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In this video I'm going to show you my entire thinking process behind modeling
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something. So we're gonna start from the beginning, the idea, you know, how to
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evolve it and how to finalize it. Now, before we start, I want to say a few
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words about portfolios because it's kind of connected. So, eventually, you know, in
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your career you're gonna find yourself thinking about removing stuff from a
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portfolio, okay? When you reach a moment where you have a consistent style and
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your models are getting better and better and you improve, the older stuff's
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gonna look kind of weak and sort of dragging your portfolio down in terms of
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quality, okay? And one of the pieces I have here that's about to go is this one.
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This is a really old piece, about three years old, so close to where I started
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doing 3D. The detailing is a bit all over the place, it's kind of random, the
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renders are inconsistent, lighting is terrible because it's all over the place
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and it's also in Eevee. I'm gonna show you how to, you know, create this kind of
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a basic shape and how I kind of, you know, think when I'm working, okay, from scratch.
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So let's just turn it off and go to Blender. We're gonna start with a cube, so
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let's grab a cube and scale it and we're going to, you know, extend it on y-axis
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and maybe on X here. This kind of a size will do, maybe a bit narrower, like that.
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CTRL-A, Apply Scale. Go to Edit Mode and select both edges and CTRL-B. You want to
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press C to clamp it so they don't overshoot and then bevel it. You may
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create, I would say, maybe 12 segments. I'm going to mirror this to the other side
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with Mesh Machine, Alt-X and Mirror. If you don't have Mesh Machine, just use
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Hard Ops, you know, Alt-X, Object Mode and simply Mirror. But I'm gonna apply that
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because I don't want to have mirror running on my mesh, so I'm going to go
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with Multiply. Now, we're gonna have a double edge here, okay, when we created
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this clamping, you see. So what we can do is press 3 to clean that with machine
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tools. Sharpen to do smoothing and we're good to go. Now, select that, press F, then
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I to inset it and E to extrude it. I to inset it and E to extrude it. Maybe bring
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it outside a bit. Also, I'm thinking this could be a separate piece, so CTRL-Plus
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and P, Selection, and grab that and we're gonna have to lock this here, okay, with
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a face. Otherwise, you will not be able to run booleans, okay, successfully. You
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want to have watertight mesh here, so click here on this and press F, CTRL-Plus, F, and
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you're done, okay. So now we have two separate pieces, right. Also, here in the
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front, we can create a loop and we can create CTRL-B, kind of like a groove here.
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We're gonna do it with Altium Macro. Let's put a small bevel here. Now, make it
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small because when you create a large bevel on such a small object, because
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it's something that fits in your hand, it's gonna look a bit off. You need to
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adjust your bevel to the scale of your object and also it's gonna overshoot on
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tiny edges like here. You see, that is overshooting here. So, I'll make this
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bevel, you know, kind of smallish and I'll click on Sharpen to introduce
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Weighted Normals. Now, we're going to add some loops here because we're gonna be
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slicing that, okay. So, add a lot of loops and now we can, you know, easily slice
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this without worrying about geometry, so, without worrying about shading. So, we're
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gonna grab an N-gon and press Shift-V to enable View Aligning
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Auto. So, every time you're gonna be in Auto mode, you'll be aligning your
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cutters, box-cutter cutters in orthographic view, you know, to your view. So, it's
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gonna be perpendicular to your model. Otherwise, it's gonna align to a face. So,
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we're gonna cut this maybe somewhere here, like this, and I'm gonna go a little
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bit lower here, or maybe, yeah, maybe somewhere lower here like that, and I'm
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gonna create something like this, and like this, and press B for Bevel, and scroll it
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to maybe six segments, and click Space, right. Now, there's something going on
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here with the scale, so we're going to recall that, and we're going to shift this
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bool, and also change the beveling because it's, you know, it's too big, right.
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So, let's fix the beveling here. There we go, and Shift-2. So, that's cut number
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one. We want to cut this here on the top, but before we do that, you see that we
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have some problem here, so let's recover the cutter, just move it a little bit
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till your shading gonna get, you know, kind of fixed. Alright, cool. Shift-2. Now,
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the reason why we cut this this way is because now we're gonna be clustering
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details here on this side. It's gonna be our 30 area, and our 70 area, okay. So, this
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one's gonna be calmer, right. Now, what I want to do here in the back, I want to
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introduce a chamfer, so something like that, kind of larger ones. So, we need to
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chamfer both of these elements because it's sliced now. So, you're gonna have chamfer
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going through both areas, right, and then I'm going to also cut it here. So, select
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the face Q, and Ctrl-click on Curve Extract. We're going to grab this element
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here, and remove boolean, okay, and a bevel, because you don't want a bevel in
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the cutter. And we're going to inset that, like this, deeper, and Ctrl-I-X, remove
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faces, and now we can solidify it, okay. So, press Solidify, and press 2 to solidify
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both ways, and, you know, Difference, and recover that.
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And Difference, okay. So, this will do for now, and what we can do here is actually
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slice this cutter on the bottom. So, we could grab a cube, and kind of slice it
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here, like that. Press B for bevel, and slice it, okay, here in the back. It's
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gonna be a little bit more interesting, okay. Front here, we can have a bit more
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fun, so let's create a chamfer. Chamfers are good, and now we're going to create a
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slight indentation here, like this. Extrude it just a little bit, like that,
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okay. I'm gonna add some bevel here, all right, with the normals. And now what we can do
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is we can actually add a cutter here, okay. So, let's go to Circle, and you could
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enable Snap Dots here at the top, okay. They allow you to snap to certain
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elements on your mesh. So, when you hold Ctrl, you can see that we can snap to certain
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areas. Now, what I want to snap to is this kind of edge here, so I'm gonna connect
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these two verts with an edge, right, and now I'm gonna have additional point, you
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see. So, I can now make sure that you're not in orthographic, you gotta be in
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perspective, it will not work correctly in orthographic. So, hold Ctrl, and simply
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start drawing a circle, and you're gonna draw it literally in the middle here, so
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let's just cut it in, and then let's hold Shift, and let's increase the number
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of verts, you can see them on the top here, to maybe like 50, okay. And we're
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going to press Shift T to taper this a little bit, like that, and press, you know,
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Space to apply this.
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So, this is pretty cool. I'm gonna apply that by clicking on Sharpen, Ctrl click
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on Sharpen. I'm gonna create a, you know, chamfer here, right, like that, and I'm
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going to lower the bevel here, make it a bit more aggressive, okay, like this, and
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I'll take this to the other side. So, that is pretty cool, right, that's pretty cool.
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Now, we can keep building on this, alright, so, here we could create a cut in front
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that's gonna connect these two in an interesting way. So, let's grab an end gun,
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and we're gonna turn off this side click, this will allow us to draw an end gun,
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which is gonna be a bit thicker, okay, kind of like this, right. So, when I press T, I
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can actually adjust the solidification on this, right. So, we're gonna start here, go
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down, and go like this, and then we're gonna press B for bevel, okay, and you can
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actually bevel that. So, press Tab, go here, press B again, let's make it bigger, and
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click, rotate to shape, and we're going to cut it in, and shift-click. So, let's
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mirror this cutter to the other side, like that, and now it's cutting because there's a
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mirror going on here, so, shift-2, and how we looking? Yeah, see, that's pretty cool,
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that's pretty cool. So, in addition to this one, we could create another cut on
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top of that, in the middle here. So, grab a cutter, and create something like this,
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so, select that, and literally create a cut here, or like this, you know, somewhere
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here in the middle, and B to bevel this, and then cut it in, like that, and press space,
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okay. So, we got this going, and see now, you're creating some really interesting
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shapes slowly here. Now, I'm not sure about this kind of a thin transition here,
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so, maybe the bottom could be unbeveled, so, let me just recall this, remove the
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bevel, right, and what we're gonna do is just bevel the top, okay, so, select these
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two, and bevel the top, right, I think it's going to be better, right. This one could
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be beveled the other way around, but before we do that, let's actually create
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some details here, okay. So, we just run Power Save, so, let's see, here we could
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have some kind of, you know, tiny cuts, maybe here, like this, on this side, so,
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with this one here, let's recover the cutter, so, have a scroll, and let's cut it from
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the top, like this, alright, cool, let's recover the main cutter, and apply it, so,
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operations, and it's multiplying, right.
