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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:06,119 In this video I'm going to show you my entire thinking process behind modeling 2 00:00:06,122 --> 00:00:09,719 something. So we're gonna start from the beginning, the idea, you know, how to 3 00:00:09,722 --> 00:00:14,079 evolve it and how to finalize it. Now, before we start, I want to say a few 4 00:00:14,082 --> 00:00:18,519 words about portfolios because it's kind of connected. So, eventually, you know, in 5 00:00:18,522 --> 00:00:22,559 your career you're gonna find yourself thinking about removing stuff from a 6 00:00:22,562 --> 00:00:25,919 portfolio, okay? When you reach a moment where you have a consistent style and 7 00:00:25,922 --> 00:00:29,799 your models are getting better and better and you improve, the older stuff's 8 00:00:29,802 --> 00:00:33,959 gonna look kind of weak and sort of dragging your portfolio down in terms of 9 00:00:33,962 --> 00:00:39,439 quality, okay? And one of the pieces I have here that's about to go is this one. 10 00:00:39,442 --> 00:00:43,479 This is a really old piece, about three years old, so close to where I started 11 00:00:43,482 --> 00:00:49,359 doing 3D. The detailing is a bit all over the place, it's kind of random, the 12 00:00:49,362 --> 00:00:54,559 renders are inconsistent, lighting is terrible because it's all over the place 13 00:00:54,562 --> 00:00:59,959 and it's also in Eevee. I'm gonna show you how to, you know, create this kind of 14 00:00:59,962 --> 00:01:03,022 a basic shape and how I kind of, you know, think when I'm working, okay, from scratch. 15 00:01:03,023 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 16 00:01:05,920 --> 00:01:10,319 So let's just turn it off and go to Blender. We're gonna start with a cube, so 17 00:01:10,322 --> 00:01:15,159 let's grab a cube and scale it and we're going to, you know, extend it on y-axis 18 00:01:15,162 --> 00:01:23,199 and maybe on X here. This kind of a size will do, maybe a bit narrower, like that. 19 00:01:23,202 --> 00:01:30,719 CTRL-A, Apply Scale. Go to Edit Mode and select both edges and CTRL-B. You want to 20 00:01:30,722 --> 00:01:36,399 press C to clamp it so they don't overshoot and then bevel it. You may 21 00:01:36,402 --> 00:01:41,839 create, I would say, maybe 12 segments. I'm going to mirror this to the other side 22 00:01:41,842 --> 00:01:45,959 with Mesh Machine, Alt-X and Mirror. If you don't have Mesh Machine, just use 23 00:01:45,962 --> 00:01:51,639 Hard Ops, you know, Alt-X, Object Mode and simply Mirror. But I'm gonna apply that 24 00:01:51,642 --> 00:01:54,959 because I don't want to have mirror running on my mesh, so I'm going to go 25 00:01:54,962 --> 00:01:59,839 with Multiply. Now, we're gonna have a double edge here, okay, when we created 26 00:01:59,842 --> 00:02:06,079 this clamping, you see. So what we can do is press 3 to clean that with machine 27 00:02:06,082 --> 00:02:11,719 tools. Sharpen to do smoothing and we're good to go. Now, select that, press F, then 28 00:02:11,722 --> 00:02:23,679 I to inset it and E to extrude it. I to inset it and E to extrude it. Maybe bring 29 00:02:23,682 --> 00:02:28,119 it outside a bit. Also, I'm thinking this could be a separate piece, so CTRL-Plus 30 00:02:28,122 --> 00:02:33,159 and P, Selection, and grab that and we're gonna have to lock this here, okay, with 31 00:02:33,162 --> 00:02:37,040 a face. Otherwise, you will not be able to run booleans, okay, successfully. You 32 00:02:37,080 --> 00:02:44,039 want to have watertight mesh here, so click here on this and press F, CTRL-Plus, F, and 33 00:02:44,042 --> 00:02:48,519 you're done, okay. So now we have two separate pieces, right. Also, here in the 34 00:02:48,522 --> 00:02:57,639 front, we can create a loop and we can create CTRL-B, kind of like a groove here. 35 00:02:57,642 --> 00:03:05,679 We're gonna do it with Altium Macro. Let's put a small bevel here. Now, make it 36 00:03:05,682 --> 00:03:10,479 small because when you create a large bevel on such a small object, because 37 00:03:10,482 --> 00:03:14,719 it's something that fits in your hand, it's gonna look a bit off. You need to 38 00:03:14,722 --> 00:03:19,479 adjust your bevel to the scale of your object and also it's gonna overshoot on 39 00:03:19,482 --> 00:03:23,599 tiny edges like here. You see, that is overshooting here. So, I'll make this 40 00:03:23,602 --> 00:03:28,360 bevel, you know, kind of smallish and I'll click on Sharpen to introduce 41 00:03:28,520 --> 00:03:35,639 Weighted Normals. Now, we're going to add some loops here because we're gonna be 42 00:03:35,642 --> 00:03:41,399 slicing that, okay. So, add a lot of loops and now we can, you know, easily slice 43 00:03:41,402 --> 00:03:46,679 this without worrying about geometry, so, without worrying about shading. So, we're 44 00:03:46,682 --> 00:03:52,639 gonna grab an N-gon and press Shift-V to enable View Aligning 45 00:03:52,642 --> 00:03:56,559 Auto. So, every time you're gonna be in Auto mode, you'll be aligning your 46 00:03:56,562 --> 00:04:01,919 cutters, box-cutter cutters in orthographic view, you know, to your view. So, it's 47 00:04:01,922 --> 00:04:07,959 gonna be perpendicular to your model. Otherwise, it's gonna align to a face. So, 48 00:04:07,962 --> 00:04:13,079 we're gonna cut this maybe somewhere here, like this, and I'm gonna go a little 49 00:04:13,082 --> 00:04:18,919 bit lower here, or maybe, yeah, maybe somewhere lower here like that, and I'm 50 00:04:18,922 --> 00:04:26,439 gonna create something like this, and like this, and press B for Bevel, and scroll it 51 00:04:26,442 --> 00:04:35,319 to maybe six segments, and click Space, right. Now, there's something going on 52 00:04:35,322 --> 00:04:41,799 here with the scale, so we're going to recall that, and we're going to shift this 53 00:04:41,802 --> 00:04:47,839 bool, and also change the beveling because it's, you know, it's too big, right. 