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Hello everyone. In the previous lesson,
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we created this basic shape for our chest.
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And in this lesson we're going to finish it up by adding some more details.
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So to start with, let's make a copy of this and we can do that by selecting
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our chest and embracing Shift D to duplicate the chest.
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And you can just right-click to snap that back to its original location.
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Now we can double-click that and it's called that chest banding and press into UX.
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And now we can hide the chest while we work on this.
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So to hide the chest,
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we can simply click and drag of all these icons.
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And other chest is hidden and we're only seeing our chest banding object.
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Now we can go back into edit mode by pressing tab on our keyboard.
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And now we can start deleting all the faces that we don't want.
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So I'm going to keep the faces we want the middle age banding to be.
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So over here I want to be able to see the wood of our chest.
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So you can click this face,
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press X to delete,
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and then move up and select faces.
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But you'll see the EF is underlined.
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And that tells us that if is a shortcut key.
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So you can either click the a to select faces.
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We can press F on our keyboard,
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and that'll make it a bit faster as we go along.
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So let's select this big side face,
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press X to delete.
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And if to delete face, go to the back.
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Select this one, press X to delete.
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And if to delete the face,
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Let's go to the bottom.
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Select this one, hold down,
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Shift, select that one and that one.
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So now we have all the bottom faces selected, express x.
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And if you delete the faces,
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and after this middle band,
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we want to keep these two rows of faces.
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So we want to start deleting from day all the way to the front over there.
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And instead of shift clicking all the different phases,
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we can simply select the face that we want to start at and then hold Control and click.
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And it'll select all the faces between
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the first phase we selected and the last phase we clicked.
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So now we can press. And if they,
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we've got our metal bands that we want to create.
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And now we're almost done,
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which is answer banding to our bottom of the chest as well.
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And to do that, let's go into edge select mode so we
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can click over there or we can press to on our keyboard.
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And now hold on Alt, deselect edge loops.
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So again, hold on Alt and click on this bottom edge.
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Now we have that entire bottom, each selected.
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And now we can press E to extrude and create another H for us.
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And before we click,
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we can press S to scale.
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And now as we scale that down,
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you see it scales nicely across the bottom of the object.
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And we can enter a value there as well.
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Let's just type 0.9 and press Enter.
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And there we have a completed metal banding for our chest.
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Now to add some thickness to that,
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because at the moment you can see it's just single faces with no thickness to them.
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We can add the solidify modifier. Do that.
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Let's go to modify our Properties.
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Click on Add Modifier.
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And the Generate, you'll see the solidify modifier.
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So let's click on that is selected.
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And as you can see, it already started to add some thickness.
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And as we turn this up.
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You can see we have some nice dimension to our age banding.
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But at the moment it's moving inwards.
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And we want that to move outwards from the chest.
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And that is what this offset is four.
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So kindly city minus1 and that means
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it'll move inwards towards the center of your object.
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If we said that all the way to one,
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it will now move outwards towards the outside of
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your object and get bigger as we turn the thickness up.
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So I'm going to set my thickness to 0.1.
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And to get rid of these rounded corners every day,
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Let's just select even thickness.
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Now we have nice straight lines again. Cool.
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And Alice going to object mode.
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So press Tab on your keyboard,
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make sure you're in object mode.
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And we can enable the chest again.
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So click and drag over all of those.
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And we can see it's starting to look like a treasure chest Kook.
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Then I'll just add some more details to this and it's
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taught by adding a little latch to the front Day.
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So let's press Shift a to add select mesh and the cube.
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And let's move that to the front a little bit so that we can see what we're doing.
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So let's press G to grab y,
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to move it on our green y-axis.
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And then just move it towards the front and lift click to apply.
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Now we can scale that down.
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So let's press S to scale.
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And we can scale it down with our mouse,
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or you can just enter a value.
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So let's enter 0.2 and press Enter.
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To make that a little bit thinner on the x-axis.
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Remember the red axis is our x axis.
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So to make that thinner on the x-axis,
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Let's press S again to scale X to constrain it to
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the x-axis and the n-type 0.4 and press Enter.
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And I can see our camera isn't focused on our latch over there.
