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so here we are in the blender and
we're going to create of course a sphere
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so get a UFI sphere and we're gonna use segments
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let's do 64 and let's rings 32
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so from this geometry we can also create our
platform so what I would like to do is select
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this whole edge loop which goes around the x axis
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here and here
then duplicated with shift d
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then I just fried click so it snaps back
click on P and then separate by a selection
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so now if we hide the sphere
you can see that we have
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this circle here which is sphere
dot 0 0 1 which is a duplicate
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we can rename this
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to platform
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so platform and now in the front view
we can delete a few of these vertices
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so just with C
you can select off
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the vertices that you want to delete
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X and a vertices
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now I want to select this
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vertex extruded upwards so around
the z axis and just do it quite high
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and this one and the end extrudes Z
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also do this quite low
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why because we don't want to see like
the bottom or the top of this model at all
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then we want to extrude this sideways
around the y axis and I'm gonna do 4
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okay so what does this mean
this essentially means if you type 4
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we go 4 of these blender units to the side
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so that seems to be a good length
and now we want to mirror this
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so I would like to mirror this around the middle
but you will be able to see that if I now add a
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mirror modifier here
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then do it around the y axis
that we get a very big gap in between here
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because our origin is here
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if our origin is inside the middle
then we get the right result
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so let's change the origin
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I'm gonna select this whole edge loop here then
click on shift s and put cursor to select it
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so now our treaty cursor jumped
from the middle to the middle of this
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geometry that we just selected
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then go here into object mode again object
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and now you set the origin to the 3D cursor so Bam
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you can see that not only the origin jumped
back here but also are modified instantly
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it works with that knowledge
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so
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next thing I also want to make sure my
clipping is on because if it is off and I
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buy accident or would I remove this one
here you can see that we get a huge gap
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if it is on I cannot move it from the y axis
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okay so it stays in the middle it stays there
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and here
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I want to make it a little bit more solid
because this just looks flat
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so extrude this around the x axis
and just put it like 4 back
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so minus 4
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and then I'm gonna skill it
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also skill X and then click on zero
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so it's all flat
and then here in the back I wanted to just
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finish off and now that this is done we want
to make sure it looks a little bit better
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than this it's not bad
but if we use a bevel
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then we already get some better corners
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so with the bevel modifier you can
see that I can't really change a lot if I
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play around with this amount
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that is because we are now baffling
every single one of these edges
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and I don't want to have all of the unbeveled
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I only want these corners here so I am going
to select the corners that I want to have
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a bevel on
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so here here and here
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and what I'm going to do now is I go here into item
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mean baff of weight is going to be all the way to one
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and what this means is that
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now I have set a weight to these edges
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and in my bevel modifier I can change my limit method
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to weight so it now takes into account
everything that we've just put a weight on
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so everything that we've just selected
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you can see a little bit of a
weird thing happening here
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and this is because
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all of these furtacies like these
edges are too close to each other
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and the BEFA doesn't know where it
needs to go it just kind of overlaps
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so if we select all of these here and just
move them a bit down
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make sure you select all of them
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here move them down around the Z axis here
we can already see that it works way better
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for some reason it's kind of messing up here
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let me also put these down maybe that works
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we can also just
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combine these so if you just select them all
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then m at center
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that works we can do the same here
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select all of these
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and at a center
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then just move this a bit down
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quite easy but yeah that's how we can do this
84
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seems to be good
so now we could add a few more segments
85
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if we would like to
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shade smooth and you can see we have the
smooth shading that we have a little bit of
87
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another problem here but if you use a
subdivision surface this problem goes
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away quite quickly
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so this is our model
looks quite interesting
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one thing to make it look more interesting
you could of course add more detail into this
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right so if we create another edge loop
92
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control B and then actually this inwards maybe around
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x axis
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then that access
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here I know that
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this needs to be deleted and then also the bottom
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and
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it already looks a little bit better
but we also need to apply some weights here
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so here you can grab the edge select
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then let me turn off all of this so
you can actually see what we're doing
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gonna select
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all of these edges and then
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mean bever weight is gonna be on
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and now if we apply everything again
you can see that we have a very nice
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little nibbet or whatever we can call this
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excited I don't know how to call this
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the only problem is that you can
see that it's not really flat anymore
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here on top so if you select
the whole top edge loop scales at 0
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and also for the bottom
that will make them nice and flat
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and that is essentially it these kinds
of things are very important to make your
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seen a little bit more appealing
it also works
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very good when you're trying to
texture it with substance painter
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because substance painter takes into
account any of the edges that you have
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and you can essentially mask those edges
so yeah it will look really cool
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so as last the sphere you
might want to change a little bit
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it's just gonna be the same
just select the sphere
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then we want to
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select this here
extrude skill shift set
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I might want to delete this inner edge loop
so just dissolve it
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so IX and then you can see here edge loops
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and yeah that seems to be quite okay
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now let's add a bevel
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hmm let's do two or three segments
but I only want to bevel it
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around this edges here right
so with angle we can do that very simply
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just make sure we put this a bit close to each other
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yeah that's a word of the tree and that's it
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very easy we can also if you want
to add a subdivision surface here
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makes it look even more clean but that
is essentially what I did and how I created
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this look
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yeah so in the next part
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I will show you how I did the materials
it will probably be quite short
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because I already talked about materials in
three different sections of this whole class
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but I still want to go over it very very shortly
so let's go there and I'll see you guys there
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