﻿WEBVTT

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At this point, you should be able to add very basic objects,
 such as cubes or spheres or monkey heads,

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and move them around and change their size and rotate them.

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Doing very basic things.

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This is what you can do in

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what we call object mode.  You always change

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the entire object in its entirety.

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You cannot change a cube into a monkey or

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into something that you want, like a tree or a guy or
a football or whatever you want to model.

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If you want to edit

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the shape of your models,

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you want to go into what we call edit mode. In edit mode,

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you can actually see what the cube is made of.

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Make sure you select a mesh object, not the camera. This is a camera.

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You can't select that and go into edit mode and change it into something else.

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But all meshes can.

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Now, this is the cube, and everything is selected.
Just like in Object mode, you can go back and forth

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with Tab by the way.

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What is orange is selected. If I am in Edit Mode,
 I can select a point,

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and the point is highlighted.

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The cube is made of points

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at the corners

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with edges between them.

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And between

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four edges,

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is a polygon or a face. They used to be called Faces.

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Nowadays there are called Polygons in Blender.

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I will probably use both names.

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You can select one of these points and just like before,
in the object tools, now there are mesh tools.

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I can translate a point

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and change

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the shape of

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my model.

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I can't, however

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rotate a point.

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It says it's rotating at the left bottom corner.

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But because it's one point,

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it doesn't really matter.  If I select multiple points however,

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I can rotate them around each other.

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In this case, in edit mode, rotating and scaling

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actually

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moves the points. So all we are doing is translating points.

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But because we take multiple,

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we can translate them in certain ways relative

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to each other.

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So, I can scale this polygon up, which just moves

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the four points the same as if you're moving

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the four points

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away from each other.

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This is ultra basic editing,

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except of course a cube is but a cube.

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There are only 6 sides to it

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and only

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8 points.

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It’s pretty much impossible to make that into a nicely more complicated shape.
To do that, we need to add

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point to our cube.

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The functions that let you add points to a model

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can be found on the left in the Mesh Tools menu.

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You can see there is

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Extrude Region, Extra Individual, Subdivide,
all of these add points to your mesh

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in different ways.

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In this case, I would like to try to use the shortcut keys on my keyboard.

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I want to select a face to

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show you what Extruder does.

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I’ll hit E on my keyboard.

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I just remember what it is.  I can Exclude.
 You can see it drags a shape out of my selection.

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Here's a little tip.

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I can drag it smoothly.

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But if I hold down ctrl,

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I can do it

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in increments.

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So I can

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E for extrude

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and drag it out in increments.

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That works quite nicely.

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I’ll do it again.

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You select a Face.  You can do multiple face as well.

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And extrude.

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You don't have to keep them in the shape of a block.

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I can still go

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select individual points

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and move them around.

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But if you have enough,

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you can extrude.  What you don't want to do is

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extrude a single point.

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That will give you a floating-point somewhere mid there.

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That's not printable. It is not what we call manifold.
It doesn't make a neat shape.

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I will delete that point.

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Deleting is something you try not to do too much,

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when editing in this way.  By the way, this technique I'm using
 is called Box Modelling.  Because we're starting from a box,

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and adding more and more points to it.

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What we can do now is

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move points around

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with the same methods we used to move entire object,

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and extrude shapes

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out of it.

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That works quite nicely.

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The side,

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I’ll make this a little more narrow.

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That way we can extrude a shape.

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This is a nice way to add models,
but you always make your shape bigger.

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If you want to add more detail inside what you already have,

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for instance, if I want

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to cut this in half, adding points in the middle of this edge,

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what you use is Loop Cut and Slide.

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I’ll click on it, and then, you'll have over the edge you want to cut.

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They’ll cut all the way around the model.

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So I will cut.

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And then say, where I cut?

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Wherever I want. In this case,

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I like the exact middle.  So type 0 and hit "enter",

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that always cuts in the middle bit.

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The one just above that, I skip.

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I skips on purpose.

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I will select

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everything and hit Subdivide.

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You will see what it does.

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It adds points

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everywhere

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completely.

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It’s not random.  But it just add them everywhere,

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which makes your model more and more detailed,
which can be nice. But it gives you detail also in places

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where you maybe don't need it.

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So it lacks control.

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If you do it to a single edge,

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I can

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Subdivide.

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It adds a point in the middle of that edge.  That seems very nice.

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But,

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it means that the shape

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next to the edge

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is no longer a quad.

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It isn't a square.

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This is a square, right?

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This is something with 5 points

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attached to it.

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This point is also part of that face.

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And you really don't want that.