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And to fix that, Let's just press the period key on our numpad,
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not focuses on our object.
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And as you can see, we can now easily work with this again.
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So let's round over this front.
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And to do that, let's go into edit mode by pressing tab on our keyboard.
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Make sure we are on each select mode.
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And click on this front top Age,
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hold down shift, and click on this bottom edge as well.
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And now we can label these to round them over as well.
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So let's press Control B again and drive it all the way down.
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And because we have clamping enabled,
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they won't pass through one another.
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So it's left-click to apply.
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And then remember we need to remove the double vertices.
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So let's press a to select all press M to merge,
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and then click by distance.
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And this time it removed two vertices Qu.
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So now let's go into object mode again with tab.
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Right-click, Shade Smooth, and then just enable auto smoothing again.
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So it's go to Object Data Properties.
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And under normals, Let's select auto smooth, maybe go.
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It's going to front view with numpad 1.
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And move that up until it's nicely in the center of our chest.
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So it's press G to grab Z,
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to constrain to the z axis,
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and just move it up to the center.
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And let's go into side view with numpad three.
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And then press G to grab y to constrain it to the y-axis,
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and just move it back until another rounded piece is sticking out, something like that.
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And click to apply. Cool.
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Now let's add a lock to our chest as well.
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So you can press Shift a again and under Mesh select Cube.
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Now we've got another cube.
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So let's press G to grab and move y to constrain it to the y-axis.
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And move that to the front so that we can see what we're working with.
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Coup and Alice scale this down as well.
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So it's press S to scale and the scale mine to 0.4.
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So I'm going to enter 0.4 and press enter.
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And to make that a bit thinner on the y-axis as well is press S again does scale.
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Why discovered on the y-axis and into 0.3 and press Enter,
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It's going to front view and just move that down a bit.
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So this press G to grab Z to constrain it to
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the zed axis with a down to near the bottom of our chest,
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maybe something like that. To apply.
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Now to make our life a bit easier,
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It's add a mirror modifier to this as well.
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And to do that, let's go into edit mode first by pressing tab.
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And let's make sure x-ray mode is enabled.
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So all down Z on your keyboard,
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move down to X-ray.
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And there we go.
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Now an x-ray mode. And then going to vertex select
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mode by clicking this icon or pressing one on your keyboard.
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And Alice add a loop, cut down the center over here.
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So let's press Control R and
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left-click and right-click to make it snap back to the center.
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Now we can select these lifts vertices,
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press X to delete and select vertices.
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Now go over to the modifier properties.
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Click on Add Modifier and the Generate.
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Let's select mirror.
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And you remember to enable clipping.
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There we go.
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Now to create things like the keyhole and the top shackle.
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We can add some loop cuts to the body of our lock to make that a little bit easier.
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So let's press Control R to add a loop cut.
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And before clicking, we can use our mouse wheel to adjust the number of cuts.
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And that is shown at the bottom left over here.
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So let's set that to five and then left-click
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and then right-click to make sure they stay nicely in the center.
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And let's add three luke cuts going horizontally down the body.
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So let's press Control R again.
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And with a mouse position over there,
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let's move our mouse will up to create three cuts,
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and then left-click and then right-click.
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And let's go to top view.
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And it's at three loop cuts over here as well.
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So Control R again.
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Roll your mouse up until the A3,
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left-click and then right-click.
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Now we can turn off x-ray mode just so that we can see a little bit easier.
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So all down z, move your mouse down and release z.
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And let's go to top view if numpad seven.
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And now going to edge select mode up here,
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or you can press T on your keyboard and just left-click to de-select everything.
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And we can select this middle age loop by holding Alt and clicking on it.
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And then delete that edge loop by pressing X and going down and selecting edge loops.
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Now the reason we added three to begin with is just to get the spacing right.
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So actually I only wanted to,
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but if we only add it to,
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there would be a little bit closer together.
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So decided to add three to get the spacing nice and even,
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and then just delete the middle one again.
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Now for that same reason,
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let's select the second loop gain around the front of our lock.
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And to do that is hold down Alt again and click on that loop.
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And now let's press X and select edge loops again.
