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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:02,440 --> 00:00:08,080 Hello, dear channel. 2 00:00:05,560 --> 00:00:10,000 Hello. Hello. 3 00:00:08,080 --> 00:00:14,000 We're back. I'm back. 4 00:00:10,000 --> 00:00:17,000 We're all here live. 5 00:00:14,000 --> 00:00:17,000 2023 6 00:00:18,320 --> 00:00:22,680 at least here in Mexico City. 7 00:00:22,800 --> 00:00:28,240 And uh we're with Blender 3.4. 8 00:00:30,400 --> 00:00:35,200 And 9 00:00:31,680 --> 00:00:37,400 uh jewelry design, 3D jewelry design. 10 00:00:35,200 --> 00:00:40,240 So, obviously, let me 11 00:00:37,400 --> 00:00:40,240 let me 12 00:00:40,320 --> 00:00:44,200 take a moment to 13 00:00:46,280 --> 00:00:50,920 promote the live session. 14 00:00:51,000 --> 00:00:53,840 The F 15 00:00:55,240 --> 00:00:59,120 I can find 16 00:00:57,720 --> 00:01:01,760 my own 17 00:00:59,120 --> 00:01:04,280 stream. 18 00:01:01,760 --> 00:01:07,120 Here we are. 19 00:01:04,280 --> 00:01:07,120 So. 20 00:01:08,880 --> 00:01:12,960 Hello. 21 00:01:10,080 --> 00:01:17,760 Welcome. Welcome. 22 00:01:12,960 --> 00:01:17,760 Welcome, everybody. Welcome. 23 00:01:18,960 --> 00:01:24,080 Okay, great. So. 24 00:01:21,760 --> 00:01:25,640 The topic today 25 00:01:24,080 --> 00:01:28,480 I'm going to wait a couple of minutes, 26 00:01:25,640 --> 00:01:28,480 like I said. 27 00:01:29,200 --> 00:01:31,440 Um 28 00:01:33,440 --> 00:01:37,760 just to promote this. 29 00:01:36,160 --> 00:01:41,880 So. 30 00:01:37,760 --> 00:01:41,880 Let's share the link. 31 00:01:42,200 --> 00:01:47,320 Here we are. 32 00:01:44,000 --> 00:01:49,520 Let's go to Facebook. 33 00:01:47,320 --> 00:01:51,840 So, feel free to use the chat if you 34 00:01:49,520 --> 00:01:54,400 have. 35 00:01:51,840 --> 00:01:55,720 So, today there's nothing very specific 36 00:01:54,400 --> 00:01:59,040 planned. 37 00:01:55,720 --> 00:02:01,520 Maybe chains, maybe. But also it's going 38 00:01:59,040 --> 00:02:04,440 to depend. 39 00:02:01,520 --> 00:02:04,440 Hello, chat. 40 00:02:06,360 --> 00:02:12,120 If anybody in the chat, the first best 41 00:02:09,160 --> 00:02:13,920 idea that comes out in 42 00:02:12,120 --> 00:02:15,480 the chat, 43 00:02:13,920 --> 00:02:16,640 I'm going to do that. 44 00:02:15,480 --> 00:02:20,000 So, 45 00:02:16,640 --> 00:02:21,160 if you're a subscriber or 46 00:02:20,000 --> 00:02:22,360 not even, 47 00:02:21,160 --> 00:02:24,680 well, 48 00:02:22,360 --> 00:02:27,240 you have to 49 00:02:24,680 --> 00:02:30,080 write something in the chat. 50 00:02:27,240 --> 00:02:30,080 And 51 00:02:30,959 --> 00:02:33,680 and 52 00:02:33,959 --> 00:02:37,600 I will 53 00:02:35,640 --> 00:02:40,000 I will obviously judge your idea, but I 54 00:02:37,600 --> 00:02:41,440 hope it's always a good idea. So, we'll 55 00:02:40,000 --> 00:02:44,320 do that. 56 00:02:41,440 --> 00:02:44,320 And um 57 00:02:46,800 --> 00:02:49,440 and um 58 00:03:01,320 --> 00:03:04,080 Hello. 59 00:03:05,480 --> 00:03:10,400 Hello, George Cabrera. 60 00:03:08,680 --> 00:03:13,200 It is the Mexico? 61 00:03:10,400 --> 00:03:14,880 Are you from Mexico? 62 00:03:13,200 --> 00:03:17,480 I'm just 63 00:03:14,880 --> 00:03:17,480 guessing. 64 00:03:49,959 --> 00:03:54,920 Let's go to Blender here. 65 00:03:52,880 --> 00:03:56,360 Let's promote the live stream for a 66 00:03:54,920 --> 00:04:00,000 second. 67 00:03:56,360 --> 00:04:02,880 Just starting. So, I will be here about 68 00:04:00,000 --> 00:04:06,160 1 hour today. 69 00:04:02,880 --> 00:04:08,240 I'm very happy, yeah, to be here to be 70 00:04:06,160 --> 00:04:12,480 back because 71 00:04:08,240 --> 00:04:15,720 I changed the I moved 72 00:04:12,480 --> 00:04:16,959 a couple of months ago and I have a lot 73 00:04:15,720 --> 00:04:18,320 of work 74 00:04:16,959 --> 00:04:20,160 a lot of work 75 00:04:18,320 --> 00:04:21,959 to do. So, 76 00:04:20,160 --> 00:04:23,800 I have to set up everything again. You 77 00:04:21,959 --> 00:04:30,480 know, when you move, you change place, 78 00:04:23,800 --> 00:04:31,840 it's sometimes hard to find your new 79 00:04:30,480 --> 00:04:33,120 parameters. 80 00:04:31,840 --> 00:04:36,040 And 81 00:04:33,120 --> 00:04:37,960 here I am. It's February. So, yeah, not 82 00:04:36,040 --> 00:04:39,440 even in January. Generally, I start in 83 00:04:37,960 --> 00:04:43,760 January. 84 00:04:39,440 --> 00:04:49,120 This year, what I plan to do is that 85 00:04:43,760 --> 00:04:52,760 because I have a lot of requests. 86 00:04:49,120 --> 00:04:56,520 I have a lot of requests. So, I have a 87 00:04:52,760 --> 00:04:59,240 lot of work every day. 88 00:04:56,520 --> 00:05:01,320 I need to 89 00:04:59,240 --> 00:05:03,560 change a bit the Well, this year, I'm 90 00:05:01,320 --> 00:05:05,919 going to do live streams. 91 00:05:03,560 --> 00:05:07,680 And the live streams, I will transform 92 00:05:05,919 --> 00:05:09,240 into tutorials. 93 00:05:07,680 --> 00:05:10,760 Because 94 00:05:09,240 --> 00:05:12,400 that's the 95 00:05:10,760 --> 00:05:13,960 the best I can do and I think it's going 96 00:05:12,400 --> 00:05:17,000 to be more interesting. 97 00:05:13,960 --> 00:05:17,000 Also, because 98 00:05:17,280 --> 00:05:21,800 like this 99 00:05:18,880 --> 00:05:23,160 it can be a bit more dynamic. And also, 100 00:05:21,800 --> 00:05:24,840 because 101 00:05:23,160 --> 00:05:29,000 for the people following the live 102 00:05:24,840 --> 00:05:31,919 streams, they can always ask 103 00:05:29,000 --> 00:05:34,200 questions and give me ideas. It's not 104 00:05:31,919 --> 00:05:37,320 that I don't have any ideas. If If today 105 00:05:34,200 --> 00:05:40,280 nobody's giving an idea in the chat 106 00:05:37,320 --> 00:05:43,360 in about like 5 minutes, I'm going to do 107 00:05:40,280 --> 00:05:45,240 chains, chains. So, 108 00:05:43,360 --> 00:05:47,880 like I said, I'm promoting the live 109 00:05:45,240 --> 00:05:50,840 stream so more people 110 00:05:47,880 --> 00:05:50,840 connect here. 111 00:06:03,240 --> 00:06:07,560 3D jewelry modeling 112 00:06:07,640 --> 00:06:10,440 live. 113 00:06:22,200 --> 00:06:27,320 Here we are. So, chat. 114 00:06:25,400 --> 00:06:29,520 I guess the chat is not very chatty 115 00:06:27,320 --> 00:06:33,200 today. 116 00:06:29,520 --> 00:06:35,720 Come on, somebody. Express your requests 117 00:06:33,200 --> 00:06:38,760 because I'm open right now for like 118 00:06:35,720 --> 00:06:41,520 3 more minutes, so 119 00:06:38,760 --> 00:06:41,520 you better 120 00:06:41,800 --> 00:06:45,120 Oh, this is not the image. Where is the 121 00:06:43,240 --> 00:06:47,919 image? 122 00:06:45,120 --> 00:06:50,200 I need the the Okay, here it is. 123 00:06:47,919 --> 00:06:50,200 Perfect. 124 00:07:12,480 --> 00:07:18,520 Okay, so we are live. 125 00:07:16,080 --> 00:07:21,720 So, I checked the last time I did a live 126 00:07:18,520 --> 00:07:24,280 stream was a month ago, like almost 6 127 00:07:21,720 --> 00:07:26,040 months ago. 128 00:07:24,280 --> 00:07:29,200 That's really bad. 129 00:07:26,040 --> 00:07:29,200 Okay, so 130 00:07:30,520 --> 00:07:33,800 Okay, well, let's start. 131 00:07:34,960 --> 00:07:37,960 Yeah, it's pretty great. 132 00:07:38,080 --> 00:07:41,480 I 133 00:07:39,120 --> 00:07:45,800 Why did I stop teaching? Well, the funny 134 00:07:41,480 --> 00:07:49,240 thing is that I didn't stop teaching. 135 00:07:45,800 --> 00:07:50,120 I I closed the school 136 00:07:49,240 --> 00:07:53,800 um 137 00:07:50,120 --> 00:07:55,800 I stopped teaching uh 138 00:07:53,800 --> 00:07:57,320 like traditionally 139 00:07:55,800 --> 00:07:59,160 uh I closed the school. I had a jewelry 140 00:07:57,320 --> 00:08:02,600 school here in Mexico. So, I 141 00:07:59,160 --> 00:08:03,880 I stopped teaching because I 142 00:08:02,600 --> 00:08:06,320 got 143 00:08:03,880 --> 00:08:09,120 a very severe 144 00:08:06,320 --> 00:08:09,120 leg 145 00:08:09,400 --> 00:08:14,120 accident. 146 00:08:11,480 --> 00:08:15,280 And uh hello, hello. 147 00:08:14,120 --> 00:08:16,640 And 148 00:08:15,280 --> 00:08:18,360 uh I was 149 00:08:16,640 --> 00:08:20,720 uh 150 00:08:18,360 --> 00:08:22,320 I had to change my lifestyle. So, I had 151 00:08:20,720 --> 00:08:25,000 to quit 152 00:08:22,320 --> 00:08:27,480 teaching. So, I closed the school. Then 153 00:08:25,000 --> 00:08:30,560 I moved. Then came the pandemic. So, 154 00:08:27,480 --> 00:08:33,280 that just confirmed that it was really 155 00:08:30,560 --> 00:08:36,640 time for me to retire from teaching. 156 00:08:33,280 --> 00:08:38,880 But, I am teaching online private 157 00:08:36,640 --> 00:08:40,760 classes Blender 158 00:08:38,880 --> 00:08:42,560 3D modeling. 159 00:08:40,760 --> 00:08:44,200 Uh generally, it's 160 00:08:42,560 --> 00:08:48,000 modeling 161 00:08:44,200 --> 00:08:50,040 uh jewelry, but it's Blender 3D modeling 162 00:08:48,000 --> 00:08:52,000 and sculpting and rendering and 163 00:08:50,040 --> 00:08:53,160 animation. 164 00:08:52,000 --> 00:08:55,720 So, 165 00:08:53,160 --> 00:08:55,720 I 166 00:08:56,120 --> 00:09:02,520 I teach online 167 00:08:59,480 --> 00:09:05,360 private classes 168 00:09:02,520 --> 00:09:08,320 using Blender. 169 00:09:05,360 --> 00:09:08,320 Using Blender. 170 00:09:10,120 --> 00:09:15,200 So, I retired from 171 00:09:15,839 --> 00:09:18,560 uh 172 00:09:17,440 --> 00:09:21,839 How is it called? 173 00:09:18,560 --> 00:09:24,480 How how is it called? Uh I retired from 174 00:09:21,839 --> 00:09:27,440 uh real life teaching. No, but online. 175 00:09:24,480 --> 00:09:28,600 So, from what's the What's the opposite 176 00:09:27,440 --> 00:09:30,680 from 177 00:09:28,600 --> 00:09:31,720 online? 178 00:09:30,680 --> 00:09:33,440 Up 179 00:09:31,720 --> 00:09:34,760 I don't even because I do everything 180 00:09:33,440 --> 00:09:37,640 online, I don't even know what's the 181 00:09:34,760 --> 00:09:38,960 opposite from online. 182 00:09:37,640 --> 00:09:41,480 Offline? 183 00:09:38,960 --> 00:09:44,480 So, I quit online teaching local 184 00:09:41,480 --> 00:09:44,480 in-house. 185 00:09:45,400 --> 00:09:50,240 Or not online. Offline, real life. Well, 186 00:09:48,600 --> 00:09:52,280 whatever, everything is real life for 187 00:09:50,240 --> 00:09:54,040 me. So, how much? 188 00:09:52,280 --> 00:09:57,760 How much? Okay, that's a pretty good 189 00:09:54,040 --> 00:10:00,760 question because I do have 190 00:09:57,760 --> 00:10:03,440 Let's go Let me go to 191 00:10:00,760 --> 00:10:04,600 So, I can I can publish that information 192 00:10:03,440 --> 00:10:07,000 now 193 00:10:04,600 --> 00:10:11,000 because it is uh 194 00:10:07,000 --> 00:10:11,000 It is Let me find the information. 195 00:10:12,160 --> 00:10:17,920 It is the 196 00:10:13,720 --> 00:10:17,920 um the prices. Prices of teaching. 197 00:10:20,040 --> 00:10:24,200 Okay, write me to my Instagram. 198 00:10:22,960 --> 00:10:26,040 Or 199 00:10:24,200 --> 00:10:28,000 Now we're here. Let me 200 00:10:26,040 --> 00:10:32,400 put the prices. 201 00:10:28,000 --> 00:10:32,400 Let me see if I find an email somewhere. 202 00:10:33,120 --> 00:10:40,920 So, the prices. 203 00:10:36,520 --> 00:10:40,920 Did I send this information to 204 00:10:45,000 --> 00:10:51,440 online course teaching online online 205 00:10:47,839 --> 00:10:53,200 classes. Here we are. So, prices are as 206 00:10:51,440 --> 00:10:57,360 following. 207 00:10:53,200 --> 00:10:57,360 Let me copy-paste this right here. 208 00:10:58,240 --> 00:11:01,560 Here, live. 209 00:11:05,000 --> 00:11:11,520 Here are the prices. 24 hours of 210 00:11:08,000 --> 00:11:13,000 teaching, private uh personalized 211 00:11:11,520 --> 00:11:15,839 because obviously with me you're going 212 00:11:13,000 --> 00:11:18,920 to learn what you need to learn. So, if 213 00:11:15,839 --> 00:11:21,240 you're And also generally I teach to 214 00:11:18,920 --> 00:11:23,440 people who already know something about 215 00:11:21,240 --> 00:11:26,000 3D, but they have 216 00:11:23,440 --> 00:11:28,160 specific doubts and they want to get 217 00:11:26,000 --> 00:11:30,760 faster and better and more efficient 218 00:11:28,160 --> 00:11:34,680 using Blender and also the way how to 219 00:11:30,760 --> 00:11:37,200 resolve a e jewelry design. That's 220 00:11:34,680 --> 00:11:38,880 something you can learn. So, it's 221 00:11:37,200 --> 00:11:41,840 uh it's what you learn with me. 222 00:11:38,880 --> 00:11:45,000 Remember, I've been teaching for 223 00:11:41,840 --> 00:11:46,920 18 years now. 224 00:11:45,000 --> 00:11:49,760 Because it's 1 year more. Last year was 225 00:11:46,920 --> 00:11:50,960 17 years, so now it's 18 years of 226 00:11:49,760 --> 00:11:55,520 teaching. 227 00:11:50,960 --> 00:11:56,880 Okay, so the price is 24 hours, 960 228 00:11:55,520 --> 00:12:01,360 USD. 229 00:11:56,880 --> 00:12:01,360 12 hours is uh 230 00:12:03,280 --> 00:12:10,920 580. 231 00:12:05,080 --> 00:12:13,720 And 6 hours is 390 dollars. 232 00:12:10,920 --> 00:12:18,400 Okay, so and the question from Burak 233 00:12:13,720 --> 00:12:20,400 Budak, how much time do I work 234 00:12:18,400 --> 00:12:23,560 on a ring? 235 00:12:20,400 --> 00:12:24,960 Uh generally, like 2 hours or 1 hour, 1 236 00:12:23,560 --> 00:12:27,160 to 2 hours. 237 00:12:24,960 --> 00:12:29,880 Exactly like today, uh today's stream is 238 00:12:27,160 --> 00:12:31,560 going to be 1 hour. 239 00:12:29,880 --> 00:12:35,080 So, let's say starting from now, now 240 00:12:31,560 --> 00:12:35,080 that I made all the uh 241 00:12:35,280 --> 00:12:40,120 preparations. 242 00:12:37,360 --> 00:12:40,120 And uh 243 00:12:40,440 --> 00:12:45,440 Well, let's start modeling. 244 00:12:43,120 --> 00:12:48,000 So, what we're going to do Oh, and also, 245 00:12:45,440 --> 00:12:50,680 let me turn on the screencast. I do have 246 00:12:48,000 --> 00:12:53,360 the screencast right here. 247 00:12:50,680 --> 00:12:54,880 Okay, screencast is now on. You can see 248 00:12:53,360 --> 00:12:56,800 the 249 00:12:54,880 --> 00:12:58,480 the operations there. 250 00:12:56,800 --> 00:13:01,240 Obviously, very important the screencast 251 00:12:58,480 --> 00:13:02,440 in Blender and teaching also. 252 00:13:01,240 --> 00:13:05,880 So, uh 253 00:13:02,440 --> 00:13:08,320 I generally 254 00:13:05,880 --> 00:13:08,320 take 255 00:13:08,480 --> 00:13:12,240 1 to 2 hours 256 00:13:12,880 --> 00:13:15,720 for a ring. 257 00:13:17,040 --> 00:13:20,040 And actually, let's let's do that today. 258 00:13:19,440 --> 00:13:22,640 Uh 259 00:13:20,040 --> 00:13:26,520 okay, so basically, what we do first 260 00:13:22,640 --> 00:13:30,840 First, we go to a 261 00:13:26,520 --> 00:13:33,080 Let's go to a ring size chart. So, for 262 00:13:30,840 --> 00:13:36,320 people who don't know 263 00:13:33,080 --> 00:13:38,760 where to start, 264 00:13:36,320 --> 00:13:41,000 you just go to the internet. 265 00:13:38,760 --> 00:13:44,280 You type in ring 266 00:13:41,000 --> 00:13:46,200 size chart. 267 00:13:44,280 --> 00:13:48,880 So, you're going to get 268 00:13:46,200 --> 00:13:51,600 tables like So, this is very, very 269 00:13:48,880 --> 00:13:54,160 basic. Obviously, Jerry, I don't teach 270 00:13:51,600 --> 00:13:55,720 this level anymore, but during the live 271 00:13:54,160 --> 00:13:58,360 streams, 272 00:13:55,720 --> 00:14:00,080 uh we're generally here to 273 00:13:58,360 --> 00:14:04,800 um 274 00:14:00,080 --> 00:14:07,040 to talk about everything. 275 00:14:04,800 --> 00:14:10,760 Okay, so first, you need to know the 276 00:14:07,040 --> 00:14:12,600 size of the finger for the ring. And 277 00:14:10,760 --> 00:14:15,440 obviously, generally we design rings 278 00:14:12,600 --> 00:14:17,880 because in the jewelry industry, the 279 00:14:15,440 --> 00:14:20,920 thing that we 280 00:14:17,880 --> 00:14:22,040 are mostly paid to do is to design 281 00:14:20,920 --> 00:14:26,280 rings. 282 00:14:22,040 --> 00:14:29,600 Uh rings are the top-selling product in 283 00:14:26,280 --> 00:14:32,080 the jewelry business 284 00:14:29,600 --> 00:14:33,880 almost all around the world. Obviously, 285 00:14:32,080 --> 00:14:36,400 I would say that 286 00:14:33,880 --> 00:14:38,160 uh depends a lot on the the country and 287 00:14:36,400 --> 00:14:40,800 the culture. 288 00:14:38,160 --> 00:14:43,320 Let's say some of the most important 289 00:14:40,800 --> 00:14:45,880 countries for jewelry in the world would 290 00:14:43,320 --> 00:14:48,360 be India. 