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You can run loops here, and select them both, and ctrl B, and with these two selected,
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literally can run an extrusion here, like that, maybe one of them is gonna be
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shorter, so, let's just click on occlude, GX, and move it in here, and this should
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create an interesting shape here on, you know, in the front, and we can, we can
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create some bevels here on this one, okay, so, you know, let's go to a cutter, let's
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apply this cutter, and let's grab it to local, and now, we can actually run some
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bevels here, okay, so, grab these, and, you know, run some bevels here on these
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shapes, ctrl B, run a bevel, now, this bevel will not work here, you see, because what
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we need to do, we need to make sure there are actually extensions of these lines, so
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press K, go to a knife, then press Z to cut straight, click, right-click here,
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space, there we go, can remove this edge here, we don't need it, okay, and now we're
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gonna be able to run a bevel, there is so long time, let's try that, ctrl B, press C
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to unclump it, and bevel this, right, and once you do that, go here to operations
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in clean mesh, all right, and you're gonna get a really clean cutter, you see, so
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shift 2, and boom, and you got your bevels, now, you're gonna have a bit of a problem
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here on top, this is gonna be problematic, maybe this shouldn't be beveled, so what
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we can do is, recover the cutter again, grab this,
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grab these bevels here, and we can unbevel them, okay, with the mesh machine, so
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watch, grab that, all right, and Y, and unbevel, and do the same thing here, so
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select this, and Y, and unbevel, okay, and this for some reason shifted our lines
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here, so we need to move them back, so Alt A, Alt A, all right, awesome, so let's see
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how it looks, yeah, that's much better, and this is an interesting, you know,
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interesting idea here, awesome, and we could actually add a cube here, so grab a
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cube, scale it on Z, scale it a bit more here, and drop it in here in the middle,
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make it a bit wider, and move it forward, okay, and shift D, Z, move it down, a bit
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lower, okay, select them both, Ctrl J, and we're going to bevel them, so Ctrl Alt
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Alt click here to select the loop of edges, and Shift Ctrl Alt click here, Ctrl B,
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hold Shift, we need to apply scale, one more time, there we go, combine them, Ctrl J,
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cool, go to the top view, slice them, because we don't need it to be so high,
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and apply this, and then Boolean Union, okay, Booleans Union, and Shift 2, and then
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we can have some fun here, so, so this one is a live cut, we can apply it now, so
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let's go here, and, you know, sharpen, and we can have some fun, so grab these, and
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let's insert these two, and extrude them, there you go, so you got interesting
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detail here too, we could create something awesome, so let's just grab the circle,
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scale it a bit, and Shift click on Curve Extract to create a separate object here,
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and sharpen this, and we're going to turn this pass through, and, you know, we
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could either bevel this, or chamfer, I think bevel might be interesting, so, scale it
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in, and extrude it deeper, select this edge, and bevel it, how we looking? That's
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pretty interesting actually, I like that, so that's pretty cool, and we could create
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also another detail here, behind, that's gonna kind of echo this line here, you
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know, like that, and RTM Macro, right, okay, it's gonna be a bit of a separation there,
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so I'm actually here, now here you, you will see that the loops aren't gonna go
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through, because we need to fix these connections here, so let's fix them, you
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want to move these edges, all these verts to these verts, because these are ones
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that actually support the perfect curvature of this circle, right, now this
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should work, there we go, so Ctrl R and move it forward, so GG, and move it
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forward here, and Ctrl, let me just actually, actually that's cool, Ctrl B to
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split it, and this could go the other way, so instead of going in, this could go out
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like this, yeah, see what I mean, that's pretty cool, and that's a lot of details
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guys, right, now here we could run a bevel, but it will not work, because we don't
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have the edge here running, right, you see that, it's gonna be crooked, so what we
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need to do is do something like this here, run a line to the top, maybe let's
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do it like that, and then we need to align them together, so grab this one, shift
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click this one, go to the top, and Alt A, and it's gonna align them perfectly, now
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you're gonna be able to run this bevel here like this, okay, so it will allow you to
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do that, okay, you will be, probably want to, you probably want to remove this
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sharp edge here, and this should work perfectly, okay, so on top of that, what I
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would like to do is actually run a chamfer here on this small one, so a
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small chamfer, like that, right, it's gonna create a nice lip here, and here as well,
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so, you know, small chamfer, don't overdo it, right, and there you go, and this bevel
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could be actually a bit too big here still, so it's just, you know, makes it a
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bit smaller, there we go, and, you know, that's looking good, okay, here at the top
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we could have some other details, so we could have some wedge cuts,
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so run a wedge cut, and press W, and then hold ctrl, I'm gonna do it on the other
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side, because it's mirrored, so here, maybe a narrow one, right, so press W, hold
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ctrl, and shift click, now let's see that, maybe not so deep,
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maybe a bit higher, how we looking, that's interesting, I like that, so you see you
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got some cool detail there, same here, we could have some interesting, you know,
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interesting cut here as well, maybe going from here like that, just press W to turn
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off the wedge cut, and drop down, press B for bevel, scroll up a bit, and space,
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let's see how this looks, that looks interesting,
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and we could run a bevel, a chamfer on this one, so let's apply that, and let's run a
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chamfer here too, okay, chamfers will allow the edges to catch a nice highlight, and
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the separation is gonna be much stronger, okay, and here we could add some kind of
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a mechanism on top, you know, so, you know, something here that will be on top,
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maybe switch to J to combine, and E down and E up, something like this, okay, how