54 00:04:47,842 --> 00:04:58,519 So, let's fix the beveling here. There we go, and Shift-2. So, that's cut number 55 00:04:58,522 --> 00:05:04,199 one. We want to cut this here on the top, but before we do that, you see that we 56 00:05:04,202 --> 00:05:08,199 have some problem here, so let's recover the cutter, just move it a little bit 57 00:05:08,202 --> 00:05:13,599 till your shading gonna get, you know, kind of fixed. Alright, cool. Shift-2. Now, 58 00:05:13,602 --> 00:05:17,680 the reason why we cut this this way is because now we're gonna be clustering 59 00:05:17,720 --> 00:05:23,719 details here on this side. It's gonna be our 30 area, and our 70 area, okay. So, this 60 00:05:23,722 --> 00:05:27,519 one's gonna be calmer, right. Now, what I want to do here in the back, I want to 61 00:05:27,522 --> 00:05:34,919 introduce a chamfer, so something like that, kind of larger ones. So, we need to 62 00:05:34,922 --> 00:05:40,919 chamfer both of these elements because it's sliced now. So, you're gonna have chamfer 63 00:05:40,922 --> 00:05:46,199 going through both areas, right, and then I'm going to also cut it here. So, select 64 00:05:46,202 --> 00:05:52,279 the face Q, and Ctrl-click on Curve Extract. We're going to grab this element 65 00:05:52,282 --> 00:05:55,999 here, and remove boolean, okay, and a bevel, because you don't want a bevel in 66 00:05:56,002 --> 00:06:03,999 the cutter. And we're going to inset that, like this, deeper, and Ctrl-I-X, remove 67 00:06:04,002 --> 00:06:11,359 faces, and now we can solidify it, okay. So, press Solidify, and press 2 to solidify 68 00:06:11,362 --> 00:06:18,240 both ways, and, you know, Difference, and recover that. 69 00:06:19,520 --> 00:06:28,399 And Difference, okay. So, this will do for now, and what we can do here is actually 70 00:06:28,402 --> 00:06:34,839 slice this cutter on the bottom. So, we could grab a cube, and kind of slice it 71 00:06:34,842 --> 00:06:43,319 here, like that. Press B for bevel, and slice it, okay, here in the back. It's 72 00:06:43,322 --> 00:06:47,399 gonna be a little bit more interesting, okay. Front here, we can have a bit more 73 00:06:47,402 --> 00:06:53,199 fun, so let's create a chamfer. Chamfers are good, and now we're going to create a 74 00:06:53,202 --> 00:06:59,319 slight indentation here, like this. Extrude it just a little bit, like that, 75 00:06:59,322 --> 00:07:07,319 okay. I'm gonna add some bevel here, all right, with the normals. And now what we can do 76 00:07:07,322 --> 00:07:12,999 is we can actually add a cutter here, okay. So, let's go to Circle, and you could 77 00:07:13,002 --> 00:07:18,719 enable Snap Dots here at the top, okay. They allow you to snap to certain 78 00:07:18,722 --> 00:07:23,600 elements on your mesh. So, when you hold Ctrl, you can see that we can snap to certain 79 00:07:23,720 --> 00:07:30,719 areas. Now, what I want to snap to is this kind of edge here, so I'm gonna connect 80 00:07:30,722 --> 00:07:35,519 these two verts with an edge, right, and now I'm gonna have additional point, you 81 00:07:35,522 --> 00:07:39,439 see. So, I can now make sure that you're not in orthographic, you gotta be in 82 00:07:39,442 --> 00:07:45,399 perspective, it will not work correctly in orthographic. So, hold Ctrl, and simply 83 00:07:45,402 --> 00:07:49,319 start drawing a circle, and you're gonna draw it literally in the middle here, so 84 00:07:49,322 --> 00:07:54,399 let's just cut it in, and then let's hold Shift, and let's increase the number 85 00:07:54,402 --> 00:08:00,439 of verts, you can see them on the top here, to maybe like 50, okay. And we're 86 00:08:00,442 --> 00:08:06,879 going to press Shift T to taper this a little bit, like that, and press, you know, 87 00:08:06,882 --> 00:08:10,520 Space to apply this. 88 00:08:11,120 --> 00:08:16,199 So, this is pretty cool. I'm gonna apply that by clicking on Sharpen, Ctrl click 89 00:08:16,202 --> 00:08:21,199 on Sharpen. I'm gonna create a, you know, chamfer here, right, like that, and I'm 90 00:08:21,202 --> 00:08:25,559 going to lower the bevel here, make it a bit more aggressive, okay, like this, and 91 00:08:25,562 --> 00:08:30,559 I'll take this to the other side. So, that is pretty cool, right, that's pretty cool. 92 00:08:30,562 --> 00:08:39,839 Now, we can keep building on this, alright, so, here we could create a cut in front 93 00:08:39,842 --> 00:08:43,919 that's gonna connect these two in an interesting way. So, let's grab an end gun, 94 00:08:43,922 --> 00:08:50,359 and we're gonna turn off this side click, this will allow us