291 00:14:45,880 --> 00:14:51,400 I guess the most productive 292 00:14:48,360 --> 00:14:52,680 and also depends for gold 293 00:14:51,400 --> 00:14:54,360 and 294 00:14:52,680 --> 00:14:56,760 uh sales 295 00:14:54,360 --> 00:15:00,000 and usage of jewelry, 296 00:14:56,760 --> 00:15:00,000 I would say India. 297 00:15:00,120 --> 00:15:06,280 For silver, it's it is Mexico. That's 298 00:15:03,480 --> 00:15:09,520 something that hasn't changed much 299 00:15:06,280 --> 00:15:12,400 over decades. 300 00:15:09,520 --> 00:15:14,440 Uh then also very famous for gold, 301 00:15:12,400 --> 00:15:16,280 Colombia. 302 00:15:14,440 --> 00:15:18,440 Colombia is famous for gold and 303 00:15:16,280 --> 00:15:19,680 emeralds. 304 00:15:18,440 --> 00:15:22,440 And 305 00:15:19,680 --> 00:15:25,400 uh but there are not that many jewelers 306 00:15:22,440 --> 00:15:27,800 left in Colombia, honestly. 307 00:15:25,400 --> 00:15:31,760 They're more Now, in Mexico, there are a 308 00:15:27,800 --> 00:15:34,000 lot of silver smithing, silver 309 00:15:31,760 --> 00:15:35,160 jewelry-oriented 310 00:15:34,000 --> 00:15:37,960 uh 311 00:15:35,160 --> 00:15:41,360 manufacturers and jewelers because 312 00:15:37,960 --> 00:15:45,360 Mexico is the most 313 00:15:41,360 --> 00:15:47,360 uh productive country for silver mining 314 00:15:45,360 --> 00:15:50,120 and also silver jewelry. 315 00:15:47,360 --> 00:15:52,920 Then, obviously, Italy is very famous 316 00:15:50,120 --> 00:15:55,680 for the chains. Italian chains are very 317 00:15:52,920 --> 00:15:58,480 famous because they developed a lot of 318 00:15:55,680 --> 00:16:00,520 technology deca- decades ago to 319 00:15:58,480 --> 00:16:05,120 manufacture 320 00:16:00,520 --> 00:16:06,880 very fine, very high-quality chains, the 321 00:16:05,120 --> 00:16:10,000 Italian chains. 322 00:16:06,880 --> 00:16:12,240 Uh made with a lot of technology that's 323 00:16:10,000 --> 00:16:15,120 still up-to-date. 324 00:16:12,240 --> 00:16:18,200 It didn't change much. Then, the country 325 00:16:15,120 --> 00:16:20,440 of high jewelry is obviously France 326 00:16:18,200 --> 00:16:24,440 because of the the tradition 327 00:16:20,440 --> 00:16:26,520 of making high jewelry by hand 328 00:16:24,440 --> 00:16:29,400 actually was always between France, 329 00:16:26,520 --> 00:16:33,440 Italy, and England. Then, Spain, but 330 00:16:29,400 --> 00:16:36,440 Spain Sorry if you're uh Spanish or I'm 331 00:16:33,440 --> 00:16:40,520 going to offend somebody, but anyway, 332 00:16:36,440 --> 00:16:44,720 it's because of technol- well, cultural, 333 00:16:40,520 --> 00:16:45,920 historical, and technolo- technological 334 00:16:44,720 --> 00:16:49,200 uh 335 00:16:45,920 --> 00:16:51,560 facts, really. Spain is obviously very 336 00:16:49,200 --> 00:16:52,800 productive about uh jewelry jewelry 337 00:16:51,560 --> 00:16:54,600 design, 338 00:16:52,800 --> 00:16:56,360 but 339 00:16:54,600 --> 00:16:57,520 there 340 00:16:56,360 --> 00:17:00,880 well, 341 00:16:57,520 --> 00:17:05,280 France is has more tradition. So, the 342 00:17:00,880 --> 00:17:08,360 French culture is more exigent and proud 343 00:17:05,280 --> 00:17:11,000 of the high jewelry standards in Paris, 344 00:17:08,360 --> 00:17:13,199 obviously, but in France in general, and 345 00:17:11,000 --> 00:17:15,600 then that exported to the US because a 346 00:17:13,199 --> 00:17:18,680 lot of tradition in the US come from the 347 00:17:15,600 --> 00:17:20,680 people who emigrated to the US. A lot of 348 00:17:18,680 --> 00:17:23,280 French people. 349 00:17:20,680 --> 00:17:23,280 Um 350 00:17:24,720 --> 00:17:30,520 So, obviously the 351 00:17:27,560 --> 00:17:32,720 the American tradition of high jewelry 352 00:17:30,520 --> 00:17:36,360 is uh pretty strong. 353 00:17:32,720 --> 00:17:40,080 But, it has not that many years compared 354 00:17:36,360 --> 00:17:42,080 to the French tradition. So, 355 00:17:40,080 --> 00:17:44,520 well, obviously if you've been doing 356 00:17:42,080 --> 00:17:47,240 something very well for centuries 357 00:17:44,520 --> 00:17:50,560 because the French tradition for jewelry 358 00:17:47,240 --> 00:17:54,200 started in the 17th century. So, that's 359 00:17:50,560 --> 00:17:54,840 already more than 300 years. 360 00:17:54,200 --> 00:17:56,600 Uh 361 00:17:54,840 --> 00:17:59,320 you get better at it. 362 00:17:56,600 --> 00:18:02,600 Because people keep training and 363 00:17:59,320 --> 00:18:04,840 teaching and getting better at something 364 00:18:02,600 --> 00:18:07,200 than something like the like well, 365 00:18:04,840 --> 00:18:07,760 obviously the United States 366 00:18:07,200 --> 00:18:10,480 uh 367 00:18:07,760 --> 00:18:13,480 became a country afterwards. 368 00:18:10,480 --> 00:18:16,440 And the tradition in the US 369 00:18:13,480 --> 00:18:19,600 started later. So, obviously they have 370 00:18:16,440 --> 00:18:22,160 less time doing jewelry compared to 371 00:18:19,600 --> 00:18:23,760 France. And that's true for many 372 00:18:22,160 --> 00:18:28,200 countries. 373 00:18:23,760 --> 00:18:31,400 Then I would say that India has 374 00:18:28,200 --> 00:18:33,720 uh well, some countries like Morocco do 375 00:18:31,400 --> 00:18:37,560 a lot of silver and handcrafted jewelry. 376 00:18:33,720 --> 00:18:39,280 They have 2,000 years of tradition of 377 00:18:37,560 --> 00:18:43,280 making 378 00:18:39,280 --> 00:18:46,560 uh jewelry design and jewelry 379 00:18:43,280 --> 00:18:49,640 manufacturing. Okay, so uh let's get 380 00:18:46,560 --> 00:18:49,640 started at 381 00:18:52,520 --> 00:18:56,560 Let's start modeling something. 382 00:18:54,680 --> 00:19:01,440 Um 383 00:18:56,560 --> 00:19:03,720 I like about finding Are you from Czech? 384 00:19:01,440 --> 00:19:05,400 Okay, you should keep doing uh AR 385 00:19:03,720 --> 00:19:07,720 technology and models for the the 386 00:19:05,400 --> 00:19:10,000 metaverse. That's where the jobs are 387 00:19:07,720 --> 00:19:12,360 going now. Everything is going to the 388 00:19:10,000 --> 00:19:15,040 metaverse. That's why I have a lot of 389 00:19:12,360 --> 00:19:17,480 clients because they want 390 00:19:15,040 --> 00:19:19,680 3D models and they're using jewelry in 391 00:19:17,480 --> 00:19:23,400 the metaverse and selling jewelry in the 392 00:19:19,680 --> 00:19:24,760 metaverse, all right? So, obviously 393 00:19:23,400 --> 00:19:27,120 uh 394 00:19:24,760 --> 00:19:30,360 keep doing that because finding a job 395 00:19:27,120 --> 00:19:33,040 really for the jewelry industry like a 396 00:19:30,360 --> 00:19:35,920 3D jewelry designer 397 00:19:33,040 --> 00:19:37,880 that's very hard, no matter where you 398 00:19:35,920 --> 00:19:42,240 live and also because the jewelry 399 00:19:37,880 --> 00:19:42,240 industry makes a huge mistake. 400 00:19:42,480 --> 00:19:47,560 Finding jobs is 401 00:19:45,200 --> 00:19:49,840 bad. 402 00:19:47,560 --> 00:19:50,720 It's hard. 403 00:19:49,840 --> 00:19:54,120 Uh 404 00:19:50,720 --> 00:19:54,120 the jewelry industry 405 00:19:54,720 --> 00:20:00,480 jewelry industry hires 406 00:19:58,600 --> 00:20:03,120 graphical 407 00:20:00,480 --> 00:20:05,880 designers 408 00:20:03,120 --> 00:20:08,480 and it's wrong. 409 00:20:05,880 --> 00:20:08,480 Okay, that's 410 00:20:09,120 --> 00:20:13,920 The worst mistake that the jewelry 411 00:20:11,480 --> 00:20:16,760 industry makes all around the world is 412 00:20:13,920 --> 00:20:20,200 that they hire graphical designers. Yes, 413 00:20:16,760 --> 00:20:23,200 you heard me well, graphical designers. 414 00:20:20,200 --> 00:20:25,400 Graphical designers to design jewelry. 415 00:20:23,200 --> 00:20:29,520 That's wrong. That's bad. That's why 416 00:20:25,400 --> 00:20:32,600 actually the jewelry industry in general 417 00:20:29,520 --> 00:20:36,040 obviously some specific jewelry houses 418 00:20:32,600 --> 00:20:38,720 like Cartier and very famous brands 419 00:20:36,040 --> 00:20:41,680 they have jewelry designers with 420 00:20:38,720 --> 00:20:44,320 jewelry design training proper. 421 00:20:41,680 --> 00:20:46,160 But, most jewelry 422 00:20:44,320 --> 00:20:49,960 manufacturers 423 00:20:46,160 --> 00:20:51,920 they hire graphical designers and that's 424 00:20:49,960 --> 00:20:54,120 wrong because graphical designers they 425 00:20:51,920 --> 00:20:56,600 know nothing 426 00:20:54,120 --> 00:20:58,680 or almost nothing. Well, let's say 427 00:20:56,600 --> 00:21:00,640 they know nothing about jewelry. That's 428 00:20:58,680 --> 00:21:03,760 not their job. 429 00:21:00,640 --> 00:21:06,840 It's like if they would hire a a jewelry 430 00:21:03,760 --> 00:21:09,600 designer to be an architect. 431 00:21:06,840 --> 00:21:12,440 I mean, it's obviously wrong. 432 00:21:09,600 --> 00:21:15,080 That's not my field. Okay, I'm maybe 433 00:21:12,440 --> 00:21:18,160 good at modeling. I may be good at 434 00:21:15,080 --> 00:21:20,160 proportions. I may be good at designing. 435 00:21:18,160 --> 00:21:22,480 So, I have a a lot of 436 00:21:20,160 --> 00:21:25,280 historical knowledge. Actually, someday 437 00:21:22,480 --> 00:21:28,160 I'm going to make a a show about what it 438 00:21:25,280 --> 00:21:29,920 really takes to be a a jewelry designer. 439 00:21:28,160 --> 00:21:32,840 Uh actually, I already have the material 440 00:21:29,920 --> 00:21:33,960 prepared. So, it's coming in the next 441 00:21:32,840 --> 00:21:36,160 weeks, 442 00:21:33,960 --> 00:21:37,920 next month, this year, something anyway. 443 00:21:36,160 --> 00:21:40,960 Okay, so 444 00:21:37,920 --> 00:21:40,960 let's go to Blender now. 445 00:21:41,000 --> 00:21:43,520 Okay. 446 00:21:44,040 --> 00:21:47,640 What about what about 447 00:21:51,080 --> 00:21:57,280 Okay, so I was talking about the the 448 00:21:53,880 --> 00:21:58,520 sizes. So, add mesh or curve depends, 449 00:21:57,280 --> 00:22:02,040 but let's start. 450 00:21:58,520 --> 00:22:05,600 Mesh circle aligned to the view. 451 00:22:02,040 --> 00:22:11,320 And that's great. Now, vertices 120. 452 00:22:05,600 --> 00:22:14,960 Radius, let's do size seven. 17.3 / 2. 453 00:22:11,320 --> 00:22:18,480 So, I was talking about 454 00:22:14,960 --> 00:22:21,880 the sizes here in size chart. 455 00:22:18,480 --> 00:22:26,880 So, every country has 456 00:22:21,880 --> 00:22:26,880 or shares a ring size chart. 457 00:22:27,640 --> 00:22:32,200 And you're going to find letters also, 458 00:22:30,320 --> 00:22:36,560 like England 459 00:22:32,200 --> 00:22:38,640 or some other country, they use letters. 460 00:22:36,560 --> 00:22:40,520 So, that's also a problem sometimes, but 461 00:22:38,640 --> 00:22:43,640 you can find the letter and you can find 462 00:22:40,520 --> 00:22:44,920 the chart and you can find the you want 463 00:22:43,640 --> 00:22:47,760 this is the 464 00:22:44,920 --> 00:22:50,520 inside diameter of the finger of the 465 00:22:47,760 --> 00:22:53,160 circle for a ring. 466 00:22:50,520 --> 00:22:53,160 And 467 00:22:54,640 --> 00:23:00,240 it's not really easy to 468 00:22:58,240 --> 00:23:02,760 Okay, like today I'm going to do a ring 469 00:23:00,240 --> 00:23:05,400 size seven. 470 00:23:02,760 --> 00:23:06,920 and it's 17.3 471 00:23:05,400 --> 00:23:12,320 mm. 472 00:23:06,920 --> 00:23:12,320 Also, now almost the entire world, even 473 00:23:12,440 --> 00:23:17,520 the Americans 474 00:23:13,960 --> 00:23:21,600 are using the metric system. 475 00:23:17,520 --> 00:23:23,200 So, I do have clients asking jewels in 476 00:23:21,600 --> 00:23:25,520 inches. 477 00:23:23,200 --> 00:23:27,360 It's not much of a problem. I mean, it's 478 00:23:25,520 --> 00:23:32,160 very easy to 479 00:23:27,360 --> 00:23:36,000 convert, but beware that most charts are 480 00:23:32,160 --> 00:23:37,240 using the metric system. So, 17.3 mm 481 00:23:36,000 --> 00:23:41,080 here. 482 00:23:37,240 --> 00:23:43,600 And this is exactly what's I use here, 483 00:23:41,080 --> 00:23:45,840 like Now here, it's the radius, so it's 484 00:23:43,600 --> 00:23:48,280 17.3 485 00:23:45,840 --> 00:23:50,800 divided by two. 486 00:23:48,280 --> 00:23:52,880 So, now in Blender, never forget that in 487 00:23:50,800 --> 00:23:54,800 Blender, you can make mathematical 488 00:23:52,880 --> 00:23:58,160 expressions 489 00:23:54,800 --> 00:24:01,760 in the numerical fields. So, I can put 490 00:23:58,160 --> 00:24:03,200 in 17.3 divided by two, that's the 491 00:24:01,760 --> 00:24:05,000 radius. 492 00:24:03,200 --> 00:24:07,000 And also, generally, you you are going 493 00:24:05,000 --> 00:24:08,720 to center 494 00:24:07,000 --> 00:24:13,920 Okay, so now actually start naming 495 00:24:08,720 --> 00:24:13,920 things. This is size seven 496 00:24:14,120 --> 00:24:17,800 ring 497 00:24:15,560 --> 00:24:21,240 reference, or ring ref. 498 00:24:17,800 --> 00:24:23,120 Now, don't forget to save. Let's call it 499 00:24:21,240 --> 00:24:27,120 uh live. 500 00:24:23,120 --> 00:24:29,800 Today is 8th February, 501 00:24:27,120 --> 00:24:33,520 2023. 502 00:24:29,800 --> 00:24:36,440 Save Blender file. We're good. 503 00:24:33,520 --> 00:24:38,600 Great. So, that This is how it begins, 504 00:24:36,440 --> 00:24:41,200 just a reference. Generally, I remove 505 00:24:38,600 --> 00:24:42,840 the light, but I keep the camera. I just 506 00:24:41,200 --> 00:24:47,040 hide it. 507 00:24:42,840 --> 00:24:49,640 And uh we are 508 00:24:47,040 --> 00:24:51,360 And we are Okay, now. 509 00:24:49,640 --> 00:24:53,720 From there, generally, you need 510 00:24:51,360 --> 00:24:57,280 gemstones. So, I'm going to show 511 00:24:53,720 --> 00:24:59,960 something very basic here. 512 00:24:57,280 --> 00:24:59,960 Um 513 00:25:00,240 --> 00:25:06,160 in Blender, these are the basic meshes. 514 00:25:03,600 --> 00:25:09,560 Now, there's a very famous add-on, so 515 00:25:06,160 --> 00:25:09,560 let's go to preferences. 516 00:25:09,840 --> 00:25:15,880 And uh 517 00:25:12,360 --> 00:25:18,840 I think it's called extra objects. Okay, 518 00:25:15,880 --> 00:25:22,920 so here you go to the preferences 519 00:25:18,840 --> 00:25:26,240 add-ons. So, these add-ons So, now many 520 00:25:22,920 --> 00:25:27,680 people know that I don't use add-ons 521 00:25:26,240 --> 00:25:30,600 because 522 00:25:27,680 --> 00:25:33,400 I don't need them for what I do and 523 00:25:30,600 --> 00:25:36,480 because I'm always using almost always 524 00:25:33,400 --> 00:25:38,680 using the latest version of Blender. 525 00:25:36,480 --> 00:25:42,720 I prefer to use everything that comes 526 00:25:38,680 --> 00:25:44,240 already inside Blender instead of 527 00:25:42,720 --> 00:25:46,920 add-ons, all right? 528 00:25:44,240 --> 00:25:50,280 But here I'm just showing what happens 529 00:25:46,920 --> 00:25:52,560 if you want to use the 530 00:25:50,280 --> 00:25:54,680 add mesh extra objects. 531 00:25:52,560 --> 00:25:56,760 So, turn it on. 532 00:25:54,680 --> 00:25:59,920 Okay, now it's turned on. 533 00:25:56,760 --> 00:26:03,240 So, these are objects that if you go to 534 00:25:59,920 --> 00:26:05,680 add mesh, now you have actually 535 00:26:03,240 --> 00:26:09,280 diamond. 536 00:26:05,680 --> 00:26:12,720 You have So, that's the add-on extra 537 00:26:09,280 --> 00:26:14,800 meshes that's already inside of Blender. 538 00:26:12,720 --> 00:26:17,000 You just need to turn it on. 539 00:26:14,800 --> 00:26:19,800 Okay, but what's going to happen? Let's 540 00:26:17,000 --> 00:26:21,440 go and bring the brilliant diamond and 541 00:26:19,800 --> 00:26:24,600 I'm going to show the difference and 542 00:26:21,440 --> 00:26:24,600 what the problem is. 543 00:26:28,200 --> 00:26:31,440 Here you can 544 00:26:34,640 --> 00:26:38,880 you can obviously 545 00:26:36,680 --> 00:26:41,440 work with the factors, which is pretty 546 00:26:38,880 --> 00:26:41,440 nice. 547 00:26:42,800 --> 00:26:48,280 But 548 00:26:44,960 --> 00:26:51,080 well, basically it's just that gemstone. 549 00:26:48,280 --> 00:26:53,600 Okay, so there's this diamond in 550 00:26:51,080 --> 00:26:56,600 Blender. 551 00:26:53,600 --> 00:26:56,600 And it's pretty good. 552 00:26:56,840 --> 00:26:59,280 Now, 553 00:27:02,080 --> 00:27:06,400 here 554 00:27:03,520 --> 00:27:08,960 there's a problem already with the sizes 555 00:27:06,400 --> 00:27:08,960 of 556 00:27:11,000 --> 00:27:15,640 these like this face here. 557 00:27:16,040 --> 00:27:23,120 In fact, has another shape. 