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we looking, see, there you go, we can move it forward, so I have a scroll, let's make
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it bigger, so it goes through, and we could actually manipulate with it now, so
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it might be somewhere here, you see, to the front, it's gonna be very interesting,
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right, kind of overlapping both shapes, in fact, this could be even taller, so it
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kind of goes into the top shape as well, right, and grab that sharpen, and then
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click, alt-click, and chamfer, see, and you got this beautiful highlight there, which is
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quite interesting, okay,
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click, alt-click, and chamfer, have a nice break here, and, you know, there's a
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cluster of detail here, and then we have this area of calmness, but now we do need
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something, you know, at the back, because this definitely, you know, looks boring
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from the top, so we do need something here in the back, so we could do is
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create a massive circle here, so hold, go here to side view, angle view, and hold
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ctrl, we're going to run the circle here, drop it down, right, drop it down, and
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press T for solidification, and press space, okay, that's cool, and let's just
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recover this, so I will scroll, right, go to the top view, and we're gonna run a
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regular cut here on the top, okay, like this, right, so select the circle, and run a
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cut here, and literally press space, we are cutting here on the, literally on the edge,
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which is where this shading problem, so we're gonna do is have a scroll, and make
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this bigger, and it's gonna cut in the middle between these shapes, and this
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elevation here, this is kind of interesting, I kind of like that, and let's
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maybe recover this cutter here, so recover the cutter, recover the cutter's
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cutter, and let's go to edge mode, and bevel this, it's gonna be more interesting,
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so bevel that, and let me see, that's pretty cool, let's go up this cutter, the main
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one, and let's drop it lower, okay, so the indentation is gonna be a bit more
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aggressive here, like that, that's what I'm talking about, that's pretty cool,
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now you see that the cut here is not centered, so recover that, so have a scroll,
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right, and select this, and alt, and alt X, and mirror, so it's gonna be in the
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middle, okay, there we go, and then we can apply this, okay, so sharpen, and since
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it's sharpened, now we can have some fun with chamfers, so we're gonna select this
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edge here, all around, okay, through this area, and we're going to chamfer it, so
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chamfer it like that, cool, and we're going to bevel this corner, in this corner,
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bevel, right, and click, click, alt click here, and select just a loop, and we're
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gonna chamfer this, right, and because we have this loop slides here, we're gonna
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turn off loop slides, so go here to this menu, and turn off loop slide, we don't
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need this edge, we can dissolve it, and dissolve this, we don't need it, press 3 to
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clean it, and you know, we're good to go, and this is looking pretty cool, okay, so
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now here, you can create some interesting elements, so what I was thinking, to
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actually thicken the sides here, so what we could do is run an edge here, okay, so
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grab a knife, and cut it in here, or even run it from here, like this, so select
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these, and go all the way down, here, here, and here, press W a few times, probably
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twice, and select it, press W again, and we're going to Alt and Macro this, okay, so
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Alt and Macro, and literally scale it out like that, okay, cool, awesome, and do we
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have a bevel on this one, we do, but it's small, so bevel, and make it a bit, you
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know, a tiny bit larger, there we go, and of course, I'll take this to the other side,
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and now you see this element here is kind of framed by these edges here, right, so
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this looks pretty cool, and we have a large area of rest here, leading to the
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bottom, now here at the top, we could add some cuts, so grab a end gun, and we could
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add a cut here, and press B for bevel, and actually, yeah, let's do that, and space,
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and we're gonna recover that, because it's too deep, so I will scroll, and G, and
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move it up, like that, and how it looks, it looks really cool, that's awesome, and the
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same here, we can just apply that, so sharpen, and then, you know, click that, and run a,
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just remove this edge, you don't need it, it's a flat surface, you don't need that,
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and just run a chamfer here as well, okay, so there we go, and here, you know, you could
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have some kind of a release mechanism, or some sort of a button or whatnot, right, so
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we could grab that, then we could inset it, okay, and shift click, curve extract, to
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bring it up, right, and sharpen this, and run ledge here, like that, and extrude it
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forward, and bevel this, and alt text to the other side, right, now clean it, so
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ctrl click on, ctrl shift click on sharpen, to recalculate sharpen, now, this
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technically could be beveled here, although it's not gonna work very well for us, so, you
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know what we can do, we can remove the verts here for a minute, right, like that,
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and close this shape here, on the bottom, right, so, F, and one more time, recalculate
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sharpen, grab these two edges, or this whole thing, here in the middle, and bevel
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it, and then drop this down, okay, so, you know, like this, right, and it's gonna look a
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bit better, so, we're gonna have some sort of a, you know, push button here, whatnot,
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and we could kind of slice this here, like that, okay, sharpen, and we could just add a
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bevel here, right, and there you go, and on top of that, we could just create some
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cuts here, mirror to the other side, and it'll be good to go, right, so, now, this is a
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symmetrical, so, let's just apply everything here, so, pressure spot apply, so, we can
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mirror to the other side, like that, and now, everything is peachy, we need to wear the
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normals, and here too, wear the normals, okay, so, this starts looking really
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interesting, here too, click, hold, click, and we could have a chamfer on this, so,
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let's bevel this edge here, click, hold, click, and literally, let's run a chamfer here, so,
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loop select, and let's run a chamfer, and again, enable loop slide, or disable it,
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enable, see, like, sometimes enabling it helps, and sometimes disabling it helps,
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in this case, enabling is better, so, enable it, if it works better, now, if you
