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These are the user uploaded subtitles that are being translated: 1 00:00:08,160 --> 00:00:11,960 hopefully everyone can hear me uh really 2 00:00:10,679 --> 00:00:14,639 excited to 3 00:00:11,960 --> 00:00:17,039 uh talk to everyone today 4 00:00:14,639 --> 00:00:18,900 um this is basically the first uh video 5 00:00:17,039 --> 00:00:19,500 and a set of 6 00:00:18,900 --> 00:00:21,420 um 7 00:00:19,500 --> 00:00:23,520 uh webinars or demo sessions that we're 8 00:00:21,420 --> 00:00:26,160 going to be doing throughout uh the 9 00:00:23,520 --> 00:00:26,880 month of June 10 00:00:26,160 --> 00:00:30,599 um 11 00:00:26,880 --> 00:00:33,180 on pad and jewelry design 12 00:00:30,599 --> 00:00:36,360 um trying to get people into kind of one 13 00:00:33,180 --> 00:00:39,300 of the hardest parts of of 14 00:00:36,360 --> 00:00:41,160 um sort of the digital creation workflow 15 00:00:39,300 --> 00:00:44,660 which is actually kind of 16 00:00:41,160 --> 00:00:48,300 um you know form Labs enables people to 17 00:00:44,660 --> 00:00:50,520 uh to take their designs from from the 18 00:00:48,300 --> 00:00:53,820 computer to real life but I think 19 00:00:50,520 --> 00:00:55,500 um we really want to acknowledge that um 20 00:00:53,820 --> 00:00:56,879 there's there's a lot that that people 21 00:00:55,500 --> 00:00:58,640 need help with with 22 00:00:56,879 --> 00:01:02,520 um 23 00:00:58,640 --> 00:01:06,360 so I'm here today to show you 24 00:01:02,520 --> 00:01:07,799 um one of the uh pieces of software that 25 00:01:06,360 --> 00:01:09,479 I'm familiar with 26 00:01:07,799 --> 00:01:11,100 um and I think it's really interesting 27 00:01:09,479 --> 00:01:11,880 piece of software 28 00:01:11,100 --> 00:01:14,460 um 29 00:01:11,880 --> 00:01:17,040 it's uh blender 3D 30 00:01:14,460 --> 00:01:18,420 um and blender is basically a free CAD 31 00:01:17,040 --> 00:01:20,340 package 32 00:01:18,420 --> 00:01:22,740 um what makes it kind of unique is that 33 00:01:20,340 --> 00:01:25,159 it's it's actually incredibly fully 34 00:01:22,740 --> 00:01:28,380 featured and Powerful compared to 35 00:01:25,159 --> 00:01:29,280 standard industry tools 36 00:01:28,380 --> 00:01:31,740 um 37 00:01:29,280 --> 00:01:34,140 you know if you think about jewelry pad 38 00:01:31,740 --> 00:01:35,280 you might be thinking of of rhino or 39 00:01:34,140 --> 00:01:38,820 Matrix 40 00:01:35,280 --> 00:01:41,220 um dual pad software like that 41 00:01:38,820 --> 00:01:43,259 um but blender is this totally free open 42 00:01:41,220 --> 00:01:45,780 source software 43 00:01:43,259 --> 00:01:47,820 um so from that from the just cost 44 00:01:45,780 --> 00:01:48,900 perspective as a really low barrier to 45 00:01:47,820 --> 00:01:51,360 entry 46 00:01:48,900 --> 00:01:53,340 um and it actually has really active 47 00:01:51,360 --> 00:01:55,200 development behind it it's partially 48 00:01:53,340 --> 00:01:56,460 funded by Google 49 00:01:55,200 --> 00:01:58,619 um and it's used in a lot of 50 00:01:56,460 --> 00:02:01,560 professional settings uh just kind of on 51 00:01:58,619 --> 00:02:03,899 the merits of its capability so 52 00:02:01,560 --> 00:02:07,020 um yeah we really just wanted to give 53 00:02:03,899 --> 00:02:09,539 you kind of a cross-sectional uh slice 54 00:02:07,020 --> 00:02:11,340 of of the world of cat this month 55 00:02:09,539 --> 00:02:13,020 um to help you understand you know what 56 00:02:11,340 --> 00:02:16,080 the different offerings are 57 00:02:13,020 --> 00:02:18,540 uh out there for Jewelers uh designers 58 00:02:16,080 --> 00:02:20,580 tour businesses 59 00:02:18,540 --> 00:02:22,800 um and you know more importantly just 60 00:02:20,580 --> 00:02:25,440 help you make the decision of what kind 61 00:02:22,800 --> 00:02:27,660 of uh you know pad software you might 62 00:02:25,440 --> 00:02:30,180 want to invest your time to time and 63 00:02:27,660 --> 00:02:34,020 effort to to learn 64 00:02:30,180 --> 00:02:35,819 um and and to uh get get into one of 65 00:02:34,020 --> 00:02:37,980 these tools so 66 00:02:35,819 --> 00:02:39,720 um actually on this month we have on 67 00:02:37,980 --> 00:02:41,519 Deck you know today which is I'll be 68 00:02:39,720 --> 00:02:43,440 talking about blender 69 00:02:41,519 --> 00:02:45,780 um then we'll be doing on a second on 70 00:02:43,440 --> 00:02:48,720 Rhino uh then later down the line 71 00:02:45,780 --> 00:02:51,060 tinkercad zbrush and free design so 72 00:02:48,720 --> 00:02:52,319 we're kind of covering uh a pretty wide 73 00:02:51,060 --> 00:02:55,379 gamut 74 00:02:52,319 --> 00:02:57,840 um in terms of uh what's available 75 00:02:55,379 --> 00:03:00,420 um so yeah let's dive in 76 00:02:57,840 --> 00:03:02,099 um I just wanted to uh you know leave 77 00:03:00,420 --> 00:03:04,319 the floor open if anyone wants to ask 78 00:03:02,099 --> 00:03:05,400 questions throughout uh throughout the 79 00:03:04,319 --> 00:03:07,739 demo 80 00:03:05,400 --> 00:03:10,680 um feel free I love to you know interact 81 00:03:07,739 --> 00:03:12,360 with you guys and and find out uh you 82 00:03:10,680 --> 00:03:15,480 know if you have 83 00:03:12,360 --> 00:03:18,120 um basically uh 84 00:03:15,480 --> 00:03:21,000 either issues that you've run into in 85 00:03:18,120 --> 00:03:22,140 your design process or 86 00:03:21,000 --> 00:03:24,840 um 87 00:03:22,140 --> 00:03:27,060 or uh you know specific things that 88 00:03:24,840 --> 00:03:28,379 you're working through how to how to 89 00:03:27,060 --> 00:03:31,440 create 90 00:03:28,379 --> 00:03:35,760 um maybe I can help you uh if you can 91 00:03:31,440 --> 00:03:37,800 you know send uh send uh um even a 92 00:03:35,760 --> 00:03:40,739 picture of a sketch 93 00:03:37,800 --> 00:03:42,599 um I'll put my my email address uh right 94 00:03:40,739 --> 00:03:44,580 in the chat box so if you want to send 95 00:03:42,599 --> 00:03:46,620 you know a cell phone image of what 96 00:03:44,580 --> 00:03:48,959 you're doing uh that would be that could 97 00:03:46,620 --> 00:03:50,760 be a really cool way to 98 00:03:48,959 --> 00:03:52,080 um just sort of start a discussion at 99 00:03:50,760 --> 00:03:52,980 the end 100 00:03:52,080 --> 00:03:58,080 um 101 00:03:52,980 --> 00:03:58,080 so yeah I'll do that right now uh 102 00:04:03,180 --> 00:04:07,980 so that's my email 103 00:04:05,040 --> 00:04:09,480 um and you know feel free to send me uh 104 00:04:07,980 --> 00:04:11,099 send me what you you're you're 105 00:04:09,480 --> 00:04:14,939 interested in trying to do 106 00:04:11,099 --> 00:04:17,120 um yeah let's just dive in uh right now 107 00:04:14,939 --> 00:04:17,120 um 108 00:04:17,699 --> 00:04:24,720 let's see uh and if you 109 00:04:20,760 --> 00:04:26,340 um let's see if you have a 110 00:04:24,720 --> 00:04:28,979 um 111 00:04:26,340 --> 00:04:30,180 I guess one one thing I'd love to just 112 00:04:28,979 --> 00:04:31,199 get a sense of right here at the 113 00:04:30,180 --> 00:04:33,720 beginning 114 00:04:31,199 --> 00:04:35,639 um if you feel comfortable doing so 115 00:04:33,720 --> 00:04:38,040 um I'd love to get a sense of where 116 00:04:35,639 --> 00:04:40,199 people are in Canada so I kind of know 117 00:04:38,040 --> 00:04:43,500 what kind of audience I'm uh talking to 118 00:04:40,199 --> 00:04:45,780 and where where we where I should focus 119 00:04:43,500 --> 00:04:48,300 um you know if you wanna if you want to 120 00:04:45,780 --> 00:04:50,100 put in what you're uh currently using or 121 00:04:48,300 --> 00:04:51,960 try to use 122 00:04:50,100 --> 00:04:54,320 um and and generally we're just going 123 00:04:51,960 --> 00:04:54,320 over this 124 00:04:57,840 --> 00:05:01,380 um 125 00:04:58,680 --> 00:05:02,699 so yeah I'll just share my screen here 126 00:05:01,380 --> 00:05:05,600 and 127 00:05:02,699 --> 00:05:05,600 let's start 128 00:05:16,199 --> 00:05:22,320 this is the blender interface so blender 129 00:05:20,639 --> 00:05:25,080 um there's actually two kind of versions 130 00:05:22,320 --> 00:05:27,120 out there right now blender 2.79 and 131 00:05:25,080 --> 00:05:29,639 under 2.8 132 00:05:27,120 --> 00:05:31,860 um we're showing blizzard 2.7 133 00:05:29,639 --> 00:05:33,300 um mostly because one that's what I'm 134 00:05:31,860 --> 00:05:35,940 most familiar with 135 00:05:33,300 --> 00:05:37,580 um it's kind of uh been around for a 136 00:05:35,940 --> 00:05:40,919 long time there are a lot of great 137 00:05:37,580 --> 00:05:44,639 extensions and tools available for it 138 00:05:40,919 --> 00:05:46,259 um 2.8 is really awesome it has a lot of 139 00:05:44,639 --> 00:05:47,580 kind of upgrades in terms of the 140 00:05:46,259 --> 00:05:50,160 interface 141 00:05:47,580 --> 00:05:54,479 um I won't go too much into like how to 142 00:05:50,160 --> 00:05:56,580 use the specific interface today 143 00:05:54,479 --> 00:05:58,919 um you know I'll try to talk through 144 00:05:56,580 --> 00:06:02,039 what I'm doing in more General sense 145 00:05:58,919 --> 00:06:04,440 um but uh yeah if you if you want to get 146 00:06:02,039 --> 00:06:05,759 started you can use 2.8 or 2.7 147 00:06:04,440 --> 00:06:07,979 um but they're they're relatively 148 00:06:05,759 --> 00:06:09,479 similar to how they operate 149 00:06:07,979 --> 00:06:11,520 um 150 00:06:09,479 --> 00:06:14,699 let's see I think we got one more uh 151 00:06:11,520 --> 00:06:16,860 more answer here there's some food is 152 00:06:14,699 --> 00:06:19,440 not interested in Canada uh I have a 153 00:06:16,860 --> 00:06:21,660 basic understanding of sculpting yeah so 154 00:06:19,440 --> 00:06:25,800 uh it seems like we have a couple of 155 00:06:21,660 --> 00:06:28,139 people who come from come from the Rhino 156 00:06:25,800 --> 00:06:31,259 world and the and the free design World 157 00:06:28,139 --> 00:06:33,000 which is uh definitely 158 00:06:31,259 --> 00:06:35,340 um it's not too totally far off from 159 00:06:33,000 --> 00:06:36,319 from what you do in pleasure 160 00:06:35,340 --> 00:06:41,220 um 161 00:06:36,319 --> 00:06:42,539 so yeah uh let's uh let's take it 162 00:06:41,220 --> 00:06:44,580 Forward 163 00:06:42,539 --> 00:06:45,960 um so I think the the really first 164 00:06:44,580 --> 00:06:49,020 question you want to ask yourself When 165 00:06:45,960 --> 00:06:51,000 approaching modeling something is uh 166 00:06:49,020 --> 00:06:53,039 what kind of shape is it so this is kind 167 00:06:51,000 --> 00:06:54,840 of a rudimentary question but like I 168 00:06:53,039 --> 00:06:57,060 really want to know you know what kind 169 00:06:54,840 --> 00:06:58,199 of shape is is the design that I'm 170 00:06:57,060 --> 00:07:01,259 creating 171 00:06:58,199 --> 00:07:02,759 um and it you know from that it follows 172 00:07:01,259 --> 00:07:04,620 like 173 00:07:02,759 --> 00:07:07,620 um a few different questions so I'll 174 00:07:04,620 --> 00:07:08,819 actually share a little a little uh 175 00:07:07,620 --> 00:07:10,319 um 176 00:07:08,819 --> 00:07:12,479 sort of uh 177 00:07:10,319 --> 00:07:15,419 flowchart I made 178 00:07:12,479 --> 00:07:16,139 uh I'm gonna do it in blender here 179 00:07:15,419 --> 00:07:18,120 um 180 00:07:16,139 --> 00:07:20,780 image editor 181 00:07:18,120 --> 00:07:20,780 open 182 00:07:21,479 --> 00:07:24,020 sure 183 00:07:24,319 --> 00:07:30,120 so this is kind of a map of what kind of 184 00:07:28,020 --> 00:07:33,300 shapes that you know people typically 185 00:07:30,120 --> 00:07:34,620 create in in CAD 186 00:07:33,300 --> 00:07:37,199 um you know it doesn't cover everything 187 00:07:34,620 --> 00:07:39,060 obviously uh but I find it to be kind of 188 00:07:37,199 --> 00:07:42,060 the helpful breakdown for deciding how 189 00:07:39,060 --> 00:07:45,599 you want to approach starting a design 190 00:07:42,060 --> 00:07:47,580 um so you know in one uh you know sort 191 00:07:45,599 --> 00:07:49,560 of in one pack up here we have kind of 192 00:07:47,580 --> 00:07:52,080 what I call rectal linear shapes so it's 193 00:07:49,560 --> 00:07:52,800 got geometric angular 194 00:07:52,080 --> 00:07:54,539 um 195 00:07:52,800 --> 00:07:57,000 basically in these types of shapes 196 00:07:54,539 --> 00:08:00,060 really what's driving the design is the 197 00:07:57,000 --> 00:08:01,620 relationship between different uh parts 198 00:08:00,060 --> 00:08:03,300 of the model within within the model 199 00:08:01,620 --> 00:08:06,180 itself 200 00:08:03,300 --> 00:08:09,259 um curvilinear designs are you know 201 00:08:06,180 --> 00:08:12,479 basically designs that are that are 202 00:08:09,259 --> 00:08:14,340 mainly have have sort of uh compounds 203 00:08:12,479 --> 00:08:15,240 curvature 204 00:08:14,340 --> 00:08:18,599 um 205 00:08:15,240 --> 00:08:20,400 does the design have hard edges so hard 206 00:08:18,599 --> 00:08:22,139 edges are are you know obviously part of 207 00:08:20,400 --> 00:08:23,699 directive linear designs and purple 208 00:08:22,139 --> 00:08:27,500 linear 209 00:08:23,699 --> 00:08:27,500 um hard edges can be you know 210 00:08:30,080 --> 00:08:35,640 is usually not completely smooth 211 00:08:33,599 --> 00:08:37,680 um but this this would actually use a 212 00:08:35,640 --> 00:08:39,419 sort of different design methodology or 213 00:08:37,680 --> 00:08:40,740 different ad methodology than something 214 00:08:39,419 --> 00:08:41,339 like 215 00:08:40,740 --> 00:08:44,700 um 216 00:08:41,339 --> 00:08:46,800 a sculpture sculptural design 217 00:08:44,700 --> 00:08:49,320 um and so each one of these paths 218 00:08:46,800 --> 00:08:52,680 requires a different sort of part part 219 00:08:49,320 --> 00:08:54,360 of the program in in terms of blender or 220 00:08:52,680 --> 00:08:56,040 you know different CAD software so if 221 00:08:54,360 --> 00:08:58,800 you're coming from something like Rhino 222 00:08:56,040 --> 00:09:00,779 I think Rhino is really uh where it 223 00:08:58,800 --> 00:09:02,880 stands out is in this kind of I mean 224 00:09:00,779 --> 00:09:05,220 it's actually started as a as an 225 00:09:02,880 --> 00:09:06,540 architecture design program so uh it 226 00:09:05,220 --> 00:09:08,640 really stands out for this kind of 227 00:09:06,540 --> 00:09:09,320 rectilinear 228 00:09:08,640 --> 00:09:13,019 um 229 00:09:09,320 --> 00:09:16,260 designed and then and then with uh 230 00:09:13,019 --> 00:09:18,779 um you know nerves or or uh curve 231 00:09:16,260 --> 00:09:21,480 lofting that and that sort of gives you 232 00:09:18,779 --> 00:09:22,560 the ability to do hard Edge uh tools and 233 00:09:21,480 --> 00:09:24,899 then 234 00:09:22,560 --> 00:09:27,420 um in the in the uh more advanced 235 00:09:24,899 --> 00:09:29,880 versions of rhino where you have 236 00:09:27,420 --> 00:09:31,980 um jewelry specific uh added 237 00:09:29,880 --> 00:09:34,200 functionality uh then you start getting 238 00:09:31,980 --> 00:09:36,899 into something that I call referential 239 00:09:34,200 --> 00:09:39,420 where to have a design and it's 240 00:09:36,899 --> 00:09:43,140 basically uh referencing Real World 241 00:09:39,420 --> 00:09:44,820 objects uh that you need to uh create a 242 00:09:43,140 --> 00:09:47,040 model that has precise Dimensions that 243 00:09:44,820 --> 00:09:49,620 references it 244 00:09:47,040 --> 00:09:52,200 um sculptural designs 245 00:09:49,620 --> 00:09:54,480 um this is where you'd end up in in the 246 00:09:52,200 --> 00:09:56,580 realm of something like zbrush 247 00:09:54,480 --> 00:09:57,839 um it's also covered by blender which is 248 00:09:56,580 --> 00:09:59,760 really awesome 249 00:09:57,839 --> 00:10:01,440 um so anyway this is this is just kind 250 00:09:59,760 --> 00:10:04,019 of an interesting app 251 00:10:01,440 --> 00:10:06,410 um that I want to show you guys but uh 252 00:10:04,019 --> 00:10:07,019 we'll