Transcripts
1. Modelling THe Head Intro: Welcome to head
modelling tutorial right here in
Blender Volume One, the human face is quite
complicated to model in 3D than what you
might have guessed. This is because of the way
the lips go around the nose, the mouth, the eyes, and around the ears. As a beginner, it will be
extremely difficult for you to figure out how to collect,
restructure these loops. When I first started
learning modelling, I hate to go through
a whole lot of tutorials on how to model the human face and
the workflow was very painful and
difficult to understand. In this course, I'll teach you how to model the human face using very simple techniques that I've developed
over the years. Even if you don't know
how to draw in 2D, this is going to be a
lot of fun, Tulane. Believe me or not, this is the only cost that
you need for you to be able to model the human face
with good topology. After completing this course, you'll be able to understand and structure the lips
around the nose, the mouth, the eyes, and around the ears. With our struggle,
Let's get started. I'll see you in the course.
2. Downloading blender: Okay guys, welcome to the
course and in this lecture we're going to be downloading
and installing blender. Alright, so if you can
go to www.google.com, you'll be able to search
for Blender download. So you just going
to type in here Blender download.
You can hit end. So we're going to look for the one that is written
download blend or you just want to click right here
in these texts you to the blender website and we
got blend at 3.41 available. Now, if you're using Mac, Linux and other versions, you just need to come
in here and download. Alright, so since
I'm using Windows, I'm just going to come
in here and click here. Wastes are written
download Blender 3.41. So I'm just going
to hit this banner. And you can see
now that blend at 3.41 is now downloading. I believe now that Blender,
it's finished downloading. So if you can go
to your downloads, you'll be able to see there. Alright, so we've got
blender 3.41 here. Alright, I'm just
going to double-click for us to be able to install it. Okay. And I'm gonna hit
Next and I'm going to accept the license agreement. Then I'm going to go next. And I'm going to go next and I'm going to
install, alright. Alright, so you can see now that the installation
is finished now, so I'm just going
to click Finish. And if I can minimize this
and come here to my desktop, you can see now that we got blend a three-point
for installed. So I'm just going to
double-click to open it up. All right. Congratulations. You have
successfully installed blender 3.41 into your system. If it is first-time, this is what blend
that looks like. Alright, so that's
it for this lecture. In the next lecture, we're going to come back
and I'm going to show you the blender interface and we're going to take
it from there. Alright.
3. Interface overview: Okay guys, welcome back to the course and in this lecture, I'm going to be showing
you the blender interface. Alright, so I'm
just going to press a on the keyboard to
select all these objects. And I'm going to
press X to delete. Alright? Okay, so this is the 3D view and this is where you do
most of the modelling. So if you want to add
an object right here, you just need to come here to this menu here and
you go to Mesh, and you can add a
cube right here. And the other way you can
add objects right here is by pressing Shift
a on your keyboard. And that will give
you the Edit menu. So you can come to mesh again and you can choose
probably a con. And you can actually
move it either in the y-axis or in the z-axis. Alright? And right here we go
the tools shelf here, and we got this
Rotate tool here. So this one is actually
for the rotation of an object that you might have right here on the 3D view. And we've got the scale. The scale will help
you to scale this then the z-axis
or in the y-axis. So that's basically
what you need to know in terms of this
tool shelf here. I'm going to explain more things as we
go along the coast. Alright? The other thing, if you press N on your keyboard and
select an object, let's say like a cube, you can be able to see the
location of that object. And you can see now that this object is rotated a
little bit in the z there. Alright, so if I
can put zero here, you can see now
that it's rotated zero degrees in the
sea there. Alright? And we also got this panel here, and this panel is
called the outline saw. This outliner helps us to
organize our mesh here, okay? And this is where you
can rename this lake. You can call it box, and you can rename
this as well too, in other name that you may like. If you can see here these
things are in a collection. So if you want to move this
to another collection, or you just need to do
is you need to press M on your keyboard and
you say new collection. And let's say we call it box. And hit Enter, Okay,
and then hit Okay. Then you can see
now that we've got a box collection here and this box items actually
sitting inside there. Alright, so you can take some of these objects like the top view. You can drag it and put it
into this collection there. I'm just going to
undo that, right? And you can also hide
this collection, and you can also hide this
collection. So let's take e.g. that you have got a lot of objects in this collection
like here you can see we've got three and
we just want to hide just one of these,
let's say the con. So what you need to
do is you need to, you don't need to hide
the whole collection. What you need to do is
you need to come to the corn and click
on this eye here. Alright, they need that
way you'll be able to hide this con, alright, coming here, you can see now that will
go to file and this will actually help us to open
the files and to save. If you want to save, you
just come here and save. If you want to import, you just have to come here to import. And this is where you
do the export as well. Alright, and we got
this edit tab here. So if I come down
here to preferences, you can see now that we got the interface and
will go the theme. And we go to also this
add-on section here. If you want to install an add-on that you
downloaded some way, you'll just click on
Install and to locate it, the new heating store it on, then you can be able to
have it on the list here. Alright? And if you come here to system, you can see now that we've got Cycles render device divisor. If you've got a graphic card, your graphic has
to be listed here, then you can be able to select it from the drop-down menu. If you've got a graphic card, please just come here and
select your graphic card. Then you'll be able
to use it and blend. Alright? And after you've done that, you just need to come here
and click Save Preferences, alright, then you'll
be able to have your graphic card always
working right here and blend. So I'll be explaining these ones as we move along the course. I'm going to explain
this section in the coming lectures
and coming here. This one is called
the X-ray mode. So if you are in x-ray mode, you can be able to see other things that you
have on the other side. So you can actually
be able to see the edge of this cube
from that other side. Alright, perfect. And if I click this icon here, it gets me into wireframe
mode and I can be able to see the wires that actually mix-ups these objects
that we have right here. Alright? And if I click this one and
deactivate this x-ray mode, you can see now that we
are big way we started. So this is called the
viewport shading. And if I come here, let me just come in here and create a colorful this, right? And I'm gonna
change this to red. You can see now that
we can be able to see this color of
this object, alright? But if I am in object mode, you cannot be able to see that. Okay, So this is
good for things like texturing and it didn't
basic materials. So I'm going to show you how
this works in the future. And we got this random mod here. So if you've got a camera, you can be able to render whatever project that you
have here, right in blender. You can be able to
export it out. Alright? And we also got this
other section here. We can add things like
materials to an object, just like we just did here. And you know, we have course
things like verdict groups. And we got things
like modifiers. If we want a smooth
this object right here, let me come back to
viewport shading. If you want to smooth it, you come to this panel
and you can just choose probably
subdivision surface, then you can be able
to smooth this object. Alright? So this is basically
two in terms of the interface
and coming here, we've got different
kinds of modes ear. So we got what we
call object mode. And this is the object
mode for this object, and we'll go to Edit mode. So if we're in edit mode, then we will be able to
manipulate the points on this object here so I can tweak the ship
right here, okay? And if I'm in scout mode, I can be able to sculpt on
this object here, alright? And if I am in vertex paint, I'll be able to paint
some vertex is here. And if I am in weight paint, I'll be able to paint as well, the weights and
texture pane to be able to add some colors to
this object right here. Okay? So this is all you
just need to know for now in terms
of the interface, then most of you two,
we're gonna go through it as we go along the cost. So that's basically it in terms of the interface overview, I will see you in the next
lecture where we're going to go through some
Viewport navigation. And I'm going to
teach you how to navigate through this interface. Alright, I'll see you
in the next lecture.
4. Viewport navigation: Okay guys, welcome
back to the cost. And in this lecture I'm
going to teach you how to navigate through this
Blender interface, alright, so if you ever want it
to rotate this viewport, all you just need to
do is you need to press and hold your
middle mouse button. Alright, so you press and hold
your middle mouse button, you'll be able to rotate
through this viewport. Alright? And the other way you
can do it is you can come here to this
navigation gizmo, and you could just click and
hold and ten things around. So this way you can be able to rotate through the
viewport, alright? And if you wanted to pan things, all we just need to do is
you need to press Shift on your keyboard and press and hold your middle
mouse button, right? This way you can be
able to pan things. The other way you
can do it is you can come here to here we
go this hand here, and you can just click and move it around to where
your marijuana to go. Alright, if you want
to zoom this viewport, all we just need to
do is you need to scroll your middle mouse button. Alright? So you'll scroll it, then you can be
able to dissolve. Alright? You zoom in, you can zoom out. Alright, the other way you can do it is you
can come here to this plus or
magnifying icon here, then you can actually
do the very same thing. Alright? If you want to rotate, press and hold your
middle mouse button and just start moving. Alright? If you want to pan, press Shift on your keyboard and press and hold your
middle mouse button, then you can pan. You want a Zoom, scroll
your middle mouse button, alright, like this, then
you can zoom in and out. Alright, so that's
it in terms of rotating, panning and zooming. Okay, for us to be able to
design things properly, right-hand blend that we need to know where we can
get our front view, our side view, and our top few. Alright, if you wanna get your front view right
here and blend at all, we just need to do is you need to place one on a
numeric keyboard. You can be able to
get your front view. Alright, the other way you
can get it right here in Blender is you can come
here to view a right? And you can go to viewpoint, and you can go friend. Alright, Perfect. Then if you wanna
get your side view, you can press three
on your keyboard. Then you can actually
get your side view. Alright? You're right. Orthographic view. The other way also
is just coming here and you can get your, your right orthographic
view right here. Okay, Perfect. And if you wanna
get your top view, you can press seven on
a numeric keyboard, then you can get your top few. Alright, the same way, you can just come in here viewpoint and you
can get your top. Okay, So this is all
you need in terms of navigating through the view
port right here in Blender. And I encourage you to
know these shortcuts. Alright, so I'll just make sure that for your front
view, you'll press one. For your side view, your press
three or numeric keyboard, and for your top view,
your press seven. Alright, and this
will actually make our life a little bit easier
and faster right-hand blend. That's it from me and I'll
see you in the next lecture. And I'm going to teach
you how to manipulate this objects that you have right here in Blender allright.
5. Moving, rotating and scaling objects: Okay guys, welcome
back to the cost. And in this lecture, I'm going to be
teaching you how to manipulate these objects that you have right here and blend. Alright? So for
you to be able to select an object right
here in blender, you just need to
left-click on the objects. So you left-click on the object, then you can select
this object, alright? And you want to select this one, you left-click, you want to select this one, you left-click. Alright? So it's as simple as that. If you want to select
all this object at once, you just press a
on your keyboard. And if you want to delete
all of these objects, you just press X
on your keyboard. Then you'll get this menu here, and you just press Enter, then you'll be able to
delete all those objects. Alright? Okay, so
I'm just going to undo what I just did right now. And I'm going to bring back all those three
objects, alright? For you to be able to move these objects
that we have here. First, you have to
select it, all right? And you can come here to this, move to here, alright? Alright, in Blender,
we got three axes. Here. We go the z-axis
which is going up, and we got the x-axis which
is going in this direction. And we also go the y-axis, which is going in
this direction. So you can move this object
in three directions, alright? So you can choose it to
move it in the x direction, or you can move it
in the y, alright? Or you can also manipulate
the set axis for this object. Okay, Perfect. So that's basically it in
terms of moving an object, you just need to select the object and you can
move it either on the x, on the y, and on the z. Alright? And the other way
of moving objects right here and blend is by
using keyboard shortcuts. If you select this
object and you can press G on your keyboard, you'll be able to
grab this object and you have to tell it in which direction you
want to grab it. So if you press X
on your keyboard, then you can be able to
grab it through the x-axis. Alright, Let's say e.g. you want to move these
objects five units in the x. So all you just
need to do is you hit G for grape, alright, in your press X to
specify the axis, then I'll press F5 on
your, on your Medicare. But then you can see now
that we managed to move this object five
units in the x axis. And if you can press N to
bring the Properties menu, you can see we move to this
object by 5 m. All right, you can move it in the
negative direction as well, but just by doing the
very same thing, Alright, let me just zero
this one out. Okay? So that's it in terms of moving objects right
here in Blender. And if you want to
rotate this objects, you just need to
do is you need to come here to this rotation
gizmo right here. Okay? So you can see now that
this rotation gives more. I have got the x
axis and the y-axis, which is green here,
the x is rate, and the z axis, which is actually blue. Okay? So if you want to rotate
through the x-axis, you just click here and you continue holding and
you turn things around. Alright? And if you want to
use increments, you could actually press
Control on your keyboard, then you can snap it to a five degree angle so that way you can be precise, alright? And if you want
to rotate slowly, you press Shift
on your keyboard. These can rotate very slowly. Alright, perfect. The same applies to
the Xerox is click on the z axis and you can
just rotate in the z axis. Press Control to snap it to the degree angle that
you might want. Alright? And the same applies
to the y-axis. You can rotate in
the y-axis as well. Alright, so I'm just
going to undo all that I've just done there. Alright, so that's one way of rotating objects,
right hand blender. Most of the time when you are rotating things
right hand blender, you just need to
be fast and quick. You might not need to come
here to this rotation gizmo, if you want to rotate in
the z axis by 30 degrees, you just hit R for rotation, is it for the axis and fit? Alright? Then you can be able
to see now that we've rotated this
theta degrees, okay? So that's it in terms of rotating objects
right here and blend. Let's talk a little
bit about scaling now. So if I select this object, I can come here to
the Scale Gizmo here. And I can scale it
in the y, e.g. I. Can scale it this way, alright? And I can also scale
it in the X like that. Alright? And I can scale it
in this z like that. Alright? So this way you can be able to manipulate the scale of
this object, alright, the other way you could do that without coming here
to this skill, gizmo is you could actually stay right
here on your Move Tool. And if you want to scale
this object in the x-axis, it's the very same thing. You're just press S for scale and X4 axis and you
can save three, then you can be able to
see that we can scale this object three
times in the x-axis. Alright, so these are the hand keyboard shortcuts that you need to know
right-hand blender. And most of the time I might be using the
keyboard shortcuts. Alright, that's it for me. I'll see you in
the next lecture.
