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Hello everyone.
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In this lesson, we're going to be modeling this key.
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So to start with, let's press Shift a to add and then go to Mesh and select cylinder.
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Now we can click down here to open up this little menu.
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And we can adjust the settings for
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our cylinder and we can sit the amount of segments that we want.
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I'm going to set that to 30.
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And then we can close this down again.
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Qu and Alice go into edit mode by pressing tab on our keyboard.
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Press a to select all.
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And then we want to rotate that around the x-axis so that it's facing us.
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And to do that, this press R to rotate x to constrain to the x-axis.
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And it's typed 90, so it's 900 and press Enter.
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There we go.
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It's rotate the view a bit so that we can see this side of our object.
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Now with everything still selected,
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let's scale that on the y-axis to make it a bit thinner.
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So there's press S to scale.
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Why discovered on the y-axis and the n-type 0.2 and press Enter.
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There we go.
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And let's hold on Z and go to Solid mode and release Z.
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And if x-ray mode is enabled,
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Let's disable x-ray mode,
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so we can hold on Z, move that down.
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And in real easy to disable x-ray mode.
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Now we can go into face select mode.
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So we can either click this icon at the top here,
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or you can press three on your keyboard.
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And we can select this front face.
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Rotate with the middle mouse button.
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I will do the back, hold down shift and click on the back face as well.
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So now we have both of those faces selected.
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And now to create our hole in the middle of the key,
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it's inset these faces.
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So again to press I to insert.
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And then we can either move that down,
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we can enter a value and I'm going to enter 0.6 and press Enter.
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And now to make the hole,
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we can just press X to delete,
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and then select faces. There we go.
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But now you can see the inside of those faces and we don't want that.
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So what we can do is go to edge select mode by pressing too on our keyboard,
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or by clicking this icon at the top.
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Then hold down Alt, deselect an edge loop.
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So we can hold on Alt and click on this first loop.
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And as you can see, that selected that entire loop and hold down
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Shift and Alt to select the other edge loop as well on the other side.
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So now we have both of those selected.
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And to connect those,
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we can press Control E to bring up our age menu and look for bridge edge loops.
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So you can select that and that bridge those edges.
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And it closed up our object again for us.
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Camera view with numpy zeros just to make
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sure that we are looking at it from the right side.
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Now we can move to the side and go into face select mode again
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with three on your keyboard or by pressing this icon.
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Now we want to select this face with the x-axis into our key.
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And then hold shift and select the one above that and the one below that as well.
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Now let's go to front view with numpad 1.
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Zoom out a little bit, press E to extrude.
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Now we can extrude this part of the key.
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And to make it easier to follow along,
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I'm going to type 2.5 and press Enter.
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And now we need to create the teeth part of our key.
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And do that, Let's add some edge loops over here.
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So let's press Control R.
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Left-click once, and then move that almost to the
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front like that and left-click again to place it down.
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And then Control R again, left-click once.
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And then we can decide how broad we want those teeth to be.
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I'm going to make mine something like this. And left-click.
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And now is press Control R one more time and enroll up on
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our mouse wheel to create two more edge loops between those ones that we just created.
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And left-click and right-click to place them back in the center.
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Now we can rotate down to look at it from the bottom.
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It's going to face mode again.
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So it's this icon or three on your keyboard.
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And it's select this face,
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this face and this face by holding Shift and clicking on them all.
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Now if you press E to extrude and extrude those a little bit. There we go.
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And then select just the back one.
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And it's going to front view again with numpad 1.
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Press E to extrude and extrude that down almost to the same level as our key over here.
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And we'll just rotate down again,
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select the front part,
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go into front view again with numpad 1 e to extrude.
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And I'm going to extrude mine a little bit less than the background,
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just to give it some variation. Cool.
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And I was going to object mode by pressing tab on our keyboard.
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Right-click and select Shade Smooth.
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Now to fix these shading issues,
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it's going to Object Data Properties,
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this little triangle icon.
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And then under normals, if you're not seeing wishing,
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you just click the triangle, select Auto Smooth.
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And we got, and we have smooth faces of a day.
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And we can still see the edges with our shop.
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And let's go into camera view quickly with NumPy 0.
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And let's press G to grab and move ourselves in the center of our camera view.
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So the distance from the edges are the same.
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And the thing now is, let's say we wanted to rotate this key.
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If you press R to rotate,
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Z to rotate on the z-axis,
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you can see it doesn't rotate around the center of our key.
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So let's right-click to cancel that.
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I can see that little yellow dot over there that is the origin of our object.
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And when we rotate the object,
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it will always rotate around that origin.
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And sometimes you want that,
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but sometimes you want to change the origin.
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So I'm going to sit the origin right to the center of this object now.
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And because our 3D cursor is at the world center,
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directly, we are cameras aiming.
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If we sit the origin to that cursor,
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it'll rotate nicely around that point.
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And again, to change the location or the 3D cursor,
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we can hold down Shift and right-click anywhere.
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And to sit it back to the center,
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we can just press Shift C for sinter.
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Now just go back into camera view with NumPy 0.
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And as you sit the origin to that 3D cursor,
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which right-click our object.
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And then select sit, origin and the origin to 3D cursor.
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Let's click on that. And I can see that yellow dot jumped to a 3D cursor.
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And if you press R Now to rotate Z to writer on z axis,
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it rotates nicely and it stays within the bounds of our camera view.
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So it's right-click to cancel.
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And I have to press S to scale.
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You see it scales up nicely from the center as well.
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So let's make that about that big and left-click.
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Now let's press if 12 to render.
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I would like to have a little line going across the top of these teeth as well.
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And to do that, we can tell blended,
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draw these freestyle outlines in
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specific places instead of just around the edges of our object.
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So let's close that.
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Now let's go back into edit mode by pressing Tab and our keyboard.
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Zoom in a bit.
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Just make sure you're in H Select mode by either clicking vasopressin 2 on your keyboard.
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Now we can click and then hold down
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Shift and click on all these edges where we want to draw the lines.
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So I'm gonna hold down, Shift,
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select those back three,
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and those three Cu now can press Control E to bring up the H Menu.
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And then at the bottom here you can see mock freestyle age.
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So let's click on that.
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And at ages of turned this green color.
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And I just tells us there'll be drawn as freestyle lines now as well.
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But let's press if 12 quickly to render.
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You can see they are not being rendered yet.
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And that is because we just need to activate
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these marked ages as well in the freestyle sittings.
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So it's closer down and click on View layer properties.
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It's a little stack of images and we can scroll down all the way to the bottom.
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And here we sit the H types in an earlier lesson,
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you can see we've got silhouette,
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border, crease and material boundary,
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which is enable each mark as well.
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So click on that and have you press F2. There we go.
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Now draws those ages as well.
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And in this way can add lines anyway on your object where you want them.
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So if we were to select these four edges,
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press Control, E, Mark freestyle, age, permissive 12.
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And I can see draws those ages as well.
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And to clear those again,
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we can simply select them all.
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Press Control E and select Clear freestyle age.
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And now they're no longer green.
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So the one kid drawn as edges anymore.
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Cool, and that is it for this lesson.
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In the next lesson, we'll create a nice material for the ski as well.
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