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These are the user uploaded subtitles that are being translated: 1 00:00:00,010 --> 00:00:04,640 In this tutorial we'll be creating this kind of cast iron ornamental railing from 2 00:00:04,650 --> 00:00:05,620 start to finish. 3 00:00:06,030 --> 00:00:07,420 If you're interested in learning all 4 00:00:07,430 --> 00:00:11,360 about curves and modeling ornamental details, check out my Blender Secrets book 5 00:00:11,370 --> 00:00:13,480 with over 2000 pages of Blender tips. 6 00:00:13,690 --> 00:00:15,120 The link for that is in the description 7 00:00:15,130 --> 00:00:18,900 or on the card that you will see on the screen now, and in the pinned comment. 8 00:00:19,350 --> 00:00:22,540 And now let's look at how to make this kind of cast iron railing. 9 00:00:22,810 --> 00:00:27,200 I recommend starting with either a reference image, or if you don't have a 10 00:00:27,210 --> 00:00:31,680 reference image at least make a quick annotation, so let's do that real quick. 11 00:00:31,870 --> 00:00:37,540 I'm going to go to the side view, just 3 for the right orthographic view, and I'm 12 00:00:37,550 --> 00:00:42,080 just going to press D so that I can draw an annotation, so I just want to have 13 00:00:42,090 --> 00:00:44,380 this kind of general curly shape. 14 00:00:44,750 --> 00:00:46,940 Let me just erase part of that. 15 00:00:48,010 --> 00:00:53,900 What I want actually is that it is flat at the bottom, maybe something more like this. 16 00:00:54,650 --> 00:01:00,440 I'm just going to erase this part, so yeah, a really crappy quick drawing, but 17 00:01:00,450 --> 00:01:06,560 just to get the idea, and maybe actually I want it to be a bit longer here, 18 00:01:07,070 --> 00:01:08,760 something like this. 19 00:01:09,210 --> 00:01:11,920 As long as here it is on the same plane 20 00:01:11,930 --> 00:01:13,900 because it will hit the wall there. 21 00:01:14,810 --> 00:01:17,380 So to create this shape, I will add a 22 00:01:17,390 --> 00:01:21,320 curve, so Shift A, bezier curve, the bezier curve as you can see already has 23 00:01:21,330 --> 00:01:22,920 kind of that shape that we need. 24 00:01:22,930 --> 00:01:24,980 So I'm just going to rotate it on the Y 25 00:01:24,990 --> 00:01:30,580 -axis, you can press minus to flip the direction, enter, back to the side view, 26 00:01:31,650 --> 00:01:37,180 and let's move this and adjust the handles. 27 00:01:38,490 --> 00:01:41,360 You can rotate it and you can move it, 28 00:01:41,570 --> 00:01:44,700 and let's just select all, right -click and subdivide. 29 00:01:45,410 --> 00:01:50,280 That creates another control point, and actually the annotation makes it a bit 30 00:01:50,290 --> 00:01:54,460 difficult to see the black curve on the dark gray background. 31 00:01:54,850 --> 00:02:01,640 So let's change that, let's go to View, and let's go to Annotations, and this is 32 00:02:01,650 --> 00:02:06,440 our annotation as you can see, and we can just change the opacity to super low, 33 00:02:06,830 --> 00:02:12,180 something like 0 .1 or 0 .2, then we can see the curve a bit better, and we can 34 00:02:12,190 --> 00:02:16,420 change the background to be a little bit less dark gray if we want. 35 00:02:16,430 --> 00:02:21,440 So I just go to Background, Custom, and you can change it here, you can make it 36 00:02:21,450 --> 00:02:26,180 darker or lighter if you want, so let's make it a little bit lighter, and let's 37 00:02:26,190 --> 00:02:32,140 see, that makes our curve easier to see as you can see, and here we clearly need 38 00:02:32,150 --> 00:02:36,240 more details, so I'm going to select both of these, and right -click and subdivide, 39 00:02:36,530 --> 00:02:43,090 that gives us one more here, I'm just going to subdivide here, and move this 40 00:02:43,100 --> 00:02:48,830 one down, and here we need a few more curves, first let me just move this 41 00:02:48,840 --> 00:02:58,640 handle in, now you can extrude by pressing E, or you can hold Ctrl and 42 00:02:58,650 --> 00:03:04,800 right -click, that also extrudes, so let me just do that, and just Ctrl click 43 00:03:04,810 --> 00:03:11,660 here, and let me rotate it a bit, Ctrl and click, and now to fix the result you 44 00:03:11,670 --> 00:03:15,800 can select these vertices and scale them up or down with S, rotate them with R, 45 00:03:15,930 --> 00:03:23,250 and move them with G, and here it looks like I, because I was showing the 46 00:03:23,260 --> 00:03:29,090 extruding and all that, I accidentally created one too many points, so when it 47 00:03:29,100 --> 00:03:34,330 happens you can just press Ctrl X to dissolve it, and you just get the one 48 00:03:34,340 --> 00:03:50,730 that is left over, so that's just a bit of fine -tuning, and here I want to have 49 00:03:50,740 --> 00:03:55,550 a nice round shape, so what I'm going to do is I'm going to add a curve circle 50 00:03:55,560 --> 00:04:03,870 that is already nice and round, and just rotate it and put it here, and we can 51 00:04:03,880 --> 00:04:09,590 just use that to see if our curve is nice and round, so for example here it could 52 00:04:09,600 --> 00:04:20,540 be a bit better, and it just serves as a kind of reference for the roundness of 53 00:04:20,550 --> 00:04:25,280 the curve there, and I can just delete that reference, and let's remove this 54 00:04:25,290 --> 00:04:29,840 annotation as well, we don't really need it anymore, and I just want to make sure 55 00:04:29,850 --> 00:04:35,860 that on this line here, the curves meet the wall, so I'm just going to move this 56 00:04:35,870 --> 00:04:42,740 back, and here, here, this