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.