6. Extruding, inserting and aligning objects: To be able to manipulate
the points on this object, you just need to come here
and change these to edit mod, alright, so you can actually manipulate these
individual points. So these individual
points that you have here is called vertices. Alright? So this is a vertex, a vertex, a vertex, and the vertex, alright? So this is the
vertex select mode. Alright? And do we have this
thing like a line? So every time you
can click here, you can see we've got
something like an H. So this is the edge
mode, alright? And you can select the edge like this and
you can move it as well in any direction that
you might want to move it. Alright? And we also got this
thing like a polygon. So this is actually called
polygon model face mode. So you select this face here
and you can see this face. I've got four sides. Alright? You can see it go to 1234 and this is called
acquired. Alright? So this is what we are looking
for every time we'll be modeling right here and
blend or we need to make sure that we
maintain clients. In a matter of fact, we need these quads to be
almost of the same size. We might not get them
exactly the same size, but we need to make sure that
they almost look the same. Alright? If you want, I'm unemployed,
you're vertices just clicky on the vertice mode
and you can just manipulate, alright, if you
want your age mode, click here and you
can get your AUC. If you want your face mode, you can just come
in here and you can select your face mode. Alright? So let me teach you a little bit about what we call extruding. Alright, so if you
select this face here, you can extrude it. Alright? So the way you do that right
hand blender is you can come here to this thing here. So you click on this, it gives you this plus. So it's letting me know that
you are about to expand that by extruding so
you can push this. You can see now that
we've got a new face that is just created
out of these array. So that's basically extruding right here and blend, alright, the other way you can extrude things right hand blender is by pressing E. So you press
E on your keyboard, alright, and press Enter. Then that polygon
that you extrude, it is just sitting
on top of that. So you just need to move it in the axis that I want to move it. So you can see now I can
move it in the wider. If I select this one and I hit E for Extrude
and press Enter, I can now move it
in the x-direction. Alright, so this is
how you can actually start manipulating this
object's, alright. And if you want to rotate the orientation of this face,
you can do that as well. You can come in here, you can just rotate that
in this Z, okay, perfect. And you can just come here and click this extrude region
and you can extrude it. Alright? And you
can see now that is conforming to the direction of the rotation that
we have right here. Okay, Perfect. So that's it in terms of extruding objects
right here in Blender. And we go to another one
that we call inserting. For you to be able to insert a face right
here and blender, you can come right here and
you can click right here. And it's the region inset faces. Okay, So you can
click here, alright? And you can just insert
a fist like that. Alright, perfect. And after inserting a face, probably Let's say you
want to extrude this. You might hit E on your
keyboard to extrude that. Or you can still come
to face and you can say extrude faces and you can
see what you come up with. Alright, then you can put this thing inside there,
something like that. Then you can insert again. You can come in here and
press I and you can inset. Alright, Perfect. Then if you want
to extrude again, you can either hit E, alright? And you can specify
the axis by hitting Y, then you can just move it
out to something like that. Alright, so that's
basically it in terms of extruding and
inserting faces. Alright, now, the other
thing that I need to teach you right now is what we call aligning objects
are learning whatever face, vertex or whatever I tease. Alright, so if you
come right here, you can see we've got this thing that
looks like a magnet, and this is called a snip tool. And let's say e.g.
we want these to be exactly aligned
to this edge here. And if you want to try
to manually is going to be a little bit
complicated for you, no matter how much you can try your manner, getting
100%, alright? The best way you can
do to align things perfectly right in Blender is especially if you are
doing design work, you need to be very precise. So you can come here
to our snap to, and you can click on it. Alright, and you can
come here to where we got this arrow here. And you just need to choose
one of these so you can choose vertex snapping option, alright, and let me show you
how you're going to snip. Now. You come here and you drag, Let's say you want to snip
this in the y-direction, so you drag and you can
click right on that point. We've got a vertex there.
Alright? Then this thing is aligned perfectly. Alright? If you want to align with edge, alright, It's very simple. You just need to
point on this edge. So you click the axis
that you want to align, like the y-axis, then you
can click on that edge. Then this thing will be
aligned properly. Alright? So this is one thing that
is very, very important. You need to make sure that you align things hundred per
cent right here and blend. Let's come to the
vertex is here. Alright? Let's say I move this
vertex like this, alright? And I would want this
vertex to be aligned exactly on the same
position with this one. The best ways I have to come here and choose vertex, alright? And I just need to align it. I can see that the axis that I need to align
it is the x-axis. So I just need to
move this and hold, and I point on
this other vertex. And you can see now
that this thing is aligned perfectly in
the x-axis there. Alright, so that's it in
terms of aligning objects, light here and blender. That's it from me. I'll see you in
the next lecture.
7. Loop cuts and beveling objects: Okay guys, welcome back to the course and in this lecture, I'm going to be teaching you
how to bear for objects, as well as adding loop
cuts to an object. Alright? And as you can see
here on this scene, we get our climate,
our cube and light. So I'm just going to go
ahead and select this cube. Alright? And if I want to
get into edit mode, I just want to
come here to waste written object mode and I'm
going to select Edit Mode. Then you can be able
to see that we can manipulate this object
a little bit better. The other way you could
do it as well is you can just tip Tab
on your keyboard. Then you can see you
are in edit mode. Then you can be able to manipulate the
points inside here. Once you are done with
what you're doing, you can hit Tab again, then you can go back
to object mode. This is a good way of getting into edit mode and object mode. So you just press Tab,
you're in edit mode. Press Tab again, you
and object mode. Alright, so we want to bear
for this object a little bit, but before we bear volatile, I want to teach you
how to add loop cuts. Alright, so to add loop
cuts on your object, all you need to
do is you need to come down here, alright? And you can see this object
here we tend to look at. So you click on it. Then you can be able
to click anywhere on your cube and you can be
able to add some loop cuts. Alright, let me go back
to my move to here. Alright, the other way you
could do it as well is you can hit Control and
arrow on your keyboard. And the good thing about this is if you scroll
your mouse wheel, you can actually add more edge loops
Friday so you can scroll up and down to it. As men age ellipsis
you need, alright, so I'm going to add
three for now, alright? And I'm going to hit
Control R again, and I'm going to
scroll my mouse wheel and two, I get three there. Then I'm going to
click. So you can see the keyboard shortcuts help us to be a little bit
faster right-hand blend. Alright, then there's
something that we call beveling and objects
right hand blender to bear for is just to mix
something a little bit smoother or write or to round
the corners of that object. Let's say e.g. I want to
select this slope here, going all this way. I could come here with
this vertex selected here, and I could select
123 like that. And this is a long process. If you hold Alt on your
keyboard and click alright, then you can be able to select the whole loop
right here at once. And if you want to add another
edge loop to this one, which you already
have, you press Alt and you press Shift. Then you can click, then
you can have some more. So let's do it again. Shift click, then you'll have
more edge loops selected. And you can see this one
is going all the way to the back there because this age yellow pea is going like that. Alright, and if I
want to deselect, Let's say the middle one, all you need to do
is you need to click Alt Shift and click on that edge loop that
you want to deselect. Then you can see now that
that edge loop is deselected. So this is how you
add an edge loop. I'm going to show
you a little bit of it in the next future. Alright? And if we want a
beer for an edge like this, edge is a little bit rough. So we went around it some more. So I'm going to hit Alt
and click on this edge, and I'm going to click
Control D on my keyboard. And this way you can
be able to run that. So if you scroll
your mouse wheel, you can see now you can add one or two or three
edge loops there. Alright? So you can see now that we were able to round this
geometry little bit, Let's come to this side
and I'm going to Alt, click on this edge
here to select it. And if you wanna do it manually, right here in blender, you have to come to edge and
you'll choose bevel edges. So you get the very
same kind of thing. And you can just scroll
your mouse wheel to add one or two edges
in between there. Alright, let's say I come here
to this face select mode, and I want to select
all these phases. So if I click, I will have to hold Shift
and select this end. You know, this is a painful
way of doing things. So let's do it here. Press this polygon and
press Alt on your keyboard and select this edge here because we want
this one, alright? And if we want this
one in the y-axis, you need to select these and
make sure that you select an edge pointing in the
y-direction like that. Alright, so that's basically it in terms of babbling objects and selecting lobe costs
right here and blend this. I'll see you in the next
lesson where we're going to start loading reference
images for our current. Alright.
8. Loading reference images: Okay guys, welcome
back to the course. In this lecture,
we're going to be importing reference images
for our character model. And I'm going to press
a on my keyboard, select all the
items in the scene, and I'm going to press X and
I'm going to hit Delete. Alright? Okay. I'm going to press one
to go to our front view, and I'm going to
go to the folder where my reference
images are stored. So you just need to go
to the location where you downloaded your
reference images to. Alright, and I'm just
going to come in here to the Swan written
character front. So I'm just going to
drag this one here, and I'm just going to put it and drop it right here
in the front view. And if I can press
N on the keyboard, and I can come here to do
the transform properties. I wanted this
location right here, so I'm just going to click and
drag to select everything. And I'm just going to
zero out everything here. And I'm going to come right here on this panel to where we got this kind of a cube thing with a dot and a
triangle in there. And this is called the
image properties. Alright? So I'm just going
to come here to opacity and I'm going to check this box and I'm going to dial down the opacity
of the image. I'm just going to doubt it. Probably 2.25 or
something like this, so that it's not too
much harsh to our eyes. Alright, after
this, I'm going to come back here to our
transform properties, and I'm just going to push
this z going up. Alright? I think these images are not
quite matching properly. So what I'm gonna do
is I'm going to use this profile view so that I can be able to align it properly. So I'm just going to bring the profile down until
it touches the ground. I think somewhere, like
they could be good to go. And I'm going to copy
this value of 1.74. So I'm just going
to hit Control C on the keyboard to copy it. So we got this image
plane now, sit, so we're going to name
this and we're going to call it character. And I scroll. Let's
call this front. Okay, perfect. And I'm going to press 32, go to this side view. And what I wanna do
now is I'm gonna go back to the
folder where we got the reference images and
then I'm going to take this one written character
profile and I'm just going to drag it
straight into Blender, alright, and I'm going
to drop it right here on the right orthographic view. And I'm going to come here and I'm going to zero
everything to begin with. All right? And I'm going to come
here to the Z properties, and I'm just going to paste the value that we
had from the front. Alright? And I'm
going to come here to the image properties
and opacity. I'm just going to change
this to 0.25 again, alright, so that it might not be too
harsh for us to work with. Alright? The other thing that we wanna do is let's come here to
the perspective view. You can see that this
image planes I actually sitting on the
center of the grid and this is where we're gonna
be doing the modelling. And we don't want
this to happen. So we want to hide this image planes from
the center of the grid. So what you can do
is you can just click probably this
character front. Let me just double-click
and copy this. And I'm just going
to paste it in here. And I'm going to call
this one profile. Okay, and I'm gonna
hit Enter, alright, with a character profile
image plane selected. I'm just going to
come in here to the image planes and I'm
going to come your way, it's written Show in
orthographic perspective. I'm just going to make sure
that I deactivate expected. Alright, I'm going to
select this one as well, and I'm going to
do the same thing. Alright? So now we got one
problem solved. Now, if I can hit one, you can see that we got our
front view in place there, but we also got a line
running through here. And this is the image plane from the profile view that is actually doing that you
can see as I select here. So what we wanna do is we
want to disable these. Now, if I can come in here to my perspective
view and I can hit Shift a and I'm going to
go to Mesh and eta cube. And I'm going to come
here to the move tool. And I'm just going to
pan in a little bit. Alright, you can see now that the top view is actually defined by the zed
axis, alright? And the front view is
actually defined by the y-axis and this side
is defined by the x-axis. Alright, I'm gonna press one on the keyboard to come
to our front view. And I'm going to press X and I'm just going to delete that cube. Alright? So what we wanna do is we
want to deactivate this line. And if I hit three, you can see that it's also
showing on the profile view. So we wanna deactivate this image planes
from destructing us. Alright, so what
we wanna do is we want to come to the front
view by pressing one end. And the front view is actually
aligned with the y axis. So we need to come here to the location and we
look for y-axis. So what we can do is we
can just doubt these two, the negative direction
so we can go -100. Alright? And if I can go
to the side view, you can see now
that we don't have that image plane
destructing us here, let me go to the front. The saw, the profile view is actually defined by the x-axis. So what we wanna
do is we want to come to the profile V and go to the x-axis and we just want to dial minus hundred on
the location value. Then you can see now
that we don't have that. And the other thing that
you wanna do before you start modelling is
that you'll want to come here to where we got this Kindle Fire located here. And you want to
click right here. And you want to
activate this thing that looks like a
pointing arrow. Alright? And you can see now
it's over this side. So what you wanna do is you
want to click to deselect your character profile view and click this character front. This will actually hide the
image plane so that you're not accidentally select them
as you do the modeling. So this is what we need to
do in terms of importing reference images for
our character model. Alright, I'll see you
in the next lecture.