sort of come back with 253 00:10:06,410 --> 00:10:07,920 [Music] 254 00:10:07,019 --> 00:10:11,580 um 255 00:10:07,920 --> 00:10:13,860 all right so I think what blender is 256 00:10:11,580 --> 00:10:15,839 really great at is what's called 257 00:10:13,860 --> 00:10:19,380 constructive subdivision service 258 00:10:15,839 --> 00:10:20,760 modeling so this is where your um 259 00:10:19,380 --> 00:10:22,680 creating shapes that are basically 260 00:10:20,760 --> 00:10:24,899 defined by a smooth development as well 261 00:10:22,680 --> 00:10:26,580 give you a sort of example of what I 262 00:10:24,899 --> 00:10:28,800 mean by that 263 00:10:26,580 --> 00:10:31,680 um so this is what blender looks like as 264 00:10:28,800 --> 00:10:33,300 as you sort of enter essentially 265 00:10:31,680 --> 00:10:36,300 um I really recommend if you're using 266 00:10:33,300 --> 00:10:38,580 blender to have a have a keyboard with a 267 00:10:36,300 --> 00:10:40,980 number pad when you see me sort of shift 268 00:10:38,580 --> 00:10:43,380 around to different views like this it's 269 00:10:40,980 --> 00:10:45,480 just uh directions on the number pad and 270 00:10:43,380 --> 00:10:47,160 it gives you different views 271 00:10:45,480 --> 00:10:50,339 um 272 00:10:47,160 --> 00:10:51,959 so subdivision subdivision model is 273 00:10:50,339 --> 00:10:54,540 essentially where you start with a 274 00:10:51,959 --> 00:10:58,380 skeleton of a design so we'll take this 275 00:10:54,540 --> 00:11:01,620 Cube and enable subdivision modeling 276 00:10:58,380 --> 00:11:02,640 which is in the modifiers panel here on 277 00:11:01,620 --> 00:11:05,760 the right 278 00:11:02,640 --> 00:11:07,500 uh basically in the center Center view 279 00:11:05,760 --> 00:11:09,360 we have the the 3D View and on the right 280 00:11:07,500 --> 00:11:11,640 we have for 281 00:11:09,360 --> 00:11:14,279 um uh what it's called the modifier 282 00:11:11,640 --> 00:11:16,140 Stacks this is kind of uh alterations to 283 00:11:14,279 --> 00:11:17,640 the model that are not necessarily 284 00:11:16,140 --> 00:11:19,440 applied 285 00:11:17,640 --> 00:11:21,959 um in a permanent way but they can be 286 00:11:19,440 --> 00:11:22,980 stacked on top of one another to create 287 00:11:21,959 --> 00:11:25,380 different 288 00:11:22,980 --> 00:11:27,540 um adjustments to the shape of the model 289 00:11:25,380 --> 00:11:29,339 so subdivision surface is a really core 290 00:11:27,540 --> 00:11:32,160 one for 291 00:11:29,339 --> 00:11:34,140 um for any kind of especially jewelry 292 00:11:32,160 --> 00:11:36,660 model and kind of modeling with smooth 293 00:11:34,140 --> 00:11:39,420 shapes uh and what it will do is it will 294 00:11:36,660 --> 00:11:43,200 smooth out the the shape of the model 295 00:11:39,420 --> 00:11:45,480 to occur a few turns into a sphere 296 00:11:43,200 --> 00:11:47,760 basically uh and you can increase the 297 00:11:45,480 --> 00:11:49,860 number of levels uh to create a smoother 298 00:11:47,760 --> 00:11:51,899 sphere and then from that you can 299 00:11:49,860 --> 00:11:54,180 basically take parts of the model and 300 00:11:51,899 --> 00:11:56,279 essentially the shape is driven by this 301 00:11:54,180 --> 00:11:59,700 outer skeleton 302 00:11:56,279 --> 00:12:02,519 um and and so you're you're adjusting a 303 00:11:59,700 --> 00:12:04,320 fairly simple form but you're creating 304 00:12:02,519 --> 00:12:07,200 something underneath that's much 305 00:12:04,320 --> 00:12:09,420 smoother and has much more detail in 306 00:12:07,200 --> 00:12:12,360 fact uh you can click this button right 307 00:12:09,420 --> 00:12:15,720 here uh which lets the sort of the 308 00:12:12,360 --> 00:12:17,940 editable page of that subdivision uh 309 00:12:15,720 --> 00:12:20,160 model just sort of wrapped to the model 310 00:12:17,940 --> 00:12:22,680 which is really useful you just want to 311 00:12:20,160 --> 00:12:24,720 kind of Click points on the model drag 312 00:12:22,680 --> 00:12:27,720 them around and suddenly you have the 313 00:12:24,720 --> 00:12:31,320 ability to create kind of very Dynamic 314 00:12:27,720 --> 00:12:32,880 flowing shapes uh very very easily uh 315 00:12:31,320 --> 00:12:35,700 you know if you're coming from something 316 00:12:32,880 --> 00:12:38,040 like where I know uh to some extent this 317 00:12:35,700 --> 00:12:40,440 is similar to what you do what you'd be 318 00:12:38,040 --> 00:12:41,880 doing with curves curves and and nerves 319 00:12:40,440 --> 00:12:43,079 modeling 320 00:12:41,880 --> 00:12:45,180 um 321 00:12:43,079 --> 00:12:47,220 it has a lot of similarities it's not 322 00:12:45,180 --> 00:12:50,160 exactly the same in how it works 323 00:12:47,220 --> 00:12:52,200 um I think the key difference is is how 324 00:12:50,160 --> 00:12:54,180 you start to control the shape with with 325 00:12:52,200 --> 00:12:55,920 edges so 326 00:12:54,180 --> 00:12:57,779 um in subdivision service model I can 327 00:12:55,920 --> 00:12:59,880 say we have this shape you know I just 328 00:12:57,779 --> 00:13:02,279 made this round shape but we can start 329 00:12:59,880 --> 00:13:05,220 to take edges and Define them as as 330 00:13:02,279 --> 00:13:06,720 having more or less sharpness 331 00:13:05,220 --> 00:13:07,980 um so we could take this this Edge and 332 00:13:06,720 --> 00:13:12,480 give it a little bit of sharpness and 333 00:13:07,980 --> 00:13:15,000 suddenly uh it has a a sort of reverse 334 00:13:12,480 --> 00:13:17,600 back to its sharp shape so this is 335 00:13:15,000 --> 00:13:17,600 obviously a 336 00:13:17,700 --> 00:13:21,480 not easy to say model uh but I can show 337 00:13:20,220 --> 00:13:24,120 you 338 00:13:21,480 --> 00:13:26,700 let's say something like a circle sort 339 00:13:24,120 --> 00:13:28,680 of a fundamental or archetypal shape or 340 00:13:26,700 --> 00:13:30,060 many rings 341 00:13:28,680 --> 00:13:32,639 um 342 00:13:30,060 --> 00:13:34,019 units in blender are called blender 343 00:13:32,639 --> 00:13:35,700 units but they're actually millimeters 344 00:13:34,019 --> 00:13:38,399 so if you export from blender you're 345 00:13:35,700 --> 00:13:40,980 going to get a millimeter scale object 346 00:13:38,399 --> 00:13:42,720 so I've created a circle uh and how I 347 00:13:40,980 --> 00:13:43,860 did that is just by pressing space if 348 00:13:42,720 --> 00:13:46,380 you're coming from Rhino it's actually 349 00:13:43,860 --> 00:13:47,760 really useful to know clicking space 350 00:13:46,380 --> 00:13:49,740 gives you the ability to search for 351 00:13:47,760 --> 00:13:51,959 something so if you have a general sense 352 00:13:49,740 --> 00:13:54,120 of what you want to do in you know in 353 00:13:51,959 --> 00:13:56,639 terms of like adding an object adding a 354 00:13:54,120 --> 00:13:58,440 circle you just type in circle 355 00:13:56,639 --> 00:14:00,060 um and then you would say you know add 356 00:13:58,440 --> 00:14:03,420 something basically that's what I just 357 00:14:00,060 --> 00:14:05,399 did so uh we have uh we have a context 358 00:14:03,420 --> 00:14:07,860 menu here that gives gives that ability 359 00:14:05,399 --> 00:14:10,019 to just you know add sort of presets but 360 00:14:07,860 --> 00:14:12,360 you can also just search for things uh 361 00:14:10,019 --> 00:14:15,600 in a similar way to write it so let's 362 00:14:12,360 --> 00:14:18,899 say we have this this ring we want to 363 00:14:15,600 --> 00:14:21,480 give it a little bit of uh shape so we 364 00:14:18,899 --> 00:14:23,760 um if I excreted it so that's that's 365 00:14:21,480 --> 00:14:25,139 basically pressing e and then moving it 366 00:14:23,760 --> 00:14:26,639 over 367 00:14:25,139 --> 00:14:30,899 um and then 368 00:14:26,639 --> 00:14:32,700 let's just extrude that entire uh ring 369 00:14:30,899 --> 00:14:34,860 so we're taking the surface of the ring 370 00:14:32,700 --> 00:14:37,260 and extruding it 371 00:14:34,860 --> 00:14:38,399 um now when we extrude region region 372 00:14:37,260 --> 00:14:40,260 like this 373 00:14:38,399 --> 00:14:41,699 um what I'm doing is basically extruding 374 00:14:40,260 --> 00:14:44,820 the region and then right clicking that 375 00:14:41,699 --> 00:14:46,560 sort of uh zeros out uh any further 376 00:14:44,820 --> 00:14:47,760 effects so if I just extruded and then 377 00:14:46,560 --> 00:14:50,399 moved it it would do some kind of weird 378 00:14:47,760 --> 00:14:53,399 to screwed along sub axis but I'm just 379 00:14:50,399 --> 00:14:54,899 right clicking and then it sort of keeps 380 00:14:53,399 --> 00:14:57,720 in the same position and then you can 381 00:14:54,899 --> 00:15:01,260 press alt s and that gives it a little 382 00:14:57,720 --> 00:15:03,180 bit of uh scaling or it's called shrink 383 00:15:01,260 --> 00:15:04,620 fatten over here on the left and you can 384 00:15:03,180 --> 00:15:07,079 see what kind of Offset you want to get 385 00:15:04,620 --> 00:15:10,500 so let's let's give that you know a one 386 00:15:07,079 --> 00:15:12,000 or a let's say a one millimeter offense 387 00:15:10,500 --> 00:15:14,339 negative one 388 00:15:12,000 --> 00:15:16,320 looks like we made a ring essentially 389 00:15:14,339 --> 00:15:16,920 rather small 390 00:15:16,320 --> 00:15:19,500 um 391 00:15:16,920 --> 00:15:22,440 so we have this ring and it's it's 392 00:15:19,500 --> 00:15:24,839 defined by if I turn off the um the 393 00:15:22,440 --> 00:15:28,199 subdivision smoothing it's sort of this 394 00:15:24,839 --> 00:15:29,880 chunky glocky ring I turned back on the 395 00:15:28,199 --> 00:15:31,440 subdivision and now we have the smooth 396 00:15:29,880 --> 00:15:33,300 nice ring 397 00:15:31,440 --> 00:15:37,440 um and then let's say I want to give it 398 00:15:33,300 --> 00:15:40,139 a few sharp edges uh we can select loops 399 00:15:37,440 --> 00:15:42,420 around the edge here uh you can do that 400 00:15:40,139 --> 00:15:44,459 in blender by pressing alt shift and 401 00:15:42,420 --> 00:15:47,040 then right clicking that so that's kind 402 00:15:44,459 --> 00:15:50,399 of a topological Edge along along the 403 00:15:47,040 --> 00:15:52,260 surface and then just giving it a crease 404 00:15:50,399 --> 00:15:54,180 so that's over here in this right panel 405 00:15:52,260 --> 00:15:57,839 you're giving it a crease and suddenly 406 00:15:54,180 --> 00:15:59,160 we have this kind of nice Edge and I 407 00:15:57,839 --> 00:16:01,860 want to make this just a little bit 408 00:15:59,160 --> 00:16:03,240 thinner so let's just give it a little a 409 00:16:01,860 --> 00:16:04,920 little adjustments now we have a very 410 00:16:03,240 --> 00:16:06,000 simple band you know similar to what I'm 411 00:16:04,920 --> 00:16:08,639 wearing 412 00:16:06,000 --> 00:16:09,660 um and that's that's lovely and and 413 00:16:08,639 --> 00:16:13,199 um 414 00:16:09,660 --> 00:16:16,260 so this is kind of a very very basic 415 00:16:13,199 --> 00:16:18,120 kind of uh description of how modeling 416 00:16:16,260 --> 00:16:21,779 Works in blender 417 00:16:18,120 --> 00:16:25,440 um taking edges or or surfaces or points 418 00:16:21,779 --> 00:16:28,260 uh extruding them moving them with with 419 00:16:25,440 --> 00:16:32,100 your various you know typical 420 00:16:28,260 --> 00:16:36,180 um sort of translation Gizmo here 421 00:16:32,100 --> 00:16:38,699 um often if you want to make kind of uh 422 00:16:36,180 --> 00:16:41,180 sort of dimensionally accurate movements 423 00:16:38,699 --> 00:16:47,699 so let's say I want to give this ring 424 00:16:41,180 --> 00:16:49,259 just a uh sort of uh uh like a flat top 425 00:16:47,699 --> 00:16:52,680 surface 426 00:16:49,259 --> 00:16:56,100 um so I'll I'll screw that and then take 427 00:16:52,680 --> 00:16:58,440 the scaling and just scale that whole 428 00:16:56,100 --> 00:17:02,839 surface to zero 429 00:16:58,440 --> 00:17:02,839 so now now the see that's the 430 00:17:03,620 --> 00:17:08,699 zero on its kind of midpoint so we'll 431 00:17:06,240 --> 00:17:09,720 take that just move it up 432 00:17:08,699 --> 00:17:12,959 um 433 00:17:09,720 --> 00:17:14,160 and uh it has it has kind of a an 434 00:17:12,959 --> 00:17:16,260 interesting version you might like 435 00:17:14,160 --> 00:17:19,140 better you might want I don't love it so 436 00:17:16,260 --> 00:17:21,120 I'm going to just uh make that 437 00:17:19,140 --> 00:17:24,079 top edge here 438 00:17:21,120 --> 00:17:27,480 uh which is kind of a a 439 00:17:24,079 --> 00:17:29,700 topological ring called Edge move 440 00:17:27,480 --> 00:17:32,700 um and I'm just gonna make that pretty 441 00:17:29,700 --> 00:17:35,940 Stark and now I have this nice sort of 442 00:17:32,700 --> 00:17:40,140 uh rectangular shape another way you can 443 00:17:35,940 --> 00:17:43,919 sort of manipulate subdivision uh 444 00:17:40,140 --> 00:17:45,240 measures is let's say moving that crease 445 00:17:43,919 --> 00:17:48,059 there 446 00:17:45,240 --> 00:17:50,220 um is just by adding another Edge Loop 447 00:17:48,059 --> 00:17:52,679 so I did control R and just added 448 00:17:50,220 --> 00:17:54,480 another Edge Loop 449 00:17:52,679 --> 00:17:56,039 um what that does is something very 450 00:17:54,480 --> 00:17:58,559 similar so that's that's almost 451 00:17:56,039 --> 00:18:00,360 effectively the same as as giving an 452 00:17:58,559 --> 00:18:03,059 increase of just giving it an edge Loop 453 00:18:00,360 --> 00:18:04,919 if we turn off the subdivision you can 454 00:18:03,059 --> 00:18:08,400 see that edge Loop is actually at the 455 00:18:04,919 --> 00:18:09,660 same position as that other ring uh so 456 00:18:08,400 --> 00:18:12,000 we 457 00:18:09,660 --> 00:18:15,480 remove the shell you can see just making 458 00:18:12,000 --> 00:18:18,480 that edge get closer gives it a sort of 459 00:18:15,480 --> 00:18:21,360 sharp edge so those are sort of a 460 00:18:18,480 --> 00:18:23,340 description of how of how subdivision 461 00:18:21,360 --> 00:18:24,780 Works uh it's a really powerful tool 462 00:18:23,340 --> 00:18:26,100 it's kind of an industry standard for 463 00:18:24,780 --> 00:18:28,559 how 464 00:18:26,100 --> 00:18:31,620 um for how this kind of pads often 465 00:18:28,559 --> 00:18:34,200 reverse and blender really follows all 466 00:18:31,620 --> 00:18:36,059 of the normal conventions for uh 467 00:18:34,200 --> 00:18:38,039 subdivision modeling 468 00:18:36,059 --> 00:18:39,539 um in terms of how Edge loops work and 469 00:18:38,039 --> 00:18:41,160 and how they interact with other 470 00:18:39,539 --> 00:18:43,559 functions like for example if you want 471 00:18:41,160 --> 00:18:46,380 to give something a bevel you can select 472 00:18:43,559 --> 00:18:49,200 these edges and just 473 00:18:46,380 --> 00:18:52,200 have bezel uh let's actually Define them 474 00:18:49,200 --> 00:18:55,020 as having the bevel first 475 00:18:52,200 --> 00:18:56,940 so we'll just be taking these edges and 476 00:18:55,020 --> 00:18:59,760 just gone over here to Edge data and 477 00:18:56,940 --> 00:19:01,380 just giving them a bevel uh and this is 478 00:18:59,760 --> 00:19:03,539 that's just defining them as having a 479 00:19:01,380 --> 00:19:05,820 bevel and then we'll go to here in the 480 00:19:03,539 --> 00:19:08,940 modifiers which is this non-destructive 481 00:19:05,820 --> 00:19:10,679 way of adding functionality or adding uh 482 00:19:08,940 --> 00:19:13,919 adjustments to the model and then you 483 00:19:10,679 --> 00:19:19,200 will just tell blender that we want to 484 00:19:13,919 --> 00:19:20,760 give it a bevel where we added the bevel 485 00:19:19,200 --> 00:19:22,740 definition which is called the bevel 486 00:19:20,760 --> 00:19:24,720 ways that's right here and we'll move 487 00:19:22,740 --> 00:19:26,940 that up in the stack so that bevel 488 00:19:24,720 --> 00:19:29,400 actually