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So let's do another example here. Maybe this one can be a tad bit more complex.
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So just like we've been doing, we're gonna just kind of create some sort of
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base shape here and just keep working with it really. So maybe what I'm
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gonna do on this one is introduce some additional kind of interesting forms
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here. Again, all I'm trying to do is really just create something that looks
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cool up front. So let me move this back a bit. That's not gonna slide very nicely.
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So we're gonna have to leave that as is. Not a big deal. Really all I want to do
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is just create some sort of cool looking shape and then we can of course
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soften it up by adding in some bevels. So I'm gonna do something like that. You can do
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something like this. Again, just trying to get a shape that looks cool and then we
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can deal with the rest. Let's try mirroring that. Looks pretty good. A bit wide if you
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ask me, but we could probably... I'm trying to think how we could do it. We could scale
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that a bit. Might skew the bevel slightly, but it shouldn't be too noticeable. So
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let's maybe scale that just a little bit and this could be a good shape to
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work with from the start. So pretty basic form. Let's try maybe adding in a chamfer
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around the entire mesh. So just a small one like that. See if it looks good. Not
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particularly exciting, so maybe not, but from here we could keep
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experimenting with the shapes. I'll do a boolean right there and let's try to
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rotate that.
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It's not too bad. Kind of an interesting looking area right here, but still not
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exactly what I'm going for. What I could do though is something like this.
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There we go. Now we're kind of getting somewhere. Again, all I'm trying to do is just find some
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sort of arbitrary shape that looks more or less visually appealing and we can
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keep stacking on top of that. This looks pretty interesting. I think we
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could do something with this. So maybe this back here could be the area of
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empty space and this up here could be the area of clustered detail. Real quick,
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let me undo this briefly because I want to take this boolean and maybe just push
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that up a little bit so we're not having like so much space. Then I'm just
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going to kind of rotate it on the z-axis and just see what different
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effects I can get. It's really just a game at a certain point, just seeing what
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looks good. Then let's just select these and then we can sharpen
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that manually. This could actually be a pretty cool shape to work with up
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front. Let's add in a mirror and do something like that. Now I think this is
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a pretty damn cool shape. This is a good starting point. Now we could
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start creating something. First I want to kind of identify the area where
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we're going to have empty space and that's probably just going to be up here
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most likely. In that situation I'm just going to not really mess
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with the top at all. I think what we could do is start adding in cuts into
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the side and things to really introduce that additional visual detail. Now what I
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could try is beveling this. Just out of curiosity but I think that hard edge
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looks a bit nicer so maybe instead I could bevel this area. Keep in mind we
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have a mirror so I don't have to worry about the bottom portion but you know
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something like that could work. I don't know it's not too big of a deal right
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now but at this point let's go ahead and apply the mirror and I'm going to show
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you a pretty cool trick. I'm going to get rid of this. Control X to dissolve that.
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What I like to do here is I would like to take this entire outer portion of
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faces and you'll see why. First I want to make this a little bit smoother so the
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best way to do that because you can kind of see we have a very clear like it's
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not continuous right here. Right now it splits off into two paths but if I
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beveled this area for example it would now continue very smoothly kind of up
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through the mesh. So what I would like to do is at least get this bottom portion
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here beveled. So like from here all the way to here. Just a very subtle bevel.