558 00:27:18,800 --> 00:27:27,720 So, you would need to do an LZ out AB 559 00:27:23,120 --> 00:27:27,720 and scale this almost like that. 560 00:27:28,320 --> 00:27:31,480 And make it lower. 561 00:27:31,920 --> 00:27:34,480 Okay. 562 00:27:33,120 --> 00:27:36,280 This is 563 00:27:34,480 --> 00:27:37,840 you can see. 564 00:27:36,280 --> 00:27:39,680 So, what you're 565 00:27:37,840 --> 00:27:41,280 Well, you need to model your own 566 00:27:39,680 --> 00:27:44,120 gemstone. 567 00:27:41,280 --> 00:27:46,640 Okay? Because otherwise, the problem 568 00:27:44,120 --> 00:27:49,040 you're going to have is that you're 569 00:27:46,640 --> 00:27:52,840 going to 570 00:27:49,040 --> 00:27:54,320 face proportion problems, okay? 571 00:27:52,840 --> 00:27:58,640 So, now 572 00:27:54,320 --> 00:28:00,120 obviously, you know that I have my own 573 00:27:58,640 --> 00:28:03,240 library. 574 00:28:00,120 --> 00:28:04,520 You can find it on the Blender Market, 575 00:28:03,240 --> 00:28:06,040 but 576 00:28:04,520 --> 00:28:07,880 if you don't want to support the 577 00:28:06,040 --> 00:28:10,320 channel, it's okay. I mean, you don't 578 00:28:07,880 --> 00:28:14,000 have to pay anything. I'm not selling 579 00:28:10,320 --> 00:28:16,200 really. I don't need to sell that. 580 00:28:14,000 --> 00:28:19,080 Obviously, it's if you like my work and 581 00:28:16,200 --> 00:28:20,920 want to support the channel, thanks for 582 00:28:19,080 --> 00:28:25,600 buying my assets on the on the Blender 583 00:28:20,920 --> 00:28:27,080 Market. Okay. But, there's also a video 584 00:28:25,600 --> 00:28:30,480 I made. 585 00:28:27,080 --> 00:28:34,560 So, there's a long video. 586 00:28:30,480 --> 00:28:36,320 BD gem gemstones. 587 00:28:34,560 --> 00:28:39,000 So, that's all that's specially for 588 00:28:36,320 --> 00:28:40,920 people who joined the channel. 589 00:28:39,000 --> 00:28:42,920 Okay, this one. 590 00:28:40,920 --> 00:28:44,240 Very recently. 591 00:28:42,920 --> 00:28:47,400 Uh 592 00:28:44,240 --> 00:28:50,080 Okay, so there's a full video. 593 00:28:47,400 --> 00:28:50,080 Let's uh 594 00:28:50,840 --> 00:28:54,240 just pass the 595 00:28:54,760 --> 00:28:59,120 publicity here on YouTube, obviously. 596 00:28:57,320 --> 00:29:03,080 All right, so 597 00:28:59,120 --> 00:29:05,160 there's an entire video where I show uh 598 00:29:03,080 --> 00:29:06,680 how to model 599 00:29:05,160 --> 00:29:09,960 gemstones. 600 00:29:06,680 --> 00:29:12,680 And all not only the basic 601 00:29:09,960 --> 00:29:15,360 uh diamond because 602 00:29:12,680 --> 00:29:17,600 we are using many different shapes and 603 00:29:15,360 --> 00:29:19,480 you need to find 604 00:29:17,600 --> 00:29:21,840 the proper tables 605 00:29:19,480 --> 00:29:23,320 and charts and technical drawings for 606 00:29:21,840 --> 00:29:25,600 the gemstones to get the proper 607 00:29:23,320 --> 00:29:27,240 proportions. 608 00:29:25,600 --> 00:29:29,840 So, uh 609 00:29:27,240 --> 00:29:31,640 if 610 00:29:29,840 --> 00:29:33,800 for any reason you don't want to support 611 00:29:31,640 --> 00:29:34,760 my channel, that's okay. You can always 612 00:29:33,800 --> 00:29:38,280 go 613 00:29:34,760 --> 00:29:41,000 and uh follow this tutorial. 614 00:29:38,280 --> 00:29:41,000 And uh 615 00:29:41,760 --> 00:29:47,080 that's a complete tutorial about 616 00:29:43,640 --> 00:29:50,280 modeling gemstones in Blender. 617 00:29:47,080 --> 00:29:53,920 Okay, uh if I have 618 00:29:50,280 --> 00:29:59,680 I have clients 619 00:29:53,920 --> 00:30:02,240 that uses 3D models in the metaverse. 620 00:29:59,680 --> 00:30:04,840 Yeah, because yes, my clients are not in 621 00:30:02,240 --> 00:30:06,040 the meta Well, they're in the metaverse, 622 00:30:04,840 --> 00:30:08,640 but 623 00:30:06,040 --> 00:30:10,080 they ask 3D models because they use them 624 00:30:08,640 --> 00:30:13,040 in the metaverse. 625 00:30:10,080 --> 00:30:15,440 So, it's not exactly that uh I have 626 00:30:13,040 --> 00:30:17,840 customers on the metaverse. 627 00:30:15,440 --> 00:30:19,920 Well, yes, they're customers that 628 00:30:17,840 --> 00:30:21,280 because of the metaverse is 629 00:30:19,920 --> 00:30:23,600 3D, 630 00:30:21,280 --> 00:30:26,200 they need 3D products 631 00:30:23,600 --> 00:30:27,560 in the metaverse, but I I'm not selling 632 00:30:26,200 --> 00:30:30,560 jewelry 633 00:30:27,560 --> 00:30:33,760 in the metaverse yet myself. I I sell 634 00:30:30,560 --> 00:30:35,040 the 3D model that these guys use in the 635 00:30:33,760 --> 00:30:38,160 metaverse. 636 00:30:35,040 --> 00:30:41,600 So, my job is to make 3D models. 637 00:30:38,160 --> 00:30:45,840 Okay, so charts, gemstones. So, now I 638 00:30:41,600 --> 00:30:49,320 have the This is going obviously very 639 00:30:45,840 --> 00:30:49,320 slow, but 640 00:30:49,880 --> 00:30:54,120 Now, that's not too bad. Okay, let's go 641 00:30:51,840 --> 00:30:56,160 to your gemstone library now. So, 642 00:30:54,120 --> 00:30:57,880 where's my gemstone library? 643 00:30:56,160 --> 00:30:59,920 Name. 644 00:30:57,880 --> 00:31:02,080 Gemstones. 645 00:30:59,920 --> 00:31:04,120 And this is the upgraded collection. 646 00:31:02,080 --> 00:31:07,000 Let's go to object. 647 00:31:04,120 --> 00:31:09,840 And I'm going to bring the emerald cut. 648 00:31:07,000 --> 00:31:12,760 So, here it is. So, obviously we can see 649 00:31:09,840 --> 00:31:15,280 that I need to make the gemstone a lot 650 00:31:12,760 --> 00:31:15,280 bigger. 651 00:31:15,720 --> 00:31:19,400 Uh 652 00:31:16,560 --> 00:31:22,680 end menu, please. End menu, please. 653 00:31:19,400 --> 00:31:24,800 Item. Okay. Let's center the gemstone. 654 00:31:22,680 --> 00:31:27,480 Now, the size of the gemstone is where 655 00:31:24,800 --> 00:31:29,760 10 by 8. 656 00:31:27,480 --> 00:31:31,320 And 60 657 00:31:29,760 --> 00:31:33,520 and that would be like 658 00:31:31,320 --> 00:31:35,280 Let's put four. Okay. 659 00:31:33,520 --> 00:31:37,680 So, then after the finger size 660 00:31:35,280 --> 00:31:40,960 reference, you generally bring 661 00:31:37,680 --> 00:31:44,600 the gemstone. So, here I'm going to use 662 00:31:40,960 --> 00:31:48,200 This is going to be the emerald emerald 663 00:31:44,600 --> 00:31:48,200 central stone. 664 00:31:48,520 --> 00:31:53,160 Here. 665 00:31:49,960 --> 00:31:56,600 Now, let's append also obviously 666 00:31:53,160 --> 00:31:56,600 uh the diamond. 667 00:31:56,960 --> 00:32:04,040 Now, these are going to be side stones. 668 00:32:00,560 --> 00:32:07,320 So, this is going to be a halo ring. 669 00:32:04,040 --> 00:32:12,160 A halo in in jewelry is not the video 670 00:32:07,320 --> 00:32:16,080 game. Please, don't mess things up. A 671 00:32:12,160 --> 00:32:21,240 halo ring is a big gemstone in the 672 00:32:16,080 --> 00:32:23,720 center with smaller side stones around 673 00:32:21,240 --> 00:32:26,920 the central gemstone. That's a halo 674 00:32:23,720 --> 00:32:30,680 because it's around 675 00:32:26,920 --> 00:32:34,520 the main principal center gemstone. So, 676 00:32:30,680 --> 00:32:36,480 here generally we go at two 677 00:32:34,520 --> 00:32:38,960 2 mm. 678 00:32:36,480 --> 00:32:42,840 So, two copy paste the scale for the Z 679 00:32:38,960 --> 00:32:44,760 axis. Okay, so these are 680 00:32:42,840 --> 00:32:47,560 the gems and 681 00:32:44,760 --> 00:32:50,760 always start at 0 0 1. That says the 682 00:32:47,560 --> 00:32:52,760 tradition in Blender. All right. 683 00:32:50,760 --> 00:32:54,880 So, we have the gemstones. We have the 684 00:32:52,760 --> 00:32:56,160 finger size reference. 685 00:32:54,880 --> 00:32:58,960 And 686 00:32:56,160 --> 00:33:00,880 let's start designing 687 00:32:58,960 --> 00:33:03,080 settings. So, here what I'm going to do 688 00:33:00,880 --> 00:33:05,800 is add mesh 689 00:33:03,080 --> 00:33:05,800 plane. 690 00:33:08,480 --> 00:33:14,160 And uh okay, we're going to activate 691 00:33:12,120 --> 00:33:19,680 automatically the mirror based on the 692 00:33:14,160 --> 00:33:19,680 central gemstone on the X and Y axis. 693 00:33:20,440 --> 00:33:25,280 Uh don't forget to do a control A 694 00:33:22,280 --> 00:33:28,680 rotation on the central object, so you 695 00:33:25,280 --> 00:33:31,000 have zero rotation in the axis like X 696 00:33:28,680 --> 00:33:33,720 and Y X 697 00:33:31,000 --> 00:33:35,920 corresponds to 698 00:33:33,720 --> 00:33:39,200 the correct direction. Now, any mode, 699 00:33:35,920 --> 00:33:41,880 let's start. I always start slow and end 700 00:33:39,200 --> 00:33:44,680 up very fast. That's 701 00:33:41,880 --> 00:33:46,720 almost always the case. 702 00:33:44,680 --> 00:33:52,760 So, now the gemstone So, I bring the 703 00:33:46,720 --> 00:33:56,160 gemstones first because I need to know 704 00:33:52,760 --> 00:33:58,120 the size for the settings and distances 705 00:33:56,160 --> 00:34:00,200 between the stones, right? 706 00:33:58,120 --> 00:34:02,760 Okay, so here edit mode. 707 00:34:00,200 --> 00:34:05,480 Um Z, let's start working. So, I need 708 00:34:02,760 --> 00:34:08,399 more space here. 709 00:34:05,480 --> 00:34:10,720 Let's move it a bit. It can go Well, 710 00:34:08,399 --> 00:34:12,399 let's go just close to the edge, but not 711 00:34:10,720 --> 00:34:16,360 exactly at the edge of the central 712 00:34:12,399 --> 00:34:19,000 gemstone. Let's keep on editing. So, 713 00:34:16,360 --> 00:34:24,480 edit me this, edit me that. 714 00:34:19,000 --> 00:34:26,040 Shift D rotate 90°. Let's bring this 715 00:34:24,480 --> 00:34:30,240 here. 716 00:34:26,040 --> 00:34:33,080 Extrude on the Y axis. 717 00:34:30,240 --> 00:34:36,879 Now here, let's connect this like that 718 00:34:33,080 --> 00:34:36,879 first. Obviously, I need 719 00:34:37,919 --> 00:34:43,520 to present the gemstone at the corner 720 00:34:41,040 --> 00:34:48,720 here. 721 00:34:43,520 --> 00:34:48,720 So now at least I can know that this 722 00:34:54,520 --> 00:35:00,000 Well, let's work on the normals up and 723 00:34:57,200 --> 00:35:02,520 outside. 724 00:35:00,000 --> 00:35:03,400 And flip again. This is better. All 725 00:35:02,520 --> 00:35:05,280 right. 726 00:35:03,400 --> 00:35:09,600 Now here, 727 00:35:05,280 --> 00:35:09,600 I'm going to subdivide this. 728 00:35:11,800 --> 00:35:16,800 So I can do it maybe like this, but this 729 00:35:15,160 --> 00:35:18,680 would be ugly. 730 00:35:16,800 --> 00:35:22,160 So 731 00:35:18,680 --> 00:35:26,400 I'm going to come here 732 00:35:22,160 --> 00:35:26,400 and I'm going to subdivide this again. 733 00:35:28,480 --> 00:35:32,240 Okay, this is pretty good. 734 00:35:32,760 --> 00:35:38,040 For the spacing. 735 00:35:35,400 --> 00:35:40,640 So obviously that makes I need a bit 736 00:35:38,040 --> 00:35:40,640 more. 737 00:35:41,960 --> 00:35:45,640 Let's move it here. 738 00:35:44,000 --> 00:35:49,000 One by one. 739 00:35:45,640 --> 00:35:51,760 Okay, this distance is pretty good. Now, 740 00:35:49,000 --> 00:35:54,680 go to global coordinates. Just check 741 00:35:51,760 --> 00:35:56,320 that your X position here is the same. 742 00:35:54,680 --> 00:35:59,400 Copy paste. 743 00:35:56,320 --> 00:36:02,960 This is to align the red the vertex here 744 00:35:59,400 --> 00:36:06,360 is on the Y axis. 745 00:36:02,960 --> 00:36:09,960 So yes, in jewelry get used working with 746 00:36:06,360 --> 00:36:13,880 numerical inputs. Work with the numbers. 747 00:36:09,960 --> 00:36:13,880 You want very precise 748 00:36:14,120 --> 00:36:18,920 structures 749 00:36:15,880 --> 00:36:18,920 and uh 750 00:36:19,200 --> 00:36:25,040 sometimes the only option is to use 751 00:36:23,440 --> 00:36:28,120 numbers. 752 00:36:25,040 --> 00:36:31,200 Okay, here it's very easy to distribute 753 00:36:28,120 --> 00:36:31,200 the gemstone. 754 00:36:31,720 --> 00:36:38,080 And what is not always easy is to make 755 00:36:34,360 --> 00:36:38,080 them fit properly. 756 00:36:38,160 --> 00:36:43,960 Obviously, they can be very close to 757 00:36:40,200 --> 00:36:47,080 each other, but 758 00:36:43,960 --> 00:36:49,280 they can't overlap. 759 00:36:47,080 --> 00:36:54,440 Okay, we have this. 760 00:36:49,280 --> 00:36:57,160 Now, here I don't really like it yet. 761 00:36:54,440 --> 00:36:58,800 And this is because of the proportion or 762 00:36:57,160 --> 00:37:01,840 of the 763 00:36:58,800 --> 00:37:03,400 principal central gemstone or the side 764 00:37:01,840 --> 00:37:07,920 diamonds. 765 00:37:03,400 --> 00:37:07,920 Because what I would like is 766 00:37:08,960 --> 00:37:12,880 that this corner gemstone 767 00:37:13,000 --> 00:37:15,920 um 768 00:37:17,160 --> 00:37:24,920 Well, I want it to fit more precisely 769 00:37:21,640 --> 00:37:27,640 at the center of the corner. Like here. 770 00:37:24,920 --> 00:37:31,520 So, what I'm going to do is use less 771 00:37:27,640 --> 00:37:34,680 gemstones here. Now, take the gemstones, 772 00:37:31,520 --> 00:37:37,680 do a control J. 773 00:37:34,680 --> 00:37:40,840 Do a mirror on the X and Y based on the 774 00:37:37,680 --> 00:37:45,400 central gemstone. 775 00:37:40,840 --> 00:37:45,400 Okay, so this is a bit better. Now, 776 00:37:45,680 --> 00:37:52,120 here let me merge at a closer distance. 777 00:37:49,960 --> 00:37:55,600 Let's go at point two. 778 00:37:52,120 --> 00:37:58,120 All right, and let's bring this 779 00:37:55,600 --> 00:38:00,480 here. 780 00:37:58,120 --> 00:38:03,360 So, I'm going to give a solidify 781 00:38:00,480 --> 00:38:03,360 modifier. 782 00:38:03,400 --> 00:38:06,880 Let's say um 783 00:38:07,920 --> 00:38:13,640 Let's say point seven, maybe. Okay, 784 00:38:10,800 --> 00:38:16,360 let's go at point 75. That's the 785 00:38:13,640 --> 00:38:16,360 thickness. 786 00:38:16,680 --> 00:38:22,000 And what I want also here is that I 787 00:38:20,200 --> 00:38:24,680 don't want this really 788 00:38:22,000 --> 00:38:26,680 to be flat. So, let's apply the 789 00:38:24,680 --> 00:38:31,440 thickness modifier. 790 00:38:26,680 --> 00:38:33,200 Now, I can take these vertices here 791 00:38:31,440 --> 00:38:34,640 and move them 792 00:38:33,200 --> 00:38:38,280 slightly up at 793 00:38:34,640 --> 00:38:42,000 let's go 0.6. So, I have some angle. 794 00:38:38,280 --> 00:38:42,000 Okay, now the gemstones 795 00:38:42,680 --> 00:38:47,560 they need to follow 796 00:38:45,440 --> 00:38:50,880 Oop. 797 00:38:47,560 --> 00:38:53,360 What happened to the camera 798 00:38:50,880 --> 00:38:53,360 feed? 799 00:38:59,720 --> 00:39:02,120 Mhm. 800 00:39:12,440 --> 00:39:15,440 Okay, I guess. 801 00:39:21,320 --> 00:39:26,520 Ah, it's the battery. All right. 802 00:39:23,720 --> 00:39:26,520 I should have known. 803 00:39:26,840 --> 00:39:30,840 Okay, let's remove the feed of this 804 00:39:29,120 --> 00:39:33,320 system. 805 00:39:30,840 --> 00:39:35,240 We don't need the camera. 806 00:39:33,320 --> 00:39:37,200 Okay, the gemstones 807 00:39:35,240 --> 00:39:40,400 here. 808 00:39:37,200 --> 00:39:40,400 Go to 809 00:39:41,240 --> 00:39:45,920 the snap face project 810 00:39:44,080 --> 00:39:49,760 center 811 00:39:45,920 --> 00:39:52,160 align rotation affect move and rotation. 812 00:39:49,760 --> 00:39:55,840 Alt Z I Alt Z L. 813 00:39:52,160 --> 00:39:58,120 Now, when I grab the gemstone, it 814 00:39:55,840 --> 00:40:01,120 snaps to the angle. So, doing L select 815 00:39:58,120 --> 00:40:04,600 the gemstone. 816 00:40:01,120 --> 00:40:04,600 And let's 817 00:40:06,000 --> 00:40:11,320 bring that here and there. 818 00:40:08,240 --> 00:40:13,320 Okay, here I have a division that I 819 00:40:11,320 --> 00:40:15,880 don't like. 820 00:40:13,320 --> 00:40:18,320 I want this angle to come 821 00:40:15,880 --> 00:40:18,320 there. 822 00:40:18,640 --> 00:40:23,000 And this one to come there. This is 823 00:40:20,720 --> 00:40:27,960 better for the corner. 824 00:40:23,000 --> 00:40:31,600 Now here I need to do the same. 825 00:40:27,960 --> 00:40:31,600 I'm going to merge vertices. 826 00:40:36,200 --> 00:40:40,520 Here and there. 827 00:40:38,440 --> 00:40:44,480 I don't need them anymore. So the corner 828 00:40:40,520 --> 00:40:47,880 is a lot better, but these vertices need 829 00:40:44,480 --> 00:40:49,800 to be merged. So let's go to merge 830 00:40:47,880 --> 00:40:52,400 by distance. 831 00:40:49,800 --> 00:40:54,560 I need something like 0.05. 832 00:40:52,400 --> 00:40:56,960 Okay, this is 833 00:40:54,560 --> 00:40:59,200 Now we go back to the gemstones, edit 834 00:40:56,960 --> 00:41:00,400 mode. 835 00:40:59,200 --> 00:41:03,680 And 836 00:41:00,400 --> 00:41:07,080 the snap is on to the faces. 