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The reason you don't want that is that, Lloop Cut and Slide

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no longer works here.

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You see it goes all the way around until here.

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And it doesn't want

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to cut the front face anymore.

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The features like Loop Cut and Slide

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only work if your model is made out of squares.

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Squares are really really nice.

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The reason being that, if you come to an intersection,
you know which way is a head, which is to the left,

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and which is to the right.

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I'll lock Loop Cut and I’ll undo

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with Ctrl Z,

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until it is done.

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We are back to squares.

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This is really neat.

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So I can add detail in this way.  I can loop cut

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wherever I want.

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And I can extrude regions as well. Be careful.
Don't just extrude anything.  Always make sure

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you have faces selected

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in their entirety.

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So I will

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do that,

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really neat.

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Extrude out.

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Maybe where I'm going with this,

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select the front face,

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and extrude that as well.

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Almost turning into a little character.

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That brings me to the next bit.

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Because what I do not want to do is

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I've made his left arm and left leg,
I don't want to make his right arm and right leg

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by hand as well.

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We can auto made

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that’s sort of thing.

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You don't always have to add all points by hand.
Somethings we can do automated in Blender.

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If you look on the right,

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this is our Properties panel.  This is the object I'm in.  It is still called Cube.

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And if I go to the right two more spaces,

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there is a little wrench symbol.

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The little wrench is for

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Object modifiers.

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The modifiers are automated functions

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that do things to your shape.

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I will add a modifier here.  For instance, I can add a Subdivision Surface.

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This is the one that a lot of people use

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a lot of the time.  I will put one there.  You can see,

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it adds point

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to my entire model.  By the way,

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it doesn't matter whether I'm in Edit Mode

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or Object Mode.  If you go into Edit Mode, you can see,

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it doesn't actually add points that I can edit.

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There are more points here in the grey model.

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But the actual point I can edit

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are still just the few I already had.

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So I can still go here

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and extrude.

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It adds extra points. But all these rounding is done for me.

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I can even make it

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a little more rounded.

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This character is coming along really nicely.

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We can extrude and still edit.

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But we don't have to edit

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as many points as you might expect.

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You can edit.

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I’ll change the shape of it. In the meantime,

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we don’t have to finish straight away.

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That's starting to look like

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what I had in mind. Here we go.

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That could be an elbow there.

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What I mentioned before was

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I don't really want to edit all these stuff on the other side as well.
 I've already made his left arm.

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I would actually like his right arm

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to look exactly the same as his left arm.

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We can also use a modifier for that.
First what I will do is,

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remove everything on this side.

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What I just did for selecting was drawing a box.

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Click B on your keyboard and then draw a box

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around what you want to select.

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Delete those verts.

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I just made a hole in my model,
which is something I shouldn't be doing.

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I did it anyway.  Now I'll add a Mirror Modifier.

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You'll see,

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it mirrors my character on the other side,

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straight away.

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That works

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really really well.

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And if I edit the points on this side, for instance,

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select all of this stuff,

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the other side is edited with it automatically.

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We can give him

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some skinny hips.

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Oops, if I cancel it.

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There we go.

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That works.

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Something that I'm thinking about when I do things

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for 3D printing is,

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I don't really want arms

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sticking out at the side of my character.

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For lot of 3D printing technique,

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like for instance, this is a Doris,

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he has wings

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sticking out of his side.

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That can be printed fine

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in this full color technique.
You see his arms are sticking out of his body as well.

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This is fine because he is printed in a powder basin that can support

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the weight of the arms as they're made.

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If ever you want to print on an extrusion type printer,

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like the Makeball I have, like Automaker, or there is many different ones,

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they can't do that. They can't make arms

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sticking out of the side

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because they need support underneath it.

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If I want to print this guy on my own printer,

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I can't do this. I can't have his arms like this.

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So what I will do

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is I want to connect the arm as if he's standing with his hands in his sides.

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And I'll do that

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by making a hole here on his hip,

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actually Inset in here.

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Inset is a very nice function as well, along with Extrude and Loop Cut.

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But you can't find it in the Add menu.

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Instead,

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if you know it's called, I know there is a function called Inset,

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I don't know where to find it,

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you can hit the spacebar.
I'll hit the spacebar that give you a Search menu.

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In here,

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you can find

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every function in Blender.

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I will type Inset,

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and it tells me the function is called Inset Faces.

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And the letter I does it for me automatically.

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Click on I on my keyboard or I can click on it here.

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I'll click over here and move my mouse in a bit.

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Inset. I can then

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select the points around the face,

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and click on X or Delete to delete

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only the face.