one, I'm just going to bring that in, I'm just going to 57 00:04:42,750 --> 00:04:47,680 select this, scale it to 0 on the Z -axis, and then just move it down 58 00:04:47,690 --> 00:04:53,240 slightly, and I'm not really happy with the shape here yet, so I'm just going to 59 00:04:53,250 --> 00:05:03,470 fine -tune it a bit, and so after tweaking the curve a bit more, we get 60 00:05:03,480 --> 00:05:09,070 something like this, now obviously this is infinitely thin, it's just a curve, 61 00:05:09,280 --> 00:05:13,290 and we need to give it some thickness, now there is a simple way to give 62 00:05:13,300 --> 00:05:19,150 thickness to curves, and that is in the geometry here, you can just give it 63 00:05:19,160 --> 00:05:28,380 depth, but that is always going to be around, it says so here after all, so 64 00:05:28,390 --> 00:05:33,300 let's just leave it at 0, and let's create a bevel object instead, and so 65 00:05:33,310 --> 00:05:36,980 what I'm going to do is, I'm going to press Shift -A, and I'm going to add a 66 00:05:36,990 --> 00:05:42,560 mesh plane, scale it down a bit to the thickness that you want to give to the 67 00:05:42,570 --> 00:05:47,620 curve, and let's move it out of the way, so that it is not overlapping here, then 68 00:05:47,630 --> 00:05:51,280 it's just a bit easier for us to see what we're doing, and I'm going to go to edit 69 00:05:51,290 --> 00:05:57,540 mode, and I'll switch to vertex selection modes by pressing 1, and I'll press X, 70 00:05:57,690 --> 00:06:01,020 and then choose only faces, so I'm not going to delete faces, that will just 71 00:06:01,030 --> 00:06:06,060 make everything disappear, but only faces, that way we keep the vertices, now 72 00:06:06,070 --> 00:06:10,780 I still cannot pick this object as the bevel curve, because it is not a curve, 73 00:06:11,270 --> 00:06:15,700 it is a mesh, so we need to convert it to a curve, but first I want to show you 74 00:06:15,710 --> 00:06:21,300 what would happen if we were to add a subdiv modifier to this, so with Ctrl -2 75 00:06:21,310 --> 00:06:26,340 I added two levels of subdivision, and it is now very round, and we don't want it 76 00:06:26,350 --> 00:06:31,420 to be round, we want it to be kind of square, but with some nice beveled edges, 77 00:06:31,690 --> 00:06:35,520 so what I will do is, I'll select all these vertices, and I'll press Shift 78 00:06:35,530 --> 00:06:42,220 -Ctrl -B to bevel, and I'll just left -click, and then here in this panel we 79 00:06:42,230 --> 00:06:46,820 have some options, first I want to have two segments, and I want to set the 80 00:06:46,830 --> 00:06:52,060 profile shape to 1, that way it is more sharp at the corners, and now if we were 81 00:06:52,070 --> 00:06:57,040 to add two levels of subdivision, you can see that the corners are a bit beveled, 82 00:06:57,190 --> 00:07:01,380 they are not as round, and they are not perfectly sharp either, so now we have a 83 00:07:01,390 --> 00:07:05,920 nice bevel object, and I can just remove this, I just need to convert this to a 84 00:07:05,930 --> 00:07:12,100 curve, so to do that, in object mode, right -click, and convert to curve, and 85 00:07:12,110 --> 00:07:16,340 now as you can see, we still have those vertices, but it is a curve object, so 86 00:07:16,350 --> 00:07:21,400 now I am going to go here into the curve panel, and in the bevel object, not the 87 00:07:21,410 --> 00:07:27,400 taper object, be careful, that is a big difference, we choose the plane it is 88 00:07:27,410 --> 00:07:31,760 called, but let me just rename it to bevel object, just to keep things clear, 89 00:07:32,050 --> 00:07:36,480 so now this bevel object has been entered in this field here, under the bevel 90 00:07:36,490 --> 00:07:41,440 object, now if this does not look like this, but it is flat, it could be that, 91 00:07:41,530 --> 00:07:47,480 for example, this object is differently rotated, and you just need to rotate it 92 00:07:47,490 --> 00:07:52,780 on the x -axis 90 degrees, and apply the rotation, then you will get something 93 00:07:52,790 --> 00:07:58,120 like this, if it is all red, like this, that is because face orientation is 94 00:07:58,130 --> 00:08:03,960 enabled, which shows us the flipped faces, in that case, take the bevel 95 00:08:03,970 --> 00:08:09,840 object and rotate it 180 degrees, and apply the rotation, that flips the faces 96 00:08:09,850 --> 00:08:15,760 on this object, and you can always also apply the rotation and scale on this 97 00:08:15,770 --> 00:08:19,820 object, but it will not really make that much difference, now here we still have a 98 00:08:19,830 --> 00:08:28,020 hole, if we click on fill caps, we fill those holes, or caps, and also here, as 99 00:08:28,030 --> 00:08:33,860 you can see, that hole has been filled, and now we have our nice curve with 100 00:08:33,870 --> 00:08:39,520 thickness, and as you can see, it has a nice bevel going, we actually have quite 101 00:08:39,530 --> 00:08:44,660 a lot of resolution on this curve, so we can probably reduce that a bit, maybe not 102 00:08:44,670 --> 00:08:52,260 too much, but let us maybe set it to 10, and we can add a subdiv modifier to it, 103 00:08:52,730 --> 00:08:59,160 with two levels, and let us shade it smooth also, now it is very nice and 104 00:08:59,170 --> 00:09:05,140 smooth, now I might want to have an array of this, so if I press shift d, and then 105 00:09:05,150 --> 00:09:10,260 x, move it, and then repeat that a few times by pressing shift r, then we get a 106 00:09:10,270 --> 00:09:14,200 bunch of copies, the problem with that, of course, is if I tweak one of these 107 00:09:14,210 --> 