9. Box modelling the head: Okay guys, welcome
back to the cost. And on this lecture
we're going to be starting the head
geometry with a cube. Alright? So we're going to go ahead and press Shift
a on our keyboard. Alright? And we're gonna go to Mesh. Then you're gonna go cube. Let's tab into edit mode, okay? And we want to add a center
line here so that we can be able to mirror the head
geometry to the other side. Traditionally, we could
come here and hit Control R on our keyboard and add
one edge loop right here, okay, just to divide the
cube so that we can work on one side of it and it will be mirrored over
to the other side. I realized that just
adding one line on the center line
instead of blocking out takes a little bit of time. Well, it's the
easy way to model, but it might take you
a little bit of time. Okay, so what we're gonna
do instead is that we're going to add probably
three lines day, okay? Alright, something like that. Okay, so we need one line
here for the center line because we're going
to split it and delete half of this cube. Okay, so we're
going to delete it right here on this line here. And we need at least
a line for the eyes. This is the front of the head. We will need about
three lines, I guess. Okay. Let's see. That's right. Okay, so we added three
lines Initially there. We need a line for the forehead. Alright, so this line here is going to be for the forehead. And we need a line for the
eyes, which is this one. And we need a line
for the mouth. Later on, our mouth
is going to come out from this
geometry right here. Let's go to the side. And I go Control R on
my keyboard again, and I'm going to scroll
my middle mouse button and I'm just going to add three again, something like that. Okay? So it looks like it's a little
bit density, but it's not. The reason why I'm adding
a little bit of geometry on this cube is that I want
to round it off initially, because most of
the time if we put one line here and one
line on the side, you got to do a whole
lot of shipping and this is time-consuming. So the next thing you wanna
do is when I hit a on your keyboard to select
all the polygons there, alright, then you're
going to click Alt, Shift and S on the keyboard. And that way you'll be able to round the corners of this cube. Okay, So you can just click and we can actually
control the roundness. So with these two sphere
factor here, okay? So we want to come up here
and round this thing. Probably somewhere
around 0.8 can do. Something like they can
do, is round enough. Alright, once we
have achieved this, we can hit one on our keyboard
to go to the front view. We want to start scaling this object because it's a
little bit too much, okay? And we want to move
it up in the z axis. And we want to position it right on the head
of the character. Alright, if you hit Shift
Z on your keyboard, you'll be able to see
the wireframe there. Then you can start scaling. Alright? So we want to scale until the edges of this fear touches the corners
of the head there. Okay, so we wanna keep on scaling until it fits
a little bit closer. Alright, so I'm going to hit S again and I'm going
to continue scaling. Alright, somewhere there ways, almost like It's fitting there. Alright, the head is
actually ending right here where I've put an
indication on our drawing here. We want to scale this cube
until it fits properly. Before I scale it, I just
want to make sure that it's only me do off the top of
the head and the chin here. So probably somewhere
there I think could do. Then I'm going to say scale
by hitting S and Z. Alright, then I'm just going to
scale in the z-axis. Okay, now that we have this, so we're going to press
three on our keyboard. You usually want to
start shipping on your, on your profile
view or side view. Okay? I'm gonna come in here and I'm going to select
the vertices here. Okay? I want to start
shipping, alright? And make sure that you
come in here and make sure that you go to select box
selected here, alright? Then you're going to select
this and you're just going to drag from where we
have this circle here. Just click there
and you can drink. Okay. We don't want to waste
a lot of times we start blocking out the head geometry. Now. We want to put it
right on the line. I think you can see where the
line of the head is there. Alright, k. And we want to come in here. I'm going to select all these. And I'm just going to push it
behind the forehead there. Alright? And I'm gonna take this guy
here and I'm just going to put this guy right here
on the bottom of the chin. Okay. And let me just bring this one a
little bit some more down. Okay? We are not much worried about
a lot of things right now. We just trying to put
these things in space. Okay. Then probably we could just slipped up this one a
little bit better. Okay? And I'm going to push
these two, actually, let me push this a
little bit forward. This line is going to end
up being our jaw line. Alright, let me box
select these two. And we just want to move
them inside like so. Okay. And this we want to move it
down somewhere like that. I think could do. Alright. Actually we need to
bring this line of the ice down here on the middle of the
eye is somewhere there. Okay. Yeah, Some were there probably could be the
middle of the eye. And I'm just going to bring these lines a little bit
down because I want to drop this line here
to come on the mouth and you can see these lines
that actually blocking that. So I'm just going to push
them a little bit closer. Alright, so I'll make sure
that you are box selecting. Don't click one. When it is like this and push, you'll realize that the
other one is left behind. So you need to be booked selecting like this,
your box select. You can push down, alright. Box select. Then you can push down. Alright. I'm just trying to make
sure that they are a little bit closer to each other. Okay, so let's push them down. Box select and list. Push them down here. Alright, we'll push it down
a little bit some more. We can do the same
thing right here. Okay, That's perfect. Okay, So right now we are just
mindlessly pushing things. There's nothing much
that is being done here. We're just pushing things according to how the profile
view looks, alright? And the jaw line
is somewhere here, but for now we can put
it somewhere there. Alright? And I'm going to push this
a little bit down here. Alright, this line here, What's gonna be the
line for the forehead? But I think way T's, it's quite good there. We can actually
add another line. So let's hit Control R
on our keyboard to add another line and we click, alright, then I can take this and I can push
back a little bit. Alright? So we go something like this is going to be the
line for our forehead there. Alright, great. So let's go to the front view by pressing one on our
keyboard. Alright? Okay, If we can go to
the viewport shading, you can see what kind
of a hair do we have. You can see now that the profiles already shipped
and look at the back. We already have the
roundness done for us. That's why I was saying sometimes it's better
to start off with a little bit of
resolution rather than starting with one line, then you have to
do all the round. Okay? So this is what we have so far. So we're going to press
one to go to a front view. And right here you can see that some videos is a little bit out and we need to do a little
bit of pulling right here. But before we do
that, I'm going to box select all these
vertices here. If you don't pass this
middle line here, you will not be able to
select some of the faces. Then I'm going to go x and I'm
going to say delete faces. Okay? The reason why we're
doing that is because we just want the
mirror modifier. So you'll come here
to the modifies tab. And you can see with
this panel here, okay? Alright, and you come here
and say Add Modifier, and you'll look for
something called mirror. Okay, then you got to
press this cage here to activate it and make sure that you click this
guy called clipping. I'm going to show you what
it does in a little while. Then we're going to pan a
little bit our view here, okay, So if we wake on one side, you can see the
other side is being mirrored over and
that's what we want. Alright, so what we wanna
do now is we just want to start pushing things so
that it can be on the line. Remember that line, that dotted line that
I did put there. And we want to push this
guy to be on that line. Okay? Perfect. Alright. You can come here and
it's quite in place. And we can come here. Actually, I'm just going
to push these two, alright, because they are
a little bit off, right? Okay, so now when you
come here now you can see that things are
a little bit crazy here. That's one thing
that can give you a trouble in terms of
understanding what is, what, what can you do now, alright, but I don't want you to
be afraid of this, okay? So why did you
just need to do is you just need to go and grab it. It's that you see that is outside and just put
it right on the line, just like that. Alright. You can grab these two or you can even go one
by one if you wish. So I'm going to grab
these two anyway, and I'm going to put them right on the line, just like that. Alright. And I'm going
to grab this one. I got a FedEx here. Just grab it and
put it on the land. You just got to push
these things mindlessly. You don't have to be
worried about nothing. Select these three. They are a little bit close to each other. Just push them on the line. Okay? You don't have to be too much realistic at this point in view. You don't have to
be worried about detail at this stage, alright? Then you take this
one is out and you just want to put it
back on the line, okay, So you are
attacking process. You are taking it back
to the line here. Alright, so that's
the good thing of having a reference image. You can see this is the
line for the eyes that we're talking about is cutting through the
center of the eye. I'm just going to
drop it a little bit so that it can
be on the center. Alright, and we have
this one on the mouth, or I don't want about
this line at the bag. If this line here is just at
the back of the character. So if we turn our
character around, you can see now what kind
of a head shape we have. Alright, so I want you to
practice how to do this probably three times before we can move on to
the next lesson. Once you know how to do this, then we can move on
to the next lesson. And on the next lesson, we're going to come back and
we're going to start drawing a loops for the mouth where our mouth is
going to come from. Remember this the center line, and we're going to draw
loops for the nose. The nose is gonna be
somewhere in-between here. And this is the eye. So we need to put something like an eye socket the way
the eye is going to sit. Alright, and that's it from me. I'll see you in
the next lecture.
10. Drawing the lines for the mouth, nose and eyes: Okay guys, welcome
back to the course and on this lecture
we're going to be drawing out the lines for
the mouth, nose, and eyes. Alright, if you know
how to draw in 2D, this is going to be a
wonderful moment for you because that's what we
want to try to mimic. Then later on we're going
to try to push it into 3D. So to begin with, we're going to come in here to the
line of the mouth. If you press one
on your keyboard and press this
wireframe thing here, you can see that the mouth
is sitting right there. Okay? So we want to start
right there to draw the lines for the mouth. Alright? And I remember this is the line for the eyes
going down here. And this is also the line for the middle of the
eye horizontally, so they meet right here. Okay, so we want
to start drawing those lines for the
mouth and the nonce. Then we'll finish off
with the eye socket. I'm going to press
K to get an F2. Then I'm going to click
here on this line, and I'm going to
click on this line, and I'm going to click
somewhere on this line. Then I'm going to press Enter. Alright, so you can
start to see now that this opening here looks like
an opening for the mouth. Before we can go too far, I want you to go to
Edge mode by pressing here and select this
line here, alright? And press X on your keyboard
and go to Dissolve. So we want this line to be actually getting
inside of the mouth. Allright perfect. And we're going to come in here. So what do we wanna
do is we want to put G twice on our keyboards. So you go twice and you can move that towards the center
or something like that. Alright? This vertex here tip you
twice and you can move. It's something like that. Alright, now we want to draw where the nose is
going to go through. So I'm going to press K
again on the keyboard, and I'm going to click here, and I'm going to click right here on the line of the eyes. Okay? I'm going to draw the eye
socket straight away from here. Alright, so I'm going to come here on the middle of this line. And I'm going to click, then I'm going to come here on
the middle of this line. I'm going to click and I'm
going to come anywhere here. And I'm just going to click
the center line here. Alright, then I'm going to press Enter these polygons here. Later on will become our nose. And we can as well
go ahead and box select these three
vertices here. And we want to push
this three vertices here to where the
bottom of the nose is. Okay? So we could push
like that and you can see now that the
head is singing there, and that's not what we want. Alright? Remember what we tip the double G and we're going
to push something like that, okay, for us to be able
to position it properly, we need to go to the front view. So let's hit one on the keyboard and let's
press the wireframe. You can see actually went
a little bit higher. So we're going to tip double G again and we're going to push it somewhere there on
the bottom of the nose. Alright. We go this line here, and this is the line
for the eye socket. We're just going to tap double
G and we want to push it of this vertex is here. It will help us to define
the mouth a little bit more. So I'm just going to pull it. Okay. Something like that. Okay, so if I go to
my viewport shading, you can see what we have. Alright, so we've got something
that looks like scar. I'm just going to drag this and push it a little bit
to the middle there. Alright. So you can see now this is where the mouth is
going to come from. So let's go back to the front view and let's
tap into wireframe mode. And this vertex here, you can see it's
actually quite on place. Yep. Alright, and this one should be going outside of the eye and
we want to continue drawing. So we want to click again on a keyboard and we want to draw
a line, and it comes here. Alright, the reason why
we're doing that is because we want to ship this ISO get
a little bit better. Okay? So we want the ISO get to go and touch the brow there and
come down like this. Okay? Alright. Because it's not the actual eye. This vertex here is
a little bit in, so we want to push
it on the line. You can see that line here
going down like that. Okay, so we wanna
define that line. So we're going to come in
here and we're going to push this line again,
something like that. And we're going to
do the same here. We're going to push
this line here, okay, so don't worry about the
nodes on the outside here because we're
going to extrude it. Alright, perfect. If we come in here, you can see what do we have now? The bridge of the
nose is ending here. Let's just extend
it a little bit. Okay, so we're going to press K on the keyboard to get
the knife tool and we're going to click
here and bliss ended on the middle
of this line here. Alright, perfect,
something like that. Alright. And right here, let's go back to the front view and we go to wireframe mode. You can see that
we need something. We need a vertex here so
that we can be able to ship this ISO get a little
bit better so we can. A key on our keyboard
and we can click here. And let's click somewhere there to join with
that vertex there. If you don't see, it is
this vertex right here. And we're just going to
come in here and push. Alright, let's go to
our front view and see whether we are
doing the right thing. Okay, That's alright,
so we're going to push it somewhere there. Alright. Then you can see
also right here, we, we need to pull this down, but we don't have
geometry to do that. So what do we can do is we come back to the
viewport shading. We're going to press K on the keyboard and we're
going to click here. And let's just push
this into the mouth. Okay? Something like that. Alright, and we can push it
down, something like that. You can go to your
front view and see how you are shipping the model. But I'm just going to ship
it from here for now. Then I'll go there and check. Alright, if you look here, you can see that we've
got one where i'm, I'm going to be counting
the edges here. So we've got 123456, we got a six-sided
polygon into doing one that we just want to
fix this right now. Okay, So I'm going to
throw an edge loop right here and we're going
to journey together, then it will give us quite okay. So let's go Control
R on the keyboard. And I'm going to click there. Alright, and I'm going to hold, and I'm just going to
scale it a little bit out so that it
conforms to the shape. We don't want
something that will be singing on the model. Alright, then I'm going to go to get an F2 and I'm going to click that vertex
and I'm doing a join it to null,
then I press Enter. Alright, let's go to
the front view and see how things are
doing there. Alright? And we can see this is the
vertex that we just added. I'm just going to push
it down a little bit. And this one would have
pushed it out a little bit, but it's being blocked by this. We're going to deal with
it within a short while. Okay? And the mouth
is quiet in place. And let's go to the side view and see
how things are behaving. They're alright. And we just want to push these guys a little bit
up just to space things. Nothing much. Alright,
so let's get this. We're going to space
a little bit more. Okay? And I'm going to come here
now and I'm just going to bring this lying down. Okay. Yeah. Bring it down. You can see that the mouth is a little
bit higher right there. Okay. So I'm just going
to bring this line down and I'm just gonna
do the same here. I'm just going to
bring this line down. Alright, let's bring
this line down. We're getting even go
but more down than that. Alright. Okay, Perfect. Let's do this on
this one, alright? And we can either
bring this one up, like so, and we take those three and we'll
bring them down. Alright, then this way we can be able to come here and
Sheree ship them out. Something like that.
Let's get this one. Make sure your book selecting
and bliss get this one. And we're going
to bring it down. This one, bring it down. So probably somewhere there. Thus way we're going to have the jaw line is here
on the drawing, but I think I put
it a little bit down so somewhere
they can do, alright. And we can bring down this one. Alright? Something like that. Alright. Okay, so this is
what we have so far. Let's just deal with
the mouth right now. You can see our mouth. The socket is a
little bit too far. So why do we wanna do now
is we want to go too. Actually, we can do it here. So we can push in
annexes to this one. Alright? And this is the center
of the mouth here. Okay? So this is the center of
the mouth eye socket. So we want to pull it. Let's go to the front
view and let's see how that is actually doing. Some way they could do. It's not bad. Alright. We're going to come in here and make this radius is surrounded mouth,
something like that. And this vertex is here. We just want to push
it down a little bit to create space. To write. Limit, limit, take
this one and I'm just going to push it down.
That'll be some more. Okay. This one, I think I'm going to
bring it down some more. C, okay? Something like that. Alright. You can see now some of these viruses they
went out to you again, just come back and tuck
them. It's not a big deal. Just put them right on the line. Okay. Something like that. Just push them on the
line there mindlessly. That's the good thing of
having an image plane. You don't have to be worried. Do just mindlessly
push things in place. If we're going to come to
the viewport shading now you can actually
see what we have. One more thing that we
need to do here is we need to make sure that we add
a line for the smile line. Okay, let me show you how
we're going to establish that. There's go to the front view
and let's go to wireframe. If you can see here to the top of the nose where the nose is actually
coming in, caving in. There is a smile line that
comes down here and probably other corner of his mouth
already right here. And it goes around
again like that. So we want to try to mimic that. We can actually draw
those lines, okay? And probably we can bring
them here down like this, and we can actually
join that line here. Then this line, you can see it's actually going around the mouth. So I think that can do, Alright, so let's just go around
and do that for now. So we're going to press K on our keyboard and we're going
to just click, alright. We just drawing that line
for the smile line there. Alright. And we'll press Enter so you can actually see
that line there. Actually, I put that
line on the wrong place. Alright? So as you can do, if
you do a mistake, you click somewhere else. You can just select
these three vertices and press M on the keyboard
and say major send. Okay, So this is the line
that we are talking about, but do we need to
shape it a little bit? Okay, so I'm gonna bring
this one down a bit. And let's go to the brand, okay? And let's go to wireframe. Let's select these three. This line should go on top of
the North somewhere there. That's why initially we posted this line to be on top here. Okay, perfect. And this line you can see now is coming, it should come down. It should be closer
to this line here. Alright, so we're
going to bring it down like that. Alright? And we can see here, so you can come to
your viewport shading and you can actually bring this line closer,
something like that. Alright. Okay, let's go to the
front view again. And by placing one and
tap into wireframe mode, you can actually see
why do we have there. This is the kind of loop
that we've been looking for. Alright, so congratulations, if you managed to
reach this stage, you have successfully drawn
the lines that we need. Once you get this lines, believe me or not, to, the whole process
is going to be 0s. Okay, That's it from me. And I'll see you in
the next lecture.
