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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,239 So let's do another example here. Maybe this one can be a tad bit more complex. 2 00:00:06,242 --> 00:00:11,719 So just like we've been doing, we're gonna just kind of create some sort of 3 00:00:11,722 --> 00:00:16,879 base shape here and just keep working with it really. So maybe what I'm 4 00:00:16,882 --> 00:00:23,839 gonna do on this one is introduce some additional kind of interesting forms 5 00:00:23,842 --> 00:00:29,639 here. Again, all I'm trying to do is really just create something that looks 6 00:00:29,642 --> 00:00:37,679 cool up front. So let me move this back a bit. That's not gonna slide very nicely. 7 00:00:37,682 --> 00:00:44,199 So we're gonna have to leave that as is. Not a big deal. Really all I want to do 8 00:00:44,202 --> 00:00:48,959 is just create some sort of cool looking shape and then we can of course 9 00:00:48,962 --> 00:00:57,400 soften it up by adding in some bevels. So I'm gonna do something like that. You can do 10 00:00:57,440 --> 00:01:02,022 something like this. Again, just trying to get a shape that looks cool and then we 11 00:01:02,023 --> 00:01:04,243 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:04,245 --> 00:01:13,279 can deal with the rest. Let's try mirroring that. Looks pretty good. A bit wide if you 13 00:01:13,282 --> 00:01:18,879 ask me, but we could probably... I'm trying to think how we could do it. We could scale 14 00:01:18,882 --> 00:01:25,559 that a bit. Might skew the bevel slightly, but it shouldn't be too noticeable. So 15 00:01:25,562 --> 00:01:31,679 let's maybe scale that just a little bit and this could be a good shape to 16 00:01:31,682 --> 00:01:37,399 work with from the start. So pretty basic form. Let's try maybe adding in a chamfer 17 00:01:37,402 --> 00:01:43,919 around the entire mesh. So just a small one like that. See if it looks good. Not 18 00:01:43,922 --> 00:01:49,599 particularly exciting, so maybe not, but from here we could keep 19 00:01:49,602 --> 00:01:57,679 experimenting with the shapes. I'll do a boolean right there and let's try to 20 00:01:57,682 --> 00:02:00,680 rotate that. 21 00:02:12,040 --> 00:02:17,800 It's not too bad. Kind of an interesting looking area right here, but still not 22 00:02:17,840 --> 00:02:30,360 exactly what I'm going for. What I could do though is something like this. 23 00:02:37,480 --> 00:02:41,879 There we go. Now we're kind of getting somewhere. Again, all I'm trying to do is just find some 24 00:02:41,882 --> 00:02:46,759 sort of arbitrary shape that looks more or less visually appealing and we can 25 00:02:46,762 --> 00:02:53,799 keep stacking on top of that. This looks pretty interesting. I think we 26 00:02:53,802 --> 00:02:58,319 could do something with this. So maybe this back here could be the area of 27 00:02:58,322 --> 00:03:02,759 empty space and this up here could be the area of clustered detail. Real quick, 28 00:03:02,762 --> 00:03:11,959 let me undo this briefly because I want to take this boolean and maybe just push 29 00:03:11,962 --> 00:03:18,879 that up a little bit so we're not having like so much space. Then I'm just 30 00:03:18,882 --> 00:03:22,679 going to kind of rotate it on the z-axis and just see what different 31 00:03:22,682 --> 00:03:27,079 effects I can get. It's really just a game at a certain point, just seeing what 32 00:03:27,082 --> 00:03:33,119 looks good. Then let's just select these and then we can sharpen 33 00:03:33,122 --> 00:03:38,200 that manually. This could actually be a pretty cool shape to work with up 34 00:03:38,240 --> 00:03:44,719 front. Let's add in a mirror and do something like that. Now I think this is 35 00:03:44,722 --> 00:03:49,279 a pretty damn cool shape. This is a good starting point. Now we could 36 00:03:49,282 --> 00:03:53,039 start creating something. First I want to kind of identify the area where 37 00:03:53,042 --> 00:03:56,279 we're going to have empty space and that's probably just going to be up here 38 00:03:56,282 --> 00:04:01,719 most likely. In that situation I'm just going to not really mess 39 00:04:01,722 --> 00:04:05,839 with the top at all. I think what we could do is start adding in cuts into 40 00:04:05,842 --> 00:04:10,239 the side and things