1 00:00:00,030 --> 00:00:00,720 Hello, everyone. 2 00:00:00,870 --> 00:00:08,400 In this part of the course, we are going to make a stylized, simple character to reveal some simple 3 00:00:08,400 --> 00:00:14,400 modeling techniques that you may find useful to make your own characters. 4 00:00:14,940 --> 00:00:19,410 So without anything else, let's make a face in this particular view with you. 5 00:00:20,070 --> 00:00:22,680 Let's press shift and make a cue. 6 00:00:23,070 --> 00:00:23,460 All right. 7 00:00:23,940 --> 00:00:31,290 And then let's go to a modifiers over here and add a subdivision service modifier, and we can change 8 00:00:31,290 --> 00:00:32,520 the level we're here. 9 00:00:33,090 --> 00:00:40,440 But if you have seen the fundamental with you in the last shot, so if you press control and the number 10 00:00:40,440 --> 00:00:44,130 and you're on your keyboard, you get that level of subdivision. 11 00:00:44,130 --> 00:00:53,310 So if I hold control and to I guess have a little to subdivision for my Q so the reason I add a subdivision 12 00:00:53,310 --> 00:01:00,150 modifier to my Q is because this is exactly what this looks like a useful result. 13 00:01:00,150 --> 00:01:06,060 Like if I increases subdivision level, I get the same as onto the geometry, but with the other sphere 14 00:01:06,990 --> 00:01:09,750 there are a lot of geometry and moving. 15 00:01:09,920 --> 00:01:12,060 Moving them around is not that easy. 16 00:01:12,060 --> 00:01:20,540 But with a Q and a subdivisions and subdivisions surface modifier without applying this because if you 17 00:01:20,550 --> 00:01:23,310 apply it the meal plan now 18 00:01:26,610 --> 00:01:27,810 you get the same result. 19 00:01:27,810 --> 00:01:28,070 Right? 20 00:01:28,110 --> 00:01:28,440 Right. 21 00:01:28,920 --> 00:01:36,630 So you don't want to apply it, but you want to have it in your shelf or in the modifiers and this way 22 00:01:37,200 --> 00:01:45,660 and you go to as it mount you get these only your Q to manipulate. 23 00:01:45,660 --> 00:01:53,640 Right and you can change the faces like this and these and so on. 24 00:01:53,870 --> 00:01:54,210 Right. 25 00:01:54,210 --> 00:02:04,200 And this gives us to better model through our model and control the, our mesh and then we're done. 26 00:02:04,200 --> 00:02:10,430 We just go here and apply it or work by holding control a big. 27 00:02:10,440 --> 00:02:10,850 Oh yeah. 28 00:02:10,860 --> 00:02:15,750 With your geometry to mesh to apply all the modifiers over here. 29 00:02:16,740 --> 00:02:18,510 Okay, this is starts now. 30 00:02:18,780 --> 00:02:20,220 We are going to make a face. 31 00:02:21,750 --> 00:02:24,810 I pressed one on number to go to France for you. 32 00:02:24,810 --> 00:02:29,220 And now let's go to edit mode and then let's zoom. 33 00:02:29,250 --> 00:02:31,350 Let's pan around it a little bit. 34 00:02:31,830 --> 00:02:38,160 Let's select this face, press G and Z to move it in the Z axis. 35 00:02:38,790 --> 00:02:42,030 And then I think it's too small. 36 00:02:42,030 --> 00:02:53,460 Like that's this is kill a little bit and let's again choose these face over here and press I to insert 37 00:02:53,610 --> 00:03:04,380 so I'm pressing I to insert nonetheless press E to extrude and then z z to move it into z axis. 38 00:03:09,990 --> 00:03:10,350 All right. 39 00:03:10,830 --> 00:03:18,180 Now my aim is to make a black out of the neck. 40 00:03:19,090 --> 00:03:19,470 Okay? 41 00:03:19,920 --> 00:03:20,650 This is scale. 