11. Restructuring head loops: Okay guys, welcome
back to the cost. And on this lecture
we're going to be really shaping the
head geometry. Alright, so we got
this line that we drew in 2D and everything is
looking pretty good, but we need this to look
like a 3D thing, alright? E.g. if you can look at this vertex here and we
tap three on our keyboard, you can see that this line here should be behind
the eye socket here. Okay, let me just
put a wireframe. You can see the ISO get easier. So these things should be
here at the back here. Alright? And the same applies
to this one. Should be actually further than this corner here of the eye. Alright, so this line here is actually blocking
us from doing that. Let me divide this view into two so that you can be able to see your viewport shading and you'll be able to see
the left view as well. I'm going to come in here
until I see these plants. Then I'm going to click and
drag something like that. Okay, perfect. Alright. Then I'm going to
keep this left view and I'm just going to zoom in a little bit that we can be
able to see this guy here. I'm going to make it
to be our 3D view. If you can see the
viewport shading, you can go Shift Delete
on your keyboard, or you can just submit a
price your mouse button, and you can just drink
like that, okay, then you can be able to
see this, this line here. You can see where it is. We want to push it back so that the ISO getting can
actually come back here. Alright, so I think we're
gonna go ahead and select 123 for probably four lines. And we don't want
to push like this. If we push like this, you can see now that
the ship is getting distorted and we don't want
to do that at this point. You just want to tap double G and you just want to
push back, alright? Something like that. And you'll want to push
this line probably at the end of your brow there. Alright? So you just see with the
model that you have, alright? Okay, something like that. And we want to come in here
and we're going to attempt double G and we want
to slide it over, alright, tip WE slated over
tip W and just slide it over. Alright, perfect,
something like that. So we want to give room, okay, then we're going to
come to this line. So we go one shift
to select this one, Shift to select this one, Shift to select this one. And we're going to tip double G again and we're going
to push it back. You see what's going on in the, in the profile view there. Alright. Okay. And I believe
probably somewhere around there in-between the corner of the eye and that other line. So something like this
could do, alright. And you can see we did
mundanely ship a little bit. So click this vertex W G
and push it back a little. Alright? Alright, come here, Tim, W G and push it back a little. Tub W G and just
push it back later. All right. Something like that. Okay. Then you can see
what's coming up. Now, we got this corner or the a here you
can see it's way, way in front here,
we want it back. So what we're gonna do is we can actually double G and we can push it back somewhere there. You can see here, as long as it passes
the eye socket a bit. Alright, this one here, you can do the same thing. Tap double G and you
can push it back. Alright? And I think you can be able to see from the front view here, you can see what you're doing. Alright, let's bring
it forward a bit. Perfect. And we
got this one here. Let's tap W G. You could as well more
of it normally then you got to do a whole lot
of shipping in all. Alright. Let's see. Alright, I'm just
going to pull it out in the X a little bit. So you can start seeing
now as we have, alright? And this, we're just going
to push this guy in the way. So this is the y, Alright, you push it in the
way it goes back. So we're gonna do that here. Alright, we push it on the y, put it on the sand, I think
is right on the center there. Okay, then we need to take, let's see, this line here
is a little bit forward. We just want to push it this time we're just
pushing in the y. Alright? We just want to push
it a little bit, something like that. A k. Alright? And this guy will want to
push in the y as well. Alright? Something
like that. Alright? And this one, I
think it went high. I'm just going to bring
it in the z like that. Okay, so we can perfect it now
by going to the side view. Let me just make
this a side view. Alright. And I'm just going to redraw this line so that they
can be looking at. And you remember here, this is the bottom of the nose. Okay. You remember those three
lines that we put there? So I'm just going to push them forward to the
bottom of the nose. If we can go to the front there, you can see that it's
lining up probably. I'm just going to use my profile here. We helped me a bit. Okay, I'm gonna lie down and I'm going to push
it back just a bit there. Alright. Okay. And I'm gonna go to
the side view again here. Alright, we want to
push this one back. And let's select these two
and let's push them back. Alright, so we want these
lines here to go just a little bit behind this main line of the front of the,
of the nose there. Alright. The reason why we
want to do that is because we're going
to extrude the nodes. The lines of the nodes is
going to be sitting here. So we're going to push
this back a little bit. Alright, and I'm just going
to add this guy in here. And let's just select these three and push
them behind a bit. Alright? Okay, so you can actually see what we're trying
to achieve here. Alright? Okay, Let's come to this one. I'm just going to
bring this line there. Okay? Bring this line there, alright. And I'm just going to
bring this line there. This is the line behind the
corner of the mouth, okay? And this line, I'm just
going to bring it down here. Alright. Perfect. And let's see this line here. Alright? And this one is on
the right position, this line for now, it
shouldn't go away. We'd go to the bottom
of the lip there. And this one actually
it should come down. Alright. They should go straight like
this, something like that. To the corner. We
shove them off there. Alright, let's push
these two here to go on the middle of the ear
there, somewhere there. Okay. Remember we're going to
bring the ER of that point. So we just need to make
sure that we're good enough resolution for us to
be able to do that. Alright, so I think
that's what you need. Let's turn around and let's see. Now you can see we
started off with the 2D, kind of a head geometry, but now we got something
that looks like in 3D. Actually we need to push
back these vertices. Yeah, I've used, you can see these polygons are a
little bit too big now. So now what we can
do is we can push them back in the
wildlife saw, alright? And this one, we
can push it back in the Y kind of thing like that. Alright? And you can see is
going probably, I think this one here, we need to push it in. And they see, let's see, let's just push it in, in a little bit, okay? And let's push this one forward. Alright. Remember you could also type double G and
push these ones. But I'm just pushing them in the x's that I
see right now. Okay. Then let's push this a
little bit forward again. Okay, something like that. You remember that we've got
a loop here that is hanging. Okay, so let's click Control R on the keyboard
and we're going to add an angel of ray here. You can see it's sinking here. We don't want that. Alright, so you go out S, then you can be able to scale so you can move your mouse bit by bit until it looks
right, something like that. Then you can click, alright, then we can actually
join those two there. So you'll press K
together knife, then you click on this vertex, click on this vertex
and press Enter. So we've got this geometry
sorted out right here. Now you can see here we got
it too big of a polygon. We can click this one
and we can have G twice, and we can actually
slide it over a little bit to relieve this trace there. Alright, perfect. Do the same here. Yes. Wig. Wig. Okay. And I
think he's singing a bit. Then we've got to come in
here and push it in the y. Alright. Perfect. I think it's a
little bit too much there. Okay. Yeah. Something like that. We don't need this anymore now, we can press Enter, we
see this arrow there. Then again, just release. Alright, you just need
to keep on practicing. Keep on practicing
until your master, this system that
I'm giving to you. And once you master it,
you got it four, Good. I'll see you in
the next lecture.
12. Blocking the nose: Okay guys, welcome back to the
course and on this lecture we're going to be
blocking out the nose. Alright? So this is where
we left off from the last lesson and
we doing great. And we're going to come
here to the Polygon, select two and we're going
to select this polygon here, Shift to select this one, Shift to select this one. Select this one and just go up above our eye
socket right there. Okay? And we're just going
to go quickly and hit E on our
keyboard to extrude. Alright? And we're going to
push that in the y, Alright, Something like that. So I'm going to go back to
my vertex select tool here. And I'm going to
click on this vertex and I'm just going
to push it in. Alright? Select this one,
just push it in. All right? Okay, select this
one, push it in. This one, push it in. Push it in. The top of the nose is a little bit narrower than the
bottom of the nose. Alright? Okay. Something like that. Let's just go to our front
view by pressing one and shift to sit together
wireframe there. And let's see how we are doing. Alright? Okay, so something
like that is not bad. And if we can go to the side
view now by pressing three, you can see that these,
these things that out, so you just need to select
this one and just move this, alright, and put it
back on the line. That's why initially
we had to push. All this video is a little bit far away from
the main line here, because we wanted to come
here and put the notes. Alright, so let's select these four here and let's just push them in place there. Alright. This is the top of the nose. Okay. Alright, and I'm just going
to come in here and I'm just going to push
this guy a little bit. I don't like that. Alright? Okay? And I'm just going to pull
this node right here. Alright? Let's try this again
one more time. Then I'm going to take these
three vertices here and I'm just going to put
them right in place. You don't want to have fetuses that are
overlapping like this. You can see at this point to something that
looks like a triangle, we just want to push
these vertices so that therefore an
equal distance here. Alright? Kind of thing like that. Okay? So you have to go around
through your more detail and make sure that you do
that kind of thing. I'm not sure if I got
the right one here. Okay. It might be difficult to get it, but you could get it. Alright. Go something like that. Alright. So that's what we have
in terms of the nozzle is come back to the
viewport shading. You can actually see
the nodes that we have. Let's go back to
our front view and see how that is looking good. Back to wireframe. And I think this line
just went to high. Alright, so we want that line
here to be on the bottom, on the top of the
North somewhere there. Alright. Something like that. Alright. Perfect. I think this is looking good. Alright? So I'm not help with this kind of structure that
we have right here. So I'm going to fix
that sought to fix it. I'm going to take this guy
and I'm going to weld it here and I'm going
to take this guy and I'm going to weld it
on the center there. Alright, so here we go. So you select these various, select this one and do press M on your keyboard and
say make it sender, okay, something like that. Click this one,
click the top one, press M on your keyboard
and say major sender. Alright, then you go
something like that. Now we've got a
problem right now, because we got a triangle and we want everything to
be quads, our eyes. So what we can do is
that we can actually add another line and we drop that line here and
we delete this one. I think that can wake, alright. And it will actually help us to ship the ISO get a
little bit better. So let's press K on
the keyboard and we can just click here. And let's put that
line there around. Perfect. We go something that
looks crazy there. But once we can do now
is we can come here to the select tool and we can click this
age and we can press X and we can say dissolve a use. Alright, perfect. Then we'll come back
to the vertex here. And now, if we can go
back to the front view, all right, In Praise wireframe, you can see now that we
can actually use these to ship a little bit more the
brow there, okay, Perfect. In the weekend, just push
this guy a little bit. So we can actually push
this a little bit in salt. Alright, then we'll come back
to the viewport shading. You can actually see what kind of a geometry
we have there. Alright. I think everything is
looking quite good. Let's just bring that
turn out to be it. Okay, Perfect. So this is what we want to have. If you go to your
polygon, select two, and you can click this
polygon here and click Alt, then click the X is,
click the y-axis. In particular, you can see
that we've got a loop there. And those are the
kind of loops that we are looking for. Alright? Because we want to have loops in this loop
is like a socket, so it's going around
the eye and it's going down through the nose and it's going all the way
to the other side. Alright? And if we come, come
here to the mouth, and if you can click here, you can also see that we've
got a loop around the mouth. Alright, so that's the kind of topologies that
we're looking for. We are actually good to go in terms of blocking
out the nose. We're not going to
finish it right now. We're going to come back in other lessons and
finish up the nose. One thing you need
to bear in mind is that when you are
modeling a character, you just don't want to finish
everything completely. Just like when you are
drawing a character, you need to draw the figure. And then after you
go the figure right, then you can come back
and you can start putting the other details
like the eyebrow, the eyes, and all
those kind of stuff. Alright, so that's
it for this lesson. In the next lecture,
we're going to come back and we're
going to start defining our jaw line and
extruding the neck down. Alright, that's it for me. I'll see you in
the next lecture.
13. defining the jaw line: Okay guys, welcome
back to the course and on this lecture we're
going to be defining the jaw line of
our character and preparing the place where the
neck is going to come from. We're going to tip three to go to a side view very quickly. Alright, and I'm just going
to activate wireframe mode. If you remember, we said
that this line here, all of this line, if I can just click
to select it, is the line that is actually going to define our jaw line. So what we wanna do right
now is that we just want to give you
an indication of where the jaw line
is going to be. Then later on we're
going to come around and finish it on the drawing. Our jaw line is actually here. We might end up actually
bringing it down here. But for the moment,
we're just going to keep the jaw line somewhere above here so that we can
have room to work with. So we're going to go ahead
and activate or polygon tool. And we're going to click this polygon here just
behind our jaw line here. And this polygon right
here, these two, okay? I'm just going to hit X on our keyboard and
say delete faces. Okay? Then this is what we got. Alright? Okay? And let me come back to
the vertex mode, alright? And I'm just going to click
this whole edge loop here. Alright? And what we wanna do
is we just want to stick this edge loop
parade here and a welded. And the same applies
to this one. We want to stick it right here
on this vertex and welded. Alright, if we can click
this agent trying to push it and try to put
it here on this FedEx, it might be very
difficult to do. So what we need to
do is we need to come here to our
snipping tools, alright? And make sure that you just
click here to activate it. Alright? And you'll come here
to this snap settings and make sure that you just
click snap to vertex. Okay? Alright. So once we got this activated, we can just drag this end. We can actually point
it to that vertex where we want it
to be welded to. And we can also click this
edge loop as well, okay? And we're just going to move it and snap it to this
point here, okay? Alright, so this is
what we have so far and we just want to
give some room here. First of all, I just
need to make sure that I deactivate my
snipping tool here. I don't need it anymore. So tip double G and you just have to move
it in a little bit. Wg, alright? And we need to come in
here and we taped WG, and we're just going
to push this a little bit to the side here. Alright, one more
thing, I forgot to. Well, do these vertices
here together. Alright? If I can push this
vertex up here, you can see that these things
are not joined together. Alright? So I'm just going to Shift click on this
vertex to select it. I'm just going to hit M on our keyboard to bring
the image menu. And I'm going to say it's okay. We can do the same
thing right here. You can see that they are
not smashed together. So I'm going to hit M and I'm going to
say make it center. Alright? So this way now they
actually meshed together. Alright, perfect. Alright, so I wanted to fix that before we can move on
to the next lesson. Alright, that's it for me guys. Let's come back in the next
lecture in the weekend. Start creating the
eye of our character.