happens first before the before 489 00:19:26,940 --> 00:19:31,980 the subdivision here 490 00:19:29,400 --> 00:19:34,320 um and now we have a bevel and it's it's 491 00:19:31,980 --> 00:19:36,780 also smoothed in the same way that the 492 00:19:34,320 --> 00:19:38,820 rest of the model is smooth uh and that 493 00:19:36,780 --> 00:19:41,400 bevel can be adjusted in terms of its 494 00:19:38,820 --> 00:19:42,960 radius uh it could add more segments to 495 00:19:41,400 --> 00:19:45,720 make it smooth 496 00:19:42,960 --> 00:19:48,720 um so that's that's a very very simple 497 00:19:45,720 --> 00:19:51,360 example I'll go into some more complex 498 00:19:48,720 --> 00:19:52,620 examples next 499 00:19:51,360 --> 00:19:56,400 um 500 00:19:52,620 --> 00:19:58,140 cool yeah let's uh let's take a look at 501 00:19:56,400 --> 00:20:00,660 um let's take a look at some designs 502 00:19:58,140 --> 00:20:03,900 that uh that we've already designed sort 503 00:20:00,660 --> 00:20:06,539 of uh cooking show style just uh uh look 504 00:20:03,900 --> 00:20:09,000 at them and try to understand how they 505 00:20:06,539 --> 00:20:11,280 would be created in blender 506 00:20:09,000 --> 00:20:12,720 um if you have any questions about what 507 00:20:11,280 --> 00:20:15,240 I've already asked please just put them 508 00:20:12,720 --> 00:20:18,000 in the chat uh happy to happy to I know 509 00:20:15,240 --> 00:20:19,500 I'm sort of uh blasting through in terms 510 00:20:18,000 --> 00:20:20,940 of the interface 511 00:20:19,500 --> 00:20:23,760 um 512 00:20:20,940 --> 00:20:26,940 clear how exactly I'm manipulating 513 00:20:23,760 --> 00:20:28,679 things so I'm happy to explain exactly 514 00:20:26,940 --> 00:20:31,500 what I'm doing if you if you need or are 515 00:20:28,679 --> 00:20:33,600 curious I'll also at the end just just 516 00:20:31,500 --> 00:20:36,179 uh give a 517 00:20:33,600 --> 00:20:38,400 a couple of nice tutorials that I that I 518 00:20:36,179 --> 00:20:40,799 like that are I talk about basically 519 00:20:38,400 --> 00:20:42,240 blender interface Basics uh and those 520 00:20:40,799 --> 00:20:43,919 are a really good place to go if you 521 00:20:42,240 --> 00:20:46,440 just want to like figure out how to 522 00:20:43,919 --> 00:20:50,940 manipulate the program 523 00:20:46,440 --> 00:20:52,440 um so so yeah let's uh go into so 524 00:20:50,940 --> 00:20:53,640 actually I don't know if you can see I 525 00:20:52,440 --> 00:20:57,000 think you can still see me so I made 526 00:20:53,640 --> 00:20:57,900 this quick sketch of uh of a flower so 527 00:20:57,000 --> 00:21:00,960 it's actually 528 00:20:57,900 --> 00:21:01,860 plans to be an earring 529 00:21:00,960 --> 00:21:04,500 um 530 00:21:01,860 --> 00:21:07,260 and so I took a photo of that imported 531 00:21:04,500 --> 00:21:09,539 it to my desktop 532 00:21:07,260 --> 00:21:11,280 um and uh 533 00:21:09,539 --> 00:21:13,440 let's just I'm going over here to the 534 00:21:11,280 --> 00:21:15,960 top and reloading the starter file my 535 00:21:13,440 --> 00:21:17,700 next new new model uh just there's what 536 00:21:15,960 --> 00:21:21,240 I was doing before 537 00:21:17,700 --> 00:21:23,160 um and I'll just go and import 538 00:21:21,240 --> 00:21:26,580 um or uh 539 00:21:23,160 --> 00:21:29,159 go to the image editor so this this view 540 00:21:26,580 --> 00:21:31,620 this view panel here can be all sorts of 541 00:21:29,159 --> 00:21:33,780 different things the 3D editor it could 542 00:21:31,620 --> 00:21:35,820 be an image editor uh it can get a text 543 00:21:33,780 --> 00:21:37,559 editor if you want 544 00:21:35,820 --> 00:21:39,419 um it has a lot of different optional 545 00:21:37,559 --> 00:21:41,100 functionality uh let's see that a couple 546 00:21:39,419 --> 00:21:43,559 of questions are there any places that 547 00:21:41,100 --> 00:21:46,980 can create basic forms uh your ring 548 00:21:43,559 --> 00:21:47,880 sizes the speed exclusion uh yeah so 549 00:21:46,980 --> 00:21:51,840 um 550 00:21:47,880 --> 00:21:53,400 let's see uh I think that that's a 551 00:21:51,840 --> 00:21:57,000 really good question and basically 552 00:21:53,400 --> 00:21:59,100 blender mostly is what's called kind of 553 00:21:57,000 --> 00:22:01,620 what I describe as like an explicit 554 00:21:59,100 --> 00:22:04,679 modeler so it basically doesn't have 555 00:22:01,620 --> 00:22:07,500 very many sort of presets 556 00:22:04,679 --> 00:22:09,659 um you know if you're making a ring size 557 00:22:07,500 --> 00:22:12,360 and you know that diameter you can very 558 00:22:09,659 --> 00:22:13,679 quickly uh make a ring like I just 559 00:22:12,360 --> 00:22:16,740 showed you 560 00:22:13,679 --> 00:22:18,720 um you can also do things like 561 00:22:16,740 --> 00:22:21,059 um you know let's say let's say you want 562 00:22:18,720 --> 00:22:23,179 to just add a very basic ring 563 00:22:21,059 --> 00:22:23,179 um 564 00:22:24,780 --> 00:22:31,440 have a Taurus uh so this is not you know 565 00:22:29,039 --> 00:22:33,840 exactly a ring it's uh you know a 566 00:22:31,440 --> 00:22:36,120 mathematical Forest shape 567 00:22:33,840 --> 00:22:38,360 um but what this will do is it'll show 568 00:22:36,120 --> 00:22:41,159 you you know you can change basically 569 00:22:38,360 --> 00:22:42,900 over here on the left the major and 570 00:22:41,159 --> 00:22:45,120 minor dimensions of interior exterior 571 00:22:42,900 --> 00:22:48,240 Dimensions uh and this is going to give 572 00:22:45,120 --> 00:22:50,460 you the total exterior radius of the 573 00:22:48,240 --> 00:22:52,440 Taurus and the total interior radius of 574 00:22:50,460 --> 00:22:56,220 the source so let's say I want a 20 575 00:22:52,440 --> 00:22:58,679 millimeter uh you know ring size in 576 00:22:56,220 --> 00:23:02,460 interior diameter ring size I would take 577 00:22:58,679 --> 00:23:04,440 this and I would make it 10. uh because 578 00:23:02,460 --> 00:23:05,760 it's radius 579 00:23:04,440 --> 00:23:09,000 um so that's actually going to get quite 580 00:23:05,760 --> 00:23:12,320 large and then the the exterior that's 581 00:23:09,000 --> 00:23:12,320 naked 11. 582 00:23:13,919 --> 00:23:18,299 um 583 00:23:15,419 --> 00:23:20,940 yeah so that's just changing that 584 00:23:18,299 --> 00:23:22,860 um so those though if you go to add 585 00:23:20,940 --> 00:23:26,580 objects you'll you'll see all these kind 586 00:23:22,860 --> 00:23:28,919 of preset uh shapes in there sort of 587 00:23:26,580 --> 00:23:31,200 um basic fundamental shapes where you 588 00:23:28,919 --> 00:23:33,240 can play around with uh 589 00:23:31,200 --> 00:23:35,820 but to your question I guess the 590 00:23:33,240 --> 00:23:37,020 pleasure does not have built-in for 591 00:23:35,820 --> 00:23:37,640 example 592 00:23:37,020 --> 00:23:42,659 um 593 00:23:37,640 --> 00:23:45,780 uh like preset presets for uh like 594 00:23:42,659 --> 00:23:48,780 jewelry specific features 595 00:23:45,780 --> 00:23:51,240 um like prongs or you know stoneholds so 596 00:23:48,780 --> 00:23:52,620 those need to be defined manually and 597 00:23:51,240 --> 00:23:55,020 what I've done and what I think a lot of 598 00:23:52,620 --> 00:23:58,620 people tend to do is you know basically 599 00:23:55,020 --> 00:24:01,440 create a personal library of common 600 00:23:58,620 --> 00:24:04,919 shapes that you use so let's say we want 601 00:24:01,440 --> 00:24:05,700 to add it's going to do a ring like this 602 00:24:04,919 --> 00:24:07,440 um 603 00:24:05,700 --> 00:24:10,380 let's just make it into an actual ring 604 00:24:07,440 --> 00:24:13,020 rather than just before us uh I'm just 605 00:24:10,380 --> 00:24:15,299 scaling this on the Z to give it some uh 606 00:24:13,020 --> 00:24:17,520 some some width here 607 00:24:15,299 --> 00:24:18,720 um again we're gonna enable the 608 00:24:17,520 --> 00:24:21,120 subdivision 609 00:24:18,720 --> 00:24:23,780 oops not nuts 610 00:24:21,120 --> 00:24:23,780 uh 611 00:24:25,320 --> 00:24:31,140 politicisms 612 00:24:27,539 --> 00:24:34,820 um now it's just more about array 613 00:24:31,140 --> 00:24:34,820 like there were some of these Edge loops 614 00:24:34,919 --> 00:24:38,780 um 615 00:24:35,820 --> 00:24:38,780 it's in 616 00:24:39,360 --> 00:24:43,280 this 617 00:24:40,860 --> 00:24:43,280 please 618 00:24:49,260 --> 00:24:54,360 um so if you wanted to make uh let's say 619 00:24:52,140 --> 00:24:58,140 a set of stone rules around the edge uh 620 00:24:54,360 --> 00:25:01,679 you could create uh sort of a primitive 621 00:24:58,140 --> 00:25:02,940 object that's a stone hole so uh it's 622 00:25:01,679 --> 00:25:05,460 not called The Stonewall in the program 623 00:25:02,940 --> 00:25:07,980 but you know that just don't know 624 00:25:05,460 --> 00:25:09,419 um and that's going to be defined by a 625 00:25:07,980 --> 00:25:11,220 cylinder 626 00:25:09,419 --> 00:25:13,559 um And the cylinder we're going to just 627 00:25:11,220 --> 00:25:15,360 sort of punch it out of the of the Ring 628 00:25:13,559 --> 00:25:16,140 along its band 629 00:25:15,360 --> 00:25:21,860 um 630 00:25:16,140 --> 00:25:21,860 so let's move this up to the top here 631 00:25:23,539 --> 00:25:30,960 I like to have I like I have the 632 00:25:27,299 --> 00:25:33,840 um the whole ring oriented sort of like 633 00:25:30,960 --> 00:25:35,700 vertical uh just helps the sort of 634 00:25:33,840 --> 00:25:38,520 rotate around it because it rotates on 635 00:25:35,700 --> 00:25:42,620 the sde so we're going to punch these 636 00:25:38,520 --> 00:25:42,620 out of the of the uh 637 00:25:47,039 --> 00:25:50,760 typical shape 638 00:25:51,659 --> 00:25:53,659 um 639 00:25:56,820 --> 00:26:02,760 so blender has in this kind of modifier 640 00:25:59,820 --> 00:26:05,400 area typical Boolean operations which 641 00:26:02,760 --> 00:26:08,159 are where you can Union or join or 642 00:26:05,400 --> 00:26:09,720 subtract one object from another 643 00:26:08,159 --> 00:26:11,940 um so we're going to take a difference 644 00:26:09,720 --> 00:26:16,880 and just subtract this object from the 645 00:26:11,940 --> 00:26:20,220 other object and now we have made this 646 00:26:16,880 --> 00:26:21,659 wireframe mode uh you know it'll show 647 00:26:20,220 --> 00:26:25,320 that this is 648 00:26:21,659 --> 00:26:27,779 Maybe and you can just take that this 649 00:26:25,320 --> 00:26:29,760 this cylinder we know is in the 650 00:26:27,779 --> 00:26:32,460 dimensions panel here it's it's two 651 00:26:29,760 --> 00:26:36,120 millimeters in diameter we could take 652 00:26:32,460 --> 00:26:38,820 this this uh cylinder 653 00:26:36,120 --> 00:26:41,400 make its origin around the center and 654 00:26:38,820 --> 00:26:43,740 then let's just give it an array an 655 00:26:41,400 --> 00:26:46,799 arrays uh kind of uh well you guys know 656 00:26:43,740 --> 00:26:47,820 where is it's gonna sort of repeat in a 657 00:26:46,799 --> 00:26:48,600 pattern 658 00:26:47,820 --> 00:26:53,039 um 659 00:26:48,600 --> 00:26:56,039 and then let's give this a 660 00:26:53,039 --> 00:26:58,260 empty object so an empty object is an 661 00:26:56,039 --> 00:27:01,919 object with no geometry it's just helps 662 00:26:58,260 --> 00:27:04,020 you define uh rotations or or movement 663 00:27:01,919 --> 00:27:06,000 and we're going to link this object to 664 00:27:04,020 --> 00:27:07,740 the empty 665 00:27:06,000 --> 00:27:10,440 and 666 00:27:07,740 --> 00:27:14,779 actually let's just uh 667 00:27:10,440 --> 00:27:14,779 and get object offset to the empty 668 00:27:32,700 --> 00:27:36,720 is that in the same location 669 00:27:34,740 --> 00:27:39,740 some people ask me questions and see 670 00:27:36,720 --> 00:27:39,740 what you guys are saying 671 00:27:52,260 --> 00:27:58,559 so what it did is it's creating 672 00:27:55,740 --> 00:28:02,220 uh these are actually different scales 673 00:27:58,559 --> 00:28:04,260 so let's just last scale there we go uh 674 00:28:02,220 --> 00:28:05,940 now when I rotate this empty it's gonna 675 00:28:04,260 --> 00:28:07,940 make 676 00:28:05,940 --> 00:28:07,940 um 677 00:28:42,960 --> 00:28:48,000 please 678 00:28:44,940 --> 00:28:50,840 and suddenly we have a 679 00:28:48,000 --> 00:28:50,840 set of 680 00:29:00,600 --> 00:29:03,320 queries 681 00:29:16,500 --> 00:29:20,880 so just some technical difficulty 682 00:29:19,140 --> 00:29:25,220 collector for some reason doesn't like 683 00:29:20,880 --> 00:29:28,620 uh doing lots of booleans and the same 684 00:29:25,220 --> 00:29:30,659 space for some reason it can be a bit 685 00:29:28,620 --> 00:29:32,399 tricky manually 686 00:29:30,659 --> 00:29:34,020 um 687 00:29:32,399 --> 00:29:37,080 but uh 688 00:29:34,020 --> 00:29:39,140 all right let's let's go past that 689 00:29:37,080 --> 00:29:39,140 um 690 00:29:52,919 --> 00:29:57,779 all right 691 00:29:55,380 --> 00:29:59,820 um cool so 692 00:29:57,779 --> 00:30:01,559 let's yeah let's look at a more kind of 693 00:29:59,820 --> 00:30:05,399 generic room design to kind of get a 694 00:30:01,559 --> 00:30:07,860 sense of what the workflow is for taking 695 00:30:05,399 --> 00:30:10,980 kind of a popular commercial jewelry 696 00:30:07,860 --> 00:30:14,159 design and uh making it in blender 697 00:30:10,980 --> 00:30:14,940 without like we said you know having 698 00:30:14,159 --> 00:30:17,700 um 699 00:30:14,940 --> 00:30:21,360 pre-made uh 700 00:30:17,700 --> 00:30:22,679 sort of uh features like prongs or stone 701 00:30:21,360 --> 00:30:25,260 rules 702 00:30:22,679 --> 00:30:27,000 um so let's load in one 703 00:30:25,260 --> 00:30:29,240 um 704 00:30:27,000 --> 00:30:29,240 foreign 705 00:30:36,740 --> 00:30:40,760 this used to be the 706 00:30:41,279 --> 00:30:46,399 sample part for one of our jewelry 707 00:30:44,039 --> 00:30:46,399 resins 708 00:30:46,799 --> 00:30:51,500 the split shank ring 709 00:30:49,380 --> 00:30:51,500 um 710 00:30:55,320 --> 00:31:00,799 it can be useful to just look at these 711 00:30:57,600 --> 00:31:04,440 analyze how it was created so 712 00:31:00,799 --> 00:31:05,640 it looks like we have a couple of 713 00:31:04,440 --> 00:31:09,240 um 714 00:31:05,640 --> 00:31:12,480 sort of diverging uh 715 00:31:09,240 --> 00:31:14,299 shakes gear and now the crown this looks 716 00:31:12,480 --> 00:31:17,279 like it's almost a separate object 717 00:31:14,299 --> 00:31:20,220 these are probably unions 718 00:31:17,279 --> 00:31:22,440 um actually they work so when this was 719 00:31:20,220 --> 00:31:24,299 created these were actually created as 720 00:31:22,440 --> 00:31:25,740 sort of separate components that were 721 00:31:24,299 --> 00:31:27,000 then 722 00:31:25,740 --> 00:31:29,640 um 723 00:31:27,000 --> 00:31:31,860 they were then basically sort of stacked 724 00:31:29,640 --> 00:31:33,779 together in a 3D space without joining 725 00:31:31,860 --> 00:31:35,460 them and that's a totally balanced 726 00:31:33,779 --> 00:31:37,799 strategy in blender when you're 3D 727 00:31:35,460 --> 00:31:41,159 printing something you can just overlay 728 00:31:37,799 --> 00:31:43,140 stuff uh and and the preform software 729 00:31:41,159 --> 00:31:45,419 would basically take care of that it 730 00:31:43,140 --> 00:31:49,820 doesn't need necessarily for you to join 731 00:31:45,419 --> 00:31:49,820 everything before you export it to 732 00:31:50,279 --> 00:31:55,020 the preform for example or whatever your 733 00:31:52,399 --> 00:31:56,700 principally software is 734 00:31:55,020 --> 00:31:59,580 so let's look at how we might create 735 00:31:56,700 --> 00:32:02,899 something like this in blender 736 00:31:59,580 --> 00:32:02,899 I'm going to move this over the side 737 00:32:03,059 --> 00:32:06,960 so we want to have 738 00:32:05,460 --> 00:32:10,140 two 739 00:32:06,960 --> 00:32:11,580 sort of Divergent pieces and then this 