to draw an end gun, 95 00:08:50,362 --> 00:08:56,199 which is gonna be a bit thicker, okay, kind of like this, right. So, when I press T, I 96 00:08:56,202 --> 00:09:00,919 can actually adjust the solidification on this, right. So, we're gonna start here, go 97 00:09:00,922 --> 00:09:06,639 down, and go like this, and then we're gonna press B for bevel, okay, and you can 98 00:09:06,642 --> 00:09:13,599 actually bevel that. So, press Tab, go here, press B again, let's make it bigger, and 99 00:09:13,602 --> 00:09:20,999 click, rotate to shape, and we're going to cut it in, and shift-click. So, let's 100 00:09:21,002 --> 00:09:26,799 mirror this cutter to the other side, like that, and now it's cutting because there's a 101 00:09:26,802 --> 00:09:31,999 mirror going on here, so, shift-2, and how we looking? Yeah, see, that's pretty cool, 102 00:09:32,002 --> 00:09:36,079 that's pretty cool. So, in addition to this one, we could create another cut on 103 00:09:36,082 --> 00:09:41,959 top of that, in the middle here. So, grab a cutter, and create something like this, 104 00:09:41,962 --> 00:09:50,119 so, select that, and literally create a cut here, or like this, you know, somewhere 105 00:09:50,122 --> 00:09:58,839 here in the middle, and B to bevel this, and then cut it in, like that, and press space, 106 00:09:58,842 --> 00:10:02,013 okay. So, we got this going, and see now, you're creating some really interesting 107 00:10:02,014 --> 00:10:04,057 Subtitled by online-courses.club We compress knowledge for you! 108 00:10:04,058 --> 00:10:09,080 shapes slowly here. Now, I'm not sure about this kind of a thin transition here, 109 00:10:09,160 --> 00:10:15,359 so, maybe the bottom could be unbeveled, so, let me just recall this, remove the 110 00:10:15,362 --> 00:10:20,719 bevel, right, and what we're gonna do is just bevel the top, okay, so, select these 111 00:10:20,722 --> 00:10:26,439 two, and bevel the top, right, I think it's going to be better, right. This one could 112 00:10:26,442 --> 00:10:30,439 be beveled the other way around, but before we do that, let's actually create 113 00:10:30,442 --> 00:10:38,519 some details here, okay. So, we just run Power Save, so, let's see, here we could 114 00:10:38,522 --> 00:10:51,119 have some kind of, you know, tiny cuts, maybe here, like this, on this side, so, 115 00:10:51,122 --> 00:10:56,279 with this one here, let's recover the cutter, so, have a scroll, and let's cut it from 116 00:10:56,282 --> 00:11:02,519 the top, like this, alright, cool, let's recover the main cutter, and apply it, so, 117 00:11:02,522 --> 00:11:06,120 operations, and it's multiplying, right. 118 00:11:06,400 --> 00:11:14,519 You can run loops here, and select them both, and ctrl B, and with these two selected, 119 00:11:14,522 --> 00:11:19,999 literally can run an extrusion here, like that, maybe one of them is gonna be 120 00:11:20,002 --> 00:11:28,559 shorter, so, let's just click on occlude, GX, and move it in here, and this should 121 00:11:28,562 --> 00:11:38,119 create an interesting shape here on, you know, in the front, and we can, we can 122 00:11:38,122 --> 00:11:44,519 create some bevels here on this one, okay, so, you know, let's go to a cutter, let's 123 00:11:44,522 --> 00:11:51,919 apply this cutter, and let's grab it to local, and now, we can actually run some 124 00:11:51,922 --> 00:12:00,679 bevels here, okay, so, grab these, and, you know, run some bevels here on these 125 00:12:00,682 --> 00:12:08,359 shapes, ctrl B, run a bevel, now, this bevel will not work here, you see, because what 126 00:12:08,362 --> 00:12:12,639 we need to do, we need to make sure there are actually extensions of these lines, so 127 00:12:12,642 --> 00:12:18,400 press K, go to a knife, then press Z to cut straight, click, right-click here, 128 00:12:18,520 --> 00:12:23,679 space, there we go, can remove this edge here, we don't need it, okay, and now we're 129 00:12:23,682 --> 00:12:37,599 gonna be able to run a bevel, there is so long time, let's try that, ctrl B, press C 130 00:12:37,602 --> 00:12:45,479 to unclump it, and bevel this, right, and once you do that, go here to operations 131 00:12:45,482 --> 00:12:50,399 in clean mesh, all right, and you're gonna get a really clean cutter, you see, so 132 00:12:50,402 --> 00:12:54,559 shift 2, and boom, and you got your bevels, now, you're gonna have a bit of a problem 133 00:12:54,562 --> 00:12:59,999 here on top, this is gonna be problematic, maybe this shouldn't be beveled, so what 134 00:13:00,002 --> 00:13:06,919 we can do is, recover the cutter again, grab this, 135 00:13:06,922 --> 00:13:10,639 grab these bevels here, and we can unbevel them, okay, with the mesh machine, so 136 00:13:10,642 --> 00:13:20,119 watch, grab that, all right, and Y, and unbevel, and do the same thing here, so 137 00:13:20,122 --> 00:13:29,079 select this, and Y, and unbevel, okay, and this for some reason shifted our lines 138 00:13:29,082 --> 00:13:35,519 here, so we need to move them back, so Alt A, Alt A, all right, awesome, so let's see 139 00:13:35,522 --> 00:13:39,519 how it looks, yeah, that's much better, and this is an interesting, you know, 140 00:13:39,522 --> 00:13:47,239 interesting idea here, awesome, and we could actually add a cube