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You can even you know run a mirror modifier up a little bit and that's just
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going to kind of give us the nice edge highlight that we want as well. So we go
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ahead and apply that and now check this out. What I would like to do is I would
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like to use the circle select feature. We're going to get in here and select
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all these faces. Now an easier way to do this would be to press the L key but
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right now when I press the L key it selects the entire mesh. So what we need
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to do is we need to add a seam which will give us that ability to separate. So
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basically I can just add a seam to where these sharp markings already are. So
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check this out. If I select one of these blue edges here and press shift G and
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choose maybe the sharpness value because all these are marked as sharp. Now
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that they're all selected I can right-click mark seam and then if I go
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into face mode and press the L key now I've selected these independently which
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is really really powerful. So now what I like to do is I would like to press Q
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Booleans selection to Boolean and this one's going to be a bit messy right
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there because of how thin it gets but we're not going to worry too much about
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that part. Honestly what we could do is instead we could press Q control click
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on curve extract. We'll just kind of have this piece right here then we could just
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separate or remove these pieces here manually. Just completely get rid of them
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like that and then just symmetrize to the other side and maybe I could even
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add in like a loop right there and remove these portions as well. Dissolve
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that and then if I just select everything and press I to inset and then
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invert the selection I can delete out that portion then all I really have to
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do at this point is add in a solidify modifier and run a Boolean. Now if this
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Boolean doesn't work that's because it's on the same face so make sure you change
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over to exact so that way it'll shade and sometimes exact I've noticed still
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doesn't work in some cases so in that type of situation just press the S key
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and just slightly scale it and you'll kind of get that fixed. So you know for
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right now we could do something kind of like this looks cool. Maybe this could be
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the front and this could be the back. So you know what I'm going to do instead and I
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have a much better idea. Let me take these two faces delete the rest and just
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on these faces I could inset them and then invert. So delete these and then I
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could run the Boolean here on this portion and then we can just kind of
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start from there. So maybe I have a detail kind of like that and then I
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could take this one and extrude it out or maybe instead of deleting out that
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whole piece I could just take you know this portion and let's solidify it in. So
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operation solidify run the difference then just slightly scale it and I think
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that looks a little bit more visually appealing and then what I like to do is
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start adding in some detail kind of into this area so I don't need to worry
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about this side too much because I can just run a mirror modifier but more or
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less I kind of want to get a hole in there and start stacking our detail. Now
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a much easier way to do that would be to simply press Q shift click on smart
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apply and then with this duplicate we now have we can just take this geometry
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inset that geometry then delete the rest and guess what now we have a face right
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there. So that's why I love using Hard Ops for those little tricks and then I
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could extrude this in. You might need to recalculate the normals because
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sometimes if you're extruding in the wrong direction they're going to be
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wrong so press shift N that'll recalculate it and then we can just run
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our difference and already we're kind of getting a cool kind of detail. I reckon
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this could be a little bit smaller so what I'm gonna do is undo this real
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quick I'm gonna take this piece before I extrude it let's inset it a little bit
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more and then go again and now we just kind of scale that in you might need to
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reset the origin to the geometry because usually if you're duplicating it it'll
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share the origin of the original piece and then we can just kind of start
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experimenting in here introduce some bevels to make it softer now we kind of
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have that result going on and then I could take this face let's kind of pull
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that in run a reverse bevel might need to apply the scale and let's run the
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reverse bevel just a really small one just to kind of elevate that chamfered
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looking effect and this could be the area where we start really clustering
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that detail I don't like this piece we just added in the front so I'm just
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going to go ahead press the L key in vertex mode delete those vertices and
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we'll just kind of focus here on this portion and the rest for now can just be
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the empty space because I really think this is gonna look cool once they kind
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of start really stacking in that detail so maybe down here towards the back what
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I could do is I could come in here and maybe cut through like that and then we
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kind of have that type of detail could be cool but I don't want it to go all
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the way through maybe just kind of looking experimenting and seeing what
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looks good we might want to do this via view align so that way it cuts straight
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down and not based off of the face normal orientation so that could be cool
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let's give it a nice bevel and you can already see we're getting those clusters
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of detail kind of here in this area which is awesome it's exactly what I
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wanted and let's go ahead and just apply this boolean give that a nice chamfer
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there chamfers are always great for these types of pieces they just look
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amazing and same for up here on on this let me bevel let me apply the solidify
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modifier make sure these here are beveled a little bit and I can just
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symmetrize that so we'll just go in and we can apply this boolean doesn't really
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matter if we apply it we can always just power save so if I was worried
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about it I guess run a power save and boom I can always revert back to an old
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file but what I'm gonna do on this one is just give this a very small chamfer
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around there just really helps elevate that overall look you see what I mean
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now we're kind of starting to get that nice cluster of detail we can just keep
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building on that kind of working with what we've got that looks good and then
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for the bottom let me just run a mirror modifier because this is more or less a
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symmetrical piece on the what is a symmetrical piece on the z-axis which is
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perfect and we're just gonna keep you know clustering that detail here in the
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front so notice how when you start adding detail it kind of defines which
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area is the front in which area you know is more of the back so using these types