740 00:32:10,140 --> 00:32:14,220 this topper 741 00:32:11,580 --> 00:32:18,020 this is actually quite quite a simple 742 00:32:14,220 --> 00:32:21,000 similar object similar to what we oh 743 00:32:18,020 --> 00:32:22,620 I'm going to create a circle 744 00:32:21,000 --> 00:32:27,140 um 745 00:32:22,620 --> 00:32:27,140 and I'm going to scale it to say 746 00:32:28,320 --> 00:32:32,159 20 millimeter so I think this is going 747 00:32:30,299 --> 00:32:34,140 to be at 28 millimeter Circle it's 748 00:32:32,159 --> 00:32:36,120 easier in the connections panel 749 00:32:34,140 --> 00:32:39,480 I'm going to get a subdivision surface 750 00:32:36,120 --> 00:32:41,270 which is essential for making shapes 751 00:32:39,480 --> 00:32:43,460 like this 752 00:32:41,270 --> 00:32:45,720 [Music] 753 00:32:43,460 --> 00:32:48,679 aside so this looks like it's going to 754 00:32:45,720 --> 00:32:48,679 be roughly 755 00:32:51,299 --> 00:32:58,740 of the two millimeters wide 756 00:32:55,550 --> 00:32:58,740 [Music] 757 00:33:01,140 --> 00:33:06,600 now we have this this band which it 758 00:33:04,260 --> 00:33:08,760 created by taking an edge taking the 759 00:33:06,600 --> 00:33:10,380 circle Edge and just extruding it you 760 00:33:08,760 --> 00:33:11,700 want to give it some thickness 761 00:33:10,380 --> 00:33:14,519 we can do it the way I was doing it 762 00:33:11,700 --> 00:33:18,120 before which is just extruding and then 763 00:33:14,519 --> 00:33:20,940 tricking we also take this and add a 764 00:33:18,120 --> 00:33:23,340 solidify modifier and solidify is very 765 00:33:20,940 --> 00:33:26,039 similar to the other operation but it's 766 00:33:23,340 --> 00:33:28,919 just non-destructive so we take that and 767 00:33:26,039 --> 00:33:31,080 we can give something a thickness and 768 00:33:28,919 --> 00:33:34,159 that won't actually apply until we 769 00:33:31,080 --> 00:33:34,159 wanted to 770 00:33:35,179 --> 00:33:40,860 solidified before the subdivision the 771 00:33:38,220 --> 00:33:44,880 subdivision will smooth to solidify 772 00:33:40,860 --> 00:33:48,600 and solidify will be 773 00:33:44,880 --> 00:33:48,600 negative 1.5 774 00:33:54,539 --> 00:34:02,880 and here we can actually see in this 775 00:33:56,760 --> 00:34:06,019 this ring has two kind of overlaid uh 776 00:34:02,880 --> 00:34:06,019 fans here 777 00:34:07,260 --> 00:34:11,280 let's see how we'll attach that probably 778 00:34:09,060 --> 00:34:13,679 what we want to do is just take 779 00:34:11,280 --> 00:34:16,440 create one side of this and then mirror 780 00:34:13,679 --> 00:34:20,179 it over to the other side so let's just 781 00:34:16,440 --> 00:34:20,179 take this top Edge 782 00:34:25,619 --> 00:34:31,859 if I just move this over it will create 783 00:34:27,659 --> 00:34:33,480 kind of a a smoothed uh motion but it's 784 00:34:31,859 --> 00:34:34,980 not really what I want so you can 785 00:34:33,480 --> 00:34:38,700 actually take this and enable 786 00:34:34,980 --> 00:34:40,200 proportional editing and then go to uh 787 00:34:38,700 --> 00:34:42,599 let's see if it's kind of not really 788 00:34:40,200 --> 00:34:44,820 sharp exactly it's so much sharp but 789 00:34:42,599 --> 00:34:48,179 it's not totally sharp and then this 790 00:34:44,820 --> 00:34:50,940 will allow me to grab more than what I 791 00:34:48,179 --> 00:34:52,440 just selected uh in in the sort of 792 00:34:50,940 --> 00:34:55,460 radius 793 00:34:52,440 --> 00:34:55,460 so we'll move over 794 00:34:56,180 --> 00:34:59,940 Scrabble a little more 795 00:34:58,200 --> 00:35:04,560 now we have 796 00:34:59,940 --> 00:35:07,800 slightly curved band there 797 00:35:04,560 --> 00:35:09,420 and it's actually curved out here too 798 00:35:07,800 --> 00:35:11,280 um 799 00:35:09,420 --> 00:35:13,740 I'll grab this 800 00:35:11,280 --> 00:35:16,680 and just make that 801 00:35:13,740 --> 00:35:19,339 a little bit closed 802 00:35:16,680 --> 00:35:19,339 so 803 00:35:24,480 --> 00:35:27,500 if you take this and give it just 804 00:35:26,099 --> 00:35:29,460 another another 805 00:35:27,500 --> 00:35:31,140 loop in the middle 806 00:35:29,460 --> 00:35:32,400 what we'll do is we'll start to give it 807 00:35:31,140 --> 00:35:34,560 a bit more 808 00:35:32,400 --> 00:35:36,960 a bit less of a curved shape we'll give 809 00:35:34,560 --> 00:35:38,940 it a uh 810 00:35:36,960 --> 00:35:41,099 more of a square shape similar to the 811 00:35:38,940 --> 00:35:43,079 types of these edges and I sharpened 812 00:35:41,099 --> 00:35:46,140 them just like that but I want to just 813 00:35:43,079 --> 00:35:50,099 give it a smooth shape for that and then 814 00:35:46,140 --> 00:35:52,280 we'll take this and we'll make a mirror 815 00:35:50,099 --> 00:35:54,960 there's also another 816 00:35:52,280 --> 00:35:57,119 non-destructive modifier and now we have 817 00:35:54,960 --> 00:35:58,440 this this nice kind of diverging band 818 00:35:57,119 --> 00:36:00,359 here 819 00:35:58,440 --> 00:36:03,540 and actually we can take this and just 820 00:36:00,359 --> 00:36:06,800 use it for the same for the same or for 821 00:36:03,540 --> 00:36:06,800 the next piece which is these 822 00:36:09,300 --> 00:36:12,560 vertical numbers here 823 00:36:13,800 --> 00:36:18,920 and I'm going to take you this just 824 00:36:15,839 --> 00:36:18,920 delete this side 825 00:36:20,099 --> 00:36:24,480 let's take this 826 00:36:21,660 --> 00:36:27,480 let's delete that side maybe even delete 827 00:36:24,480 --> 00:36:31,260 it down to about gear 828 00:36:27,480 --> 00:36:33,119 take this this top edge here 829 00:36:31,260 --> 00:36:36,079 and just move it up 830 00:36:33,119 --> 00:36:36,079 just like I did before 831 00:36:46,140 --> 00:36:49,800 I'm going to add a mirror on the other 832 00:36:47,640 --> 00:36:53,579 side 833 00:36:49,800 --> 00:36:57,060 I know you have these diverging 834 00:36:53,579 --> 00:36:57,060 top fingers 835 00:37:00,119 --> 00:37:05,099 and add a little crease here you can see 836 00:37:02,040 --> 00:37:07,020 that this has been sort of sharpened 837 00:37:05,099 --> 00:37:09,920 most likely this was created with a very 838 00:37:07,020 --> 00:37:09,920 similar technique 839 00:37:10,680 --> 00:37:13,040 now 840 00:37:13,320 --> 00:37:16,460 he's want to be 841 00:37:46,800 --> 00:37:49,800 what's a different disabled proportional 842 00:37:48,420 --> 00:37:51,900 editing 843 00:37:49,800 --> 00:37:55,020 but I can just slide this over to adjust 844 00:37:51,900 --> 00:37:57,180 the top part of the sharpness 845 00:37:55,020 --> 00:37:58,800 making all the Sharpies sort of opening 846 00:37:57,180 --> 00:38:00,119 up the side 847 00:37:58,800 --> 00:38:03,180 now 848 00:38:00,119 --> 00:38:04,680 you can add our copies 849 00:38:03,180 --> 00:38:08,160 so 850 00:38:04,680 --> 00:38:11,339 kind of a summary is this is constructed 851 00:38:08,160 --> 00:38:13,079 at the step grids overlaid pieces of 852 00:38:11,339 --> 00:38:15,540 geometry but they're actually each quite 853 00:38:13,079 --> 00:38:17,300 simple so when you look at this model 854 00:38:15,540 --> 00:38:20,339 it's like oh it's kind of a complicated 855 00:38:17,300 --> 00:38:22,500 uh in this form but it's really it's 856 00:38:20,339 --> 00:38:24,599 really not that compressive shape it's 857 00:38:22,500 --> 00:38:26,880 just made of basic shapes that have been 858 00:38:24,599 --> 00:38:28,920 stacked on top of one another 859 00:38:26,880 --> 00:38:31,680 let's make this this top part it's 860 00:38:28,920 --> 00:38:32,760 actually a good Square so I want to add 861 00:38:31,680 --> 00:38:34,680 a 862 00:38:32,760 --> 00:38:37,140 Circle 863 00:38:34,680 --> 00:38:38,640 has a square around there 864 00:38:37,140 --> 00:38:41,579 a plane 865 00:38:38,640 --> 00:38:42,720 the large and then add a subdivision to 866 00:38:41,579 --> 00:38:44,640 it 867 00:38:42,720 --> 00:38:46,020 and made us when you subdivide a square 868 00:38:44,640 --> 00:38:47,700 it doesn't make a perfect circle it 869 00:38:46,020 --> 00:38:48,960 makes a shape actually it's kind of 870 00:38:47,700 --> 00:38:51,000 similar to this one 871 00:38:48,960 --> 00:38:53,579 so we will add a couple of 872 00:38:51,000 --> 00:38:55,920 intermediate uh 873 00:38:53,579 --> 00:38:58,740 subdivisions that will consuming more 874 00:38:55,920 --> 00:39:01,880 even more of this 875 00:38:58,740 --> 00:39:01,880 Oracle shape 876 00:39:02,820 --> 00:39:07,619 let's bring this in by sort of shrinking 877 00:39:05,579 --> 00:39:09,599 them and scaling them relative to each 878 00:39:07,619 --> 00:39:10,800 other by doing tests they're scaling 879 00:39:09,599 --> 00:39:13,859 them 880 00:39:10,800 --> 00:39:16,320 and now we have a 881 00:39:13,859 --> 00:39:18,660 kid that's like that at the Top If we 882 00:39:16,320 --> 00:39:21,619 extrude this 883 00:39:18,660 --> 00:39:21,619 downwards 884 00:39:26,040 --> 00:39:29,579 now when you're when you're creating 885 00:39:28,079 --> 00:39:31,200 Industries like this if you have if you 886 00:39:29,579 --> 00:39:34,020 have a specific dimension in mind for 887 00:39:31,200 --> 00:39:36,660 this uh let's say we need this to be 888 00:39:34,020 --> 00:39:37,640 exactly one millimeter we can press it 889 00:39:36,660 --> 00:39:40,859 screws 890 00:39:37,640 --> 00:39:43,560 uh and then just move things on a 891 00:39:40,859 --> 00:39:45,300 specific axis a specific amount so that 892 00:39:43,560 --> 00:39:48,540 we can just move this down in this right 893 00:39:45,300 --> 00:39:50,700 panel here by by any Miracle amount and 894 00:39:48,540 --> 00:39:54,060 that that definitely appeals to people 895 00:39:50,700 --> 00:39:56,640 coming from from other software 896 00:39:54,060 --> 00:40:00,240 um understandably uh 897 00:39:56,640 --> 00:40:03,420 in some cases I like to just eyeball it 898 00:40:00,240 --> 00:40:05,160 um but uh it really depends on what the 899 00:40:03,420 --> 00:40:06,780 constraints and requirements of your 900 00:40:05,160 --> 00:40:12,180 project are 901 00:40:06,780 --> 00:40:14,579 does it need does it need a uh area to a 902 00:40:12,180 --> 00:40:17,640 specific 903 00:40:14,579 --> 00:40:19,440 imagine how this is 904 00:40:17,640 --> 00:40:21,780 um and then finally let's just take 905 00:40:19,440 --> 00:40:25,079 these and 906 00:40:21,780 --> 00:40:27,839 make these and take these 907 00:40:25,079 --> 00:40:30,060 ones that bad 908 00:40:27,839 --> 00:40:31,560 so I I don't know where inset is in the 909 00:40:30,060 --> 00:40:34,020 program but I know that there's a 910 00:40:31,560 --> 00:40:38,880 function called the inset so it's based 911 00:40:34,020 --> 00:40:41,040 and search for it inset faces I think 912 00:40:38,880 --> 00:40:44,480 uh 913 00:40:41,040 --> 00:40:44,480 this is the polygon 914 00:40:44,760 --> 00:40:48,480 yeah since I polygon so that we can just 915 00:40:46,560 --> 00:40:52,560 take these and just insert them 916 00:40:48,480 --> 00:40:56,180 to make this kind of inset ring 917 00:40:52,560 --> 00:40:56,180 I'm going to take these guys 918 00:40:58,800 --> 00:41:03,839 and create upgrade 919 00:41:00,900 --> 00:41:07,940 between them 920 00:41:03,839 --> 00:41:07,940 now we have something similar to that 921 00:41:10,260 --> 00:41:13,160 series 922 00:41:14,220 --> 00:41:17,940 it's sort of darker than the rest of the 923 00:41:16,140 --> 00:41:19,619 model that's because the the 924 00:41:17,940 --> 00:41:21,720 levels of the models are the surface 925 00:41:19,619 --> 00:41:24,900 Direction the model is is actually 926 00:41:21,720 --> 00:41:27,079 gotten flipped and we can just put that 927 00:41:24,900 --> 00:41:27,079 back 928 00:41:28,920 --> 00:41:33,839 and now if we take these and add a 929 00:41:30,960 --> 00:41:36,980 couple of spaces to them 930 00:41:33,839 --> 00:41:36,980 make these Sharp 931 00:41:37,800 --> 00:41:42,420 just hold down 932 00:41:40,800 --> 00:41:44,220 the gap 933 00:41:42,420 --> 00:41:46,500 this is you know can be it can be 934 00:41:44,220 --> 00:41:48,359 tweaked a little bit to be more similar 935 00:41:46,500 --> 00:41:49,740 if you want to see 936 00:41:48,359 --> 00:41:53,000 um 937 00:41:49,740 --> 00:41:53,000 that's not essential right now 938 00:42:07,200 --> 00:42:11,820 cool so we have something that's kind of 939 00:42:09,540 --> 00:42:16,099 similar we can take this and and go 940 00:42:11,820 --> 00:42:19,560 along this edge with with uh with a 941 00:42:16,099 --> 00:42:20,700 hole pattern that we decide we like 942 00:42:19,560 --> 00:42:22,500 um 943 00:42:20,700 --> 00:42:25,440 we could create that 944 00:42:22,500 --> 00:42:27,119 procedurally or we could create that you 945 00:42:25,440 --> 00:42:29,460 know by placing each individual one if 946 00:42:27,119 --> 00:42:31,619 you wanted the rest of the pattern I'll 947 00:42:29,460 --> 00:42:33,119 just show you the procedure really if we 948 00:42:31,619 --> 00:42:34,500 make a 949 00:42:33,119 --> 00:42:38,060 curve 950 00:42:34,500 --> 00:42:38,060 let's say we belongs to 951 00:42:43,200 --> 00:42:47,940 so if you want to take this bird right 952 00:42:45,839 --> 00:42:50,460 here we want to make a pattern that goes 953 00:42:47,940 --> 00:42:53,099 along that curve 954 00:42:50,460 --> 00:42:54,780 that's right now it's not a curve object 955 00:42:53,099 --> 00:42:56,820 it's actually a it's called a mesh 956 00:42:54,780 --> 00:42:59,099 object there's different types of 957 00:42:56,820 --> 00:43:03,240 objects and blender meshes are 958 00:42:59,099 --> 00:43:07,680 sets of sets of points and lines and and 959 00:43:03,240 --> 00:43:11,780 services uh curves are basically a Z8 960 00:43:07,680 --> 00:43:11,780 curves so we can actually convert 961 00:43:12,000 --> 00:43:15,200 into a 962 00:43:15,900 --> 00:43:21,380 fur from that 963 00:43:18,200 --> 00:43:21,380 [Music] 964 00:43:22,260 --> 00:43:27,859 you want to add just again cylinder for 965 00:43:25,079 --> 00:43:27,859 the for the 966 00:43:28,800 --> 00:43:31,760 storm hole 967 00:43:42,720 --> 00:43:46,040 in that space 968 00:44:00,560 --> 00:44:07,339 my friends 969 00:44:02,520 --> 00:44:07,339 and we're going to move this to here 970 00:44:12,240 --> 00:44:17,400 offset it 971 00:44:13,819 --> 00:44:19,619 and put it away 972 00:44:17,400 --> 00:44:23,240 create a 973 00:44:19,619 --> 00:44:23,240 curve on fire 974 00:44:41,240 --> 00:44:46,380 these around 975 00:44:43,740 --> 00:44:48,480 so the operations to do those are pretty 976 00:44:46,380 --> 00:44:50,060 quick uh even though you don't have that 977 00:44:48,480 --> 00:44:52,440 explicit functionality 978 00:44:50,060 --> 00:44:54,420 so yeah that's kind of how you might 979 00:44:52,440 --> 00:44:56,700 approach making something like that's 980 00:44:54,420 --> 00:45:00,060 basically creating simple forms 981 00:44:56,700 --> 00:45:02,599 extruding them moving them around 982 00:45:00,060 --> 00:45:04,980 um you know the the the 983 00:45:02,599 --> 00:45:07,920 sort of underlying shape of the object 984 00:45:04,980 --> 00:45:10,440 is defined by these the the complexity 985 00:45:07,920 --> 00:45:11,339 of the geometry here 986 00:45:10,440 --> 00:45:13,800 um 987 00:45:11,339 --> 00:45:15,480 it can be adjusted through the modifier 988 00:45:13,800 --> 00:45:17,640 stack so if you wanted to make a simpler 989 00:45:15,480 --> 00:45:19,859 object and then subdivide it you'd have 990 00:45:17,640 --> 00:45:21,119 fewer control points to move around 991 00:45:19,859 --> 00:45:23,520 but 992 00:45:21,119 --> 00:45:25,020 fundamentally as long as these modifier 993 00:45:23,520 --> 00:45:27,060 Stacks they 994 00:45:25,020 --> 00:45:30,300 sort of unapply when you apply them like 995 00:45:27,060 --> 00:45:32,339 that it sort of face it into the model 996 00:45:30,300 --> 00:45:34,560 um then 