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- We're going to begin
sculpting our first head
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by blocking in key proportions.
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And this step is important
because if the foundation
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is incorrect, then
everything we do afterwards
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is going to be incorrect as well.
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And this formulaic approach
is designed to take you
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step-by-step so that you
can get as close as possible
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to correct proportions, as
systematically as possible.
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And so we're going to begin
in a default blender scene
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with the default cube.
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First, I will select our camera
and lamp and delete them,
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select our cube and we'll
go ahead and rename this
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head sculpt.
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And right away, I want
to hit control and five
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on the number row above your letter keys.
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And this will add in our modifier panel,
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a subdivision service
modifier with five levels
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of subdivision.
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In other words, we take a blocky cube
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and make it a very smooth spherical shape.
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And now I want to apply
the subdivision surface,
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tab into edit mode, and then
I will hit my space bar key,
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which brings up the search function,
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which I should say that
I change that by default.
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If we go to our preferences under key map,
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I like to make my space
bar the search function.
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And when I hit space bar,
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I'm gonna type sphere
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and we find this two
sphere transform operator.
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And when I press that, we
can scroll left and right
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with our mouse and
you'll see that the shape
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ever so slightly transforms
into a perfect sphere.
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I can also hit the one
key on the number pad
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and now we've got a perfect sphere.
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The only other thing I want to do is,
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from the front view, in order
for the formula to work,
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I want it to correspond to the grid,
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specifically one blender
unit in each direction.
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So this is one blender unit,
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and I want to incorporate
the other axis as well.
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And the way you can tell this
is, this particular grid level
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has a slight boldness to its line,
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so you should be able to
see it showing up here.
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I'm gonna tab into edit mode and scale up
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just to about there.
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Now our sphere fits
within the blender units.
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The size, if we look at
our item in the end panel,
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your dimensions should be
really close to two meters
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in each axis.
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Now, with that setup,
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we are ready to begin sculpting
with our object selected.
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I'll switch to sculpt mode,
and I like to use a matte cap,
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and then I'm gonna drag my
brush panel out a little bit,
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so that we have the two rows.
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And first we're going to
click our annotate tool.
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We're gonna be using this
to outline mile markers
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along the way.
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But I want this to be in
reference to the surface
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of our object.
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And now if I click hold,
control and pull down,
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we'll make a straight
line down the center.
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That's a little bit off, but you know,
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we just are ball parking it at this point.
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Same thing on the side,
we'll go horizontally.
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So we have put a cross hair
in the middle of our sphere.
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Let's go ahead and change
the color to be a little more
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noticeable, like a bright yellow.
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And then from here, I'm
going to switch to my pen
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and tablet.
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And I'm going to split the
right half into thirds.
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So one line, two lines,
makes an equal third.
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Again, I'm doing this with my eye,
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I am not doing it perfectly,
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but it's going to get us very close.
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And on that second line that we made,
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I'm going to draw a vertical
line right down the middle
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of that, or as close as
possible, there we go.
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From here I'm going to use my
B box select, keep in mind,
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we have the X mirror enabled by default.
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So B box select up until that line.
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And it's going to duplicate
the mask to the other side,
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control I, to invert.
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And I want to scale this side flat.
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So we'll use our transform
tool and I want to adjust where
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the pivot is set.
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So if we go to our sculpt menu,
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set pivot to unmasked should be fine.
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And we'll scale that horizontally,
almost completely flat,
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I like to leave a little
bit of roundness there.
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And then we'll pull that flat
along the line that we drew.
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Alt M to clear the mask.
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Let's go to the left side by
hitting three on the number pad
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and let's draw more lines
doing the same thing,
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woops, vertically,
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horizontally.
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And from the side view, we're
going to keep referencing
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the grid.
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So let me create a new annotation layer.
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In the n panel under
annotations hit the plus mark.
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And the grid that I'm talking
about, is this square here.
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And then draw another one below it,
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I keep accidentally erasing.
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And I'm going to subdivide this in half
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and then the upper part in half again.
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I'm going to bring this
quadrant of our sphere down
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to represent the chin or
the chin and jaw shelf.