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want to create small screws and whatnot, it's gonna add a lot of flirt, just
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remember that you need to work with a specific size of a bevel, because these
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are tiny ones, so, just let's drop this down here, and press T, and we can create
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kind of like a bolt, whatnot, see that, and these will add beautiful detail, and you
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don't want to overdo them, you don't want to put them all over the place, you want to
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be inconsistent with these details, so, watch, if I'm going to add a screw here,
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and I'm gonna add a bigger one, because this is a bigger piece, right, and I'm
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gonna go with Ctrl T here, right, to add a bolt, or whatnot, right, and press space, now, I
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don't want to repeat this everywhere, okay, I want it to be in a specific location,
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so, I'm going to drop this, right, go to edit mode, select everything, and now I
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can move this, so, watch, shift D, and I can move it, for example, here, somewhere
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here, maybe, so, it's not in the middle of this edge, but it's offset, right, and then
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I can copy that one more time, so, shift D, move it in here, and cut it, different,
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right, see now, I have these irregular cuts here, now, I don't know what's this in
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here, but I need to remove that, so, let me just scroll that, and select this, and
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remove it, this actually could be a bit smaller, so, you could press shift Z, and
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scale them, just move origin point to geometry, one more time, and make them
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smaller, maybe here, you know, right, so, they're not so big, you could even add
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some of them on the side, if you wanted to, here, too, we could create some interesting
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cuts, so, maybe wedge cuts, you know, like this, here, W, and CTRL, and click, and
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here, a smaller one, W, CTRL, and click, right, it's gonna get carried to the
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other side, and you see now, again, you're clustering these details here, now, let's
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apply the mirror here, let's apply everything, actually, so, let's multiply, and then we're
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gonna fix this problem here, on the side, so, GG, move away from the bevel, combine
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this two, into one, and then, I'll text to the other side, okay, so, if you have any
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shading problem on these curves here, you just have to fix it, here, too, we got some
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shading breakage, you see in this, so, what we need to do here, in to fix this, okay,
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so, here, combine them together, and to be honest, you don't want to move that,
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because this one is curving, so, here, what we could do, technically, we could
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actually run one more edge here, and this could help, or not, let's see, could
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actually help a bit with shading, if it doesn't, what you can do, is run an edge
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here, so, start somewhere here, and run an edge all the way down here, you know, like
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this, okay, and this should help the shading, here, and let's copy to the other
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side, topology doesn't matter, as long as your shading works, guys, okay, here, too, we
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could, you know, bevel this, to chamfer it, to kind of ease off this transition, so
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you don't get hurt, when you're holding it, right, here, we could do something
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interesting, as well, so, let me just apply this, so, let's multiply the bottom, and
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we see that, click, alt-click, we could run a chamfer here, now, this could create
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some problems, like this, could turn off loop slide, and see how this is gonna
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work, for us, it works pretty good, actually, and it creates this beautiful
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separation, you've seen this, how beautiful that looks, this edge is much more strong,
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here, we got some shading problem, so, we simply have to combine these two together,
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and move this one a little bit away from, from this bevel, and maybe run
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something like this, here, okay, combine these two together, and we should be fine,
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there's a problem here, just combine them, let's go to local view, and see what's
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happening here, all these shading problems have to be fixed, and then
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simply alt-tab to the other side, and you're gonna be good to go, here, too, we got
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some problem with shading, so combine these two together, to fix it, and press
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3 to clean it, now, there's some problem here, wait a minute, what is going on
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here, hmm, that's curious, ah, there's a problem here, hang on, hang on, hang on,
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00:32:08,362 --> 00:32:16,239
that is weird, what is this, I think I selected some edge from, from over there
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00:32:16,242 --> 00:32:23,279
by mistake, let me see it inside here, that looks clean, cool, one more time, so
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let's combine these two, there we go, and then alt-tab to the other side, and peachy,
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so that's fixed, right, and you don't need another chamfer, one is enough, because
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it's gonna create this beautiful separation here, here, too, we could have
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some, you know, maybe some monitor built-in, so, could create another cut
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here, like this, all right, so let's run from here, maybe, and press B, and remove
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00:32:51,522 --> 00:32:59,119
this wedge cut, and we're going to cut through, so cut through, and press T
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for solidification, all right, and space, and I'm going to move this a bit, because
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00:33:11,202 --> 00:33:15,439
you can see, create a problem here, or what we can do, is simply remove this edge,
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00:33:15,442 --> 00:33:20,119
okay, so dissolve edge, it's gonna disappear the problem, and let's just
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apply this, so, let's multiply, and we're going to select that, press P, selection, and we're
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gonna increase the bevel here, okay, so, create a bit more beveled shape here,
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like that, and we, of course, need to remove this edge, which creates shading
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00:33:40,642 --> 00:33:44,839
problems, and you get this kind of like a monitor built-in to the shape, now we're
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00:33:44,842 --> 00:33:51,319
gonna, of course, have to mirror this, to make sure that it's perfectly symmetrical,
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00:33:51,322 --> 00:33:55,999
because it's gonna look better, okay, now, like I said, you know, you want to use
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decals at some point, because we are in the stage where decals would be
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fantastic, and they would add a lot of, you know, a lot of superb detail here, now
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this bevel is overshooting here, I think, what we could do is separate it, you know,
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00:34:14,522 --> 00:34:19,519
press P, selection, and then simply lower the bevel a bit, because I think it's
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going crazy, or there's a problem with normals here, so select everything, and
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00:34:24,482 --> 00:34:30,319
you know, Alt N, recalculate outside, and the bevel is gonna get fixed, here what we