997 00:45:32,339 --> 00:45:37,140 let's see that now it's base this jumper 998 00:45:34,560 --> 00:45:40,160 into the model but keep it unapplied on 999 00:45:37,140 --> 00:45:41,960 the back back for a second 1000 00:45:40,160 --> 00:45:44,700 these 1001 00:45:41,960 --> 00:45:46,859 now the model the model is still edible 1002 00:45:44,700 --> 00:45:49,200 in this way by the by the subdivision so 1003 00:45:46,859 --> 00:45:50,940 that's kind of the essential uh workflow 1004 00:45:49,200 --> 00:45:51,839 in blender 1005 00:45:50,940 --> 00:45:56,000 um 1006 00:45:51,839 --> 00:45:58,859 let's let's open up a another model here 1007 00:45:56,000 --> 00:46:01,940 uh the flower earring so the flower 1008 00:45:58,859 --> 00:46:01,940 earring is 1009 00:46:05,040 --> 00:46:08,460 the flower earring this is the model 1010 00:46:06,599 --> 00:46:11,099 that I made from that sketch with you 1011 00:46:08,460 --> 00:46:15,480 guys earlier uh and this is 1012 00:46:11,099 --> 00:46:18,540 created with a very similar process uh 1013 00:46:15,480 --> 00:46:21,380 looking at that model so for the at the 1014 00:46:18,540 --> 00:46:21,380 sketch for a second here 1015 00:46:22,440 --> 00:46:25,099 Within 1016 00:46:28,740 --> 00:46:34,079 so this is the sketch so we can look at 1017 00:46:31,500 --> 00:46:38,220 the sketch and say well there's a a 1018 00:46:34,079 --> 00:46:40,500 curve here there's these these leads and 1019 00:46:38,220 --> 00:46:42,839 then there's the flower head 1020 00:46:40,500 --> 00:46:44,280 this curve is basically it looks very 1021 00:46:42,839 --> 00:46:47,700 similar to The bezier Curve so you can 1022 00:46:44,280 --> 00:46:49,920 we can create a bezier that that defines 1023 00:46:47,700 --> 00:46:53,579 that shape and then and then make sort 1024 00:46:49,920 --> 00:46:55,040 of a sweater following it the the leaves 1025 00:46:53,579 --> 00:46:59,040 are 1026 00:46:55,040 --> 00:47:03,000 but they're basically hard edged objects 1027 00:46:59,040 --> 00:47:04,859 uh and then the the flower is a little 1028 00:47:03,000 --> 00:47:07,800 bit more more organic but all of these 1029 00:47:04,859 --> 00:47:10,440 can be made with subdivision tools so we 1030 00:47:07,800 --> 00:47:13,500 go back to the 3D view we can see this 1031 00:47:10,440 --> 00:47:15,720 Center object is the rest of them the 1032 00:47:13,500 --> 00:47:17,520 center object is a 1033 00:47:15,720 --> 00:47:19,680 bezier curve so we can move that around 1034 00:47:17,520 --> 00:47:22,619 and you know adjust it in the typical 1035 00:47:19,680 --> 00:47:24,060 bezier fashion that you're probably 1036 00:47:22,619 --> 00:47:27,140 familiar with if you're coming from 1037 00:47:24,060 --> 00:47:30,240 Rhino the same same is true with these 1038 00:47:27,140 --> 00:47:33,900 uh with these 1039 00:47:30,240 --> 00:47:36,960 um sort of leaf uh branches 1040 00:47:33,900 --> 00:47:38,780 and then the leaf pedals themselves are 1041 00:47:36,960 --> 00:47:42,300 actually 1042 00:47:38,780 --> 00:47:43,980 pedals themselves are actually just I'll 1043 00:47:42,300 --> 00:47:46,619 go I'll go to the modifier so I can show 1044 00:47:43,980 --> 00:47:48,119 you what other how they're created 1045 00:47:46,619 --> 00:47:50,640 um 1046 00:47:48,119 --> 00:47:52,680 they're actually just simple planes that 1047 00:47:50,640 --> 00:47:56,040 have been subdivided and removed from 1048 00:47:52,680 --> 00:47:57,599 with the shape around to be leaf-shaped 1049 00:47:56,040 --> 00:47:59,160 reshaped 1050 00:47:57,599 --> 00:48:03,079 and then 1051 00:47:59,160 --> 00:48:06,680 once we have a shape that we like so 1052 00:48:03,079 --> 00:48:06,680 how that can be done 1053 00:48:13,099 --> 00:48:19,819 by smooth 1054 00:48:16,680 --> 00:48:19,819 surprise movies 1055 00:48:20,700 --> 00:48:27,079 that's more smooth so the Smooths that 1056 00:48:22,800 --> 00:48:30,599 are available in in the um in this menu 1057 00:48:27,079 --> 00:48:32,040 uh are actually not the same as the 1058 00:48:30,599 --> 00:48:36,560 smooth that are available in the 1059 00:48:32,040 --> 00:48:36,560 modifier stack these are more sort of uh 1060 00:48:37,160 --> 00:48:43,380 instantaneously applied rather than 1061 00:48:39,920 --> 00:48:45,839 rather than non-destructive 1062 00:48:43,380 --> 00:48:48,240 um if we take these we can move them 1063 00:48:45,839 --> 00:48:53,000 around and start to create a leaf shape 1064 00:48:48,240 --> 00:48:53,000 just by dragging and creating the shape 1065 00:48:54,060 --> 00:48:56,060 um 1066 00:48:58,380 --> 00:49:04,079 take this this Edge that we can select 1067 00:49:00,660 --> 00:49:05,579 it's a it's an edge Loop 1068 00:49:04,079 --> 00:49:07,380 grab it 1069 00:49:05,579 --> 00:49:10,140 and go down 1070 00:49:07,380 --> 00:49:12,180 and roll we basically have the same pH 1071 00:49:10,140 --> 00:49:13,380 but it looks like kind of a combustion 1072 00:49:12,180 --> 00:49:14,339 but it really can be made in almost 1073 00:49:13,380 --> 00:49:18,240 seconds 1074 00:49:14,339 --> 00:49:21,180 and then we take this and we 1075 00:49:18,240 --> 00:49:24,680 have a separate object we take this and 1076 00:49:21,180 --> 00:49:24,680 we solidify us 1077 00:49:26,900 --> 00:49:31,500 we take this and we solidify it we can 1078 00:49:29,760 --> 00:49:34,260 give it some thickness 1079 00:49:31,500 --> 00:49:36,960 which is one operation and we give it a 1080 00:49:34,260 --> 00:49:39,300 solid or another slipkart uh subdivision 1081 00:49:36,960 --> 00:49:40,560 which is another operation now we have 1082 00:49:39,300 --> 00:49:43,800 sort of the thick 1083 00:49:40,560 --> 00:49:45,420 er uh shape 1084 00:49:43,800 --> 00:49:47,040 but I'll leave it doesn't really look 1085 00:49:45,420 --> 00:49:50,940 like this and if you were casting this 1086 00:49:47,040 --> 00:49:52,740 part you want to have thin edges so we 1087 00:49:50,940 --> 00:49:54,060 really want to solidify to only happen 1088 00:49:52,740 --> 00:49:56,400 kind of in the middle and then it wants 1089 00:49:54,060 --> 00:49:59,700 to paper accident is so we can just 1090 00:49:56,400 --> 00:50:03,480 select these we can start to Define 1091 00:49:59,700 --> 00:50:06,060 where that is where that uh solidify 1092 00:50:03,480 --> 00:50:07,740 happens by assigning groups to the to 1093 00:50:06,060 --> 00:50:11,940 the model so those are groups that are 1094 00:50:07,740 --> 00:50:15,240 creative of vertices and then uh only 1095 00:50:11,940 --> 00:50:16,740 applying the subdivision to specific 1096 00:50:15,240 --> 00:50:19,380 groups 1097 00:50:16,740 --> 00:50:21,920 let's see or the solidifies specific 1098 00:50:19,380 --> 00:50:21,920 groups 1099 00:50:37,740 --> 00:50:43,440 there we go so now we have a shape 1100 00:50:40,380 --> 00:50:44,700 that's only getting thickness in the 1101 00:50:43,440 --> 00:50:46,200 Middle where we want to keep giving 1102 00:50:44,700 --> 00:50:49,380 thickness 1103 00:50:46,200 --> 00:50:51,420 um maybe that needs a couple more 1104 00:50:49,380 --> 00:50:53,160 playing with those those shapes gets 1105 00:50:51,420 --> 00:50:55,079 really close to where you want and then 1106 00:50:53,160 --> 00:50:58,500 you can the rest of the process is just 1107 00:50:55,079 --> 00:51:02,180 sort of refining by adjusting this this 1108 00:50:58,500 --> 00:51:04,380 interior page that you can see here 1109 00:51:02,180 --> 00:51:07,380 to the extent that you want to be 1110 00:51:04,380 --> 00:51:07,380 adjusted 1111 00:51:07,619 --> 00:51:10,339 oops 1112 00:51:10,380 --> 00:51:15,980 so if you have a 1113 00:51:13,140 --> 00:51:15,980 twins 1114 00:51:23,520 --> 00:51:26,700 you have a pretty high profession to see 1115 00:51:25,619 --> 00:51:29,040 how long have you been working with this 1116 00:51:26,700 --> 00:51:31,619 uh about 10 years but I think you really 1117 00:51:29,040 --> 00:51:35,220 don't need 10 years of proficiency to to 1118 00:51:31,619 --> 00:51:37,079 get to a strong level uh blender has a 1119 00:51:35,220 --> 00:51:39,359 ton of 1120 00:51:37,079 --> 00:51:41,700 um functionality that's really totally 1121 00:51:39,359 --> 00:51:44,579 irrelevant to jewelry making enjoy 1122 00:51:41,700 --> 00:51:47,400 design but I I come from blender from 1123 00:51:44,579 --> 00:51:51,960 the computer Graphics World 1124 00:51:47,400 --> 00:51:53,880 um where it's used to to render CPI 1125 00:51:51,960 --> 00:51:55,680 um for you know special effects of 1126 00:51:53,880 --> 00:51:58,800 movies and that kind of thing 1127 00:51:55,680 --> 00:52:01,740 um which actually gives you as part of 1128 00:51:58,800 --> 00:52:03,420 this sort of incredible bundle of a 1129 00:52:01,740 --> 00:52:05,700 pretty incredible value gives you you 1130 00:52:03,420 --> 00:52:09,660 know a render engine that can render out 1131 00:52:05,700 --> 00:52:12,540 your your designs uh in a in a you know 1132 00:52:09,660 --> 00:52:15,180 really fantastically high quality 1133 00:52:12,540 --> 00:52:17,280 um but many of the much of the 1134 00:52:15,180 --> 00:52:18,660 functionality is actually it's not 1135 00:52:17,280 --> 00:52:20,460 useful 1136 00:52:18,660 --> 00:52:21,839 um so it has you know animation and that 1137 00:52:20,460 --> 00:52:23,160 kind of stuff 1138 00:52:21,839 --> 00:52:24,480 that you can 1139 00:52:23,160 --> 00:52:25,440 or 1140 00:52:24,480 --> 00:52:28,140 um 1141 00:52:25,440 --> 00:52:29,520 so I can show you a lot of a lot of 1142 00:52:28,140 --> 00:52:31,079 Jewelers are interested in the rendering 1143 00:52:29,520 --> 00:52:33,720 side because it gives them the ability 1144 00:52:31,079 --> 00:52:35,960 to you know show a design without having 1145 00:52:33,720 --> 00:52:35,960 to 1146 00:52:36,000 --> 00:52:40,440 have basically having to pass it yes 1147 00:52:39,190 --> 00:52:43,819 [Music] 1148 00:52:40,440 --> 00:52:43,819 let's take a look 1149 00:52:54,900 --> 00:52:56,900 s 1150 00:53:05,520 --> 00:53:12,720 this is a model of the new formulas 1151 00:53:08,780 --> 00:53:14,220 passable resin sample part 1152 00:53:12,720 --> 00:53:15,720 um but 1153 00:53:14,220 --> 00:53:17,819 I think the interesting 1154 00:53:15,720 --> 00:53:20,400 one interesting thing that that is that 1155 00:53:17,819 --> 00:53:22,559 we can show here is the ability to take 1156 00:53:20,400 --> 00:53:24,599 a take a design and really just 1157 00:53:22,559 --> 00:53:27,480 visualize it almost in real time so this 1158 00:53:24,599 --> 00:53:30,119 is being rendered on my computer 1159 00:53:27,480 --> 00:53:32,960 um and you can actually get a pretty 1160 00:53:30,119 --> 00:53:35,640 amazingly high quality of of 1161 00:53:32,960 --> 00:53:38,040 visualization output 1162 00:53:35,640 --> 00:53:40,500 um you know just from from a few seconds 1163 00:53:38,040 --> 00:53:43,559 of of waiting so 1164 00:53:40,500 --> 00:53:45,480 uh that kind of link between blender and 1165 00:53:43,559 --> 00:53:47,160 and the computer Graphics world really 1166 00:53:45,480 --> 00:53:48,440 gives it some of that 1167 00:53:47,160 --> 00:53:50,640 um 1168 00:53:48,440 --> 00:53:54,140 expert functionality that you can use if 1169 00:53:50,640 --> 00:53:54,140 you like to do that um 1170 00:54:00,300 --> 00:54:04,819 cool 1171 00:54:02,760 --> 00:54:04,819 um 1172 00:54:04,859 --> 00:54:09,059 yeah we have a couple more minutes 1173 00:54:07,740 --> 00:54:10,380 um 1174 00:54:09,059 --> 00:54:12,180 there yeah there are a couple other 1175 00:54:10,380 --> 00:54:14,700 things that I can it's a lot more likely 1176 00:54:12,180 --> 00:54:18,180 talk about uh and you know feel free to 1177 00:54:14,700 --> 00:54:19,619 email me if you have questions or uh or 1178 00:54:18,180 --> 00:54:21,059 or want to know about anything in 1179 00:54:19,619 --> 00:54:22,559 particular 1180 00:54:21,059 --> 00:54:25,319 um I think one thing that's really 1181 00:54:22,559 --> 00:54:28,559 awesome about blender is the is the 1182 00:54:25,319 --> 00:54:32,940 world of extensions that it has so 1183 00:54:28,559 --> 00:54:35,339 people write scripts and and extra sort 1184 00:54:32,940 --> 00:54:36,960 of bolt-ons that give it functionality 1185 00:54:35,339 --> 00:54:38,460 that you that you have as part of the 1186 00:54:36,960 --> 00:54:40,680 program 1187 00:54:38,460 --> 00:54:42,780 um so I can show you some of those for 1188 00:54:40,680 --> 00:54:45,420 example 1189 00:54:42,780 --> 00:54:48,900 yes 1190 00:54:45,420 --> 00:54:50,339 so for example one extension is you know 1191 00:54:48,900 --> 00:54:52,460 if you want to give 1192 00:54:50,339 --> 00:54:56,119 if you want to create a pre-made 1193 00:54:52,460 --> 00:54:56,119 gemstones it has a 1194 00:54:56,760 --> 00:55:00,480 some functionality for that it's not 1195 00:54:58,440 --> 00:55:02,460 it's you know it's not going to give you 1196 00:55:00,480 --> 00:55:04,500 every single type of gemstone for a lot 1197 00:55:02,460 --> 00:55:07,319 of basic types you can you can adjust 1198 00:55:04,500 --> 00:55:10,440 many of the parameters of your gem uh 1199 00:55:07,319 --> 00:55:12,180 just by measuring it and then putting uh 1200 00:55:10,440 --> 00:55:15,180 for example you know how wide is how 1201 00:55:12,180 --> 00:55:18,359 wide is it if it's two uh and then you 1202 00:55:15,180 --> 00:55:21,420 want to make this you know wider and and 1203 00:55:18,359 --> 00:55:24,720 taller so you can have parametrically uh 1204 00:55:21,420 --> 00:55:27,780 adjust what uh what drags you want to 1205 00:55:24,720 --> 00:55:29,819 know that gives you the ability to size 1206 00:55:27,780 --> 00:55:31,559 uh parts of your design a little bit 1207 00:55:29,819 --> 00:55:33,480 more accurately 1208 00:55:31,559 --> 00:55:35,280 um than you would if you didn't have 1209 00:55:33,480 --> 00:55:38,040 that there's another really cool one uh 1210 00:55:35,280 --> 00:55:41,700 that I want to mention is the 3D print 1211 00:55:38,040 --> 00:55:43,440 toolbox so there's a whole set of tools 1212 00:55:41,700 --> 00:55:45,970 I think it's enabled here so I'll just 1213 00:55:43,440 --> 00:55:49,040 enable it really quickly 1214 00:55:45,970 --> 00:55:49,040 [Music] 1215 00:55:52,700 --> 00:55:57,720 so I should just select them object so 1216 00:55:55,140 --> 00:55:58,859 if I select this object here I'd say 1217 00:55:57,720 --> 00:56:00,359 this one 1218 00:55:58,859 --> 00:56:03,960 I've got a 3D print you can actually 1219 00:56:00,359 --> 00:56:07,319 check any objects for 3D printability so 1220 00:56:03,960 --> 00:56:10,260 you can look at it and it'll tell you 1221 00:56:07,319 --> 00:56:13,260 um whether or not the the model that you 1222 00:56:10,260 --> 00:56:15,359 created is sort of valid for 3D printing 1223 00:56:13,260 --> 00:56:18,000 a lot of Print Pro sort of processing 1224 00:56:15,359 --> 00:56:20,099 software will give you much of that 1225 00:56:18,000 --> 00:56:23,220 automatic cleanup for you know for free 1226 00:56:20,099 --> 00:56:25,319 or or automatically but this gives you 1227 00:56:23,220 --> 00:56:27,540 sometimes that automatic process can be 1228 00:56:25,319 --> 00:56:28,980 a little bit prone to error uh so you 1229 00:56:27,540 --> 00:56:31,200 can do some of the checks that you would 1230 00:56:28,980 --> 00:56:34,020 do on a Model just make sure that for 1231 00:56:31,200 --> 00:56:35,940 example your model is manifold so you're 1232 00:56:34,020 --> 00:56:39,000 a manifold model is where it's fully 1233 00:56:35,940 --> 00:56:43,680 enclosed uh so now this model everything 1234 00:56:39,000 --> 00:56:46,920 you can check for example uh check all 1235 00:56:43,680 --> 00:56:49,440 see it's larger it says non-medical Edge 1236 00:56:46,920 --> 00:56:51,359 is zero uh so it looks like this model 1237 00:56:49,440 --> 00:56:54,420 is is totally fine for 