00:09:19,960 now, it only tweaks that one, it will not affect the other ones, so it is a bit 108 00:09:19,970 --> 00:09:28,180 better to use an array, we can find that in our modifiers, and let us drag it up, 109 00:09:28,250 --> 00:09:33,800 and let me just drag this out a bit, so it is set to the line, I want five of 110 00:09:33,810 --> 00:09:39,000 them, but I want them to be a little bit further spaced from each other, like 111 00:09:39,010 --> 00:09:45,720 this, let us just make it minus five, and there you go, now we have a nice array, 112 00:09:46,110 --> 00:09:49,440 and by the way, if you want this to look a bit more interesting, you can set it to 113 00:09:49,450 --> 00:09:54,480 a matcap, and you can choose, for example, this metal matcap, that already 114 00:09:54,490 --> 00:09:59,880 looks quite nice, now I would like to add some horizontal railings to this as well, 115 00:10:00,650 --> 00:10:06,080 so just some spokes that go horizontally like this, and the challenge with this, 116 00:10:06,230 --> 00:10:11,220 of course, will be to follow the exact rotation of this curve, but fortunately 117 00:10:11,230 --> 00:10:16,800 we can use the new array modifier for that, so first let us create those 118 00:10:16,810 --> 00:10:21,100 horizontal spokes, so I am just going to take one vertex here, where it is nice 119 00:10:21,110 --> 00:10:25,560 and flat, just take this one, Shift -T to duplicate it, and I am just going to move 120 00:10:25,570 --> 00:10:31,820 it on the Y -axis for a moment, so I can easily access it, and it is pointing in 121 00:10:31,830 --> 00:10:36,860 this direction now, so I am just going to rotate it RZ90, so that it is pointing in 122 00:10:36,870 --> 00:10:40,920 that direction, and I am just going to press P, to separate it from the rest of 123 00:10:40,930 --> 00:10:45,420 this stuff, and now it has become invisible, but it is actually still here 124 00:10:45,430 --> 00:10:48,820 in the outliner, let me just go to object mode, let us call that the horizontal 125 00:10:48,830 --> 00:10:53,200 curve, and let us go back to edit mode, and I am just going to extrude it on the 126 00:10:53,210 --> 00:10:57,660 X -axis all the way until there, as you can see, we have the array going on it in 127 00:10:57,670 --> 00:11:01,240 that direction, but do not worry about that for now, and I am just going to go 128 00:11:01,250 --> 00:11:08,620 to the top view, and just make sure that we extrude it to where we want, and here 129 00:11:08,630 --> 00:11:13,520 I am going to select this one, Shift -S, cursor to select it, to have the cursor 130 00:11:13,530 --> 00:11:17,540 on that vertex, and then I am going to set the origin to the 3D cursor, just to 131 00:11:17,550 --> 00:11:21,920 make sure that the origin is exactly there, and I would recommend doing that 132 00:11:21,930 --> 00:11:26,400 when you are working with curves and things like arrays, that it is easier to 133 00:11:26,410 --> 00:11:31,340 align things the way you want if the origins are in predictable places, so I 134 00:11:31,350 --> 00:11:34,440 am just going to move this on the Y -axis, so that it is kind of overlapping 135 00:11:34,450 --> 00:11:39,100 with this, and I want it to be a little bit smaller than these spokes, so I am 136 00:11:39,110 --> 00:11:42,980 just going to go to edit mode, press A to select all, and then N for the option 137 00:11:42,990 --> 00:11:48,680 panel, and here, let us see, where are we, we have the mean radius, we can just 138 00:11:48,690 --> 00:11:53,420 decrease it a bit, I am holding Shift to make sure it does not go too fast, just 139 00:11:53,430 --> 00:11:58,060 something like this, so there is no overlapping geometry, and object mode, we 140 00:11:58,070 --> 00:12:03,000 can move it back slightly, and in real life, this is pretty much what that would 141 00:12:03,010 --> 00:12:03,510 look like. 142 00:12:03,830 --> 00:12:05,960 Okay, so that is the first one, and now I 143 00:12:05,970 --> 00:12:11,700 want it to be following this curve, so we still have the array modifier, and 144 00:12:11,710 --> 00:12:17,700 currently it is doing the wrong thing, but actually, we can set it to curve, and 145 00:12:17,710 --> 00:12:22,020 then we can, it disappeared now, but we can select a curve object, and this is 146 00:12:22,030 --> 00:12:27,520 still a curve object, let us see what happens, nothing happens, and here in the 147 00:12:27,530 --> 00:12:32,020 modifier, we have some error messages, no curve selected, input geometry has 148 00:12:32,030 --> 00:12:36,880 unsupported type, mesh, and that is strange, I am not sure if that is a bug 149 00:12:36,890 --> 00:12:40,680 in Blender, but this is definitely still a curve, it is not a mesh that I 150 00:12:40,690 --> 00:12:43,960 converted to a curve or something, but for some reason, it does not work, and I 151 00:12:43,970 --> 00:12:48,520 did some testing, and it is because it has a bevel object, it has this bevel 152 00:12:48,530 --> 00:12:53,340 object, which was converted to curve from a mesh, so I am just going to take this 153 00:12:53,350 --> 00:12:57,120 curve, shift T, duplicate it, and move it to the side, where it is easier to 154 00:12:57,130 --> 00:13:01,900 select, and I am going to remove its array modifier, and I am just going to 155 00:13:01,910 --> 00:13:08,900 remove the bevel object, and the subdiv modifier, you have to remove both of 156 00:13:08,910 --> 00:13:13,240 those, so that you really have just a pure curve, there is nothing special 157 00:13:13,250 --> 00:13:17,540 about this curve, it is just a pure curve, and let us rename it, I just 158 00:13:17,550 --> 