WEBVTT

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Hello and welcome to my Animation Master tutorial about how

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to model texture, rig, animate and finally render this tank.

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I am Geralt Sunga and I will give you a

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step by step instruction on how to do that.

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My tutorial will be separated into several parts.

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These parts are the first part modeling the head and

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the body.

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The second part connects the head to the body and

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to model the muscles.

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The third part on how to model the track and

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the fourth part on how to model the wheels and

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the brake.

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And after that we will just finish up our model.

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This will be the modeling section of this tutorial and

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after that we will go on with the texture section.

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Ok, so before we can start with the first part

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of this tutorial, we have to have a look at

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our file structure first.

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So I provide a file structure to you which is

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highly recommended to be used in this tutorial.

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And you just have to copy this file structure to

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anywhere on your hard drive.

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One folder isn’t needed though.

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It is a HXT folder here which contains a plugin

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file of Animation Master.

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The plugin file is a several plugin from Master Brickman

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which can just bevel an edge.

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And to install this plugin file we just have to

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click on it, do a copy command and copy it

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to your Animation Master install folder, wherever that is.

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Go to the HXT folder and just paste it here.

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After you pasted this you have to restart Animation Master

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and after that you should be ready to go.

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You just have to start Animation Master now and what

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you can see here is the interface I am using.

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If your interface isn’t looking like that, you should have

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a look at my website again and download the tutorial

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on how to set up the interface in the way

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I have it here.

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To start with, we have to create a new model

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for this we have to go to the objects folder

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and for example double click on it.

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That will create a new model.

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You could also have just right clicked on this folder

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here.

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Go to New Model.

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Okay, I will now just rename it by right clicking

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on it, choosing rename and rename it to Tank.

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After that we are ready to go.

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So the first thing we will have to do is

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to create a Rotoscope I provided in my file structure

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to you.

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And to do that just right click on the name

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of the model.

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Go to New Rotoscope.

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Now import both of the rotoscopes here to your file.

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Ok, as you can see, both of the rotoscopes are

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now shown in this front view, which isn’t what we

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are looking for.

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We are looking for the first rotoscope to be shown

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in the front view and the second to be shown

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in the left view.

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I press the fourth key on my keypad and go

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to the left view.

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And as you can see, this one is empty.

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So we have to tell animation master that it should

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just show us the second rotoscope here in the left

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view.

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To do that, just open up the properties, go to

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view front and click on left.

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So you can see we now have our rotoscope here.

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The second thing we will have to do is to

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make this rotoscope not pickable again.

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Because I can now just grab it by accident, for

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example, and drag it around.

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And that is not what we are looking for.

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So just to make it not pickable, we can just

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click on these two icons here.

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And now I can’t select it anymore, as you can

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see.

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Okay, so let’s start to model this tank.

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The first thing I will model is the head and

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for that I will just draw a line.

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As you can see, I am trying to give every

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edge in my rotoscope here one point and connect it.

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Ok, so I will select everything of that and just

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peek it.

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Peak means that the splint will have edges and is

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not rounded.

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Okay, so the second thing we will have to do

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is to align this splint on the other axis.

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To do that I will go to the front view

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by pressing the 2 key on the keypad.

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Okay, and now I will realign this splint here.

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That can be done by just using your arrow keys.

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And if that just takes too much time, you can

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go and click on the shift key.

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And using the arrow keys again, this will be a

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bit faster.

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Okay, so if you have a look at this now,

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it’s not rendering.

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So what we want to do is to give it

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some kind of geometry informations.

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And this information can be added by just extruding this

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splint on one axis.

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To do that, I go to the front view again

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with the two key and extrude it.

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I will realign the new splint here to a reasonable

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position, for example, like that.

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And if you now render it, you can see we

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have some sort of geometry here.

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What we have to do with this geometry is to

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close the edges here.

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So how to do that, we will just draw a

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line from this point to this point and from this

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point to this point.

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And if you now render it, you can see that

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there’s some kind of connection there.

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And the geometry is now closed.

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But it’s looking more or less wrong.

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So what we will have to do is to just

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add another splint at this point, for example, okay, and

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the second one down here, for example, like this.

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And if you now have a look at the rendered

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image, you can see that this is looking much better

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now.

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So I will go to the front view again with

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the two key and just realign these points to what

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I want them to look.

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For example, something like that.

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I will peek this.

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Okay, so we have closed one side of our object

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here.

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If you render again, you can see that.

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Okay, so we have to do this for the second

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side here too.

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You could use a copy command which is called copied,

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paste, attach.

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But I think for just a few clicks I won’t

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do that because it can create some side effect I

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don’t want to risk here.

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Okay, peek it again.

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And as you can see, that was very fast.

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I realign the points again to wherever I want them.

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For example, like this.

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And as you can see our head is getting in

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shape.

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Okay, so the second thing we will do is to

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add some sort of a bevel line here.

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And for that we will need the plugin we installed

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earlier.

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So I will just click on one of the splints

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and as you can see there’s a BIOS handler.

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If your bias handler isn’t showing up, you have to

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activate it at this point this bias handler will just

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indicate that we are we have selected the splint.

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In Animation Master there is no way to select for

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example just one point.

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You always select a splint and this is reasonable because

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we now can see which splin ring will be beveled

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from saddle.

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So the splint ring which will be beveled here will

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be this one going around here.

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So just select the splint you want to be beveled,

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right click on it, go to plugins wizards and use

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SAVL on it.

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Savel will now ask for a distance.

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That means at which distance should the new splint ring

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be added to this one And I think I will

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use a distance of null point 1.

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Click on OK and as you can see there is

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a new splint ring which was added.

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I will have to peek it again to have a

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better look.

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And if I now render, you can see there is

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some sort of a new line here or new geometry

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which is added.

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And now I will just do that for more or

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less every splint here.

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It’s a bit annoying, but several can’t do a whole

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selection of splints but only one splint at a time.

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So we’ll have to do that.

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In reality it is often better to model this in

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reality it is often better to model the bevel in

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before you do anything else because it can just prevent

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some problems here.

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But for this model we can use it.

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One more splint to go.

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So, okay, I will pick it again and as you

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can see, yes, we got every splint.

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I go to the shaded view down here and you

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can see we have more or less a nice looking

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edge there.

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Okay, this could be our head, but I will add

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a little bit of curve to some of the surfaces

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here to make it just a bit more nature, like

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so I will go to the wireframe mode again and

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I will go to this point and realign it.

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Or better to say, I will realign the bias handler,

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for example, like this.

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And I will do that for both sides.

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And down here I will do the same thing.

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Okay, as you can see, some of the points here

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are not aligned.

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I will do that again by hand.

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Something like that.

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Something like that.

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Okay, reasonably good.

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And I will do that for the sides here to

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it, for example, like this.

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Ok, so we have our head ready.

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Looks OK to me.

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Now just have a look from the side view again.

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And as you can see, the head is more or

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less the same shape as the body.

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So what I will do is to just select the

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head, do a copy command, do a paste command, realign

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the head, the copied head and just go to the

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scale handlers here and rescale it.

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I will have to align a few points, but in

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the end it should save me some time here.

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These ones here.

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Ok, so what we have now is the head and

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the body of our tank.

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That would be the first part of the tutorial.

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In the second part we will handle to connect the

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head and the body and how to model the muzzles.

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So see you later.