14. Creating the eye: Okay guys, welcome back to the course end
of this lecture, we're going to be creating
the eye of our character. Okay, so what are
we gonna do now is that I'm just going
to go ahead and probably hide the
head geometry here. You can see still retain a cube. So I'm just going to go ahead
and name it and say head. Okay, Perfect. So we're feet and
the head there. And we want to create the eye. Okay, so to create the
eye is you'd guess you, you'll need something
like a sphere because our eyes are spherical in shape. Alright? Okay. We can go ahead and press Shift a on the
keyboard to bring the Edit menu. Alright, we're going
to go to UV sphere. Alright, looking at this, you can see that
we've got 32 segment. That's too much. Let's make them 12. Alright? We're going to make
them 12 by 12. The reason why we are
making them to coffee is because we're going to go
ahead and smooth this thing. Alright? So we want to rotate
it in the x initially, and we're going to
rotate it 90 degrees. Alright, so I'm just
going to bring back my head geometry right here. Okay? I'm just going to
push this guy up. Alright? And you can see is quite huge. So I'm going to press S on the keyboard and just speaking, scaling this thing, okay? And getting into
wireframe mode, okay? So we want to put it
right on this sender. Probably they send up the eye. Something like so you
see this line that is coming down here and
going through the nose. And this is how you want your eye geometry
to be that big. So you're going to
scale it a little bit until it touches that line. Okay? You might not see it
clearly from this angle, but as long as you get it somewhere close and
looking at this, I think this line here might
save is a line for the iris. Okay, so I'm just
going to push this up. And you can see now this line actually is almost
the same size of the iris. So we can actually
use this line to define our iris a
little bit more. Alright, so I'm just
going to push it back. So if we press 32
go the side view, you can actually see that the eye is a little
bit backward to. I'm just going to push it a
little bit further than that. So I think that I can do, okay. So it's just a
matter of looking at things and seeing what works. So this is basically it. In big to a few people shedding. You can actually see what
we have right here, okay? Then we can go ahead now and actually hide the head
geometry for now. Okay, Then what do
we wanna do right now is I'm going
to duplicate this. So you're going to go
Shift D to duplicate this. Alright, so I'm going to name
this and I'm going to say, I am going to say I, then I'm going to put
out with a big ol there. Alright. Okay. Alright, perfect. Then I'm gonna go in here and
I'm going to say aye, Aye. And big capital I in. So we just going to come
here to the IEEE Anna. And I'm just going to hit S. And I'm going to
just kelly the hair. Alright. You can see, I just
called it a little bit. Then coming to the
settings here, you can see that I
scaled it in by 0.95. The reason why
we're scaling it is because we've got this outer is like the outer
shell of the eye. It have to be on the outside. If these tools, geometries are sitting one on top
of each other, then you're going
to have some weird, weird things going on there. Then I'm going to go to the
eye outer and just hide it for now because we don't
need it anymore for now. Alright, let's go back
to the front view. And I'm going to hit
wireframe there. And you remember this was the
line for the iris, right? I'm just going to
select this inner. Then I hit tab to
get into edit mode. Okay? Then I'm just going to
come in here and I'm just going to click
on this edge. Alright, so that was
the edge four there, iris there. Okay, perfect. So why do we wanna do now is we want to bring some sharpness
here, all the iris. So to do that, you
just going to go ahead and say Draw be. So we want a bevel that h, okay, then you Drake like that. And you want to add one more edge loop on
the middle of that. Okay? Then after that, you click to finish. We go something like this. I'm going to come
here to the face select mode and I'm
going to press C, and I'm just going to select
these polygons right here, and I'm going to push
them away, something. So, alright, so this is going to be the pupil right here, okay. We need to make sure that
we strengthen this polygon. So okay, and we can do that
by hitting S on the keyboard. Then we're going to specify
the y-axis and we say zero. Then we want to separate this. So I'm going to hit P on the keyboard and I'm going to
say separate by selection. Alright, so by doing that, you can see now we've got another geometry I
in as a result one, we're just going to come around
and it's in ME to pupil. Okay, So this is
gonna be our pupil. Alright? And looking at this, Let's go to the side view. The origin is not sitting at
the center of this object. So why do we need
to do is we come to Object and we say set origin, then we say origin to geometric. Then the origin is now sitting on the center of this object. Alright, perfect. So we want to scale it
a little bit and I'm going to push it to
close a little bit. Alright, I'll push it
closer to what we have. There are something like that. Perfect. Alright, so the other
thing that we wanna do now is we want
to add materials. So with this selected, you'll come here to the
materials tab, but again, you see new material and you're going to
name it and you're going to say the pupil. Alright, so these
are just Tumblr or materials that we
are putting right now. Okay, and I'm gonna hit tab
to enter into edit mode. And I'm going to hit a to
select all the polygons there. Then I'm going to
say assign, okay, then I'm going to come here
to Viewport Display and I'm going to change the color and we want to make it black. Then coming to this one, I'm going to tap into edit
mode and I'm going to press a to select all the
polygons there. Then I'm going to hit Plus to create a new material.
And I say new. Then I'm going to say I in. Okay. Perfect. Then I'm going to say assign. Alright, so we did assign
that Material there. And I'm going to come here with the polygon tool selected. I'm just going to hold, click to select this edge loop
here, these polygons here. And I'm going to grow this
selection by pressing Control plus all the way to
the middle loop. Okay? I'm going to come back here and I'm
going to hit plus, and I'm going to
say new material, and I'm going to call it iris. I'm going to hit Enter. Then
I'm going to say Apply. Then we can come out
of edit mode now. Alright, so with this selected, we can come down here
to Viewport Selection. And I'm going to come down and choose something like this. Alright, and coming back
to the materials yet, we've got to enter and
we'll come down here. I'm just going to make it
the white a little bit. So I'm just going to
push this guy up. Okay, Perfect. Select this guy and
we come here to the modifies tab
and we're going to add a subdivision surface. And we're going to have a level of one day That's
quite good enough. Then we'll right-click there and we're going to say **** smooth. Okay? Alright, then coming
back to our eye outer, we're just going to
make it visible here. Alright. Let's go ahead and add a
subdivision surface modifier. And the level one could do and right-click and say
Shade Smooth. Okay? But right now we cannot
see anything because this outer shell is actually
closing our a in a soil. We need to make
sure that we make this whole thing transparent. Okay, so let's go back
to our materials. And we're going to come in here and we're
going to click Plus, and they're going to
say new material and I'm going to call it I. And we're going to hit Enter. Alright. Then with the IR deselected, we're going to tap into edit mode and we're
going to hit Assign. Okay, perfect. We can come out of edit
mode and we go to come here to the viewport
display on the color. Alright? And we need to this
guy here called Alpha. So this guy here, actually, he's the guy that is driving the transparents of that either. Alright, yeah, we can just
come in here and say 0.25. So this is our
isometry that we have. You know, that I actually
bulges a little bit in front. We could have actually pushed it a little bit more, but you know, we are dealing with
a cartoon character, so this is quite good
enough for our purpose. And what I'm gonna do
right now is that I want to join all these things
together so that when we move, we will be able to move
everything at the same time. Alright? So to do that, I'm going to
click pupil and I'm going to come here and shift select the eye outer and
shift select the eye in. And I'm going to go in and say
Control J on our keyboard. Alright, That will be able to make this whole
thing one geometric, okay, As you can see, Alright, We did lost
our small thing there. So I'm gonna come in here to the modifies tab and I'm going
to go subdivision surface. Alright, then level one is
quite good enough. Alright? So if we can put back
the head geometry, okay? Now you can actually see
the eye in place there. Alright, so in the next
lesson we're going to come back and start modifying a little bit the eye
socket here so that it can be able to
surround our eye. That's it from me. And
in the next lesson, we're going to go
ahead and do that. Alright.
15. Extruding the neck: Okay guys, welcome
back to the cost. And on this lecture we're going to be extruding our neck down. Alright, this is where we left
off from the last lesson. As you can see, we already
have the eye in place there. But I just feel like it's a
little bit better for me to extrude the neck down before we can actually finish
the eye socket here. Alright, so we're
going to come in here and we're going to
hide the eye for now. Alright. And before I start
extruding the neck down, I just want to subdivide
these polygons here. So we're going to
go Control R on our keyboard to get
our age look to. And I'm going to click here, and I'm going to go out to
a sonar keyboard just to scale this a little
bit uniformly. Alright. Something like that could do. Alright. So before we can
extrude the neck down, I just want to actually make sure that these lines are a little bit closer
to each other. Alright, then we're going
to take all this line here and we're going to push it
back, something like this. Okay, Then I'm gonna
take this one and I'm going to push it just
a little bit closer. And we take this one and we push it a little bit closer as well. So this is actually
the line where they the neck is going to be ending and it's
beginning right here. This line here, we need
to keep it for your line. If I can come here to
our viewport shading, you can actually see that this line here is
helping us to actually, let me get the polygon tool
within these lines here are actually helping us to
define our jaw line here. So coming back to the side view, you can actually
see that these are the polygons that
we need to keep. So you can go ahead and start box selecting these two here, leaving this one, alright, shift in box select
to get these two. Shift and box select
to get this one. Alright. You can see now that we got the very same
selection there, and you'll want to hit X on your keyboard and you
say delete faces there. Alright, we want to
have this loop here to be in a circular form because we know that our neck is
cylindrical in shape, so we can start
fine-tuning it like this. But as a beginner, I would encourage you to
select this loop here, okay? And you'll press seven on
your keyboard, alright? And you can come in here and
activate wireframe mode. Okay? So coming in here
you can actually see the lines that we need to
work with right here, okay? So you can come in here and you can start
pushing this lines. Alright? Like this. All we are
trying to do is we just want to try to make sure that these
lines are secular. Alright, then we
have this one and this one and this
one and this one. I think we can push
them in a bent. Okay. And let me pan a
little bit more. And we can push this up. So we want to try to
get a cycler ship them. If it is hard for you to
get this line, alright, all you can do is
you can come back in here to the viewport shading, alright, in your old select
this edge loop here, then we can go Control
I on the keyboard. Alright? So you go Control I. And that way you'll be able
to invert the selection. And you can go h, okay? Then you will be able to hide
all those fetishes there. Then you can come back to the top view by
pressing Seven, Okay? Then you can actually see the vertices that
are working on. So you can come in
here instead of pushing these things a
little bit some more. Alright? So this is the line
for the neck that we actually want to work with. And I think is actually
quite good right now. Okay. It looks more
secular right now. Okay. Perfect. Looks more secular. Alright, so all you need to
do is you can go back to your viewport shading
and you can click Alt H to unhide all the
other phases there. Then you'll come back
to this edge loop for our neck here and you select it. Alright, the next thing
that you wanna do is we want to hit E to extrude. And you'll want
to push them down in this set just like that. Then you want to tip three
to go to your side view. And as you can see, these vertices, they
are not straight, so we need to flatten them in this set so we can hit S for scale and Z for the z axis,
and we're going to hit zero. That will be able to flatten
all those vertices there. Alright? We can go ahead and
scale them so that they can fit in a little bit more than we can go ahead and rotate it a little bit by pressing R. And we can actually
rotate it like so. And we can push it into place. Some were there and we can
actually scale it like that. Alright, let me just rotate it back a little bit
some more, alright? And scale it so that
it can fit there. Okay, perfect. And looking at it
from our front view, you can see that These vertices, they are not
actually up to the line. So what you can do is you can go back to your
viewport shading. And you can deselect this middle line and this
middle line, alright? And you can go back to your front view and you can
activate wireframe mode. And you can just
push this in the x. Then you can see now is actually fitting on the line
of the neck there. Alright, so we got it right, and we got it right
from this side view. So the next thing that we
want to do is we just want to divide these polygons here so that we can be able
to ship it some more. So we're gonna go ahead and
click on Draw an arrow on our keyboard to add
an edge loop there. And we're just going to
click there. Alright? And we can come in here. And let me just get my box. Select two, alright? Alright, and we're going to start shipping
these things like so. I'm gonna come in here and
start shaping things like so. Alright, and right here, I just want to paste
things so that they can be a little bit of
an equal distance there. Alright? And the same applies here. I just want to ship things
a little bit some more. And I can take this
line and I can push it down like that and out. Okay? And we can come in here, we can do the same thing. Looking at this, you can see
all your line is y here. And I think it's a
little bit down. So we're just going
to try to mimic that. We're not going to
do it 100 per cent. I think my reference image is
not quite matching up 100%. Alright, then I'm gonna come in here and select these four here. And I'm just going to
push it down some more. Okay. Something
like that would do. Okay. And coming back in here, I'm just going to make sure that this thing is a
little bit circular. Alright, so I'm just going
to bring this one down. You just want to hear something
that is kind of rounded, something like these. Okay. You'll want to have
something around it. Okay, and looking at this, I think we need to
grab these two, actually these three,
and we want to push them right into position there, okay? And we can grab
this one and push it into position
like this. Okay? Then this line. Actually, alright,
let's get this. And we can push them
into position like so. All right. Let's get
this one right here. Okay. I'm going to push
it in a little bit, some more like that. Okay? So we are just trying to
sub-divide these polygons here. I think I'm going to push
this one down a little bit. And looking at this, you can see that they are lines
that are actually sitting on top of each other
and we don't want that. Okay. So you'll just want
to make sure that we got a little bit of a gap there between
those lines there. Alright. And I'm just going to make
sure that also they are a little bit of an equal
distance between each other. Okay? Alright, so we're going to
push this one into place. Alright. I think we
got it quite right. Let's go to our front
view by pressing one. Looking at our front view, you can actually see that
we got these lines now that are actually
out on the weekend, come back in here
and start doing the talking business
against that, tucking them in like
we've been doing before. So this is not a big
deal. Just chuck them in. If something goes out,
come back and target. That's the good thing of
having a reference image. We want to take it
into place there, and we want to get
this and you want to take it into place
then, alright. Then coming to viewport shading, you can actually see what
kind of a neck we have there. Alright, and we want to auto select again this HE loop here. And we're going to go ahead
and press E to extrude. And we want to push it in. Something like that. Let's go to the side view
by tipping three. And you want to push it in the y there to straighten
into a little bit less, get into wireframe mode. Alright? And we want to push this thing. So let's get it from
the front view. And we want to select
all these three here, and we want to push
them in a little bit, some more in the x. Alright? So coming back to the side view, you can see now that is
a little bit better, but we want to push
this in, okay? You can see this is
a little bit out. So we want to push it in, something like that. Okay? And we want to come
back to this one and we want to push it
down into position. Alright? And we want to come in here
and we want to start working on these lines so that they
look a little bit rounded. Okay? And then coming to these, you
can see that this is off. So you'll want to
come back in here and start working
on these lines. Just make sure that these
lines are looking right. Is you can see these a
little bit of a curve there. So you want to have that, okay? And I'm just going to push this one down
and I'm just going to push this one like so. Okay. I think that's
perfect there. And coming in here
to our forehead, I think we want to bring
this line a little bit down. And I'm going to select all
these four vertices here, and I'm going to push
them down like that. And we can select
these and we can actually redistribute
them some more better. Okay. Perfect. We
can select these, redistribute them
some more better. Select these ones, are redistribute them a
little bit better. We can take these and we
can do the same thing. Alright? Alright, perfect. So this is the kind of a
head shape that we have. Let's just come back
to Variable shedding. Alright? You can actually see what kind of a head
shape we have there. If I can come in here
and I can collapse my mirror modifier and I can
add a subdivision surface. You can actually see
that probably you might want to push this down
a little bit some more. I got the wrong one day. So we want to push, okay, we want to push this one down a
little bit some more. Alright? So this is how you
extrude the neck down. Alright, so we need to
make sure that we turn all this vertices to be
cylindrical in shape. That way we can be
able to mimic how the neck looks in real life. Okay, so that's it for me, guys. In the next lesson we're
going to come back instead of waking
on the eye socket here so that we can have
our AI in place, okay.