00:13:22,520 renamed it to guide curve, so that it is easy to recognize, and I will click on 159 00:13:22,530 --> 00:13:28,940 our horizontal curve, and I am just going to pick the guide curve, and as you can 160 00:13:28,950 --> 00:13:31,980 see, now the array is working, it is not working exactly the way we want, 161 00:13:32,110 --> 00:13:36,860 obviously, but it is working, and that is just possible only with this perfect 162 00:13:36,870 --> 00:13:41,600 curve, which does not have any modifiers on it or anything, so now we just need to 163 00:13:41,610 --> 00:13:47,000 change the rotation, so let me just experiment until we get what we want, 164 00:13:47,410 --> 00:13:52,220 this is almost what we want, they are following the general shape of the curve, 165 00:13:52,350 --> 00:13:57,440 but not its rotation, so let me just change the up axis, and it looks like 166 00:13:57,450 --> 00:14:01,120 that is the one that we want, and then all we have to do is change the amount, 167 00:14:01,950 --> 00:14:06,340 so let us just say, actually, something like this is what I want, I do not want 168 00:14:06,350 --> 00:14:13,040 to have this one here, and what we can do is just take the guide curve, and just 169 00:14:13,050 --> 00:14:17,500 select some vertices, and delete them, and then we can just take this guide 170 00:14:17,510 --> 00:14:22,980 curve, and move it on the x -axis, so that those horizontal ratings are where 171 00:14:22,990 --> 00:14:29,020 we want them to be, and this one, let me see if we can move it now, so we probably 172 00:14:29,030 --> 00:14:34,980 have to take this guide curve, and in edit mode, move this forward just a 173 00:14:34,990 --> 00:14:39,780 little bit on the y -axis like that, and yeah, that is the result that I was 174 00:14:39,790 --> 00:14:40,400 looking for. 175 00:14:40,990 --> 00:14:42,520 Before we continue, let us look at a 176 00:14:42,530 --> 00:14:45,060 couple of ways to put objects along a curve. 177 00:14:45,450 --> 00:14:47,400 Now, this is the way that we have been 178 00:14:47,410 --> 00:14:52,520 placing the horizontal bars so far, this is the new array modifier from blender 5 179 00:14:52,530 --> 00:14:57,080 with the curve method, and then we have picked our guide curve, and as you can 180 00:14:57,090 --> 00:15:01,140 see, these cubes, even though, as you can see in edit mode, they have plenty of 181 00:15:01,150 --> 00:15:05,880 geometry, they can definitely deform, they are staying rigid, they keep their 182 00:15:05,890 --> 00:15:10,060 original shape as they are placed along the curve, but here, in this other 183 00:15:10,070 --> 00:15:14,960 example, you can see that these cubes deform as they are placed along the 184 00:15:14,970 --> 00:15:19,240 curve, they are following the curvature, and you can see it especially when there 185 00:15:19,250 --> 00:15:24,200 is more curvature like this, and they are exactly the same cube, just the way they 186 00:15:24,210 --> 00:15:25,520 are placed along the curve is different. 187 00:15:26,050 --> 00:15:27,860 So, we are using also the new array 188 00:15:27,870 --> 00:15:31,860 modifier, but it is just set to line, we are just pretending here that we do not 189 00:15:31,870 --> 00:15:36,340 have the curve option, which used to be the case in the old array modifier, and 190 00:15:36,350 --> 00:15:40,140 we are placing the offset along the x -axis, but we are also adding another 191 00:15:40,150 --> 00:15:45,140 modifier, the curve modifier, and it uses the guide curve, and by using an array 192 00:15:45,150 --> 00:15:50,000 modifier and a curve modifier separately, you get this effect where the object that 193 00:15:50,010 --> 00:15:53,140 is instant along the path has been deformed. 194 00:15:53,490 --> 00:15:55,600 Now, very important to make this work, 195 00:15:55,790 --> 00:16:00,520 this guide curve has the origin there in exactly the same place where the origin 196 00:16:00,530 --> 00:16:01,960 of this cube is. 197 00:16:02,150 --> 00:16:03,960 Now, it is pretty important for making it 198 00:16:03,970 --> 00:16:08,520 work, both objects need to have their origin in the same location, so it is 199 00:16:08,530 --> 00:16:12,720 best that you just place, let me just turn off the modifiers, you just place 200 00:16:12,730 --> 00:16:20,060 the cube at the base of the curve, and then we are using the x -offset and the x 201 00:16:20,070 --> 00:16:25,140 -deform axis, and it is important that the rotation is applied of both of these 202 00:16:25,150 --> 00:16:27,420 objects, so that everything matches up. 203 00:16:27,690 --> 00:16:29,040 If you do not put these objects in the 204 00:16:29,050 --> 00:16:32,840 same location, it might look something like this, and it will be a bit 205 00:16:32,850 --> 00:16:36,040 confusing, so that is the best practice for using this. 206 00:16:36,350 --> 00:16:37,920 Now, why am I explaining these two methods? 207 00:16:38,290 --> 00:16:41,500 For the horizontal bars of the object, we 208 00:16:41,510 --> 00:16:48,140 want them to not deform, but for some details, we do want it to follow the path shape. 209 00:16:48,750 --> 00:16:52,400 One more thing I need to tell you about this, is that the resolution of the curve 210 00:16:52,410 --> 00:16:56,200 is pretty important here, let me just show you if I turn this down, you see 211 00:16:56,210 --> 00:16:59,800 that if the resolution of the curve is too low, then the deformation of the 212 00:16:59,810 --> 00:17:03,900 objects is quite ugly, so the more resolution you have there, the better. 