here, so grab a 141 00:13:47,242 --> 00:13:57,119 cube, scale it on Z, scale it a bit more here, and drop it in here in the middle, 142 00:13:57,122 --> 00:14:13,039 make it a bit wider, and move it forward, okay, and shift D, Z, move it down, a bit 143 00:14:13,042 --> 00:14:21,600 lower, okay, select them both, Ctrl J, and we're going to bevel them, so Ctrl Alt 144 00:14:21,760 --> 00:14:27,519 Alt click here to select the loop of edges, and Shift Ctrl Alt click here, Ctrl B, 145 00:14:27,522 --> 00:14:32,999 hold Shift, we need to apply scale, one more time, there we go, combine them, Ctrl J, 146 00:14:33,002 --> 00:14:37,839 cool, go to the top view, slice them, because we don't need it to be so high, 147 00:14:37,842 --> 00:14:46,199 and apply this, and then Boolean Union, okay, Booleans Union, and Shift 2, and then 148 00:14:46,202 --> 00:14:50,279 we can have some fun here, so, so this one is a live cut, we can apply it now, so 149 00:14:50,282 --> 00:14:56,759 let's go here, and, you know, sharpen, and we can have some fun, so grab these, and 150 00:14:56,762 --> 00:15:04,879 let's insert these two, and extrude them, there you go, so you got interesting 151 00:15:04,882 --> 00:15:08,959 detail here too, we could create something awesome, so let's just grab the circle, 152 00:15:08,962 --> 00:15:15,119 scale it a bit, and Shift click on Curve Extract to create a separate object here, 153 00:15:15,122 --> 00:15:22,639 and sharpen this, and we're going to turn this pass through, and, you know, we 154 00:15:22,642 --> 00:15:29,439 could either bevel this, or chamfer, I think bevel might be interesting, so, scale it 155 00:15:29,442 --> 00:15:37,959 in, and extrude it deeper, select this edge, and bevel it, how we looking? That's 156 00:15:37,962 --> 00:15:43,760 pretty interesting actually, I like that, so that's pretty cool, and we could create 157 00:15:43,880 --> 00:15:52,959 also another detail here, behind, that's gonna kind of echo this line here, you 158 00:15:52,962 --> 00:15:59,599 know, like that, and RTM Macro, right, okay, it's gonna be a bit of a separation there, 159 00:15:59,602 --> 00:16:04,319 so I'm actually here, now here you, you will see that the loops aren't gonna go 160 00:16:04,322 --> 00:16:11,359 through, because we need to fix these connections here, so let's fix them, you 161 00:16:11,362 --> 00:16:16,559 want to move these edges, all these verts to these verts, because these are ones 162 00:16:16,562 --> 00:16:20,319 that actually support the perfect curvature of this circle, right, now this 163 00:16:20,322 --> 00:16:25,199 should work, there we go, so Ctrl R and move it forward, so GG, and move it 164 00:16:25,202 --> 00:16:33,039 forward here, and Ctrl, let me just actually, actually that's cool, Ctrl B to 165 00:16:33,042 --> 00:16:38,120 split it, and this could go the other way, so instead of going in, this could go out 166 00:16:38,200 --> 00:16:43,399 like this, yeah, see what I mean, that's pretty cool, and that's a lot of details 167 00:16:43,402 --> 00:16:48,479 guys, right, now here we could run a bevel, but it will not work, because we don't 168 00:16:48,482 --> 00:16:52,639 have the edge here running, right, you see that, it's gonna be crooked, so what we 169 00:16:52,642 --> 00:16:58,799 need to do is do something like this here, run a line to the top, maybe let's 170 00:16:58,802 --> 00:17:03,519 do it like that, and then we need to align them together, so grab this one, shift 171 00:17:03,522 --> 00:17:07,879 click this one, go to the top, and Alt A, and it's gonna align them perfectly, now 172 00:17:07,882 --> 00:17:13,399 you're gonna be able to run this bevel here like this, okay, so it will allow you to 173 00:17:13,402 --> 00:17:19,279 do that, okay, you will be, probably want to, you probably want to remove this 174 00:17:19,282 --> 00:17:26,239 sharp edge here, and this should work perfectly, okay, so on top of that, what I 175 00:17:26,242 --> 00:17:32,160 would like to do is actually run a chamfer here on this small one, so a 176 00:17:32,200 --> 00:17:38,919 small chamfer, like that, right, it's gonna create a nice lip here, and here as well, 177 00:17:38,922 --> 00:17:45,439 so, you know, small chamfer, don't overdo it, right, and there you go, and this bevel 178 00:17:45,442 --> 00:17:49,359 could be actually a bit too big here still, so it's just, you know, makes it a 179 00:17:49,362 --> 00:17:54,879 bit smaller, there we go, and, you know, that's looking good, okay, here at the top 180 00:17:54,882 --> 00:18:01,080 we could have some other details, so we could have some wedge cuts, 181 00:18:01,160 --> 00:18:06,959 so run a wedge cut, and press W, and then hold ctrl, I'm gonna do it on the other 182 00:18:06,962 --> 00:18:12,119 side, because it's mirrored, so here, maybe a narrow one, right, so press W, hold 183 00:18:12,122 --> 00:18:18,560 ctrl, and shift click, now let's see that, maybe not so deep, 184 00:18:19,760 --> 00:18:25,679 maybe a bit higher, how we looking, that's interesting, I like that, so you see you 185 00:18:25,682 --> 00:18:34,439 got some cool detail there, same here, we could have some interesting, you know, 186 00:18:34,442 --> 00:18:40,839 interesting cut here as well, maybe going from here like that, just press W