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In this chapter we are going to create the branches on the head if you press 1
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for the front view you will see it on the reference here and we'll use some
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really simple trick to do this. We'll be just extruding some vertices and
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applying skin modifier over them and then fixing some issues so let's get to
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it right now and I will select the mask first and press H to hide this and now
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select the ball that's a placeholder for head and hold shift S and switch cursor
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to select it so we have a cursor there and now I'll press shift A and with the
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extra objects active we have an option to create a single word object add
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single word and right now we are already in the edit mode after adding so just be
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sure to switch this to vertex select by pressing 1 and now we can move the
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vertex in place where the first branch will go so somewhere here probably and
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now we'll just extrude some branches and don't worry if you don't see behind the
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feathers here remember that this should be very organic process when I first
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extruded these branches I didn't have any like a real branch reference or
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anything so just go with the flow and finish like you see here on the
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reference so I will just press E now and extrude the first vertex and continue
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like this until I match something similar that I can see here on the
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screen I might have a little trouble to do that as well since I don't remember
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the exact position for these branches and now let's enable the x-ray and I
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will push this a little bit up and extrude this down so I can create this
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part as well so let's extrude this then a little bit of that okay and I will
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just continue by duplicating this first vertex so shift D and duplicate where
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the next branch would go and just start extruding that so press E extrude or you
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can ctrl right click to make things really fast and just click through that
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but sometimes I find actually pressing E and extruding a little bit more precise
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than with the ctrl right click so keep that in mind
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okay something like this and there's another branch right here and it's
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barely visible so let's just do something like this and then a little
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part like that I will now tab out so you better see the structure for these
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branches if you want to repeat this and now I will add the skin modifier so go
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to the modifiers tab and add a skin modifier and this doesn't look pretty
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right now but we'll fix that if we tab back in and select these three vertices
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we can drag a selection around them or shift click and we will mark all of them
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as root and now select all so press A and press ctrl A to scale all of this
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down and with this we are actually modifying the radius on these vertices
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from which the skin modifier takes the information about how thick it should be
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so right now we are trying to find some middle range some middle median value
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for the thickness of these branches something like this I would say and now
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we can scale up the roots so press ctrl A and scale this up and we can maybe
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move them a little bit closer here so it's really visible that these are a
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little bit more wide and now select all of the endpoints you can see so by
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holding shift just click the end vertices on every branch and we'll now
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enable proportional editing so press O or click here press ctrl A and scale
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this down and remember you can modify this with the scroll wheel on your mouse
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so we don't want the radius to be very large we want something like this
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remember to look at the reference you will see at which point this starts to
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match so I think something like this should work and now we can turn off the
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proportional editing by pressing O again and let's look from the side so I will
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press 3 on the numpad and you can see these branches go in several directions
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so right now I will hover over the first one and press L to select all the linked
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vertices now go back here to the side view and I will press G to move this
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here and R to rotate to place this over the reference like that and the bottom
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one here so you can see I hovered over there and press L and let's rotate this
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as well and around the Z axis so we can place it like this okay and a little bit
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more towards the head here so something like that should work and you can always
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play with this a little bit more if you hover over this one and rotate around Z
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you can get a little bit more angle so from the side it's visible that it's
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branch I will leave it like this for a while and we can now exit the edit mode
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so tab out toggle the x-ray again and I want to enable smooth shading here on
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the skin modifier you have to do this it won't help you if you enable smooth
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shading right there because it's overridden by the skin modifier here so
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check the smooth shading there and I want to add one level of subdivision
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like this so press ctrl 1 or add the modifier here manually and you can see
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we have a one viewport division and I really like this so right now I'll just
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have to check around if there are some shading issues I really recommend doing
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this after using a skin modifier I will try to simulate some problems here if
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you maybe have some vertices too close together let me disable the subdivision
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it can really break your skin modifier like this so it's always good to go
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around your model and check if the skin modifier works properly if you see some
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problems like this don't worry about this you can just easily select the
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vertex and move it a little bit around until the problem disappears these
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vertices just need some breathing room around them depending on the radius you
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have applied with the ctrl a so they'll just need some breathing room to work
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properly we can now enable the subdivision modifier again and one last
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thing that's missing here is the mirror modifier so we'll apply that and it
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works automatically because we move the cursor to the center of the head and
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that's where the origin point for this whole object is so the modifier
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automatically applies the X mirror around that origin point so right now we
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can just press alt H to unhide the mask toggle the x-ray to look around and we
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are getting somewhere this already looks nice and remember these easy small
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modeling shortcuts like creating something from a single vertex and then
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applying skin modifier and some of the other modifiers to create something that
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looks complex that's something where blender really shines
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