All language subtitles for [TUTORIAL] Blender Demo - Jewelry CAD Design [ft_ Amos Dudley] - English -generated) )
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hopefully everyone can hear me uh really
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excited to
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uh talk to everyone today
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um this is basically the first uh video
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and a set of
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um
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uh webinars or demo sessions that we're
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going to be doing throughout uh the
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month of June
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um
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on pad and jewelry design
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um trying to get people into kind of one
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of the hardest parts of of
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um sort of the digital creation workflow
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which is actually kind of
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um you know form Labs enables people to
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uh to take their designs from from the
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computer to real life but I think
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um we really want to acknowledge that um
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there's there's a lot that that people
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need help with with
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um
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so I'm here today to show you
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um one of the uh pieces of software that
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I'm familiar with
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um and I think it's really interesting
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piece of software
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um
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it's uh blender 3D
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um and blender is basically a free CAD
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package
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um what makes it kind of unique is that
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it's it's actually incredibly fully
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featured and Powerful compared to
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standard industry tools
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um
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you know if you think about jewelry pad
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you might be thinking of of rhino or
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Matrix
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um dual pad software like that
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um but blender is this totally free open
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source software
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um so from that from the just cost
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perspective as a really low barrier to
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entry
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um and it actually has really active
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development behind it it's partially
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funded by Google
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um and it's used in a lot of
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professional settings uh just kind of on
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the merits of its capability so
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um yeah we really just wanted to give
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you kind of a cross-sectional uh slice
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of of the world of cat this month
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um to help you understand you know what
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the different offerings are
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uh out there for Jewelers uh designers
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tour businesses
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um and you know more importantly just
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help you make the decision of what kind
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of uh you know pad software you might
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want to invest your time to time and
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effort to to learn
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um and and to uh get get into one of
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these tools so
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um actually on this month we have on
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Deck you know today which is I'll be
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talking about blender
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um then we'll be doing on a second on
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Rhino uh then later down the line
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tinkercad zbrush and free design so
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we're kind of covering uh a pretty wide
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gamut
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um in terms of uh what's available
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um so yeah let's dive in
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um I just wanted to uh you know leave
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the floor open if anyone wants to ask
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questions throughout uh throughout the
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demo
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um feel free I love to you know interact
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with you guys and and find out uh you
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know if you have
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um basically uh
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either issues that you've run into in
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your design process or
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um
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or uh you know specific things that
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you're working through how to how to
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create
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um maybe I can help you uh if you can
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you know send uh send uh um even a
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picture of a sketch
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um I'll put my my email address uh right
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in the chat box so if you want to send
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you know a cell phone image of what
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you're doing uh that would be that could
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be a really cool way to
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um just sort of start a discussion at
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the end
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um
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so yeah I'll do that right now uh
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so that's my email
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um and you know feel free to send me uh
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send me what you you're you're
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interested in trying to do
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um yeah let's just dive in uh right now
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um
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let's see uh and if you
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um let's see if you have a
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um
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I guess one one thing I'd love to just
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get a sense of right here at the
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beginning
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um if you feel comfortable doing so
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um I'd love to get a sense of where
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people are in Canada so I kind of know
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what kind of audience I'm uh talking to
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and where where we where I should focus
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um you know if you wanna if you want to
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put in what you're uh currently using or
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try to use
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um and and generally we're just going
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over this
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um
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so yeah I'll just share my screen here
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and
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let's start
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this is the blender interface so blender
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um there's actually two kind of versions
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out there right now blender 2.79 and
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under 2.8
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um we're showing blizzard 2.7
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um mostly because one that's what I'm
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most familiar with
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um it's kind of uh been around for a
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long time there are a lot of great
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extensions and tools available for it
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um 2.8 is really awesome it has a lot of
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kind of upgrades in terms of the
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interface
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um I won't go too much into like how to
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use the specific interface today
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um you know I'll try to talk through
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what I'm doing in more General sense
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um but uh yeah if you if you want to get
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started you can use 2.8 or 2.7
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um but they're they're relatively
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similar to how they operate
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um
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let's see I think we got one more uh
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more answer here there's some food is
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not interested in Canada uh I have a
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basic understanding of sculpting yeah so
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uh it seems like we have a couple of
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people who come from come from the Rhino
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world and the and the free design World
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which is uh definitely
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um it's not too totally far off from
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from what you do in pleasure
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um
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so yeah uh let's uh let's take it
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Forward
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um so I think the the really first
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question you want to ask yourself When
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approaching modeling something is uh
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what kind of shape is it so this is kind
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of a rudimentary question but like I
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really want to know you know what kind
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of shape is is the design that I'm
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creating
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um and it you know from that it follows
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like
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um a few different questions so I'll
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actually share a little a little uh
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um
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sort of uh
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flowchart I made
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uh I'm gonna do it in blender here
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um
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image editor
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open
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sure
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so this is kind of a map of what kind of
