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>> In this video, we're going to go over
how to make a simple fish and Blender.
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And, among other things, we're
going to use the mirror modifier.
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So, to start off, I'm going to use a UV sphere.
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And my segments and rings
are set to six and six.
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So, if they're not set, go ahead
and set those to six and six.
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And then I'm going to go into component mode.
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I'm going to go to faces, turn on x-ray,
select one side, and delete those faces.
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The next thing I'm going to do is I'm
going to go out of component mode,
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and I'm going to turn on this modifier mirror.
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So, I'm going to click on mirror.
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And the axis is set to X. And you
can see it has made a mirror image
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of the one side onto the other side.
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And now, when I go into component mode,
and I select, say, a vertex on this side,
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and I go to grab it, the
other side updates as well.
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So, this is really, really useful for
doing stuff like we're about to do.
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So, I'm going to select all my vertices
here, and I'm going to rotate those
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so that they're going roughly, you
know, sort of sideways like this.
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Somehow missed that one.
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Let me go into x-ray mode and
make sure I got all of them.
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And then I'm going to rotate those again --
rotate -- doesn't have to be exactly 90 degrees,
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just to its side, and then I'm going to scale it
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so that it's a little bit
more fish shaped sort of.
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At this point, it's more like
a submarine or something.
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So, the next thing I want to do is
I want to add an image to my scene.
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And one of the coolest things about
Blender is that you can take a JPEG image,
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drag and drop it into your scene.
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When you are not in component mode or -- yeah.
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So, drag and drop it into your scene.
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There it is.
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And there you go.
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You've got your image to work with.
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Now, when you drag it in, it
comes in kind of all skewed.
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So, what we need to do is rotate it and
move it around so that it's workable
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with our geometry here as a reference.
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So, we're going to do that by hitting the N key.
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And the N key opens up a
bunch of these little menus.
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So, N will open and close this thing.
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You can also use the little carrot to open it.
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And, sadly, there is no closed carrot.
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You have to use the N key to close it up.
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So, anyway, I'm going to open
this up, and under transform,
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you can see this is the rotation
values for my object.
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So, they're all kind of weird rotations.
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If I just grab all of these and set
them to zero, then it will be flat.
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And so, probably what I want to
do is rotate this 90 degrees.
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So, I'm going to set this to 90 and hit enter.
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And then I also need to rotate
it this way somehow.
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So, this is -- you know, when I'm rotating
it this way, it looks like it's going
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to negative Z. So, I'll set
this to negative 90 degrees.
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And then I'm going to just grab the object,
and I'm going to move it over here and down
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and far enough behind the object so
that it doesn't really get in the way.
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OK. So, now that looks pretty good.
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Now, in previous videos we talked
about using the alt key and rotating
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so that you can snap to orthographic views.
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And this is a perfect example
of when it comes in handy.
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So, I'm now going to snap
to this orthographic view.
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I'm going to go into x-ray mode, and I'm going
to hit tab -- or I'm going to select my object.
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I'm going to hit tab, and now I'm going
to start moving my vertices around.
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So, I'm going to go into grab mode.
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And I'm going to start moving
these vertices around.
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And, right, at this point, I'm not too concerned
about getting like a really precise shape.
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In fact, I just want to get like an overall
sort of shape that, you know, not --
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it kind of resembles the final shape.
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So, it can be really rough at this point.
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And so, I'm just going to grab these,
pull these around like that, and --
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-- for the sake of the demo, I'm
just not going to noodle it too much.
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And so the next thing I'm going to do
is I'm going to make some loop cuts.
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So, I'm going to make a loop cut.
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It looks like there needs to
be one here, probably one here,
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and at least I would say maybe two here.
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And then maybe one there.
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And from here, I can now grab these
things using the grab tool here.
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And so, I'll just go through
here and grab and move these.
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And, again, doesn't need to be super precise
-- just kind of ballpark at this point.
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And we can go, you know,
come over the details later.
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Now, what I'm going to recommend is
we're going to get it into a basic shape.
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And then from there, you can take it into
a program like ZBrush and then sculpt
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out all the details like the eyes, the gills,
even the lips you can do in ZBrush pretty easily
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without having to, you know, sculpt out
every -- or like go in one vertex at a time
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or like cut all of these things
and extrude out the shapes exactly.
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So, now I've got the basic shape for the
fish, and it looks great from this view,
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but now I turn and, oh, it looks
really weird at this point.
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Like it looks great only from one angle.
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So, now I'm going to go to my top view.
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I'm going to hold the alt key, snap
to the orthographic view looking down,
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and then I'm going to start
grabbing these vertices here.
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And I'm just going to start pulling these in.
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So, I'm going to drag, select,
and pull these in.
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And I'm going to pull them so that they, you
know, start to make that basic fish shape.
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So, that's looking pretty good.
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And, yeah, we can make it maybe
a little more tapered there.
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And now when I go to rotate around,
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that's starting to look a lot
better, you know, a whole lot better.
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So, that's the basic fish shape.
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The next thing I'm going to do is
I'm going to pull out the fins.
