﻿WEBVTT

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We’ll begin by Modeling the eyes.  For that， we're going to use
the default cube，

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but delete all the vertices in Edit Mode. Shift X and delete.
Then we'll add a circle，

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and press F6 to edit the properties of this last operation.

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The amount of vertices will be 12， which is a good number，
and align to View.

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It was the Front View， the one we're working on.
 Then we’ll add a Mirror Modifier，

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so we only have to Model half of it.

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We’ll now rotate this to the side. For that， we're going to hit R twice.

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So it will execute a track by rotation based on the centre of the selection.

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Now let's extrude this shape to the inside by hitting E and S，

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moving the mouse to the center.

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Keep in mind that， Blender cares for the position of the cursor.
If it's close to the centre of selection，

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then the transformation will be much more stronger.

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If your mouse is far away from the centre of the selection，
 the transformation will be subtle.

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Just did another extrusion to the inside.
Now we’ll make the bridge between the eyes.

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E， Extrude， and then moved to the centre.

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They overlapped， because we didn't enable the Clipping option
in the Mirror Modifier.

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It makes that so the mesh doesn't go through the other side of the mirror.

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Let's continue with the nodes. I select that loop by holding Alt and right click

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on an edge.

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Then Extrude， with E.

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And start to making the nose shape of this character.

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For that loop cut at the end， I used the Loop Cut tool，
which is Ctrl R， the shortcut for it.

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We’ll use it again.

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But for now， you can see that， it makes a little pink line along a loop.

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You can hit left click to accept that.

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Going to extrude this part of the nose.
First let's shape it a bit better.

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The nose was very very tricky. I made it a couple of times
before actually making it right now here.

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I know is cheating. But I want to show you the cleanest way to for making it.

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I made a hole for the nose basically， then， extrude it in，
so I have a nice look there.

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I continue joining the top part with the bottom part by making faces

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with F key， selecting forward， to make a new shape，

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a new face.

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Then cutting with Ctrl R. I'm not using any new tool right now.

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You can see on the bottom left，

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all the keys I pressed.

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I need more vertices over there，

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so I'm going to add with Ctrl R.

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Using the Loop Cut tool.

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Then what I'm trying to do now is a way

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to make the nostril，

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to keep that part clean.

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Maybe that's ok.

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F to make a face and then I just keep extruding to the inside.

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But the most important was to have

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the shape of the nose well.

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I just added a Subdivision Surface Modifier，
which basically subdivides the faces

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and smooth the interpolation between them.

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So you have a much better and softer mesh.

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But as you can see， parts where you don't have enough vertices，
it makes it too small. Almost every Modifier

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has 4 little buttons in the header of each one.

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The first one being to enable or disable
the visibility of these Modifiers on Blender.

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The second one is to enable the disable it in the 3D View.

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The third one is for editing， we want to see it in Edit Mode or not，

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while it is still in Object Mode.

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And the fourth one is a Cage. So you basically see the actual position
of the vertices

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after the transformation of this Modifier.

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Modeling with that Cage enabled is not recommended.

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Because you don't actually add the actual position of the vertices，

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and it is not comfortable.

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This Modifier subdivides the meshes and make it more smooth.
But you lose this hard edge， sometimes.

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If you want to add that back，

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the best way is to subdivide that part
or just adding new loop cut.

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The more vertices you have， the more defined your mesh will be.

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Box Selection is made by Ctrl B. You hit Ctrl B
and then throw a box，

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that would be your selection.

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If you accept that selection with left click，
then you will select the vertices around there.

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But if you do it with middle mouse button instead of left click，

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it will deselect whatever is inside that box.

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Sometimes， it's nice to hide some vertices，
so you can see the Mesh without them.

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Just select them and hit H to hide， and Alt H to unhide.
You can see now

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why it was a good thing that we had that loop over there.

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Because that way， I can hit Ctrl R to make a new loop cut，
like I just did，

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and add more detail whatever I need it.

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And the detail will stay in that part，
it will not go to the rest of the head or the body，

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that's a great thing.

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Before spending more time in the nose，
let’s move down to the mouth.

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Select that Loop，

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with holding Alt and right click.

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Then Extrude， hold middle mouse button and draw line down.

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That will constrain that to the vertical axis，
which is in this case， Z.

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If you do it in another direction， like horizontal，
it will constrain it to the other axis， which in this case， is Y.

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Now I just close the bottom part by extruding
from the side to the centre of the mesh.

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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.

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But actually， if you think of it，

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that part will be the neck. I don't need that. I should delete the vertices.

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And all the detail I need will be actually under the mouth.
Then I can add a Loop Cut，

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so I can have the same amount of vertices

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in the front part of the face and the bottom part of the mouth.