213 00:17:04,450 --> 00:17:09,640 So now that we know the different ways to put an array along a curve, we can start 214 00:17:09,650 --> 00:17:13,960 adding those details in between the spokes, but first, I want to make those 215 00:17:13,970 --> 00:17:18,420 spokes a little bit thinner, so I am going to select all of this, and I will 216 00:17:18,430 --> 00:17:24,380 change the mean radius, and do not worry about the array getting messed up, we can 217 00:17:24,390 --> 00:17:29,940 easily fix that later, so let me just set it to 0 .65, that seems like a good 218 00:17:29,950 --> 00:17:39,260 width, and the same for these horizontal ones, let us go with 0 .55, and then we 219 00:17:39,270 --> 00:17:49,250 just need to fix this array, something like minus 7 .7, and I am just going to 220 00:17:49,260 --> 00:17:55,770 use the annotation tool to sketch something, and what I am looking at is 221 00:17:55,780 --> 00:18:06,580 some reference material from a book that I have with ornament designs, yeah, 222 00:18:06,750 --> 00:18:13,460 something like this is fine, and now I am just going to shift -A and add a single 223 00:18:13,470 --> 00:18:17,460 vert, we have to make sure here we are in edit mode, single vertex selection mode, 224 00:18:17,930 --> 00:18:23,920 and where is it, it was probably created along where my 3D cursor is, and I am 225 00:18:23,930 --> 00:18:27,680 just going to make sure that the annotation is not quite as strong, so 226 00:18:27,690 --> 00:18:32,060 that I can actually see what I am doing, and then I am just going to extrude, 227 00:18:36,190 --> 00:18:42,460 duplicate, and extrude that one as well, and we do not need that annotation 228 00:18:42,470 --> 00:18:49,320 anymore, and I am just going to convert this to curves, and let us add two levels 229 00:18:49,330 --> 00:19:00,280 of subdivision, and we can start to kind of tweak this, tweak the shape, and have 230 00:19:00,290 --> 00:19:25,840 proportional editing on, alright, so after a bit of tweaking, this is the 231 00:19:25,850 --> 00:19:32,160 basic shape of the curve, and then we are just going to use the same bevel object, 232 00:19:32,750 --> 00:19:39,700 so I am just going to go in here, and I am going to go in bevel, choose object, 233 00:19:40,170 --> 00:19:46,200 and then pick the bevel object, and of course we have to go into edit mode, and 234 00:19:46,210 --> 00:19:51,940 change the radius, because now it is way too big, do something like this, oh, and 235 00:19:51,950 --> 00:19:59,200 let us fill the caps, there you go, and of course smooth shading, and that is 236 00:19:59,210 --> 00:20:05,400 better, and so let us try and put this where we want it, first of all, I am 237 00:20:05,410 --> 00:20:11,140 going to put the origin here, so I will select the vertex, shift s, cursor to 238 00:20:11,150 --> 00:20:19,440 select it, set origin to 3D cursor, so now the origin is here, and let us select 239 00:20:19,450 --> 00:20:26,140 our guide curve, that one is here, and I am just going to select this here, 240 00:20:26,230 --> 00:20:32,120 vertex, also cursor to select it, and I am going to set the origin to the 3D 241 00:20:32,130 --> 00:20:37,260 cursor there, fortunately, that did not do anything else, and I am just going to 242 00:20:37,270 --> 00:20:42,120 take this, shift s, selection to cursor, let me just show you that a bit better, 243 00:20:42,690 --> 00:20:47,880 selection to cursor, so now it is here, and it is exactly in the same position, 244 00:20:48,210 --> 00:20:53,360 and let me just give this a name, so now this interior decoration piece and the 245 00:20:53,370 --> 00:20:57,720 guide curve have their origin exactly in the same place, and that is what we want, 246 00:20:58,230 --> 00:21:02,740 and so you will remember from the previous lesson, that now we have to give 247 00:21:02,750 --> 00:21:10,120 this first an array modifier, and let me just drag that up here, and we are not 248 00:21:10,130 --> 00:21:14,500 going to change anything right now, I am just going to add also a curve modifier, 249 00:21:15,130 --> 00:21:21,980 and I am going to pick from the outliner the guide curve, and so initially we get 250 00:21:21,990 --> 00:21:27,520 this, which is of course not what we want, so let us try some different 251 00:21:27,530 --> 00:21:35,710 orientations here, and this looks like it might work, but we do not want it on the 252 00:21:35,720 --> 00:21:44,830 x -axis, we want this on the z -axis, so this generally will be the same as this, 253 00:21:45,200 --> 00:21:49,750 so if it is z here, then it will be z here, and if it is x here, then it will 254 00:21:49,760 --> 00:21:57,410 be x here, okay, so let us move it over here, and let us just press G and Z, and 255 00:21:57,420 --> 00:22:06,630 move it until it touches this part here, and then G and Z to move it up, and then 256 00:22:06,640 --> 00:22:11,750 I will, actually, I am going to scale it up, because what I want is for this first 257 00:22:11,760 --> 00:22:19,890 one to fit perfectly in here, and we are just going to have to scale it a bit, and 258 00:22:19,900 --> 00:22:27,350 move it a bit until it fits perfectly, so what I want is to have these swirly parts 259 00:22:27,360 --> 00:22:32,370 touch the spokes, and I think we will need to scale it up a little bit more, 260 00:22:32,740 --> 00:22:38,970 something like this, that looks pretty good, and move it on the x -axis as well, 261 00:22:39,120 --> 00:22:45,470 so that here it also fits perfectly, and then here we need to extend it a bit in 262 00:22:45,480 --> 00:22:52,170 edit mode, so just go to the original, and select these, and G and Z, just move 263 00:22:52,180 --> 00:22:57,730 them down a tad, and away