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So, the fins are a little bit tricky.
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One thing I'm going to do is I'm going to cut
the parts for the lower fin and extrude those.
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And then the top fin, I'm going to wait
until I'm done and I finish mirroring,
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and then I'm going to extrude that one out.
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And the reason why is because when you extrude
out from parts that are like right in the middle
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where the two mirrored parts are joined it
makes geometry on the inside of the object.
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And I'll demonstrate that here in a moment.
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So, the next thing I'm going to do
is I'm going to use the knife tool,
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and I'm going to make some cuts here.
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So, it looks like I could make a cut
here, here -- something like that.
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And then I'm going to cut here like that.
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I probably didn't need to make that extra cut.
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Let me undo that, and I'll
make another set of cuts.
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So, I'm just going to cut --
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-- there. And then I'm going to cut there.
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And then I'm going to select these, and I'll
just grab them and move them so they match
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up a little bit better with where the fin is.
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I think that's the move.
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That's the best deal.
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So, now I'll move some of these around,
and, again, promise not to noodle too much.
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So, now I have a spot where
the fin can come out.
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So, what I'm going to do is I'm
going to go out of this mode here.
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And I'm going to kind of stitch these
in a little bit, move them up a bit.
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And then I do grab the face, so I'm going
to go into face mode and select this face
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and extrude faces along normal
and push those out like that.
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And then I'm going to make some loop cuts.
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I'll make at least one cut and go back to the
x-ray mode and going to go into vertex mode
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and select these vertices, grab them,
move them, and get the basic, you know,
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sort of like swooping shape
that I had originally.
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These are a little bit thick.
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So, what I'm going to do is I'll pull these
in as well -- pull it up, pull this down,
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and, yeah, that looks pretty good.
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Yeah, that looks pretty good.
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The next thing I'm going to do is I'm going
to make those cuts at the top for the top fin.
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So, I'm going to start, let's say,
I'm going to move this so it's --
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the fin starts here, and then this one is here.
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And I'm going to use the knife tool, and
I'm going to make a couple cuts like that.
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And then what I'm going to do is
I'm going to extrude out those cuts.
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Now, I'll just demonstrate
really quick why you want to wait
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on extruding things that are at the join point.
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And basically, what happens is when I select
these faces, and I go to extrude faces,
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let's say, along normal,
when I extrude them out,
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it actually makes this geometry
in the middle here.
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Even if you extrude it straight up and down,
it will still make that geometry in the middle,
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and deleting it out is a real pain.
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So, what I'm going to do instead is I'm going
to finalize the model by applying the mirror.
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So, I'm going to go into object
mode, and I'm going to go
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over to mirror, and I'm going to hit apply.
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And so now my object is no longer mirroring,
and I can go in and select my faces.
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And I'm going to, while looking in this view --
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or I can do this in perspective and go
to extrude faces, pull those straight up,
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and then go -- hold down
the alt key while rotating,
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and then go into my wireframe
mode or x-ray mode.
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And I'm going to go to vertices,
and I'll start moving these around.
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And that would work like that.
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And then I'm going to make some loop cuts.
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So, I'm going to make maybe at least one cut.
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I think one cut might do it.
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And just grab this here like that, maybe pull
this one down a bit, and, yeah, that looks good.
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All right.
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So, now I'm going to look at my
object and see where we're at.
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So, I'm going to first select
my image here, my reference,
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and I'm going to just make it invisible.
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And to do that, while it's selected, I'm
going to go over here to the outliner
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and go over to this little
I, and I'm going to click it.
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And so now that sort of hides it.
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And so now I've got my fish.
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I can take a good look at it, see what that
looks like, and this looks pretty good.
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The next thing I want to do is I'm going to
smooth it maybe once, at least to preview it.
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You don't really need to do that if you're
going to -- well, if you're going to use it,
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first of all, as a low poly model for, like,
certain games that actually have polygon counts
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that are about this high and rely mostly
on textures to give the objects detail.
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Now, for the purposes that I want to use it for,
I want to make it a little bit more detailed,
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and then I'm going to bring
it into ZBrush and sculpt it.
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And then, from ZBrush, I can transfer
those details to a low-res mesh
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and then paint on it using substance painter.
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There's also a sculpting component in Blender
that allows you to sculpt similar to ZBrush.
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We're not going to go into that in this
class, but just know that that's there,
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and it is an option if you
want to explore that later.
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So, at the very least, what I'd like to do is
I'd like to add that multi-resolution modifier,
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and I'm going to subdivide it maybe once,
twice, and then I'm going to shade it smooth,
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and I'm going to turn off my wireframe.
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And there we go.
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That's a basic fish shape.
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So, from here, again, there's, you know,
there's more details that could be added.
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You can go in and painstakingly like
manipulate the geometry even more, say like eyes
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and mouth and everything like that.
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That is an option.
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But really, especially for objects like
this, then have a simple overall shape
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and then smaller details, tertiary
details, that can be sculpted
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in on a high-res model is
really the best way to go.
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And we'll get into that at a later time.
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But this is the basic fish shape.