to really introduce that additional visual detail. Now what I 41 00:04:10,242 --> 00:04:17,079 could try is beveling this. Just out of curiosity but I think that hard edge 42 00:04:17,082 --> 00:04:24,159 looks a bit nicer so maybe instead I could bevel this area. Keep in mind we 43 00:04:24,162 --> 00:04:32,959 have a mirror so I don't have to worry about the bottom portion but you know 44 00:04:32,962 --> 00:04:36,079 something like that could work. I don't know it's not too big of a deal right 45 00:04:36,082 --> 00:04:41,199 now but at this point let's go ahead and apply the mirror and I'm going to show 46 00:04:41,202 --> 00:04:45,319 you a pretty cool trick. I'm going to get rid of this. Control X to dissolve that. 47 00:04:45,322 --> 00:04:50,319 What I like to do here is I would like to take this entire outer portion of 48 00:04:50,322 --> 00:04:55,219 faces and you'll see why. First I want to make this a little bit smoother so the 49 00:04:55,222 --> 00:04:59,919 best way to do that because you can kind of see we have a very clear like it's 50 00:04:59,922 --> 00:05:04,839 not continuous right here. Right now it splits off into two paths but if I 51 00:05:04,842 --> 00:05:11,079 beveled this area for example it would now continue very smoothly kind of up 52 00:05:11,082 --> 00:05:15,399 through the mesh. So what I would like to do is at least get this bottom portion 53 00:05:15,402 --> 00:05:25,279 here beveled. So like from here all the way to here. Just a very subtle bevel. 54 00:05:25,282 --> 00:05:31,719 You can even you know run a mirror modifier up a little bit and that's just 55 00:05:31,722 --> 00:05:35,719 going to kind of give us the nice edge highlight that we want as well. So we go 56 00:05:35,722 --> 00:05:39,599 ahead and apply that and now check this out. What I would like to do is I would 57 00:05:39,602 --> 00:05:44,839 like to use the circle select feature. We're going to get in here and select 58 00:05:44,842 --> 00:05:50,680 all these faces. Now an easier way to do this would be to press the L key but 59 00:05:50,840 --> 00:05:54,839 right now when I press the L key it selects the entire mesh. So what we need 60 00:05:54,842 --> 00:06:00,999 to do is we need to add a seam which will give us that ability to separate. So 61 00:06:01,002 --> 00:06:06,119 basically I can just add a seam to where these sharp markings already are. So 62 00:06:06,122 --> 00:06:10,959 check this out. If I select one of these blue edges here and press shift G and 63 00:06:10,962 --> 00:06:17,279 choose maybe the sharpness value because all these are marked as sharp. Now 64 00:06:17,282 --> 00:06:21,239 that they're all selected I can right-click mark seam and then if I go 65 00:06:21,242 --> 00:06:26,039 into face mode and press the L key now I've selected these independently which 66 00:06:26,042 --> 00:06:31,999 is really really powerful. So now what I like to do is I would like to press Q 67 00:06:32,002 --> 00:06:36,799 Booleans selection to Boolean and this one's going to be a bit messy right 68 00:06:36,802 --> 00:06:39,879 there because of how thin it gets but we're not going to worry too much about 69 00:06:39,882 --> 00:06:48,519 that part. Honestly what we could do is instead we could press Q control click 70 00:06:48,522 --> 00:06:52,799 on curve extract. We'll just kind of have this piece right here then we could just 71 00:06:52,802 --> 00:06:59,159 separate or remove these pieces here manually. Just completely get rid of them 72 00:06:59,162 --> 00:07:05,160 like that and then just symmetrize to the other side and maybe I could even 73 00:07:05,320 --> 00:07:11,679 add in like a loop right there and remove these portions as well. Dissolve 74 00:07:11,682 --> 00:07:19,319 that and then if I just select everything and press I to inset and then 75 00:07:19,322 --> 00:07:22,919 invert the selection I can delete out that portion then all I really have to 76 00:07:22,922 --> 00:07:29,719 do at this point is add in a solidify modifier and run a Boolean. Now if this 77 00:07:29,722 --> 00:07:34,880 Boolean doesn't work that's because it's on the same face so make sure you change 78 00:07:34,920 --> 00:07:40,039 over to exact so that way it'll shade and sometimes exact I've noticed still 79 00:07:40,042 --> 00:07:46,279 doesn't work in some cases