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That cuts a neat hole in my model.

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And I'll do the same here.

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Select all four.

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Delete the face.

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Now I've got two holes

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which I like to connect.

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I’ll go look from the bottom,

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so I can align them a bit.

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I could do this automatically, but I'll do it by hand. These ones,

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I select 4 points

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which I know I want to connect with a square.

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And then you can hit F

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on your keyboard,

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or you can find it here as well.

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You can

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under Face,

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Make Edge/Face

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is letter F.

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So I can select 4, and hit F.

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And I will do that all the way around here.

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Make my character a little bit strange.

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I think.

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But it's a good start.

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Now if this is steep enough,

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this horizontal, if it starts printing it,
this will drop down on my printer.

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But if I select all of these and make it steep enough,

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I should be able to print it. This maybe not.

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We have some really nice new tools in Blender that help you check

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whether it is steep enough.

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Right now, I'm guesstimating. The checking is for a later tutorial.

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This is starting to look pretty nice.

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We've got a Subsurf that we can make more and less detail.

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And the left is automatically mirrored on the right.

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To finish this part, I want to show you

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a few little things about these modifiers we've added.

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One is that you can disable them temporarily really easily.

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I can click on the "eye", and you see the model as it would be

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without the modifier attached.

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Very neat way to see if you have anything too weird happening.

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You can just

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modify it

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in here.

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This look pretty OK.

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So I go back.

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Another thing you can do with modifiers is changed their order.

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You will see here in the crotch, for instance,

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the way that this is

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subsurface

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changes if I mirror it first.

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I can click on the little arrow,

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and it's gone lower. It's a lot smoother

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by mirroring and then subsurfing. I'll do it again.

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You see,

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it changes.

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So you can change the order of these. You can click on the little X

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if you want to remove

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the modifier.

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Another really helpful function

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in the Mirror Modifier is Clipping.
That's one that I wanted to show you.

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It is now disabled,

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that is the way it is by default.

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If I select everything

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and I move it to the right,

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just clicked G move it to the right. You can see

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there's a big gap between, the two halves arn't actually connected.

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If, however,

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I have Clipping switched on,

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I can't connect them.

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I will go to the front, I have this selected.

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If you want to select an entire Loop by the way,

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hold down Alt,

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and then click on an edge,

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and select the entire Loop.

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I’ll go to the front view

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and extrude this out

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towards the centre.

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And I cannot move this beyond the center.

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Once it is connected, I cannot move it away from the center, either.

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Clipping is also very nice

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if I want to

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extrude all of these.

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It will assume or

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simulated

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as if I've also selected on the other side;
as if it's all connected.

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So I can extrude and move all this up a bit.

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There we go.

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I have now made the shape.

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That is pretty nice.

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If I want to select the edge around it,

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can Shft and Alt,

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select like this.

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A little trick

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for the Subsurf Modifier. You can see, Subsurf Modifier makes everything smooth.

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Sometimes you want a hard edge.

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To do that,

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you want to crease it.

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Creasing is like folding a piece of paper

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or creasing a piece of cloth,

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you make a hard edge.

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You can find

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all sorts of things to do with edges under Ctrl E,

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that gives you the Edges Menu.

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In here, I want to, in this case

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Edge Crease

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or Shft E.

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I do Edge Crease,

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drag it away,

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you see,

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we've created a hard edge around the shape here.

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And if I want to make

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the entire character little thinner,

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that is fine too.

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Just have to make sure

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I don't drag it beyond the middle, because they all disappear.
This is what the Clipping does.  If I switch it off,

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I can drag him

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beyond the middle just fine.

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Clipping

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stays on.

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Just drag him to the middle a bit.

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Let’s give something to look through.

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I will just do

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these two,

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for this case, or just this one,

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Extrude it in.

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Here we go.

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He’s got a little bit of an eye slids thing hole,

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or a helmet.

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This is a weird little character.

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If I wanted to print him,

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I can go

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File, Export,

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and then choose

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your file format.

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This guy doesn't have any colour. He is very simple.

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We would pick STL.
That's the most common format for none colored objects.

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You can export and get a print, which is what I've done with a guy
 I made in exactly the same way,

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though I spent a little bit more time on giving him

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a more refined shape.

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And I even made a little friend for him.

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I will include these models on the DVD.  So you can have a quick look.

00:19:50.399 --> 00:19:54.239
It just took about twice as much time as this tutorial took.

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Before you export, however, have a look at the Scaling tutorial.

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Because this guy right now would print. I think at 1 cm tall.