3D printing 1238 00:56:51,359 --> 00:56:55,740 because all these uh checks are are at 1239 00:56:54,420 --> 00:56:58,740 zero 1240 00:56:55,740 --> 00:57:00,420 um which is a really cool useful tool uh 1241 00:56:58,740 --> 00:57:02,940 you can also scale to a particular 1242 00:57:00,420 --> 00:57:06,059 volume so if you have a model and you 1243 00:57:02,940 --> 00:57:09,059 want it to be exactly a particular 1244 00:57:06,059 --> 00:57:10,920 volume of metal uh you can just select 1245 00:57:09,059 --> 00:57:13,260 the whole thing and then scale up the 1246 00:57:10,920 --> 00:57:16,440 volume and that's uh and set it to a 1247 00:57:13,260 --> 00:57:18,660 known volume uh you know it should be 1248 00:57:16,440 --> 00:57:20,579 within you know pretty close to that 1249 00:57:18,660 --> 00:57:22,339 volume otherwise you're gonna scale the 1250 00:57:20,579 --> 00:57:24,540 dimensions 1251 00:57:22,339 --> 00:57:26,579 right here just a little bit often you 1252 00:57:24,540 --> 00:57:28,200 want to make sure that you are you know 1253 00:57:26,579 --> 00:57:30,420 exactly where you want to be you can 1254 00:57:28,200 --> 00:57:31,680 stay at the volume 1255 00:57:30,420 --> 00:57:34,559 um 1256 00:57:31,680 --> 00:57:36,720 yeah so that's that's uh a quick 1257 00:57:34,559 --> 00:57:40,559 overview of blender 1258 00:57:36,720 --> 00:57:43,319 um thanks for listening to me uh talk to 1259 00:57:40,559 --> 00:57:46,500 you guys for for a bit um uh again I'm 1260 00:57:43,319 --> 00:57:48,960 really happy that you that you uh came 1261 00:57:46,500 --> 00:57:52,079 and and if you really have any questions 1262 00:57:48,960 --> 00:57:54,059 or want to just talk and you know show 1263 00:57:52,079 --> 00:57:56,819 me what you're making or or ask for 1264 00:57:54,059 --> 00:57:57,900 feedback I'm really happy to happy to 1265 00:57:56,819 --> 00:58:01,020 help 1266 00:57:57,900 --> 00:58:04,559 um so yeah give me give me uh an email 1267 00:58:01,020 --> 00:58:08,339 if you want uh and uh again later on in 1268 00:58:04,559 --> 00:58:09,780 the month we'll have uh further uh 1269 00:58:08,339 --> 00:58:14,520 further 1270 00:58:09,780 --> 00:58:17,220 um demo sessions from uh 1271 00:58:14,520 --> 00:58:19,160 uh experts on other software uh more 1272 00:58:17,220 --> 00:58:22,579 jewelry specific software in some cases 1273 00:58:19,160 --> 00:58:25,260 uh Rhino tinkercad is a interesting one 1274 00:58:22,579 --> 00:58:28,940 uh kind of similar to blender and then 1275 00:58:25,260 --> 00:58:31,859 it's uh less your specific but it's more 1276 00:58:28,940 --> 00:58:33,720 uh about making very explicit 1277 00:58:31,859 --> 00:58:37,200 definitions of how the model is shaped 1278 00:58:33,720 --> 00:58:39,960 uh rather than where where blender is it 1279 00:58:37,200 --> 00:58:42,660 the the operational mode is you're 1280 00:58:39,960 --> 00:58:45,059 creating objects and you can Define very 1281 00:58:42,660 --> 00:58:46,680 explicit Dimensions but really their 1282 00:58:45,059 --> 00:58:49,260 relation to each other is a little bit 1283 00:58:46,680 --> 00:58:50,880 less well-defined and that helps you 1284 00:58:49,260 --> 00:58:53,099 have a little bit more design freedom 1285 00:58:50,880 --> 00:58:55,619 and make stuff faster but if you want to 1286 00:58:53,099 --> 00:58:58,799 make something by kind of doing in the 1287 00:58:55,619 --> 00:59:01,200 nutritional CAD method tinkercad is is 1288 00:58:58,799 --> 00:59:03,420 uh really cool and it's totally free of 1289 00:59:01,200 --> 00:59:04,799 them uh which is really cool these days 1290 00:59:03,420 --> 00:59:07,680 so people who are interested in getting 1291 00:59:04,799 --> 00:59:11,280 in without any price of Entry uh 1292 00:59:07,680 --> 00:59:14,700 zbrushes is really cool I wish I had 1293 00:59:11,280 --> 00:59:16,559 time to talk about uh sculpting 1294 00:59:14,700 --> 00:59:19,339 um it's called zbrushes basically the 1295 00:59:16,559 --> 00:59:22,619 industry standard for sculpting software 1296 00:59:19,339 --> 00:59:25,319 uh something is basically a similar 1297 00:59:22,619 --> 00:59:26,940 metaphor to real life so if you're a If 1298 00:59:25,319 --> 00:59:28,799 You're A black smoker for example you 1299 00:59:26,940 --> 00:59:30,720 might really like zbrush 1300 00:59:28,799 --> 00:59:31,559 um or even the sculpted functionality in 1301 00:59:30,720 --> 00:59:34,740 in 1302 00:59:31,559 --> 00:59:35,960 blender uh which it has 1303 00:59:34,740 --> 00:59:39,119 um 1304 00:59:35,960 --> 00:59:41,160 the school thing is is where you're 1305 00:59:39,119 --> 00:59:43,740 pushing and pulling material as if it's 1306 00:59:41,160 --> 00:59:46,200 as in its play basically so there it's 1307 00:59:43,740 --> 00:59:48,720 even harder to make very uh 1308 00:59:46,200 --> 00:59:51,119 dimensionally specific models but you 1309 00:59:48,720 --> 00:59:54,900 get way more design freedom to make all 1310 00:59:51,119 --> 00:59:57,540 sorts of crazy shapes uh and then uh 1311 00:59:54,900 --> 01:00:00,420 free design and and 1312 00:59:57,540 --> 01:00:03,839 is sort of the most uh I would say the 1313 01:00:00,420 --> 01:00:04,920 specific software and that'll be uh you 1314 01:00:03,839 --> 01:00:07,559 know at the end of the month or in July 1315 01:00:04,920 --> 01:00:09,960 so hopefully you can attend those and 1316 01:00:07,559 --> 01:00:12,020 and uh yeah thanks for stopping by 1317 01:00:09,960 --> 01:00:12,020 um 1318 01:00:12,180 --> 01:00:17,160 if you have any questions I'm I'm 1319 01:00:13,680 --> 01:00:19,559 actually I don't have uh any uh any 1320 01:00:17,160 --> 01:00:21,420 extra right there 1321 01:00:19,559 --> 01:00:23,220 anywhere to go for the next half hour so 1322 01:00:21,420 --> 01:00:26,599 if you want to stick around and ask 1323 01:00:23,220 --> 01:00:26,599 questions I'll be here 1324 01:00:28,559 --> 01:00:35,220 see in the chats 1325 01:00:31,319 --> 01:00:38,520 oh yeah so let's see I feel all sorts of 1326 01:00:35,220 --> 01:00:39,420 comments in Japan sorry guys 1327 01:00:38,520 --> 01:00:41,760 um 1328 01:00:39,420 --> 01:00:44,280 is it possible to load a food scan and 1329 01:00:41,760 --> 01:00:47,220 manipulate it yes absolutely 1330 01:00:44,280 --> 01:00:50,099 um so the 3D scan 1331 01:00:47,220 --> 01:00:52,799 um oh and sorry I'll just mention the 1332 01:00:50,099 --> 01:00:55,380 the jewelcraft add-on uh that that Brian 1333 01:00:52,799 --> 01:00:57,480 mentioned I tested it out I used to use 1334 01:00:55,380 --> 01:01:00,119 that in the I tested it out this morning 1335 01:00:57,480 --> 01:01:03,119 it seems like it hasn't been uh up to 1336 01:01:00,119 --> 01:01:05,040 date uh hasn't been updated since like 1337 01:01:03,119 --> 01:01:06,119 2016 so it doesn't actually work with 1338 01:01:05,040 --> 01:01:08,940 the newer versions of blender 1339 01:01:06,119 --> 01:01:10,619 unfortunately uh so I was I was pretty 1340 01:01:08,940 --> 01:01:13,140 disappointed to see that 1341 01:01:10,619 --> 01:01:14,400 um but uh if you wanted to go back to 1342 01:01:13,140 --> 01:01:15,780 our earlier version you could use that 1343 01:01:14,400 --> 01:01:19,440 and it would give you some of those more 1344 01:01:15,780 --> 01:01:22,980 jewelry specific uh tools uh but yeah so 1345 01:01:19,440 --> 01:01:25,140 Janice uh loading a 3D scan so if the 1346 01:01:22,980 --> 01:01:27,839 blender is really awesome to handle it 1347 01:01:25,140 --> 01:01:31,079 really high density models so if 1348 01:01:27,839 --> 01:01:33,059 previous scans come come in with uh you 1349 01:01:31,079 --> 01:01:35,640 know basically can be millions of 1350 01:01:33,059 --> 01:01:37,260 primals and you need to process them 1351 01:01:35,640 --> 01:01:39,180 um so actually maybe I'll maybe I'll 1352 01:01:37,260 --> 01:01:41,660 find a scan 1353 01:01:39,180 --> 01:01:41,660 uh 1354 01:01:42,240 --> 01:01:46,140 uh quite hard to find anything in the 1355 01:01:44,280 --> 01:01:50,960 windows for me 1356 01:01:46,140 --> 01:01:50,960 and we have a we have a scanner 1357 01:01:54,000 --> 01:01:58,859 I use it to scan things especially 1358 01:01:56,220 --> 01:02:00,359 scanning gemstones uh it's really useful 1359 01:01:58,859 --> 01:02:02,420 for this 1360 01:02:00,359 --> 01:02:02,420 um 1361 01:02:15,859 --> 01:02:20,520 but but yeah so you can you can load 1362 01:02:18,420 --> 01:02:22,559 them in uh typically scan Files come in 1363 01:02:20,520 --> 01:02:24,420 with a lot of parts missing so they need 1364 01:02:22,559 --> 01:02:26,280 to be cleaned up depending on what you 1365 01:02:24,420 --> 01:02:28,559 want to do with them usually what I like 1366 01:02:26,280 --> 01:02:31,200 to do is is use the scanner as kind of a 1367 01:02:28,559 --> 01:02:34,619 first step in design so you can scan uh 1368 01:02:31,200 --> 01:02:37,020 like large play models you can scan uh 1369 01:02:34,619 --> 01:02:39,180 existing jewelry 1370 01:02:37,020 --> 01:02:40,799 um to some extent all those viewer tends 1371 01:02:39,180 --> 01:02:43,980 to be on the smaller end of what what 1372 01:02:40,799 --> 01:02:46,260 standards can can deal with so there are 1373 01:02:43,980 --> 01:02:48,720 jewelry specific standards 1374 01:02:46,260 --> 01:02:49,859 um you can handle really tiny models 1375 01:02:48,720 --> 01:02:52,680 um 1376 01:02:49,859 --> 01:02:54,240 and you can scan them in and either use 1377 01:02:52,680 --> 01:02:57,180 that as kind of a way of replicate parts 1378 01:02:54,240 --> 01:03:00,359 or if you scan something larger you can 1379 01:02:57,180 --> 01:03:02,760 add motifs to the designs by just 1380 01:03:00,359 --> 01:03:06,140 scanning them and trading them down uh 1381 01:03:02,760 --> 01:03:06,140 and then remodeling around them 1382 01:03:19,140 --> 01:03:21,680 oh 1383 01:03:31,260 --> 01:03:38,180 still on the scan here we go I think I 1384 01:03:34,079 --> 01:03:38,180 found a span of some opal 1385 01:03:39,059 --> 01:03:44,839 yeah 1386 01:03:41,220 --> 01:03:44,839 let's see what's here 1387 01:03:47,640 --> 01:03:51,380 so here yeah so I so I scanned actually 1388 01:03:49,680 --> 01:03:52,020 some little Opals that I have 1389 01:03:51,380 --> 01:03:53,160 [Music] 1390 01:03:52,020 --> 01:03:55,400 um 1391 01:03:53,160 --> 01:03:59,400 they came in like this so if we 1392 01:03:55,400 --> 01:04:01,400 hopefully investigation uh 1393 01:03:59,400 --> 01:04:01,400 yeah 1394 01:04:01,980 --> 01:04:06,319 so these are these are these opals 1395 01:04:08,040 --> 01:04:12,540 they look like this because they're 1396 01:04:09,480 --> 01:04:14,579 stuck onto a little piece of clay so you 1397 01:04:12,540 --> 01:04:15,960 actually can't see the bottom but the 1398 01:04:14,579 --> 01:04:18,119 bottom of the opal is coated so it 1399 01:04:15,960 --> 01:04:21,359 doesn't really matter what we mostly 1400 01:04:18,119 --> 01:04:23,400 care about is just this kind of edge uh 1401 01:04:21,359 --> 01:04:26,819 this Edge boundary and making making 1402 01:04:23,400 --> 01:04:28,440 kind of a puff that holds the stone 1403 01:04:26,819 --> 01:04:31,140 um and that that's something that we can 1404 01:04:28,440 --> 01:04:34,579 do really really easily in blender so I 1405 01:04:31,140 --> 01:04:34,579 can show you what that might look like 1406 01:04:40,099 --> 01:04:44,700 that I can use to start a model I'm 1407 01:04:42,780 --> 01:04:48,980 taking a point and then I want to snap 1408 01:04:44,700 --> 01:04:48,980 to the end and snap his Edge 1409 01:04:49,140 --> 01:04:54,599 of them 1410 01:04:50,520 --> 01:04:56,460 I'll take this and make a line and then 1411 01:04:54,599 --> 01:05:00,619 start to just go around 1412 01:04:56,460 --> 01:05:00,619 and make a 1413 01:05:04,920 --> 01:05:09,480 boundary ring 1414 01:05:07,319 --> 01:05:11,720 that encompasses the whole perimeter 1415 01:05:09,480 --> 01:05:11,720 episode 1416 01:05:20,700 --> 01:05:23,940 I have this boundary wing and what I was 1417 01:05:22,559 --> 01:05:26,040 just doing there is extruding and 1418 01:05:23,940 --> 01:05:29,579 snapping so you can just take this take 1419 01:05:26,040 --> 01:05:31,799 it and just snap it on it and now and 1420 01:05:29,579 --> 01:05:34,500 that puts I mean when you click a whole 1421 01:05:31,799 --> 01:05:37,200 uh control it just snaps onto it into 1422 01:05:34,500 --> 01:05:40,579 the throttle model you're putting it up 1423 01:05:37,200 --> 01:05:40,579 so I snap those on there 1424 01:05:42,960 --> 01:05:50,280 and now we have a 1425 01:05:47,339 --> 01:05:52,760 ring and it has some subdivision there a 1426 01:05:50,280 --> 01:05:52,760 bit smooth 1427 01:05:53,460 --> 01:05:57,119 and I'm going to add another modifier 1428 01:05:55,619 --> 01:05:59,460 which is Sprint wrap so that'll watch 1429 01:05:57,119 --> 01:06:02,760 the tape of it the shape and just shrink 1430 01:05:59,460 --> 01:06:06,660 out to this as closely you can guess 1431 01:06:02,760 --> 01:06:09,900 and look at that now we have a sort of 1432 01:06:06,660 --> 01:06:12,480 top that holds the holes apart 1433 01:06:09,900 --> 01:06:15,240 so it's the stand so which is really 1434 01:06:12,480 --> 01:06:18,500 cool I'm gonna take that 1435 01:06:15,240 --> 01:06:18,500 screw it downwards 1436 01:06:20,160 --> 01:06:23,760 back 1437 01:06:21,660 --> 01:06:26,640 and right now it's just with this shrink 1438 01:06:23,760 --> 01:06:28,440 wrap modifier on all of these points 1439 01:06:26,640 --> 01:06:30,299 that I created when I extruded this Edge 1440 01:06:28,440 --> 01:06:32,819 we're just snapping directly to the 1441 01:06:30,299 --> 01:06:35,460 stone uh or they're snapping to wherever 1442 01:06:32,819 --> 01:06:37,380 on this model is closest 1443 01:06:35,460 --> 01:06:39,000 I'm taking those but snap it 1444 01:06:37,380 --> 01:06:41,339 automatically I'm just going to add a 1445 01:06:39,000 --> 01:06:44,839 solidify to it to it 1446 01:06:41,339 --> 01:06:44,839 still apply our parents 1447 01:06:49,980 --> 01:06:53,180 just Sharp 1448 01:07:01,440 --> 01:07:05,700 you know you can Finance this to 1449 01:07:03,059 --> 01:07:07,380 everywhere I always agree but I would 1450 01:07:05,700 --> 01:07:10,380 have a shape that can I can hold half 1451 01:07:07,380 --> 01:07:12,720 precisely uh you probably want to extend 1452 01:07:10,380 --> 01:07:14,579 the edge here but um 1453 01:07:12,720 --> 01:07:17,520 that's that's how you can manipulate 1454 01:07:14,579 --> 01:07:18,960 scans I think that's uh fairly useful 1455 01:07:17,520 --> 01:07:20,819 you can also you know if you have a 1456 01:07:18,960 --> 01:07:24,240 adjuster you can place it in a model 1457 01:07:20,819 --> 01:07:27,420 like this and just size these prongs you 1458 01:07:24,240 --> 01:07:28,980 know accordingly basically or uh if you 1459 01:07:27,420 --> 01:07:31,740 had 1460 01:07:28,980 --> 01:07:33,720 um a large sculpted Motif that you want 1461 01:07:31,740 --> 01:07:35,500 to apply to a surface you could just put 1462 01:07:33,720 --> 01:07:36,960 it onto a surface like this 1463 01:07:35,500 --> 01:07:40,339 [Music] 1464 01:07:36,960 --> 01:07:40,339 there are all sorts of things you can do 1465 01:07:41,660 --> 01:07:47,099 foreign 1466 01:07:44,299 --> 01:07:48,660 the demos 1467 01:07:47,099 --> 01:07:50,880 um yeah I think we are going to be 1468 01:07:48,660 --> 01:07:53,099 reported again let's definitely uh 1469 01:07:50,880 --> 01:07:55,079 photography works really well for small 1470 01:07:53,099 --> 01:07:56,039 gym so that's cool 1471 01:07:55,079 --> 01:07:57,079 um 1472 01:07:56,039 --> 01:07:59,700 yeah 1473 01:07:57,079 --> 01:08:01,740 from my own experience trying 1474 01:07:59,700 --> 01:08:03,180 photography it's been pretty difficult 1475 01:08:01,740 --> 01:08:03,960 but 1476 01:08:03,180 --> 01:08:06,839 