so in that type of situation just press the S key 80 00:07:46,282 --> 00:07:51,919 and just slightly scale it and you'll kind of get that fixed. So you know for 81 00:07:51,922 --> 00:07:56,959 right now we could do something kind of like this looks cool. Maybe this could be 82 00:07:56,962 --> 00:08:01,319 the front and this could be the back. So you know what I'm going to do instead and I 83 00:08:01,322 --> 00:08:08,559 have a much better idea. Let me take these two faces delete the rest and just 84 00:08:08,562 --> 00:08:17,799 on these faces I could inset them and then invert. So delete these and then I 85 00:08:17,802 --> 00:08:21,799 could run the Boolean here on this portion and then we can just kind of 86 00:08:21,802 --> 00:08:28,759 start from there. So maybe I have a detail kind of like that and then I 87 00:08:28,762 --> 00:08:34,439 could take this one and extrude it out or maybe instead of deleting out that 88 00:08:34,442 --> 00:08:44,239 whole piece I could just take you know this portion and let's solidify it in. So 89 00:08:44,242 --> 00:08:50,399 operation solidify run the difference then just slightly scale it and I think 90 00:08:50,402 --> 00:08:54,039 that looks a little bit more visually appealing and then what I like to do is 91 00:08:54,042 --> 00:09:01,559 start adding in some detail kind of into this area so I don't need to worry 92 00:09:01,562 --> 00:09:06,959 about this side too much because I can just run a mirror modifier but more or 93 00:09:06,962 --> 00:09:10,799 less I kind of want to get a hole in there and start stacking our detail. Now 94 00:09:10,802 --> 00:09:18,199 a much easier way to do that would be to simply press Q shift click on smart 95 00:09:18,202 --> 00:09:23,879 apply and then with this duplicate we now have we can just take this geometry 96 00:09:23,882 --> 00:09:28,879 inset that geometry then delete the rest and guess what now we have a face right 97 00:09:28,882 --> 00:09:32,999 there. So that's why I love using Hard Ops for those little tricks and then I 98 00:09:33,002 --> 00:09:36,479 could extrude this in. You might need to recalculate the normals because 99 00:09:36,482 --> 00:09:40,159 sometimes if you're extruding in the wrong direction they're going to be 100 00:09:40,162 --> 00:09:44,999 wrong so press shift N that'll recalculate it and then we can just run 101 00:09:45,002 --> 00:09:51,039 our difference and already we're kind of getting a cool kind of detail. I reckon 102 00:09:51,042 --> 00:09:58,439 this could be a little bit smaller so what I'm gonna do is undo this real 103 00:09:58,442 --> 00:10:02,552 quick I'm gonna take this piece before I extrude it let's inset it a little bit 104 00:10:02,553 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 105 00:10:04,760 --> 00:10:16,599 more and then go again and now we just kind of scale that in you might need to 106 00:10:16,602 --> 00:10:20,639 reset the origin to the geometry because usually if you're duplicating it it'll 107 00:10:20,642 --> 00:10:24,599 share the origin of the original piece and then we can just kind of start 108 00:10:24,602 --> 00:10:29,959 experimenting in here introduce some bevels to make it softer now we kind of 109 00:10:29,962 --> 00:10:37,159 have that result going on and then I could take this face let's kind of pull 110 00:10:37,162 --> 00:10:45,799 that in run a reverse bevel might need to apply the scale and let's run the 111 00:10:45,802 --> 00:10:49,999 reverse bevel just a really small one just to kind of elevate that chamfered 112 00:10:50,002 --> 00:10:54,119 looking effect and this could be the area where we start really clustering 113 00:10:54,122 --> 00:10:59,199 that detail I don't like this piece we just added in the front so I'm just 114 00:10:59,202 --> 00:11:04,439 going to go ahead press the L key in vertex mode delete those vertices and 115 00:11:04,442 --> 00:11:08,999 we'll just kind of focus here on this portion and the rest for now can just be 116 00:11:09,002 --> 00:11:12,599 the empty space because I really think this is gonna look cool once they kind 117 00:11:12,602 --> 00:11:17,319 of start really stacking in that detail so maybe down here towards the back what 118 00:11:17,322 --> 00:11:31,719 I could do is I could come in here and maybe cut through like that and then we 119 