16. Working on the eye socket: Okay guys, welcome back to the course and on
this lecture we're going to be working on our
character's eye socket. Alright, so this is where we left off from the last lesson. So to begin with, I'm
going to come in here and they activate
subdivision surface. Alright, so what do we
gotta do is we need to come here to Polygon
select two, okay? And I'm going to select
all these polygons here. And I'm going to
press I for Insert. Then I'm just going to
give a guess of how large my eyelids could
look, something like this. Then I'm going to click and
I'm going to press X on my keyboard and I'm
just going to say delete faces right here. Okay, Perfect. So if I can come in here and
I can switch on our eye, you can see what we have there and you can see that it's
actually coming out here. For now. I'm just going to go ahead
and activate the I for now. We're going to come
back and deal with it. Alright, then I'm going to tab into edit mode and I'm going
to select the vertices here. Alright, so looking at this, you'll want to have
a resolution that is matching from the top of the eyelid and the
bottom of the eyelid. Okay, if I can go to
edge select mode, you can see now that
this is the center line. Okay, so I'm just going to, to click this line here
and I'm just going to tip you twice to move it probably towards the
center of the eye. Okay, somewhere there. Alright. So you can see this is the
center line for the eye. And this also is the center line for the eye horizontally. Okay, so we want to count how
many edges we've got here. So we've got one edge, 2345. So we'll go to five edges until the corner
of the eye here. We come to the bottom where
you want to count as well. So we got a one there
and we'll get to 34. Okay? So we've got four edges here and we
are short with a one. So we need this line here to
be matching with this line. And we need this line to be
matching with this line. Then this line should match with this line here
on the middle. Alright? Then this line doesn't
have something to measure. So we can go ahead
and press Control R on the keyboard and
we're just going to drop a line there. Alright, then we have to come
back to vertex select mode. Then we just need to space things a little bit
better right here. Okay? So I'm going to tip into the
front view by pressing one, and I'm going to get
into wireframe mode. Alright, so this line here
that we didn't sit here, that's the way the eye is
going to be sitting, actually. Alright. And this is the eye socket. So this is where your brow is
going to come out through. So we want to start
shipping this now and redistributing
some of this topology. Okay, so I'm going to select
this vertex and this one. And I'm just going to put
them somewhere there, okay? And I'm gonna do the same. We just want to
take a little bit the corner of the eye
or somewhere there. Okay. So we want to tighten a little bit of the
corner of the eye. And we can come to
this one and this one. And I'm just going to push
it probably somewhere there. Alright. And I'm going to take this one, I'm going to do the
same and I'm going to push it somewhere there. Alright, and this line here, I think we just need
to push it back. Okay? Pushed this line big,
something like this. Alright? And we need to take
this line and we need to push it all
the way to here. I guess probably somewhere
there are, right? And we need to make
sure that we create some space so that this edge is going to be able
to sit properly. Alright, so I can start
with this line here. I'm just going to pull it down. Sometimes it's difficult
for you to see. If it's difficult
for you to see, just go to the side view and hide some of
the vertices there. Alright? Then you'll be able to, you'll be able to do it, right. Okay, So I'm going to push
this down here, alright? Like so, okay. And I'm gonna come
in here and I'm going to push this line down. So all I'm trying to do is
I'm just trying to read divide this lines here. Alright? Perfect. Okay, and I'm going
to push this out to be some all this in. And I'm going to come
here to this line of the nose and I'm just
going to push it in a bit. Okay. And this I think I just need
to pull it down some more. And these should get done. Okay? Actually this line went
a little bit high. So we're going to be bringing
it down somewhere there. And I'm going to take
the stand up when I just reposition it. Okay? Take these reposition, it will equal distances
between these lines. Alright? Okay, something
like that can do. Alright, so if I can come
now to our viewport shading, you can see now that
some weird things up and they're in this
because we are not specifying the axis that
we're moving things. So you will expect
something like this. Alright, so you tap 32, go to our side view and I'm going to activate
wireframe mode. Okay. And I'm going to come in
here and I'm going to start redistributing
some of these, okay? Okay, so this one, I'm gonna, just gonna
put it in here. And we just want
to continue with this line going
down here, right? Okay. And this we want it to tighten the corner of
the mouth a little bit. We got to come in here and
that's ******* these things. Alright, we need to
redistribute them somehow so that we got equal. Quiet. Probably not equal, but
they should be kind of looking almost the same. Alright? Okay. Something like that. I'm just trying to make
sure that these lines, they look in the same. Alright. Let me push this one big, some big right back here. Back here. Alright. If we come back to
our viewport shading, you can actually
see that things got better even though this
line is to singing. So we need to come
in here and push it out in the y and the x. Okay? Probably we can go
into x, alright? So we can push it
in the X. Okay? If you can see here, you can see this is a
little bit far off, okay? So I'm just going to tip W here, and I'm just going to
read this a bit more. And I'm going to come here to have double G and redistribute. The same applies here. Alright, just going
to wait, good. I'm just going to do
this before we can move on to the next stage. Alright. Alright, so I'm
just tipping double G. Just to race
pace these things. Alright? This theorem applies to
hear just a little bit. Okay? Alright, then you can deal
with the rest of the head. Okay? So I just wanted to
see how things are looking. Here is going to be our eyebrow. Okay, so what do
we need to do is we need to start
pushing this guy out. Alright? Our eyebrow is a little
bit sticking out, so we need to start
pushing these guys out. Alright? Okay, so we can have something
that looks like that. Perfect for us to
be able to make this eyelid sit on
our eye properly. We need to start moving these points here
so that they get closer to our eye to need to come to one of these
vertices, okay? And we just need to
push it in the y. Makes sure that you're not
pushing these things in the z or in the x. Because once you do that, we're going to lose what we
have sit in the front view. Alright? Okay. So you need to push this issue not touch the
eye itself actually, but it should leave a small
gap around the eye there. So you just need to leave a small of a gap around the eye, alright, then you'll be
able to have it right? So we come here and we push
things in the y, Alright? And let's get closer and see, alright, and we want
that gap there. We don't want this intersection. If you can see things
intersecting like these, that shows you that one of the vertices is pushed too much. Alright? So we need that
get there, alright? And I'm going to come
in here. Alright? And I can push this in the y. Okay? So, alright. And I'm going to come to
this vertex here, alright? And I'm going to
push it in the y. Now for this vertices that are actually next to the
bridge of the nose, we're not going to
push them as close as these other vertices here. The reason being that if
you can look on the mirror, you can see that
there's a little bit of flesh that is right
here on your eye. So we're just gonna leave
that gap a little bit. Okay, so I'm gonna come in here and I'm going
to push things. And I'm gonna come in
here and I'm going to push something like that. Could do probably a little
bit close, Alright. Things like that. And I'm going to come in
here and I'm going to push like so, okay. And I'm going to push this
one out a little bit. Alright? Okay, and coming to this one, I'm going to select that one. And I'm going to
select this one. And I'm just going to push
them out a little bit. Okay. I've put up push
them out to a little bit like that. Okay. Okay. I'm going to come
this one and I'm going to push it in the y a
little bit like that. Alright? And we can come in here and we can push this one
in the y as well. Okay? Looking at this, I think my eye socket is a little
bit too much backward, so I think I need to fix that. Okay? The way I can fix that is by selecting this vertex
here and this one. And I'm going to go Control
Plus to grow the Selection. Alright? And I'm gonna go ahead and I'm going to
push these in the y. Okay, So I want to try to bring the eye socket a little bit forward or
something like that. Then I'm going to
hit control minus to deselect some
of those vertices. Then I'm still going to
push it forward a bit. Okay, Let's see. Something like this could do. Yeah, I think that
I was a little bit, a little bit forward. So I'm going to select these two and I'm going to push
them back in the day. You can see we've
got quite a big gap there after pushing
those vertices. And this one I'm
going to push in the x because I
want them to close. Okay? And this one, I'm going
to come in here and I'm going to push it
forward in the y, alright? And I'm going to push
it in the x, alright? Because, you know, this kind of the corner of our
eye, they are right. We don't have much
flesh on this corner is compared to the top and
the bottom of the eyelid. Alright? So this is the kind of loop that you want to have
for the eye socket. Later on we can come
back and we can finish our eye socket as well as adding eyebrows and
things like that. But for now we just
want to leave it here. Remember I told you when you
are modelling something, you don't want to put
all the details there. You want to go bit
by bit until you see the shape of your
model coming together. I think it will be
much better if we can come in here and
close this gap here, since we are dealing with
a cartoon character. Alright, so before we
can enter this lease and let's just come around
and close this, alright. Okay. I'm just going to
pull this one down. So that's it from me
for this lecture. In the next lecture we're
going to go ahead and start creating the loops
for our mouth. Alright, I'll see you
in the next lecture.
17. Creating the mouth: Okay guys, welcome
back to the course. And this is where we left
off from the last lesson. And we're going to be working on the lips, around the mouth. Okay, I'm going to select my H2 here and I'm going to
check how many edges we have from the top of the leap to the bottom
of the lip here. So let's count 12345
until the corner. Which of them healthy? Alright, and I'm going to count again from
this side we've got 1234 and we are shut down here. So what we can do is
that I'm going to OT, can we take this edge loop here? And I'm going to tip W G on my keyboard and I'm
going to bring it close. Alright? Something like that.
I'm just trying to match these FedEx with
this vertex here. Alright? And this vertex here should
match with this one. But I think rather tick these vertex here,
this vertex here. And they're going
to tip double G and I'm going to
move it to the side. Okay, so I'm trying to
create space then the end, I'm going to add an
edge loop right there. Then I can come
in here and I can start rounding things again. Alright, let's see. I'm going to move this down. Alright? Okay, and this one is
quite sticking out. I'm going to just push
it back in the day. Right. And right here. No, it goes something like
the cheekbone right there. Right here. Okay. So I get a fire to see
if I can mimic that. It, push it a little
bit more in the wider, then we can go ahead and
get into face mode here. And I'm going to select one
of these polygons here. And I'm going to press
X on my keyboard and I'm going to
say delete faces. Alright? I'm going to click this
edge and I'm going to tip three to go
to my side view. And I'm going to hit E to extrude and press
Enter on my keyboard. Then I'm going to come back
to my Scale Tool here. And I'm going to scale
this in the set, alright, something like this. Alright? And I'm going to come back here. And I'm going to push this year all the way to the corner
of the mouth right there. And I'm just going to push it back to sit on top
of each other there. Alright. Then I'm going to
take these two and I'm going to put them right
on top of the lip there. Then I'm going to just continue
with the rest of these, these vertices so that
they mimic each other. Okay? Then I'm going to
come to this one. I'm going to take this
tool right there. And I'm going to put
them right there on the top of the lower lip. And it's one I'm going to
push it a little bit up. Then I'm going to take this, I'm going to push it up there. So what I want to
try to do is we want this to match up
with this edge here. And this line here should
match up with this one. Alright. Some lab push it back like so. All right, then we want this line to match up with something that can be this line. Alright? Then this line should
actually match up with this. Alright? Something like that. If we go back to perspective view and activate viewport shading, you can actually see what kind of a mouth
we're getting there. Alright? So we're going to come back
again in odd click this line. Alright. And we're going to go back to our side view again
and we're going to press E to extrude
and hit enter. Then we're going to
activate a wireframe mode. And I'm going to come
back to my Scale Tool, and I'm going to scale
in the z again, alright, this time around, make
sure that those various, I know the intersecting
like that. We just want to leave a
little bit of a gap there so that we can be able to
open that mouth. Okay. Then I'm going to
come back then. And with this age
group selected, we just want to push it back. Alright? We want to
push it back a little. Alright, let's just
push it bigger later. The reason why we are
pushing it back is because the mouth is a
little bit tagged inside. Alright, then I'm
going to push it down so that it can be in line
with that FedEx thing. Okay. What I'm gonna do now is
I'm gonna go ahead and now, instead of editing
these things manually, so I'm going to push these one-D to line up
with our, alright. And I'm just going to make sure that these
things are matching up. And I'm going to take these three and I'm going to
push them back again. Alright. This upper lip, I'm
going to push it a little bit in some more. Alright? And I'm going to tint
this one in a little bit. Okay. Alright, something like this. Kid do not want to take those two vertices
there and I'm gonna push them up,
something like this. If we go to our
viewport shading, you can see now what kind of
a thing we have for right? And this vertex here
on the outside, actually, not that one. We've got a vertex here. Let's see if we can get that. Okay. Let's see. Yeah, that's the vertex. So we want to make sure that we pull it in the x, Alright? Then we're going to
pull it in the y. Okay? The reason why we're
doing that is because we want to get this
mouth tagged in. So we went all
that geometrically to go underneath the
interior of the mouth. Okay? Alright, so we're
going to push it out. And we're going to
take this guy and we're going to push
it forward as well. Alright? The same applies to these
ages that are here. We're going to make
sure that we push all these vertices forward so that we can have that
tucking effect there. Alright? Okay. And if we can activate
subdivision surface, you can start to see
that taking effect, although it's not yet 100%. So I'm going to get
back into edit mode and deactivate a
subdivision surface. You need also to check the size of your
mouth is the right one. I think this mouth is
a little bit too big. Okay, so what I need
to do is I need to go back to my front view and
getting into wireframe mode. I can see that these vertices, the other ones controlling
the corners of the mouth. So I think to bring
it in a little bit. So I'm going to select these, and I'm going to select this. And I'm going to take
this and this here. Alright, I'm closing
that one as well. I'm going to push them in
the x, something like that. Okay. I'm going to push them
into X-like so, alright. And I can come in
here and I can try to round this
geometry once Morgan. Okay, perfect. So if I can
go to my perspective view, you can actually see that the mouth is a
little bit closer. But these are sinking
effect that happened there. So we need to make sure that
we bring these things out. And I'm going to come to this one and I'm
just going to put it out in the x and the y. And two, this looks
the way we want it. Alright? So I'm going to
push it into the Y. Maybe difficult to see there. Alright? And I'm going to push it in
the x, something like that. I think it went a little
bit too far when I bring it back. And back here. Alright. Alright, something like this. Okay. Then I'm going to come back here and
I'm going to push it forward a little
bit and down. Okay. Then coming back to this one, I'm going to push it
forward because I want that taking effect
or right on the mark. Okay? And I can come back
here and I can just push the XL little bit. Similar place to this one. Push it in the excipient. Probably in the y as well. Okay. I think we're going
to go ahead and re-select that loop there. Alright, the inside loop
that we just created before. And I'm going to come back
to view both sharing. And I'm going to hit E to
extrude and press Enter. And I'm going to push
it back in the y again. Alright? And what we are trying to
do now is we are trying to create the
thickness of the lips. Alright, then I'm going to
hit E again and press Enter. Then I'm going to push it
back, alright, in the y. Then this time around, I'm going to take my Scale Tool and I'm going to scale
it in this sense. Alright. So I'm scaling it back
and they said like so. And I'm going to scale it in the Excel little bit
some more as well. Alright, we're going to
come back later on and we're going to start creating
the interior of the mouth. So we're going to use that
geometry there for that pips. Alright? And looking at these, I think I need to take these three and I need
to push them out. Why? Something like that? So you just need to keep on
looking at your model and see where the problems are
and you got to fix it. Alright, let's go
to our side view and let's get into
wireframe mode. So looking at this, you can see that just below the nose that there
is a cave there. Alright? And we need to make
sure that we add a line to mimic that. Okay? So I'm gonna go Control R and I'm going to add an
edge loop right there. And you can see that edge loop conforms to the shape
that we already have. So you can come in here and
you can actually bend this, right, and you can tune
these things accordingly. Alright? So you just need
to make sure that you keep subdividing
these things. You'll want these polygons to be almost of equal
distance from each other. Okay? Looking at this, you can actually see the
mouth that we have there. That's it for this lecture. And in the next lecture, Let's come back and continue creating the interior
of the mouth. Then we're going to
come back to the nose, ears, and all that other stuff. Alright, I'll see you
in the next lecture.
