We can go into the final touches, whether that's making the model more smooth or realistic in its appearance or adding some new features. This video will show you a couple of techniques, mainly focusing on modifiers. At the moment there is too much of a sudden change in width to our mesh between the body and the distal end. So if we go into wireframe mode, go into the view left or right, we can scale the cylinder at the bottom in the y-axis with proportional editing on to make this bottom bit widened out so it looks continuous with the mesh below. As the previous video mentioned, as we have different meshes that make up this femur, there may be overlapping. Therefore, you can move any overlapping vertices for where the cylinder and the box overlap. I'm going to move the vertices into the mesh, basically hiding them to clean up the model's appearance. With this groove at the back caused by the to epicondyles, I'm going to move this vertice here inwards so it looks like the groove is continuous up from the body all the way down in between the epicondyles. At the bottom bit of the cylinder here, I'm moving any vertices, or faces, inwards so it looks more continuous. The overall appearance you can tell it looks like a bone, but it is a bit blocky. So there are a number of ways we can improve this. One is if you are in object mode, right click on the mesh, and select shade smooth. This makes the mesh look a lot smoother, a lot more round in its appearance. However, since we have multiple meshes, it looks a bit strange where they overlap. So another way we can improve the blockiness is using perhaps the most commonly use modifier, the subdivision surface modifier. A modifier is an algorithm that allows your mesh to be altered in its shape or geometry, size, or what it can look like overall, without you as the user having to do the manual work to get there. Before using modifiers, I would personally do two things. The first is save, please save your work if you've not already done so. Modifiers rely on your processing, and so often crashes can occur if you're asking too much if your computer. So save your work before playing around with different modifiers, especially if you don't know what they do. Otherwise, you can risk losing your hard work. The other modifier will only change the mesh once you apply it, but if you are worried about ruining your mesh, you can experiment using a duplicate of your mesh. So go into object mode if you are not already on it, and select the mesh you want to duplicate by clicking on it. Shift D, and if I move my mouse you can see we have double of the mesh I've just duplicated, and we can try modifiers on this one. I am going to do this for all the three meshes, the cylinder, the sphere that has the head neck, and the box we made the distal femur from. And as you can see, they've been added to our collection labeled as whatever the mesh is, zero zero one. Now, if we apply the subdivision surface modifier to our duplicates for all three meshes, you can see the mesh is looking more like a femur. It acts like the subdivide function did in the other video. However, now we have the subdivision modifier on, I can see there's a strange thing going on with my cylinder, the edges seem to have come to a point here. This may have happened only to me, mistakes can happen. If I go back into edit mode and put a loop cut frame this bit, I've noticed a loop cut isn't going all the way around, so something isn't quite right here. What I can do is delete this row of faces, and between the gap I can do what is known as bridging the edge loops. It's a pretty simple fix, go into edit mode in wireframe, click and drag box to highlight the row of faces causing the problem, hit Delete, and then delete faces. Now select edges and select the bottom and top row of edges where there is a gap. Right click and select bridge edge loops, this connects the edges together and the mesh is repaired. Now the true test to see if anything has helped still go back into my modifier to see if this looks better, which it does. So let's delete the duplicate and reduplicate the edited cylinder. If you click apply on the modifier, the mesh will permanently change. Since there's something wrong with my cylinder, let's take a quick look around the mesh to see if there's anything else that looks out of place, which there is up here on our head. You can do the same thing again, delete the vertices and faces, and bridge together new ones to fix this problem. I can see that there is a floating vertice here, which could be the source of my problem. This may have occurred when I was inserting a faith in our last video. Once everything is deleted, bridge the edge loops together, and then we can add in a loop cut and increase the scale to fatten it out and make the mesh look more rounded again, like it was before. With the subdivide modifier on, we can move the meshes around so they look a little bit more fluid, but also they are separated. There are three different meshes. So one thing we can do is if we're in object mode, we can click all three using shift, right click, and select join. This joins all the meshes together, and it creates one mesh. As you can see, it's now turned into one and there's only one in our collection. The femur isn't perfectly straight like our mesh currently is, one modifier we can use is deform. But as you can see, when we bend this it's bending at the mesh's point of origin, which is too far up. I'm setting the origin as the 3D cursor if this is now in the middle of the mesh. So if we go back into the modifier, deform, play around with the angle which we want to bend at at, we can now see it is now bending in the middle. Another thing we can do is, since the femur bone narrows slightly in the middle, we can also decrease the scale in the middle of this structure making it a little bit more realistic. We can also have a play about with the other vertices, making it a little bit more smooth. Basically at this stage you can play around, see if there's anything you can do to make your mesh and model look more realistic. The deform modifier has also bent to the top bit so now our sphere isn't perfectly sphere-like in shape, it's a little bit bent to the top. But that's the beauty of modeling organic shapes, they are not perfect, they have these sort of unusual geometry to them. But I think for now that looks pretty good. So if you ever wanted to render or produce an image of your model, it can be found up here. It will render what your camera is currently looking at. Congratulations on making your first 3D model if this is your first time. It's quite a challenging new skill to learn, but it's a slow learning process that just takes practice. The best thing to do is have fun, experiment, and see what you can do with this software or other software programs. Thank you very much for watching, and I hope you enjoyed.