00:11:31,722 --> 00:11:35,119 kind of have that type of detail could be cool but I don't want it to go all 120 00:11:35,122 --> 00:11:40,879 the way through maybe just kind of looking experimenting and seeing what 121 00:11:40,882 --> 00:11:45,559 looks good we might want to do this via view align so that way it cuts straight 122 00:11:45,562 --> 00:11:53,839 down and not based off of the face normal orientation so that could be cool 123 00:11:53,842 --> 00:11:58,199 let's give it a nice bevel and you can already see we're getting those clusters 124 00:11:58,202 --> 00:12:03,199 of detail kind of here in this area which is awesome it's exactly what I 125 00:12:03,202 --> 00:12:13,079 wanted and let's go ahead and just apply this boolean give that a nice chamfer 126 00:12:13,082 --> 00:12:17,999 there chamfers are always great for these types of pieces they just look 127 00:12:18,002 --> 00:12:26,799 amazing and same for up here on on this let me bevel let me apply the solidify 128 00:12:26,802 --> 00:12:32,039 modifier make sure these here are beveled a little bit and I can just 129 00:12:32,042 --> 00:12:39,119 symmetrize that so we'll just go in and we can apply this boolean doesn't really 130 00:12:39,122 --> 00:12:43,319 matter if we apply it we can always just power save so if I was worried 131 00:12:43,322 --> 00:12:47,319 about it I guess run a power save and boom I can always revert back to an old 132 00:12:47,322 --> 00:12:53,199 file but what I'm gonna do on this one is just give this a very small chamfer 133 00:12:53,202 --> 00:12:57,399 around there just really helps elevate that overall look you see what I mean 134 00:12:57,402 --> 00:13:01,359 now we're kind of starting to get that nice cluster of detail we can just keep 135 00:13:01,362 --> 00:13:07,039 building on that kind of working with what we've got that looks good and then 136 00:13:07,042 --> 00:13:11,079 for the bottom let me just run a mirror modifier because this is more or less a 137 00:13:11,082 --> 00:13:15,399 symmetrical piece on the what is a symmetrical piece on the z-axis which is 138 00:13:15,402 --> 00:13:21,319 perfect and we're just gonna keep you know clustering that detail here in the 139 00:13:21,322 --> 00:13:26,159 front so notice how when you start adding detail it kind of defines which 140 00:13:26,162 --> 00:13:31,999 area is the front in which area you know is more of the back so using these types 141 00:13:32,002 --> 00:13:38,079 of techniques is great and I'm just gonna get in here and just keep keep 142 00:13:38,082 --> 00:13:42,519 experimenting that doesn't look very good so let me what I think we could do 143 00:13:42,522 --> 00:13:49,159 here is we could maybe work in a little bit more on this portion I think that 144 00:13:49,162 --> 00:13:52,959 could be good so we could just kind of cut in that way and now we're just 145 00:13:52,962 --> 00:13:57,680 really emphasizing and adding in a lot more detail clusters which is exactly 146 00:13:57,800 --> 00:14:02,319 what I want now we'll keep it mirrored to make sure everything's you know 147 00:14:02,322 --> 00:14:11,639 symmetrical and we can bevel that looks great and then again you know running a 148 00:14:11,642 --> 00:14:17,439 let me apply the mirror here running our reverse bevel is always a great idea if 149 00:14:17,442 --> 00:14:22,839 you want to get like a nice chamfer in there could be cool 150 00:14:22,842 --> 00:14:29,599 that's not too bad and we can just keep kind of digging into this area so if I 151 00:14:29,602 --> 00:14:35,319 wanted to I could actually turn on the cutters collection just reuse you know 152 00:14:35,322 --> 00:14:39,559 one of the cutters I had before like this one for example so I could take 153 00:14:39,562 --> 00:14:45,120 this cutter and just like reuse that piece so for example I could duplicate 154 00:14:45,400 --> 00:14:54,559 it snatch these back faces here see what I mean just take these back faces inset 155 00:14:54,562 --> 00:15:00,599 them invert the selection to remove that outer portion and now we have another 156 00:15:00,602 --> 00:15:04,799 piece we can use as a boolean which is freaking amazing so we can get in here 157 00:15:04,802 --> 00:15:09,319 run like another additional boolean there and now we're just really starting 158 00:15:09,322 --> 