837 00:41:03,680 --> 00:41:07,080 So now I can properly 838 00:41:15,040 --> 00:41:22,880 adapt the gemstones to that angle. 839 00:41:19,360 --> 00:41:22,880 All right. And 840 00:41:24,040 --> 00:41:27,160 center that. 841 00:41:28,080 --> 00:41:33,080 Okay, this is pretty This is pretty nice 842 00:41:31,000 --> 00:41:36,920 to start. 843 00:41:33,080 --> 00:41:36,920 So obviously the center stone 844 00:41:37,120 --> 00:41:40,240 Mhm. 845 00:41:38,360 --> 00:41:42,280 Let's move it a bit higher. Let's take 846 00:41:40,240 --> 00:41:44,160 this a bit. 847 00:41:42,280 --> 00:41:45,520 Oop-la. And don't forget to turn off the 848 00:41:44,160 --> 00:41:47,120 snap. 849 00:41:45,520 --> 00:41:49,160 It's always fun when you forget to turn 850 00:41:47,120 --> 00:41:50,840 it off. Weird things are going to 851 00:41:49,160 --> 00:41:52,600 happen. 852 00:41:50,840 --> 00:41:55,680 Okay, we have 853 00:41:52,600 --> 00:41:57,440 This is pretty good. 854 00:41:55,680 --> 00:42:00,720 I need more distance for the design 855 00:41:57,440 --> 00:42:03,120 here. Okay. 856 00:42:00,720 --> 00:42:03,120 Now. 857 00:42:05,000 --> 00:42:07,960 Now. 858 00:42:10,400 --> 00:42:15,520 Now we need some borders. So, 859 00:42:16,880 --> 00:42:19,720 from this 860 00:42:20,760 --> 00:42:27,040 I'm going to go to loop cut. 861 00:42:23,640 --> 00:42:27,040 I'm going to loop cut 862 00:42:27,160 --> 00:42:29,920 here 863 00:42:28,640 --> 00:42:32,840 factor 864 00:42:29,920 --> 00:42:32,840 0.7. 865 00:42:32,920 --> 00:42:36,880 So, that's the advantage of keeping 866 00:42:34,800 --> 00:42:38,760 quads all the time. 867 00:42:36,880 --> 00:42:43,160 -0.7. 868 00:42:38,760 --> 00:42:45,280 Okay. You can make loop cuts if you have 869 00:42:43,160 --> 00:42:48,480 quads, all right? 870 00:42:45,280 --> 00:42:51,280 And now, because I have quads and I need 871 00:42:48,480 --> 00:42:54,920 the loop cuts, 872 00:42:51,280 --> 00:42:59,320 I can select these faces 873 00:42:54,920 --> 00:43:02,560 and I can extrude them to make very nice 874 00:42:59,320 --> 00:43:02,560 borders here. 875 00:43:03,440 --> 00:43:05,960 All right? 876 00:43:06,840 --> 00:43:12,880 Because generally, you're going to have 877 00:43:08,800 --> 00:43:12,880 very small borders for 878 00:43:13,400 --> 00:43:19,120 the setting of the gemstones. 879 00:43:16,160 --> 00:43:19,120 Okay, here 880 00:43:22,800 --> 00:43:28,840 the merge distance is smaller than this, 881 00:43:25,520 --> 00:43:32,760 so I need to put that closer here. 882 00:43:28,840 --> 00:43:32,760 Using the merge on 883 00:43:34,240 --> 00:43:37,560 the mirror modifier. 884 00:43:38,960 --> 00:43:42,600 And now, 885 00:43:43,880 --> 00:43:47,840 we can start working with the bevel 886 00:43:45,880 --> 00:43:52,280 modifier 887 00:43:47,840 --> 00:43:52,280 and the subdivision modifier. 888 00:43:54,120 --> 00:43:57,680 Okay, here 889 00:43:56,080 --> 00:43:59,040 I'm not going to use the subdivision 890 00:43:57,680 --> 00:44:02,960 modifier 891 00:43:59,040 --> 00:44:04,560 because it does this to the corners and 892 00:44:02,960 --> 00:44:08,160 that's not necessary here. What I'm 893 00:44:04,560 --> 00:44:08,160 going to do is have 894 00:44:08,400 --> 00:44:15,440 more segments for 895 00:44:10,960 --> 00:44:19,480 the bevel and make a very well 896 00:44:15,440 --> 00:44:21,360 adapt. Let's adapt. Let's tweak the 897 00:44:19,480 --> 00:44:22,720 the amount of the bevel. 898 00:44:21,360 --> 00:44:26,520 Okay, so 899 00:44:22,720 --> 00:44:29,320 this is pretty nice because the halo has 900 00:44:26,520 --> 00:44:29,320 some angle. 901 00:44:32,600 --> 00:44:38,600 Okay, now the prongs add mesh here. 902 00:44:37,240 --> 00:44:41,880 Let's do what 903 00:44:38,600 --> 00:44:44,760 50 by 25. The prong generation should be 904 00:44:41,880 --> 00:44:47,480 at 0.7. 905 00:44:44,760 --> 00:44:49,840 0.8 0.8 is pretty good. 906 00:44:47,480 --> 00:44:53,000 Side view 907 00:44:49,840 --> 00:44:56,000 keep the sphere like this. 908 00:44:53,000 --> 00:44:58,480 B and make the prong 909 00:44:56,000 --> 00:45:02,200 like this. Okay? 910 00:44:58,480 --> 00:45:05,000 Exit edit mode. Here we want to move the 911 00:45:02,200 --> 00:45:06,880 center, which is the orange point right 912 00:45:05,000 --> 00:45:09,520 there. 913 00:45:06,880 --> 00:45:11,520 So, move everything up because now with 914 00:45:09,520 --> 00:45:13,880 the snap turned on, let's call this 915 00:45:11,520 --> 00:45:15,720 prong. 916 00:45:13,880 --> 00:45:18,960 0.001 917 00:45:15,720 --> 00:45:21,240 0.001. Thank you. 918 00:45:18,960 --> 00:45:23,960 Okay. 919 00:45:21,240 --> 00:45:26,520 Uh let's grab and let's start 920 00:45:23,960 --> 00:45:28,960 distributing the prongs or prong 921 00:45:26,520 --> 00:45:31,520 setting. 922 00:45:28,960 --> 00:45:34,720 Here we're going to need two at least. 923 00:45:31,520 --> 00:45:37,720 That's just pretty common. 924 00:45:34,720 --> 00:45:38,560 Here. So, keep the symmetry 925 00:45:37,720 --> 00:45:40,840 for the 926 00:45:38,560 --> 00:45:42,840 for the prongs and these are shared 927 00:45:40,840 --> 00:45:45,360 prongs. 928 00:45:42,840 --> 00:45:47,320 It's very basic also. Okay, here and 929 00:45:45,360 --> 00:45:49,840 here and there. 930 00:45:47,320 --> 00:45:51,760 And okay, so now let's go to the 931 00:45:49,840 --> 00:45:53,240 outliner. Let's select all the prongs 932 00:45:51,760 --> 00:45:56,320 here. 933 00:45:53,240 --> 00:45:56,320 Control J. 934 00:45:56,560 --> 00:46:02,840 Put the mirror. 935 00:45:59,160 --> 00:46:04,240 X and Y based on the central gemstones 936 00:46:02,840 --> 00:46:07,880 and 937 00:46:04,240 --> 00:46:10,640 if I forgot let's go to edit mode L 938 00:46:07,880 --> 00:46:10,640 shift D 939 00:46:14,400 --> 00:46:18,000 Okay, T selection. 940 00:46:19,080 --> 00:46:23,280 What happened to this guy? 941 00:46:21,040 --> 00:46:25,400 Okay, it's the other guy. 942 00:46:23,280 --> 00:46:27,480 Okay, that's wrong. 943 00:46:25,400 --> 00:46:29,600 I need it. 944 00:46:27,480 --> 00:46:31,920 Okay, let's make a select origin to 945 00:46:29,600 --> 00:46:33,840 geometry. 946 00:46:31,920 --> 00:46:37,160 It's funny because now you know if 947 00:46:33,840 --> 00:46:37,160 something failed. 948 00:46:37,320 --> 00:46:40,760 Sometimes you need to 949 00:46:45,720 --> 00:46:51,600 Actually, let's turn off this and let's 950 00:46:48,200 --> 00:46:52,960 turn off that for a second. 951 00:46:51,600 --> 00:46:57,840 Okay. 952 00:46:52,960 --> 00:46:57,840 Let me tweak this little prong here. 953 00:47:00,680 --> 00:47:05,880 Check that the Z 954 00:47:03,200 --> 00:47:08,960 Z position is exactly the same than the 955 00:47:05,880 --> 00:47:11,320 other ones. It's pressure. 956 00:47:08,960 --> 00:47:13,680 Here and shift D I have the middle one 957 00:47:11,320 --> 00:47:16,440 right there. Okay. 958 00:47:13,680 --> 00:47:18,400 Take these guys, control J and we have 959 00:47:16,440 --> 00:47:21,880 all the prongs again. 960 00:47:18,400 --> 00:47:23,760 Let's do a merge at point one 961 00:47:21,880 --> 00:47:26,120 because of the overlaps. Will they 962 00:47:23,760 --> 00:47:28,520 really merge all together because of the 963 00:47:26,120 --> 00:47:30,720 mirrors? 964 00:47:28,520 --> 00:47:33,680 So, this is a halo but we need to do a 965 00:47:30,720 --> 00:47:36,120 shift D. 966 00:47:33,680 --> 00:47:39,960 Let's call these cutters. 967 00:47:36,120 --> 00:47:39,960 These are very basic 968 00:47:40,240 --> 00:47:44,480 diamond cutters. 969 00:47:42,760 --> 00:47:46,840 I don't always do that like that. 970 00:47:44,480 --> 00:47:49,240 Sometimes I'm more precise. Let's do a 971 00:47:46,840 --> 00:47:51,200 Boolean with these cutters here. You 972 00:47:49,240 --> 00:47:52,640 need to cut 973 00:47:51,200 --> 00:47:55,480 positions. 974 00:47:52,640 --> 00:47:57,800 Okay, here we have a problem 975 00:47:55,480 --> 00:48:00,560 because of the overlapping the Boolean 976 00:47:57,800 --> 00:48:02,320 is failing. 977 00:48:00,560 --> 00:48:06,160 So, here I need a remesh. Let's go to 978 00:48:02,320 --> 00:48:06,160 remesh. Let's put the remesh 979 00:48:07,480 --> 00:48:12,680 Let's put the remesh uh after No. 980 00:48:13,280 --> 00:48:19,200 Okay, he's still not happy. 981 00:48:16,640 --> 00:48:24,160 So, the cutters, they have the same 982 00:48:19,200 --> 00:48:27,160 problems. We have overlapping geometry. 983 00:48:24,160 --> 00:48:29,520 Maybe on the solid of the halo 984 00:48:27,160 --> 00:48:31,600 or maybe on the cutters. So, let's go 985 00:48:29,520 --> 00:48:34,800 and see the cutters. 986 00:48:31,600 --> 00:48:37,480 Let's do a remesh on the cutters here. 987 00:48:34,800 --> 00:48:40,840 Let's hide them. Okay, this solve the 988 00:48:37,480 --> 00:48:43,800 Boolean issue, okay? 989 00:48:40,840 --> 00:48:46,400 Generally, when Boolean fail 990 00:48:43,800 --> 00:48:48,480 when the Booleans fail, it's because of 991 00:48:46,400 --> 00:48:50,880 overlapping 992 00:48:48,480 --> 00:48:54,600 faces or things like that. 993 00:48:50,880 --> 00:48:58,040 All right, we have this. Pretty nice. 994 00:48:54,600 --> 00:49:02,320 Now, let's make some prongs for 995 00:48:58,040 --> 00:49:04,440 Okay, add mesh curve Bezier. 996 00:49:02,320 --> 00:49:06,200 Let's go to side view. So, let's put it 997 00:49:04,440 --> 00:49:08,960 to the side. 998 00:49:06,200 --> 00:49:10,760 Edit mode. Edit mode. 999 00:49:08,960 --> 00:49:13,880 Transparency. 1000 00:49:10,760 --> 00:49:17,120 We're going to make prongs. 1001 00:49:13,880 --> 00:49:19,360 So, remember, we need the prongs for 1002 00:49:17,120 --> 00:49:21,960 rendering are different than the prongs 1003 00:49:19,360 --> 00:49:24,960 for manufacturing. 1004 00:49:21,960 --> 00:49:24,960 So, 1005 00:49:30,080 --> 00:49:35,600 I'm going to model prongs for uh 1006 00:49:32,840 --> 00:49:35,600 rendering. 1007 00:49:36,440 --> 00:49:43,040 Here, let's go with 45. 1008 00:49:39,600 --> 00:49:43,040 Here. All right. 1009 00:49:44,160 --> 00:49:47,000 And uh 1010 00:49:49,760 --> 00:49:53,160 Let's go to the 1011 00:49:50,920 --> 00:49:54,880 Obviously, the resolution is what leaves 1012 00:49:53,160 --> 00:49:57,240 that 15. 1013 00:49:54,880 --> 00:50:01,480 Now, geometry, it's round. So, round 1014 00:49:57,240 --> 00:50:04,680 bevel depth 0.45. 45. 1015 00:50:01,480 --> 00:50:06,600 Resolution 24. 1016 00:50:04,680 --> 00:50:08,440 And I have this. Don't forget to fill 1017 00:50:06,600 --> 00:50:11,200 caps. 1018 00:50:08,440 --> 00:50:14,160 Okay, save this. Now, here mean radius 1019 00:50:11,200 --> 00:50:16,640 0.5. 1020 00:50:14,160 --> 00:50:18,800 And let's remove Let's hide this jump 1021 00:50:16,640 --> 00:50:22,760 stone for a second. 1022 00:50:18,800 --> 00:50:22,760 Okay, I have this, but 1023 00:50:23,280 --> 00:50:29,560 here I need to subdivide because I want 1024 00:50:26,240 --> 00:50:29,560 it to be thicker. 1025 00:50:31,000 --> 00:50:36,000 And then I want it to be 1026 00:50:33,760 --> 00:50:38,080 thinner. So, let's put 0.1 here, but 1027 00:50:36,000 --> 00:50:39,720 here Okay, this is 1028 00:50:38,080 --> 00:50:42,520 pretty much 1029 00:50:39,720 --> 00:50:45,480 how it goes. I don't want it that sharp. 1030 00:50:42,520 --> 00:50:46,440 You could make that Some designers do it 1031 00:50:45,480 --> 00:50:49,040 like 1032 00:50:46,440 --> 00:50:53,400 sharp like this, but that's not what I 1033 00:50:49,040 --> 00:50:56,120 want. So, I need to expand 1034 00:50:53,400 --> 00:50:56,120 the handle. 1035 00:51:00,080 --> 00:51:06,600 So, if you can't achieve I don't like 1036 00:51:03,080 --> 00:51:09,200 the these thicknesses. That's because I 1037 00:51:06,600 --> 00:51:11,120 need a taper curve. So, let's add a 1038 00:51:09,200 --> 00:51:13,240 bezier curve. 1039 00:51:11,120 --> 00:51:14,520 Let's call this the taper curve. Well, 1040 00:51:13,240 --> 00:51:16,160 taper 1041 00:51:14,520 --> 00:51:18,200 taper here. 1042 00:51:16,160 --> 00:51:21,560 Now, 1043 00:51:18,200 --> 00:51:24,560 geometry object 1044 00:51:21,560 --> 00:51:26,280 this curve. Come on. That curve 1045 00:51:24,560 --> 00:51:29,160 here. 1046 00:51:26,280 --> 00:51:32,160 All right. Now, 1047 00:51:29,160 --> 00:51:32,160 let's start. 1048 00:51:35,960 --> 00:51:38,520 Uh 1049 00:51:38,640 --> 00:51:42,360 I know. What is Okay. 1050 00:51:44,880 --> 00:51:49,240 Well, 1051 00:51:46,640 --> 00:51:50,320 but I need the taper here. Yes, okay, 1052 00:51:49,240 --> 00:51:53,840 thanks. 1053 00:51:50,320 --> 00:51:57,240 So, what I want is that the end is 1054 00:51:53,840 --> 00:52:02,040 pointy like this and this is 1055 00:51:57,240 --> 00:52:05,800 thicker. Okay, so you have more control 1056 00:52:02,040 --> 00:52:07,320 for finer control using 1057 00:52:05,800 --> 00:52:09,800 taper curves. 1058 00:52:07,320 --> 00:52:11,360 Now, 1059 00:52:09,800 --> 00:52:14,000 let's see. 1060 00:52:11,360 --> 00:52:17,000 Let's make this double. You can group 1061 00:52:14,000 --> 00:52:18,720 control J on the curves. 1062 00:52:17,000 --> 00:52:22,520 And let's put the mirror, then I'll 1063 00:52:18,720 --> 00:52:22,520 check obviously the proportions. 1064 00:52:23,920 --> 00:52:28,720 With the stone, so the central stone is 1065 00:52:26,320 --> 00:52:31,360 here and 1066 00:52:28,720 --> 00:52:33,360 let's bring it higher here. All right, 1067 00:52:31,360 --> 00:52:34,520 this is pretty good. 1068 00:52:33,360 --> 00:52:38,840 Prongs 1069 00:52:34,520 --> 00:52:38,840 do overlap the metal. 1070 00:52:39,560 --> 00:52:46,680 That's correct. And let's move them 1071 00:52:44,160 --> 00:52:46,680 here. 1072 00:52:47,640 --> 00:52:53,240 So, what I can do is make these guys 1073 00:52:50,440 --> 00:52:53,240 longer. 1074 00:52:53,480 --> 00:52:59,480 That's pretty nice. 1075 00:52:56,040 --> 00:53:01,960 Let's adapt this. 1076 00:52:59,480 --> 00:53:07,360 Okay, this is pretty good. 1077 00:53:01,960 --> 00:53:07,360 These are prongs, center prongs. 1078 00:53:08,600 --> 00:53:14,280 Center prongs. 1079 00:53:11,120 --> 00:53:14,280 Okay, we have this. 1080 00:53:15,000 --> 00:53:18,280 Now, 1081 00:53:16,840 --> 00:53:19,880 well, the the halo is done, that's 1082 00:53:18,280 --> 00:53:23,480 pretty good. 1083 00:53:19,880 --> 00:53:24,800 Now, let's start working on some 1084 00:53:23,480 --> 00:53:27,080 ring 1085 00:53:24,800 --> 00:53:30,080 body, ring shank. 1086 00:53:27,080 --> 00:53:30,080 So, let's add 1087 00:53:31,480 --> 00:53:36,400 front view, add curve, 1088 00:53:34,720 --> 00:53:39,640 Bezier curve, 1089 00:53:36,400 --> 00:53:41,280 view, edit mode. 1090 00:53:39,640 --> 00:53:44,520 Sorry. 1091 00:53:41,280 --> 00:53:46,440 Just on that curve, added this guy and 1092 00:53:44,520 --> 00:53:49,320 let's start 1093 00:53:46,440 --> 00:53:49,320 creating 1094 00:53:50,880 --> 00:53:56,480 the body of the ring. 1095 00:53:54,160 --> 00:53:59,400 Let's extrude this. 1096 00:53:56,480 --> 00:54:01,600 Obviously, use you do first first you do 1097 00:53:59,400 --> 00:54:04,480 then you tweak. 1098 00:54:01,600 --> 00:54:06,320 So, I have this centered 1099 00:54:04,480 --> 00:54:09,800 there. 1100 00:54:06,320 --> 00:54:09,800 Now, let's create 1101 00:54:10,440 --> 00:54:14,680 a mesh plane. 1102 00:54:12,400 --> 00:54:18,360 Let's make it uh 1103 00:54:14,680 --> 00:54:18,360 4 2 4 1104 00:54:18,840 --> 00:54:26,200 centered on X edit mode W bevel vertices 1105 00:54:26,400 --> 00:54:29,840 here. 1106 00:54:28,400 --> 00:54:33,480 Now, 1107 00:54:29,840 --> 00:54:37,280 convert this to a curve 1108 00:54:33,480 --> 00:54:40,280 and this is going to be called 1109 00:54:37,280 --> 00:54:40,280 profile. 1110 00:54:40,400 --> 00:54:47,000 Let's make this a curve. Okay. 1111 00:54:43,720 --> 00:54:51,800 So, now I have a curve and a curve and 1112 00:54:47,000 --> 00:54:56,200 we can simply go to geometry 1113 00:54:51,800 --> 00:54:58,200 object bevel this friend here and we 1114 00:54:56,200 --> 00:55:01,120 just need to tweak 1115 00:54:58,200 --> 00:55:01,120 fill caps. 1116 00:55:02,360 --> 00:55:10,800 Mean tilt 90° and let's start adapting. 