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The last thing we'll need to model for our character is some kind of talisman or pendant
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that he has hanging around his neck. So first of all we'll need to hide some parts here so they
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don't get in the way. So just look from the side like this and drag a selection around all those
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head parts and the feathers instead. And we'll just press H to hide those, we don't need to see
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them right now. And now we'll press Shift A and add a circle. And I think something like 24 segments
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will do, so rewrite 32 to 24. And now we can tab in and press 7 on the numpad for a top view
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and scale this down a little bit to something like this. And we'll need to modify the shape,
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so press G then Y, move this a little bit forward but not too much so that the distance here
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looks consistent. And now we'll modify the shape even more with proportional editing,
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so press O to enable that, select the front vertex, press G then Y and move this to the front
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and adjust the falloff with the mouse wheel to something like this.
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Okay, and now we'll disable proportional editing by pressing O again. And let's go
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to the snapping settings and instead of vertex we'll be snapping to face.
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And don't forget to check project individual elements so the vertices are projected separately.
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Now let's rotate this a little bit so you can see where this is located. So we can go back now with
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number 7 on the numpad and now select all, press A and we'll press G then Z, so we are moving only
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so we are moving only on the Z axis but we don't see this. And now hold CTRL so these vertices
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actually snap to the surface of the body and left click with the mouse. And what happened
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is that we limited the movement on the Z axis and with snapping and individual elements projected
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we snapped the circle on the body. And that's exactly what we need and now we'll just need
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to modify this a little bit more. So go to the front view by pressing 1 on the numpad and select
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this front vertex once again. And once again we'll enable proportional editing with O, press G and Z
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and by holding CTRL we can move this down so these two vertices are kind of touching the edge of the
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chest there, something like that. And we can look from the side now and as you can see it goes
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something like this so we can now just press G and move it in place
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like that and adjust the position of these two vertices. We'll have to toggle the X-ray so we
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hit all those vertices when we are selecting them, disable proportional editing, press G and move it
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in place like this. Okay let's check it out, looks all fine to me so we can now tab out,
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toggle the X-ray and press Q again and convert this to curve from mesh and we'll add some
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level geometry here, something like 0.015 will be enough and let's reduce the resolution to 2 again
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and CTRL 1 to add that subdivision modifier with one level of subdivision and right click
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and shade smooth so we have a nice curve there. And now go into the edit mode and since we snapped
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the curve itself on the body now that it has some volume it goes inside of the mesh there
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so let's press G and Z and move this up a tiny bit. We can help ourselves by holding SHIFT
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and leave it like this. Okay we can now continue by creating a talisman itself
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so let's press SHIFT A and we'll add a cylinder here and let's modify this to six sides,
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press S to scale down and we'll apply the scale so CTRL A and apply the scale and now we can
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press period on the numpad so we are focusing our view on the object and start modeling.
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If you don't want the body to get in the way you can additionally press SLASH on the numpad
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and that will isolate the object in the local view as you can see here so there's nothing
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visible here and we are in the local view for this object only and if we now look from the front
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you have to exit local view to see the reference there. You can see the shape right here
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and this is something we are going to be modeling right now so let's go back to the local view,
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toggle the x-ray and we'll start by tabbing in in the edit mode. Let's scale this down,
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the top side, the top face and we'll select the bottom face, move it a little bit down like this,
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like this, maybe adjust the scale a tiny bit, then press E to extrude and scale this down so
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this is the basic shape of the talisman and we can scale this down even more I think.