42 00:03:20,820 --> 00:03:21,960 It's a bit over here. 43 00:03:23,820 --> 00:03:27,120 All right, I'm done with the neck right now. 44 00:03:27,630 --> 00:03:34,860 So let's first move this face over here. 45 00:03:35,010 --> 00:03:35,550 All right. 46 00:03:36,780 --> 00:03:44,430 And then just click all the let's select all the verses just by pressing a and then go here to mesh 47 00:03:44,430 --> 00:03:45,930 and then symmetries. 48 00:03:47,100 --> 00:03:56,430 And what this semester lesson we can use is to give you give me a second to is so yeah so it essentially 49 00:03:56,430 --> 00:04:02,700 is but then we can go to the last adjustment as operation and then we can choose if you want which way 50 00:04:02,700 --> 00:04:03,660 we want do symmetry. 51 00:04:03,660 --> 00:04:10,110 So whereas plus x minus x, we ask initializing from this way to this way. 52 00:04:10,470 --> 00:04:17,850 So we're having this right now in this face right now and. 53 00:04:18,540 --> 00:04:31,200 All right, so let's also enable X symmetry over here and let's bring the front of the face a little 54 00:04:31,200 --> 00:04:38,700 bit toward the Y axis and then the back of the face towards like this. 55 00:04:41,230 --> 00:04:41,420 Good. 56 00:04:42,190 --> 00:04:46,450 Then we can also change this. 57 00:04:48,100 --> 00:04:49,210 Something like this. 58 00:04:49,900 --> 00:04:50,230 Right. 59 00:04:50,710 --> 00:04:53,830 So you have something like this over here? 60 00:04:55,150 --> 00:04:56,650 Kind of like this for. 61 00:04:58,060 --> 00:04:59,590 All right, then. 62 00:05:00,370 --> 00:05:04,240 Now we can look out with control over. 63 00:05:04,810 --> 00:05:06,070 Maybe do this. 64 00:05:06,850 --> 00:05:07,600 All right. 65 00:05:08,740 --> 00:05:10,690 Then we can change it. 66 00:05:11,200 --> 00:05:12,970 Something like this. 67 00:05:17,200 --> 00:05:19,240 Then let's go to a solution. 68 00:05:19,360 --> 00:05:20,350 So like this. 69 00:05:20,920 --> 00:05:23,620 And then we can scale with our scale with all. 70 00:05:24,790 --> 00:05:30,640 So now it's all about experimenting with what we want our character to look like. 71 00:05:31,090 --> 00:05:33,310 Usually you need to 72 00:05:35,890 --> 00:05:37,150 use references. 73 00:05:37,450 --> 00:05:37,820 All right. 74 00:05:37,840 --> 00:05:40,300 But because is this is not our main character. 75 00:05:40,300 --> 00:05:46,450 We are going to make a matrix with a sculpting and texturing and all that. 76 00:05:48,010 --> 00:05:49,830 We're not going to use a reference. 77 00:05:49,960 --> 00:05:53,770 We are going to use reference in that chapter. 78 00:05:54,610 --> 00:05:58,060 So what if you want to make a certain criteria? 79 00:05:58,060 --> 00:06:08,620 Like if you are if you want to make a cartoon cartoon character and you have a cartoon character in 80 00:06:08,620 --> 00:06:14,320 mind, you can try to go Will going to 81 00:06:18,160 --> 00:06:24,220 Google the character you're trying to make and gather some references and then try to replicate that 82 00:06:24,220 --> 00:06:26,050 character inside one. 83 00:06:26,170 --> 00:06:29,350 So I'm trying to add some lookups over here. 84 00:06:30,610 --> 00:06:31,000 All right. 85 00:06:33,150 --> 00:06:35,910 I actually was not either to look up over here. 86 00:06:35,910 --> 00:06:39,990 And let's just say when we were done with the bass shape of the head. 87 00:06:41,010 --> 00:06:44,670 Let's just see how many subdivision we get. 88 00:06:47,440 --> 00:06:50,190 So let's try this. 89 00:06:52,180 --> 00:06:59,380 By turning off optical on display, we can see what will happen to the geometry after applying the solution. 