We’ll begin by Modeling the eyes. For that， we're going to use the default cube，
but delete all the vertices in Edit Mode. Shift X and delete. Then we'll add a circle，
and press F6 to edit the properties of this last operation.
The amount of vertices will be 12， which is a good number， and align to View.
It was the Front View， the one we're working on. Then we’ll add a Mirror Modifier，
so we only have to Model half of it.
We’ll now rotate this to the side. For that， we're going to hit R twice.
So it will execute a track by rotation based on the centre of the selection.
Now let's extrude this shape to the inside by hitting E and S，
moving the mouse to the center.
Keep in mind that， Blender cares for the position of the cursor. If it's close to the centre of selection，
then the transformation will be much more stronger.
If your mouse is far away from the centre of the selection， the transformation will be subtle.
Just did another extrusion to the inside. Now we’ll make the bridge between the eyes.
E， Extrude， and then moved to the centre.
They overlapped， because we didn't enable the Clipping option in the Mirror Modifier.
It makes that so the mesh doesn't go through the other side of the mirror.
Let's continue with the nodes. I select that loop by holding Alt and right click
on an edge.
Then Extrude， with E.
And start to making the nose shape of this character.
For that loop cut at the end， I used the Loop Cut tool， which is Ctrl R， the shortcut for it.
We’ll use it again.
But for now， you can see that， it makes a little pink line along a loop.
You can hit left click to accept that.
Going to extrude this part of the nose. First let's shape it a bit better.
The nose was very very tricky. I made it a couple of times before actually making it right now here.
I know is cheating. But I want to show you the cleanest way to for making it.
I made a hole for the nose basically， then， extrude it in， so I have a nice look there.
I continue joining the top part with the bottom part by making faces
with F key， selecting forward， to make a new shape，
a new face.
Then cutting with Ctrl R. I'm not using any new tool right now.
You can see on the bottom left，
all the keys I pressed.
I need more vertices over there，
so I'm going to add with Ctrl R.
Using the Loop Cut tool.
Then what I'm trying to do now is a way
to make the nostril，
to keep that part clean.
Maybe that's ok.
F to make a face and then I just keep extruding to the inside.
But the most important was to have
the shape of the nose well.
I just added a Subdivision Surface Modifier， which basically subdivides the faces
and smooth the interpolation between them.
So you have a much better and softer mesh.
But as you can see， parts where you don't have enough vertices， it makes it too small. Almost every Modifier
has 4 little buttons in the header of each one.
The first one being to enable or disable the visibility of these Modifiers on Blender.
The second one is to enable the disable it in the 3D View.
The third one is for editing， we want to see it in Edit Mode or not，
while it is still in Object Mode.
And the fourth one is a Cage. So you basically see the actual position of the vertices
after the transformation of this Modifier.
Modeling with that Cage enabled is not recommended.
Because you don't actually add the actual position of the vertices，
and it is not comfortable.
This Modifier subdivides the meshes and make it more smooth. But you lose this hard edge， sometimes.
If you want to add that back，
the best way is to subdivide that part or just adding new loop cut.
The more vertices you have， the more defined your mesh will be.
Box Selection is made by Ctrl B. You hit Ctrl B and then throw a box，
that would be your selection.
If you accept that selection with left click， then you will select the vertices around there.
But if you do it with middle mouse button instead of left click，
it will deselect whatever is inside that box.
Sometimes， it's nice to hide some vertices， so you can see the Mesh without them.
Just select them and hit H to hide， and Alt H to unhide. You can see now
why it was a good thing that we had that loop over there.
Because that way， I can hit Ctrl R to make a new loop cut， like I just did，
and add more detail whatever I need it.
And the detail will stay in that part， it will not go to the rest of the head or the body，
that's a great thing.
Before spending more time in the nose， let’s move down to the mouth.
Select that Loop，
with holding Alt and right click.
Then Extrude， hold middle mouse button and draw line down.
That will constrain that to the vertical axis， which is in this case， Z.
If you do it in another direction， like horizontal， it will constrain it to the other axis， which in this case， is Y.
Now I just close the bottom part by extruding from the side to the centre of the mesh.