1117 00:55:08,640 --> 00:55:13,680 Okay, so this friend is going to be at 1118 00:55:10,800 --> 00:55:15,640 release point eight and it ends at point 1119 00:55:13,680 --> 00:55:17,520 six. 1120 00:55:15,640 --> 00:55:22,080 Now, we have 1121 00:55:17,520 --> 00:55:22,080 this start tweaking distances 1122 00:55:22,920 --> 00:55:27,640 to the finger size. So, there you must 1123 00:55:25,280 --> 00:55:29,840 be 1124 00:55:27,640 --> 00:55:33,280 precise. We need more resolution. Let's 1125 00:55:29,840 --> 00:55:33,280 go at 60. 1126 00:55:34,080 --> 00:55:40,640 Okay, and here I need to 1127 00:55:38,280 --> 00:55:42,960 Let me subdivide 1128 00:55:40,640 --> 00:55:47,000 Subdivide here. Okay, the ending is 1129 00:55:42,960 --> 00:55:47,000 going to be at 0.5. 1130 00:55:48,080 --> 00:55:52,200 Okay, and let's make this 1131 00:55:54,520 --> 00:55:59,440 We're going to adapt this layer. 1132 00:56:04,800 --> 00:56:07,720 Okay, this is pretty classical. Let's 1133 00:56:06,960 --> 00:56:10,080 put 1134 00:56:07,720 --> 00:56:12,480 this less. 1135 00:56:10,080 --> 00:56:15,240 Let's put 0.7. 1136 00:56:12,480 --> 00:56:15,240 Let's just put one. 1137 00:56:16,480 --> 00:56:20,480 Okay, I'm going to do this like that. 1138 00:56:18,160 --> 00:56:23,880 Obviously, I'm going to start working in 1139 00:56:20,480 --> 00:56:23,880 this direction, too. 1140 00:56:28,880 --> 00:56:32,680 Let's make this shank 1141 00:56:32,920 --> 00:56:36,600 double the size. 1142 00:56:38,480 --> 00:56:42,080 Okay. 1143 00:56:39,640 --> 00:56:44,320 Now here, we need mirror. 1144 00:56:42,080 --> 00:56:47,560 I keep tweaking the design here. 1145 00:56:44,320 --> 00:56:50,280 It's an Y based on the 1146 00:56:47,560 --> 00:56:52,360 simple gemstone. 1147 00:56:50,280 --> 00:56:54,560 Okay, this is a beginning, but it's 1148 00:56:52,360 --> 00:56:57,120 ugly. 1149 00:56:54,560 --> 00:57:00,680 Let's make it 1150 00:56:57,120 --> 00:57:03,920 not that wide. Let's go to 3.5. 1151 00:57:00,680 --> 00:57:03,920 That's pretty good. 1152 00:57:05,000 --> 00:57:10,000 Let's do some overlap here and uh 1153 00:57:11,880 --> 00:57:14,520 there. 1154 00:57:16,720 --> 00:57:22,160 Now merging into one. 1155 00:57:19,880 --> 00:57:22,160 slightly 1156 00:57:22,920 --> 00:57:27,200 Now here, the merging, I'm going to make 1157 00:57:24,960 --> 00:57:32,600 it very close, so 1158 00:57:27,200 --> 00:57:32,600 let's close this part better here. 1159 00:57:35,400 --> 00:57:39,560 And let's keep tweaking this and that. 1160 00:57:41,720 --> 00:57:46,360 All right. So, here obviously I'm not 1161 00:57:46,440 --> 00:57:51,560 I'm not done. 1162 00:57:47,920 --> 00:57:52,840 I want Okay. Okay. Okay, this starts to 1163 00:57:51,560 --> 00:57:55,720 be 1164 00:57:52,840 --> 00:57:58,040 a bit more interesting. 1165 00:57:55,720 --> 00:58:02,720 Just check that you're not overlapping 1166 00:57:58,040 --> 00:58:02,720 one of the diamonds from the halo. 1167 00:58:02,800 --> 00:58:06,520 Still the inside right there. 1168 00:58:09,080 --> 00:58:16,720 Okay, now let's 1169 00:58:11,480 --> 00:58:19,080 take these three vertices, do a shift D. 1170 00:58:16,720 --> 00:58:22,440 And we can close the shank 1171 00:58:19,080 --> 00:58:22,440 at the center 1172 00:58:22,600 --> 00:58:27,960 here. 1173 00:58:25,080 --> 00:58:33,840 So, this one needs to be smaller. Let's 1174 00:58:27,960 --> 00:58:33,840 go 0.6, 0.5, and 0.4. 1175 00:58:34,040 --> 00:58:36,960 Now, 1176 00:58:37,440 --> 00:58:43,000 let's adapt proper shape and position 1177 00:58:40,440 --> 00:58:45,640 right there. 1178 00:58:43,000 --> 00:58:45,640 Something here. 1179 00:58:48,240 --> 00:58:53,720 So, that's the bridge. 1180 00:58:51,080 --> 00:58:53,720 Okay. 1181 00:58:54,760 --> 00:58:59,600 Under the 1182 00:58:56,720 --> 00:58:59,600 the halo. 1183 00:59:00,040 --> 00:59:04,920 And let me 1184 00:59:02,320 --> 00:59:07,360 see the entry point there. 1185 00:59:04,920 --> 00:59:08,920 Okay, here we might need some tilting, 1186 00:59:07,360 --> 00:59:10,400 right? 1187 00:59:08,920 --> 00:59:12,800 And 1188 00:59:10,400 --> 00:59:13,800 put it inside the metal. 1189 00:59:12,800 --> 00:59:16,560 This is 1190 00:59:13,800 --> 00:59:20,640 pretty good at this shape there. So, 1191 00:59:16,560 --> 00:59:22,400 here I can do whatever I 1192 00:59:20,640 --> 00:59:24,600 want. 1193 00:59:22,400 --> 00:59:28,800 Because yes. 1194 00:59:24,600 --> 00:59:32,400 Let's come here. This is pretty nice. 1195 00:59:28,800 --> 00:59:32,400 Yeah, this is pretty nice. 1196 00:59:32,680 --> 00:59:37,280 All right, then 1197 00:59:35,400 --> 00:59:41,120 then then then 1198 00:59:37,280 --> 00:59:44,000 I need some secondary 1199 00:59:41,120 --> 00:59:47,320 diamonds. Okay, let's do a shift D of 1200 00:59:44,000 --> 00:59:50,920 that. Let's keep these vertices. Control 1201 00:59:47,320 --> 00:59:54,520 I, delete all the other vertices. 1202 00:59:50,920 --> 00:59:54,520 Let me take this. 1203 00:59:55,960 --> 01:00:01,240 Median point, okay. Um 1204 00:59:58,600 --> 01:00:03,800 let's move it. 1205 01:00:01,240 --> 01:00:05,280 Let's rotate it on Z. 1206 01:00:03,800 --> 01:00:08,280 Ah, but it's funny because it doesn't 1207 01:00:05,280 --> 01:00:08,280 change. Okay, whatever. 1208 01:00:10,480 --> 01:00:15,640 Here, I need to change the tail. 1209 01:00:12,640 --> 01:00:19,560 This one is going to be 100, and this 1210 01:00:15,640 --> 01:00:21,160 one is going to be smaller, 0.3. 1211 01:00:19,560 --> 01:00:24,120 0.5 1212 01:00:21,160 --> 01:00:26,920 or so here what 1213 01:00:24,120 --> 01:00:26,920 All right, wait now. 1214 01:00:27,280 --> 01:00:33,480 Let's tilt this. 1215 01:00:30,440 --> 01:00:37,520 So now here, I would like some diamonds, 1216 01:00:33,480 --> 01:00:37,520 in fact, come there. 1217 01:00:38,840 --> 01:00:44,120 So this could be coming 1218 01:00:44,880 --> 01:00:48,280 like this. 1219 01:00:46,920 --> 01:00:51,200 Haha. 1220 01:00:48,280 --> 01:00:52,600 Okay, but not so much on the inside. It 1221 01:00:51,200 --> 01:00:56,200 needs to be 1222 01:00:52,600 --> 01:00:58,000 more here, and 1223 01:00:56,200 --> 01:01:00,840 here we're going to close, so we need 1224 01:00:58,000 --> 01:01:03,280 more merging. 1225 01:01:00,840 --> 01:01:06,400 far 1226 01:01:03,280 --> 01:01:06,400 Okay, here. 1227 01:01:06,560 --> 01:01:15,200 Merge at 0.5, even maybe at one. Okay, 1228 01:01:10,360 --> 01:01:15,200 merging at one is almost good. 1229 01:01:18,040 --> 01:01:24,040 How much resolution? Okay, so the 1230 01:01:20,400 --> 01:01:27,320 merging merging point seven 1231 01:01:24,040 --> 01:01:27,320 Do we do need 1232 01:01:27,480 --> 01:01:32,280 We do need this. 1233 01:01:29,360 --> 01:01:33,800 That part is not very pretty. So, 1234 01:01:32,280 --> 01:01:36,880 Here sometimes 1235 01:01:33,800 --> 01:01:36,880 Let's remove the mirror. 1236 01:01:39,760 --> 01:01:46,360 I need to cross the the center. 1237 01:01:44,720 --> 01:01:48,240 And uh 1238 01:01:46,360 --> 01:01:51,160 I will need 1239 01:01:48,240 --> 01:01:54,000 to make this 1240 01:01:51,160 --> 01:01:54,000 a mesh. 1241 01:01:56,880 --> 01:02:00,520 This will have to be a mesh. 1242 01:02:03,040 --> 01:02:05,640 So, 1243 01:02:10,200 --> 01:02:15,360 Okay, or so the other one is because I 1244 01:02:13,040 --> 01:02:17,280 don't want to mesh it back. 1245 01:02:15,360 --> 01:02:19,560 Let's keep the mirror based on the 1246 01:02:17,280 --> 01:02:21,560 central gemstones there. Okay, so this 1247 01:02:19,560 --> 01:02:24,160 is pretty 1248 01:02:21,560 --> 01:02:26,520 just they're on the back. We'll deal 1249 01:02:24,160 --> 01:02:29,840 with that later 1250 01:02:26,520 --> 01:02:31,080 uh when we make that ring as a mesh, all 1251 01:02:29,840 --> 01:02:33,560 right? 1252 01:02:31,080 --> 01:02:33,560 So, 1253 01:02:33,840 --> 01:02:38,400 uh that's pretty neat. Uh we want some 1254 01:02:36,080 --> 01:02:41,640 smaller diamonds. So, here I'm going to 1255 01:02:38,400 --> 01:02:46,400 cut point 45. 1256 01:02:41,640 --> 01:02:49,560 And let's bring this here on the inside. 1257 01:02:46,400 --> 01:02:49,560 Side view. 1258 01:02:50,000 --> 01:02:55,680 Here is side view. 1259 01:02:51,920 --> 01:02:57,920 This is pretty nice. I could try 1260 01:02:55,680 --> 01:02:59,640 I could try this. This is 1261 01:02:57,920 --> 01:03:02,120 very 1262 01:02:59,640 --> 01:03:05,760 very nice. Yeah, that's a great way to 1263 01:03:02,120 --> 01:03:11,000 solve all my problems, basically. 1264 01:03:05,760 --> 01:03:11,000 Uh point three here and uh 1265 01:03:11,200 --> 01:03:16,560 Let's go there and keep tilting. 1266 01:03:29,800 --> 01:03:36,200 Okay, let's just find Okay, this is 1267 01:03:32,840 --> 01:03:37,960 This is great. 1268 01:03:36,200 --> 01:03:39,960 This is modern and this is really 1269 01:03:37,960 --> 01:03:42,760 pretty. 1270 01:03:39,960 --> 01:03:45,520 All right, so now we need gemstones on 1271 01:03:42,760 --> 01:03:49,200 the on the sides. So, I'm going to take 1272 01:03:45,520 --> 01:03:52,040 a diamond edit mode at a l shift the 1273 01:03:49,200 --> 01:03:54,160 enter p selection. 1274 01:03:52,040 --> 01:03:55,880 Now, let's take 1275 01:03:54,160 --> 01:03:58,840 the loose diamond. Where are you loose 1276 01:03:55,880 --> 01:04:00,960 diamond? Here. Remove 1277 01:03:58,840 --> 01:04:03,480 the mirror. Let's do an object set 1278 01:04:00,960 --> 01:04:05,160 origin to geometry. Let's turn on the 1279 01:04:03,480 --> 01:04:10,280 snap. 1280 01:04:05,160 --> 01:04:11,800 Now, this diamond is going to be one 1281 01:04:10,280 --> 01:04:15,040 1.5. 1282 01:04:11,800 --> 01:04:16,760 I would like 1.5. 1283 01:04:15,040 --> 01:04:19,880 All right, let's put all the rotations 1284 01:04:16,760 --> 01:04:19,880 to zero. 1285 01:04:20,120 --> 01:04:25,080 Okay, when the snap is going crazy, 1286 01:04:23,160 --> 01:04:27,040 uh turn off the snap. Then put the 1287 01:04:25,080 --> 01:04:28,960 diamond. 1288 01:04:27,040 --> 01:04:30,960 Reset. 1289 01:04:28,960 --> 01:04:34,800 Okay, I need to append a new diamond 1290 01:04:30,960 --> 01:04:37,480 because that one has rotations and it's 1291 01:04:34,800 --> 01:04:41,280 basically dead. 1292 01:04:37,480 --> 01:04:44,120 All right, this small diamond at 1.5 1293 01:04:41,280 --> 01:04:45,720 copy paste. 1294 01:04:44,120 --> 01:04:51,320 Yeah, I'm going to 1295 01:04:45,720 --> 01:04:55,360 small Let's call them small. 0.01 save. 1296 01:04:51,320 --> 01:04:57,240 Right, let's go back at snap turn on. 1297 01:04:55,360 --> 01:04:58,920 Now, shift D. 1298 01:04:57,240 --> 01:05:00,880 Okay. 1299 01:04:58,920 --> 01:05:02,880 Uh 1300 01:05:00,880 --> 01:05:05,160 You see the diamond is flipping around. 1301 01:05:02,880 --> 01:05:07,840 It means that we have a normal problem 1302 01:05:05,160 --> 01:05:10,560 face orientation problem. Oh. 1303 01:05:07,840 --> 01:05:12,480 Obviously, let's take the curves edit 1304 01:05:10,560 --> 01:05:15,000 mode. 1305 01:05:12,480 --> 01:05:17,920 A 1306 01:05:15,000 --> 01:05:17,920 I don't wait. 1307 01:05:18,840 --> 01:05:23,600 It might be on the section on the 1308 01:05:20,640 --> 01:05:25,880 profile here. Let me do a segment which 1309 01:05:23,600 --> 01:05:28,040 direction. Great. 1310 01:05:25,880 --> 01:05:30,400 So, it's on the curve beveling that I 1311 01:05:28,040 --> 01:05:32,160 had the the normal orientation problem. 1312 01:05:30,400 --> 01:05:34,000 You can see that because the diamonds 1313 01:05:32,160 --> 01:05:37,040 would would flip 1314 01:05:34,000 --> 01:05:40,560 when using the snap. So, you must 1315 01:05:37,040 --> 01:05:43,360 know right away where it comes from. 1316 01:05:40,560 --> 01:05:46,440 Now, this is going to get the mirror on 1317 01:05:43,360 --> 01:05:49,280 X and Y based on the central gemstone 1318 01:05:46,440 --> 01:05:49,280 here. 1319 01:05:51,560 --> 01:05:58,720 And uh let's go 1320 01:05:55,280 --> 01:05:58,720 here. It should be 1321 01:05:59,800 --> 01:06:03,960 Let's stop distributing this. 1322 01:06:04,200 --> 01:06:08,600 Uh okay, here I have 1323 01:06:07,280 --> 01:06:11,160 uh 1324 01:06:08,600 --> 01:06:15,640 this 1325 01:06:11,160 --> 01:06:18,160 this gemstone, this uh curve that 1326 01:06:15,640 --> 01:06:19,760 wasn't It was coming out. 1327 01:06:18,160 --> 01:06:22,160 I don't want it to come out. 1328 01:06:19,760 --> 01:06:24,120 All right, here and one more diamond 1329 01:06:22,160 --> 01:06:26,800 here. Should be Okay, so we have small 1330 01:06:24,120 --> 01:06:30,800 diamonds here. Yes. Now, I want some 1331 01:06:26,800 --> 01:06:30,800 diamonds here also. 1332 01:06:33,040 --> 01:06:38,000 Um this is too 1333 01:06:36,080 --> 01:06:40,320 big. All right, let's remove this for a 1334 01:06:38,000 --> 01:06:44,400 second. Uh this diamond needs to be 1335 01:06:40,320 --> 01:06:46,480 1.25. Copy, paste. 1336 01:06:44,400 --> 01:06:48,360 Turn on the 1337 01:06:46,480 --> 01:06:51,600 mirror back. Okay, so these are a bit 1338 01:06:48,360 --> 01:06:53,840 smaller and uh 1339 01:06:51,600 --> 01:06:55,800 there's not that many fitting, but we 1340 01:06:53,840 --> 01:06:57,880 are going to make them fit because we 1341 01:06:55,800 --> 01:06:59,520 want diamonds 1342 01:06:57,880 --> 01:07:00,600 everywhere. 1343 01:06:59,520 --> 01:07:04,560 You know? 1344 01:07:00,600 --> 01:07:04,560 Okay, this is pretty nice. 1345 01:07:12,360 --> 01:07:17,040 Okay. 1346 01:07:14,520 --> 01:07:19,360 Okay, what else can we do? We can 1347 01:07:17,040 --> 01:07:21,560 make some millegrain. Let's add mesh 1348 01:07:19,360 --> 01:07:24,040 sphere. 1349 01:07:21,560 --> 01:07:27,960 The sphere at one. 1350 01:07:24,040 --> 01:07:27,960 I'm going to create an edge 1351 01:07:28,360 --> 01:07:31,960 around 1352 01:07:29,800 --> 01:07:34,040 here a small decoration. So, let's go 1353 01:07:31,960 --> 01:07:38,280 mirror based 1354 01:07:34,040 --> 01:07:38,280 on the central gemstone here. 1355 01:07:38,560 --> 01:07:42,960 Uh with the snap turn on, yes. 1356 01:07:50,680 --> 01:07:55,680 So, this is called a millegrain. 1357 01:07:53,120 --> 01:07:59,600 Thousand 1358 01:07:55,680 --> 01:07:59,600 ones. And that's how it's called. 1359 01:07:59,760 --> 01:08:05,720 Grains. 1360 01:08:02,200 --> 01:08:09,440 This is a very old tradition. It has 1361 01:08:05,720 --> 01:08:09,440 thousands of years 1362 01:08:12,280 --> 01:08:16,240 around the world 1363 01:08:15,240 --> 01:08:19,920 in 1364 01:08:16,240 --> 01:08:19,920 jewelry making. 1365 01:08:21,000 --> 01:08:25,839 So, you can this you can do this by hand 1366 01:08:23,400 --> 01:08:28,600 because uh 1367 01:08:25,839 --> 01:08:31,400 well, basically 1368 01:08:28,600 --> 01:08:33,319 there are not that many spheres. 1369 01:08:31,400 --> 01:08:36,600 This. 1370 01:08:33,319 --> 01:08:39,440 Now, go to all these spheres 1371 01:08:36,600 --> 01:08:41,640 which shift in the outliner, do 1372 01:08:39,440 --> 01:08:44,200 a control J. 1373 01:08:41,640 --> 01:08:45,920 And call this millegrain. 1374 01:08:44,200 --> 01:08:47,120 Millegrain. 1375 01:08:45,920 --> 01:08:48,120 Mille 1376 01:08:47,120 --> 01:08:50,520 grain. 1377 01:08:48,120 --> 01:08:54,720 Here we are. Save this. 1378 01:08:50,520 --> 01:08:59,200 Now, we need prongs and side Okay, let 1379 01:08:54,720 --> 01:08:59,200 me show you. We need some borders here. 1380 01:09:00,720 --> 01:09:04,799 So, let's go to 1381 01:09:02,720 --> 01:09:08,040 uh 1382 01:09:04,799 --> 01:09:08,040 busy curve. 1383 01:09:10,200 --> 01:09:16,600 Let's go to edit mode. 1384 01:09:13,359 --> 01:09:18,839 I'm going to erase this vertex. The snap 1385 01:09:16,600 --> 01:09:21,120 is turned on. So, let me go with the 1386 01:09:18,839 --> 01:09:22,920 snap turned on. 1387 01:09:21,120 --> 01:09:24,279 Here, you can see it it's following the 1388 01:09:22,920 --> 01:09:27,120 surface. 1389 01:09:24,279 --> 01:09:29,759 Now, control left mouse button, that 1390 01:09:27,120 --> 01:09:32,040 creates 1391 01:09:29,759 --> 01:09:35,040 that creates 1392 01:09:32,040 --> 01:09:37,480 a new vertex. So, let me come here and 1393 01:09:35,040 --> 01:09:42,240 there. 1394 01:09:37,480 --> 01:09:44,880 And now, let's start working on 1395 01:09:42,240 --> 01:09:48,359 some uh 1396 01:09:44,880 --> 01:09:50,880 thickness for this 1397 01:09:48,359 --> 01:09:54,440 border here. This is test This is the 1398 01:09:50,880 --> 01:09:57,480 border. It's going to be this testing. 