to turn 187 00:18:40,842 --> 00:18:50,239 off the wedge cut, and drop down, press B for bevel, scroll up a bit, and space, 188 00:18:50,242 --> 00:18:55,639 let's see how this looks, that looks interesting, 189 00:18:55,642 --> 00:19:00,439 and we could run a bevel, a chamfer on this one, so let's apply that, and let's run a 190 00:19:00,442 --> 00:19:08,639 chamfer here too, okay, chamfers will allow the edges to catch a nice highlight, and 191 00:19:08,642 --> 00:19:13,759 the separation is gonna be much stronger, okay, and here we could add some kind of 192 00:19:13,762 --> 00:19:19,839 a mechanism on top, you know, so, you know, something here that will be on top, 193 00:19:19,842 --> 00:19:27,879 maybe switch to J to combine, and E down and E up, something like this, okay, how 194 00:19:27,882 --> 00:19:33,799 we looking, see, there you go, we can move it forward, so I have a scroll, let's make 195 00:19:33,802 --> 00:19:40,639 it bigger, so it goes through, and we could actually manipulate with it now, so 196 00:19:40,642 --> 00:19:44,959 it might be somewhere here, you see, to the front, it's gonna be very interesting, 197 00:19:44,962 --> 00:19:50,479 right, kind of overlapping both shapes, in fact, this could be even taller, so it 198 00:19:50,482 --> 00:19:56,679 kind of goes into the top shape as well, right, and grab that sharpen, and then 199 00:19:56,682 --> 00:20:02,399 click, alt-click, and chamfer, see, and you got this beautiful highlight there, which is 200 00:20:02,402 --> 00:20:05,600 quite interesting, okay, 201 00:20:06,320 --> 00:20:12,280 click, alt-click, and chamfer, have a nice break here, and, you know, there's a 202 00:20:12,320 --> 00:20:17,039 cluster of detail here, and then we have this area of calmness, but now we do need 203 00:20:17,042 --> 00:20:21,519 something, you know, at the back, because this definitely, you know, looks boring 204 00:20:21,522 --> 00:20:26,039 from the top, so we do need something here in the back, so we could do is 205 00:20:26,042 --> 00:20:32,719 create a massive circle here, so hold, go here to side view, angle view, and hold 206 00:20:32,722 --> 00:20:38,879 ctrl, we're going to run the circle here, drop it down, right, drop it down, and 207 00:20:38,882 --> 00:20:49,479 press T for solidification, and press space, okay, that's cool, and let's just 208 00:20:49,482 --> 00:20:54,119 recover this, so I will scroll, right, go to the top view, and we're gonna run a 209 00:20:54,122 --> 00:20:59,879 regular cut here on the top, okay, like this, right, so select the circle, and run a 210 00:20:59,882 --> 00:21:05,439 cut here, and literally press space, we are cutting here on the, literally on the edge, 211 00:21:05,442 --> 00:21:09,479 which is where this shading problem, so we're gonna do is have a scroll, and make 212 00:21:09,482 --> 00:21:14,559 this bigger, and it's gonna cut in the middle between these shapes, and this 213 00:21:14,562 --> 00:21:18,799 elevation here, this is kind of interesting, I kind of like that, and let's 214 00:21:18,802 --> 00:21:22,719 maybe recover this cutter here, so recover the cutter, recover the cutter's 215 00:21:22,722 --> 00:21:29,440 cutter, and let's go to edge mode, and bevel this, it's gonna be more interesting, 216 00:21:29,480 --> 00:21:36,039 so bevel that, and let me see, that's pretty cool, let's go up this cutter, the main 217 00:21:36,042 --> 00:21:40,879 one, and let's drop it lower, okay, so the indentation is gonna be a bit more 218 00:21:40,882 --> 00:21:45,719 aggressive here, like that, that's what I'm talking about, that's pretty cool, 219 00:21:45,722 --> 00:21:52,439 now you see that the cut here is not centered, so recover that, so have a scroll, 220 00:21:52,442 --> 00:21:58,759 right, and select this, and alt, and alt X, and mirror, so it's gonna be in the 221 00:21:58,762 --> 00:22:05,039 middle, okay, there we go, and then we can apply this, okay, so sharpen, and since 222 00:22:05,042 --> 00:22:09,759 it's sharpened, now we can have some fun with chamfers, so we're gonna select this 223 00:22:09,762 --> 00:22:20,440 edge here, all around, okay, through this area, and we're going to chamfer it, so 224 00:22:20,480 --> 00:22:29,120 chamfer it like that, cool, and we're going to bevel this corner, in this corner, 225 00:22:29,560 --> 00:22:39,079 bevel, right, and click, click, alt click here, and select just a loop, and we're 226 00:22:39,082 --> 00:22:43,959 gonna chamfer this, right, and because we have this loop slides here, we're gonna 227 00:22:43,962 --> 00:22:47,879 turn off loop slides, so go here to this menu, and turn off loop slide, we don't 228 00:22:47,882 --> 00:22:52,919 need this edge, we can dissolve it, and dissolve this, we don't need it, press 3 to 229 00:22:52,922 --> 00:22:58,759 clean it, and you know, we're good to go, and this is looking pretty cool, okay, so 230 00:22:58,762 --> 00:23:04,599 now here, you can create some interesting elements, so what I was thinking, to 231 00:23:04,602 --> 00:23:11,919 actually thicken the sides here, so what we could do is run an edge here, okay, so 232 00:23:11,922 --> 00:23:19,959 grab a knife, and cut it in here, or even run it from here, like this, so select 233 00:23:19,962 --> 00:23:29,879 these, and go all the