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Welcome back to the farmhouse video
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series.
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We were shopping for supplies for my
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kids go back to school, so they're in
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the background. They might be kind of
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excited about all that. So, you may hear
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some of that. Uh at any rate, I think
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I'm going to do some
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organization here. I just uh
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Let's see.
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They'll call that window.
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And then let me just do one and copy it
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around. We'll see. Now, what I really
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want to do is get all of this stuff
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slash key from the front and start
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getting to work on this door here. So,
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I'm going to select that, go into edit
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mode.
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And uh let's see if I just drop an edge
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loop in there.
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Control B, I'm going to pull out to the
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frames. It may not be exactly on the
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diagram. Something like that. And then I
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think I can just take those and get rid
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of that, so I have
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I have the hole in there.
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And what I think I'm going to do
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actually is let's get rid of this mirror
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for now.
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Is use this window.
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And see about just dragging it over, so
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I duplicated it, dragging it over. It's
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going to be I think at around the same
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height for the door.
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Uh but I'm just going to change some of
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the sizes and I want to get rid of all
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of this. So, I'm selecting little pieces
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here.
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Control L. Uh I'll get rid of that so
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far.
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And I'll get rid of this one down here.
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Control [snorts] L X faces. I think I'm
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getting rid of
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uh
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this inner frame. I'm just not sure. So,
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let me just look at this. Now, there is
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that. So, um let's
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grab all this, control L, and separate
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it out. So, that this is going to be the
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door. So, it's actually going to be
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actually Oh, I didn't need a separate
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collection for that, really.
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Uh
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this is the window here. I'm just going
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to call it window.
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And uh I'm going to take that and drop
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that into still the model. So, that's
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the only thing I've got labeled so far
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in there. And then that one I'm going to
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uh move to the model as well.
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And that's going to be door.
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And I'll build it all together. So, I
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got that. Okay.
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Okay. So, now um let me What do I want
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to do here?
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Well, I'm not going to need this bottom
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piece, for sure.
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For that, X faces.
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Uh I'm going to take all of that and
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scale Z zero.
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Pull it down. Maybe I can snap. Let's
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see. So, that's the frame, right? So,
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okay. What I can do
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is I'll take
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uh this piece first of all.
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And I'm just going to move it out to
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here. And that's about the right size
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for that.
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Uh yeah, let's just go back to there.
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>> [clears throat]
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>> And yeah, okay.
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So, then I can get rid of this one. I'll
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mirror the I'll mirror it over once I'm
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organized here. I don't know if it's
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helpful to be using this stuff or uh or
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not. So, um just to make it easy, I'm
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going to break that out.
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And I'm going to select a bit of this,
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and I'm going to break that out as well.
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So, now I can come into Did I get that
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piece? Yeah. I'm going to come into
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that. Let's just look here. I'm going to
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make this wider, so I'm going to scale
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this in the X. I'll make it go past
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uh
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this post here.
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And I'll use this as my centerpiece. So,
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I can take this and set the origin to
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the 3D cursor and check out check out a
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mirror
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and see uh
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that. I think
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I'm going to need them coming in. I'm
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not sure yet. So, let's see. I've got
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that piece. It looks a little wimpy uh
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for me. So, actually maybe what I'll do
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and let's go to wireframe. Maybe I'll
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grab these vertices and these vertices
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and scale them in the X. Make this a
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little bit more
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bigger and [clears throat] maybe I can
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grab just these ones and pull them down.
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Kind of make it equal and just get a
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sense of that.
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And now maybe I'll pull this over
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underneath to the round there.
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And that to around
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there. I don't have another one on the
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other side. Yes, I do.
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Uh that's not actually bad. It's It's
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coming along.
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Uh
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I need to get rid of Is there faces on
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the bottom of this?
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Uh
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yeah, looks like and looks like it's
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beveled.
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Let's uh
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So, now, you know what? I'll do it in
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wireframe and just get rid of anything
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on the bottom there. I don't need that.
