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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.7948
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