90 00:06:59,410 --> 00:06:59,920 So. 91 00:07:05,460 --> 00:07:05,820 All right. 92 00:07:06,990 --> 00:07:08,460 This is a good geometry for me. 93 00:07:08,550 --> 00:07:11,370 For now, we can go lower, though. 94 00:07:13,380 --> 00:07:15,120 Yeah, I think we can go for some. 95 00:07:15,130 --> 00:07:15,960 There's a little one. 96 00:07:16,560 --> 00:07:17,820 So let's turn off 97 00:07:20,910 --> 00:07:22,920 the wire frame. 98 00:07:23,550 --> 00:07:33,630 Now let's fly the subdivision, because now we have these, uh, this 99 00:07:36,870 --> 00:07:39,730 geometry, this topology right here. 100 00:07:40,680 --> 00:07:43,980 So it's like these faces. 101 00:07:45,300 --> 00:07:51,450 And I want to make the area of the mouth. 102 00:07:51,570 --> 00:07:53,670 So let's first control our. 103 00:07:54,690 --> 00:07:56,610 Make it look over here. 104 00:07:57,180 --> 00:07:59,160 All right, let's go to the front face. 105 00:08:00,390 --> 00:08:04,890 Then let's see, like these parts. 106 00:08:05,400 --> 00:08:06,420 And then maybe. 107 00:08:06,870 --> 00:08:08,940 Yeah, let's like these parts. 108 00:08:09,840 --> 00:08:14,910 Press X and keyboard and then faces to delete the faces. 109 00:08:15,300 --> 00:08:19,530 All right, then we can maybe. 110 00:08:21,240 --> 00:08:22,350 Yeah, we need to. 111 00:08:26,830 --> 00:08:29,140 Change the shapes over here a bit. 112 00:08:29,680 --> 00:08:35,080 So I'm going to select this vertex and I have my symmetry. 113 00:08:35,260 --> 00:08:36,850 I'm right here excitatory. 114 00:08:37,480 --> 00:08:41,020 So everything I do here will be projected over here. 115 00:08:41,740 --> 00:08:44,620 So let's move it down a little bit. 116 00:08:44,620 --> 00:08:46,900 This was a seamless move with this one as well. 117 00:08:47,890 --> 00:08:49,330 Let's move this one up. 118 00:08:57,800 --> 00:09:00,620 Let's make a very smiley face. 119 00:09:22,560 --> 00:09:23,770 All right. 120 00:09:23,820 --> 00:09:28,500 I'm just moving the vertices around to get the shape at once. 121 00:09:28,860 --> 00:09:29,220 All right. 122 00:09:30,150 --> 00:09:31,470 So I think that's good. 123 00:09:33,930 --> 00:09:35,250 I think that's good enough. 124 00:09:35,820 --> 00:09:39,510 And let's select these edges. 125 00:09:41,970 --> 00:09:42,440 All right. 126 00:09:42,450 --> 00:09:44,520 And then proceed to extrude. 127 00:09:47,250 --> 00:09:51,030 SIMMONS So let's say that this is over here. 128 00:09:53,040 --> 00:10:01,470 Let's go inside of the character and then press a and then y extrude along the y axis. 129 00:10:02,190 --> 00:10:02,550 All right. 130 00:10:03,480 --> 00:10:06,360 Then we'll look right like this from the outside. 131 00:10:07,050 --> 00:10:09,070 But we don't want to see the inside of the mouth. 132 00:10:09,130 --> 00:10:09,520 Right. 133 00:10:09,630 --> 00:10:11,430 So you'll hear. 134 00:10:14,430 --> 00:10:17,070 And then let's 135 00:10:19,590 --> 00:10:22,020 connect these faces. 136 00:10:23,610 --> 00:10:23,930 All right. 137 00:10:25,470 --> 00:10:31,200 So let's actually connect this face with Jeff. 138 00:10:31,410 --> 00:10:38,940 So to connect faces, you use F to connect nodes, connect these worlds as well. 139 00:10:41,910 --> 00:10:47,130 F connect to fill f is to fill between faces. 140 00:10:47,130 --> 00:10:53,940 So you slice one edge and the other edge and you press f it will fill the geometry for you. 141 00:10:55,950 --> 00:10:59,660 So we have this geometry for the mouth. 