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So, how is that?
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I think it's not bad.
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Uh
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this would get mirrored. Let's just see
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if it roughly looks like it's in the
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right position.
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Okay.
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And
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yeah.
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Let's save for the time being.
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And then I would build a door within
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that frame. And it might be off of the
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diagram a little bit. So, with my 3D
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cursor there, I think I'm going to go
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ahead and bring in a plane.
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Rotate X 90.
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And that's going to be inside the frame.
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Kind of like
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that.
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Um
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I just want to think about this for a
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second.
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Okay, where is my
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Where did my plane go?
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There it is.
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I'll take that and just snap it down and
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I'm just going to build a door that's
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similar to the one in the
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in the image in the reference image.
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That there for the moment.
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So, let's just go ahead and
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build something similar to that if we
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can. So, I'm going to slash key to focus
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on that. And I'll just bring my 3D
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cursor up there and it matters. I'll
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save. And okay, I can set the origin to
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the geometry as well. So, it's trying to
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be All right. So, what I want
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is I'm first going to do control R and
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I'm going to get the outside. I got just
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got to remember that I need to put a
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handle in there. So, let me see. I'm
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going to bring that stuff back actually.
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Um
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Yeah, I think I'm going to
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uh
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So, it's so wide it is right now. I
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think I'm going to take these and scale
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them in the X a little bit more.
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And
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Yeah, okay. And I might scale the whole
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thing out a little bit. Okay. So, at any
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rate, I'm going to drop an edge loop
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there and it's not on the diagram. So,
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I'm just going to wing it. So, I'm going
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to want a a split there. So, let's just
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focus back on this door.
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Okay, [snorts] I'm going to drag an edge
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loop up here for the top making it kind
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of similar to this middle.
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This one is going to go up a little bit
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higher than that one, something like
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that.
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And then I'm going to have a small
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section there of squares, and then that
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one with longer pieces. So, I still have
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to
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um I don't need that. I need
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piece of wood coming across like that,
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and I might take these up a little bit.
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And then I need another one coming down
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here.
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And they're not going to be exactly
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equal, but we'll make it we'll make it
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work.
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Okay, with that done, I'm going to um
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take these pieces here.
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And I'm going to break them out.
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So, those are separate. I can just hide
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those and I have this.
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Now, I might pull this down a little
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bit.
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Yeah, it's pretty good.
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Okay, so two for edge selection. I want
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a solid piece of wood here, solid piece
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of wood, solid piece of wood, and so on.
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So, I'm going to start selecting some
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edges on this.
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And you'll see what I'm getting at. I'm
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just going to go X dissolve edges. You
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see that's like a piece of wood there,
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piece of wood.
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So, I just want to get rid of some of
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these cuz of the way that I built it.
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Not that one.
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And then down here.
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That might be a little bit thick
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for my liking, but it'll look fine
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anyhow.
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Now, if I do that, I'm going to separate
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these out.
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I'll just grab those for the moment and
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separate by selection. So, this
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uh we have that.
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And that could be all right actually as
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is. I'm not sure. So, I'm going to
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select it all, and I'm going to
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uh I think I'm ready to extrude back to
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give some thickness to the door. I'll
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get rid of the back, though.
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Have it like that. And let's try uh uh
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just a typical bevel. So, it didn't go
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on it everything went there. Let's make
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that 0.005.
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Let's see how much that is. Just want a
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small bevel.
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So, that we get a split here. So, it
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looks like pieces of wood attached. And
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I don't think I need that. It does
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actually help if I add another segment.
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Uh let's [clears throat] try this.
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Select here and then and hold shift
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select there and then control L and copy
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modifiers.
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So, we have that. And we may have some
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extra faces that we really didn't need.
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But [clears throat] I'm not going to
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worry about that. Alt H might bring
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those back.
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Then I was thinking I'd come in and
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select them.
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And I'm going to
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uh do some work down here. Let's pull
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this down just a little bit.