And in the back， it has 4 vertices， so I can make a face. But in the front， I have 5 vertices， so I will need a Loop Cut.
But actually， if you think of it，
that part will be the neck. I don't need that. I should delete the vertices.
And all the detail I need will be actually under the mouth. Then I can add a Loop Cut，
so I can have the same amount of vertices
in the front part of the face and the bottom part of the mouth.
Because I don't care
on the neck part. I will actually need vertices later on.
Just a matter of tweaking and I'm just extruding.
Just keep using Extrude and tweaking the shape of my character.
Let's add more details to the mouth.
Ctrl R again to add a Loop Cut， because we have a nice loop over there，
that would be the bottom part of the mouth.
You can already see where this is going.
Basically， I'm opening up what it would be the mouth.
Let’s use a new tool over here.
Let's cut this part.
I could do it with Ctrl R.
But that'll make vertices all over the back of the face， I don't need that.
I only want detail in the mouth.
So， we're going to use a new tool called Knife. It’s pretty simple to use. You just hit K，
then draw the figure you want to cut.
Something like that. We can make that the mouth shape.
Blender can cut and drag faces of any number of polygon.
But， for example， this big one here， that's actually a face. But we don't really want something like that，
because it doesn't work that well for animation.
What we're going to do is， fix this and convert to quads. How to do that? We can do it manually，
by selecting two vertices and hitting J.
J will create a link between these two vertices and split the faces.
Now we have a nice loop over there.
Check the shape.
Now I want to remove that part.
Selection Mode， Ctrl Tab， to switch the selection modes.
I need to fix that here in the front.
Since when I did the cut， I didn't cut this part.
Is easy to fix.
That edge，
Extrude and then make a face on the hole.
Selecting the vertices.
Hitting F. To select that ring， you could do it manually. There is a shortcut for that.
It’s Ctrl Alt right click on the edge and it’ll select all the edges in that edge ring.
Then， it's a matter de-selecting the other ones.
I did it， in this case， with the Circle Selection， which is C，
and then just remove the edges.
Since we have this nice loop over there，
we can tweak the vertices a little bit， moving around and add a loop.
So we can have more definition in the lips area.
Ctr R to add a loop，
and then I’ll scale it. But not scale with S.
I will scale it with Alt S. Which is the tool， Shrink/Flatten.
It's really nice， it's like Scaling. But instead of Scaling
from the center of the selection， it’ll do it along the normal of each face.
In this case， it’s vertices，
that's what we have selected.
It's really handy. Because for example， if you're facing vertex，
it will scale it
in some direction，
which is called the Normal.
Here I need to add more detail below the nose. So I could just cut
with Loop Cut. But it’ll go all the way to the top of the head. I just remove the inner part of the nostril.
I can loop cut over there and just have detail where I need it，
without worrying about the rest. A bit of tweaking， and then， I can close the nostril again.
There is no actual need of that.
But it's nice to keep it closed.
So since I have 8 vertices，
it’s nice to close it.
Since there was a face before there， there're four vertices. If I did one cut，
I wouldn't have an even amount of vertices to make faces later. So that's why I did two.
Some more tweaking. When you want to tweak a big amount of vertices， or when they are too close together，
you can enable Proportional Editing tool from here or just hitting O. Now every time you use Transform， like Rotation，
Grab or Scale， you will notice that there is a little circle around your selection.
That means， whatever is inside that circle，
it will be affected by the transformation you make.
You can change the size of that circle by hitting "+" or "-"， or you can choose a scroll wheel.
Now， let's smooth the surface， so we can see a better shading on our Mesh.
This option is under the W menu， call "Specials"， but there are two options， "Smooth" and "Shade Smooth".
The Smooth option smoothes the position of the vertices.
We don’t want that， we want the Shade Smooth. When you add a circle and you extrude it，
the normals are not pointing to the same side.
We have to fix this manually. This is why we see all these black things here.
We fix this by recalculating the Normals， by hitting Ctrl N
in Edit Mode.
Or you can do it also from the T，
the Tools panel， in the left side.
Tweaking a bit more the eyes socket， I want to add
a Placeholder Sphere over there，
so I don't deform this too much，
because there will be an eye there. Since your options are added on the position of the cursor， let's put it there.