1399 01:09:54,440 --> 01:10:00,000 Okay, here, let me use 1400 01:09:57,480 --> 01:10:02,440 something similar to this. 1401 01:10:00,000 --> 01:10:04,480 Shift D Y, this is a new section. Let's 1402 01:10:02,440 --> 01:10:08,080 go to edit mode. 1403 01:10:04,480 --> 01:10:12,240 I'm going to make it square, and let me 1404 01:10:08,080 --> 01:10:12,240 rotate it 45°. 1405 01:10:12,960 --> 01:10:20,400 It's going to be slightly 1406 01:10:15,960 --> 01:10:24,080 S Y 0 to level this. S Y 0 to level 1407 01:10:20,400 --> 01:10:27,520 this. S X 0 1408 01:10:24,080 --> 01:10:29,600 S X 0 to level that. So, this is square 1409 01:10:27,520 --> 01:10:33,840 now. 1410 01:10:29,600 --> 01:10:35,240 This profile is for this border. 1411 01:10:33,840 --> 01:10:36,080 So, let's call it 1412 01:10:35,240 --> 01:10:38,680 uh 1413 01:10:36,080 --> 01:10:38,680 border. 1414 01:10:39,240 --> 01:10:41,840 profile 1415 01:10:42,280 --> 01:10:46,760 border profile, right here. 1416 01:10:44,360 --> 01:10:49,400 Okay, now 1417 01:10:46,760 --> 01:10:51,920 take the curve. That's a busy curve. So, 1418 01:10:49,400 --> 01:10:54,840 it's a new one, so we need to tweak the 1419 01:10:51,920 --> 01:10:58,320 resolution. Let's go to 50. 1420 01:10:54,840 --> 01:11:01,040 Geometry, bevel object, the border 1421 01:10:58,320 --> 01:11:04,040 profile, it's this one. Obviously, the 1422 01:11:01,040 --> 01:11:06,400 scale. So, this friend should be like a 1423 01:11:04,040 --> 01:11:09,040 point 65. 1424 01:11:06,400 --> 01:11:10,640 least That's pretty nice. 1425 01:11:09,040 --> 01:11:14,680 Now, 1426 01:11:10,640 --> 01:11:17,440 the border curve fill the caps and let's 1427 01:11:14,680 --> 01:11:21,760 work on the design and 1428 01:11:17,440 --> 01:11:21,760 some tweakings. Let's turn off the 1429 01:11:22,640 --> 01:11:26,480 Let's turn off the snap sometimes. Let's 1430 01:11:25,200 --> 01:11:28,920 bring this 1431 01:11:26,480 --> 01:11:31,480 nice and neat on the inside and let's 1432 01:11:28,920 --> 01:11:34,600 tweak the tilt. 1433 01:11:31,480 --> 01:11:38,880 Let's go at Let's go at 45. 1434 01:11:34,600 --> 01:11:38,880 So, this creates a very nice 1435 01:11:41,360 --> 01:11:49,360 border for the settings 1436 01:11:44,280 --> 01:11:52,360 of the side diamonds. So, now here 1437 01:11:49,360 --> 01:11:54,880 Let me maybe even come higher there. 1438 01:11:52,360 --> 01:11:56,920 Let's hide it inside it. 1439 01:11:54,880 --> 01:11:59,600 decoration sphere right there. Let's 1440 01:11:56,920 --> 01:12:02,080 come out a bit. Let's start tweaking 1441 01:11:59,600 --> 01:12:05,440 this. 1442 01:12:02,080 --> 01:12:08,520 Okay, there. 1443 01:12:05,440 --> 01:12:10,960 I need to tweak 1444 01:12:08,520 --> 01:12:13,720 the tilt. 1445 01:12:10,960 --> 01:12:16,360 It's not necessarily 45 1446 01:12:13,720 --> 01:12:18,040 because I need space for this diamond. 1447 01:12:16,360 --> 01:12:20,000 All right? 1448 01:12:18,040 --> 01:12:21,840 So, now here let's turn the snap on 1449 01:12:20,000 --> 01:12:23,840 again because I'm going to do the other 1450 01:12:21,840 --> 01:12:26,840 side 1451 01:12:23,840 --> 01:12:26,840 of this 1452 01:12:27,960 --> 01:12:33,880 border. Damn, let's turn off the snap 1453 01:12:30,920 --> 01:12:37,320 and let's start working on the fine 1454 01:12:33,880 --> 01:12:42,720 refine tweaking. 1455 01:12:37,320 --> 01:12:42,720 All right, and uh what else? 1456 01:12:45,760 --> 01:12:52,520 So, the advantage of using a curve here 1457 01:12:47,880 --> 01:12:56,120 we can go at free vector 1458 01:12:52,520 --> 01:12:56,120 is that we can 1459 01:12:57,720 --> 01:13:02,720 we can have a lot more control on the 1460 01:13:00,200 --> 01:13:04,800 design. 1461 01:13:02,720 --> 01:13:07,560 Okay. 1462 01:13:04,800 --> 01:13:09,080 This is really nice. Let's turn on the 1463 01:13:07,560 --> 01:13:13,760 mirror 1464 01:13:09,080 --> 01:13:16,960 on X and Y based on the central gemstone 1465 01:13:13,760 --> 01:13:16,960 like that. 1466 01:13:17,560 --> 01:13:23,200 Okay, it's starting to be really nice. 1467 01:13:20,360 --> 01:13:24,840 We need to tweak some little details. 1468 01:13:23,200 --> 01:13:27,560 This diamond 1469 01:13:24,840 --> 01:13:29,160 must come out 1470 01:13:27,560 --> 01:13:31,920 by point two 1471 01:13:29,160 --> 01:13:35,120 decimals generally. 1472 01:13:31,920 --> 01:13:37,480 Let's go with point 15 for this one 1473 01:13:35,120 --> 01:13:39,840 and point one for this one. All right, 1474 01:13:37,480 --> 01:13:41,920 then we'll bring the prongs. 1475 01:13:39,840 --> 01:13:45,880 Now, let's tweak this a bit more to the 1476 01:13:41,920 --> 01:13:45,880 center of the border. 1477 01:13:46,440 --> 01:13:50,800 Okay, and there's a 1478 01:13:51,360 --> 01:13:54,520 distance problem there. 1479 01:13:55,240 --> 01:14:01,200 Don't forget to turn off this knob. All 1480 01:13:57,160 --> 01:14:03,920 right, so let's tweak this border. 1481 01:14:01,200 --> 01:14:07,680 The shape, I think I want it to be 1482 01:14:03,920 --> 01:14:09,160 straighter like this. This is 1483 01:14:07,680 --> 01:14:12,720 This is 1484 01:14:09,160 --> 01:14:15,720 Obviously, I am 1485 01:14:12,720 --> 01:14:15,720 speeding. 1486 01:14:17,080 --> 01:14:21,000 But, I'm always checking that 1487 01:14:21,400 --> 01:14:26,960 the things that I'm doing here in 1488 01:14:23,000 --> 01:14:26,960 Blender in 3D, they are 1489 01:14:28,200 --> 01:14:34,680 totally manufacturable. You can 3D print 1490 01:14:30,960 --> 01:14:34,680 this without any problem. 1491 01:14:35,480 --> 01:14:39,440 So, if you're watching the live streams, 1492 01:14:36,880 --> 01:14:42,840 you understand that I do that 1493 01:14:39,440 --> 01:14:45,240 systematically. I know the scales 1494 01:14:42,840 --> 01:14:47,200 because I've been printing for 1495 01:14:45,240 --> 01:14:49,000 decades now. Well, 1496 01:14:47,200 --> 01:14:51,680 the first 1497 01:14:49,000 --> 01:14:53,480 design I sent to 3D printing was in 1498 01:14:51,680 --> 01:14:56,640 2008. 1499 01:14:53,480 --> 01:15:00,280 So, that's 14 years of 3D printing. Then 1500 01:14:56,640 --> 01:15:04,560 I started printing myself 1501 01:15:00,280 --> 01:15:07,840 in '17, '16. So, that's like five or six 1502 01:15:04,560 --> 01:15:10,600 years of 3D printing myself at home 1503 01:15:07,840 --> 01:15:13,960 or well, my business. 1504 01:15:10,600 --> 01:15:17,120 And now my clients do the printing and 1505 01:15:13,960 --> 01:15:17,120 they do the manufacturing. 1506 01:15:18,720 --> 01:15:21,960 Don't manufacture anymore. Okay, so this 1507 01:15:20,360 --> 01:15:23,720 is pretty nice. I've been tweaking 1508 01:15:21,960 --> 01:15:26,360 already 1509 01:15:23,720 --> 01:15:28,720 much enough. Now, let's take a prong, 1510 01:15:26,360 --> 01:15:30,280 edit. 1511 01:15:28,720 --> 01:15:32,120 Okay, here I'm going to have the same 1512 01:15:30,280 --> 01:15:34,840 problem. Let's create a new prong. So, 1513 01:15:32,120 --> 01:15:37,040 add mesh, sphere. 1514 01:15:34,840 --> 01:15:39,360 Add 0.7 1515 01:15:37,040 --> 01:15:41,680 and uh 1516 01:15:39,360 --> 01:15:44,400 edit mode. 1517 01:15:41,680 --> 01:15:47,000 Add C Alt A B. 1518 01:15:44,400 --> 01:15:48,520 B, let's select this and make the prong. 1519 01:15:47,000 --> 01:15:50,320 There. 1520 01:15:48,520 --> 01:15:53,040 Now, select everything to shift the 1521 01:15:50,320 --> 01:15:58,000 center of gravity. We want it to be 1522 01:15:53,040 --> 01:15:58,000 lower here. Okay, this is pretty good. 1523 01:15:59,680 --> 01:16:04,680 Like here, all these prongs, let me 1524 01:16:01,800 --> 01:16:06,920 select them and move them a bit on the Z 1525 01:16:04,680 --> 01:16:08,160 axis. Want them 1526 01:16:06,920 --> 01:16:10,560 a bit more 1527 01:16:08,160 --> 01:16:13,080 out. This is great. 1528 01:16:10,560 --> 01:16:16,640 Now, this is prong 1529 01:16:13,080 --> 01:16:18,560 0.00 prong size 1530 01:16:16,640 --> 01:16:20,920 0.001. 1531 01:16:18,560 --> 01:16:23,440 Let's save. 1532 01:16:20,920 --> 01:16:26,960 All right. 1533 01:16:23,440 --> 01:16:28,720 Let's turn on Let's turn on the snap. 1534 01:16:26,960 --> 01:16:31,440 Uh these are going to be a bit smaller. 1535 01:16:28,720 --> 01:16:35,560 It's going to be at 0.6. 1536 01:16:31,440 --> 01:16:37,720 Okay, and now let's uh 1537 01:16:35,560 --> 01:16:41,560 grab. 1538 01:16:37,720 --> 01:16:44,080 Okay, now here the prong is too much 1539 01:16:41,560 --> 01:16:46,520 on the inside, too much 1540 01:16:44,080 --> 01:16:47,520 inside the metal. So, 1541 01:16:46,520 --> 01:16:49,440 that 1542 01:16:47,520 --> 01:16:52,640 needs 1543 01:16:49,440 --> 01:16:53,680 and see out AB. The head must be a lot 1544 01:16:52,640 --> 01:16:55,760 higher. 1545 01:16:53,680 --> 01:16:57,280 Well, don't exaggerate either. Turn up 1546 01:16:55,760 --> 01:17:00,000 the 1547 01:16:57,280 --> 01:17:03,480 and make it rounder again here. 1548 01:17:00,000 --> 01:17:04,080 So, let's set this one again. Uh 1549 01:17:03,480 --> 01:17:06,040 Uh 1550 01:17:04,080 --> 01:17:09,600 okay. 1551 01:17:06,040 --> 01:17:12,440 Shift D and this is good. It must come 1552 01:17:09,600 --> 01:17:14,520 out of the metal and reach 1553 01:17:12,440 --> 01:17:16,600 over the gemstone, all right? Or 1554 01:17:14,520 --> 01:17:18,360 otherwise, and check that you're not 1555 01:17:16,600 --> 01:17:20,360 coming out on the other side. This is 1556 01:17:18,360 --> 01:17:24,040 very basic. 1557 01:17:20,360 --> 01:17:28,120 Now, shift D, shift D, shift D here. All 1558 01:17:24,040 --> 01:17:31,080 right, shift D, shift D. 1559 01:17:28,120 --> 01:17:32,640 Shift D, shift D. It's always a lot of 1560 01:17:31,080 --> 01:17:35,200 fun to do that. 1561 01:17:32,640 --> 01:17:35,200 Like this. 1562 01:17:35,760 --> 01:17:40,720 So, again, I don't use add-ons because 1563 01:17:37,920 --> 01:17:44,720 you have a lot more control when you do 1564 01:17:40,720 --> 01:17:47,560 this by hand and it's fast. The proof 1565 01:17:44,720 --> 01:17:49,120 is here today. I do ring like this in 1 1566 01:17:47,560 --> 01:17:51,480 hour. 1567 01:17:49,120 --> 01:17:55,240 I'm almost done with the entire ring. 1568 01:17:51,480 --> 01:17:55,240 Would have been done in 1 hour 1569 01:17:55,360 --> 01:18:01,200 with no add-on at all. It's not 1570 01:17:58,360 --> 01:18:02,640 necessary. Blender has all the tools you 1571 01:18:01,200 --> 01:18:04,880 need 1572 01:18:02,640 --> 01:18:06,680 right from the core, right from the 1573 01:18:04,880 --> 01:18:09,080 start. Okay, let's select all these 1574 01:18:06,680 --> 01:18:11,760 guys. 1575 01:18:09,080 --> 01:18:14,680 Uh but not this one. All right. 1576 01:18:11,760 --> 01:18:17,760 Let's do a control J. These are the side 1577 01:18:14,680 --> 01:18:20,720 prongs. Let's make a mirror 1578 01:18:17,760 --> 01:18:22,600 based on the central gemstone. Emerald, 1579 01:18:20,720 --> 01:18:24,920 where are you? Emerald. 1580 01:18:22,600 --> 01:18:27,320 Emerald, fix them Y. Okay, we have the 1581 01:18:24,920 --> 01:18:30,080 prongs for these guys. We still need 1582 01:18:27,320 --> 01:18:34,840 some borders and prongs for these small 1583 01:18:30,080 --> 01:18:34,840 guys, and then we need the cutters. 1584 01:18:35,560 --> 01:18:41,120 Uh for 1585 01:18:37,760 --> 01:18:43,440 we need the cutters for all these side 1586 01:18:41,120 --> 01:18:46,080 diamonds. All right, so let's take the 1587 01:18:43,440 --> 01:18:46,080 border. 1588 01:18:46,280 --> 01:18:49,640 Let's tweak a bit. 1589 01:18:48,080 --> 01:18:51,560 Sorry, uh, 1590 01:18:49,640 --> 01:18:55,920 it was not. 1591 01:18:51,560 --> 01:18:57,920 There. Okay, anyway, let's copy this. 1592 01:18:55,920 --> 01:18:59,960 A, delete. 1593 01:18:57,920 --> 01:19:01,880 So, I made a copy, then I deleted all 1594 01:18:59,960 --> 01:19:04,440 the vertices and now when I create new 1595 01:19:01,880 --> 01:19:07,280 vertices, 1596 01:19:04,440 --> 01:19:07,280 the 1597 01:19:08,120 --> 01:19:13,160 the configuration of the bevel is 1598 01:19:10,200 --> 01:19:15,560 already ready. It's already the same, 1599 01:19:13,160 --> 01:19:18,360 okay? That's why I do that. 1600 01:19:15,560 --> 01:19:20,240 Because it's a lot faster than starting 1601 01:19:18,360 --> 01:19:23,120 a new 1602 01:19:20,240 --> 01:19:23,120 bevel curve. 1603 01:19:23,560 --> 01:19:27,440 Okay, and here I'll A. 1604 01:19:27,960 --> 01:19:32,200 Control left mouse button and we have 1605 01:19:30,520 --> 01:19:34,320 the same 1606 01:19:32,200 --> 01:19:38,440 settings already for the bevel with the 1607 01:19:34,320 --> 01:19:38,440 profile and all of that, all right? 1608 01:19:39,600 --> 01:19:43,800 All right, so now let's uh, 1609 01:19:42,120 --> 01:19:45,440 let's remove 1610 01:19:43,800 --> 01:19:47,840 the snap for a second and don't forget 1611 01:19:45,440 --> 01:19:50,480 to use the snap, so everything goes 1612 01:19:47,840 --> 01:19:52,640 directly to the surface 1613 01:19:50,480 --> 01:19:55,760 and close to the objects that you were 1614 01:19:52,640 --> 01:19:55,760 using right now. 1615 01:19:55,880 --> 01:20:03,120 Okay, here let's tweak. 1616 01:19:59,120 --> 01:20:03,120 Uh, yeah, let's tweak 1617 01:20:03,280 --> 01:20:07,560 the angle there and I want this more on 1618 01:20:05,800 --> 01:20:10,640 the inside. 1619 01:20:07,560 --> 01:20:13,680 A bit under or slightly touching, very 1620 01:20:10,640 --> 01:20:15,080 slightly touching the gemstones. 1621 01:20:13,680 --> 01:20:16,600 But, 1622 01:20:15,080 --> 01:20:18,120 like this one. This is all right, 1623 01:20:16,600 --> 01:20:20,680 because then when when we set the 1624 01:20:18,120 --> 01:20:22,080 gemstones, the burr makes the work, 1625 01:20:20,680 --> 01:20:23,520 makes the hole, 1626 01:20:22,080 --> 01:20:25,040 we'll have no problems manufacturing 1627 01:20:23,520 --> 01:20:27,760 that. 1628 01:20:25,040 --> 01:20:31,200 And uh, these uh, 1629 01:20:27,760 --> 01:20:31,200 these guys there. 1630 01:20:36,080 --> 01:20:40,080 Okay and 1631 01:20:42,560 --> 01:20:47,520 Do I have some vertex here? There's a 1632 01:20:44,520 --> 01:20:51,120 vertex there. I don't know why. Thanks. 1633 01:20:47,520 --> 01:20:52,680 Okay, these are just these borders 1634 01:20:51,120 --> 01:20:56,320 there. 1635 01:20:52,680 --> 01:20:58,200 Okay, this is great. Now let's tweak. 1636 01:20:56,320 --> 01:21:00,680 Uh let's tweak the 1637 01:20:58,200 --> 01:21:02,920 the tilt and the twist. It could be 1638 01:21:00,680 --> 01:21:04,920 called the twist also. 1639 01:21:02,920 --> 01:21:08,440 Tilt is a pretty good word. 1640 01:21:04,920 --> 01:21:12,480 I like the tilt. Okay, uh let's tweak 1641 01:21:08,440 --> 01:21:12,480 the I want it more. 1642 01:21:12,840 --> 01:21:17,880 Okay, this is 1643 01:21:15,000 --> 01:21:17,880 uh this is great. 1644 01:21:17,920 --> 01:21:23,400 Now we prongs here. So, that's why I 1645 01:21:20,840 --> 01:21:26,360 made the original prong there and kept 1646 01:21:23,400 --> 01:21:28,600 it the copy this time. Shift D because 1647 01:21:26,360 --> 01:21:30,840 if you use a prong that already has 1648 01:21:28,600 --> 01:21:33,760 rotations, 1649 01:21:30,840 --> 01:21:33,760 you'll never 1650 01:21:34,880 --> 01:21:38,880 reset the prong properly to a zero 1651 01:21:37,560 --> 01:21:41,680 state. 1652 01:21:38,880 --> 01:21:41,680 So, 1653 01:21:41,760 --> 01:21:46,760 Okay, here we're going to need 1654 01:21:45,360 --> 01:21:48,680 double prong here. So, this is pretty 1655 01:21:46,760 --> 01:21:54,320 correct. 1656 01:21:48,680 --> 01:21:54,320 Okay, here I want no rotation on Z. 1657 01:21:55,320 --> 01:21:59,440 And I want No, sorry. 1658 01:21:58,360 --> 01:22:01,080 Y 1659 01:21:59,440 --> 01:22:03,440 and pick. Okay, I want the prong to be 1660 01:22:01,080 --> 01:22:06,320 like this. So, like I said, don't forget 1661 01:22:03,440 --> 01:22:08,000 to use numerical inputs. 1662 01:22:06,320 --> 01:22:11,480 It's very important. 1663 01:22:08,000 --> 01:22:13,640 All right. And here, all these prongs 1664 01:22:11,480 --> 01:22:15,640 Now let me check this one. I don't need 1665 01:22:13,640 --> 01:22:17,600 this one. 1666 01:22:15,640 --> 01:22:19,080 If you have Well, you can work with two 1667 01:22:17,600 --> 01:22:22,280 prongs 1668 01:22:19,080 --> 01:22:24,400 on very small stones. It works without 1669 01:22:22,280 --> 01:22:25,800 much problems. 1670 01:22:24,400 --> 01:22:27,640 Okay, this is great. And this one has 1671 01:22:25,800 --> 01:22:30,080 three though. 