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And now you can see we have a nice square at the top
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V. We will create our shackle for the lock.
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Let's create the keyhole.
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And to do that, we need to go back into face select mode.
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And we can do that by clicking this icon or pressing three on your keyboard.
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Now let's select these three phases.
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And as you can see, they're starting to look like a keyhole.
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And to actually create the keyhole,
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we're going to extrude these faces.
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So press E to extrude.
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And I can see we can either move them outwards or we can move them inwards and update.
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You can see the distance that we're extruding.
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So if you go outwards,
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it's a positive value.
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And if you go inwards, it's a negative value.
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So let's set this to minus 0.2.
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So we can just type minus 0.2 and press into cool.
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And let's just make this keyhole a little bit thinner.
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So let's select that inside face,
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hold down shift and select that inside face as well.
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Now we can press G to grab.
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Now you can see we can move those around to move him only on the x axis.
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And that way we can make our keyhole a little bit smaller.
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And if you look at the top there again,
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if you move them to the right,
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we have a positive value.
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And if you move them to the left,
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we have a negative value.
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So let's type minus 0.02 and press Enter.
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So now our keyhole is a little bit thinner and the proportions look a little bit better.
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So while still in face select mode,
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Let's select that face at the top,
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they go into front view.
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And now we're going to extrude our shackle for the lock.
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So it's e to extrude.
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And we've had up a little bit above the center of our latch and left-click.
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And now we want to extrude that out toward the center,
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but we need to add a new loop cut first.
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So let's press Control R again and left-click.
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Move that up a little bit,
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maybe something like that.
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Now we can pan around and click on face select mode or press three on your keyboard.
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You can select that face.
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And then we can press E to extrude and move it towards the center.
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And because we have clipping enabled,
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it won't move through the center part of our law.
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So we can just left-click to apply. Cool.
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Now let's go back into X-Ray mode quickly.
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So hold on Z on your keyboard,
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toggle x-ray and release z.
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And let's go to vertex select mode as well.
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So either click that icon or press one on your keyboard.
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And now press numpad 1 to go into front view.
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And now we can just round over these corners a little bit.
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So we can select those top corners.
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Press G to grab,
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and just move them down a little bit just to round it over.
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Slightly. Select. And you press G to grab,
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and then just move it inwards and upwards.
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Tiny little bit.
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And then select only this corner.
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Press G to grab again,
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and move that so that we have a nice rounded corner.
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And then left-click to apply goo.
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That is going to object mode by pressing tab on our keyboard and turn off x-ray mode,
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old and z movie mouse down and really see.
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So it's auto smooth this as well.
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So right-click, select, Shade Smooth,
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go to Object Data Properties,
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and select portray smooth.
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But as you can see, these corners and not being smooth.
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And that is because they are larger than 30 degrees.
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So to fix that, we can simply click and drag and turn up
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this value until they get smoothed out as well.
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And there we go. Cool. Now let's position on lock.
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So let's press three on our keyboard to go into side view.
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Press G to grab and move that back a little bit.
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I think let's rotate that backwards a little bit as well.
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I'm going to press R to rotate.
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And I think about eight degrees should be good.
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So let's type eight on our keyboard and press Enter.
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Then press G again,
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and just move that into place.
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And left-click to apply.
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And let's go into camera view with numpad 0.
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And you can see we've got a just looking object is please if 12 to render.
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Here we have the beginnings of our chest.
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Which class are down?
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And before we forget, let's rename our lock and a latch.
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So with the lock selected,
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let's double-click and cool that lock and press enter and select our latch.
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Here we go. Double-click, call that latch and press Enter.
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And I'm going to keep these separate until we finish applying our materials to this.
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And that'll just make it a bit easier when selecting the different parts.
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So to scale this up a little bit,
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we need to select all of the different parts.
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So you can simply select a part, hold down Shift,
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click on another part, and we'll still holding Shift-click, Shift-click.
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Now we've got everything selected now.
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So you can press S to scale and then just scale that
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up so that it fills the entire frame of our camera.
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And left-click two-ply.
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I can press if 12 again.
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And there we have the basic outlines of our chest.
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In the next lesson, we're going to add
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some materials and then render our final pixel art image.
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