um 1477 01:08:03,960 --> 01:08:08,460 but uh yeah if you have you have uh 1478 01:08:06,839 --> 01:08:10,799 Dodge work that's awesome I mean I know 1479 01:08:08,460 --> 01:08:13,440 photogram three is is can be very 1480 01:08:10,799 --> 01:08:14,700 precise it just getting a great scan 1481 01:08:13,440 --> 01:08:18,060 depends on 1482 01:08:14,700 --> 01:08:23,759 seems to depend on rotating either your 1483 01:08:18,060 --> 01:08:28,020 model or the camera in a really uh 1484 01:08:23,759 --> 01:08:30,540 regular way so if you have a sub key 1485 01:08:28,020 --> 01:08:31,920 that at the turntable uh you can you can 1486 01:08:30,540 --> 01:08:33,480 do that also if you're scanning 1487 01:08:31,920 --> 01:08:35,759 gemstones 1488 01:08:33,480 --> 01:08:38,819 um obviously they're transparent output 1489 01:08:35,759 --> 01:08:42,540 so you need to typically quote them with 1490 01:08:38,819 --> 01:08:45,179 some kind of scan spray or foot powder 1491 01:08:42,540 --> 01:08:48,420 which other top powder works really well 1492 01:08:45,179 --> 01:08:50,000 and that will just map the stone so that 1493 01:08:48,420 --> 01:08:53,160 the uh so you're not getting any 1494 01:08:50,000 --> 01:08:55,880 Reflections off of this phone before uh 1495 01:08:53,160 --> 01:08:55,880 screw up your skin 1496 01:09:03,960 --> 01:09:08,160 oh 1497 01:09:05,580 --> 01:09:10,140 yeah that's it awesome guys 1498 01:09:08,160 --> 01:09:13,080 um yeah so for the next half an hour I'm 1499 01:09:10,140 --> 01:09:14,699 going to just be modeling one here uh 1500 01:09:13,080 --> 01:09:15,480 and talking through it can stay if you 1501 01:09:14,699 --> 01:09:19,640 want 1502 01:09:15,480 --> 01:09:19,640 um but uh yeah thanks again for watching 1503 01:09:28,440 --> 01:09:33,060 look at this 1504 01:09:30,719 --> 01:09:37,319 filigree bracelet 1505 01:09:33,060 --> 01:09:38,460 so this is a model that uh that I made 1506 01:09:37,319 --> 01:09:41,580 um 1507 01:09:38,460 --> 01:09:43,920 as a kind of demonstration of of 1508 01:09:41,580 --> 01:09:45,900 filigree Design jewelry 1509 01:09:43,920 --> 01:09:47,279 um which is when you're when you're 1510 01:09:45,900 --> 01:09:48,600 talking about 3D printing it's it's 1511 01:09:47,279 --> 01:09:52,140 something that can really only be done 1512 01:09:48,600 --> 01:09:53,699 with with a you know SLA a resin printer 1513 01:09:52,140 --> 01:09:57,239 because you're creating these really 1514 01:09:53,699 --> 01:09:59,520 fine uh wires you know you can solder 1515 01:09:57,239 --> 01:10:01,380 them together with why you know but it 1516 01:09:59,520 --> 01:10:04,620 would take incredibly a long time so 1517 01:10:01,380 --> 01:10:07,140 being Ableton design it in in sort of 1518 01:10:04,620 --> 01:10:10,020 one Fell Swoop and print it is is a 1519 01:10:07,140 --> 01:10:12,060 really awesome advantage of uh both 3D 1520 01:10:10,020 --> 01:10:13,800 printing and the ability to 1521 01:10:12,060 --> 01:10:17,340 um 1522 01:10:13,800 --> 01:10:19,080 and the ability to uh just create all 1523 01:10:17,340 --> 01:10:20,840 sorts of different design manipulations 1524 01:10:19,080 --> 01:10:23,159 on the surface really really quickly so 1525 01:10:20,840 --> 01:10:25,560 uh let's see 1526 01:10:23,159 --> 01:10:28,739 this is this is kind of the base shape 1527 01:10:25,560 --> 01:10:30,480 that I was using to to create uh you 1528 01:10:28,739 --> 01:10:31,679 know shapes for this for this bangle 1529 01:10:30,480 --> 01:10:33,780 here 1530 01:10:31,679 --> 01:10:35,280 um and they're they're 1531 01:10:33,780 --> 01:10:37,320 you can see on the on the right here 1532 01:10:35,280 --> 01:10:39,960 they have this modifier stack it's 1533 01:10:37,320 --> 01:10:42,480 actually relatively complex but it's if 1534 01:10:39,960 --> 01:10:44,460 we break it down what it's doing is you 1535 01:10:42,480 --> 01:10:46,739 know the subdivision is happening so 1536 01:10:44,460 --> 01:10:50,219 that's you know giving it it's it's uh 1537 01:10:46,739 --> 01:10:51,719 it's sort of uh to turn off all the 1538 01:10:50,219 --> 01:10:54,060 subjects that's just giving it you know 1539 01:10:51,719 --> 01:10:55,380 like and some geometry to work with is 1540 01:10:54,060 --> 01:10:57,659 the basic geometry underneath it's 1541 01:10:55,380 --> 01:11:00,480 actually pretty minimal uh it's giving 1542 01:10:57,659 --> 01:11:02,219 it some smoothness uh and then we're 1543 01:11:00,480 --> 01:11:03,900 doing these to form so the Forum is 1544 01:11:02,219 --> 01:11:06,719 actually a really really interesting 1545 01:11:03,900 --> 01:11:10,980 modifier uh and what it does is it it 1546 01:11:06,719 --> 01:11:15,780 starts to let you just adjust Things 1547 01:11:10,980 --> 01:11:18,360 based on uh mathematical formulas so the 1548 01:11:15,780 --> 01:11:20,640 deform the bend is happening which is a 1549 01:11:18,360 --> 01:11:24,540 which is sort of a 1550 01:11:20,640 --> 01:11:27,600 a formula that causes a a sort of 1551 01:11:24,540 --> 01:11:29,100 angular Bend in your model 1552 01:11:27,600 --> 01:11:31,500 um across the entire thing so I turn 1553 01:11:29,100 --> 01:11:33,360 this all the way down let's see it all 1554 01:11:31,500 --> 01:11:35,520 the way down I'm going to turn off 1555 01:11:33,360 --> 01:11:38,219 like the first one have lots of other 1556 01:11:35,520 --> 01:11:41,179 ones in it so it's kind of all this down 1557 01:11:38,219 --> 01:11:41,179 uh 1558 01:11:41,580 --> 01:11:45,900 that's the that's the basic form of the 1559 01:11:43,980 --> 01:11:48,120 model right it's a ring right so that 1560 01:11:45,900 --> 01:11:53,340 that's pretty pretty different in this 1561 01:11:48,120 --> 01:11:58,560 shape uh but by starting to 1562 01:11:53,340 --> 01:12:00,480 do these sets of the forms of this 1563 01:11:58,560 --> 01:12:02,880 um we're we're starting to just like 1564 01:12:00,480 --> 01:12:04,580 wrap it around and then we're starting 1565 01:12:02,880 --> 01:12:08,699 to 1566 01:12:04,580 --> 01:12:10,560 uh forward in this one and then starting 1567 01:12:08,699 --> 01:12:13,140 to 1568 01:12:10,560 --> 01:12:17,280 like this one just wraps the whole thing 1569 01:12:13,140 --> 01:12:20,100 over itself and that gives you a nice 1570 01:12:17,280 --> 01:12:21,659 bangle shape uh I thought 1571 01:12:20,100 --> 01:12:23,219 um 1572 01:12:21,659 --> 01:12:24,900 and then 1573 01:12:23,219 --> 01:12:26,400 what else have we done we've we've 1574 01:12:24,900 --> 01:12:28,199 turned on you know we haven't turned on 1575 01:12:26,400 --> 01:12:30,360 a wireframe you could turn on wireframe 1576 01:12:28,199 --> 01:12:32,340 which is it does this creates like wires 1577 01:12:30,360 --> 01:12:34,199 around the whole object that's kind of a 1578 01:12:32,340 --> 01:12:37,199 cool effect 1579 01:12:34,199 --> 01:12:37,199 uh 1580 01:12:37,920 --> 01:12:41,580 it did turn on triangular and 1581 01:12:39,840 --> 01:12:43,980 triangulate is very interesting because 1582 01:12:41,580 --> 01:12:46,920 it actually changes the shape of the 1583 01:12:43,980 --> 01:12:47,699 underlying geometry uh let's see if we 1584 01:12:46,920 --> 01:12:50,900 can 1585 01:12:47,699 --> 01:12:50,900 show it somehow 1586 01:12:52,140 --> 01:12:56,640 turn on so you can see the wire frame so 1587 01:12:54,659 --> 01:12:58,800 when I turn on the wireframe 1588 01:12:56,640 --> 01:13:00,360 they actually when I turn on the 1589 01:12:58,800 --> 01:13:04,260 triangularly rather it goes from being 1590 01:13:00,360 --> 01:13:06,840 this regular grid being this sort of 1591 01:13:04,260 --> 01:13:08,820 hexagonal grid uh it's called the Dual 1592 01:13:06,840 --> 01:13:10,860 mesh and that's actually the start of 1593 01:13:08,820 --> 01:13:12,780 some pretty interesting 1594 01:13:10,860 --> 01:13:16,080 geometry when you start to subdivide it 1595 01:13:12,780 --> 01:13:17,400 uh like we've done here so I took that 1596 01:13:16,080 --> 01:13:21,260 and 1597 01:13:17,400 --> 01:13:21,260 see gone over this one 1598 01:13:22,500 --> 01:13:25,800 so now we have let's turn all of them 1599 01:13:24,600 --> 01:13:27,300 off it's kind of interesting to play 1600 01:13:25,800 --> 01:13:29,100 with this and just turn off all of the 1601 01:13:27,300 --> 01:13:30,719 all the modifiers and see what you're 1602 01:13:29,100 --> 01:13:32,520 working with so this is the this is the 1603 01:13:30,719 --> 01:13:34,440 basic shape that we started with you 1604 01:13:32,520 --> 01:13:38,219 know back here that's really a little 1605 01:13:34,440 --> 01:13:41,400 different but mainly the same uh basic 1606 01:13:38,219 --> 01:13:45,060 sort of not exactly Mobius but like just 1607 01:13:41,400 --> 01:13:46,860 a bit a band and then we're turning on 1608 01:13:45,060 --> 01:13:50,420 the subdivision and apparently 1609 01:13:46,860 --> 01:13:50,420 triangulate to give us that kind of 1610 01:13:52,760 --> 01:13:56,159 so when we act when we add the 1611 01:13:55,020 --> 01:13:58,620 triangulas 1612 01:13:56,159 --> 01:14:00,980 it sort of gives us this dual mesh which 1613 01:13:58,620 --> 01:14:04,320 is like each one of the 1614 01:14:00,980 --> 01:14:06,600 uh each one of the 1615 01:14:04,320 --> 01:14:08,040 rectangles is split but it doesn't even 1616 01:14:06,600 --> 01:14:11,040 pattern 1617 01:14:08,040 --> 01:14:12,540 and then you can subdivide it again and 1618 01:14:11,040 --> 01:14:16,320 then triangulate it again that gives us 1619 01:14:12,540 --> 01:14:18,420 even more in Geometry uh and then we 1620 01:14:16,320 --> 01:14:20,580 subdivide it again and then 1621 01:14:18,420 --> 01:14:22,500 well the wireframe 1622 01:14:20,580 --> 01:14:25,320 and suddenly 1623 01:14:22,500 --> 01:14:29,100 we have this very interesting 1624 01:14:25,320 --> 01:14:31,260 almost Mosaic pattern uh 1625 01:14:29,100 --> 01:14:33,300 we displace it we can get a little bit 1626 01:14:31,260 --> 01:14:35,699 of a little bit of thickness that's 1627 01:14:33,300 --> 01:14:39,060 really it that's that's the that's the 1628 01:14:35,699 --> 01:14:41,280 uh pattern that we use so we get this 1629 01:14:39,060 --> 01:14:43,739 very interesting shape but just through 1630 01:14:41,280 --> 01:14:46,980 a few manipulations of this modifier 1631 01:14:43,739 --> 01:14:51,300 came into the ground freedom and it sort 1632 01:14:46,980 --> 01:14:53,760 of tiles very nicely over the surface so 1633 01:14:51,300 --> 01:14:58,199 in this way you're getting kind of a 1634 01:14:53,760 --> 01:14:59,580 similar similar uh procedural shape 1635 01:14:58,199 --> 01:15:01,500 generation that you might need from 1636 01:14:59,580 --> 01:15:03,060 something like grasshopper just through 1637 01:15:01,500 --> 01:15:05,219 the modifier stack which is really 1638 01:15:03,060 --> 01:15:07,679 really cool and then we'll take it here 1639 01:15:05,219 --> 01:15:08,880 and we just added this this written to 1640 01:15:07,679 --> 01:15:10,980 it 1641 01:15:08,880 --> 01:15:12,900 um and then and then that's that's the 1642 01:15:10,980 --> 01:15:14,699 model so 1643 01:15:12,900 --> 01:15:17,520 um yeah that's that's kind of an 1644 01:15:14,699 --> 01:15:20,000 interesting procedure for uh 1645 01:15:17,520 --> 01:15:23,970 how to how to use it 1646 01:15:20,000 --> 01:15:27,379 uh what else have we got 15 more minutes 1647 01:15:23,970 --> 01:15:27,379 [Music] 1648 01:15:29,880 --> 01:15:32,540 a classroom 1649 01:15:33,179 --> 01:15:37,440 this is something that people typically 1650 01:15:35,340 --> 01:15:39,719 want to do with 3D printing because it's 1651 01:15:37,440 --> 01:15:42,900 it's a natural fit for 3D printing is 1652 01:15:39,719 --> 01:15:44,820 creating customized jewelry so how do we 1653 01:15:42,900 --> 01:15:48,719 how do we make something that's like 1654 01:15:44,820 --> 01:15:51,659 totally customized class ring you know 1655 01:15:48,719 --> 01:15:55,679 we have EA tests we have we have a 1656 01:15:51,659 --> 01:15:57,960 unique uh centerpiece here 1657 01:15:55,679 --> 01:16:01,620 um how do we make this model let's see 1658 01:15:57,960 --> 01:16:03,000 the actual underlying model is very 1659 01:16:01,620 --> 01:16:05,580 similar to what we're looking for with 1660 01:16:03,000 --> 01:16:06,239 just making circles and then joining 1661 01:16:05,580 --> 01:16:08,940 them 1662 01:16:06,239 --> 01:16:10,620 they have circles and then we flatten 1663 01:16:08,940 --> 01:16:13,860 them out like it's in that initial model 1664 01:16:10,620 --> 01:16:17,040 we flag that up top 1665 01:16:13,860 --> 01:16:19,980 this this sort of hole here 1666 01:16:17,040 --> 01:16:21,600 you could do it by taking another object 1667 01:16:19,980 --> 01:16:23,820 and just punching it out but what I like 1668 01:16:21,600 --> 01:16:26,880 to do is kind of an interesting 1669 01:16:23,820 --> 01:16:30,179 technique is just to take the model and 1670 01:16:26,880 --> 01:16:33,140 grab some some some geometry like badge 1671 01:16:30,179 --> 01:16:33,140 and grab some on the other side 1672 01:16:34,980 --> 01:16:40,699 do abridged 1673 01:16:37,560 --> 01:16:40,699 and add something else 1674 01:16:41,040 --> 01:16:47,540 suddenly we have this like folder 1675 01:16:44,460 --> 01:16:47,540 like sharp working 1676 01:16:50,159 --> 01:16:57,199 it's a really cool way to 1677 01:16:53,100 --> 01:16:57,199 sort of add a perforations to models 1678 01:16:57,800 --> 01:17:04,739 and then the top part is 1679 01:17:01,980 --> 01:17:08,219 is actually a separate outfit once again 1680 01:17:04,739 --> 01:17:11,400 we're dealing with these these 1681 01:17:08,219 --> 01:17:12,900 technique of just taking shapes and 1682 01:17:11,400 --> 01:17:15,300 layering them on top of one another they 1683 01:17:12,900 --> 01:17:16,460 don't need to be truly enjoying they 1684 01:17:15,300 --> 01:17:19,320 don't need to be 1685 01:17:16,460 --> 01:17:20,600 merged they're sort of floating on you 1686 01:17:19,320 --> 01:17:23,460 know floating together 1687 01:17:20,600 --> 01:17:25,020 and that gives you a lot more freedom to 1688 01:17:23,460 --> 01:17:27,000 to 1689 01:17:25,020 --> 01:17:29,699 adjust what you're working with like if 1690 01:17:27,000 --> 01:17:31,860 you look at this this model is is right 1691 01:17:29,699 --> 01:17:34,080 here it's fairly complex design but 1692 01:17:31,860 --> 01:17:35,699 really each of these components these 1693 01:17:34,080 --> 01:17:40,260 are these seven components here it's 1694 01:17:35,699 --> 01:17:43,320 just its own unique little little uh 1695 01:17:40,260 --> 01:17:44,640 design elements and you know 1696 01:17:43,320 --> 01:17:47,659 individually they're not that 1697 01:17:44,640 --> 01:17:52,580 interesting if you look at this 1698 01:17:47,659 --> 01:17:52,580 they are this is mirrored so sweet 1699 01:17:53,460 --> 01:17:57,780 look what this is It's like a curve and 1700 01:17:56,460 --> 01:17:59,520 another curve 1701 01:17:57,780 --> 01:18:02,040 I don't have a priest here that's like 1702 01:17:59,520 --> 01:18:03,840 making something sharper 1703 01:18:02,040 --> 01:18:04,820 and we made it soft and we made it solid 1704 01:18:03,840 --> 01:18:07,320 says 1705 01:18:04,820 --> 01:18:09,659 unsolidated like that's the shape that's 1706 01:18:07,320 --> 01:18:12,780 the really the basic fix really simple 1707 01:18:09,659 --> 01:18:14,100 but suddenly when you add some of these 1708 01:18:12,780 --> 01:18:16,400 extra 1709 01:18:14,100 --> 01:18:19,560 uh 1710 01:18:16,400 --> 01:18:21,020 sort of extra modifiers and make 1711 01:18:19,560 --> 01:18:23,580 something that's very interesting and 1712 01:18:21,020 --> 01:18:25,620 especially in the United States where 1713 01:18:23,580 --> 01:18:28,860 you start to play with how the 1714 01:18:25,620 --> 01:18:31,500 subdivision like moves