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00:34:30,322 --> 00:34:34,679
could do, technically, is create chamfers, you know, that will work, that's gonna be
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00:34:34,682 --> 00:34:39,599
looking really good, so instead of having just openings, you know, create chamfers
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like this, right, and these could be, you know, could be fixed, and then Alt X, and
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00:34:48,722 --> 00:34:52,359
it's gonna read a bit better, okay, it's gonna read a bit better, open a bit
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better here, could even, you know, create something like this here as well, if you
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wanted to, so, boom, right, and then we have one more here in the bottom, so we can
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repeat that, so, operations, multiply, and click, Alt click, and chamfer, right, and
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then press F, and, you know, this is gonna be chamfered to here, and then Alt X to the
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other side, okay, here in the back, we could create some kind of like a exhaust, like
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00:35:24,842 --> 00:35:32,559
you have on PCs, what not, so make it really thin, and bring it in here, the back
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view, and drop it in here somewhere, and make it smaller on Y axis, and move it in
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00:35:41,842 --> 00:35:49,239
here, and scale it on Z, that's good, sharpen this, and what we can do now is
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array this, right, so array it, actually before we array it, apply scale, and then array it,
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00:35:55,442 --> 00:36:03,999
okay, and press X if you need to switch the axes, okay, and then we might actually
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align it here, like this, add a few more arrays here, and then copy to the other
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side, and in the middle, we could create something here, so, another cube,
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scale it in, like that, move it back, okay, we can just leave it there, literally,
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00:36:33,282 --> 00:36:39,519
all right, what we could do is, of course, bevel it, right, now remember to apply scale,
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00:36:39,522 --> 00:36:46,639
and then bevel this, this needs to be beveled as well, and wait the normals, and you're
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00:36:46,642 --> 00:36:50,319
good to go, so you got this back sorted, and of course, here in the bottom, we
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00:36:50,322 --> 00:36:53,039
could have some, you know, additional screws or whatnot on the bottom here,
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00:36:53,042 --> 00:37:00,959
right, so, we could open up this edge here too, so, loop select, one more time here,
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00:37:00,962 --> 00:37:14,879
just run this from here to here, Ctrl B to chamfer this, nice, same here, chamfer
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00:37:14,882 --> 00:37:23,919
this, okay, perfect, and here in the back, we could create either some cuts, or we
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00:37:23,922 --> 00:37:31,919
could borrow these, okay, so watch, Shift D, move it here, RZ 180, we need to move
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the origin to geometry, RZ 180, cool, let's go back to the back, move it in here, scale
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it, right, and mirror to the other side, so, let's just remove, and where's my mirror
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now, okay, so, Alt X, and mirror, and then bring them in, right, so, bring them in here,
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00:38:04,722 --> 00:38:10,240
right, and you got a nice back here, even put some logo here in the back, so, which
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00:38:10,640 --> 00:38:20,399
you could do is cut it out, like this, right, here, and indent it a little bit, just a little
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bit, maybe put some logo here in the back, or some stickers, you know, some warning,
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whatever, right, the bottom part doesn't really matter, because we're not doing anything in here,
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but what you could do is actually select, select these here, and scale them a little bit,
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and extrude them down just a tad, to create sort of like a, you know, like a bottom plane,
376
00:38:45,602 --> 00:38:53,599
maybe it's a bit too high, a bit narrower like this, and, you know, bevel these corners here,
377
00:38:53,602 --> 00:39:02,640
so, bevel these corners, right, and then we could, you know, Smart Apply, Clean Mesh,
378
00:39:03,200 --> 00:39:10,959
and also Alt X, okay, there you go guys, you know, very simple idea, we didn't even use any decals,
379
00:39:10,962 --> 00:39:16,959
you can see that, I can very quickly model something pretty awesome, with a lot of concentrated
380
00:39:16,962 --> 00:39:24,480
details here, and a very clean top, with, you know, clear concentrations of detail here and there,
381
00:39:25,760 --> 00:39:31,279
some secondary details, tertiary details, you know, screws not being positioned equally all
382
00:39:31,282 --> 00:39:36,879
over the place, you know, always to remember to kind of offset them, we clean the mesh here,
383
00:39:36,882 --> 00:39:43,120
and this actually gonna pull some shading, so we need to fix it here, like this, okay,
384
00:39:44,960 --> 00:39:49,440
there we go, same here, we need to fix this here,
385
00:39:51,840 --> 00:39:57,920
around something like this, to fix the shading, and we're gonna have to combine these two together,
386
00:39:58,880 --> 00:40:04,720
and run this to the top, preferably, there we go, and Alt X to the other side,
387
00:40:06,720 --> 00:40:13,919
I'm guessing this is gonna have to be run up here, there we go, and one more time, Alt X,
388
00:40:13,922 --> 00:40:21,040
let's texture it, right, so, let's apply a texture here, Alt M, and click on Mod, go to Cycles,
389
00:40:21,680 --> 00:40:28,639
now I'm using Abandoned Slipaway, so if you go to Shader Editor and World, you can just
390
00:40:28,642 --> 00:40:33,679
here click on that with Node Wrangler add-on enabled, remember that you need Node Wrangler
391
00:40:33,682 --> 00:40:41,199
add-on, right, so type here Node Wrangler, enable this, and click here Ctrl T to add these nodes,
392
00:40:41,202 --> 00:40:48,399
when you do, click on this box here and add your HDRI you got from internet, I'm using Abandoned
393
00:40:48,402 --> 00:40:54,639
Slipaway, it's a really good one, flat lighting, I love it, now let's create some kind of a cool
394
00:40:54,642 --> 00:40:58,479
plastic-ish feel to it, so actually, in fact, we already have a plastic here, so make sure the
395
00:40:58,482 --> 00:41:06,559
metallic is off, I'm gonna make it a bit darker, right, it's kind of darker, and maybe slightly,
396
00:41:06,562 --> 00:41:12,719
you know, slightly rough here, and you could add clear coat, and reduce the clear coat roughness
397
00:41:12,722 --> 00:41:19,919
to something really tiny, I'm gonna use plastic-y feel on this, and this could be made of metal,
398
00:41:19,922 --> 00:41:28,160
so Alt-M and add something, and we're going to, here we're gonna add metals, Alt-M and
399
00:41:29,040 --> 00:41:34,399
add Black Mud, make sure it's metallic, and we're gonna make it brighter and more rough,
400
00:41:34,402 --> 00:41:41,279
okay, so rough-ish, but brighter, it's gonna be kind of, you know, brighter metal here,
401
00:41:41,282 --> 00:41:47,999
this could be darker, to be honest, and we could create another mud here, so like a tertiary mud,
402
00:41:48,002 --> 00:41:53,120
okay, for these details, right, same here, this could be the same as this,
403
00:41:55,280 --> 00:42:03,840
this screen here on top could be very black, so simulate a screen, it's actually metallic, it's fine,
404
00:42:04,800 --> 00:42:14,480
and really dark, so it's gonna be a screen, okay, and this one could be slightly brighter,
405
00:42:15,920 --> 00:42:20,399
maybe, that's actually a really cool color, sometimes you come up with something really
406
00:42:20,402 --> 00:42:26,879
awesome in Hard Ops, so we could actually swap this to this one, right, so you see, you got this
407
00:42:26,882 --> 00:42:35,439
70, sort of a 30 feel, because you got most of the model is, you know, in this toning, and some of it
408
00:42:35,442 --> 00:42:40,479
is in this toning, now this is maybe a bit too reflective, maybe you could make it actually
409
00:42:40,482 --> 00:42:48,480
darker, like that, and less reflective, and maybe you could copy this here, and
410
00:42:49,920 --> 00:42:54,320
create a different feeling on this button here, so maybe make it a bit darker,
411
00:42:55,280 --> 00:43:00,800
like this, it kind of corresponds with this screen here, although it's slightly different mud,
412
00:43:01,600 --> 00:43:07,040
right, the screws could follow the coloring of whatever we're using there, this could be also
413
00:43:07,680 --> 00:43:15,440
of a different color, so we could grab this color here, so material, and select this,
414
00:43:16,080 --> 00:43:23,119
face plus, control plus, right, and go here to add, and material, and assign, and you're gonna
415
00:43:23,122 --> 00:43:29,280
get this mud here, repeating here, which is really cool, it's gonna make this part here stand out,