00:15:13,599 to get that detail kind of like concentrated more in this area which is 159 00:15:13,602 --> 00:15:21,839 great that looks good let me just take a look at these different 160 00:15:21,842 --> 00:15:28,519 booleans we have going on now it looks good I like that and this almost looks 161 00:15:28,522 --> 00:15:32,079 like a like kind of a functional piece almost you see what I mean like this 162 00:15:32,082 --> 00:15:35,959 could be some sort of cool like mechanical piece and you could really if 163 00:15:35,962 --> 00:15:39,239 you're going for a more functional design this is where you could start 164 00:15:39,242 --> 00:15:43,879 using those detail clusters with actual functional elements maybe this is like 165 00:15:43,882 --> 00:15:47,639 an engine so instead of adding random shapes you could add in like engine 166 00:15:47,642 --> 00:15:52,039 parts and things like that so really great way to kind of combine you know 167 00:15:52,042 --> 00:15:57,559 functional elements with what you're already doing anyways so let's do another 168 00:15:57,562 --> 00:16:01,919 reverse bevel right here just a very small one just really trying to echo 169 00:16:01,922 --> 00:16:07,639 those lines and those chamfers and the things we you know already have so I'm 170 00:16:07,642 --> 00:16:11,879 liking how this looks I'm just trying to think like how can we keep stacking 171 00:16:11,882 --> 00:16:18,159 stuff here making this look even cooler so let me apply actually I'm not gonna 172 00:16:18,162 --> 00:16:23,639 apply anything right now leave it as it is so maybe what I'll do here is come 173 00:16:23,642 --> 00:16:29,279 into the side view and let's try running a cut kind of like that what that's 174 00:16:29,282 --> 00:16:33,679 gonna do is kind of introduce a little bit more dynamicism to the mesh I'm not 175 00:16:33,682 --> 00:16:39,559 starting this I'm not sure I necessarily like where this is positioned here so 176 00:16:39,562 --> 00:16:44,359 you know what I might want to do is um kind of move this back just kind of 177 00:16:44,362 --> 00:16:50,479 reposition it that looks like it just got blown off by something but you know 178 00:16:50,482 --> 00:16:56,559 this kind of idea you know makes sense to me I can more or less go for you know 179 00:16:56,562 --> 00:17:02,319 a shape kind of like that also I could kind of change the rotation so it's more 180 00:17:02,322 --> 00:17:09,119 angled in there if I wanted to so now we just kind of introduce like an 181 00:17:09,122 --> 00:17:13,719 additional like visual element right there you see what I did just before 182 00:17:13,722 --> 00:17:18,719 here's the after just looks a lot more dynamic just by doing that but I'm not 183 00:17:18,722 --> 00:17:23,919 too sure I like the positioning so you know I could always even try doing it 184 00:17:23,922 --> 00:17:28,999 from the sides here for example which I don't think it's gonna look good but you 185 00:17:29,002 --> 00:17:32,959 know you can try different things just see what you like so you don't like here 186 00:17:32,962 --> 00:17:36,839 I'm gonna need to adjust the auto smooth otherwise that might not pick up 187 00:17:36,842 --> 00:17:42,319 everything also we could mark that manually so I'm not too worried about it 188 00:17:42,322 --> 00:17:46,679 right now but you know that type of shape could be pretty interesting and 189 00:17:46,682 --> 00:17:50,919 another thing I could do check this out is I could take this cut that already 190 00:17:50,922 --> 00:17:57,479 exists and I could just build on top of it so for example let me quickly merge 191 00:17:57,482 --> 00:18:00,999 let me take this and slide that a little bit just because it's kind of 192 00:18:01,002 --> 00:18:08,159 intersecting so yeah what I could actually do here is I could maybe take 193 00:18:08,162 --> 00:18:14,399 this loop I could use the offset feature in mesh machine and just kind of offset 194 00:18:14,402 --> 00:18:19,759 this a little bit now I want to use the I don't want this to affect the 195 00:18:19,762 --> 00:18:27,399 direction so what I need to do here is press the Q key yeah press the Q key and 196 00:18:27,402 --> 00:18:33,319 that won't skew the actual vertices there and then I could just take this 197 00:18:33,322 --> 00:18:39,719 and bevel it and then at