18. Creating the mouth interior: Okay guys, welcome
back to the course, and this is where we left
off from the last lesson. In this lesson we're going to be creating the interior
of the mouth. Alright? So I'm just going to deactivate
subdivision surface here, and I'm gonna hit tab to
enter into edit mode. Okay? Alright, so as you
can do is you can click that age that
we created last year. And you're going to
hit Control plus on a keyboard a few times,
probably until here. And you're going to go Control
I to invert the selection, and we're going to press
H to hide everything. Okay? This is the kind of
a mouth interior that we have to begin with. I'm gonna go ahead and hide
our geometry here as well. All right, watch will
want to have going here is you want this to
be like a bowl shape? Is it goes back to the
trough of the mouth. Okay, Let me just bring this
side view picture there. We want this thing
to go back, alright, and get into the neck so that when the character
swallow something, then it can be able to
go through this passage. Alright. I'm gonna, I'm gonna activate
a wireframe morning here. Alright, so I'm just going to deal with the side view for now. Alright, and I'm
just want to try to make this thing rounded
a little bit some more. Okay? So I'm just going
to do it this way, okay? And I'm going to push this
one down a little bit. And this one down a little bit. Alright, something like this. We can come to
perspective view as well. And let's activate our
viewport shading here. Alright, so we can go ahead
and we can select this. Alright? And we can
go Extrude, alright? And we can put that
in the y, r, k. And we don't have to forget
to scale this in the soul. We want to scale it in this Z because we want
something like a tube. Okay, perfect. And as we go along, we want to start
scaling this in the way he saw will be flattening that. Then we're going
to go back to the vertex here and we want to continue shipping
these things. Alright? We want to ship them. Alright? And the other thing
that we need to do, we need to make sure
that we scale it in the x as well, okay, so if you can go to
girlfriend view, you need to make sure that
this thing is being scoured. Like so, alright, because
we don't want you to sit on top of each other
like that for now. Okay. Then we can come back to
the perspective view. And we're going to hit E again for Extrude
and hate to end. Alright? And we're going to push
it in the, in the y's. Well again, alright. And we want to
scale it in this Z. If we can go to our side view, you can actually see what
we're coming out with their think we've got to select these three
here and we've got to push them
up a little bit. Or we can even
rotate them like so. And we can push them a
little bit like that. I'm just trying to make sure that we get a
straight line there. Alright, so we go
something like that. I can come ahead and hit E to extrude again and hit Enter. Then I'm going to push
in the y like salt. And I can push it up so that it does not interfere with the geometry that we have there. Alright, then I can
come here and I can diverge viewport shading. Then I can scale this
in the x as well. So I can come in here and I'm going to
scale this in the x. And we forgot to do that
with this loop here. So I'm going to scale
that in the x as well. Okay? Perfect, something like that. And at the same time, I wanna keep flattening
these in the y. So I'm going to
continue scaling these in the y, something like this. Alright. Then I'm going to hit
E again to extrude. Press Enter. And I'm going to
come to my move tool and I'm going to push in the y. Okay, let me go to my side
view so that I can be able to see how I am doing. Alright, this one came
a little bit closer, so I'm going to push it up. Alright. Okay. Perfect. Alright. So it's just a
matter of rounding things up. And I'm going to select
my move tool and I'm going to hit E
to extrude again, press Enter and I'm
going to push it back. Alright? Now, at this point in time, now, we want to make sure
that this thing is killed in the white
completely by zero. So we're going to hit S on the keyboard and
we're going to hit Y, and we're going to
say zero, okay, so these vertices
will be straight and we have to rotate them again because we want that
geometry to start turning into these
into the neck thing. Alright? And I'm going to hit E to
extrude and up press Enter. And I'm going to push
it down like so. And I've got to rotate
it like that. Alright. And I go to scale
it in like that. Okay. Perfect. Let's do one more extrusion. E to extrude. Press Enter, and I'm going
to push it down like that. Alright? And we're going to
rotate it like so. Then looking at this, I think I can scale this
up a little bit some more. And I can do the same
thing to this one. And I can come to this one. And now I'm gonna do the
same thing right there. Looking at this,
you can see that things are not 100% right there. So we're going to add an
edge loop right there. And we're gonna go over to ace. And we're going to scale
it up some more like that. Okay, perfect. Then you can come
in here and you might as well kill
these and you can push it up if you wish to. Old select and you can
push this up or select, you can push this up. Alright? And you can come in here, this select wireframe mode. Let's just get these
three vertices here and I'm just going to push
them in position right there. Alright? Something like that. Okay. So you might as
well come in here and just all these
guys on top there. Alright? Something like that. Okay. So this way we can have what we call the
interior of the mouth. And looking at this, you
can see that some of these videos is a little bit
too close to each other, so you just have to
select that edge. And probably you can leave this one and this
one and this one. And you can turn to the back and probably get rid of
these and these. And we're going to tab do twice. And you can redistribute
them a little bit some more and you
can push them up. Okay? Something like this. Alright? And you want to do the very
same thing on the bottom of the interior here. So you're going to
auto select these, De-select these two because
they are equally spaced. Alright? And we can come in here and we can deselect these two, I guess. Okay. And I'm gonna tip WE and I'm going to move them
towards this end. Okay? Something like that. And I can move them
down just a bit. Something like this
and this one here, we can just try to
bring it back. Okay? And I can move this up. Right. Okay. So this is the
interior of the mouth. When it comes to creating
the teeth and the tongue, we're going to make sure that
the tongue and the teeth sit inside this
interior thing here. And I'm going to press Alt H on my keyboard or the H to
bring everything together. You can see the interior
of the mouth is not actually protruding outside. So that's it from me guys, in terms of creating the
interior of the mouth. And in the next
lesson we're going to go ahead and
finish the nausea. Then after that, we're
going to come around and create the ear
for our character. Yeah, that's it from me. I'll see you in
the next lecture.
19. Finishing the nose: Okay guys, welcome
back to the cost. And on this lecture
we're going to be finishing the nose
of our character. Alright? Okay, so to begin with, or we just going to get into
face select mode, alright? And I'm going to
select this face, and this face, alright, and I'm going to hit E on
our keyboard to extrude. And I'm going to move my mouse. You might have a
giant of a nose. Alright, so I'm just going
to push it somewhere. It doesn't matter
how big it can be. We're going to ship it. Alright? So what you need to do
is we need to make sure that we knock these
corners here. Alright? So if you can get
into vertex mode, you can select this vertex
and this vertex here, and you need to make sure
that you knock it down, Okay? Perfect. Then you select this
one and this one, and you got a nugget
down, alright? Something like
that. Alright, then you can come to
your side view now. And you will see that things
will be a little bit easier. Those vertices, they were
sitting on top of each other. Then you gotta
make sure that you pull this one back like so. And you got to come to these ones that were
knocked down a little bit earlier and we need to knock them down a
little bit some more. Alright, perfect. And we come to these ones here and we want to
bring them down. Yeah, probably
somewhere around there. And we'd take these two and we can push them
somewhere there. Alright? And we have this guy
here and this guy again, let me just get to
perspective view. I can see what I'm
talking about. So we got this corner and this corner we got to
knock these things down. So I can come in here and I can knock it in desert, alright? And I can knock it here
in this area as well. So if we go to our side view
and first wireframe mode, you can actually see
now what we did there. Alright? So we can knock these
things down here. Alright, perfect. Alright. So from this side view, things are looking
quite alright for now. Okay? So the thing that we need
to do is we need to go to the front view and let's see how things
are looking there. Alright, it might be
difficult to see, but, well, you can see that the
sympathetics for the nods, alright, and this one is actually sitting
on the right place. I'm just going to bring it here. And this one right here, I'm just going to
bring it so that it matches our drawing here. And I'm just going
to bring this one here and this one
somewhere there. Alright, so if we can come
to our perspective view now, you can actually see
the nodes that we have. If you want it to be larger, you can actually push it
back in the wildlife. Saw. Alright? Something like that. Okay. If you can go ahead and, and smooth before
you can do that, you can come here and this
vertex here in the x. So for this type of a character, we are not going to
add the nostrils. Alright? We just want to keep
this symbol because this kind of stylized character, we're not going for
a realistic correct. Okay. So you got to
come in here and it's subdivision surface and get
out of get out of edit mode, then you can actually see the enormous that
you'll get there. So it's just kind of a button nose is actually
a little bit big, but I'm going to leave
it like this for now, just for the sake of
our reference images. Alright, the other
thing that I wanna do is I want to select the eye. Alright? I'm going to mirror it
over so that we can have a picture of how this
thing is going to look like. So I'm gonna come in here
and choose mirror modifier. And you can see it, actually edit it on
top of each other. Then you got to come down here where we got the mirror
and you'll come here to waste written middle object and you tell it how do
you want to mirror it? So I want to meet with the head. So if I choose head, you can see now that the AI comes to the
other side there. Alright, so in the next lecture, we're going to come back
and we're going to start dealing with the ear
of our character. Alright, I'll see you
in the next lecture.
20. Blocking out the ear: Okay guys, welcome
back to the course. End on this lecture, we're going to be creating
the ear of our character. Alright, so this is
where we left off. I'm just going to jump into
our side view by pressing three and activate the
wireframe mode here. And I'm going to select the head geometry and I'm going to deactivate
subdivision surface. Alright, and I'm going to tap into edit mode by pressing Tab. Okay? So looking at these, you can see that
this is our ear. Alright, I want these
to go back. Alright? Actually, instead of just pulling in the wireless just tip double G and push these
things into position. Alright. So I'm just going to
tip double G like so. Okay, I could as well push
these in the Z-lines. So, alright, let me just push
this in this ear as well. Alright. I want to
create space there. I want to make sure
that I use this polygon here at this one,
this one, this one. So I can as well push this up and push this back a little bit. Push this down. And I can push these two down. Then it's forcing me to push these ones down, even some mole. Okay, you can see that
things went crazy here. Alright, I'm just
going to push this, Pull it in the X-linked. So just to make
this trait like so, coming back to the side
view and activating wireframe mode and
selecting the face mode. We want to make sure
that we select these to leave for polygons here. And I'm going to hit I
on the keyboard and I'm going to pull my mouse
button to inset, okay, then I'm going to go
back to my vertex select mode. And I'm just going
to make sure that these mimic the ear that we have the minor be 100%
that it got to mimic. It's somehow, alright. And I'm just going to push these centrally or geometry
and I'm going to push this on the sander and
again ship these as well. Again, bring it down like so. I want these to all the shape of the ear that we
are creating here. Little one or we can deal with
the rest of the geometry. Okay? Then coming back to
our viewport shading, we need to make sure that
this one is singing. So I'm just going
to pull it out. Pull it out. I'm going to pull
it out like so. Alright, I think that's
quite good enough and we can ship things later
on down the road. Alright, so I'm gonna go back to these four polygons here. Alright? And I'm going to
press E to extrude, and I'm going to pull
them into excellent vat. Let me just push it
in a little bit. Okay. Then I'm going to rotate it. Okay? Something like that
can do, I guess. Alright. So if we go to a front view
and tap into wireframe mode, you can actually see what
kind of an ear we have. Actually the front view
is not 100% right? Because the ear is ending here and on this side is
ending on top here. So we're going to keep
it right on top here. Alright? Okay, that's perfect. And the other thing
that I want to do, I want to add an
edge loop here so that we can be able
to pull these, this a little bit out. But if I do it like this, to add another, another loop here and
do to create a crease. You can take this
vertex and this vertex, and you can go ahead and press M and mash them together at center,
something like that. Alright, you'll come to
this one and this one. Press M, makes them a center. Take this one and this one, price, aim and make
them as center. Because we also want this, this year to actually fit into the skin of our
character there. Alright, perfect. Then we got triangles day. So we can fix that by pressing
Control R on our keyboard. And we're going to add an
edge loop right there. And we want it to
bow the outside. So we're going to press
Alt S and we can start scaling things,
something like that. Well, maybe a little
bit too much, but I think that's okay. If it's too big, we can deal
with it as we go along. Alright? Okay. And I'm just going to
pull this one back here. Alright, so this is the
ear that we have so far. If I can activate
subdivision surface, you can see the
ear that we have, the end we are getting there. Alright, so what do we need
to do is we need to come back and they activate
subdivision surface. Alright, now I'm going to select these four again. Alright? And I'm going to do an insert. So I'm going to say inset. And sometimes it's difficult to see how thick this
thing might be. So let me put a
subdivision surface there. And this time I'm
going to scale it. Alright, so I'm going
to scale it in. Skeleton, probably
somewhere there. If it gets too big, we can actually scale it
a little bit some more. Then I'm going to
hit E to extrude, and I'm going to push
it into the x day. Alright? And before I do anything, I'm going to hit E
again to extrude. And I'm going to push
it in the, in the day. Alright? And let me do that now. And I'm going to scale
those polygons that we just created there, alright,
against Kelvin. So looking at this one, let me get the
vertex select mode and I'm going to
select this one. And I'm going to
scale it a little bit in some way as well. Okay. So looking at, is this the
kind of ear that we have, if we put subdivision surface, you can actually see the ear
that we're having there. Alright? And now we are not going
to create a realistic ear. But what we wanna do is we just want to try to mimic
these a little bit. Okay? So what I'm gonna do is I'm going to come in here and
select these four again. And I'm going to scale
them in some more. Alright? And I'm going to
come to vertex mode, and I'm just going
to come in here. And I'm going to my model. Alright? And I'm
just going to start painting these things
down at random. So I'm just trying
to teach them down, probably in the x like so. Okay. And let's see here. Let's see, I'm just trying to add a little bit
of detail there. Okay? Something like that. Alright. If by subdivision
surface you can see that, that much yet, alright? And probably I can
try to bring this one out in the x, like soul. And this one out like so. And push it in the y maybe. Alright. Okay, I'm trying
to get some detailed than, alright, it's not yet there. Alright, then what I'm gonna do now is I'm
going to come in here and I'm going to select, Let's see, Let's see. I'm going to select
these vertices here. And I'm going to move
them up like that. Like so. Then I'm going to
select this polygon here and this polygon here. And I'm going to
hit E to extrude, and I'm going to post them
like this Beglar saw. Alright, then I'm going
to scale them like that. Okay, so I'm trying to get
that detail for the ELA. Alright, and I'm going to
select this face here, and I am going to hit extrude. So let me do extrude them. Okay. And I'm going to pull
it inside like that, okay? And this time around I'm going
to push it down in the z. So let me activate my subdivision surface so you can actually see what
I'm trying to do there. Alright? And actually I can see 100%. Then I'm going to do actually
it went to fight in. Then I'm going to do
another extrusion and I'm going to
push it in the x. Alright? And I'm going to
push it down in the z, our eyes, something like that. And I'm going to scale it down. Alright, then if I activate my subdivision surface and
come out of edit mode, you can actually see what kind of an ear I
got going on there. Alright? But the detail is
not 100% right here. So I'm going to, I'm going
to get into edit mode again, and I'm going to tap
into vertex select mode. And I'm going to
do it like this. So I'm going to push
this in like that. And let me push this
in as well like so. I want to try to
push this thing out, LOB some more so that we can have a little
bit of a detail there. Alright. I think this one
went how to do this? Okay. Okay, something like this. Let me push this back
a little bit back. The thickness of this labia
is not quite good enough. So I'm just going to come
in here and take these two. And I lost that selection there. And I'm going to put
these in a little bit. I'm going to push it
down a little bit. I think that it will
thicken it up some more. You can actually see the
kind of an ear that we have. Alright.