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of techniques is great and I'm just gonna get in here and just keep keep
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experimenting that doesn't look very good so let me what I think we could do
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here is we could maybe work in a little bit more on this portion I think that
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could be good so we could just kind of cut in that way and now we're just
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really emphasizing and adding in a lot more detail clusters which is exactly
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what I want now we'll keep it mirrored to make sure everything's you know
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symmetrical and we can bevel that looks great and then again you know running a
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let me apply the mirror here running our reverse bevel is always a great idea if
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you want to get like a nice chamfer in there could be cool
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that's not too bad and we can just keep kind of digging into this area so if I
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wanted to I could actually turn on the cutters collection just reuse you know
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one of the cutters I had before like this one for example so I could take
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this cutter and just like reuse that piece so for example I could duplicate
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it snatch these back faces here see what I mean just take these back faces inset
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them invert the selection to remove that outer portion and now we have another
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piece we can use as a boolean which is freaking amazing so we can get in here
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run like another additional boolean there and now we're just really starting
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to get that detail kind of like concentrated more in this area which is
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great that looks good let me just take a look at these different
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booleans we have going on now it looks good I like that and this almost looks
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like a like kind of a functional piece almost you see what I mean like this
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could be some sort of cool like mechanical piece and you could really if
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you're going for a more functional design this is where you could start
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using those detail clusters with actual functional elements maybe this is like
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an engine so instead of adding random shapes you could add in like engine
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parts and things like that so really great way to kind of combine you know
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functional elements with what you're already doing anyways so let's do another
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reverse bevel right here just a very small one just really trying to echo
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those lines and those chamfers and the things we you know already have so I'm
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liking how this looks I'm just trying to think like how can we keep stacking
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stuff here making this look even cooler so let me apply actually I'm not gonna
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apply anything right now leave it as it is so maybe what I'll do here is come
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into the side view and let's try running a cut kind of like that what that's
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gonna do is kind of introduce a little bit more dynamicism to the mesh I'm not
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starting this I'm not sure I necessarily like where this is positioned here so
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you know what I might want to do is um kind of move this back just kind of
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reposition it that looks like it just got blown off by something but you know
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this kind of idea you know makes sense to me I can more or less go for you know
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a shape kind of like that also I could kind of change the rotation so it's more
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angled in there if I wanted to so now we just kind of introduce like an
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additional like visual element right there you see what I did just before
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here's the after just looks a lot more dynamic just by doing that but I'm not
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too sure I like the positioning so you know I could always even try doing it
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from the sides here for example which I don't think it's gonna look good but you
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know you can try different things just see what you like so you don't like here
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I'm gonna need to adjust the auto smooth otherwise that might not pick up
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everything also we could mark that manually so I'm not too worried about it
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right now but you know that type of shape could be pretty interesting and
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another thing I could do check this out is I could take this cut that already
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exists and I could just build on top of it so for example let me quickly merge
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let me take this and slide that a little bit just because it's kind of
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intersecting so yeah what I could actually do here is I could maybe take
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this loop I could use the offset feature in mesh machine and just kind of offset
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this a little bit now I want to use the I don't want this to affect the
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direction so what I need to do here is press the Q key yeah press the Q key and
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that won't skew the actual vertices there and then I could just take this
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and bevel it and then at this point this is really cool I could use this set of
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faces as a selection to boolean and I could literally add in my own boolean
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just like that and then from there I could get like fancy I could you know
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take this boolean piece and I could start adding in like a trussing effect
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so for example I could go into the n-gon cutter press the T key to solidify it
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and then when I cut the cutter I start getting these types of trussing effects
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like right on that boolean which is awesome so I could do one here and see
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how that cuts through and we just kind of have a lot more visual appeal going
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on in there now what I would like to do is I'd like to put it more or less in
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the center just to kind of avoid those shading artifacts but I could at least
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keep it more towards the right you know what I mean so I could do that let's
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just move that in so it's not interfering with this side at all we'll
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move that there and then I could do one from this side you know cut like that
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and just like that we kind of have this cool trussing effect going on on the
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inside and I could simply mirror that cutter so it looks really cool I like
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that what I am gonna do is on this actual cutter I'm just gonna smart
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apply everything so then what I could do here is just kind of get in and start
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introducing some bevels just to make this look a little bit more you know
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visually appealing so go here and then here and we're just gonna keep I might
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need to dissolve out this edge so it doesn't interfere with this one and also
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we have a very small edge right here if you didn't see it so let's just get rid
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of that you didn't boom bevel bevel and bevel and now we have a much more you
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know kind of dynamic looking effect on the inside there and I could of course
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apply that boolean put some chamfers on the inside so why not let's run a power
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save let's apply these let's just get in here and just you know put a chamfer put
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one right there put one right here you don't want to go too big I want to make
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these a little bit smaller than the outer one and then yeah just like that
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now we kind of have that nice chamfered effect over there on the inside and I
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could even you know symmetrize that over and it looks great so now we just
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really have a lot of these you know detail clusters coming in and more and
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more attention is kind of being pulled this side and real quick let me make