1672 01:22:27,640 --> 01:22:32,400 So, we'll be fine all the way. 1673 01:22:30,080 --> 01:22:35,160 I want it lower so it doesn't touch. 1674 01:22:32,400 --> 01:22:36,680 Let's make it even smaller. 1675 01:22:35,160 --> 01:22:38,440 This is great. 1676 01:22:36,680 --> 01:22:40,400 Okay, these prongs stack stack stack 1677 01:22:38,440 --> 01:22:43,480 select them. 1678 01:22:40,400 --> 01:22:43,480 Control J. 1679 01:22:43,640 --> 01:22:47,000 And make the mirror. 1680 01:22:47,480 --> 01:22:52,040 So, this ring is obviously faster to 1681 01:22:50,400 --> 01:22:55,400 create because it's 1682 01:22:52,040 --> 01:22:59,520 symmetrical. But as you know, generally 1683 01:22:55,400 --> 01:23:01,120 Well, jewelry is mostly symmetrical. 1684 01:22:59,520 --> 01:23:04,000 Well, obviously there's a lot of jewelry 1685 01:23:01,120 --> 01:23:08,600 that is not symmetrical, more organical 1686 01:23:04,000 --> 01:23:11,720 jewelry, etc. etc. But it tends to be 1687 01:23:08,600 --> 01:23:14,440 more artistic jewelry and not commercial 1688 01:23:11,720 --> 01:23:18,080 jewelry. Commercial jewelry is 1689 01:23:14,440 --> 01:23:23,320 very very traditional 1690 01:23:18,080 --> 01:23:26,480 and that means very very symmetrical. 1691 01:23:23,320 --> 01:23:30,280 Here I can treat my prongs 1692 01:23:26,480 --> 01:23:32,680 in edit mode if necessary and this is 1693 01:23:30,280 --> 01:23:36,440 This is great. 1694 01:23:32,680 --> 01:23:38,720 It's great and now we need the cutters 1695 01:23:36,440 --> 01:23:40,600 and we're done. 1696 01:23:38,720 --> 01:23:43,560 And we're done we're done we're done or 1697 01:23:40,600 --> 01:23:46,120 we're pretty much done. 1698 01:23:43,560 --> 01:23:47,520 Okay, cutters. So, what I need to do now 1699 01:23:46,120 --> 01:23:50,840 is that 1700 01:23:47,520 --> 01:23:53,360 I must take everything that is curves. 1701 01:23:50,840 --> 01:23:54,800 So, all the side structures that I've 1702 01:23:53,360 --> 01:23:58,960 made 1703 01:23:54,800 --> 01:24:02,280 here are curves. So, I can't use 1704 01:23:58,960 --> 01:24:05,640 booleans on that and 1705 01:24:02,280 --> 01:24:05,640 that's not so good. 1706 01:24:08,400 --> 01:24:12,040 Okay. 1707 01:24:10,240 --> 01:24:14,880 So, it means that let me check something 1708 01:24:12,040 --> 01:24:14,880 on this. 1709 01:24:20,000 --> 01:24:24,680 Okay. 1710 01:24:21,520 --> 01:24:26,840 This is how to remesh this 1.56 1711 01:24:24,680 --> 01:24:29,400 smoother. Okay, whatever. 1712 01:24:26,840 --> 01:24:31,480 I need to take everything that are mesh 1713 01:24:29,400 --> 01:24:35,080 No, curves. 1714 01:24:31,480 --> 01:24:35,080 And that's basically all 1715 01:24:35,440 --> 01:24:39,760 of these 1716 01:24:37,520 --> 01:24:42,480 side structures. 1717 01:24:39,760 --> 01:24:45,240 I'm going to copy them. Shift D. 1718 01:24:42,480 --> 01:24:50,040 Alt C to make them meshes. 1719 01:24:45,240 --> 01:24:50,040 Control J and this is the entire 1720 01:24:52,040 --> 01:24:57,000 This is the ring 1721 01:24:54,640 --> 01:24:57,000 body. 1722 01:24:57,960 --> 01:25:02,920 So now here I'm just Okay, before I do 1723 01:25:01,040 --> 01:25:04,640 that, I need to redo it because this 1724 01:25:02,920 --> 01:25:07,040 border 1725 01:25:04,640 --> 01:25:09,880 needs some tweaking because if you look 1726 01:25:07,040 --> 01:25:12,120 at it, it's not touching 1727 01:25:09,880 --> 01:25:13,360 it's not touching the side. Here we can 1728 01:25:12,120 --> 01:25:15,440 see 1729 01:25:13,360 --> 01:25:18,600 there's a space. 1730 01:25:15,440 --> 01:25:22,560 It's not much, but it's too much. I need 1731 01:25:18,600 --> 01:25:22,560 it to come lower there. 1732 01:25:23,040 --> 01:25:27,720 Okay, now it's touching the metal. 1733 01:25:25,800 --> 01:25:30,920 It should be all right. So 1734 01:25:27,720 --> 01:25:33,160 check your details. 1735 01:25:30,920 --> 01:25:36,080 Okay, so all the border and here I don't 1736 01:25:33,160 --> 01:25:38,920 like Let me tweak 1737 01:25:36,080 --> 01:25:38,920 this. 1738 01:25:39,080 --> 01:25:46,440 Okay, this one needs to go higher. I 1739 01:25:42,920 --> 01:25:51,120 want it to come out smoothly. Okay, to 1740 01:25:46,440 --> 01:25:54,440 come out and then to come back in. 1741 01:25:51,120 --> 01:25:58,160 Okay, so the curve there is pretty. 1742 01:25:54,440 --> 01:26:00,600 Now all of this again 1743 01:25:58,160 --> 01:26:02,640 Forget the side structure there. 1744 01:26:00,600 --> 01:26:06,400 Okay, this is 1745 01:26:02,640 --> 01:26:09,680 Shift D. Alt C, Control J. 1746 01:26:06,400 --> 01:26:13,120 Ring body. 1747 01:26:09,680 --> 01:26:13,120 So now this is a mesh. 1748 01:26:13,840 --> 01:26:20,280 So I can hide Let me Let's me see if I 1749 01:26:18,760 --> 01:26:23,320 find 1750 01:26:20,280 --> 01:26:23,320 all these. 1751 01:26:23,520 --> 01:26:27,720 So, now this is a mesh. If I go to edit 1752 01:26:25,280 --> 01:26:30,080 mode, you can see the topology. 1753 01:26:27,720 --> 01:26:33,080 Very pretty topology 1754 01:26:30,080 --> 01:26:36,600 because it's made using curves at a 1755 01:26:33,080 --> 01:26:38,640 pretty nice resolution. We need this 1756 01:26:36,600 --> 01:26:39,200 kind of quality. 1757 01:26:38,640 --> 01:26:41,200 Uh 1758 01:26:39,200 --> 01:26:43,400 well, the topology can be a disaster in 1759 01:26:41,200 --> 01:26:45,960 jewelry for 3D printing. You can have a 1760 01:26:43,400 --> 01:26:48,880 very dirty topology. It doesn't matter 1761 01:26:45,960 --> 01:26:52,120 as long as the solid shape is all right. 1762 01:26:48,880 --> 01:26:54,680 We don't really care, but it's very 1763 01:26:52,120 --> 01:26:57,000 pleasant to work with a nice topology. 1764 01:26:54,680 --> 01:26:59,480 So, you should train to get 1765 01:26:57,000 --> 01:27:01,800 clean topology. It's 1766 01:26:59,480 --> 01:27:05,080 it's more about your level of knowledge 1767 01:27:01,800 --> 01:27:07,280 and control of the software than really 1768 01:27:05,080 --> 01:27:09,560 a real necessity for manufacturing and 1769 01:27:07,280 --> 01:27:11,840 3D printing. 1770 01:27:09,560 --> 01:27:13,440 Um 1771 01:27:11,840 --> 01:27:16,240 just saying. 1772 01:27:13,440 --> 01:27:18,160 It's like culture, you know. It's like 1773 01:27:16,240 --> 01:27:20,920 digital culture. 1774 01:27:18,160 --> 01:27:22,280 Make Make a pretty topology. It shows 1775 01:27:20,920 --> 01:27:23,200 that you're 1776 01:27:22,280 --> 01:27:27,120 uh 1777 01:27:23,200 --> 01:27:28,720 you're mastering your design 1778 01:27:27,120 --> 01:27:30,360 workflow. 1779 01:27:28,720 --> 01:27:31,560 And you should have a pretty topology. 1780 01:27:30,360 --> 01:27:34,880 So, anyway. 1781 01:27:31,560 --> 01:27:38,040 Now, these gemstones 1782 01:27:34,880 --> 01:27:40,440 I need them to be control 1783 01:27:38,040 --> 01:27:42,720 J. 1784 01:27:40,440 --> 01:27:46,880 Now, let's do a shift D. Let's call 1785 01:27:42,720 --> 01:27:46,880 these cutters. 1786 01:27:47,480 --> 01:27:50,640 There. 1787 01:27:49,280 --> 01:27:53,240 Now, 1788 01:27:50,640 --> 01:27:57,320 these are the cutters. So, I need the 1789 01:27:53,240 --> 01:27:58,720 cutters and the 1790 01:27:57,320 --> 01:28:00,240 body of the ring. 1791 01:27:58,720 --> 01:28:02,400 So, these are the cutters. They are 1792 01:28:00,240 --> 01:28:04,720 going to need 1793 01:28:02,400 --> 01:28:06,440 Well, let's make an alt C 1794 01:28:04,720 --> 01:28:10,120 so we don't have the mirror anymore, but 1795 01:28:06,440 --> 01:28:13,000 let's do a remesh at point 05 should be 1796 01:28:10,120 --> 01:28:13,000 good. 1797 01:28:13,080 --> 01:28:17,000 Okay, and now let's take the body of the 1798 01:28:15,400 --> 01:28:19,680 ring. 1799 01:28:17,000 --> 01:28:22,880 That is already a mesh. Now Boolean fast 1800 01:28:19,680 --> 01:28:26,200 from the cutters diamonds. There, let's 1801 01:28:22,880 --> 01:28:26,200 do a local view. 1802 01:28:30,320 --> 01:28:34,240 Okay, something is uh 1803 01:28:35,240 --> 01:28:40,320 Uh let's try exact for a second. 1804 01:28:41,080 --> 01:28:46,760 Okay, there's something 1805 01:28:43,720 --> 01:28:49,920 that needs a remeshing. Let's check the 1806 01:28:46,760 --> 01:28:52,960 normals first. 1807 01:28:49,920 --> 01:28:55,280 It's pretty good, but 1808 01:28:52,960 --> 01:28:59,520 are the diamonds cutter 1809 01:28:55,280 --> 01:28:59,520 Not the these ones, the other ones. 1810 01:28:59,840 --> 01:29:05,240 Okay, so we need a remesh. Apparently, 1811 01:29:02,840 --> 01:29:07,920 the shank has 1812 01:29:05,240 --> 01:29:10,440 Okay, let's do a remesh on the shank. 1813 01:29:07,920 --> 01:29:13,240 And uh 1814 01:29:10,440 --> 01:29:16,560 So, this is when the the the polygon 1815 01:29:13,240 --> 01:29:19,480 count goes up a lot cuz we're going to 1816 01:29:16,560 --> 01:29:21,800 go at 0.03. 1817 01:29:19,480 --> 01:29:23,720 But, this is very fast. And now we do 1818 01:29:21,800 --> 01:29:26,440 the Boolean from the cutters. It should 1819 01:29:23,720 --> 01:29:29,400 come out clean. Otherwise, we have some 1820 01:29:26,440 --> 01:29:31,320 strange holes. 1821 01:29:29,400 --> 01:29:33,800 That's very 1822 01:29:31,320 --> 01:29:36,000 common here 1823 01:29:33,800 --> 01:29:39,240 with Booleans. And Blender is really 1824 01:29:36,000 --> 01:29:42,480 good with Booleans anyways, so. 1825 01:29:39,240 --> 01:29:44,440 Now, this is totally clean. Uh remember 1826 01:29:42,480 --> 01:29:46,320 earlier without the remeshing, there 1827 01:29:44,440 --> 01:29:48,800 were holes right there. 1828 01:29:46,320 --> 01:29:50,800 So, the mesh was getting destroyed, but 1829 01:29:48,800 --> 01:29:53,200 now we're good. 1830 01:29:50,800 --> 01:29:55,960 And just hide the cutters here and 1831 01:29:53,200 --> 01:29:57,520 there. Okay. 1832 01:29:55,960 --> 01:29:58,200 Here we are. 1833 01:29:57,520 --> 01:30:01,240 Uh 1834 01:29:58,200 --> 01:30:05,880 somebody asked was Burak Budak at the 1835 01:30:01,240 --> 01:30:08,160 beginning how long do I take to create a 1836 01:30:05,880 --> 01:30:10,760 ring in Blender 1837 01:30:08,160 --> 01:30:16,880 and I answered one 1838 01:30:10,760 --> 01:30:16,880 or two hours and this was done live 1839 01:30:17,160 --> 01:30:24,400 here in Blender 3.4. I did 1 hour 1840 01:30:21,320 --> 01:30:27,520 to complete a halo ring with a central 1841 01:30:24,400 --> 01:30:32,360 stone, an emerald central stone. So, the 1842 01:30:27,520 --> 01:30:36,040 modeling took me 1 hour with 1843 01:30:32,360 --> 01:30:40,120 a very nice design and this is created. 1844 01:30:36,040 --> 01:30:44,560 I did not follow any drawing or any uh 1845 01:30:40,120 --> 01:30:47,000 photograph. It's done from scratch. 1846 01:30:44,560 --> 01:30:50,080 And that's uh what happens when you 1847 01:30:47,000 --> 01:30:52,360 train every day during 1848 01:30:50,080 --> 01:30:57,200 well, all the time you can. 1849 01:30:52,360 --> 01:30:57,200 And now actually I do work less than uh 1850 01:30:58,560 --> 01:31:02,280 than before. 1851 01:31:00,200 --> 01:31:04,520 I go and 1852 01:31:02,280 --> 01:31:06,480 touch grass like they say. 1853 01:31:04,520 --> 01:31:09,240 I I train every two day, whatever. I go 1854 01:31:06,480 --> 01:31:11,400 to the gym, I go swimming. 1855 01:31:09,240 --> 01:31:12,840 I go to the supermarket. I play with my 1856 01:31:11,400 --> 01:31:16,560 cats. 1857 01:31:12,840 --> 01:31:18,760 I go out on dates and that's all. 1858 01:31:16,560 --> 01:31:22,320 So, 1859 01:31:18,760 --> 01:31:24,320 uh Blender is great. You don't need any 1860 01:31:22,320 --> 01:31:26,040 add-on to create jewelry in Blender. 1861 01:31:24,320 --> 01:31:27,920 What you need to do is model your own 1862 01:31:26,040 --> 01:31:30,280 gemstones, but like I said at the 1863 01:31:27,920 --> 01:31:32,680 beginning, 1864 01:31:30,280 --> 01:31:34,520 my channel already covered all of that 1865 01:31:32,680 --> 01:31:36,480 and if you'd like to support my channel, 1866 01:31:34,520 --> 01:31:38,920 by example, you can buy the gemstone 1867 01:31:36,480 --> 01:31:40,960 asset on the Blender Market. 1868 01:31:38,920 --> 01:31:43,000 And 1869 01:31:40,960 --> 01:31:45,120 now 1870 01:31:43,000 --> 01:31:47,120 well, for today that's uh 1871 01:31:45,120 --> 01:31:49,080 that's great. I'm very happy of the 1872 01:31:47,120 --> 01:31:52,320 result. So, 1873 01:31:49,080 --> 01:31:55,480 this ring is done. 1874 01:31:52,320 --> 01:31:59,080 Oh, here we have the same. Look at this. 1875 01:31:55,480 --> 01:32:01,920 Before I go, let's do a remesh here. 1876 01:31:59,080 --> 01:32:03,320 Before the Boolean right there. 1877 01:32:01,920 --> 01:32:05,520 This is clean. 1878 01:32:03,320 --> 01:32:09,360 Fine. 1879 01:32:05,520 --> 01:32:10,680 Okay, what I'm going to do before 1880 01:32:09,360 --> 01:32:14,960 I 1881 01:32:10,680 --> 01:32:17,160 I'm going to show that this object 1882 01:32:14,960 --> 01:32:20,360 what we're going to do is 1883 01:32:17,160 --> 01:32:25,280 we're going to export this 1884 01:32:20,360 --> 01:32:29,280 as an STL. Let's go export STL. 1885 01:32:25,280 --> 01:32:33,440 Now, let me go here and let's save. So, 1886 01:32:29,280 --> 01:32:35,120 this is live 8 February 20 1887 01:32:33,440 --> 01:32:39,560 23 1888 01:32:35,120 --> 01:32:41,040 ring Halo emerald 1889 01:32:39,560 --> 01:32:43,320 STL. 1890 01:32:41,040 --> 01:32:46,760 Don't forget to put selection only 1891 01:32:43,320 --> 01:32:46,760 export STL. 1892 01:32:47,200 --> 01:32:54,080 So, this ring is made solely 1893 01:32:50,120 --> 01:32:56,720 at real scale to be manufactured with 3D 1894 01:32:54,080 --> 01:32:57,720 printing. So, obviously I need to export 1895 01:32:56,720 --> 01:32:59,200 it 1896 01:32:57,720 --> 01:33:03,120 as 1897 01:32:59,200 --> 01:33:05,360 an STL. Okay, it's taking 1898 01:33:03,120 --> 01:33:09,920 long. So, what we need to do now, let's 1899 01:33:05,360 --> 01:33:13,120 go to new Well, whatever. Import STL. 1900 01:33:09,920 --> 01:33:16,720 The new STL import in Blender is 10 1901 01:33:13,120 --> 01:33:19,600 times faster than earlier. Actually, if 1902 01:33:16,720 --> 01:33:22,840 you go to the menu file 1903 01:33:19,600 --> 01:33:24,680 export or import Well, the import 1904 01:33:22,840 --> 01:33:28,200 importing the STL now you can see the 1905 01:33:24,680 --> 01:33:31,400 new STL experimental build. 1906 01:33:28,200 --> 01:33:34,520 There's the older STL import 1907 01:33:31,400 --> 01:33:37,960 build. There's the new STL experimental 1908 01:33:34,520 --> 01:33:41,160 build is 10 times faster. You can see 1909 01:33:37,960 --> 01:33:43,920 that. The ring is 1910 01:33:41,160 --> 01:33:45,240 Wait a second. Wait a second. It should 1911 01:33:43,920 --> 01:33:50,160 be here. 1912 01:33:45,240 --> 01:33:52,120 Okay, 200 MB for an STL it's obviously 1913 01:33:50,160 --> 01:33:53,880 way too heavy. 1914 01:33:52,120 --> 01:33:56,240 Let's import the STL. You're going to 1915 01:33:53,880 --> 01:33:58,640 see that it's going to load very fast. 1916 01:33:56,240 --> 01:34:00,080 Here it is. That's the STL file, but 1917 01:33:58,640 --> 01:34:02,120 it's too heavy. 1918 01:34:00,080 --> 01:34:05,720 When you have that, you go to modifiers, 1919 01:34:02,120 --> 01:34:07,640 decimate, and we have 4 millions. I need 1920 01:34:05,720 --> 01:34:10,760 less than 1 million. 1921 01:34:07,640 --> 01:34:13,040 Let's go at 0.1 ratio. Obviously, you 1922 01:34:10,760 --> 01:34:16,640 need to check that decimating your mesh 1923 01:34:13,040 --> 01:34:18,360 is not taking away any detail you need, 1924 01:34:16,640 --> 01:34:21,440 any important geometry, because 1925 01:34:18,360 --> 01:34:25,040 obviously decimating removes 1926 01:34:21,440 --> 01:34:27,960 vertices and faces. So, 1927 01:34:25,040 --> 01:34:30,800 the decimate is going to make my mesh a 1928 01:34:27,960 --> 01:34:34,440 lot lighter 1929 01:34:30,800 --> 01:34:37,000 because we're going to remove 1930 01:34:34,440 --> 01:34:40,800 we're going to remove 1931 01:34:37,000 --> 01:34:40,800 a lot of um 1932 01:34:41,400 --> 01:34:46,840 of what? A lot of geometry. 1933 01:34:44,600 --> 01:34:49,680 But obviously, 1934 01:34:46,840 --> 01:34:51,480 it can also destroy your geometry. So, 1935 01:34:49,680 --> 01:34:53,600 you must beware. 