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