they sort of come out of that spoke, so this looks 264 00:22:57,740 --> 00:23:02,750 very good to me, I am just going to fix the array value here, and then the other 265 00:23:02,760 --> 00:23:17,070 ones should also start to fit perfectly, add a couple more, and it seems to get 266 00:23:17,080 --> 00:23:23,030 buried a little bit, so maybe we need to adjust this value very carefully to 267 00:23:23,040 --> 00:23:27,190 something like that, and let us check here, yeah, that all looks pretty good, 268 00:23:27,600 --> 00:23:33,930 so now it fits perfectly within those spokes, and yeah, let us see what else, I 269 00:23:33,940 --> 00:23:40,410 kind of want to fix something here, let me see if I go to edit mode, and let us 270 00:23:40,420 --> 00:23:46,030 go back to our original, so here it overlaps in a kind of ugly way, so I want 271 00:23:46,040 --> 00:24:01,740 to scale this down a tad, and this, I will make it a little bit smaller as 272 00:24:01,750 --> 00:24:11,310 well, and then I am just going to add a mirror modifier to this, let us bring it 273 00:24:11,320 --> 00:24:18,620 all the way to the top, and let us add a empty, let us just add it in the world 274 00:24:18,630 --> 00:24:25,860 origin, empty plane axis, and let us use that as the mirror object, and then we 275 00:24:25,870 --> 00:24:37,790 can move that empty so that we can place the mirror exactly as we want, and 276 00:24:37,800 --> 00:24:42,030 another thing we can do is, we can just shift D and duplicate this, move it on 277 00:24:42,040 --> 00:24:50,380 the axis, and we can flip it around, and let us press R, Z, 180 on our numpad, and 278 00:24:50,390 --> 00:24:58,620 enter, and we can adjust placement of this, and then we have this result, so 279 00:24:58,630 --> 00:25:03,980 now we have these nice decorative elements inside, and I just want to fine 280 00:25:03,990 --> 00:25:07,000 tune this a little bit, I do not really like the way that looks, so I am just 281 00:25:07,010 --> 00:25:13,420 going to go to edit mode, and let us go to the front or rear view, and we can go 282 00:25:13,430 --> 00:25:19,180 to X -ray mode, and just kind of adjust this, and we can just turn off the array 283 00:25:19,190 --> 00:25:24,520 for a moment, then it will go a bit faster, and this one, maybe we can just 284 00:25:24,530 --> 00:25:30,440 scale it to a very small point, I would not recommend setting it to zero, because 285 00:25:30,450 --> 00:25:38,040 then you get this kind of rendering error, so maybe 0 .01 or 0 .001, and then 286 00:25:38,050 --> 00:25:58,980 we kind of taper it like that, and maybe here we also just taper it to 0 .031, and 287 00:25:58,990 --> 00:26:05,960 then we gradually taper it for the rest of it as well, and it gets while we are 288 00:26:05,970 --> 00:26:14,680 tapering, or we might as well do all these points, of course no changes were 289 00:26:14,690 --> 00:26:21,360 made to this one, so I am just going to delete it, shift D, and duplicate it on 290 00:26:21,370 --> 00:26:31,980 the X -axis, and we will turn the array back on, so it is better to do changes in 291 00:26:31,990 --> 00:26:36,820 edit mode without having the array modifier turned on, that way it will go a 292 00:26:36,830 --> 00:26:41,860 bit faster, alright, so this is starting to look nice and detailed, so next I 293 00:26:41,870 --> 00:26:46,940 would like to add some decorations on the side, but before we do that, I want to 294 00:26:46,950 --> 00:26:51,200 make sure that we really fine -tune the thickness of all of these individual 295 00:26:51,210 --> 00:26:56,420 elements, and right now we are using a single bevel object, this one, for the 296 00:26:56,430 --> 00:27:01,040 thickness of all of these, so of the side spokes, the horizontal spokes, and the 297 00:27:01,050 --> 00:27:05,020 surrounding bits in between, but to be able to control their shape and their 298 00:27:05,030 --> 00:27:10,720 thickness, I want to have three separate bevel objects, so let us call this one 299 00:27:10,730 --> 00:27:16,600 horizontal, and then we make a duplicate that we call bevel object vertical, and 300 00:27:16,610 --> 00:27:23,640 then we make one more duplicate that we call bevel object swirls, so let us look 301 00:27:23,650 --> 00:27:28,200 at these first, I want to have these a bit flatter, so I am just going to make 302 00:27:28,210 --> 00:27:34,980 sure we have the correct bevel object selected, and you see the name while you 303 00:27:34,990 --> 00:27:39,580 are hovering over it, when you are picking it, so let us pick the vertical 304 00:27:39,590 --> 00:27:48,680 ones, and let us adjust the shape a bit, so let us press S and Y, and as you can 305 00:27:48,690 --> 00:27:52,760 see we are making it a bit flatter, let me just do that really extremely, you can 306 00:27:52,770 --> 00:27:56,880 see it is becoming flat, I do not want it to be that flat, but just a little bit 307 00:27:56,890 --> 00:28:01,580 more flat, something like this, and then of course I need to adjust the horizontal 308 00:28:01,590 --> 00:28:06,600 ones as well, this already has the correct bevel object, which is this one, 309 00:28:06,990 --> 00:28:12,600 you can see the name here as well, and I am going to press S, Y, and just very 310 00:28:12,610 --> 00:28:16,620 carefully adjust it, it looks like we have to scale in the X direction instead, 311 00:28:17,330 --> 00:28:21,860 if this is going very sluggishly, I recommend that you just temporarily turn 312 00:28:21,870 --> 00:28:26,840 off the array modifier, so something like this, I just wanted to fit in between the 313 00:28:26,850 --> 00:28:33,320 vertical spokes, that