142 00:10:59,670 --> 00:11:03,150 I think we need more loops over here. 143 00:11:03,270 --> 00:11:06,510 So I'm going to add two loops or here. 144 00:11:10,340 --> 00:11:10,760 All right. 145 00:11:13,640 --> 00:11:14,120 Okay. 146 00:11:14,540 --> 00:11:23,390 So now let's go back to object mode and now let's add another subdivision surface to see how it looks. 147 00:11:23,780 --> 00:11:25,130 This of the real surface. 148 00:11:29,730 --> 00:11:30,030 Okay. 149 00:11:30,630 --> 00:11:35,130 Well, the thing we need is some bevel around the mouth. 150 00:11:35,430 --> 00:11:45,600 So let's select the edges around the mouth like this and then hold control B to use below. 151 00:11:45,600 --> 00:11:54,420 And so control B and then let's add this to the walls around this edge. 152 00:11:57,870 --> 00:11:58,400 All right. 153 00:12:02,720 --> 00:12:07,010 Now we're having a quite good mouth right here. 154 00:12:08,330 --> 00:12:08,630 Okay. 155 00:12:08,660 --> 00:12:12,880 So it looks like it's a bit weird right now because we don't have an answer. 156 00:12:12,880 --> 00:12:15,020 So as an hour, actually. 157 00:12:15,050 --> 00:12:19,430 So let's go here and shift. 158 00:12:19,790 --> 00:12:22,820 Shift right click to move to the cursor. 159 00:12:22,970 --> 00:12:29,570 Choose A to make a match and then let's make a U.V. screen right here. 160 00:12:30,020 --> 00:12:31,930 Let's kill it down by S. 161 00:12:33,530 --> 00:12:45,120 S to scale it down, bring it down with G and position it whenever, wherever you want. 162 00:12:47,060 --> 00:12:49,490 So let's position it right here. 163 00:12:50,090 --> 00:12:51,110 This is screw it up. 164 00:12:52,190 --> 00:12:54,320 We can always adjusted later, so. 165 00:12:55,310 --> 00:12:57,730 And then let's move in the right direction. 166 00:12:57,740 --> 00:13:01,480 Smooth and add a mirror modifier. 167 00:13:02,060 --> 00:13:06,620 And the mirror object should be our face right here. 168 00:13:07,460 --> 00:13:08,700 So that is the item. 169 00:13:08,700 --> 00:13:09,870 We can't move it inside. 170 00:13:09,890 --> 00:13:15,680 We g y and then we can rotate it with our little pill if you want. 171 00:13:20,960 --> 00:13:24,250 All right, now let's make an nose. 172 00:13:25,370 --> 00:13:35,150 And so to do that, let's use the Q design subdivision, surface modifier, some subdivision surface 173 00:13:35,150 --> 00:13:35,990 modifiers, 174 00:13:40,180 --> 00:13:45,440 because earth mode base selection is a scaled down. 175 00:13:45,920 --> 00:13:46,550 That's first. 176 00:13:47,360 --> 00:13:51,870 And then let's block block out the location of our nose. 177 00:13:51,890 --> 00:13:58,650 All right, so let's select a face as G, Z, and the first. 178 00:13:58,670 --> 00:14:10,100 So this face as a skeleton, and then we can select that this face and bring it out. 179 00:14:13,070 --> 00:14:13,660 Like this. 180 00:14:13,660 --> 00:14:20,710 We can select this age and bring it a little bit inside. 181 00:14:21,850 --> 00:14:28,100 And the more we can do is make it look cancer control or I'm going to make sure to look at. 182 00:14:28,960 --> 00:14:32,920 So one is going to be on the bottom, right? 183 00:14:33,760 --> 00:14:35,620 And one is going to be in the middle. 184 00:14:35,620 --> 00:14:44,260 So have a mute look in the middle that I can so I can select with all three. 185 00:14:44,560 --> 00:14:51,940 So I can select and I can manipulate the location of the middle part of the nose. 186 00:14:57,150 --> 00:15:02,340 And now it's just about adjusting the location of these pages. 