Okay.
Now it's time to make the choices.
All right.
And we're going to do these Swedes.
Let's do this with coats.
So let's make a path curve's path curve.
This is going down.
And then by now, you know how to do it.
So you go to object properties and then go to Bevel.
Then increase the bevel and then increase the extrude together shape like this.
Then press r x to rotate that or the other way around, maybe.
There's a reason.
Phil Thompson.
Play around with these values, playing around with the offset, maybe.
All right?
I mean, you're done.
You know, start adjusting.
So I think the is to take some or decrease the bill.
This is for now.
Now, if you go to edit mode, you will get.
This increase the size with this extra extra reduction over here and now.
I think that's okay.
If you go to Esmond, you get these dots over here that you can control the curve.
All right.
Now, that's what we were going to do.
So go to France for you.
Let's go let's go to top view as first and let's adjust these alarms and then let's go to this view.
And then I just.
And parts we can extrude with eight.
And there's option for curves is a key Q shortcut is is controlled T so by person control T and with
adult selector you can change the rotation of the that part.
And it's a very useful.
This was in the roots and the end of the circle of the curve.
You can also use this to scale them.
So I'm using controlled C to rotate it or to disburse the N control T to rotate G to move your game
control to rotate things like
losing control to press, consulting it to rotate.
This one's all these weights and then g to move them off and adjust them.
So it gets a little bit easier to learn how to work with curves and how to adjust them.
But the end result is pretty awesome.
Okay, so let me add another x extrusion over here and we're good to go.
So we add this shoelace can adjust like this and then we can duplicate that like this
and then duplicate that here.
I mean, need to adjust once more in this area.
All right, let's duplicate one more.
Let's have one more over here.
All right.
Now, I think are shoes really?
We can assign material to this whole shoe here candidate by going to here, then new and then shoe.
Let me go.
Go to viewport display and sets color for a shoe.
So maybe I want this to be all this would be gray.
And
let's let's actually join these together, these parts of the shoe together.
So I click on all of these and then are selected on my shoe for active installation and then control
j to, uh, to join these selections.
All right.
I still have my curves and all that, sort of.
Now, what I can do is.
These are.
This is only one objects.
All right.
So this is only one object or not.
So what I can do is I go to I go here, and I want to assign different materials with these for this.
For this, for this part, this part, this part and this part.
So I'm going to go to edit mode and then press on this or here and then presto, this will select all
the connected vertices.
All right.
And then select on this plus Watson under the main shoe option and then press plus and then click on
New.
And I have a new material under my shoe material.
Then I can while this part is selected, I can assign this part to this part to another material.
So like this, I can go here and choose something like black or here, right?
And I can do the same right here.
So this part is selected with L, so selecting with L and then make again another material, select
your mesh and then assign the less colors.
So something like red
sheets.
And then we can go here again for this material.
L.
Plus new sign color in this way and then put do anything we want.
And then for this area as well.
Well, I have faith selection, that's all.
And click shift all shift.
I'll click shift, I'll click and shift of click.
I was assigned another material for these as well.
So let's go here.
Plus new sign.
Now let's sign a roughness material over here black that's with a less.
With a more roughness.
So which is this one?
So is this material?
I can decrease the roughness of this one so I get more deflection.
So they can change those areas as well.
I think we need to add this part as well to the material as it's so control.
Control Click, Alerts click and then added to the last month's Read All Remains, which is your seven.
And then it will be like this.
We can scale it down with us and we can do anything we want.
So let's adjust these curves again.
So we are.
Let's change the material of the show itself.
I don't like the color.
So let's go to pure whites
for the tongue as well.
So I was pretty tongue.
Until you five
change it to something like Brown.
And this one to.
More white, I think is better white with more openness.
All right.
The next thing I want to do is to join these curves together.
So I used up my control j again.
Okay, let's press control a scale and then control J.
All right.
It is towards the location, so maybe you control a transform.
And maybe, maybe this was not to join them, but select them and then select the shoe and then control
key to to parent them.
All right.
And then Sally to keep transform so they don't change.
She doesn't change the transformation.
So when I move the shoe right now, the curves will move the location as well.
So it sets the shoe adherence at the scale.
Something like that.
I want to remove these parts over here because I think it's a bit good for a purpose control plus to
increase the selection and then control drag to uh, to on selects so control and drag it's also like
these faces this go to supplement to not accidentally
delete these faces and then let's press X and faces then let's go to edge mode and select these with
all the Greek and press f to fill this hole over here, this slash again and now this position, the
shoe right here.
Because the foot is inside the shoe.
We can just go here and move these arms or even need to be seen.
No, we can make this go up like this.
So.
Yeah.
It is very hard and
move this path always have been for the.
All right.
And I think this is as over here, it's too much inside.
So it's a scale that we along with this it's so it's a skillet.
See what happens.
Well, we can just.
So I scaled this force of its.
And now things are going to be sure.
So we don't get that sharp edge.
Shh, shh, shh.
All right.
Now can create a subdivision and see if we can see any changes.
And right here, we have a problem.
Is some whites over here.
All right.
Is good for now.
For a very small issue.
Yeah, we can see them going around and
rotating the mistakes and we can fix them.
So in 3D, everything at first will look about and you do a lot of a lot of adjustment just going back
and then you think, yeah, this is a really good work.
And then the next day you can just see the flaws and the cycle continues.
You have to keep adjusting and keep adjusting and have patience.
And we just have patience.
You can make a really cool looks.
And talking to it in his kitchen.
You always
you get a good result at first as well, right?
It gives you sketches and it looks good going through the it doesn't look good as first like you have
to work on anything else to make make it progress step by step and then.
You see, the result is going to be all that you get first is going to be so ugly that every model is
going to look so ugly.
All right.
I think that's good for now.
It's moving up right here.
And let's add a mirror modifier.
Let's bring it up over here.
This select object.
We can use the parents, maybe.
No, let's use the body.
Then let's go.
Just like to be in the middle.
And then we can do the same for these curves.
This lake down there is like the SHU and then control L and copy modifiers, but it will copy the solidify
as well.
So maybe, maybe do just one mirroring or here selecting the body.
Then we select all the other curves.
So like this curve though we might mirror on the far and then go control L and then copy modifiers.
Then the modify the all the curves have to modify it.
Okay, that's it for the SHU.
For now.
We can modify it later as well.
I think maybe scaling down will be a good idea.
I think something like this may be better fits this kind of character.
Right.
And then scale it in the y axis maybe.
Yeah.
Now it's not too big to get the support issue I did was I wanted to do something else about the shirts
over here.
So let's go to store mode.
And I think these measures, these bills I made are too much.
And so let's click on it.
Let's, uh, grow the selection with control plus and then let's just delete these faces.
All right?
And now we have this edge, select this edge, and then scale it down like this.
I think this way it looks better, right?
Looks much cleaner.
And let's adjust this were to see here as well.
You also do this by proportional using right here.
Proceed g and then selection and then that just in the geology.
Like this.
Yeah.
That's it for now.
I think that's it for this character.
I wanted to make a simple character which just modelling.
We can add something else to like maybe some accessories.
But for now, this is it.
Next with you.
Goodbye.