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In this lecture, we're going to take our block man and transform them into a block female.
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OK, so here's where we got up to last time, and in order to model the female block person, a good
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starting point would be to bring in the reference images.
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So a quick challenge to you is to try and bring in those references and set them up with side and front
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view.
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Also, put them into a new collection so you can easily hide it and make it unelectable.
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Paused the video and have a go at that.
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OK, so hopefully found that, OK, so we take our download and we click and drag it in.
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However, before I do that, if within Blender, I go to front view and drag it in this way.
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It will come in perpendicular to my camera, so it will already be the right way round.
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So let's go to the object data properties here.
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Click on the opacity and bring it down so you can easily see it and scale it up.
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Just a touch.
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And in relation to the man, it's probably going to be around here depending on how you want the female
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and g to grab in the x axis to bring it along this way.
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I'll zoom in a fair bit and try and line up the x axis that looks pretty good.
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I think that will work nicely.
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OK, let's go round to the side here, g then y to move it backwards out of the way.
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Duplicate it with Shifty said to rotate in the Z-axis 90 degrees and press enter.
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Then let's get a side view and line it up this way.
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So grab in the why move it across now?
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The feet are quite touching the floor, but the head seems to be lined up, so round there should work
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nicely.
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We can always put the feet a bit lower than the reference image, and that should be fine.
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Background to perspective, view teeth grab in the x axis and move it back and make a model in front
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of it now.
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Lastly, let's put them into a collection, so select both of them and to move to new collection.
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New collection block female reference and press.
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Okay, let's just quickly find that.
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And there it is.
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Let's turn off its select ability and we're ready to start our modeling.
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Now we can create a new collection and start building a whole new female model after different blocks
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again.
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And you might want to do that to practice what we've gone through, but often we're trying to make the
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process nice and quick, so we might as well copy what we have already and modify it.
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Now you can select all here and duplicate with Shifty and then move this all into a new collection,
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but it's actually much easier than that.
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My press old eight de select all.
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I go to my block man here and right click on this.
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I can duplicate the collection so I can do that.
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There's Block Man one now, and I'll change this to block female.
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I can then hide the original block man.
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It looks like nothing's changed, but now we've got this block female there and we have actually got
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a block man there as well.
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They're just a duplicate, so make sure the block man's hidden and block female is visible.
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So take a moment to catch up with me.
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Duplicate your block man collection and rename it as Block Female.
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So now it's a case of resizing it, and we'll have to modify the shapes very slightly in order to make
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it look more like a female.
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So one took a different view.
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Let's go to X-ray mode so I can see through it easily and zooming in touch.
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And the best thing to do is to probably select all my objects and just scaling down to start off with.
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However, if I pressed scale, they scale in to the middle, I'll undo that.
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That's because we've got median point.
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So everything selected, it finds the middle point and scales it inwards.
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But if I move my 3D cursor to here on the floor, and incidentally, that is the World Center just there,
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so we don't have to shift right click there.
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We can hold down Shift s and it brings up this pie menu and you can move your mouse over to cursor to
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World Origin and let go, and it will move it exactly in the middle there.
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So back to front for you.
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So with that 3D cursor at the base there, I can then go up to the transform pivot points and with the
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dropdown choose the 3D cursor as the pivot point.
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Now, when I scale, they'll scale downwards towards the 3D cursor.
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And that's exactly what we want.
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So now we can start modifying our objects so they match our female base.
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So take a moment to resize your female using the 3D cursor as the transform pivot point.
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So it's a similar size as the background reference post the video and have a go at that.
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OK, so we need to adapt the position of certain items, so the fleet, for example, we can press G
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to grab and move those across and they're out to the side here.
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This does have a sort of wider leg stance, but it's a good idea to follow the background image.
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So we know we're getting the right proportions.
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It's not completely essential.
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And of course, when I moved one of my feet, the other one moved as well because it's mirroring around
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the trunk object in the middle here.
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So it's around the center point here.
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So when I move the other ones, they'll do the same thing to grab are to rotate.
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And now I've got a slight issue.
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It's rotating around my 3D cursor, so I'll do that.
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How can I make it rotate around its own origin?
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Have a quick think about that.
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Well, hopefully remembered we can come up to the transform pivots, we have actually got individual
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origins there, but we'll just go to the default, which is medium point and rotate it that way.
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There's some around there, and the median point is only for this object is not including this one,
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because that's a modifier and that's the mirror.
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So it's rotating around its origin just there with the knees.
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We can just move those into position and rotate them very slightly and the thighs as well, just rotating
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those and bringing them out slightly to there.
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Now you probably want to go into edit mode as well, so we can click on our objects into edit mode and
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adjust them slightly.
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So I'll bring this up and scale them outwards.
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Probably somewhere around there in our reference image.
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It's actually very cylindrical, but I think that's a better shape than our reference into object mode.
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Select the thigh and then into edit mode to do any edits, and we can press one to go to Vertex mode.
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Select these two.
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Do you remember, of course, that I am in x ray mode, so I'm selecting the back one as well and tap
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back into object mode and let's see what it looks like, and that follows it fairly well.
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Let's go to side view with three a.m. PT. and adjust the shape here back to X Ray mode.
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We can modify the thigh slightly by bringing these all in.
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Just make the legs thinner and shape into object mode.
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Select the next one into edit mode and start adapting our shape here as well.
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And we're just about there for the legs back out of X-ray mode just to see.