way down, here, here, and here, press W a few times, probably 234 00:23:29,882 --> 00:23:35,120 twice, and select it, press W again, and we're going to Alt and Macro this, okay, so 235 00:23:35,320 --> 00:23:44,119 Alt and Macro, and literally scale it out like that, okay, cool, awesome, and do we 236 00:23:44,122 --> 00:23:48,719 have a bevel on this one, we do, but it's small, so bevel, and make it a bit, you 237 00:23:48,722 --> 00:23:55,479 know, a tiny bit larger, there we go, and of course, I'll take this to the other side, 238 00:23:55,482 --> 00:24:02,679 and now you see this element here is kind of framed by these edges here, right, so 239 00:24:02,682 --> 00:24:08,359 this looks pretty cool, and we have a large area of rest here, leading to the 240 00:24:08,362 --> 00:24:14,079 bottom, now here at the top, we could add some cuts, so grab a end gun, and we could 241 00:24:14,082 --> 00:24:21,279 add a cut here, and press B for bevel, and actually, yeah, let's do that, and space, 242 00:24:21,282 --> 00:24:28,800 and we're gonna recover that, because it's too deep, so I will scroll, and G, and 243 00:24:29,520 --> 00:24:38,039 move it up, like that, and how it looks, it looks really cool, that's awesome, and the 244 00:24:38,042 --> 00:24:44,999 same here, we can just apply that, so sharpen, and then, you know, click that, and run a, 245 00:24:45,002 --> 00:24:48,999 just remove this edge, you don't need it, it's a flat surface, you don't need that, 246 00:24:49,002 --> 00:24:53,639 and just run a chamfer here as well, okay, so there we go, and here, you know, you could 247 00:24:53,642 --> 00:24:58,559 have some kind of a release mechanism, or some sort of a button or whatnot, right, so 248 00:24:58,562 --> 00:25:05,359 we could grab that, then we could inset it, okay, and shift click, curve extract, to 249 00:25:05,362 --> 00:25:16,079 bring it up, right, and sharpen this, and run ledge here, like that, and extrude it 250 00:25:16,082 --> 00:25:23,879 forward, and bevel this, and alt text to the other side, right, now clean it, so 251 00:25:23,882 --> 00:25:31,839 ctrl click on, ctrl shift click on sharpen, to recalculate sharpen, now, this 252 00:25:31,842 --> 00:25:38,759 technically could be beveled here, although it's not gonna work very well for us, so, you 253 00:25:38,762 --> 00:25:43,319 know what we can do, we can remove the verts here for a minute, right, like that, 254 00:25:43,322 --> 00:25:52,120 and close this shape here, on the bottom, right, so, F, and one more time, recalculate 255 00:25:52,160 --> 00:25:57,399 sharpen, grab these two edges, or this whole thing, here in the middle, and bevel 256 00:25:57,402 --> 00:26:06,159 it, and then drop this down, okay, so, you know, like this, right, and it's gonna look a 257 00:26:06,162 --> 00:26:11,919 bit better, so, we're gonna have some sort of a, you know, push button here, whatnot, 258 00:26:11,922 --> 00:26:21,719 and we could kind of slice this here, like that, okay, sharpen, and we could just add a 259 00:26:21,722 --> 00:26:28,079 bevel here, right, and there you go, and on top of that, we could just create some 260 00:26:28,082 --> 00:26:33,839 cuts here, mirror to the other side, and it'll be good to go, right, so, now, this is a 261 00:26:33,842 --> 00:26:38,239 symmetrical, so, let's just apply everything here, so, pressure spot apply, so, we can 262 00:26:38,242 --> 00:26:43,679 mirror to the other side, like that, and now, everything is peachy, we need to wear the 263 00:26:43,682 --> 00:26:47,360 normals, and here too, wear the normals, okay, so, this starts looking really 264 00:26:47,400 --> 00:26:53,159 interesting, here too, click, hold, click, and we could have a chamfer on this, so, 265 00:26:53,162 --> 00:27:00,199 let's bevel this edge here, click, hold, click, and literally, let's run a chamfer here, so, 266 00:27:00,202 --> 00:27:07,959 loop select, and let's run a chamfer, and again, enable loop slide, or disable it, 267 00:27:07,962 --> 00:27:12,799 enable, see, like, sometimes enabling it helps, and sometimes disabling it helps, 268 00:27:12,802 --> 00:27:19,039 in this case, enabling is better, so, enable it, if it works better, now, if you 269 00:27:19,042 --> 00:27:22,519 want to create small screws and whatnot, it's gonna add a lot of flirt, just 270 00:27:22,522 --> 00:27:27,399 remember that you need to work with a specific size of a bevel, because these 271 00:27:27,402 --> 00:27:32,479 are tiny ones, so, just let's drop this down here, and press T, and we can create 272 00:27:32,482 --> 00:27:38,839 kind of like a bolt, whatnot, see that, and these will add beautiful detail, and you 273 00:27:38,842 --> 00:27:41,879 don't want to overdo them, you don't want to put them all over the place, you want to 274 00:27:41,882 --> 00:27:47,439 be inconsistent with these details, so, watch, if I'm going to add a screw here, 275 00:27:47,442 --> 00:27:51,479 and I'm gonna add a bigger one, because this is a bigger piece, right, and I'm 276 00:27:51,482 --> 00:27:59,479 gonna go with Ctrl T here, right, to add a bolt, or whatnot, right, and press space, now, I 277 00:27:59,482 --> 00:28:05,239 don't want to repeat this everywhere, okay, I want it to be in a specific location, 278 00:28:05,242 --> 00:28:09,199 