this point this is really cool I could use this set of 198 00:18:39,722 --> 00:18:46,239 faces as a selection to boolean and I could literally add in my own boolean 199 00:18:46,242 --> 00:18:51,319 just like that and then from there I could get like fancy I could you know 200 00:18:51,322 --> 00:18:54,599 take this boolean piece and I could start adding in like a trussing effect 201 00:18:54,602 --> 00:19:00,519 so for example I could go into the n-gon cutter press the T key to solidify it 202 00:19:00,522 --> 00:19:04,079 and then when I cut the cutter I start getting these types of trussing effects 203 00:19:04,082 --> 00:19:09,879 like right on that boolean which is awesome so I could do one here and see 204 00:19:09,882 --> 00:19:13,999 how that cuts through and we just kind of have a lot more visual appeal going 205 00:19:14,002 --> 00:19:19,159 on in there now what I would like to do is I'd like to put it more or less in 206 00:19:19,162 --> 00:19:25,159 the center just to kind of avoid those shading artifacts but I could at least 207 00:19:25,162 --> 00:19:31,399 keep it more towards the right you know what I mean so I could do that let's 208 00:19:31,402 --> 00:19:35,439 just move that in so it's not interfering with this side at all we'll 209 00:19:35,442 --> 00:19:43,559 move that there and then I could do one from this side you know cut like that 210 00:19:43,562 --> 00:19:48,319 and just like that we kind of have this cool trussing effect going on on the 211 00:19:48,322 --> 00:19:54,959 inside and I could simply mirror that cutter so it looks really cool I like 212 00:19:54,962 --> 00:19:58,479 that what I am gonna do is on this actual cutter I'm just gonna smart 213 00:19:58,482 --> 00:20:04,079 apply everything so then what I could do here is just kind of get in and start 214 00:20:04,082 --> 00:20:09,399 introducing some bevels just to make this look a little bit more you know 215 00:20:09,402 --> 00:20:17,519 visually appealing so go here and then here and we're just gonna keep I might 216 00:20:17,522 --> 00:20:21,479 need to dissolve out this edge so it doesn't interfere with this one and also 217 00:20:21,482 --> 00:20:27,079 we have a very small edge right here if you didn't see it so let's just get rid 218 00:20:27,082 --> 00:20:41,479 of that you didn't boom bevel bevel and bevel and now we have a much more you 219 00:20:41,482 --> 00:20:46,639 know kind of dynamic looking effect on the inside there and I could of course 220 00:20:46,642 --> 00:20:52,200 apply that boolean put some chamfers on the inside so why not let's run a power 221 00:20:52,360 --> 00:21:00,559 save let's apply these let's just get in here and just you know put a chamfer put 222 00:21:00,562 --> 00:21:08,079 one right there put one right here you don't want to go too big I want to make 223 00:21:08,082 --> 00:21:17,439 these a little bit smaller than the outer one and then yeah just like that 224 00:21:17,442 --> 00:21:21,919 now we kind of have that nice chamfered effect over there on the inside and I 225 00:21:21,922 --> 00:21:26,879 could even you know symmetrize that over and it looks great so now we just 226 00:21:26,882 --> 00:21:30,999 really have a lot of these you know detail clusters coming in and more and 227 00:21:31,002 --> 00:21:34,719 more attention is kind of being pulled this side and real quick let me make 228 00:21:34,722 --> 00:21:41,759 sure that's marked with a sharp there we go I think we could possibly expand 229 00:21:41,762 --> 00:21:45,999 these cuts even further up into the empty space not too far but maybe just a 230 00:21:46,002 --> 00:21:52,839 little bit so for example I could get in here and just try to expand that like 231 00:21:52,842 --> 00:22:00,759 slightly more and I'm just gonna kind of see how it looks it might look awful 232 00:22:00,762 --> 00:22:09,799 just an idea so bevel these and then these obviously that need to be a bit 233 00:22:09,802 --> 00:22:14,719 smaller so we're not like competing with the other piece but I could put them 234 00:22:14,722 --> 00:22:21,079 like there and that could actually work I more or less want to make sure we're 235 00:22:21,082 --> 00:22:26,359 kind of not I don't want to repeat this too much because then it's just gonna 236 00:22:26,362 --> 00:22:30,639 compete with the shape here