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Because I don't care

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on the neck part. I will actually need vertices later on.

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Just a matter of tweaking and I'm just extruding.

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Just keep using Extrude and tweaking the shape of my character.

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Let's add more details to the mouth.

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Ctrl R again to add a Loop Cut， because we have a nice loop over there，

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that would be the bottom part of the mouth.

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You can already see where this is going.

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Basically， I'm opening up what it would be the mouth.

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Let’s use a new tool over here.

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Let's cut this part.

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I could do it with Ctrl R.

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But that'll make vertices all over the back of the face， I don't need that.

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I only want detail in the mouth.

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So， we're going to use a new tool called Knife.
It’s pretty simple to use. You just hit K，

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then draw the figure you want to cut.

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Something like that.  We can make that the mouth shape.

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Blender can cut and drag faces of any number of polygon.

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But， for example， this big one here， that's actually a face.
But we don't really want something like that，

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because it doesn't work that well for animation.

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What we're going to do is， fix this and convert to quads.
How to do that? We can do it manually，

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by selecting two vertices and hitting J.

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J will create a link between these two vertices and split the faces.

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Now we have a nice loop over there.

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Check the shape.

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Now I want to remove that part.

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Selection Mode， Ctrl Tab， to switch the selection modes.

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I need to fix that here in the front.

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Since when I did the cut， I didn't cut this part.

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Is easy to fix.

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That edge，

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Extrude and then make a face on the hole.

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Selecting the vertices.

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Hitting F. To select that ring， you could do it manually.
There is a shortcut for that.

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It’s Ctrl Alt right click on the edge and
it’ll select all the edges in that edge ring.

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Then， it's a matter de-selecting the other ones.

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I did it， in this case， with the Circle Selection， which is C，

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and then just remove the edges.

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Since we have this nice loop over there，

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we can tweak the vertices a little bit， moving around and add a loop.

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So we can have more definition in the lips area.

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Ctr R to add a loop，

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and then I’ll scale it.  But not scale with S.

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I will scale it with Alt S. Which is the tool， Shrink/Flatten.

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It's really nice， it's like Scaling. But instead of Scaling

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from the center of the selection， it’ll do it along the normal of each face.

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In this case， it’s vertices，

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that's what we have selected.

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It's really handy.  Because for example， if you're facing vertex，

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it will scale it

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in some direction，

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which is called the Normal.

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Here I need to add more detail below the nose. So I could just cut

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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.

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I can loop cut over there and just have detail where I need it，

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without worrying about the rest. A bit of tweaking， and then，
I can close the nostril again.

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There is no actual need of that.

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But it's nice to keep it closed.

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So since I have 8 vertices，

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it’s nice to close it.

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Since there was a face before there， there're four vertices.
If I did one cut，

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I wouldn't have an even amount of vertices to make faces later.
So that's why I did two.

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Some more tweaking. When you want to tweak a big amount of vertices，
or when they are too close together，

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you can enable Proportional Editing tool from here or just hitting O.
Now every time you use Transform， like Rotation，

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Grab or Scale， you will notice that
there is a little circle around your selection.

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That means， whatever is inside that circle，

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it will be affected by the transformation you make.

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You can change the size of that circle
by hitting "+" or "-"， or you can choose a scroll wheel.

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Now， let's smooth the surface， so we can see
a better shading on our Mesh.

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This option is under the W menu， call "Specials"，
but there are two options， "Smooth" and "Shade Smooth".

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The Smooth option smoothes the position of the vertices.

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We don’t want that， we want the Shade Smooth.
When you add a circle and you extrude it，

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the normals are not pointing to the same side.

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We have to fix this manually. This is why we see
all these black things here.

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We fix this by recalculating the Normals， by hitting Ctrl N

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in Edit Mode.

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Or you can do it also from the T，

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the Tools panel， in the left side.

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Tweaking a bit more the eyes socket， I want to add

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a Placeholder Sphere over there，

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so I don't deform this too much，

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because there will be an eye there. Since your options are added on the position
of the cursor， let's put it there.

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Select the ring of the eye，

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and then Mesh， snap cursor to select it， or you can also do Shift S，

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then the cursor is positioned and the selection.

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That's great. Then we could add a new mesh.

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We could do it actually in Object Mode. But then，

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this new object， we don’t have any Modifier.
We have to do it manually. So it's faster

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if we actually add it inside Edit Mode of our Mesh，

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because it already keeps everything. Now we separate that

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into a separate mesh.

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First，

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let’s tweak among the vertices， just not that detailed.

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That’s ok.

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Align to View.

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We just rotate it the same.

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Scale it down a little bit

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to make it fit.

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Perfect. Now let’s separat it to another Object.
So it doesn't bother when we’re Modeling.