187 00:15:04,260 --> 00:15:04,620 All right. 188 00:15:05,040 --> 00:15:10,770 So take your time and adjust the justice. 189 00:15:13,410 --> 00:15:15,450 Where it is is around as you want. 190 00:15:18,780 --> 00:15:28,470 We can also see this face and we you look at the middle, all right. 191 00:15:29,100 --> 00:15:33,870 And select these faces and then first light inserts. 192 00:15:38,300 --> 00:15:38,780 Zuma. 193 00:15:38,780 --> 00:15:41,900 So it's a bit bizarre to insert. 194 00:15:44,920 --> 00:15:51,190 And then we can press E to extrude and go off. 195 00:15:53,590 --> 00:15:54,070 All right, 196 00:15:58,420 --> 00:16:01,390 let's let's make a bet over here. 197 00:16:01,390 --> 00:16:05,950 I want the edge here to be right here. 198 00:16:06,790 --> 00:16:08,950 Somebody, let's make some bells or here. 199 00:16:10,270 --> 00:16:18,700 Now, let's carillon these two faces, and then we can move them up. 200 00:16:19,330 --> 00:16:25,570 So let's extrude them toward the upside. 201 00:16:30,250 --> 00:16:30,550 All right? 202 00:16:35,140 --> 00:16:38,290 I know the nose looks broken. 203 00:16:38,290 --> 00:16:41,500 We know this symmetry for the nose as well. 204 00:16:42,340 --> 00:16:43,870 So we have symmetry. 205 00:16:44,080 --> 00:16:53,950 And these these needs to be merged at the center. 206 00:16:53,950 --> 00:17:00,940 So select these vertices and press em to merge and then merge of center. 207 00:17:04,930 --> 00:17:06,099 These ones as well. 208 00:17:06,099 --> 00:17:16,150 So select them and measure center and measure center and and match center. 209 00:17:27,680 --> 00:17:28,010 All right. 210 00:17:28,520 --> 00:17:32,060 We can try to move this up. 211 00:17:44,520 --> 00:17:45,840 Do something like this. 212 00:17:50,040 --> 00:17:54,920 And then you can always go around and and do changes and all this stuff. 213 00:17:54,930 --> 00:18:03,570 Again, I'm not doing it from a reference, so I can just go around, play around with the shapes and 214 00:18:03,720 --> 00:18:14,670 test what shape I like and what shape I don't like and don't get attached to shapes and like you can 215 00:18:14,670 --> 00:18:20,010 always with this method tomorrow always have loops around like this. 216 00:18:20,400 --> 00:18:22,140 They can always go here. 217 00:18:22,140 --> 00:18:24,720 So like this, look, I go around like, Oh, let's go here. 218 00:18:24,720 --> 00:18:26,010 So take this loop and go up. 219 00:18:26,430 --> 00:18:33,240 So with this method, you can always go back and change stuff very easily, change the shapes very easily. 220 00:18:33,810 --> 00:18:38,340 So don't get attached to your shapes and. 221 00:18:39,270 --> 00:18:39,600 Yeah. 222 00:19:01,980 --> 00:19:02,370 All right. 223 00:19:02,400 --> 00:19:04,950 Now let's go to the mouth. 224 00:19:04,950 --> 00:19:07,260 And, you know, let's make. 225 00:19:11,870 --> 00:19:17,200 Let's make a funk tongue. 226 00:19:17,660 --> 00:19:19,610 You know, swing the trunk 227 00:19:22,760 --> 00:19:24,410 and let's duplicate that over here. 228 00:19:24,420 --> 00:19:28,380 We're going to use all of Q with subdivision and surface modifiers. 229 00:19:28,380 --> 00:19:37,250 So let's just have it here as our battle whenever we needed just curriculum shifty to duplicate this 230 00:19:37,250 --> 00:19:39,230 skill this one down. 231 00:19:39,710 --> 00:19:49,400 Let's go to edit more select faces in a row like cemetery and then let's adjust the shape however we 232 00:19:49,400 --> 00:19:50,300 want it to be. 233 00:19:52,160 --> 00:19:52,580 So. 234 00:20:03,600 --> 00:20:03,990 All right. 