416
00:43:29,920 --> 00:43:37,119
and you can do the same thing with these, so click on that, you know, here, click on these,
417
00:43:37,122 --> 00:43:44,160
and control plus, to select all of them, remove, it's gonna select all of this here, right, so let's
418
00:43:44,240 --> 00:43:51,360
remove, remove it from this one, let's remove these, and then press control plus, okay,
419
00:43:52,240 --> 00:44:00,959
like that, there we go, now let's check this, we definitely need these, and then we can assign,
420
00:44:00,962 --> 00:44:07,599
okay, so now you see, you get this continuity across your design, kind of wrapping, gives
421
00:44:07,602 --> 00:44:13,519
this feeling of wrapping it around, right, here in the back, both of these could be the same as this
422
00:44:13,522 --> 00:44:21,599
one, so mud, and it's gonna stand out really nicely, this could be brighter, so we could grab
423
00:44:21,602 --> 00:44:29,999
this, and copy mud, so, you know, the middle could be brighter, or we could just grab this element
424
00:44:30,002 --> 00:44:37,919
here, and you got darker, and these vents here, but the surroundings actually fit with the bottom,
425
00:44:37,922 --> 00:44:41,520
and then it transitions to the mud on the top, and I think this looks really awesome,
426
00:44:42,000 --> 00:44:47,360
so let's grab a plane, and we can actually, we can actually give it a bit of a shadow,
427
00:44:47,920 --> 00:44:53,919
so when I'm going to align it with the bottom here, we're gonna have a bit more contact shadows,
428
00:44:53,922 --> 00:44:58,560
because this object is slightly elevated, you see, you got these beautiful contact shadows here,
429
00:44:59,440 --> 00:45:04,960
I'm gonna make this a bit larger, and add some mud to it, you know, it could be actually darker mud,
430
00:45:05,440 --> 00:45:12,799
um, maybe, or maybe brighter mud, definitely not metallic, I'm gonna make it really rough,
431
00:45:12,802 --> 00:45:19,600
and kinda, not too, not too bright, but not too dark, something like this could work,
432
00:45:20,560 --> 00:45:26,960
you don't want, see, what you don't want is, you don't want the model itself melding with your,
433
00:45:27,840 --> 00:45:31,920
you know, with your environment, right, so, this is a good angle for a camera,
434
00:45:32,720 --> 00:45:39,279
we will be shooting in, um, ortho, I mean, not orthographic, but kind of like a longer lens,
435
00:45:39,282 --> 00:45:45,679
so let's lock onto view, and let's add a camera, and let's change it to 135 maybe,
436
00:45:45,682 --> 00:45:51,760
and we're gonna zoom out a little bit here, and, you know, align it like that, now,
437
00:45:52,320 --> 00:45:57,360
when you, um, framing something, you may wanna adjust the frame to your model,
438
00:45:58,000 --> 00:46:03,519
so I'm gonna go with 21 by 9, because I think it fits better, because the model is very long,
439
00:46:03,522 --> 00:46:08,159
right, see what I mean, I can fill the frame a bit better, now, don't place your model in
440
00:46:08,162 --> 00:46:12,640
the middle, okay, like this, okay, you want to always offset your model a little bit
441
00:46:13,440 --> 00:46:18,639
to the back of the model, so, if this is the face of the model, this is the back of the model,
442
00:46:18,642 --> 00:46:22,719
you wanna offset it to the back of the model to give it more breathing space, that's one,
443
00:46:22,722 --> 00:46:28,159
two, you wanna give it a bit more room, um, on the bottom, and then on the top, okay,
444
00:46:28,162 --> 00:46:32,960
this is going to look a bit more claustrophobic, this is gonna look a bit more empowered, okay,
445
00:46:34,320 --> 00:46:37,040
you want to leave more or less the same amount of space here,
446
00:46:37,680 --> 00:46:42,560
right, and then we're gonna press pinch down, and unlock, now, angle of view depends on you,
447
00:46:43,760 --> 00:46:47,680
like I said, this would benefit from decals, because if I add decals to this
448
00:46:48,320 --> 00:46:55,919
model, we will get a bit better results, because we will have more details, I'm gonna actually
449
00:46:55,922 --> 00:47:01,039
create another video for you that's gonna show you, like a bonus video, how I'm adding decals
450
00:47:01,042 --> 00:47:05,839
to this model, we already learned how to create decals, so you can use that knowledge to create
451
00:47:05,842 --> 00:47:11,519
more of them, and I'll show you how would I actually add details to this using our decals,
452
00:47:11,522 --> 00:47:15,999
we have a fantastic decal pack, you can grab it if you want, it's on our website,
453
00:47:16,002 --> 00:47:20,879
and it will give you a tremendous amount of decals and trim sheets to get you started, okay,
454
00:47:20,882 --> 00:47:24,159
by the way, let's play with this background, because I think it's too bright, because you
455
00:47:24,162 --> 00:47:32,879
see now, because the light is falling at an angle, the surface feels more reflective and brighter,
456
00:47:32,882 --> 00:47:38,719
so we could actually maybe even darken it down to something like this, you know, I think this
457
00:47:38,722 --> 00:47:43,679
could work, maybe we could make the background bluish, that would be also interesting,
458
00:47:43,682 --> 00:47:48,159
maybe a bit less saturated, okay, maybe a bit less saturated, something like that,
459
00:47:48,162 --> 00:47:52,639
that looks pretty cool, now I'm thinking that maybe it's not enough space here on top,
460
00:47:52,642 --> 00:47:57,999
so we could grab this camera and actually drop it a bit down, or zoom it out, okay, like this,
461
00:47:58,002 --> 00:48:04,000
right, give it a bit more space in the frame, right, a bit more space in the frame here,
462
00:48:04,640 --> 00:48:09,839
you could closer, you could get closer to the edge here than here, but give it a bit more,
463
00:48:09,842 --> 00:48:13,519
you know, a bit more space here on the top, so it doesn't feel so claustrophobic,
464
00:48:13,522 --> 00:48:18,079
this is a little bit dark on the front, we need to see where the light is coming from,
465
00:48:18,082 --> 00:48:24,719
so what I would do is go here to film and enable, you know, enable the transparency,
466
00:48:24,722 --> 00:48:27,600
now the light is coming from the front actually, which is really good,
467
00:48:28,320 --> 00:48:36,319
so the lighting is actually pretty decent, what I could do is change the size of this plane here,
468
00:48:36,322 --> 00:48:42,640
make it a bit smaller, because you don't want to have a plane, you know, the basic plane too large,
469
00:48:43,440 --> 00:48:49,919
for the simple reason that a plane will always, okay, your background will always
470
00:48:49,922 --> 00:48:56,640
absorb some light, okay, so you want to have your background, you know, as small as possible,
471
00:48:57,360 --> 00:49:03,679
preferably just filling the frame, and that's it, okay, you can even do something like this,
472
00:49:03,682 --> 00:49:11,040
okay, you know, scale it here, right, so it can be very, very stingy, you know, with your
473
00:49:11,840 --> 00:49:16,160
backdrop, okay, you know, lighting is cool, now it's a bit dim, so what we could do
474
00:49:16,800 --> 00:49:24,799
is pump a bit more lighting in, right, so go to world and go with 1.4, so it's going to be brighter,
475
00:49:24,802 --> 00:49:31,359
and this is cool, now the top is a bit reflective, but this will go well with our dark background,
476
00:49:31,362 --> 00:49:36,879
which could be even darker than that, to be honest, there we go, that should work for us
477
00:49:36,882 --> 00:49:42,319
very well, now in terms of details, let's talk about it, okay, distribution isn't perfect,
478
00:49:42,322 --> 00:49:46,239
because you have a lot of details in here, and there's nothing in here, which is why I'm saying
479
00:49:46,242 --> 00:49:52,559
that adding decals would actually solve this problem, but what you could do is, for example,
480
00:49:52,562 --> 00:50:00,959
add some light, so you could add a loop here, going across these here, can we even do that,
481
00:50:00,962 --> 00:50:09,039
let me just see that, hang on, let me just go here to geometry, and see if I can actually
482
00:50:09,042 --> 00:50:13,600
add a loop here, probably not, because I got these running around, so what I could do
483
00:50:14,160 --> 00:50:18,240
is go to clean mesh, which will clean my mesh, now remember that if you do that,
484
00:50:19,120 --> 00:50:25,919
you again, probably going to have to run some supporting edges in here, right, so just to
485
00:50:25,922 --> 00:50:32,719
mitigate shading problems, it's going to be one, and most likely we're going to have to run another
486
00:50:32,722 --> 00:50:42,719
one here, so run another one here, to help with shading problems, okay, and probably want another
487
00:50:42,722 --> 00:50:47,760
one here, one of that, okay, and then I'll take this to the other side, but by doing that,
488
00:50:48,960 --> 00:50:54,880
what we manage is to clean this area here, so all I need to do is connect this, and I can run
489
00:50:56,160 --> 00:51:00,960
a loop here, almost through the entire, I think, length of this,
490
00:51:02,480 --> 00:51:08,640
there we go, so drop a loop, and gg, and move it up a bit, right, and then ctrl b that,
491
00:51:08,720 --> 00:51:18,799
to create a tiny, tiny, kind of thing here, and then let's go to Altium macro, and inset it just
492
00:51:18,802 --> 00:51:23,840
a little bit, and what we're going to do, is we're going to add a emission here, okay, so plus,
493
00:51:24,800 --> 00:51:31,999
new, right, and change it to emission, and I'm going to create a blue one, or actually a warm
494
00:51:32,002 --> 00:51:41,279
one, actually blue one is fine, and maybe four, so take four, and assign, and I'm going to go to
495
00:51:41,282 --> 00:51:45,920
cycles, you're going to see emission here, so now, go to the camera view, now you will have
496
00:51:46,720 --> 00:51:51,519
something pulling your attention here, and if you make it warmer, it's going to pull really
497
00:51:51,522 --> 00:51:58,400