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And that's not too bad.
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OK, suppose we do and take a moment to catch up with me by editing the legs.
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OK, let's have a go at the arm.
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I press one on my cable to get a front view and I'll go back to X-ray mode.
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Now the arms are splayed out a bit more.
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This is known as an air pose, and it's quite good for rigging characters when you've got the arms out
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a bit further.
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Like this because you tend to get problems if the arms are too close to the body and they can kind of
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get confused between which ones are attached to which bone.
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Then what if that sounds confusing, but just know that a nice frame or a T poses no with the arms right
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out to the side is better for rigging your characters for animation.
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So let's move our arm out to the side here.
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Now I could come into here and select both objects with the hand and press G to grab and then rotate
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to move it into position.
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But I can't do that because there's a quick way of doing it all.
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At the same time, take a moment to have a think what that might be.
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So if I select all of them, so hold down shift and box, select these and the shoulder and then move
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my 3D cursor by shift, right click to where the shoulder is.
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Change my transform, pivot point to 3D cursor and then press are to rotate and we can display them
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out like that and we can then scale them in and they will scale in towards that pivot point.
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OK, just a touch bigger because the shoulder needs to come in a tiny bit.
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So around there then g to grab move it in and we roughly got the right size there.
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Do remember to change your transform pivot back to medium point, which is a bit easier.
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Let's go to 3D view and to take a look how we're getting on.
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Turn off x ray and we're certainly getting there.
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We do need a bit of work on the torso and trunk there.
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Okay, so a quick challenge to you is to work on the trunk, so it matches our reference image.
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Pause the video and have a go at that.
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OK, so we'll go to front of you to start off with into edit mode.
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Select the top to grab and move it upwards and the slightly wider hips for female coming down to here.
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Now, if I see men just attach, these are quite close to each other and the slight in danger of accidentally
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moving into the middle.
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If I do that, they get stuck because of that clipping.
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And they actually end up overlapping each other, which is a bit of a problem.
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So I'll undo that.
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And what would help is to press G than X and move them out into the middle.
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So this is just a bit of space.
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OK, let's go back to front of you.
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That looks about right.
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Let's get a side view now.
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And females tend to have much more of a pelvic tilt, so it's tilted round this way, more so I can
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select all and rotate it.
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But it's probably easier to go into object mode and are to rotate and bring in that pelvic tilt like
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that, then into edit mode with x ray mode on.
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Let's just make some minor adjustments.
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Exprimé back off, and let's quickly see what that looks like.
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There's a bit of overlap, so we probably need to get back in the front view into X-ray mode and move
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things up a little bit just like that.
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Double check again.
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I think that looks a little better.
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So hopefully came up with something similar.
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So we'll go into object mode, select the chest and into edit mode.
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Let's get to front view with X-ray mode on, and we've got a fair bit of modifying to do so.
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In fact, let's go to object mode and just scale it down to start off with some around there and grab
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and move it upwards, and we've got a good position there.
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Let's go around side view and see how we're doing their bit of rotation and up this way.
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This reference image has a very different position for the head, but we can sort that out in a moment.
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It may be tilted a little bit too far, and the reference I think around about there is going to be
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better into edit mode and just make a few adjustments.
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These two here, for example, move them forward and is simple minor adjustments, box selecting and
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moving and to make a protrusion for the chest.
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We can either just bring this out like this, which works reasonably well, or we can create a new loop,
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can't control our newly cut around there and a protrusion out like this.
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I'll go to side view again and we can bring this down just a touch.
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And I think that looks a bit better than my reference.
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So let's come back into 3D, see how we're doing and turn x ray off.
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It's getting there, but the arms and the head and neck are in the wrong position, so we should just
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be able to reposition the arm forwards and change the size and position of the head and neck in order
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to make this work.
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So pause the video and have a go at that.
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OK, so I'll go back into object mode and select the arm their control box select to get rid of that
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three, to go to side, view G then Y and move that forwards.
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Select the head and neck and just manually move those over to here.
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Scale them down.
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Just a touch.
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Probably around there.
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I can actually turn x ray mode on and maybe move in just a touch here, and we can always select an
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object, go into edit mode and perhaps scale these down just to touch athletic mode, select the head
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into it.
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It made for the head and maybe just move the chin up a little bit.
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Once again, our two x ray mode.
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And let's see how we're getting on.
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And I think that looks relatively good now with this particular model.
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There is a long distance between the torso and the chest, but you could fill in with an ecosphere,
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or you could just make the chest a little bit longer, which I think is probably the easiest way.
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So into edit mode, select our chest a frame that with period, kill my numpad into edit mode, and
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let's just extrude out this bottom face.
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So three to get face mode, select the bottom face.
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I'll come and decide for you for this so I can see what I'm doing to extrude, and that always wants
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to go with the face directions.
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So the face normal is like this.
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But if I press it, I can move it manually because it takes away that movement in the normals.
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I can press that again to get the global z axis if you want to move it directly down was like this.
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So pressing z a few times will either be the norm was like this.
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Once more will be completely manual like this, and then a third time will be using the global z axis.
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So probably somewhere around here, let's just have a quick look what that looks like.
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I could come down a bit lower.
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So G then said, and that perhaps looks a little bit better back into object mode.
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Let's hide our references.
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So I'll minimize the block female, hide my references and see how we're looking.
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So that concludes this lecture.
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Make sure you've saved your work ready for next time.
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