235 00:20:04,580 --> 00:20:04,950 True. 236 00:20:05,010 --> 00:20:11,070 Another true you can use for, um, for shapes that are, like, inside here. 237 00:20:11,070 --> 00:20:21,030 And you can see that some of the geometry is to hold alt and D, which I explained in the last chapter. 238 00:20:21,030 --> 00:20:28,560 It will make an object with the same object data as this object. 239 00:20:29,070 --> 00:20:34,470 So if I go to two elements of this object, this will be changed as well. 240 00:20:34,620 --> 00:20:41,000 And I can make changes to this object whenever whatever I want so I can do this. 241 00:20:41,020 --> 00:20:44,220 This I like something like this. 242 00:20:44,220 --> 00:20:47,490 I want to make a make a tong. 243 00:20:47,500 --> 00:20:54,630 So I would sort it all out and go out here. 244 00:20:57,230 --> 00:20:59,150 You can you can rotate in. 245 00:20:59,160 --> 00:21:04,740 Those in the end is most expensive, but you can do all the same things as well. 246 00:21:04,740 --> 00:21:11,100 So if I, if I, if I do this, it will apply to this mesh as well. 247 00:21:11,310 --> 00:21:12,660 So that's pretty handy. 248 00:21:13,740 --> 00:21:18,940 All right, let's rotate this in that access. 249 00:21:18,940 --> 00:21:26,610 So so I breast or Z, let's move with the G and then that's located where we want it. 250 00:21:27,030 --> 00:21:31,530 So I think this part of the mouth needs let's go inside a little bit. 251 00:21:32,400 --> 00:21:37,080 So as click this, this and one. 252 00:21:41,780 --> 00:21:42,080 Right? 253 00:21:44,720 --> 00:21:45,010 Yeah. 254 00:21:45,020 --> 00:21:47,930 It's like the right faces. 255 00:21:47,930 --> 00:21:52,010 So I want to actually want to see what faces I'm selecting. 256 00:21:52,970 --> 00:21:53,330 All right. 257 00:21:53,330 --> 00:22:02,060 And then press G and Y to move the inside of the mouse, only to be toward inside. 258 00:22:03,170 --> 00:22:04,180 All right, now, that's. 259 00:22:04,190 --> 00:22:05,120 I'm happy with this. 260 00:22:05,120 --> 00:22:08,660 I can adjust the font like this. 261 00:22:12,400 --> 00:22:16,570 Then I can adjust the top side like this. 262 00:22:16,840 --> 00:22:20,650 And and then on the look out like this. 263 00:22:33,390 --> 00:22:35,970 And then just do some adjustments. 264 00:22:50,150 --> 00:22:50,450 All right. 265 00:22:52,100 --> 00:22:54,080 So check this out. 266 00:22:54,280 --> 00:22:56,750 It's moving a little bit over here. 267 00:23:01,240 --> 00:23:05,340 You can do the rotation and three rotation with double tapping. 268 00:23:05,360 --> 00:23:05,780 Ah 269 00:23:09,530 --> 00:23:10,070 that's right. 270 00:23:10,070 --> 00:23:16,130 To extend all into geometry so we can rotate it much easier. 271 00:23:24,630 --> 00:23:24,870 All right. 272 00:23:24,960 --> 00:23:25,800 For now, I'm happy. 273 00:23:25,800 --> 00:23:27,150 So I'm going to delete this one. 274 00:23:28,470 --> 00:23:30,980 And now let's make the T. 275 00:23:31,140 --> 00:23:42,690 So let's make let's use this one that we made for our backup shifted to duplicate and then as to slow 276 00:23:42,690 --> 00:23:43,260 it down, 277 00:23:47,070 --> 00:23:49,470 let's move it around as that. 278 00:23:49,470 --> 00:24:01,950 Just give it in the access and then let's press of the two duplicates with the same object data because 279 00:24:01,950 --> 00:24:11,400 it more and do let's do some changes like once let's first add the subdivision level here and then let's 280 00:24:11,400 --> 00:24:20,940 add in lookouts, control R at the lookout over here and then there's a lookout down here and then let's 281 00:24:22,470 --> 00:24:32,670 kill down with that, then let's go as in the y axis with s y. 282 00:24:35,430 --> 00:24:38,670 And then we have these nice shape. 