strongly, okay, so you see what I mean, it's off balancing now, but again, I would recommend highly
498
00:51:59,120 --> 00:52:05,600
adding some decals now, so let me show you, right, so we're going to go to our UI pack, and
499
00:52:06,320 --> 00:52:11,279
we can actually add some interesting stuff here, like for instance, what we could do,
500
00:52:11,282 --> 00:52:20,560
we can go with UI decals, so we could maybe drop that, for example, here, right,
501
00:52:20,720 --> 00:52:26,000
and just project it, and then we could drop something else here,
502
00:52:27,600 --> 00:52:33,520
on the bottom, so let's say, kind of like a small bar here in the bottom, right,
503
00:52:34,480 --> 00:52:35,840
so something like this here,
504
00:52:39,680 --> 00:52:45,039
so again, you get this, you know, 70-30 thing going on, right, and then you go here, you will
505
00:52:45,042 --> 00:52:50,639
see that now you've been pulled over there, right, so what we can do now is go to emission,
506
00:52:50,642 --> 00:52:57,359
and we can grab this hex here, and we can copy that here, so we're going to, you know,
507
00:52:57,362 --> 00:53:03,039
maintain the consistency of colors, see how much better this looks, see what I mean, and now we
508
00:53:03,042 --> 00:53:10,320
have some elements here that pull us back to this area, which is really important, okay,
509
00:53:11,040 --> 00:53:15,920
here too, you could have some elements here going around, even very simple ones,
510
00:53:16,880 --> 00:53:24,320
so we could have, for instance, you know, I mean literally very simple, okay, I mean that, so
511
00:53:25,040 --> 00:53:32,239
you know, something like this, just adjust it, and drop one in here, right, project, and then
512
00:53:32,242 --> 00:53:37,039
literally copy to the other side, okay, that's it, that's all you need, guys, look how clean
513
00:53:37,042 --> 00:53:44,719
that is, now, what I'm not crazy about is how they sort of align with these, with these, so I
514
00:53:44,722 --> 00:53:51,760
might make them smaller, so go to edit mode, and scale them to something really small, and maybe,
515
00:53:52,160 --> 00:53:54,800
maybe I want to offset them now,
516
00:53:57,440 --> 00:54:02,240
yeah, maybe somewhere here,
517
00:54:07,600 --> 00:54:10,480
and D, and then I'm gonna rotate them a bit,
518
00:54:12,640 --> 00:54:18,640
I think this is gonna be better, okay, it's a very tiny detail, you see that, very tiny, but
519
00:54:19,280 --> 00:54:24,719
it pulls your attention here to this kind of a cluster, cool, so that's that, and then, you know,
520
00:54:24,722 --> 00:54:30,560
you could even have some sort of a name here of this device, maybe in the front,
521
00:54:31,840 --> 00:54:40,080
so we could go here, and drop a name, so let's say,
522
00:54:43,360 --> 00:54:44,000
what is this,
523
00:54:44,240 --> 00:54:50,880
yeah, Different Engineering, let's say, we could literally pop it in here, or even here,
524
00:54:51,760 --> 00:55:00,479
or maybe even on this one, right, okay, and project, and you could change the color of this,
525
00:55:00,482 --> 00:55:07,040
right, so it doesn't have to be so bright, so move this one to max, and remove the saturation
526
00:55:07,200 --> 00:55:18,399
from this one, and we could darken it down now, to make it a bit darker, okay, so let's keep it
527
00:55:18,402 --> 00:55:24,639
of this color, right, and you see you got a name here now, so it starts coming together, and the
528
00:55:24,642 --> 00:55:30,159
more decals you're gonna use, the better it's gonna look, right, could introduce some exhausts here
529
00:55:30,162 --> 00:55:35,840
on the side, like this, right, so for example, something here on this side, and project,
530
00:55:39,440 --> 00:55:44,960
let's see if it agrees with our design, so zero, and let's see how it looks, that looks pretty cool,
531
00:55:45,520 --> 00:55:49,120
here too, we could have some kind of like a latch, you know, like a sort of like a
532
00:55:49,920 --> 00:55:57,840
mechanism here, so we could grab maybe, you know, one of these, or something like that,
533
00:55:58,640 --> 00:56:05,679
and this side here, and rotate it, right, adjust it, and you could literally drop it in here,
534
00:56:05,682 --> 00:56:12,240
but make it smaller, right, and drop it somewhere here, and you know, project it, boom, right,
535
00:56:13,600 --> 00:56:20,320
and mirror this to the side, and now all we could do is change the color on it, okay, so D, and
536
00:56:21,280 --> 00:56:25,919
you know, make it darker, you see, you will be able to see that, right, here in the back,
537
00:56:25,922 --> 00:56:30,000
but it's not so, you know, intrusive, right, same thing here in the front,
538
00:56:30,800 --> 00:56:36,880
so we could have this, you know, similar one, so adjust it, and you know, move it somewhere here,
539
00:56:37,840 --> 00:56:43,999
right, and D, and project, and then the same thing, same matte, just darken it down,
540
00:56:44,002 --> 00:56:48,479
and simply copy to the other side, right, okay, cool, so now same here, guys, you know,
541
00:56:48,482 --> 00:56:54,080
we could have some, for example, trim sheets, you know, you could grab these here, right, okay,
542
00:56:55,040 --> 00:57:00,479
and you could introduce some really, really interesting trim sheets here, so watch, D,
543
00:57:00,482 --> 00:57:06,480
and we could grab one of these, ALT click on one of them, and boom, and same here in the middle,
544
00:57:07,200 --> 00:57:14,159
grab a loop here, and you know, here, and you don't need to click ALT, and next time you apply
545
00:57:14,162 --> 00:57:19,920
a trim sheet, and we could create something really interesting like this, for example, right,
546
00:57:20,560 --> 00:57:26,879
tiny detail, barely visible, but it's there, same here, we could, you know, create a detail,
547
00:57:26,882 --> 00:57:34,959
we could create details in here, so let's just go to, let's say, 9 again, or maybe something
548
00:57:34,962 --> 00:57:41,519
different, like trim sheet 3, and ALT click this, and you're gonna get that, click here,
549
00:57:41,522 --> 00:57:47,759
and the same thing, so, and you got a really interesting sort of a detail here in the middle,
550
00:57:47,762 --> 00:57:55,759
you see, and this one needs to be mirrored, so I'll mirror to the other side, so the trim sheets
551
00:57:55,762 --> 00:58:01,520
will get mirrored, also we could have some screws, so you could grab literally tiny screws,
552
00:58:02,720 --> 00:58:09,360
you know, maybe like these, right, and just drop them here, so one here in the front,
553
00:58:10,320 --> 00:58:15,760
right, and then one maybe, maybe somewhere here in the middle,
554
00:58:17,280 --> 00:58:24,079
okay, and I think this would do, so select them both, D, and project, and mirror to the other
555
00:58:24,082 --> 00:58:28,879
side, right, and you got screws, and again, they're barely visible, but they're there, okay,
556
00:58:28,882 --> 00:58:32,560
that's what matters, right, here you could have some stickers as well in the front,
557
00:58:33,360 --> 00:58:41,919
you know, so maybe a barcode or something, or maybe some kind of indication that's gonna be
558
00:58:41,922 --> 00:58:48,799
a hot surface, you know, so you could drop something in here, and make sure that people
559
00:58:48,802 --> 00:58:53,839
are careful, and this could be asymmetrical element, okay, so it doesn't have to be symmetrical,
560
00:58:53,842 --> 00:58:58,879
it can be asymmetrical, let's make it darker, so it's actually standing out, right, so let's make
561
00:58:58,882 --> 00:59:05,839
it darker, right, and then, boom, you see, you got a bit of a sticker here, these two could have
562
00:59:05,842 --> 00:59:10,799
some, you know, tiny elements on them, and you could keep stacking these decals now, just when
563
00:59:10,802 --> 00:59:16,719
you do that, remember not to overdo it, okay, this is very important, do not overdo it, because when
564
00:59:16,722 --> 00:59:23,200
you overdo it, it's gonna be problematic, so this is an interesting decal, very subtle, right,
565
00:59:24,160 --> 00:59:30,720
so we could have these, and adjust it this way, gonna be like a clip here in the front, okay,
566
00:59:32,240 --> 00:59:36,480
positioned like this, maybe slightly opposite to the top, so it's not in the middle,
567
00:59:37,200 --> 00:59:43,279
all these small details are important, guys, okay, like that, and we could just keep it a natural
568
00:59:43,282 --> 00:59:47,839
color, so it doesn't really pull much attention, but there's something there, and it doesn't look
569
00:59:47,842 --> 00:59:54,720
so boring, okay, and I think we could, here, maybe here, we could have some other
570
00:59:55,280 --> 01:00:02,079
sticker or something, that would, you know, pull a bit of attention, so maybe some serial number,
571
01:00:02,082 --> 01:00:11,360
or this would work, modular, why not, put it in here, tiny one, okay, I mean, literally, tiny one,
572
01:00:12,640 --> 01:00:17,599
okay, and project, you don't want to overdo that, right, so now, let's see, this is really subtle,
573
01:00:17,602 --> 01:00:22,720
this is very important, you see how strong this is, so what you can do, is go here, right,
574
01:00:23,280 --> 01:00:31,919
and drop the alpha on it, watch, make it less screamy, yeah, you know what I mean, even less
575
01:00:31,922 --> 01:00:39,039
than that, right, boom, so you do have something here, but it's barely visible, right, and mirror
576
01:00:39,042 --> 01:00:46,000
to the other side, okay, now, these on top, here, could have some clips, or whatnot, so
577
01:00:46,880 --> 01:00:51,280
we could actually think of something in here, we could actually have these, these are pretty cool,
578
01:00:53,280 --> 01:00:55,360
so one here, and one here,
579
01:00:58,080 --> 01:01:04,240
select them both, and, you know, project, and then I could just mirror them to the other side,
580
01:01:05,600 --> 01:01:09,519
all right, so they're going to be framing, now, this could be a little bit too much,
581
01:01:09,522 --> 01:01:14,559
