Welcome back to Blender. And this video will explore some relatively simple techniques to create a 3D model of the biggest bone in the body, the Femur or thigh bone. At the end of the modeling video you will hopefully have made one yourself. We are going to make this model using Mesh Modeling, which is manipulating a mesh's vertices, edges and faces to create a model. Now, this is an introduction to modeling. So we will be creating a simplified Laura polygon 3D model of the femur, but that is still effective in getting the message across that it is a femur bone. Modeling organic or natural shapes such as Anatomy has its pros and cons. The cons are that they are more complex, have curvature and therefore can be more time consuming to produce. But the pro is that these organic shapes our variable. So we do not have to make an exact model to the reference images for it still to be realistic or believable. This first video we'll go through some of the terminology of mesh modeling, how to perform certain tricks to model. And then finally, how to set up the reference images we will be using to base our model off. So we are going to go through some of the functions to the left here and edit mode. I'm going to select faces to start. We can extrude a face using the shortcut E or you can select this item here to the left. Select the face you want to extrude first. I'm going to pick this one. Hit E, move with your mouse to the position you wish and left click to confirm. If we go back into solid mode, you can see we have extruded the face, but we've also created new ones as well. Next, you can insert a face within a face using this function here or shortcut I. So hit I and drag with your mouse along with black dotted line to create the size of the face, you desire left click to confirm. And now we have a new face, any of these features can be edited once again in this pop-up window here. And it would acts like a normal face, you can extrude it as well if you want or any of these other edit functions to the left as well. You can bevel using shortcut Ctrl+B, for example, with the edges it will cut, soften or round the edges or the face or vertices if you wish to do it on them, so they are not as harsh. If we select edges select an edge Ctrl+B, drag along the line with your mouse. You can see we have cut the edge to make it less harsh. The more segments we add the smoother or more round it will look. As you can see if we rotate this model around, you can see that it is a lot smoother at these edges here. Next we have Loop cuts, which can be found here or the shortcut Ctrl +R. This will cut the mesh of my desired place in order to create more faces edges and vertices. If you hover over your mesh, you will see it first a yellow line, click and it will turn orange like mine has. You can click and drag to place the loop cut in the position that you want. You can also increase the number of cuts. Or how smooth these cuts are, which will have a knock-on effect on the mesh as well. Now, I have cut all the way around the mesh. Mesh modeling is basically we are manipulating vertices, edges and faces to create a shape, in our case are organic or a typical shape. We will move these around to create our femur bone. So one last very useful tooth mention is Proportional Editing, which is shown up here. I'm going to demonstrate proportional editing on a sphere. So make sure proportional editing is on. And you are in object mode. Shift+A to bring up the add menu, select Sphere. And I'm going to hide my cube, so I can see the sphere. Go into Edit mode and selected vertices. Now, if I select just one of these vertices with proportional editing on. I should be able to move the vertices within this white circle that has just popped up as well as the one that is selected. The scroll wheel increases or decreases the area of effect. And if I move these about, it will have a knock-on effect of the ones within this circle. As we move the mouse around you can see that the vertices within the circle move as well as the one selected. If I demonstrate just moving one, you can see how harsh this is compared to the other vertice I have just moved using proportional editing. Now, you have a good understanding of the main tools we will use for Mesh Modeling. Now, it's time to add our reference images. So first, I'm going to hide the cube and the sphere just for the moment. To add a reference image to your scene Shift+A to bring up the pop-up menu, make sure your object moved to do so. Scroll down to image and select reference image, select the reference image you want from your files and select load reference image. As you can see it's not completely straight and is at an angle, so we can adjust that making sure it faces forwards as this is a front or anterior view. Change the rotation so the femur aligns to face forward. Now, our reference image is facing forward. Now, I'm going to add a back or posterior view as well. By doing the same thing again, but making sure if faces the back. Load reference image. But as we can see it is now in the exact same position as the other reference image. As the reference images are in the exact same position. I'm going to move the back view or the posterior view back slightly, so they are no longer over lining. You can do that in this window here. I am moving it in the y axis. So now they are no longer overlapping. It is a good idea to organize your scene. So rename your reference images. Give them a name something that will be useful for you to recognize easily. I'm going to name my reference image Front and then the other one reference image Back. You can name it whatever you like, remember to double click and then type away what you want to put in. I'm going to add a new collection to store the reference images and rename that collection just making things a little bit more organized. Move them down to your new collection. I'm going to delete the cube and the sphere as we don't need them anymore. And now we have a much more organized scene. The reference images I have used feature from Grey's Anatomy books. You should be aware of using images that may have licenses that could prevent you from modeling directly off them. And additionally if you were to sell or use this model. We are using images that have Creative Commons in particular public domain. Now, we have both reference images, we now have a rough idea of the 360 view. Remember to save your project and for the next video we will start modeling the femur. Thank you for watching.