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Press B， then Separate Selection.

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Shade Smooth. We could leave it like that.
But we can also use another feature

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to fake the shape of the iris in our Mesh.

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You can select those vertices and extrude，

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or we can also learn a new tool， which is called Rip.

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You select those vertices，

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and then hit V.

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That will Rip

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the vertices selected， and it’ll create two separate islands.

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Now， our meshes are not together any more，
and you can see it in the Shading.

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A great tool.

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If you want to put them together again，
you can just "Remove Bevel".

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Because the vertices are always on top of each other.

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Remove Bevel is inside with the W menu，

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Remove Bevel.

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Let's close the mouth.

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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.

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First，

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let's extrude that part only.

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So， we keep the part that actually joins the bottom and the top.

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Because we need more vertices there，  I'm going to show you now
how to do it.

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This thing I'm doing now is Alt B. It clips the border.

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It clips the view actually to a border，

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that you can draw.

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So that way， you're not cutting your actual Model， just a view.

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It’s easier to Model that way.

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For disable， just the same，

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Alt B.

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In the bottom， was pretty easy to do.

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I just added a new cut， so I can have more vertices close to the lips.

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And here， I just extrude to the inside， and then make that missing face，

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and then I already have a nice loop that close all around the lips.

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That would be the faster way to do it.

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Why? Because if I didn't extrude and
 I just joined the inner part of the mouth，

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and

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if I just join that， I will have one border，

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one vertex that shares many.

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Then，

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if I did it the other way around，  I will have a triangle there，
that is not really good.

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What we do is just extruding that missing bit，

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and then we have a nice part on the bottom，

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and a nice loop around the lips， which is really important too.

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On the top， it’s different.  We have many more vertices on the front，

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because we added more detail， of course.

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But on the inside part of the mouth， we don’t have that many， actually.

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I could do the same and try extruding.

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I can get rid of some of them， but not all of them.
How am I going to do that?

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I could add detail. But if I add detail， it will go all around the body.

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We don't want that. Because we'll end up with many vertices we don’t need.

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We're going to add detail

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only inside the upper side of the mouth.

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How?

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We could add， if we need more vertices at the bottom，

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we could use the Knife tool， like we did before.

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Cutting that face，

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using the Knife. But no， we're going to use another tool，
which does something similar，

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which is call Inset.

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We're going to use

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this new Inset， which is something like extruding to the inside.

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It's much easier. The shortcut is I.

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Let's do it without the Cage.

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You hit E，

00:19:31.711 --> 00:19:37.087
then， you can select how much you want.
Of course， this is not what we want.

00:19:37.599 --> 00:19:43.743
Just leave it there. Now in the F6 panel or in the Property，

00:19:43.999 --> 00:19:50.143
you can click "Boundary". Now the Inset will only happen on the boundaries.

00:19:50.399 --> 00:19:50.911
It wouldn’t happen

00:19:53.471 --> 00:19:57.567
on all the edges. That is what we need actually.

00:19:57.823 --> 00:20:02.431
Now， we have 8 vertices and we can join them.

00:20:04.223 --> 00:20:10.367
Here I could add that. Because we are actually missing vertices there
to make it nicer.

00:20:12.671 --> 00:20:15.487
Here is just a matter

00:20:17.535 --> 00:20:21.119
of keep making faces.

00:20:22.655 --> 00:20:28.031
Here， I still have 3 on one side， and then two on the bottom，
that is not good.

00:20:29.567 --> 00:20:31.615
Let's try the same technique again.

00:20:32.895 --> 00:20:37.759
We need one extra vertex. So we're going to use Inset again on that side，

00:20:38.015 --> 00:20:41.599
to add more vertices. So select Faces，

00:20:46.975 --> 00:20:52.863
press I， it’ll preserve the settings of the last time we used it.
So it would have "boundary" disabled，

00:20:53.119 --> 00:20:55.935
it will work properly for our need.

00:20:59.007 --> 00:21:01.311
Create the Faces， minicing with F，

00:21:02.079 --> 00:21:02.847
that’s it.

00:21:03.359 --> 00:21:05.407
And now，

00:21:05.663 --> 00:21:07.455
we have all the detail on the front，

00:21:08.223 --> 00:21:09.759
and no detail in the back.

00:21:10.271 --> 00:21:11.551
Because we don't really need that.

00:21:12.063 --> 00:21:14.111
And it's the inner side of the mouth， so it's not in it

00:21:19.488 --> 00:21:21.280
a lot of relevant polygons.

00:21:21.536 --> 00:21:25.632
Unless you make a short movie or whatever，
 featuring the inside part of the mouth.

00:21:25.888 --> 00:21:32.032
It was a very basic.  I hope you like that.
we are going to model the body， using some of these new tools.