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sure that's marked with a sharp there we go I think we could possibly expand
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these cuts even further up into the empty space not too far but maybe just a
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little bit so for example I could get in here and just try to expand that like
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slightly more and I'm just gonna kind of see how it looks it might look awful
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just an idea so bevel these and then these obviously that need to be a bit
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smaller so we're not like competing with the other piece but I could put them
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like there and that could actually work I more or less want to make sure we're
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kind of not I don't want to repeat this too much because then it's just gonna
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compete with the shape here so I could do something different make this a bit
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more exciting by I don't know maybe expanding that over even further or I
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could even you know just cut out part of that boolean so I kind of have an effect
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like that maybe inverted maybe in this direction instead like that and I could
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kind of move that in you kind of see what I'm doing I'm just kind of playing
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with them like these different shapes different ideas just to pull attention
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make it look cooler and just seeing like what I like what I don't like right now
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this is just a bit too monotonous we're kind of repeating the same style so I
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could just make these smaller and just kind of make them like more or less an
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enhancement detail kind of behind it and heck I could even come in here if I
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wanted to and maybe connect them by running a cut don't know if it'll look
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good but I mean it's worth a try right so you do something like that I
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personally don't think that looks good at all but again we're just kind of
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getting in here and trying things and really just getting that detail clustered
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over here in this area and just seeing what works so let me try maybe if I cut
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that it'll kind of break the monotony so now we kind of have something a bit
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better going on so now what I can do is bevel these edges so let me apply the
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boolean on that cutter and do that and let me make sure I'm using a mirror
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modifier here so I just noticed we have some random vertices kind of blocking us
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let's remove those and then yeah there we go that could do something like that
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just to kind of enhance the overall feeling of this shape so I think we get
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away with that I don't want to add too many I think two here is a perfect
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balance I don't want to expand or encroach too far into that empty space
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so what I'm gonna do here is apply that boolean we'll just power save and then
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we're just gonna put a chamfer there because like I said these chamfers
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simply look amazing on the actual mesh I think it looks fantastic and as for the
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inside here I don't need to put anything right now but we could do a
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similar thing to what we did on this portion but not right now I think it's
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okay I think it looks good cool so we're just gonna keep working on it keep
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getting some of that detail stacked so let me try coming in here a little bit
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and maybe cutting kind of through that not sure if that'll be too heavy it
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actually looks pretty cool just kind of you know cutting through that portion
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not too close but not too far either so I'm gonna recall that cutter this one
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right here and let me just bevel these edges just a very very slight tiny
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bevel we don't have much space to run it anyways kind of get into the more
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there's more microscopic details of anything and now we're just pulling a
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lot of attention to this area which I really like I think it looks good and
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you can just really begin to see that once you know the modeling tools and
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once you know the basic approach to this type of stuff and the different design
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rules you can get some crazy-looking stuff and although it looks complex it's
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really not it's just repeating the same shit over and over and over it's
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nothing really that's crazy but you know when people see it that don't know what
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they're doing they're gonna think you're just like a prodigy which I guess is I
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guess is cool I'm trying to wonder do I want to cut all the way through the mesh
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that could be interesting let's see how that would look let me take one of these
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cutters I forget which one it is I could just press alt H find this cutter back
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here and then ctrl I and then hide the rest actually that won't work it's cube
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002 so I can just turn on you know cube 002 you need to hide all that crap so
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here's cube 002 and what I want to do is duplicate this let's move this to the
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main collection so that way we can hide everything else and then just like we
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did before I can take this back face and use this as a cutter so I inset a little
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bit more now if it starts overlapping it not a big deal what we can do is use
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the mesh machine on fuck tool and that will just kind of fix everything for us
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very nicely basically what you do you select one edge here ctrl click over use
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the unfucked tool and then it unfucks the geometry pretty pretty
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straightforward feature pretty awesome name as well and what we're gonna do is
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just try extruding this all the way through I'm genuinely not all the way
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through but a lot further I think that could look mildly interesting without
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sandwiching that detail too much but now you can just really see on the inside of
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there and you know we could take that back face and again I don't want to move
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it all the way through here because then it's just gonna look weird but I could
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more or less go to like this point so now it's like really really deep on the
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inside just kind of depends how you want to do it and then you could of course
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add in your own little details maybe here in the back you could run a bevel
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what I might do on this one is use the unfucked tool a little bit more or I
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could simply bevel it and then do it afterwards so I can bevel make a nice
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bevel on the inside and then just use the unfucked tool here manually and what
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you're gonna do is press the P key or to scroll up and that's gonna propagate
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outwards a little bit and just kind of sort those weird issues for you and boom
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now we kind of have like a nice you know bevel on the inside the valley is gonna
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catch it pretty heavily so you can always drop that down a little bit if
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it's too heavy but I kind of think it looks cool so yeah now we kind of have
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this interesting looking shape going on and you can just keep stacking detail on
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it over and over and over again so here's how it looks from the front just
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kind of very flowy you can see how all these shapes are kind of flowing with
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each other looks awesome here's the top and we could obviously add more detail
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to the top if we wanted to here's the side and you know all the visual appeal
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is basically being brought here to this portion which is awesome
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