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shapes that you know people typically
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create in in CAD
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um you know it doesn't cover everything
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obviously uh but I find it to be kind of
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the helpful breakdown for deciding how
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you want to approach starting a design
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um so you know in one uh you know sort
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of in one pack up here we have kind of
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what I call rectal linear shapes so it's
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got geometric angular
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um
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basically in these types of shapes
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really what's driving the design is the
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relationship between different uh parts
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of the model within within the model
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itself
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um curvilinear designs are you know
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basically designs that are that are
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mainly have have sort of uh compounds
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curvature
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um
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does the design have hard edges so hard
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edges are are you know obviously part of
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directive linear designs and purple
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linear
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um hard edges can be you know
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is usually not completely smooth
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um but this this would actually use a
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sort of different design methodology or
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different ad methodology than something
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like
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um
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a sculpture sculptural design
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um and so each one of these paths
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requires a different sort of part part
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of the program in in terms of blender or
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you know different CAD software so if
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you're coming from something like Rhino
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I think Rhino is really uh where it
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stands out is in this kind of I mean
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it's actually started as a as an
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architecture design program so uh it
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really stands out for this kind of
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rectilinear
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um
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designed and then and then with uh
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um you know nerves or or uh curve
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lofting that and that sort of gives you
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the ability to do hard Edge uh tools and
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then
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um in the in the uh more advanced
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versions of rhino where you have
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um jewelry specific uh added
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functionality uh then you start getting
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into something that I call referential
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where to have a design and it's
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basically uh referencing Real World
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objects uh that you need to uh create a
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model that has precise Dimensions that
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references it
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um sculptural designs
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um this is where you'd end up in in the
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realm of something like zbrush
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um it's also covered by blender which is
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really awesome
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um so anyway this is this is just kind
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of an interesting app
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um that I want to show you guys but uh
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we'll sort of come back with
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[Music]
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um
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all right so I think what blender is
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really great at is what's called
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constructive subdivision service
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modeling so this is where your um
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creating shapes that are basically
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defined by a smooth development as well
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give you a sort of example of what I
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mean by that
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um so this is what blender looks like as
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as you sort of enter essentially
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um I really recommend if you're using
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blender to have a have a keyboard with a
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number pad when you see me sort of shift
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around to different views like this it's
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just uh directions on the number pad and
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it gives you different views
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um
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so subdivision subdivision model is
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essentially where you start with a
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skeleton of a design so we'll take this
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Cube and enable subdivision modeling
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which is in the modifiers panel here on
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the right
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uh basically in the center Center view
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we have the the 3D View and on the right
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we have for
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um uh what it's called the modifier
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Stacks this is kind of uh alterations to
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the model that are not necessarily
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applied
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um in a permanent way but they can be
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stacked on top of one another to create
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different
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um adjustments to the shape of the model
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so subdivision surface is a really core
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one for
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um for any kind of especially jewelry
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model and kind of modeling with smooth
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shapes uh and what it will do is it will
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smooth out the the shape of the model
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to occur a few turns into a sphere
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basically uh and you can increase the
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number of levels uh to create a smoother
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sphere and then from that you can
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basically take parts of the model and
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essentially the shape is driven by this
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outer skeleton
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um and and so you're you're adjusting a
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fairly simple form but you're creating
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something underneath that's much
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smoother and has much more detail in
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fact uh you can click this button right
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here uh which lets the sort of the
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editable page of that subdivision uh
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model just sort of wrapped to the model
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which is really useful you just want to
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kind of Click points on the model drag
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them around and suddenly you have the
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ability to create kind of very Dynamic
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flowing shapes uh very very easily uh
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you know if you're coming from something
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like where I know uh to some extent this
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is similar to what you do what you'd be
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doing with curves curves and and nerves
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modeling
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um
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it has a lot of similarities it's not
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exactly the same in how it works
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00:12:47,220 --> 00:12:52,200
um I think the key difference is is how
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you start to control the shape with with
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edges so
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um in subdivision service model I can
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say we have this shape you know I just
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made this round shape but we can start
329
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to take edges and Define them as as
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having more or less sharpness
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um so we could take this this Edge and
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give it a little bit of sharpness and
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00:13:07,980 --> 00:13:15,000
suddenly uh it has a a sort of reverse
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back to its sharp shape so this is
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00:13:15,000 --> 00:13:17,600
obviously a
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not easy to say model uh but I can show
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00:13:20,220 --> 00:13:24,120
you
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let's say something like a circle sort
339
00:13:24,120 --> 00:13:28,680
of a fundamental or archetypal shape or
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many rings
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um
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00:13:30,060 --> 00:13:34,019
units in blender are called blender
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units but they're actually millimeters
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so if you export from blender you're
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going to get a millimeter scale object
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00:13:38,399 --> 00:13:42,720
so I've created a circle uh and how I
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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
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really useful to know clicking space
350
00:13:46,380 --> 00:13:49,740
gives you the ability to search for
351
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something so if you have a general sense
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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
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um and then you would say you know add
356
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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
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menu here that gives gives that ability
359
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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
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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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