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In this video, I will teach you

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everything you need to know about making

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sweep profiles or wall moldings in

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Blender. It's all around basic and easy

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stuff. So, I hope you enjoy it cuz let's

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say you have a wall or a building,

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exterior or interior space and you want

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to add a sweep with a shape to it. You

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first need to identify the points where

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it should go. So, in edit mode, try to

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hold shift and pick the vertices along

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the wall or do it with edges. Then hit

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shift D to copy this line. And let's

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move it up just to make it clear and

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press P to separate it from the mesh.

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With sweeps, we need to work on curves.

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So with the line selected, go to the

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object menu and convert it to curve. We

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have now the curve settings available.

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With it, we can add a sweep using any

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profile we have like those ones which I

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got for free. So pick one, separate it

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if it's joined with others and move it

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on the side where we need to pay

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attention for two things in this

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profile. Its pivot or mass point which

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is this yellow dot. It's the center of

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transformation if we want to scale or

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rotate the profile. And with upper

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sweep, it should be on the top inner

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corner of the profile. If it's a wall

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trim on the bottom, you should place it

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on the opposite side on the profile.

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That way you can edit it easily without

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intersecting with the floor or the

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ceiling. The second thing we need to

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check is the direction of it. But that

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can be done after we apply it to the

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line. So go back to the line and in its

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curve settings go to the geometry tab

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and under the bevel go to object and

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choose the profile there. This way the

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profile shape will sweep alone the line.

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Scaling the profile in object mode will

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affect the sweep. But to fix its

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direction, we need to rotate it inside

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edit mode. And fixing this is easy. You

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hit tab, select the profile, and mirror

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it to make it on the outside rather than

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the inside. If this was an interior, you

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don't need to do anything yet. Try to

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recheck the profile pivot after that to

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make sure it align with the wall. You

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can use the snap to attach it to a

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certain point. And try to hold shift if

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you want to pick more than one snap

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option.

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The resolution on the sweep is set from

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the profile and not the line. So don't

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mix those. You can go back to the

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profile to edit anything in the shape.

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The line is a curve of course. So

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extending it by extruding the points

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along the wall.

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If you want to join this corner, since

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we have two points here and the line is

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not connected, you can select them both.

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Then right click to make a segment and

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after that choose one point and Ctrl X

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to dissolve it.

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If you want to make wall frames like for

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a library or a window, the process is

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the same. You set a shape around the

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object you need. Let's say something

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like this. Make it a curve. And for the

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profile this time, you should pick

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something of a symmetry like those two.

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The rest are just the same as before.

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And you can rotate the profile around to

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make it suitable for any area you want

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to cover.

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Last thing you might need to learn is

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how to copy around cornises. Since this

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one is a detailed object, you can use

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Alt D to instance copy and keep things

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light. Yet, once you hit a corner, this

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might be weird cuz you need it to sweep.

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Now, this one is easy but tricky. See,

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what you need to do is start from the

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corner, add one cornice, and drop on it

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a mirror modifier.

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From this options menu, hit affect only

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origins. This way if you rotate by 45

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and enable the bisect on the same axis

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you will get the result you need.

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Make sure to disable affect only origin

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before moving into the corner and the

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rest are just copies along the wall. The

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mirror do have a flip option so the

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other case is covered the same way. Yet

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again, don't forget to manage the origin

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options unless you want to enter edit

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mode with all the vertices in it. That's

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it. Hope this been fun. Like and sub for

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more dope. And until next time, stay

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sharp. Goodbye.
