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With our shark gums built, we can now focus on the teeth. We're going to create a master tooth that we can then copy in a position all along the gums. When I'm working on a complex model like this and I'm going to create a small element for it, I usually like to do that in an empty document. That makes it lot easier to focus on just that one small element. So I'm going to make a new document, Command or Ctrl+N, and the tooth is a really simple object. Its going to be made from the cube, just like all the other parts. So I will add a cube to this scene. Now this cube needs to be kind of small and thin and we're going to make a few cuts on it, because we want to make it kind of shark tooth shaped and I think that's a good starting point.
So I'll make this cube editable. Then using my Knife tool in Point mode, I'll right-click in the interface and go to Knife. Now because I'm in a new document, my Knife tool reverts back to the defaults. So I'll switch this to Loop mode and then uncheck all of the elements just like I did before and make a couple of cuts. Make a cut down the center, make a cut here near the bottom, and make in a third cut right there. That's pretty much all I need to do. Let's switch to the Rectangular Selection tool and uncheck Only Select Visible Elements.
In the Front view, we're going to shape this into something that's kind of shaped like a shark tooth, kind of a diamond with a fat bottom on it, and we don't have to be really precise about it because it doesn't need to be completely symmetrical. It just needs to have kind of a shark toothy shape. Do it, so I can quickly move these under position here. And there we go and it doesn't even have to be straight.
Great! Now I'll select all of these points and I want to get them flush with the ground plane so that my axis for the tooth is right at the base. That's going to make it really easy to rotate the tooth. Now let's make them really thin by using the Scale tool on the z-axis. That's going to thin my tooth out. Now I can grab just the points that are in the center of the tooth and drag them out just a bit. That's going to give my tooth a little bit of indentation, some curvature. See that when I do that, that makes the tooth curved on one side.
So this will be the back side of the tooth here. This will be the front side of the tooth here that you see out of the shark's mouth. Let's make it just a little more pointy at the top and I think we'll be in a good shape. I will just use the Scale tool there, and just bring those guys in. I think that's a great place to stop with the tooth. So let's rename this and call it Tooth, and copy it and move back to our shark file and paste it down, Command+V. Now that tooth is really big. Oviously it's too big.
So I'm going to switch to Model mode and use the Scale tool to scale it down. Scale that tooth way down and let's move it in position, here inside the shark mouth. So I'll get it to about in position here in the center of the shark mouth. We're going to be using the symmetry that we have built with the gums to only have to build one-half of the shark mouth. So let's rotate that into position here and move it over just a bit.
Then scale it down. We're going to start with the bottom row of teeth and then move it into position. Now I'm not going to worry about whether or not the tooth overlaps. I'm just going to move it up and kind of embed it in the gum and just rotate it just a bit. It's okay if it sticks out. One of the cool things about a shark mouth is the teeth are just everywhere and that's what makes it so scary, is there is so many teeth and they're pointing in all directions, but generally kind of arranged so that they can pull their prey inward towards the back of the throat and that's what makes it so scary.
So we can do our teeth in kind of the same fashion. So now I'll take this tooth and move it into the lower gums hierarchy and make it child of the Cube. And because I put it in there, you see that it becomes affected by the HyperNURBS now and gets smooth and it looks a lot more like a shark tooth than it did before. So I can take this and move it up. Now, I can start making copies of this. I'm going to Control+Drag a copy of this tooth and move it over here and then move it down this way in and then just rotate it just a bit. Now I can repeat that process over and over again and I'm going to be filling up his mouth with teeth.
I'm just going to do that a few times here and kind of work my way around. You can see that great thing about having that symmetry object in position is each time I do this I want to rotate these guys so they are not all exactly lined up. They're kind of generally lined up, but they don't all have to match exactly. Each time I Control+drag, I want to move that tooth a little bit farther around the gum.
We'll come back and we can add an extra tooth in there. The letter S on the keyboard allows me to focus on a single object or single selected element, in this case just the tooth. I can move that in position, rotate, and let's do one more tooth here, there we go, great. So the process of creating the teeth is really time consuming and I think you get the gist of it. Well it's basically repeating the same procedure over and over again.
You copy the tooth, move it into position, copy the tooth, move it into position. So in order to speed things up here, I've created a final_shark model that has all the teeth and gums placed in position. And along with some extra touches. Let me go ahead and open that file up so you can see what it looks like. I'm going to go open up the file and go to the final_shark model. Now here in the final_shark it's got those extra touches I mentioned and you could see I created gills among other things and just kind off tweaked the shape of the geometry a little bit, just to smooth things out from our earlier modeling.
The way I created the gills was to make a series of slices right here on the neck just behind the head. I made six slices in the geometry using the Knife tool. Then use that same extrude inner technique that I used to create the eyes and just about everything else on the model. Instead of extruding outward, I extruded inward and then scale the polygons in, to create the gill shapes. So the six cuts gave me five gills by extruding their polygons that were in between the cuts. If you look around the other side, you can see that the gills are looking pretty good.
I've zoomed in on the teeth area and you can see that the teeth are in position with the gums and if I twirl open the hierarchy, you can see I've got a Lower Teeth and I've parented those lower teeth to a Null object. And there underneath the symmetry object you can see that the Symmetry object is only creating one half the teeth. You can see I turned off the symmetry and now half of the gums are gone and half of the teeth are gone. I can turn that back on in anytime. So that gives me a great-looking set of teeth inside of a great-looking shark. So this shark modeling process is a really complex one.
But by breaking it down into manageable chunks, we really were able to create a great looking shark in a relatively short amount of time. Just remember one simple rule. If it's going to take you more than a certain amount of time to do it and you have the budget to buy a model, sometimes its okay to do that. There's nothing wrong with that. There's some great-looking shark models online and you don't have to go through all of hassle of building one from scratch. But if you do, just make sure to follow these simple steps and you'll be in great shape.
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