so I could do something different make this a bit 237 00:22:30,642 --> 00:22:36,799 more exciting by I don't know maybe expanding that over even further or I 238 00:22:36,802 --> 00:22:42,519 could even you know just cut out part of that boolean so I kind of have an effect 239 00:22:42,522 --> 00:22:53,999 like that maybe inverted maybe in this direction instead like that and I could 240 00:22:54,002 --> 00:22:56,799 kind of move that in you kind of see what I'm doing I'm just kind of playing 241 00:22:56,802 --> 00:23:01,719 with them like these different shapes different ideas just to pull attention 242 00:23:01,722 --> 00:23:07,559 make it look cooler and just seeing like what I like what I don't like right now 243 00:23:07,562 --> 00:23:12,879 this is just a bit too monotonous we're kind of repeating the same style so I 244 00:23:12,882 --> 00:23:17,159 could just make these smaller and just kind of make them like more or less an 245 00:23:17,162 --> 00:23:22,039 enhancement detail kind of behind it and heck I could even come in here if I 246 00:23:22,042 --> 00:23:26,799 wanted to and maybe connect them by running a cut don't know if it'll look 247 00:23:26,802 --> 00:23:32,439 good but I mean it's worth a try right so you do something like that I 248 00:23:32,442 --> 00:23:36,399 personally don't think that looks good at all but again we're just kind of 249 00:23:36,402 --> 00:23:40,199 getting in here and trying things and really just getting that detail clustered 250 00:23:40,202 --> 00:23:48,399 over here in this area and just seeing what works so let me try maybe if I cut 251 00:23:48,402 --> 00:23:53,119 that it'll kind of break the monotony so now we kind of have something a bit 252 00:23:53,122 --> 00:23:58,079 better going on so now what I can do is bevel these edges so let me apply the 253 00:23:58,082 --> 00:24:07,679 boolean on that cutter and do that and let me make sure I'm using a mirror 254 00:24:07,682 --> 00:24:14,159 modifier here so I just noticed we have some random vertices kind of blocking us 255 00:24:14,162 --> 00:24:18,799 let's remove those and then yeah there we go that could do something like that 256 00:24:18,802 --> 00:24:24,119 just to kind of enhance the overall feeling of this shape so I think we get 257 00:24:24,122 --> 00:24:28,079 away with that I don't want to add too many I think two here is a perfect 258 00:24:28,082 --> 00:24:32,359 balance I don't want to expand or encroach too far into that empty space 259 00:24:32,362 --> 00:24:39,799 so what I'm gonna do here is apply that boolean we'll just power save and then 260 00:24:39,802 --> 00:24:42,599 we're just gonna put a chamfer there because like I said these chamfers 261 00:24:42,602 --> 00:24:51,879 simply look amazing on the actual mesh I think it looks fantastic and as for the 262 00:24:51,882 --> 00:24:55,599 inside here I don't need to put anything right now but we could do a 263 00:24:55,602 --> 00:25:01,559 similar thing to what we did on this portion but not right now I think it's 264 00:25:01,562 --> 00:25:07,839 okay I think it looks good cool so we're just gonna keep working on it keep 265 00:25:07,842 --> 00:25:16,199 getting some of that detail stacked so let me try coming in here a little bit 266 00:25:16,202 --> 00:25:27,359 and maybe cutting kind of through that not sure if that'll be too heavy it 267 00:25:27,362 --> 00:25:30,999 actually looks pretty cool just kind of you know cutting through that portion 268 00:25:31,002 --> 00:25:39,119 not too close but not too far either so I'm gonna recall that cutter this one 269 00:25:39,122 --> 00:25:46,359 right here and let me just bevel these edges just a very very slight tiny 270 00:25:46,362 --> 00:25:51,199 bevel we don't have much space to run it anyways kind of get into the more 271 00:25:51,202 --> 00:25:56,479 there's more microscopic details of anything and now we're just pulling a 272 00:25:56,482 --> 00:25:59,879 lot of attention to this area which I really like I think it looks good and 273 00:25:59,882 --> 00:26:03,839 you can just really begin to see that once you know the modeling tools and 274 00:26:03,842 --> 00:26:07,240 once you know the basic approach to this type of stuff and the different design 275 00:26:07,480 --> 00:26:11,919 rules you can get some crazy-looking stuff and