, can­died ginger and con­sum­able flow­ers. The bar’s decor can be as elab­o­rate as you wish, as long as it fits the over­all de­sign of your re­cep­tion. “To make their day as per­son­alised as pos­si­ble, en­cour­age your guests to ex­per­i­ment with dif­fer­ent com­bi­na­tions and gar­nishes,” says Vicky C.
“Ideally, ev­ery an­i­mal lov­ing cou­ple and their guests would have their pets ac­com­pany them at the wed­ding re­cep­tion,” says White Bridal Sa­lon’s Joan Auyang. Un­for­tu­nately, this isn't al­ways practical. For cou­ples who hold their wed­dings at out­door venues, however, dogs are the eas­i­est four-legged friends to man­age.
“Whether your dog is an ac­tive part of the cer­e­mony—a ring bearer, per­haps— or just there to join in on the fun, you can in­clude them on your spe­cial day by cre­at­ing an area where guests can play ball or fris­bee with their ca­nine friends, by set­ting up a nicely styled dog treats ta­ble with take-home dog­gie bags, and by ar­rang­ing a photo booth where guests can have mem­o­rable snaps taken with their beloved pooches,” says Auyang..
According to the IEA, between 9 and 20 million electric car could be deployed by 2020, and between 40 and 70 million by 2025, based on estimates from carmakers.
For now, electric vehicles only made up 0.2 percent.These people didn't mistreat their peers.  They administered shocks until the person begged them to stop and then ceased responding.  Many participants continued administering shocks to what they thought was a dead body.  This was without any threat of consequences or punishment for failing to comply - it was solely based on an authority figure telling them that the experiment had to continue.  Imagine how powerful that instruction would be if it carried the weight of your entire cultural and social value system and the righteous anger born from generations of war.

Of course you wouldn't think you would do that, because you developed mentally and emotionally in a system that instructed you that doing that was a bad thing.  Doing that would mean accepting crushing cognitive dissonance and emotional pain.  It has absolutely nothing to do with the structure of your biology.  I could clone you and raise that clone in a war zone and it would do things that you would never dream of.  The capacity for horrible violence is within all of us.
For this lesson we will wrap up the new head mesh by modeling a quick inner meouth and inner eyelids, as well as transfering the sculpted details and vertex colors onto the new head object.
28 Comments
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Erik Dahlbäck
27th February 2020 - 21:57
Hi, I’m trying to understand why you add the sub-surface modifier at 4.30 and compare later between that one and the multi res modifier? What is the problem you try to solve?
Julien Kaspar
28th February 2020 - 10:45
*@Erik Dahlbäck* I explained it just before 4:30. When doing expression tests I often ran into issues on the lips & eyelids when they also had the details of the sculpt shrinkwrapped onto the multires. In 5:30 I explain how to exclude the lips & eyelids from getting the detail of the original sculpt.
I can recommend this because you get more control and predictable results when sculpting the expressions in those areas that way. In hindsight it's actually unnecessary to switch to the subdiv modifier. Just toggle the shrinkwrap modifier to see how the lips & eyelids would look without the details of the sculpt and make sure it looks as similar as possible.
Erik Dahlbäck
29th February 2020 - 08:18
*@Julien Kaspar* I guess you mean toggle the eyes and mouth vertex groups disabling in the shrinkwrap modifier on and off and check that there are no big differences?
Julien Kaspar
1st March 2020 - 13:11
*@Erik Dahlbäck* Essentially it's about comparing the lips & eyelids with & without the shrinkwrap, or at least comparing them directly to the original sculpt. Make sure they look as similar as possible.
Miranda Guerriero
23rd November 2020 - 23:15
Hello! loved these classes, very nice training. However, i have stumbled into a problem and have no idea how to solve it. In fact i don't even know how to explain it! The vertex group doesn't work and the eyes break. The skin wrap keeps on applying to the inside of the eye. I tried inverting it, selecting the vertex group in the opposite way that you have (only the things that apply to the shrinkwrap in the vertex group) and it (kindof) worked. However, the inside of the eyes end up being on the outside of the eyes when the shrinkwrap is applied. Honestly I am very confused. This is not working and i am absolutely stuck! is there another way to do this? is this a problem you are familiar with? thank you very much for everything, i have truly learnt a lot thanks to you.
Julien Kaspar
24th November 2020 - 12:26
It's hard to tell. Maybe you could send me a file? In the latest (and upcoming) version of Blender 2.91 there is a new brush that makes this a bit easier. Instead of using vertex groups to prevent certain ares from shrinkwrapping you can use the "Multires Displacement Eraser" brush to remove any shrinkwrapped/sculped details from the inside of the eyes/mouth. Set up some face sets to easily isolate/mask those areas and then go over them with the brush. I hope you know how the face sets feature works. I do plan on adding them to the course at some point with some extra videos.
Miranda Guerriero
24th November 2020 - 19:51
@Julien Kaspar it is doing some weird stuff anyway, I am afraid I have done something wrong along the way... Thank you very much for the help! I will also try using this eraser and see how it goes :)
Julien Kaspar
25th November 2020 - 15:01
I found out the issue. Your vertex group is empty. Nothing is assigned to it. If you switch to Weight Paint mode you can easily check how your vertex group looks like in the form of a heat map (red is 100% and blue is 0%)
Miranda Guerriero
25th November 2020 - 15:18
@Julien Kaspar I am a bit confused, I am quite sure I assign it. When i click "select" it selects the vertices I assigned. I just now quickly tried the weight painting and it does work! I am quite confused as how this whole thing works and why it refuses to assign normally?. I am very happy I learnt about the weight paint! I still have some issues with geometry going into itself when it works, but it looks better and now at least the vertex group exists, so thank you very much!
Miranda Guerriero
25th November 2020 - 16:07
@Julien Kaspar I am sure I have done something wrong somewhere, but honestly I have no Idea what it could be or when I did it. I have made a small video with the issues I have and I honestly do not know how to fix besides removing the inner eye completely. I would be extremely grateful if you could take a look at the video and tell me if you find the problem... could the issue be the sculpt itself? Thank you very much once again.
Julien Kaspar
25th November 2020 - 18:40
@Miranda Guerriero @Miranda Guerriero What's mainly causing your issues is that the retopology you made has a very different shape from your sculpt. If you disable the shrinkwrap modifier you can see the big difference. If you then remove parts of the geometry from the shrinkwrap modifier via a vertex group there will be a huge divide in there. I can highly recommend to regularly copy & apply the shrinkwrap modifier to make sure these things don't happen.
Miranda Guerriero
25th November 2020 - 21:55
@Julien Kaspar okay, I'll try to make it once again, to make sure this doesn't happen! thank you
sanepark
25th December 2019 - 14:34
Hi Julien, Thanks for the awesome tutorials! I've been following your demonstrations with my own character model, and the mouth is slightly opened (after Multires modifier) compared to the mouth of original sculpture is closed. Is this related to the amount of the vertex group I assigned around the mouth, or can it be fixed later with a bit of sculpting? (little weird that we excluded out the mouth area and the area around the eyelids) I know it maybe hard to make this clear without any screen shot or the file itself that you can check out, but thank you in advance for any of your thoughts on this. Other than that, everything's working pretty good so far! I'll just save up some progress files, so I can go back if it's needed, and keep going to see how