21. Creating the teeth: Okay guys, welcome
back to the cost. And on this lecture
we're going to be creating the teeth
of our character. This is where we left off from
the last lesson. Alright? And I'm just going to click
on this head geometry and I'm going to come in this
elbow, the mirror modifier. Alright, and let's just also
deactivate the tank for now. What I'm gonna do is
I'm going to click on this edge geometry and then
tub to get into edit mode. Alright, so looking at these, I think the teeth
could be touching from here and coming here. Alright. Coming here. And I think
we could go this way. We can come down here. It will not look good
thing, something like this. So looking at this now, all you just need
to do is you need to borrow this geometry
from this inner mouth. So you just have to go Shift
D on your keyboard and press Enter and
you're going to hit P to separate the selection. Alright? So I'm just going
to click the heady and I'm going to hide it or
write something to the eyes. Let me just go and hide it. Alright, so this is
the kind of geometry that we need to work
with. All right? And let me select the
vertex mode here. And I'm just going to take
these three guys here. And I'm just going to
image them at center, alright, so that we can round
this alert be some more. And we need this to be flat. So let's just select a on the
keyboard and we're going to go scale in the z and
we're going to say zero. Okay, perfect. And if we can go to the top
view and let me deactivate the subdivision surface and
get into wireframe mode here. Then you can see the
geometry that we have there. And I'm gonna take these
and I'm just going to rotate it a bit. Alright? So I'm just trying to make sure that this thing looks good and The size is
almost the same here. Alright, so I'm just
going to take this and turn it around like that. They see to this one. And I'm going to take
this and I'm just going to turn it like so. And the other thing
that we want to do is you're now is
we come down here, the teeth a little bit sharper. So I'm just going to push
this guy forward, right? And as we come here,
they get thicker. Alright. Because we go the
more or less, yeah, right? So I'm just going
to try to mimic that ACh K. I think something
like this could do. Alright, now, looking at this, I think I'm just
going to go ahead and activate our head
geometry for now. And I'm going to go, shift is set to get
out of wireframe mode. So you can kind of see
what do we have there. So I'm going to hit a to
select everything here and I'm going to hit E
to extrude and end up. And I'm just going
to push this z. Alright, so coming
out of edit mode, I think I just need to
make this shared fleet. So you can kinda see where
the teeth or the end. Alright, I'll get less
push it down a bit since we got the
measurements, right. All we need to do is to deactivate the head
again, alright? And I'm going to
come in here and select this polygon here. And I'm just going to press
X and delete the faces. The reason why we're doing
that is because we want to activate our mirror
modifier there. Alright? The other thing that we wanna do is we want to come here and select all these top
polygons in here. And we want to
delete them, okay? Because this is not
going to be seen. So we don't want to
have extra geometry. They're coming down
to the bottom here. We want to make sure that we push these guys a
little bit forward. And the reason why
we're doing that is because the teeth tend to be sharper on the bottom there
than they are on top. So we're just
trying to make sure that we do the same
kind of thing. Alright? Alright, something
like that. Perfect. Okay, I'm gonna get out of edit mode and I'm going to
come in here and I say, I play the mirror
modifier, alright, because what I wanna
do now will not work. If the mirror modifier was on. I'm going to select
all the edges here. And this age, this age, alright, this age,
this age, this age, this age, old Shift selecting everything I want to get also the ones
that are back there. Alright? So Alt Shift select or Shift select or Shift
select, Alt Shift select. Alright, then with this, now I'm going to
bevel everything. So I'm going to go Control B on the keyboard and I'm
going to bevel it. Not much. And I'm going to add one edge
loop on the middle there. Then I'm going to
click, All right, and let's see our
Bevel settings. So probably something like that, or you could say 0.025. Alright, That could do as well. Alright, now with this, now what are we going
to do is we're going to select the middle loop here. So we're going to
hold Shift select, go the wrong one day or
shift select this one. Or shift, select this one
or shift, select this. Hold Shift, select our shift, select this one, right? So I'm just doing the same thing here to get these ones here, alright, with this,
now I'm going to go out to ace to scale this summer. Alright, so you can kinda see this killing that
is taking place there. Alright, I'm going
to actually activate my subdivision surface modifier. Alright, then you can kind of see what we're coming
up with there. So the more I push it in, the more indentation
we have there. I think something
like this could do. I am just going to come in here and to shed smooth so that we can see a
little bit better. Alright? So you can kind of see what
kind of a teeth we have. Alright? So you can go ahead and ship. You didn't make it
the way you want, but this is actually the basic idea of
making teeth, alright.
22. Creating the gums: Okay guys, welcome
back to the cost. This is where we left off
from the last lesson. Alright, then all you
need to do is you need to go Shift D on this one. All right. And let's name this one
teeth to begin with. Okay, so let's call
this one teeth. Alright? And we got this one right here. And I'm going to call it gums. Alright. With the gums. Now, we need to make sure that we push it up here and
you can see the sand ACL. So we're going to come in
here, cytology into geometry. Then you're going to
come in here and you can push these down some more. Alright. I think that's quite good there. Alright, let's give him
a 2-year for these. So I'm gonna come in here and give the very same material that we get for the tongue. And you can come in here and
you can tweak things around. You can play around
with these settings and come up with something
that you might like, okay? Or you can take these and
you can push them forward, whatever you might want to do. Alright? So you could push this
forward if you wish to. So now, looking at this
now you can see now that you have your teeth and
you gotta gums there. Since we want to be able to rotate these at the same time. You can select these and these, and you can go Control
J on my keyboard. And that way you will be able to join this thing together. Now, you have seen that the teeth have actually
taken the material for the gametes will have
over the teeth and press L. And this is just create
a new material here. Alright, so I'm just
going to come in here and click Place. And I'm going to create a new material and I'm
going to call it a tiff. Alright, perfect. And I'm just going
to assign that. And looking at this, I think you could take
these two points in here and you could just push them
a little bit back here. Preparing them to
meet the flesh. There is something like salt. Okay. Alright. You're going up and
taking these two, you could push them
out like that. So perfect. This is
all we got to do. I'm going to come here now and
activate my head geometry. Alright, so going to the side view and
pressing Shift set, you can see what we have there. If I tried to rotate that you can see it's not rotating and that's because the
sender is right here. Okay? So we just going to
come in here and say object set origin,
origin to geometry. Alright. Now we will be able
to rotate that. So if I can hit R and now
I'll be able to take fat. Alright, Probably
something like that. Let's go around,
shifts it and check. Yeah, I think
something like that could do for our teeth there. Alright. And if I can activate the
mirror modifier for the head, you will be able to see how
the teeth are looking there. Alright. We need to create
the bottom teeth and our limit deactivate
the head again. So with this now we're going to go ahead and duplicate these. Alright, so I'm just going to go Shift D on the keyboard
to duplicate that. And let me move it down a
little bit more like so. And I want to rotate it. I want to rotate it in the way. So let's go like Salt Lake y and I'm going to
go hundred and 80 degrees. Okay. Perfect. To something that looks like these and I'm going
to push it down. Alright? And I'm going to go
into my side view. And I'm just going to
rotate it down a little bit and I'm going to push
it back a little bit. Alright, then I'm going to bring my head geometry back here. And pressing Shift set. You'll be able to see what
we have there. Alright? And I'm just going to
push it back like so. And looking at these, I think we have to push it back a little
bit some more at k. So let's try to go
to the side view, perceived sit and let's
rotate it one more time. And let's push it
up til the end. Push up. Okay? And let's see how it looks now. Right? And this geometry is
kind of poking out. We could as well
as kel in the z. We could scale this
Tethys Sea a little bit, something like that. And we could come in here now
to this body German tree. And we could actually trying to bring this down
a little bit, okay, So we could just check these and try to bring them down a bit, alright, so that we deal with
that intersection there. Alright, perfect. So this is the kind of Germans with that
you could get them. And let's just add the tongue. Alright, so we come in here to the tongue and we can
add the tongue there. So I want you to go ahead
and ship this tongue until you get it the way that
you would want it to look. So perfect. So we got the tongue there and
we got the teeth in there. That's all we need to do. And we can come in here and we could activate
the other side. Alright, so looking at this, you can see we go to
the upper teeth and the bottom teeth and
I'm just going to push this forward like that. And you can see they're
poking out there. Alright. So you could, this
will come in here and try to push them
in a bit, right? So it to be just a
testing process. So you can push them in like so. Alright. And we can come to the pupil and activate the pupil there. Alright. So now you can see
now we've got a tiff modeled in and we got the
tongue modeled inside there. Alright, so I'll see you
in the next lecture. Probably we started working on the eye lids of what character.
23. Creating the eyelids: Okay guys, welcome
back to the course, and this is where we left
off from the last lesson. Alright, and on this
lesson we're going to be creating the eyelids
for our character here. Alright, let's just select the head and Tab to
get into edit mode. Alright, and I'm going to press one to go to the front view. And I'm just going to
come in here and activate my friend inside images here. Alright, so I'm going to
press Shift to say it. Alright, so I'm going to
select the eye here. Alright? So I'm going to hide
it for a moment and I'm going to
convict to the head. And I'm going to
press Tab, alright, then I'm going to deactivate
subdivision surface. Alright, let's go
to the side view. And if you can go
to the side view, you can see that here things
are a little bit tight here. So I just want to take these two guys here and I just want to push them
back a little bit. Alright? And I'm going to take this one, I'm wanna push it up. I just want to create a little bit of space
you see on the bottom. Because some space here. And I'm just going to do that. But here we don't
want it to be too far away from from
the corner here because the ice seems to be a little bit tighter as we come through that corner there. Alright, and I'm
just going to push this guy in the y and back. I'm trying to make sure that those edges are a
little bit straight. The same applies to this one. Alright, so we want this to be almost pointing in
the same direction. Alright? And I'm going to reduce
a little bit here. K. Alright, I think with this
we are quite good to go. Alright? Actually, they may come out
of edit mode and I'm going to right-click on
this head geometry and I'm just gonna
go, **** flit. Alright, then I'm going to
come here and activate my eye. And actually I want to
deactivate the mirror for now. So I want to be
able to see what's happening on this
side is we awake. So we want to have almost the same distance
away from the eye here. So I'm just going
to take these two here and I'm going to
push them out, alright? Something like that. So I'm looking at the
gap that we have there. And I'm going to take this and I'm going to push
it back like that. Alright. Let's see here. Probably right here. I'm going to push
it in the y and push this in the y
just a little bit. Okay? Alright, looking at this, I think I'm going
to take both of those two and I'm just going to push them a little bit away. Then the next thing that we
want to do is we want to select that will
loop there. Alright? And I'm going to hit E to
extrude and press Enter. And I'm just going to
push this back in the Y. Alright? So push
bake it in the y. If you push it farther
and then you can see that will not have a thickness to
close the eye there. So you want to push it some way. I'd probably around the
way you can probably see all the vertices that
you have right there. Okay, Perfect. So this is going to end up being the thickness
of the eyelid. Allright, perfect. Then with this, I'm
going to go ahead and select that loop there. Alright? And I'm going to extrude
again and press Enter, and I'm going to push
it in the y, okay? I'm gonna push it in the white. You can see here, why do
we are doing the swap, push it in the wild like that. And looking at this
now from this side, I'm going to scale that
in the x. Alright, so I'm just going to
scale that the x, I'm going to scale it in. Alright, so what
I'm trying to do is I'm trying to
close the gap there. We don't want to see through the holes that we have there. And in the inside, I normally like to add
another edge loop. Probably you can see, but I think some way they are right on
the middle of that. And I'm going to click Alt S and I'm just
going to scale it out. Alright, then this loop will
actually help to make sure that this loop of the eyelids is pushed down a little bit. Okay, we need to add
more thickness around this loop here so that we can be able to pull
that I laid down. Alright, and I'm
just going to add another line right here. And I'm just going to push it close to those ones, alright, so that we can have a thickness, I think some distance like the one we have
in, inside there. And with this now, I'm just going to tin these more kind of a profile V and
I'm just going to push it forward like that. Alright, this will
actually help to add thickness to that
eyelid bottom there. All right, Then the next
thing that I want to do is I'm going to add
an edge loop right here. So Control R on
your keyboard and you can add an edge
loop right there. Okay, I'm going to pull
it down a little bit. And what I'm gonna do
right now is I'm going to get into that position
of the profile game. And I'm just going to push
it back like that, right? That may be a little
bit too much. So you can activate your
subdivision surface. And you can kind of see what kind of an eyelid
you can come up with. I'll write it right
here on the corner. The eyelid is not much
pronounced, Alright? So you need to push back. These are right in the y. You need to smooth that
transition a little bit. Right here. I'm going to smooth it
out just a bit, Okay? Okay, and the same applies here. I'm just trying to
smooth that bit because on the corner there the eyelid is not
much pronounced. And I'm going to come in here. And I'm just going to
push this into y a bit. Okay? So I'm just gonna relieve
that penetration there. Alright, in DeFi can activate my subdivision surface again. And you can see now that it's a little bit smoother
right on the corner here, but I think I want to smooth it a little bit
some more right here. And looking here you can see
this is a little bit tight. So you could come in here and continue pushing this out
a little bit some more. And let's take that line for the eyelid and I'm just
going to push it out a bit. And the same applies here. I'm going to push it out, K N right here, just going to push it
out just a bit. Okay? I'm looking at this now. You can see now that
we got a gap there. So you just need
to come in here, select all those vertices here, and you can see that we go something here
selected on the EHS, make sure that you don't
have anything else selected. Okay? And you can push this
in the x, Alright, so push it in the x until he's
kind of close to the eye. Alright? Same
applies here, right? Just to make sure that you select everything that
you need to select. Okay. And let's push
that in the exhibit. Something like that. We don't want to
see through there. Right? This thickness
right here is very, very important because
it will actually help if you want
to close this I, so this is actually what
you need to do in terms of adding the eyelids
if the corner, which of your eyes a
little bit backward, all we just need to do is to select these vertices
here, alright? And you could also add these
to the Selection, alright? And these ones right here. And make sure that
you don't have anything else selected here. Alright, perfect. And you could also
select these ones that we have right here
inside, something like this. Then you could actually push
it forward like that, okay? And then you should
have to tighten it in the X a little bit like so. All right. That's it from me in terms
of creating the eyelids. I'll see you in
the next lecture.
24. Modelling THe Head Outro 1: I believe you had a lot of fun modelling the human
face along with me, I would ask you to
upload your face model that you came up with
so that other students will be able to get
inspired and give you feedback on possible
areas of improvements. I would also ask you
to rate this course to help other students that are struggling to model
the human face. And please don't
forget to check out my other courses right
here on Skillshare. I wish you the best
within your career. Goodbye for now.