Select the ring of the eye，
and then Mesh， snap cursor to select it， or you can also do Shift S，
then the cursor is positioned and the selection.
That's great. Then we could add a new mesh.
We could do it actually in Object Mode. But then，
this new object， we don’t have any Modifier. We have to do it manually. So it's faster
if we actually add it inside Edit Mode of our Mesh，
because it already keeps everything. Now we separate that
into a separate mesh.
First，
let’s tweak among the vertices， just not that detailed.
That’s ok.
Align to View.
We just rotate it the same.
Scale it down a little bit
to make it fit.
Perfect. Now let’s separat it to another Object. So it doesn't bother when we’re Modeling.
Press B， then Separate Selection.
Shade Smooth. We could leave it like that. But we can also use another feature
to fake the shape of the iris in our Mesh.
You can select those vertices and extrude，
or we can also learn a new tool， which is called Rip.
You select those vertices，
and then hit V.
That will Rip
the vertices selected， and it’ll create two separate islands.
Now， our meshes are not together any more， and you can see it in the Shading.
A great tool.
If you want to put them together again， you can just "Remove Bevel".
Because the vertices are always on top of each other.
Remove Bevel is inside with the W menu，
Remove Bevel.
Let's close the mouth.
It shouldn't be any hard. We’ve already seen most of the tools. We are going to implement the new one as an alternative.
First，
let's extrude that part only.
So， we keep the part that actually joins the bottom and the top.
Because we need more vertices there， I'm going to show you now how to do it.
This thing I'm doing now is Alt B. It clips the border.
It clips the view actually to a border，
that you can draw.
So that way， you're not cutting your actual Model， just a view.
It’s easier to Model that way.
For disable， just the same，
Alt B.
In the bottom， was pretty easy to do.
I just added a new cut， so I can have more vertices close to the lips.
And here， I just extrude to the inside， and then make that missing face，
and then I already have a nice loop that close all around the lips.
That would be the faster way to do it.
Why? Because if I didn't extrude and I just joined the inner part of the mouth，
and
if I just join that， I will have one border，
one vertex that shares many.
Then，
if I did it the other way around， I will have a triangle there， that is not really good.
What we do is just extruding that missing bit，
and then we have a nice part on the bottom，
and a nice loop around the lips， which is really important too.
On the top， it’s different. We have many more vertices on the front，
because we added more detail， of course.
But on the inside part of the mouth， we don’t have that many， actually.
I could do the same and try extruding.
I can get rid of some of them， but not all of them. How am I going to do that?
I could add detail. But if I add detail， it will go all around the body.
We don't want that. Because we'll end up with many vertices we don’t need.
We're going to add detail
only inside the upper side of the mouth.
How?
We could add， if we need more vertices at the bottom，
we could use the Knife tool， like we did before.
Cutting that face，
using the Knife. But no， we're going to use another tool， which does something similar，
which is call Inset.
We're going to use
this new Inset， which is something like extruding to the inside.
It's much easier. The shortcut is I.
Let's do it without the Cage.
You hit E，
then， you can select how much you want. Of course， this is not what we want.
Just leave it there. Now in the F6 panel or in the Property，
you can click "Boundary". Now the Inset will only happen on the boundaries.
It wouldn’t happen
on all the edges. That is what we need actually.
Now， we have 8 vertices and we can join them.
Here I could add that. Because we are actually missing vertices there to make it nicer.
Here is just a matter
of keep making faces.
Here， I still have 3 on one side， and then two on the bottom， that is not good.
Let's try the same technique again.
We need one extra vertex. So we're going to use Inset again on that side，
to add more vertices. So select Faces，
press I， it’ll preserve the settings of the last time we used it. So it would have "boundary" disabled，
it will work properly for our need.
Create the Faces， minicing with F，
that’s it.
And now，
we have all the detail on the front，
and no detail in the back.
Because we don't really need that.
And it's the inner side of the mouth， so it's not in it
a lot of relevant polygons.
Unless you make a short movie or whatever， featuring the inside part of the mouth.
It was a very basic. I hope you like that. we are going to model the body， using some of these new tools.