so, I'm going to drop this, right, go to edit mode, select everything, and now I 279 00:28:09,202 --> 00:28:16,039 can move this, so, watch, shift D, and I can move it, for example, here, somewhere 280 00:28:16,042 --> 00:28:22,839 here, maybe, so, it's not in the middle of this edge, but it's offset, right, and then 281 00:28:22,842 --> 00:28:31,599 I can copy that one more time, so, shift D, move it in here, and cut it, different, 282 00:28:31,602 --> 00:28:37,720 right, see now, I have these irregular cuts here, now, I don't know what's this in 283 00:28:37,800 --> 00:28:44,759 here, but I need to remove that, so, let me just scroll that, and select this, and 284 00:28:44,762 --> 00:28:51,119 remove it, this actually could be a bit smaller, so, you could press shift Z, and 285 00:28:51,122 --> 00:28:56,159 scale them, just move origin point to geometry, one more time, and make them 286 00:28:56,162 --> 00:29:03,079 smaller, maybe here, you know, right, so, they're not so big, you could even add 287 00:29:03,082 --> 00:29:07,280 some of them on the side, if you wanted to, here, too, we could create some interesting 288 00:29:07,320 --> 00:29:16,239 cuts, so, maybe wedge cuts, you know, like this, here, W, and CTRL, and click, and 289 00:29:16,242 --> 00:29:23,719 here, a smaller one, W, CTRL, and click, right, it's gonna get carried to the 290 00:29:23,722 --> 00:29:27,959 other side, and you see now, again, you're clustering these details here, now, let's 291 00:29:27,962 --> 00:29:32,919 apply the mirror here, let's apply everything, actually, so, let's multiply, and then we're 292 00:29:32,922 --> 00:29:40,839 gonna fix this problem here, on the side, so, GG, move away from the bevel, combine 293 00:29:40,842 --> 00:29:46,559 this two, into one, and then, I'll text to the other side, okay, so, if you have any 294 00:29:46,562 --> 00:29:51,239 shading problem on these curves here, you just have to fix it, here, too, we got some 295 00:29:51,242 --> 00:29:55,399 shading breakage, you see in this, so, what we need to do here, in to fix this, okay, 296 00:29:55,402 --> 00:30:01,199 so, here, combine them together, and to be honest, you don't want to move that, 297 00:30:01,202 --> 00:30:05,559 because this one is curving, so, here, what we could do, technically, we could 298 00:30:05,562 --> 00:30:11,959 actually run one more edge here, and this could help, or not, let's see, could 299 00:30:11,962 --> 00:30:16,919 actually help a bit with shading, if it doesn't, what you can do, is run an edge 300 00:30:16,922 --> 00:30:24,879 here, so, start somewhere here, and run an edge all the way down here, you know, like 301 00:30:24,882 --> 00:30:30,119 this, okay, and this should help the shading, here, and let's copy to the other 302 00:30:30,122 --> 00:30:34,359 side, topology doesn't matter, as long as your shading works, guys, okay, here, too, we 303 00:30:34,362 --> 00:30:41,559 could, you know, bevel this, to chamfer it, to kind of ease off this transition, so 304 00:30:41,562 --> 00:30:45,959 you don't get hurt, when you're holding it, right, here, we could do something 305 00:30:45,962 --> 00:30:52,400 interesting, as well, so, let me just apply this, so, let's multiply the bottom, and 306 00:30:52,560 --> 00:31:00,159 we see that, click, alt-click, we could run a chamfer here, now, this could create 307 00:31:00,162 --> 00:31:05,439 some problems, like this, could turn off loop slide, and see how this is gonna 308 00:31:05,442 --> 00:31:10,679 work, for us, it works pretty good, actually, and it creates this beautiful 309 00:31:10,682 --> 00:31:14,999 separation, you've seen this, how beautiful that looks, this edge is much more strong, 310 00:31:15,002 --> 00:31:19,279 here, we got some shading problem, so, we simply have to combine these two together, 311 00:31:19,282 --> 00:31:26,039 and move this one a little bit away from, from this bevel, and maybe run 312 00:31:26,042 --> 00:31:31,599 something like this, here, okay, combine these two together, and we should be fine, 313 00:31:31,602 --> 00:31:36,279 there's a problem here, just combine them, let's go to local view, and see what's 314 00:31:36,282 --> 00:31:41,479 happening here, all these shading problems have to be fixed, and then 315 00:31:41,482 --> 00:31:45,559 simply alt-tab to the other side, and you're gonna be good to go, here, too, we got 316 00:31:45,562 --> 00:31:51,639 some problem with shading, so combine these two together, to fix it, and press 317 00:31:51,642 --> 00:31:56,799 3 to clean it, now, there's some problem here, wait a minute, what is going on 318 00:31:56,802 --> 00:32:08,359 here, hmm, that's curious, ah, there's a problem here, hang on, hang on, hang on, 319 00:32:08,362 --> 00:32:16,239 that is weird, what is this, I think I selected some edge from, from over there 320 00:32:16,242 --> 00:32:23,279 by mistake, let me see it inside here, that looks clean, cool, one more time, so 321 00:32:23,282 --> 00:32:29,719 let's combine these two, there we go, and then alt-tab to the other side, and peachy, 322 00:32:29,722 --> 00:32:34,279 so that's fixed, right, and you don't need another chamfer, one is enough, because 323 00:32:34,282 --> 00:32:37,559 it's gonna create this beautiful separation here, here, too, we could