283 00:24:40,590 --> 00:24:41,520 So this is it. 284 00:24:44,200 --> 00:24:44,520 Game. 285 00:24:45,130 --> 00:24:51,190 All right, let's go here, Hezbollah, and go for the third level of subdivision. 286 00:24:52,000 --> 00:24:55,960 And now we can scale it up like this. 287 00:24:59,040 --> 00:25:00,760 We can deal with this as well. 288 00:25:02,260 --> 00:25:02,570 Okay. 289 00:25:02,590 --> 00:25:08,920 And then we can duplicate it with 50 movies in the Z axis. 290 00:25:10,270 --> 00:25:13,600 Then this rotated it around like this. 291 00:25:14,170 --> 00:25:24,760 Or we can rotate it into the Y axis, like 100 degree y axis or y and then type in 180. 292 00:25:49,660 --> 00:25:53,230 So I'm just gonna scale down the teeth over here. 293 00:25:54,040 --> 00:25:57,730 So we have some more space for the tongue. 294 00:26:03,100 --> 00:26:04,270 And now let's go here. 295 00:26:04,280 --> 00:26:10,060 And I don't like how the shape is so messy for the tongue, so it seems rather tongue as well. 296 00:26:10,690 --> 00:26:13,990 And it's rotated a little bit. 297 00:26:23,240 --> 00:26:24,820 This is. 298 00:26:27,350 --> 00:26:27,650 All right. 299 00:26:29,120 --> 00:26:37,160 So let's adjust the teeth, lead some more, make it a little bit toward the outside forward. 300 00:26:38,060 --> 00:26:41,300 Let's rotate it just a little bit. 301 00:26:57,670 --> 00:26:58,180 Okay. 302 00:26:58,990 --> 00:27:05,230 So let's smooth this with right clicking through the smooth, smooth this one as well. 303 00:27:32,350 --> 00:27:33,460 Let's go to front for you. 304 00:27:37,310 --> 00:27:39,500 It's the scale of the tongue garden now. 305 00:27:48,010 --> 00:27:48,430 All right. 306 00:27:49,120 --> 00:27:55,570 So now one thing remains from the face feature, that's the ear. 307 00:27:55,570 --> 00:27:56,710 So it was shifted. 308 00:27:56,710 --> 00:28:07,690 I click or here and let's make a cylinder over here, then let's get it down with that and then let's 309 00:28:07,720 --> 00:28:10,780 add a solution surface modifier. 310 00:28:10,840 --> 00:28:22,350 So just go up a little bit this rotate it with or y and then let's go down. 311 00:28:25,780 --> 00:28:34,090 Okay, now let's go to edit mode and now we have this face that we want to insert. 312 00:28:34,090 --> 00:28:37,100 So when pressed, I do inserts. 313 00:28:38,890 --> 00:28:42,820 All right, I have this shape. 314 00:28:43,700 --> 00:28:46,450 Then I'm going to make a loop around here. 315 00:28:49,640 --> 00:28:53,870 Around here and the outer edge. 316 00:28:55,640 --> 00:28:56,840 And then let's. 317 00:29:03,180 --> 00:29:06,320 Let's select these ones with control space. 318 00:29:06,320 --> 00:29:11,460 So by holding control a space you can increase your selection. 319 00:29:11,760 --> 00:29:21,780 Then this press g x or just tumor solutions to control minus and g x. 320 00:29:26,550 --> 00:29:27,870 Let's see what we get over here. 321 00:29:28,020 --> 00:29:32,190 All right, now we have this shape 322 00:29:34,860 --> 00:29:40,560 over here, and that's an X-ray, right? 323 00:29:49,660 --> 00:29:50,020 Okay. 324 00:29:51,010 --> 00:29:51,880 Justice. 