is all, and now for this one, let us pick the swirls bevel 314 00:28:33,330 --> 00:28:38,620 object, and let me just zoom in a bit, and I want to press S and Y, and let us 315 00:28:38,630 --> 00:28:44,680 see if that is the correct, no, we have to press S and X for the correct axis, 316 00:28:45,250 --> 00:28:52,920 and just make sure that they do not go too far out of this horizontal spoke, and 317 00:28:52,930 --> 00:28:56,380 it looks like this is about right, and that is just the adjustment I wanted to 318 00:28:56,390 --> 00:29:00,320 make, and I am just going to delete this one, and then shift D, and move them on 319 00:29:00,330 --> 00:29:07,960 X, to about here, and with that, I have adjusted their shape, and I am just going 320 00:29:07,970 --> 00:29:12,500 to take these bevel objects, and I am going to select this empty as well, and I 321 00:29:12,510 --> 00:29:15,240 am going to place them in a new collection, so I pressed M in a new 322 00:29:15,250 --> 00:29:22,120 collection, and just call that control objects, and we are going to turn that 323 00:29:22,130 --> 00:29:26,580 collection off, we do not need to see it, and we are just going to rename that to 324 00:29:26,590 --> 00:29:30,060 vertical curves, so we have the horizontal curve, vertical curve, guide 325 00:29:30,070 --> 00:29:34,600 curve, and the interior decoration, and so now let us draw the swirls on the 326 00:29:34,610 --> 00:29:39,920 side, so I am going to go to the side view, and first let us just use the 327 00:29:39,930 --> 00:29:45,200 annotation tool, so just by holding D, and I am just going to roughly draw what 328 00:29:45,210 --> 00:29:52,420 I want, sometimes it is easier to just use short strokes, and I want something 329 00:29:52,430 --> 00:30:04,920 that is roughly like this, but it needs to meet in the middle there, it is just a 330 00:30:04,930 --> 00:30:10,360 guide for drawing the curves, so I am just going to go ahead and reduce the 331 00:30:10,370 --> 00:30:15,100 opacity of that, I just want to barely be able to see it, otherwise when I adjust 332 00:30:15,110 --> 00:30:18,420 the curves, it will be just a bit too difficult to see what I am doing, and so 333 00:30:18,430 --> 00:30:22,720 I am just going to add another curve, does not matter, just a busy curve, and 334 00:30:22,730 --> 00:30:26,940 let me just move it up here, so you can see it, so this is the new curve, I am 335 00:30:26,950 --> 00:30:31,880 going to tap into edit mode, A to select all, X to delete vertices, so as you can 336 00:30:31,890 --> 00:30:35,560 see, there is nothing left, just the origin point, let me just go back to the 337 00:30:35,570 --> 00:30:41,480 side view, and we are in edit mode, but here we have a draw tool, so not the 338 00:30:41,490 --> 00:30:45,700 annotate tool, but the draw tool, and this is only available when we have the 339 00:30:45,710 --> 00:30:50,100 curve selected in edit mode, so now what I am going to do, because I have this 340 00:30:50,110 --> 00:30:55,720 curve pen tool, I can just draw curves, as you can see, and so I am going to just 341 00:30:55,730 --> 00:31:02,180 use the annotation, and just carefully draw what I had there, and it does not 342 00:31:02,190 --> 00:31:06,640 need to follow it perfectly, because we can still adjust it, you do not need to 343 00:31:06,650 --> 00:31:11,920 do it fast, you can just really take your time, I am using a graphics tablet screen 344 00:31:11,930 --> 00:31:17,480 for this, so I am drawing on my screen, which is quite nice, I have to say, I did 345 00:31:17,490 --> 00:31:23,640 finally get used to using this kind of screen instead of a Wacom tablet, if you 346 00:31:23,650 --> 00:31:26,580 do not have that kind of screen, or you do not have a Wacom tablet, you can just 347 00:31:26,590 --> 00:31:32,160 extrude vertices with your mouse, that is also fine, I just wanted to show you one 348 00:31:32,170 --> 00:31:37,900 more way to do this, and I am going to click on select box, and first of all, 349 00:31:38,170 --> 00:31:43,300 with this method, sometimes Blender creates this kind of strange handles 350 00:31:43,310 --> 00:31:48,960 type, so what you really want is these kind of handles, just a Bezier handle, 351 00:31:49,470 --> 00:31:53,100 and you do not really want this, so what you can do is you can either select it 352 00:31:53,110 --> 00:31:57,060 and Ctrl X and dissolve it, and if you want to replace it, you can just 353 00:31:57,070 --> 00:32:01,880 subdivide these, and then we get the kind of handle that we want, or rather than 354 00:32:01,890 --> 00:32:06,620 deleting and then replacing it, what you can do is just select it and press V, and 355 00:32:06,630 --> 00:32:11,020 then you can get this menu with handle types, and the one you want is aligned, 356 00:32:12,390 --> 00:32:17,000 okay, so you get this kind of green handle, and you can scale it up, rotate 357 00:32:17,010 --> 00:32:22,460 it, and just everything that you would normally do with that kind of handle, and 358 00:32:22,470 --> 00:32:26,060 so what we are going to do now is we are first going to quickly go and see that we 359 00:32:26,070 --> 00:32:29,220 have the right handles everywhere, it is pretty easy to see, like this kind of 360 00:32:29,230 --> 00:32:34,340 pinching, that is not what you want, so V, aligned, and then we just rotate it 361 00:32:34,350 --> 00:32:40,520 and scale it a bit, whoops, do not scale it too far, but generally it does a 362 00:32:40,530 --> 00:32:48,610 pretty good job of automatically setting them all to aligned, and here is the last 363 00:32:48,620 --> 00:32:52,910 one, so now I am just going