1936 01:34:51,480 --> 01:34:56,320 All right. Generally, the decimating 1937 01:34:53,600 --> 01:34:58,600 modifier in Blender is very good. It 1938 01:34:56,320 --> 01:35:01,120 means that it's going to conserve your 1939 01:34:58,600 --> 01:35:05,160 geometry. Look at this. This one is 1940 01:35:01,120 --> 01:35:10,160 decimated. Now, it's 10 times lighter. 1941 01:35:05,160 --> 01:35:12,880 So, now I go to file, export STL again. 1942 01:35:10,160 --> 01:35:15,560 Only selection. I override the same 1943 01:35:12,880 --> 01:35:18,320 file, and it's going to be very fast. 1944 01:35:15,560 --> 01:35:20,360 Okay. Now, it's exported. If I go to 1945 01:35:18,320 --> 01:35:22,440 import STL, 1946 01:35:20,360 --> 01:35:25,800 we can see that the new size of the file 1947 01:35:22,440 --> 01:35:29,200 of my STL is 20 megabytes 1948 01:35:25,800 --> 01:35:33,000 when it was 200 megabytes. That's called 1949 01:35:29,200 --> 01:35:35,760 experience in exporting as an STL. It 1950 01:35:33,000 --> 01:35:38,280 needs a lot of training. Many people 1951 01:35:35,760 --> 01:35:41,480 don't know how to do that. 1952 01:35:38,280 --> 01:35:46,080 Then, you need an STL doctor. So, the 1953 01:35:41,480 --> 01:35:50,080 most famous one is the Netfabb 1954 01:35:46,080 --> 01:35:52,640 basic. Now, it's from Autodesk. Sadly, 1955 01:35:50,080 --> 01:35:55,000 Autodesk buy 1956 01:35:52,640 --> 01:35:56,040 Netfabb. 1957 01:35:55,000 --> 01:35:59,000 Uh 1958 01:35:56,040 --> 01:35:59,000 I have 1959 01:36:00,680 --> 01:36:05,520 a very old version, so it's not from 1960 01:36:03,280 --> 01:36:08,880 Autodesk. 1961 01:36:05,520 --> 01:36:11,600 Okay, here we have some warning. 1962 01:36:08,880 --> 01:36:12,920 You need to repair your STL with an STL 1963 01:36:11,600 --> 01:36:14,960 doctor. 1964 01:36:12,920 --> 01:36:17,440 Generally, the default repair is going 1965 01:36:14,960 --> 01:36:20,840 to take care of everything, but not all 1966 01:36:17,440 --> 01:36:22,400 the time. Then, repairing an STL file is 1967 01:36:20,840 --> 01:36:25,600 also 1968 01:36:22,400 --> 01:36:28,000 hard. This one was very easy. Okay, it's 1969 01:36:25,600 --> 01:36:30,000 repaired. All right. 1970 01:36:28,000 --> 01:36:32,840 Now, this is repaired. All right, here 1971 01:36:30,000 --> 01:36:34,920 we are. And now, what we do is export 1972 01:36:32,840 --> 01:36:38,400 STL. 1973 01:36:34,920 --> 01:36:41,000 Let's override the same STL. Yes, repair 1974 01:36:38,400 --> 01:36:42,920 again. You have the second grade of 1975 01:36:41,000 --> 01:36:46,680 reparations there. 1976 01:36:42,920 --> 01:36:50,800 And this file is ready for 3D printing. 1977 01:36:46,680 --> 01:36:54,560 So, this ring was done in Blender 3.4. 1978 01:36:50,800 --> 01:36:57,440 Uh totally from scratch in 1 hour and 1979 01:36:54,560 --> 01:37:00,400 so, maybe 1 hour and 30 minutes 1980 01:36:57,440 --> 01:37:03,600 to be No, but it it was faster. It was 1981 01:37:00,400 --> 01:37:05,200 like 1 hour and 15 minutes. 1982 01:37:03,600 --> 01:37:09,840 But, the time 1983 01:37:05,200 --> 01:37:12,000 well, it's important, but also 1984 01:37:09,840 --> 01:37:14,880 this design is well, this design is 1985 01:37:12,000 --> 01:37:18,520 really pretty. I was lucky because 1986 01:37:14,880 --> 01:37:21,720 I was inspired. You need to be lucky to 1987 01:37:18,520 --> 01:37:24,080 be inspired, also. It's not that easy, 1988 01:37:21,720 --> 01:37:26,440 but I do this 1989 01:37:24,080 --> 01:37:28,840 um 1990 01:37:26,440 --> 01:37:33,800 every day, so basically, that's how it 1991 01:37:28,840 --> 01:37:36,920 goes. Now, here I see that the prongs on 1992 01:37:33,800 --> 01:37:38,160 the inside, these guys, they're not long 1993 01:37:36,920 --> 01:37:41,000 enough. 1994 01:37:38,160 --> 01:37:44,080 I just saw that now, so let me redo the 1995 01:37:41,000 --> 01:37:46,280 same process. Extrude. 1996 01:37:44,080 --> 01:37:49,720 Okay. 1997 01:37:46,280 --> 01:37:52,560 Let's check all the details. 1998 01:37:49,720 --> 01:37:53,600 Okay, again on A. So, I'm going to redo 1999 01:37:52,560 --> 01:37:55,840 this. 2000 01:37:53,600 --> 01:37:58,160 Let's take all of that. 2001 01:37:55,840 --> 01:38:01,600 Export. 2002 01:37:58,160 --> 01:38:04,040 Let's export on the same file. So, it's 2003 01:38:01,600 --> 01:38:05,880 going to come out 2004 01:38:04,040 --> 01:38:08,480 way too heavy like we already saw 2005 01:38:05,880 --> 01:38:08,480 earlier. 2006 01:38:09,680 --> 01:38:15,200 So, the original STL is 200 megabytes, 2007 01:38:13,120 --> 01:38:17,520 even a bit more. Uh and the other day 2008 01:38:15,200 --> 01:38:18,520 somebody 2009 01:38:17,520 --> 01:38:22,760 Okay. 2010 01:38:18,520 --> 01:38:26,960 The heaviest STL I've seen in my life 2011 01:38:22,760 --> 01:38:29,240 was more than 1 gigabyte 2012 01:38:26,960 --> 01:38:31,760 big. 2013 01:38:29,240 --> 01:38:33,960 And Blender was able to handle it. 2014 01:38:31,760 --> 01:38:37,240 Some people don't believe me, but I have 2015 01:38:33,960 --> 01:38:39,600 proof of existence and uh because I 2016 01:38:37,240 --> 01:38:40,640 manufactured the object, so 2017 01:38:39,600 --> 01:38:42,480 whatever. 2018 01:38:40,640 --> 01:38:48,080 Import STL. 2019 01:38:42,480 --> 01:38:48,080 Again, we need to decimate this again. 2020 01:38:48,240 --> 01:38:53,320 All right. So, this is my STL right 2021 01:38:50,920 --> 01:38:56,040 there, but this is the heavy one. 2022 01:38:53,320 --> 01:38:58,840 Let's go to decimate. Let's go ratio 2023 01:38:56,040 --> 01:39:01,400 0.1. And this one is like 2024 01:38:58,840 --> 01:39:04,440 almost 5 millions, but less. Well, 4 2025 01:39:01,400 --> 01:39:07,760 millions 407 2026 01:39:04,440 --> 01:39:09,560 thousand 786 2027 01:39:07,760 --> 01:39:10,720 face count. 2028 01:39:09,560 --> 01:39:12,120 And 2029 01:39:10,720 --> 01:39:14,320 uh Blender 2030 01:39:12,120 --> 01:39:16,360 don't really have much problem handling 2031 01:39:14,320 --> 01:39:17,400 that. 2032 01:39:16,360 --> 01:39:19,640 Uh 2033 01:39:17,400 --> 01:39:21,400 somebody this week came totally crazy 2034 01:39:19,640 --> 01:39:23,960 when I told them that Blender is good at 2035 01:39:21,400 --> 01:39:27,080 mesh editing. The guy went like 2036 01:39:23,960 --> 01:39:29,280 he insulted me for hours 2037 01:39:27,080 --> 01:39:30,520 on Twitter because I said that mesh 2038 01:39:29,280 --> 01:39:32,880 editing 2039 01:39:30,520 --> 01:39:35,640 well, or handling also, but even mesh 2040 01:39:32,880 --> 01:39:36,800 editing you'll have problems over 10 2041 01:39:35,640 --> 01:39:38,160 millions. 2042 01:39:36,800 --> 01:39:41,040 That's true. 2043 01:39:38,160 --> 01:39:43,360 But even you can go at 15, many 2044 01:39:41,040 --> 01:39:45,440 computers are going to crash. So, the 2045 01:39:43,360 --> 01:39:48,880 guy I told the guy the guy that he had a 2046 01:39:45,440 --> 01:39:51,240 workflow problem. And if you have a 2047 01:39:48,880 --> 01:39:54,240 heavy meshes, 2048 01:39:51,240 --> 01:39:56,280 uh there are ways to handle them better. 2049 01:39:54,240 --> 01:39:57,680 And also, it depends a lot on your 2050 01:39:56,280 --> 01:40:01,680 hardware. 2051 01:39:57,680 --> 01:40:04,080 On my computer, I know that around 15 2052 01:40:01,680 --> 01:40:07,600 around 15 millions, the the Blender is 2053 01:40:04,080 --> 01:40:12,360 going to close at 15 millions. 2054 01:40:07,600 --> 01:40:14,080 But, my CPU is very old and my memory is 2055 01:40:12,360 --> 01:40:18,400 DDR4, 2056 01:40:14,080 --> 01:40:20,840 and I only have, well, 32 MB. If you put 2057 01:40:18,400 --> 01:40:22,520 128 MB 2058 01:40:20,840 --> 01:40:24,720 uh GB, sorry. 2059 01:40:22,520 --> 01:40:27,480 Um 2060 01:40:24,720 --> 01:40:30,320 of RAM and buy a Threadripper, with a 2061 01:40:27,480 --> 01:40:32,520 Threadripper, you can go easy at 2062 01:40:30,320 --> 01:40:34,400 more than 20 millions. You can reach 2063 01:40:32,520 --> 01:40:37,600 easy 40 millions 2064 01:40:34,400 --> 01:40:40,560 with a better hardware. This is a lot of 2065 01:40:37,600 --> 01:40:43,760 hardware. On my system, I can go easily 2066 01:40:40,560 --> 01:40:47,240 at 10 million, 15 millions. Once I reach 2067 01:40:43,760 --> 01:40:51,440 40 millions without crashing Blender. 2068 01:40:47,240 --> 01:40:54,240 And uh I was able to make the STL 2069 01:40:51,440 --> 01:40:57,200 do some mesh editing on it. 2070 01:40:54,240 --> 01:40:59,600 And yes, it's true. It's a bit slow. 2071 01:40:57,200 --> 01:41:01,960 It's a bit tedious. But, with a proper 2072 01:40:59,600 --> 01:41:03,920 workflow, you can handle very heavy 2073 01:41:01,960 --> 01:41:05,400 geometry in Blender. 2074 01:41:03,920 --> 01:41:08,840 So, 2075 01:41:05,400 --> 01:41:12,360 uh this one was almost 5 millions. I cut 2076 01:41:08,840 --> 01:41:15,120 it down to 400,000. 2077 01:41:12,360 --> 01:41:18,280 And the STL 2078 01:41:15,120 --> 01:41:20,160 Let me open the software again. 2079 01:41:18,280 --> 01:41:24,160 I just went and corrected the prongs. 2080 01:41:20,160 --> 01:41:27,200 So, anyway, for today, we're 2081 01:41:24,160 --> 01:41:30,640 we're we're there. This is the end. This 2082 01:41:27,200 --> 01:41:33,400 is the end. Now, let me finish with the 2083 01:41:30,640 --> 01:41:35,800 importing again and repairing the STL 2084 01:41:33,400 --> 01:41:39,160 again right here in Netfabb. Okay, so 2085 01:41:35,800 --> 01:41:40,920 this has a warning. 2086 01:41:39,160 --> 01:41:43,880 Actually, you can see that it's only on 2087 01:41:40,920 --> 01:41:44,600 the prongs. There are four 2088 01:41:43,880 --> 01:41:48,080 uh 2089 01:41:44,600 --> 01:41:50,200 non-manifold edges on four of the prongs 2090 01:41:48,080 --> 01:41:53,080 of this ring. 2091 01:41:50,200 --> 01:41:56,200 Apply the repair and uh we're done 2092 01:41:53,080 --> 01:41:56,200 again. So, 2093 01:41:57,000 --> 01:42:03,000 so basically this does take years of 2094 01:41:59,480 --> 01:42:06,440 training and not only in 3D modeling. 2095 01:42:03,000 --> 01:42:09,040 You need to train as jewelers 2096 01:42:06,440 --> 01:42:11,680 in real life. You learn to You need to 2097 01:42:09,040 --> 01:42:13,920 learn to carve wax, to make technical 2098 01:42:11,680 --> 01:42:17,920 drawings, to manufacture jewelry by 2099 01:42:13,920 --> 01:42:19,960 hand, soldering, gemstone settings, also 2100 01:42:17,920 --> 01:42:20,760 take classes about 2101 01:42:19,960 --> 01:42:24,120 uh 2102 01:42:20,760 --> 01:42:27,480 gem- gemology, obviously, and then study 2103 01:42:24,120 --> 01:42:28,760 3D uh modeling and you'll become a great 2104 01:42:27,480 --> 01:42:30,600 3D 2105 01:42:28,760 --> 01:42:33,040 jewelry designer 2106 01:42:30,600 --> 01:42:34,960 uh in Blender. But, 2107 01:42:33,040 --> 01:42:37,320 this is because I have 20 years of 2108 01:42:34,960 --> 01:42:39,640 training in real life jewelry. 2109 01:42:37,320 --> 01:42:40,400 It's not just 2110 01:42:39,640 --> 01:42:42,840 uh 2111 01:42:40,400 --> 01:42:44,560 in a couple of weeks I became a 3D 2112 01:42:42,840 --> 01:42:47,720 designer. 2113 01:42:44,560 --> 01:42:50,720 I started modeling jewelry in the year 2114 01:42:47,720 --> 01:42:50,720 2001. 2115 01:42:50,880 --> 01:42:57,680 So, that's like 20 Yeah, that's 20 2116 01:42:54,680 --> 01:43:00,080 more than 20 years of modeling jewelry. 2117 01:42:57,680 --> 01:43:04,160 I was already training as a jeweler. I 2118 01:43:00,080 --> 01:43:06,480 was an apprentice in the year 2000. 2119 01:43:04,160 --> 01:43:09,840 And uh 2120 01:43:06,480 --> 01:43:11,240 uh I never stopped making jewelry since 2121 01:43:09,840 --> 01:43:14,080 then. 2122 01:43:11,240 --> 01:43:16,720 So, obviously, the training in all the 2123 01:43:14,080 --> 01:43:18,360 techniques of the 2124 01:43:16,720 --> 01:43:20,800 the craftsmanship 2125 01:43:18,360 --> 01:43:23,680 as a jeweler is 2126 01:43:20,800 --> 01:43:26,760 more important than 3D modeling. 2127 01:43:23,680 --> 01:43:29,840 It's not even necessary to 3D model to 2128 01:43:26,760 --> 01:43:33,840 be an excellent jeweler. Many jewelers 2129 01:43:29,840 --> 01:43:36,680 don't do any 3D modeling and 3D printing 2130 01:43:33,840 --> 01:43:39,040 and they're very famous. 2131 01:43:36,680 --> 01:43:41,120 Uh they make a lot of money and they're 2132 01:43:39,040 --> 01:43:43,560 excellent jewelers and don't they don't 2133 01:43:41,120 --> 01:43:45,520 make anything in 3D. They they do 2134 01:43:43,560 --> 01:43:47,800 everything by hand. 2135 01:43:45,520 --> 01:43:50,480 I did that for uh 2136 01:43:47,800 --> 01:43:53,240 almost two decades. Then I started 2137 01:43:50,480 --> 01:43:55,600 teaching a lot. Well, I started teaching 2138 01:43:53,240 --> 01:43:57,360 in 2004. 2139 01:43:55,600 --> 01:43:59,880 I started teaching jewelry making, 2140 01:43:57,360 --> 01:44:02,920 jewelry drawing, and 3D modeling. 2141 01:43:59,880 --> 01:44:06,960 But, I really started making 3D jewelry 2142 01:44:02,920 --> 01:44:09,720 like to manufacture jewelry in 2008 2143 01:44:06,960 --> 01:44:11,080 when the first printers arrived to 2144 01:44:09,720 --> 01:44:12,600 Mexico 2145 01:44:11,080 --> 01:44:16,080 and we could 2146 01:44:12,600 --> 01:44:18,920 start 3D printing these designs. 2147 01:44:16,080 --> 01:44:21,080 So, for me it's not new at all and 2148 01:44:18,920 --> 01:44:23,200 actually it's getting boring, obviously. 2149 01:44:21,080 --> 01:44:25,160 But, obviously because uh 2150 01:44:23,200 --> 01:44:27,160 I'm lucky that my clients are asking 2151 01:44:25,160 --> 01:44:29,880 more complicated designs than this 2152 01:44:27,160 --> 01:44:31,400 because this is not very interesting. 2153 01:44:29,880 --> 01:44:33,600 It's interesting, but not very 2154 01:44:31,400 --> 01:44:35,360 interesting. 2155 01:44:33,600 --> 01:44:37,440 Okay, so anyway, 2156 01:44:35,360 --> 01:44:40,200 thanks. 2157 01:44:37,440 --> 01:44:41,880 Thanks to all. Thanks 2158 01:44:40,200 --> 01:44:43,600 joining today. 2159 01:44:41,880 --> 01:44:46,400 This is it for today. So, it was the 2160 01:44:43,600 --> 01:44:49,240 first live stream of the year. 2161 01:44:46,400 --> 01:44:52,880 I hope you enjoyed this stream a lot. I 2162 01:44:49,240 --> 01:44:53,840 created a halo ring 2163 01:44:52,880 --> 01:44:58,040 uh 2164 01:44:53,840 --> 01:44:59,600 in a bit more than a 1 hour. Thanks. 2165 01:44:58,040 --> 01:45:03,320 Thanks. 2166 01:44:59,600 --> 01:45:08,120 Thanks for joining me 2167 01:45:03,320 --> 01:45:09,880 and joining and joining joining. 2168 01:45:08,120 --> 01:45:13,080 Join 2169 01:45:09,880 --> 01:45:14,400 joining me and 2170 01:45:13,080 --> 01:45:18,680 take care 2171 01:45:14,400 --> 01:45:18,680 and see you 2172 01:45:20,440 --> 01:45:22,920 soon. 2173 01:45:24,960 --> 01:45:27,960 All right, great. 2174 01:45:39,520 --> 01:45:43,160 Thank you. 2175 01:45:41,640 --> 01:45:47,840 I'm just waiting that Okay, I think the 2176 01:45:43,160 --> 01:45:49,600 stream is done. 1 hour 45 minutes. 2177 01:45:47,840 --> 01:45:51,920 Okay, and keep on subscribing. Become 2178 01:45:49,600 --> 01:45:54,400 members. Actually, the members they get 2179 01:45:51,920 --> 01:45:57,560 3D design complete 3D design and scenes 2180 01:45:54,400 --> 01:46:00,800 and materials and light setups 2181 01:45:57,560 --> 01:46:03,360 and environments for the jewel 3D scene. 2182 01:46:00,800 --> 01:46:05,120 So, becoming members is pretty cool way 2183 01:46:03,360 --> 01:46:07,640 to support the channel or go to Blender 2184 01:46:05,120 --> 01:46:10,000 Market and buy my assets. 2185 01:46:07,640 --> 01:46:13,560 Always have to to make some some bit of 2186 01:46:10,000 --> 01:46:18,240 marketing around here. 2187 01:46:13,560 --> 01:46:20,680 Luckily, my main job is 3D modeling, so 2188 01:46:18,240 --> 01:46:22,400 uh I can keep making the tutorials 2189 01:46:20,680 --> 01:46:24,400 anyway. 2190 01:46:22,400 --> 01:46:25,960 And the channel is growing, so that's 2191 01:46:24,400 --> 01:46:28,400 great. 2192 01:46:25,960 --> 01:46:30,760 So, thanks again. Take care. I'll be 2193 01:46:28,400 --> 01:46:32,640 doing more live streams 2194 01:46:30,760 --> 01:46:35,080 uh 2195 01:46:32,640 --> 01:46:36,200 as tutorials this year like this one 2196 01:46:35,080 --> 01:46:40,080 today. 2197 01:46:36,200 --> 01:46:41,320 And um have a nice day. See you soon. 2198 01:46:40,080 --> 01:46:44,080 Take care. 2199 01:46:41,320 --> 01:46:44,080 Bye-bye.142698

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