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Okay and now I will use a bisect tool to give this that kind of more organic crystalline look
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so let's select the bisect tool from the toolbar, it's here where the knife is,
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if you click and hold you can select the bisect tool and now you need to have your geometry
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selected to be able to use the bisect so press A, rotate this a little bit and make a cut like this
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just under this loop start the cut and do it like that and that will create this bisect gizmo,
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you can additionally move this if you don't like the position and now here in the bisect tool
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settings you can choose whether you clear the outer or inner part of the cut so let's clear
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the outer since the arrow is facing this way and now if you look at this it's open so we'll need
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to check fill additionally and this is what we are going to use to make the rest of the talisman
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so let's press A again to select all, rotate this a little bit and make maybe a larger cut here so
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it goes over the loop there but now you can see the arrow is pointing this direction so we'll
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clear the inner and fill and we'll do one more cut here so press A, do a cut, clear inner and fill
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okay and maybe somewhere here as well and fill okay this is looking all right so far but
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I think this bottom part should be longer so let's select all, press S then Z and scale this up a
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little bit then we can look from the front, toggle the x-ray, pick up the select tool once again
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select these vertices here and move them up a little bit now we can toggle the x-ray again
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rotate this a little bit, go to the face select by pressing 3, select the top face,
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press E for extrusion but release this with the right mouse button and now just scale it up so
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press S and scale it out like that and now press E again and scale this up, let's do an inset
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so press I for inset and move this up, G then Z and move this up maybe we can scale it
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on the X and Y so S and shift Z, scale this up a little bit okay now if we look from the top
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we can see that the corner of this cylinder is facing on the front, it's on the Y-axis
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and we want to rotate that so let's press A to select all, R, Z and enter 30 degrees,
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confirm so now we have these faces aligned with the Y-axis and now I want to extend
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the part that goes around the rope on the neck so let's go to the vertex select, select these
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two vertices by holding shift and press J to join as you can remember that will create two
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faces there and now with the vertex select active again I want to select these two, press J to join
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and this way we created a rectangular shape here, the rectangular face and we can now extrude this
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out and now switch to the edge select by pressing 2, select these two edges and press CTRL B to
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bevel so we want to have something like this now I will select these side faces 3 for face select
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select this one rotate a little bit and shift click here to select that one as well and now
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I want to inset this and we are creating a hole here but we need this in circular shape so with
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the loop tools add-on enabled I will just right click loop tools and select circle here let's
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look from the side and let's rotate this a little bit so R and let's align this and maybe move it
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here tiny bit and we still have the other one selected as well so while in the side view this
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was all happening at once and now we need to delete these faces so X faces and go to the edge
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select by pressing 2, alt click this loop, alt click this loop so we have both of those selected
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and now we can just right click and select bridge edge loops and that will connect those and we have
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now one solid geometry for the whole talisman for the whole pendant now let's fix this shape
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once again a little bit so look from the front side toggle x-ray go to the vertex select and
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I want to select all of those and move them a little bit up and scale it down so it matches
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the size of this top part right here a little bit more okay now toggle the x-ray again and
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we'll now add bevel modifier so go to the modifiers tab and add the bevel and we'll add two segments
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and we want that arc for the miters so select that and now for the limit method
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we don't want everything to be beveled because we want this hole to be circular but at the same time
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we can't really use angle because it's really inconsistent there are a lot of angles here
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we won't be able to match all of those needs so we need more of a manual control over what gets
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beveled and what not and we need to enable the weight mode so you can immediately see nothing
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gets beveled because there are no bevel weights on these edges so if we go in the edit mode so
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let's tab in and I will use the n key here to expand the side panel you can see there's mean
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bevel weight for the edges data and now if we select all and increase the mean bevel weight to
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one you will see those blue line appear which mark the beveled edges so now go to the edge select
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and I really wanted to select all and bevel everything because more things will be beveled
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in the end than not so we'll just now select these parts we don't want to get beveled and we'll
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modify the mean bevel weight to zero for them so here in the bottom I want this beveled I want that
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diamond look that this is basically chiseled and it's a hard surface and I want to keep this
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hexagonal shape up here as well so it looks like it's crafted from metal or something
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but at the same time I want a circular shape right here at the top let's tab back in and now
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we'll select those edges we don't want to be beveled so these are all the inside edges of
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this circle and there's an easy way how to select them you can just hold alt as you would select
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the loop but then hold ctrl additionally and click these edges and if we enable x-ray you can
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see that these are selected it's a little bit harder visible because these edges are marked
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blue at the same time but you can see there are a little bit highlighted so if you alt click here
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you will select these edges along the face loop so that's a useful trick and now we can reduce
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the mean bevel weight for them to zero you can see they are no longer blue and if we tab out
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and toggle x-ray we can see there is no beveling happening there so tab in and we'll need to select
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these edges as well so alt ctrl click those as well and decrease the bevel weight there
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and on the other side as well
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and that's basically it so we can tab out and now if we enable subdivision modifiers so press ctrl
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one for one level of subdivision and right click to shade smooth you can see that the bevel modifier
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created these supporting edges for us so these things are creased and sharp but the inside
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of the hole is smooth shaded and it's subdivided because there were no beveling happening there
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now the one last thing to do is to go in the edit mode again select all let's look from the side
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and let's press g and z and move all the way down here we can zoom in a little bit so we better see
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and let's move this in a way that the origin point is in the middle of the hole so and right
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now if we tab out and rotate this and manipulate it will rotate around that origin point and now
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we can exit the local view so press slash on the numpad once again and we can move this in place
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so press g move it right here we can toggle the x-ray so we better see this curvature here
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and let's leave it like this and rotate it in place and probably make it a little bit smaller
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so it barely touches this here okay now we can rotate it even more so it touches
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almost touches the body not really it's not that important right now and now we can toggle x-ray
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again press alt h to unhide all of the other geometry i will disable my wireframe overlay
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and have a look around so this is our finished model of the shaman character that's basically
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it there will be no more modeling apart from those little wisps that we'll create in the end
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but this is now ready for a little bit of unwrapping and texturing so good job getting
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all the way up here this is your first character model that's finished and now we'll just need to
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make it look great
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