have 324 00:32:37,562 --> 00:32:44,719 some, you know, maybe some monitor built-in, so, could create another cut 325 00:32:44,722 --> 00:32:51,519 here, like this, all right, so let's run from here, maybe, and press B, and remove 326 00:32:51,522 --> 00:32:59,119 this wedge cut, and we're going to cut through, so cut through, and press T 327 00:32:59,122 --> 00:33:11,199 for solidification, all right, and space, and I'm going to move this a bit, because 328 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, 329 00:33:15,442 --> 00:33:20,119 okay, so dissolve edge, it's gonna disappear the problem, and let's just 330 00:33:20,122 --> 00:33:30,239 apply this, so, let's multiply, and we're going to select that, press P, selection, and we're 331 00:33:30,242 --> 00:33:35,999 gonna increase the bevel here, okay, so, create a bit more beveled shape here, 332 00:33:36,002 --> 00:33:40,639 like that, and we, of course, need to remove this edge, which creates shading 333 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 334 00:33:44,842 --> 00:33:51,319 gonna, of course, have to mirror this, to make sure that it's perfectly symmetrical, 335 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 336 00:33:56,002 --> 00:33:59,279 decals at some point, because we are in the stage where decals would be 337 00:33:59,282 --> 00:34:08,479 fantastic, and they would add a lot of, you know, a lot of superb detail here, now 338 00:34:08,482 --> 00:34:14,519 this bevel is overshooting here, I think, what we could do is separate it, you know, 339 00:34:14,522 --> 00:34:19,519 press P, selection, and then simply lower the bevel a bit, because I think it's 340 00:34:19,522 --> 00:34:24,479 going crazy, or there's a problem with normals here, so select everything, and 341 00:34:24,482 --> 00:34:30,319 you know, Alt N, recalculate outside, and the bevel is gonna get fixed, here what we 342 00:34:30,322 --> 00:34:34,679 could do, technically, is create chamfers, you know, that will work, that's gonna be 343 00:34:34,682 --> 00:34:39,599 looking really good, so instead of having just openings, you know, create chamfers 344 00:34:39,602 --> 00:34:48,719 like this, right, and these could be, you know, could be fixed, and then Alt X, and 345 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 346 00:34:52,362 --> 00:34:56,999 better here, could even, you know, create something like this here as well, if you 347 00:34:57,002 --> 00:35:04,639 wanted to, so, boom, right, and then we have one more here in the bottom, so we can 348 00:35:04,642 --> 00:35:11,479 repeat that, so, operations, multiply, and click, Alt click, and chamfer, right, and 349 00:35:11,482 --> 00:35:16,839 then press F, and, you know, this is gonna be chamfered to here, and then Alt X to the 350 00:35:16,842 --> 00:35:24,839 other side, okay, here in the back, we could create some kind of like a exhaust, like 351 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 352 00:35:32,562 --> 00:35:41,839 view, and drop it in here somewhere, and make it smaller on Y axis, and move it in 353 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 354 00:35:49,242 --> 00:35:55,439 array this, right, so array it, actually before we array it, apply scale, and then array it, 355 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 356 00:36:04,002 --> 00:36:14,119 align it here, like this, add a few more arrays here, and then copy to the other 357 00:36:14,122 --> 00:36:22,240 side, and in the middle, we could create something here, so, another cube, 358 00:36:22,960 --> 00:36:33,279 scale it in, like that, move it back, okay, we can just leave it there, literally, 359 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, 360 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 361 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 362 00:36:50,322 --> 00:36:53,039 could have some, you know, additional screws or whatnot on the bottom here, 363 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, 364 00:37:00,962 --> 00:37:14,879 just run this from here to here, Ctrl B to chamfer this, nice, same here, chamfer 365 00:37:14,882 --> 00:37:23,919 this, okay, perfect, and here in the back, we could create either some cuts, or we 366 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 367 00:37:31,922 --> 00:37:41,199 the origin to geometry, RZ 180, cool, let's go back to the back, move it in here, scale 368 00:37:41,202 --> 00:37:50,639 it, right, and mirror to the other side, so, let's just remove, and where's my mirror 369 00:37:50,642 --> 00:38:04,719 now, okay, so, Alt X, and mirror, and then bring them in, right, so, bring them in here, 370 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 371 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 372 00:38:20,402 --> 00:38:24,559 bit, maybe put some logo here in the back, or some stickers, you know, some warning, 373 00:38:24,562 --> 00:38:28,800 whatever, right, the bottom part doesn't really matter, because we're not doing anything in here, 374 00:38:30,160 --> 00:38:39,839 but what you could do is actually select, select these here, and scale them a little bit, 375 00:38:39,842 --> 00:38:45,599 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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