to quickly adjust these, and I am actually just 364 00:32:52,920 --> 00:32:58,110 going to delete this annotation, so I can see even better what I am doing, and I 365 00:32:58,120 --> 00:33:02,550 just want to make sure they are all nice and round, and it may be important to 366 00:33:02,560 --> 00:33:07,550 know that you can scale these handles, and you can rotate them, but you can also 367 00:33:07,560 --> 00:33:13,430 select one of these ends, and then just move with G, and that also scales it in 368 00:33:13,440 --> 00:33:16,730 and out, so sometimes you get it where it is like this, where one end is really 369 00:33:16,740 --> 00:33:20,310 short, and the other is really long, you typically do not really want that, you 370 00:33:20,320 --> 00:33:23,950 want it to be kind of imbalanced like this, that way it is easier to control, 371 00:33:24,700 --> 00:33:30,650 and here it is a little bit difficult to create a nice bend, and it will be easier 372 00:33:30,660 --> 00:33:34,930 if you just select two of these, and then subdivide, so right click and subdivide, 373 00:33:35,000 --> 00:33:39,010 and you have one more control point, the more control points you have, the more 374 00:33:39,020 --> 00:33:43,950 control you have, obviously, but also the more work it is to adjust them all, so 375 00:33:43,960 --> 00:33:55,100 you have to kind of find a balance there, I am also making sure that it is all 376 00:33:55,110 --> 00:33:59,980 aligned with the edge here, like you can see in the grid, there is this light gray 377 00:33:59,990 --> 00:34:22,680 line, and I kind of want everything to touch that line, okay, this is the result 378 00:34:22,690 --> 00:34:28,020 after fine tuning the curve, you might notice that I extruded some more points 379 00:34:28,030 --> 00:34:33,560 here and there, just to make the swirls a bit more swirly, and yeah, this is 380 00:34:33,570 --> 00:34:37,860 generally something that I am happy with, and I am just going to quickly go and 381 00:34:37,870 --> 00:34:45,020 rename it to side curves, going to take one of these control points, duplicate 382 00:34:45,030 --> 00:34:51,340 it, and call that the bevel object for the sides, then we have some control over 383 00:34:51,350 --> 00:34:58,660 that as well, and let me just select it here in the bezier curve bevel object 384 00:34:58,670 --> 00:35:06,060 field, and then we can start to play with this, so let me just scale it on the y 385 00:35:06,070 --> 00:35:14,540 -axis, and also on the x -axis, and something like this, maybe we can be 386 00:35:14,550 --> 00:35:20,520 thinner, and of course we need to fill the caps, not on this object, but on this 387 00:35:20,530 --> 00:35:27,020 object, and this kind of reveals where some places it is still not so perfect, 388 00:35:27,510 --> 00:35:32,360 so first of all, let me just add a subdiv modifier to this, that makes it a bit 389 00:35:32,370 --> 00:35:37,740 smoother, shade smooth, and then let's go back to the side view, and then we can do 390 00:35:37,750 --> 00:35:43,120 some final tweaking to make it look even better, because of course we don't want 391 00:35:43,130 --> 00:35:47,760 to overlap these here, so we just need to adjust the shape, so that they're just 392 00:35:47,770 --> 00:35:52,660 kind of lightly touching, and it might seem like a lot of work, but this kind of 393 00:35:52,670 --> 00:35:57,900 final, just fine tuning is where things actually become good, because here 394 00:35:57,910 --> 00:36:02,000 there's almost no control points, so I'm just gonna subdivide this one more time, 395 00:36:02,330 --> 00:36:11,740 so that I have a bit more control there, same here, it's really the fine tuning 396 00:36:11,750 --> 00:36:16,980 where something becomes good, I'm doubling a bit in game design now, and 397 00:36:16,990 --> 00:36:21,720 there's a saying in game design, the first 90 percent of making game is making 398 00:36:21,730 --> 00:36:26,780 it playable, and the second 90 percent is making it good, or something along those 399 00:36:26,790 --> 00:36:31,420 lines, which is just to say, that it might feel like you're almost done when 400 00:36:31,430 --> 00:36:36,460 you've set up the very basics, but that's actually when the fine tuning starts, 401 00:36:36,830 --> 00:36:42,520 then again at some point you need to know when it's enough, and just let go, I mean 402 00:36:42,530 --> 00:36:47,860 you can work on something forever, and it will never be perfect, but it needs to be 403 00:36:47,870 --> 00:36:54,380 good enough at least, so this is the result, let me just check how it's 404 00:36:54,390 --> 00:37:00,000 placed, all right, and I think we can just shift and duplicate that, I mean we 405 00:37:00,010 --> 00:37:06,460 could also use a mirror, but it's fine, we can more quickly just move it like 406 00:37:06,470 --> 00:37:11,380 this, and that's it for modeling this ornamental cast iron railing, if you're 407 00:37:11,390 --> 00:37:15,380 interested in learning all about curves and modeling ornamental detail, check out 408 00:37:15,390 --> 00:37:19,480 my blender secrets book with over 2000 pages of blender tips, the link for that 409 00:37:19,490 --> 00:37:23,260 is in the description, or on the card, that you will see on the screen now, and 410 00:37:23,270 --> 00:37:26,840 in the pinned comment, thanks a lot for watching, I hope you enjoyed the video, 411 00:37:27,070 --> 00:37:30,720 and that you learned some new valuable techniques, that you can use for your own 412 00:37:30,730 --> 00:37:32,960 creations, and I hope to see you in the next one!47513

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