moves next to 1715 01:18:28,860 --> 01:18:33,780 itself like if we move this Edge a 1716 01:18:31,500 --> 01:18:35,520 little bit closer it sort of there's a 1717 01:18:33,780 --> 01:18:38,120 crease there which is a really 1718 01:18:35,520 --> 01:18:38,120 interesting effect 1719 01:18:38,699 --> 01:18:42,540 thanks 1720 01:18:39,719 --> 01:18:45,080 to this other side listening to the 1721 01:18:42,540 --> 01:18:45,080 other side as well 1722 01:18:46,440 --> 01:18:52,920 so we can we can create a bit of relief 1723 01:18:49,320 --> 01:18:55,380 just by taking taking a central Edge and 1724 01:18:52,920 --> 01:18:57,360 this is how it was originally basically 1725 01:18:55,380 --> 01:19:01,020 without this little file it's like that 1726 01:18:57,360 --> 01:19:04,260 and then I added a couple of these 1727 01:19:01,020 --> 01:19:06,060 a little extra edges here 1728 01:19:04,260 --> 01:19:07,920 how to solidify 1729 01:19:06,060 --> 01:19:10,500 take one of these maybe add another one 1730 01:19:07,920 --> 01:19:12,840 take it and just move it in and have 1731 01:19:10,500 --> 01:19:15,900 this image so that's how the entire 1732 01:19:12,840 --> 01:19:17,699 model is created uh it's very very fast 1733 01:19:15,900 --> 01:19:20,940 to do this kind of thing 1734 01:19:17,699 --> 01:19:22,500 um and you really you know especially if 1735 01:19:20,940 --> 01:19:25,440 you're starting from a sketch there's no 1736 01:19:22,500 --> 01:19:27,960 better way my in my view to just quickly 1737 01:19:25,440 --> 01:19:30,719 draw out the shape and then and then 1738 01:19:27,960 --> 01:19:32,100 start pushing and pulling the the edges 1739 01:19:30,719 --> 01:19:34,739 and the vertices to make something 1740 01:19:32,100 --> 01:19:36,540 that's uh that feels interesting or a 1741 01:19:34,739 --> 01:19:37,920 little bit more alive 1742 01:19:36,540 --> 01:19:41,640 um 1743 01:19:37,920 --> 01:19:43,739 the the no grain here on the edge is uh 1744 01:19:41,640 --> 01:19:45,420 it was actually also circles in the red 1745 01:19:43,739 --> 01:19:47,580 it's not on the right it's really just a 1746 01:19:45,420 --> 01:19:50,880 like a ring 1747 01:19:47,580 --> 01:19:52,260 where each of these little 1748 01:19:50,880 --> 01:19:53,820 uh sort of 1749 01:19:52,260 --> 01:19:55,980 each one of the lines all that 1750 01:19:53,820 --> 01:19:58,860 constitutes the ring has been extended 1751 01:19:55,980 --> 01:20:01,080 outwards so it can do the operation for 1752 01:19:58,860 --> 01:20:03,440 you if you're curious and take each one 1753 01:20:01,080 --> 01:20:03,440 of these 1754 01:20:03,480 --> 01:20:08,300 and just let's see if it's rude 1755 01:20:11,780 --> 01:20:17,100 a little bit 1756 01:20:14,280 --> 01:20:19,440 a little bit and then we can escape 1757 01:20:17,100 --> 01:20:21,060 and take each individual one and scale 1758 01:20:19,440 --> 01:20:22,500 it looks like there's a little button 1759 01:20:21,060 --> 01:20:24,300 here that lets you change where things 1760 01:20:22,500 --> 01:20:27,960 are scaled to you can scale them on 1761 01:20:24,300 --> 01:20:30,960 individual Origins oops 1762 01:20:27,960 --> 01:20:30,960 is 1763 01:20:54,980 --> 01:21:01,520 is huge 1764 01:20:58,080 --> 01:21:01,520 only edges underneath 1765 01:21:05,460 --> 01:21:10,199 and why it's not doing that uh well 1766 01:21:07,739 --> 01:21:12,659 there is a way to take each one of these 1767 01:21:10,199 --> 01:21:14,880 and just move them out and then scale 1768 01:21:12,659 --> 01:21:16,739 each one of them individually 1769 01:21:14,880 --> 01:21:19,080 um 1770 01:21:16,739 --> 01:21:21,239 okay like this and then scale it down 1771 01:21:19,080 --> 01:21:22,440 and then you have a little no that comes 1772 01:21:21,239 --> 01:21:25,260 out 1773 01:21:22,440 --> 01:21:28,080 um and uh and you get it all around it 1774 01:21:25,260 --> 01:21:30,239 and you have a 1775 01:21:28,080 --> 01:21:33,060 something that can be that can exist 1776 01:21:30,239 --> 01:21:36,239 inside this Edge 1777 01:21:33,060 --> 01:21:38,580 but it exists as 1778 01:21:36,239 --> 01:21:39,960 love because I only have little only 1779 01:21:38,580 --> 01:21:43,760 that only the little milgrain 1780 01:21:39,960 --> 01:21:43,760 protrusions are working out itself 1781 01:21:44,640 --> 01:21:48,120 um 1782 01:21:45,960 --> 01:21:48,960 yeah so going back to the 1783 01:21:48,120 --> 01:21:52,980 um 1784 01:21:48,960 --> 01:21:54,420 in the backs of the last ring 1785 01:21:52,980 --> 01:21:56,340 those seconds 1786 01:21:54,420 --> 01:21:59,360 so I was thinking you know maybe you 1787 01:21:56,340 --> 01:22:04,560 want to have a a 1788 01:21:59,360 --> 01:22:06,900 ring showing that you are uh what if you 1789 01:22:04,560 --> 01:22:09,480 have a positive test for for Coronavirus 1790 01:22:06,900 --> 01:22:11,040 in antibodies uh it signifies that 1791 01:22:09,480 --> 01:22:12,540 you're free to free to work and move 1792 01:22:11,040 --> 01:22:16,080 around 1793 01:22:12,540 --> 01:22:19,560 um so you have a ring that has this text 1794 01:22:16,080 --> 01:22:21,060 so the text is also really quite simple 1795 01:22:19,560 --> 01:22:23,100 um 1796 01:22:21,060 --> 01:22:25,380 perhaps as a is a type of object in 1797 01:22:23,100 --> 01:22:27,360 blender so you can create to learn how 1798 01:22:25,380 --> 01:22:30,780 you add a mesh to you know add a curve 1799 01:22:27,360 --> 01:22:34,560 or at a surface you can attached 1800 01:22:30,780 --> 01:22:36,620 um and then the the actual 1801 01:22:34,560 --> 01:22:36,620 um 1802 01:22:41,219 --> 01:22:45,120 the actual uh 1803 01:22:43,500 --> 01:22:46,260 text could still be edited even though 1804 01:22:45,120 --> 01:22:49,980 it's 1805 01:22:46,260 --> 01:22:52,679 you know the opposite protocol to it and 1806 01:22:49,980 --> 01:22:54,900 then right so in this case 1807 01:22:52,679 --> 01:22:58,500 this game 1808 01:22:54,900 --> 01:23:00,719 being actually this this Rim has a 1809 01:22:58,500 --> 01:23:02,940 slight curve to it or it slides downward 1810 01:23:00,719 --> 01:23:04,500 slope so we don't want we don't want a 1811 01:23:02,940 --> 01:23:06,900 text to just come straight out we want 1812 01:23:04,500 --> 01:23:09,900 to touch that comes at an angle so if we 1813 01:23:06,900 --> 01:23:12,540 can create a shrink graph that sort of 1814 01:23:09,900 --> 01:23:13,320 fixes it to the effects of it to the 1815 01:23:12,540 --> 01:23:17,540 surface 1816 01:23:13,320 --> 01:23:17,540 and then solidifies what gives it 1817 01:23:17,580 --> 01:23:27,920 emboss so that's a really easy uh 1818 01:23:22,679 --> 01:23:27,920 easy thing to add it can be a little bit 1819 01:23:28,500 --> 01:23:30,620 um 1820 01:23:33,659 --> 01:23:38,040 uh 1821 01:23:35,100 --> 01:23:40,560 it can be a little bit uh tricky because 1822 01:23:38,040 --> 01:23:44,460 if you create text like this it's common 1823 01:23:40,560 --> 01:23:47,100 that you'll end up with quite sharp uh 1824 01:23:44,460 --> 01:23:49,260 sort of areas between the embossed and 1825 01:23:47,100 --> 01:23:51,120 that could actually be a problematic 1826 01:23:49,260 --> 01:23:52,739 when you're when you're passing in resin 1827 01:23:51,120 --> 01:23:55,800 you're printing your parts and passing 1828 01:23:52,739 --> 01:23:57,960 them uh so if you want to take those you 1829 01:23:55,800 --> 01:24:00,540 can give them a little bit of a sort of 1830 01:23:57,960 --> 01:24:02,100 stress relief in the in the casting 1831 01:24:00,540 --> 01:24:04,620 process 1832 01:24:02,100 --> 01:24:07,620 um just by 1833 01:24:04,620 --> 01:24:07,620 yeah 1834 01:24:30,719 --> 01:24:33,840 so you can give them a little bit of 1835 01:24:31,920 --> 01:24:35,699 bevel depth and that will sort of take 1836 01:24:33,840 --> 01:24:38,760 the strain off because it's it's kind of 1837 01:24:35,699 --> 01:24:40,320 enabled straight down 1838 01:24:38,760 --> 01:24:42,600 so 1839 01:24:40,320 --> 01:24:44,159 uh yeah and then and then what to do 1840 01:24:42,600 --> 01:24:47,520 about the middle the middle is its own 1841 01:24:44,159 --> 01:24:50,280 is its own empty spot here 1842 01:24:47,520 --> 01:24:51,540 um so one really cool way to we talked 1843 01:24:50,280 --> 01:24:54,000 about this in a zebra throughout America 1844 01:24:51,540 --> 01:24:55,679 one completely cool way to add interest 1845 01:24:54,000 --> 01:24:57,960 or ADD 1846 01:24:55,679 --> 01:25:02,400 low THC you can you can really quickly 1847 01:24:57,960 --> 01:25:04,440 do in blender is take a take a space uh 1848 01:25:02,400 --> 01:25:07,140 or take a surface and then 1849 01:25:04,440 --> 01:25:10,199 what was called displacing it 1850 01:25:07,140 --> 01:25:14,280 um with a 1851 01:25:10,199 --> 01:25:16,620 image that that basically encodes uh 1852 01:25:14,280 --> 01:25:19,080 vertical height information so this 1853 01:25:16,620 --> 01:25:20,400 right now this goes flat 1854 01:25:19,080 --> 01:25:21,659 plane 1855 01:25:20,400 --> 01:25:24,179 that actually 1856 01:25:21,659 --> 01:25:26,159 been subdivided a lot in the system 1857 01:25:24,179 --> 01:25:28,140 subdivided a huge amount 1858 01:25:26,159 --> 01:25:29,699 so it actually has a lot of geometry in 1859 01:25:28,140 --> 01:25:33,659 there but it looks flat 1860 01:25:29,699 --> 01:25:37,699 if you take this and then we unwrap it 1861 01:25:33,659 --> 01:25:37,699 unwrapping it what that does is 1862 01:25:37,860 --> 01:25:40,940 take a second here 1863 01:25:47,400 --> 01:25:53,640 what unwrapping it does is it sort of 1864 01:25:49,380 --> 01:25:57,840 creates a map of a projection like a 1865 01:25:53,640 --> 01:25:58,800 like a you know map of the Earth of the 1866 01:25:57,840 --> 01:26:01,620 surface 1867 01:25:58,800 --> 01:26:03,739 and that lets you apply 1868 01:26:01,620 --> 01:26:03,739 um 1869 01:26:05,100 --> 01:26:08,159 really you should unwrap before we 1870 01:26:06,840 --> 01:26:10,040 subdivide it 1871 01:26:08,159 --> 01:26:13,159 to a lot of value 1872 01:26:10,040 --> 01:26:17,300 in that kind of attraction 1873 01:26:13,159 --> 01:26:17,300 certainly difficulties guys come on 1874 01:26:21,719 --> 01:26:24,560 great TV 1875 01:26:47,639 --> 01:26:51,960 so yeah now I've unwrapped it I did I 1876 01:26:49,800 --> 01:26:52,800 did the wrong on my option 1877 01:26:51,960 --> 01:26:54,900 um 1878 01:26:52,800 --> 01:26:57,480 look at our images right now we have the 1879 01:26:54,900 --> 01:27:00,300 plane just coming back to you and let's 1880 01:26:57,480 --> 01:27:01,020 say we want to have a 1881 01:27:00,300 --> 01:27:03,840 um 1882 01:27:01,020 --> 01:27:06,360 like an embossed area here the embossed 1883 01:27:03,840 --> 01:27:08,159 version with an image or with a kind of 1884 01:27:06,360 --> 01:27:09,840 Bob release 1885 01:27:08,159 --> 01:27:11,940 we're going to take the there's a 1886 01:27:09,840 --> 01:27:14,520 modifier for that so we go into the 1887 01:27:11,940 --> 01:27:15,900 modifier stack and you go down to this 1888 01:27:14,520 --> 01:27:17,880 place 1889 01:27:15,900 --> 01:27:19,500 create a texture 1890 01:27:17,880 --> 01:27:22,940 and the texture 1891 01:27:19,500 --> 01:27:22,940 we'll have a 1892 01:27:30,300 --> 01:27:33,260 browser 1893 01:27:33,420 --> 01:27:40,340 have this texture it's not really has a 1894 01:27:35,880 --> 01:27:40,340 progress uh it's a little horse guy 1895 01:27:49,920 --> 01:27:55,560 so you can do something like that just 1896 01:27:52,139 --> 01:27:58,560 instantly create a create a relief this 1897 01:27:55,560 --> 01:28:00,600 this image is uh what's called the alpha 1898 01:27:58,560 --> 01:28:02,400 so you can look online and find Alphas 1899 01:28:00,600 --> 01:28:05,159 you can also create Alphas from almost 1900 01:28:02,400 --> 01:28:10,080 any 3D models that we have a model you 1901 01:28:05,159 --> 01:28:12,719 can create a sort of 2.5 D relief from 1902 01:28:10,080 --> 01:28:14,639 it that doesn't have any undercuts it's 1903 01:28:12,719 --> 01:28:17,460 just like comes straight out of your 1904 01:28:14,639 --> 01:28:20,460 your model and it's mostly flat but it 1905 01:28:17,460 --> 01:28:22,320 gives you a a bit of sort of textural 1906 01:28:20,460 --> 01:28:27,239 movie 1907 01:28:22,320 --> 01:28:29,400 um so let's see yeah created a uh 1908 01:28:27,239 --> 01:28:31,440 there's actually a blend file that I can 1909 01:28:29,400 --> 01:28:32,100 that I can share 1910 01:28:31,440 --> 01:28:34,739 um 1911 01:28:32,100 --> 01:28:38,280 which generates these release so I 1912 01:28:34,739 --> 01:28:39,840 created one that is uh shows you gives 1913 01:28:38,280 --> 01:28:41,940 you all the instructions for how to do 1914 01:28:39,840 --> 01:28:43,860 this uh so let's import a little 1915 01:28:41,940 --> 01:28:45,719 coronavirus 1916 01:28:43,860 --> 01:28:48,780 um 1917 01:28:45,719 --> 01:28:51,420 or it's a model that I found on the CDC 1918 01:28:48,780 --> 01:28:53,780 website for the center of our of our 1919 01:28:51,420 --> 01:28:53,780 ring 1920 01:28:57,719 --> 01:29:00,679 load in here 1921 01:29:03,480 --> 01:29:07,739 unload in 1922 01:29:05,159 --> 01:29:11,480 follow the instructions to make sure 1923 01:29:07,739 --> 01:29:11,480 that this is in the right spot 1924 01:29:12,780 --> 01:29:16,100 this ones are paying most different 1925 01:29:14,280 --> 01:29:19,620 because we've created all these like 1926 01:29:16,100 --> 01:29:22,020 Dynamic you know movable viewports and 1927 01:29:19,620 --> 01:29:23,699 stuff but really it's not it's the same 1928 01:29:22,020 --> 01:29:26,219 program we've just plug split out the 1929 01:29:23,699 --> 01:29:28,139 viewport in a lot of ways 1930 01:29:26,219 --> 01:29:31,139 it could be 1931 01:29:28,139 --> 01:29:32,820 brought back to its normal State quite 1932 01:29:31,139 --> 01:29:34,219 easily 1933 01:29:32,820 --> 01:29:36,239 um 1934 01:29:34,219 --> 01:29:38,699 depth here 1935 01:29:36,239 --> 01:29:41,000 like 1936 01:29:38,699 --> 01:29:41,000 okay 1937 01:29:47,520 --> 01:29:51,600 what I'm doing is I'm sort of pulling 1938 01:29:49,980 --> 01:29:53,880 out the depth information from this 1939 01:29:51,600 --> 01:29:57,780 model to give me the ability to make an 1940 01:29:53,880 --> 01:29:58,639 image like this where it impose just the 1941 01:29:57,780 --> 01:30:04,139 um 1942 01:29:58,639 --> 01:30:06,080 2.5 the just depth information of the uh 1943 01:30:04,139 --> 01:30:09,880 of the image 1944 01:30:06,080 --> 01:30:10,560 so that load 1945 01:30:09,880 --> 01:30:11,580 [Music] 1946 01:30:10,560 --> 01:30:14,540 um 1947 01:30:11,580 --> 01:30:14,540 let me go here 1948 01:30:32,100 --> 01:30:37,940 I say top here 1949 01:30:35,159 --> 01:30:37,940 all that 1950 01:30:49,560 --> 01:30:53,000 I'll put the constrain 1951 01:31:00,120 --> 01:31:03,679 want to do that this place again 1952 01:31:04,620 --> 01:31:07,880 distribute this place 1953 01:31:07,980 --> 01:31:13,159 for film our 1954 01:31:10,260 --> 01:31:13,159 your image 1955 01:31:15,480 --> 01:31:19,159 make sure it's natural 1956 01:31:30,800 --> 01:31:40,500 yeah now we have this like cool sort of 1957 01:31:34,679 --> 01:31:44,639 uh three to 2.5 D relief of uh of a 1958 01:31:40,500 --> 01:31:46,139 coronavirus uh firion uh in the middle 1959 01:31:44,639 --> 01:31:47,159 of our 1960 01:31:46,139 --> 01:31:51,320 um 1961 01:31:47,159 --> 01:31:51,320 positive antigen uh 1962 01:31:52,920 --> 01:31:58,080 Plastering for 2020. so thanks guys 1963 01:31:55,980 --> 01:32:01,980 again for watching really appreciate it 1964 01:31:58,080 --> 01:32:04,139 uh would love to answer any questions uh 1965 01:32:01,980 --> 01:32:06,620 feel free to send them along uh and have 1966 01:32:04,139 --> 01:32:06,620 a great day136834

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