maybe I'm going to get rid of that, that's a bit better, but now, see, now I got a problem,
582
01:01:14,562 --> 01:01:20,239
you see how this aligns with all these, so what I might do, is grab this one, and actually remove
583
01:01:20,242 --> 01:01:27,680
it, okay, so let's remove that vertices, and grab that, and press F to flatten it, all right, and
584
01:01:28,400 --> 01:01:33,279
basically remove this completely, and now it's much cleaner, you see, now the attention move
585
01:01:33,282 --> 01:01:40,720
to the bottom, but I do want some kind of element here, right, we could create some tiny vents on
586
01:01:40,800 --> 01:01:49,999
sides, so we could grab maybe one of these, and make it smaller, and create some kind of vents
587
01:01:50,002 --> 01:01:58,880
here on sides, right, something like this here, maybe, maybe a bit wider,
588
01:01:59,120 --> 01:02:12,320
um, maybe something like that, project, and then mirror to the other side, let me see this,
589
01:02:12,960 --> 01:02:17,759
it frames this entire element, and you always need to look from the angle that you're going
590
01:02:17,762 --> 01:02:22,559
to be shooting from, that's really important, okay, always look at the angle you're going to
591
01:02:22,562 --> 01:02:28,560
be shooting from, here too, we could have some exhausts, maybe, we could try using these,
592
01:02:30,960 --> 01:02:37,360
and make them smaller, so adjust, right, put them here, and make them really small, like that,
593
01:02:38,800 --> 01:02:47,760
and put them somewhere here, and project, and copy, and see that, okay, that's beautiful, see, so now
594
01:02:48,320 --> 01:02:53,359
this is kind of an element leading, but we can move it, so let's just go here, and just adjust it,
595
01:02:53,362 --> 01:03:00,879
so it fits into our camera view, you want to always adjust things, so they will fit in a camera, now
596
01:03:00,882 --> 01:03:08,239
this is aligning perfectly, which is something we don't want, so we're gonna move it to the right
597
01:03:08,242 --> 01:03:17,200
hand side here, and, you know, misalign it, and to be honest, if I was using screws, I would be using
598
01:03:17,280 --> 01:03:24,720
actual screws, so you know what, screw it, let's just, let's just remove that, right, so, and
599
01:03:26,560 --> 01:03:32,079
F, and F, and alt X, and I'm actually going to use proper screws here, okay, all right,
600
01:03:32,082 --> 01:03:39,760
so let's grab some screws, and make them smaller, right, move it in here, and then project it,
601
01:03:40,720 --> 01:03:44,080
and I'm going to go to edit mode, and in orthographic, we're going to move it so
602
01:03:44,800 --> 01:03:46,240
and move it somewhere,
603
01:03:50,000 --> 01:03:55,680
we could move it in here, because then we have cluster here, and we have cluster here, you see,
604
01:03:56,400 --> 01:04:03,119
and then, you know, select it, and copy that, so let's see that now, and how we're looking now,
605
01:04:03,122 --> 01:04:08,239
see that looks really awesome, I really like that, and let's try to render it, so my render
606
01:04:08,242 --> 01:04:16,559
settings are very simple, sampling, 300 samples, denoise, GPU compute, light path, in this case,
607
01:04:16,562 --> 01:04:23,439
I'm going to be using 12, 8, 8, 12, h1 spline, I'm going to set to 12, because we're using decals,
608
01:04:23,442 --> 01:04:28,719
and literally that's it, and I'm going to go to render, and render image, yeah, I'm not crazy
609
01:04:28,722 --> 01:04:33,359
about one thing, I'm not crazy about how abrupt this edge in here is, okay, it just doesn't fit,
610
01:04:33,362 --> 01:04:40,239
so what I'm going to do, is I'm going to bevel it, okay, so let's go here, and let's go to edge mode,
611
01:04:40,242 --> 01:04:47,839
and we're going to chamfer this, right, so chamfer or bevel it, I need to kind of, I think beveling
612
01:04:47,842 --> 01:04:54,239
is going to be better, yeah, so let's just add a bit more segments, right, so it's kind of supple,
613
01:04:54,242 --> 01:04:59,759
and I'll take it outside, and see, that's going to reduce the contrast here, because it's going to
614
01:04:59,762 --> 01:05:04,639
slide down, the light's going to slide down on this, and it's going to be a little bit less contrast,
615
01:05:04,642 --> 01:05:11,919
do you see that, so that's pretty cool, let's try to render this one more time, right, let's go to render
616
01:05:11,922 --> 01:05:17,679
here, and one more time, so there you go, that's the render, and it looks pretty, pretty decent,
617
01:05:17,682 --> 01:05:22,880
may I say, now this side is a bit dark, and that the reason for that, is that because
618
01:05:23,760 --> 01:05:27,920
light is coming from this side, so what you could do in this case, right, very simple trick,
619
01:05:28,800 --> 01:05:33,920
you could grab this plane here, and shift D that literally, and rotate it here on X,
620
01:05:34,560 --> 01:05:41,999
change the mod to brighter one, okay, so remove this mod, add a new one, and make sure it's
621
01:05:42,002 --> 01:05:47,040
kind of brightish, and if you're going to move this in here, and rotate it, and make it bigger,
622
01:05:47,680 --> 01:05:54,640
there's a good chance that the light's going to get reflected, okay, so let me just rotate this here,
623
01:05:55,200 --> 01:06:00,960
so now let's see with, and without this reflector, okay, so that's going to be,
624
01:06:02,320 --> 01:06:08,480
let me go here, and with reflector, and without, see it's a bit brighter here on this side, right,
625
01:06:09,440 --> 01:06:13,759
so if I'm going to render it now, it's going to be a bit brighter, you can even move it closer,
626
01:06:13,762 --> 01:06:23,200
the closer you move it, the better, just make sure that this reflector doesn't encroach in the camera
627
01:06:24,080 --> 01:06:30,880
view, okay, so you can do that, make it actually bigger, and let's see that with, and without,
628
01:06:34,240 --> 01:06:38,560
yeah, it's a bit better, I think, although I don't know, maybe it's too bright,
629
01:06:42,640 --> 01:06:44,080
I'm gonna tone it down a bit,
630
01:06:46,560 --> 01:06:50,639
I kind of like when this edge is going across here, to be honest, you see this edge here,
631
01:06:50,642 --> 01:06:55,600
I kind of like that, you know, another thing you can do is actually make the background a bit
632
01:06:56,240 --> 01:07:00,239
brighter, yeah, a bit brighter, it's going to reflect more light onto the object,
633
01:07:00,242 --> 01:07:05,359
and of course you need to make it a bit less saturated, because that is Disney, right,
634
01:07:05,362 --> 01:07:10,719
so you know, something like this, this could also work, just make sure that it doesn't meld with
635
01:07:10,722 --> 01:07:17,839
this, you know, outline here, right, so another thing is that you could render this object with
636
01:07:17,842 --> 01:07:24,719
white background, like this, and then with a darker one, so we could render this with a darker
637
01:07:24,722 --> 01:07:33,119
background, like that, first, okay, so watch, let's just render this, right, because let me show you
638
01:07:33,122 --> 01:07:36,880
what kind of settings we're going to be using for saving these renders, because it's important, yeah,
639
01:07:37,440 --> 01:07:44,559
so go here to save image as, and make sure it's stiff, 16 bit, and you're good to go, okay, so
640
01:07:44,562 --> 01:07:50,079
let's save that, now, what we're going to do is we're going to render the same thing, right, but
641
01:07:50,082 --> 01:07:54,559
without a background, so let's turn off the background in render, and in view, make sure this
642
01:07:54,562 --> 01:08:00,159
is off, okay, and render this again, the reason why we're doing this is because we want to have a
643
01:08:00,162 --> 01:08:05,360
selection rendered, that's really important, okay, it's going to be easier to select things in
644
01:08:06,320 --> 01:08:13,439
in Photoshop, so this is going to be selection, okay, and save it, and the last one, I'm going to
645
01:08:13,442 --> 01:08:18,239
add a background, but I'm going to make it brighter, okay, so make it brighter, and I'm going to reduce
646
01:08:18,242 --> 01:08:25,519
the saturation here to almost none, yeah, and I'm going to render this again, so what I can do now is I can
647
01:08:25,522 --> 01:08:31,359
use a cutout to cut this out, and put it on top of the darker render, so I'm going to just save it
648
01:08:31,362 --> 01:08:37,039
here very quickly, and it's going to be brighter, so now the last thing is going to be post-processing,
649
01:08:37,042 --> 01:08:41,440
I'm going to do it in a separate video, because this one is already pretty long, now, when you
650
01:08:41,520 --> 01:08:46,799
actually saving something with decals, I'm going to give you a, you know, kind of stellar advice here,
651
01:08:46,802 --> 01:08:52,319
so now what you want to do is go here, and go to orphan data, and you want to purge an orphan data,
652
01:08:52,322 --> 01:08:59,519
okay, then once you do that, what you want to do is go here to external data, and pack resources,
653
01:08:59,522 --> 01:09:03,440
you'll pack all resources that are included here, so all these textures for decals,
654
01:09:04,000 --> 01:09:09,279
then when you do that, it will allow you to open this file on different PC, okay, so we're gonna
655
01:09:09,282 --> 01:09:14,959
mark this as packed, now these files are a little bit larger, okay, so if I'm going to go back to
656
01:09:14,962 --> 01:09:21,999
save, you'll see this one is actually 73 megabytes, others only 3, okay, because he has all the
657
01:09:22,002 --> 01:09:28,479
textures in it, it's a really good thing to do, because it's gonna be easier for you to recover
658
01:09:28,482 --> 01:09:34,959
older decals in older files if you need it, okay, so that's it for this video guys, we're gonna be
659
01:09:34,962 --> 01:09:38,399
editing this in the next video, because this one is a bit long already,
660
01:09:38,402 --> 01:09:40,800
so thanks so much for watching, and I'll see you next video.
79217
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