come in here and make sure that you round these things, right? Make sure that these things are kind of rounded. Okay. All right. So one thing about the mouth that you need to know is that the mouth Chris does not go all the way like that. It actually comes probably somewhere here, and it goes like that from the lower lip and it kind of tucks in there. And you can see it's almost going to the corner there. Then what we need to do is we need to come right here. So let me deactivate this and take this line here and tuck it. Alright? So you kind of tuck that, raise it up and take this one and tuck it down like that. Okay. Take this one, tag it up, right. Take this one, tack it down, right. Then we can come to probably this one, and we can just bring it down a little bit. Take this one, bring it up a little bit. All right. Okay? Maybe you can come to this point and just drop it down a little bit, some more. All right. So I can take this and this, right? And I can try to round that a little bit, some more, right? Take these ones. Okay, I hope I don't have anything else selected. And I can try to round that, okay? Alright, something like that. And if I can smooth, you'll be able to see that we're getting something that looks a little bit better. Alright. I am actually going to deactivate the mirror here, and I'm going to take these mirror points in here, right? Okay. And I'm going to come in here, take this one and this one. Actually, I didn't want this one. All right. And I'm going to take this one as well, okay? And this one as well as these ones. And I'm going to come in here and I'm going to drop this. Okay? So I'm just going to bring this down a little bit, like that. Okay. And I'm going to come in here, take this one. Maybe we didn't want all this so. Control click to deselect that, okay? And Control click to deselect that. All right. Probably I need this point in here, right, and we want to push it down some more. Okay. So if we can come in here and smooth, you can be able to see what we have there. If this corner wish is a little bit too wide, right, let's say this is too wide, you can come to the side here, activate wire frame, and let's deactivate this, okay? So let's come and probably this is the corner wish. Of the leap there, right? And you take that point. Okay, maybe this and this, this, this, this, this take all these points in here, all these points in here, right? Okay. And you can come in here and you can push this right in the X. Maybe you can come in here. Maybe push them in the Y a little bit. Okay? And you can see how this point is really, really off. Okay, so you just need to make sure that you keep on coming and round these forms, right? And this place needs to be more rounded. So let's come in here and round this place, right? Okay? I'm just going to come in here and round this a little bit some more, okay? Alright. And you can see here that this needs more rounding. So you need geometry that is quite rounded, alright. If you really want to have something that looks good, right? So if we can come in here, you can kind of see what we have so far. Alright, so that's basically what you need to do in terms of adding final touches to your mouth. And let me see you in the next lecture. 8. Remarks: Okay, guys, welcome back to the course. And on this lecture, we're just going to be looking at some final twixs and tricks. I forgot to delete this edge here when we were actually creating the definition for this deep here. All right, so I'm just going to go X, and I'm just going to say these of edges. So you got to forgive me for that. The lips tend to be a little bit sharp here. So what you can do is you can just come in here and you can select probably these three, and you can just push them up a little bit, okay? And you can come in here and try to redistribute this, actually. Just going to come in here and select this and just redistribute some more. Alright. So these are some of the basic tweaks that you just need to deal with. So I'd like to thank you for taking your time and effort in completing this course, and I believe that you had a lot of fun in learning how to model the mouth. I would be very, very pleased if you can post your projects after completion so that I can be able to see your projects and see the areas that I need to improve myself as well. That's it for me. Your favorite instructor, Fernando Adelino Williams is goodbye for now.