although it looks complex it's 276 00:26:11,922 --> 00:26:15,959 really not it's just repeating the same shit over and over and over it's 277 00:26:15,962 --> 00:26:21,679 nothing really that's crazy but you know when people see it that don't know what 278 00:26:21,682 --> 00:26:27,119 they're doing they're gonna think you're just like a prodigy which I guess is I 279 00:26:27,122 --> 00:26:32,399 guess is cool I'm trying to wonder do I want to cut all the way through the mesh 280 00:26:32,402 --> 00:26:39,759 that could be interesting let's see how that would look let me take one of these 281 00:26:39,762 --> 00:26:45,559 cutters I forget which one it is I could just press alt H find this cutter back 282 00:26:45,562 --> 00:26:53,199 here and then ctrl I and then hide the rest actually that won't work it's cube 283 00:26:53,202 --> 00:27:04,199 002 so I can just turn on you know cube 002 you need to hide all that crap so 284 00:27:04,202 --> 00:27:09,239 here's cube 002 and what I want to do is duplicate this let's move this to the 285 00:27:09,242 --> 00:27:14,199 main collection so that way we can hide everything else and then just like we 286 00:27:14,202 --> 00:27:22,239 did before I can take this back face and use this as a cutter so I inset a little 287 00:27:22,242 --> 00:27:26,799 bit more now if it starts overlapping it not a big deal what we can do is use 288 00:27:26,802 --> 00:27:31,959 the mesh machine on fuck tool and that will just kind of fix everything for us 289 00:27:31,962 --> 00:27:37,999 very nicely basically what you do you select one edge here ctrl click over use 290 00:27:38,002 --> 00:27:42,999 the unfucked tool and then it unfucks the geometry pretty pretty 291 00:27:43,002 --> 00:27:48,199 straightforward feature pretty awesome name as well and what we're gonna do is 292 00:27:48,202 --> 00:27:51,719 just try extruding this all the way through I'm genuinely not all the way 293 00:27:51,722 --> 00:27:59,879 through but a lot further I think that could look mildly interesting without 294 00:27:59,882 --> 00:28:03,919 sandwiching that detail too much but now you can just really see on the inside of 295 00:28:03,922 --> 00:28:13,319 there and you know we could take that back face and again I don't want to move 296 00:28:13,322 --> 00:28:17,279 it all the way through here because then it's just gonna look weird but I could 297 00:28:17,282 --> 00:28:23,879 more or less go to like this point so now it's like really really deep on the 298 00:28:23,882 --> 00:28:28,439 inside just kind of depends how you want to do it and then you could of course 299 00:28:28,442 --> 00:28:33,039 add in your own little details maybe here in the back you could run a bevel 300 00:28:33,042 --> 00:28:41,679 what I might do on this one is use the unfucked tool a little bit more or I 301 00:28:41,682 --> 00:28:49,039 could simply bevel it and then do it afterwards so I can bevel make a nice 302 00:28:49,042 --> 00:28:53,879 bevel on the inside and then just use the unfucked tool here manually and what 303 00:28:53,882 --> 00:28:59,599 you're gonna do is press the P key or to scroll up and that's gonna propagate 304 00:28:59,602 --> 00:29:06,439 outwards a little bit and just kind of sort those weird issues for you and boom 305 00:29:06,442 --> 00:29:10,560 now we kind of have like a nice you know bevel on the inside the valley is gonna 306 00:29:10,640 --> 00:29:13,879 catch it pretty heavily so you can always drop that down a little bit if 307 00:29:13,882 --> 00:29:19,999 it's too heavy but I kind of think it looks cool so yeah now we kind of have 308 00:29:20,002 --> 00:29:23,799 this interesting looking shape going on and you can just keep stacking detail on 309 00:29:23,802 --> 00:29:29,439 it over and over and over again so here's how it looks from the front just 310 00:29:29,442 --> 00:29:32,879 kind of very flowy you can see how all these shapes are kind of flowing with 311 00:29:32,882 --> 00:29:37,959 each other looks awesome here's the top and we could obviously add more detail 312 00:29:37,962 --> 00:29:42,719 to the top if we wanted to here's the side and you know all the visual appeal 313 00:29:42,722 --> 00:29:48,360 is basically being brought here to this portion which is awesome 34896

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