325 00:29:52,120 --> 00:29:53,600 Right here. 326 00:29:53,620 --> 00:29:59,620 Or we can add another loop with control R and get it close over here so we don't get those. 327 00:29:59,860 --> 00:30:01,180 But it just so. 328 00:30:02,590 --> 00:30:02,940 Yeah. 329 00:30:02,950 --> 00:30:05,320 And we have some pages over here. 330 00:30:05,560 --> 00:30:13,930 Let's add another loop right here to fix it a little bit. 331 00:30:15,970 --> 00:30:16,360 All right. 332 00:30:16,480 --> 00:30:19,300 Now this increases some of a little to see what we get. 333 00:30:22,660 --> 00:30:28,480 I always go to edit mode and add the well here. 334 00:30:30,560 --> 00:30:31,990 We only need one. 335 00:30:36,680 --> 00:30:37,010 All right. 336 00:30:38,250 --> 00:30:43,760 And this father will not be allowed to be seen, so I'm not going to care much about that part. 337 00:30:49,950 --> 00:30:56,490 Let's solidify modifier to see what we get. 338 00:30:58,410 --> 00:30:58,640 Yeah. 339 00:30:58,650 --> 00:31:00,060 It's going to work, I think. 340 00:31:04,590 --> 00:31:04,860 Yeah. 341 00:31:06,210 --> 00:31:07,560 The stream was solid fire. 342 00:31:07,830 --> 00:31:08,910 And it's good to. 343 00:31:11,920 --> 00:31:12,850 Our edges. 344 00:31:13,300 --> 00:31:20,440 So we added too much edges over here and it looks like it doesn't have any taking us. 345 00:31:20,440 --> 00:31:25,840 So let's scale it down a little bit. 346 00:31:27,280 --> 00:31:27,750 All right. 347 00:31:27,760 --> 00:31:32,050 Now we get more thickness over here. 348 00:31:40,460 --> 00:31:40,790 All right. 349 00:31:41,150 --> 00:31:44,390 Just move it in the x axis as well. 350 00:31:48,290 --> 00:31:48,680 And. 351 00:31:48,680 --> 00:31:51,590 All right, I'm looking for a sightlines here. 352 00:31:51,590 --> 00:31:57,470 So the shapes, it's just some experimental. 353 00:32:01,920 --> 00:32:08,250 And then that's a scale in the Y axis, as Y and then as Z. 354 00:32:10,890 --> 00:32:11,290 All right. 355 00:32:11,980 --> 00:32:13,000 Then we can rotate. 356 00:32:13,000 --> 00:32:14,680 It only took this right here. 357 00:32:15,220 --> 00:32:17,080 And then let's go to France for you. 358 00:32:17,440 --> 00:32:19,060 It's rotated like this. 359 00:32:22,030 --> 00:32:22,490 All right. 360 00:32:38,080 --> 00:32:38,600 All right. 361 00:32:39,380 --> 00:32:43,700 The middle part is true inside some changes in what we saw. 362 00:32:43,700 --> 00:32:57,860 G, g, x so isolated this phase control is supposed to increase the solution and g x to move it in 363 00:32:57,860 --> 00:32:59,240 the x axis. 364 00:33:00,830 --> 00:33:05,060 So it isn't so like look like a dance. 365 00:33:08,750 --> 00:33:10,660 I need another loop over here. 366 00:33:10,670 --> 00:33:11,150 Think. 367 00:33:14,940 --> 00:33:15,210 Yeah. 368 00:33:16,140 --> 00:33:21,150 So I think that's enough for this. 369 00:33:21,420 --> 00:33:22,170 For the error. 370 00:33:23,530 --> 00:33:24,720 Looking for something. 371 00:33:24,730 --> 00:33:25,130 So. 372 00:33:25,950 --> 00:33:30,510 So you're not going to add a lot of complexity into it. 373 00:33:34,280 --> 00:33:40,640 But we need to make sure that the location and the proportions are what we like. 374 00:33:58,020 --> 00:33:58,380 All right. 375 00:33:59,610 --> 00:34:00,970 For now, I'm happy with this. 376 00:34:00,990 --> 00:34:04,090 We can always go back and change itself. 377 00:34:04,110 --> 00:34:11,250 So let's add another modifier and mirror modifier over here, and let's select the mirror object as 378 00:34:11,250 --> 00:34:14,489 I'm faced to add this over here as well.