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We are going to finish the head part now by adding those feathers. If we look at the reference
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you can see them here. They're distributed all around the head but first we'll have to
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model the first one. So let's get to it right away and right now I will press Shift A and
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add a new plane and move this on y-axis a little bit further away so it doesn't get in the way.
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So G then Y and move this here and now we can go to the edit mode and scale it down a little bit
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like this and let's look from the top by pressing 7 on the numpad. Focus our view here and we can
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additionally scale this down on the X. So S and X and scale this down. So this will serve as a
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base for our feather and now we'll just need some more cuts here. So I will press Ctrl R
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and place five cuts by moving the mouse wheel. Five cuts to create six segments here. Confirm
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with the left click and release with the right mouse button to leave it in place and now we'll
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just need to adjust the shape. So let's select the front vertices. Let's enable proportional
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editing by pressing O. Let's press S and X again and scale this on X-axis and we can reduce this
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so we can go something like this
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and then once again just with the smaller radius to finish the shape like that. We won't be merging
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these two vertices just yet because I will need one more cut there and let's select these bottom
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vertices, press S and X and scale them as well to something like this. Okay, I really like this. Maybe
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we can modify this a little bit so it's a little bit more narrow and now we can disable proportional
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editing and make a cut in the middle. So Ctrl R and make a cut here, release with the right mouse
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button. So this is what we have right now and if we go to the edge select by pressing 2 and select
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these middle edges. So click here and Ctrl click this edge to select the loop all the way up here.
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We can now start moving this up a little bit to create a slope to create a curvature on the feather
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without modifying the outside edges. So press G then Z and move this up a little bit then we can
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select just these two and move them up like this and maybe the one last vertex here and now we can
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and now we can select all of these once again. So select this vertex here and Ctrl click here
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and we can move them back a little bit with the proportional editing. So press O,
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G, Y and move this a little bit back like this so it looks a little bit more like feather.
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Okay, I really like this so far. Maybe this is too much high up so disable the proportional
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editing, press G then Z and move this down. Okay and we'll need one more cut here on the left side.
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We want a little bit of that stylized feather look so I will need to make some dents there as well
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but I don't want them to be uniform so on one side they can be shorter a little bit. So let's press
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Ctrl R and add one more loop here, release with the right mouse button and now we'll start making
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those dents. So select this vertex for example here, go to the top view and press V to rip the
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region. We can make this wider by selecting the other vertex and move it away and the same thing
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here so rip this out and we can maybe slide this with double G here and move this a little bit back
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and now select this one, we'll make a larger cut here
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and one here in the back like that. So select this vertex, press V and move it in place somewhere.
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So this is the feather, now we'll finish this up by merging those front vertices. We won't be cutting
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this anymore so select all those, press M and merge at center, maybe move this on Y a little bit back
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so this is our feather right now, this is flat shaded so let's shade it smooth but we want that
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center to be visible so what we can do is to go here to the object data properties and under the
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normal section enable auto smooth and leave the angle 30 degrees and what that will do, it will
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shade smooth all of this until it finds the angle that's deeper that 30 degrees like that. So this
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will work fine for this kind of model, we don't need any volume to that feather, we won't be adding
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any solidify modifier or extruding this, almost always this will be visible from the front and
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at the same time feathers are really thin objects so it won't matter anyway. Right now we need to
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fix the origin point so go to the top view again by pressing number 7 on the numpad,
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tab in in the edit mode, press A to select all and G then Y to move this forward so the origin point
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is here in the back and when we want to rotate and modify the feather we are doing this around
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the origin point in the back. Okay and now let's go to the front view, let's press RX 90 degrees
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and R 90 enter so this is the default position of these feathers on the side here so we will move
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this back here and scale it up to match the reference. We can go to the x-ray mode if we want
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and really try to match the size and position of this feather. We can now start duplicating
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these feathers by hitting ALT D and just R to rotating in place, finding some feather in the
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reference and press S to scale this down. Now ALT D and R again, rotate this up, scale maybe a little bit more
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and we'll create one more R and scale this. Okay now we can duplicate some more so ALT D R again
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but we'll scale them down a little bit more and press R then X twice to create this kind of slope
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so they don't overlap too much and we can fix some of these as well so R X twice you know
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to clear up this kind of overlaps so something like this. Okay and now select the small one
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that has a slope and look from the front and ALT D R and scale this up.
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Okay this will work fine I think so we can select all of them but before we move them
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on the head here I want to add the mirror modifier on the first one so go to the modifiers tab,
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add a mirror modifier but instead of using the origin point as a middle for the mirror modifier
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we will use the head here so let's click this eyedropper tool right here and we will pick the
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head dummy as our center object and you will see this will mirror our object there. If you move it
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around it will mirror always around that axis of that object. Right now we can select all of those
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and by shift clicking the last one so it's highlighted as active we can press CTRL L
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to link and select modifiers from the menu. So this way the mirror modifier is on all of those
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and right now we can look from the top by pressing 7 on the numpad press G and Y
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and move this to back and we can create a little bit of slope by pressing R then X and X again
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to rotate these on their local axis. Let's look from the side here maybe this is two in the back
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so we'll need to go a little bit more here and be careful so they're not touching the body here
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so something like this can work just fine. Let's look from the front and with all of them still
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selected we can now press ALT D to duplicate them again, rotate them in place, don't worry about
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those overlaps just now and we can move them here towards the back and press R, X, X to create
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a little bit more of a slope there so you can see it looks like there are a lot of feathers going on
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here and right now we don't need those overlapping feathers so we can select some of these and just
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press X to delete and I think this will work nicely. And to make it look a little bit more
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interesting I feel like there's an empty space here so we can select some of these you can just
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drag selection around those and if you select more objects than you want remember you can
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subtract from the selection by holding CTRL and dragging around other objects so if I drag just
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around the branches and the head here they will deselect and we end up only with these feathers
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selected. And now we can duplicate them so look from the front, duplicate these and rotate like
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that and maybe slope them a little bit more so R, X, X for the rotation and fill out this space
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right there. Okay, looks great. So that was the feathers and we can now move on to the next chapter.
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