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And before I bring that down,
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let's move to the grab
brush with the G hot key.
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And I want to make this brush pretty big,
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a little bit bigger than the quadrant.
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Once I have that properly sized,
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I'm going to put the
cursor as close to the edge
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of our sphere and bring it down.
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Essentially, I'm going
to make this a corner.
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So it looks like my brush
was not quite big enough,
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let's make it even
bigger and try it again.
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Just trying to bring
this down into a rounded,
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but more squared off corner.
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All right, that's going
to represent the chin,
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at least the initial shape
of the chin from the front.
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It might be a little too pointed.
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So let's round that out slightly.
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Just give it a little bit more volume.
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And now from the side view,
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we're ready to bring
this down into the jaw.
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So with the b box select,
going to select this quadrant
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and then hit A to bring
up our mask pie menu
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and choose smooth mask and
I'll hit shift R to repeat that
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one more time.
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Control I to invert,
back to our transform,
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and we will bring that down
so that the chin and jaw
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rest right about that quarter
marking of the bottom square.
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And from here, we're ready
to pull out a neck shape.
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So I'm going to hit alt M
again to clear the mask.
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Let's grab our straight
line annotate tool.
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And first I'm going to draw
a line on this backside,
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bottom quadrant from corner
to corner, just like this,
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and then go back to our
annotate and split this line
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into thirds, one, two okay.
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So now where this line
intersects with our jaw
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and then this diagonal intersects
with the back of the head,
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we're going to paint a mask
in between those two spots.
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So switch to the mask brush,
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keep in mind that the line
annotate tool does not stick
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to the surface of our sculpture.
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So you can either erase
that and draw it by hand.
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You know, we're okay just getting close,
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we don't have to be laser precise.
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And now I've got markings
that I can clearly paint out.
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Let's hide that other annotate layer.
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And now I can clearly paint
an oval shape on the bottom
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with the mask brush.
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All right, we're gonna get
really close to the side
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of the head and it's okay to
make the backside a little bit
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flatter and the front side
a little more elongated.
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There we go, that's gonna be fine.
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Control I to invert, hit
three on the number pad to go
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back to the side view and we
can use our transform tool
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once again, to bring this down.
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Now, my point of reference for
how far to bring this down,
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is the bottom corner of
this chunk to line up
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to the bottom corner of the grid quadrant,
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so right about here.
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And then with my grab brush,
we can flatten the bottom
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by bringing that front side up
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and then smoothing, holding
shift and smoothing the bottom.
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And at this point, it's a good
idea to go ahead and remesh.
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So with our remesh settings voxel size,
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I'm gonna go to .03 and hit control R
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and that will remove our
mask and provide us with
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more uniform geometry.
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And I'm just smoothing that
out with holding control.
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I'm sorry, holding shift.
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And then from the front view,
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maybe bring out the bottom
of this neck structure,
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so it's a little more even,
how does it look from the side?
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Maybe bring that forward to
closer match our reference line.
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Here we go.
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And now holding shift,
control, left click and drag,
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we're going to create a marquee selection,
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where this blue line
intersects our silhouette.
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So shift, control, left click and drag.
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It's going to be kind of a rounded shape,
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until I select about halfway
up in this grid quadrant.
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Okay, so we're talking
about this intersection
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and then about halfway through here.
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All right, control I to
invert, hit the A pie menu,
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smooth the mask, shift R
to do that, a couple times.
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And now with our transform,
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we can look at the front and
I'm first going to scale out,
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so the N's at this quadrant
here, on each side,
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and then I'm going to bring it down,
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so that the corner ends up
right there at the corner
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of those grid units.
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All right, so with our transform selected,
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let's make sure that our
set pivot is at the origin.
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So it's directly in the
center of our object.
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We will scale horizontally in X
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then move it down.
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And then from the side, we
should also have to scale it
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a little bit in Y, to about there.
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Alt M to clear the mask,
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let's turn off our annotations,
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switch to a different brush,
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so you can get an idea of
what the proportions look like
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so far.
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And this is stage one of the block-out,
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In the next lesson,
we'll look at stage two.
16997
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