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To get it to kind of fit in there. A to
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select them all.
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I'm going to switch to uh individual
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origins. So, I'm going to press I to
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inset. Hold shift and pull.
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Do a little thing like that.
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I might pull these over. We'll see.
273
00:10:47,360 --> 00:10:52,080
I'm going to extrude back a little ways.
274
00:10:50,839 --> 00:10:53,520
And that might be too much, but I can
275
00:10:52,080 --> 00:10:54,520
pull it out. And then still an
276
00:10:53,520 --> 00:10:57,400
individual origin. So, I'm going to
277
00:10:54,520 --> 00:10:58,760
press S to scale. I'll get that sort of
278
00:10:57,400 --> 00:11:00,400
angled
279
00:10:58,760 --> 00:11:01,800
look. I'm going to pull it out a little
280
00:11:00,400 --> 00:11:05,000
bit.
281
00:11:01,800 --> 00:11:05,000
Just like that.
282
00:11:05,120 --> 00:11:08,160
Okay.
283
00:11:06,839 --> 00:11:10,280
And then we're going to do some
284
00:11:08,160 --> 00:11:13,520
beveling. And I think what we'll do is
285
00:11:10,280 --> 00:11:15,480
we'll select here. Maybe there, too. So,
286
00:11:13,520 --> 00:11:17,480
shift alt and click. Now, did that get
287
00:11:15,480 --> 00:11:18,800
the whole No, it didn't actually. So,
288
00:11:17,480 --> 00:11:20,720
that's a pain.
289
00:11:18,800 --> 00:11:23,240
Let's start with this outside one. Shift
290
00:11:20,720 --> 00:11:25,200
alt and click the outside edge
291
00:11:23,240 --> 00:11:27,480
here.
292
00:11:25,200 --> 00:11:30,000
I might not need to bevel that one.
293
00:11:27,480 --> 00:11:33,000
Okay. So, that's all of those. Control
294
00:11:30,000 --> 00:11:36,360
B. Let's pull. Let's roll up a bunch of
295
00:11:33,000 --> 00:11:38,600
times like that.
296
00:11:36,360 --> 00:11:40,920
And then let's try coming into the
297
00:11:38,600 --> 00:11:42,720
corner. In fact, I could do this. I
298
00:11:40,920 --> 00:11:44,800
could get rid of this side and just
299
00:11:42,720 --> 00:11:46,320
mirror it or copy it. Let's just do it
300
00:11:44,800 --> 00:11:48,680
once.
301
00:11:46,320 --> 00:11:52,400
So, come in here into edge selection,
302
00:11:48,680 --> 00:11:54,000
shift alt and click the corners.
303
00:11:52,400 --> 00:11:55,880
I mean, whether or not you really want
304
00:11:54,000 --> 00:11:58,840
to do it that way,
305
00:11:55,880 --> 00:11:58,840
it's up to you.
306
00:12:03,880 --> 00:12:07,680
Nope.
307
00:12:05,360 --> 00:12:09,760
I don't want them that one.
308
00:12:07,680 --> 00:12:12,520
This one.
309
00:12:09,760 --> 00:12:12,520
This one.
310
00:12:12,960 --> 00:12:18,320
This guy. So, shift and alt and click.
311
00:12:15,920 --> 00:12:19,800
Okay, let's try this and see.
312
00:12:18,320 --> 00:12:21,960
I'm going to come down just a three,
313
00:12:19,800 --> 00:12:23,560
just a small bevel to round it a little
314
00:12:21,960 --> 00:12:26,600
bit.
315
00:12:23,560 --> 00:12:29,760
And then let's shift H to focus on those
316
00:12:26,600 --> 00:12:31,760
and just to make it a little bit better.
317
00:12:29,760 --> 00:12:33,680
Two for edge selection,
318
00:12:31,760 --> 00:12:36,280
we will
319
00:12:33,680 --> 00:12:38,560
Yeah, okay. I turn off shadow maybe for
320
00:12:36,280 --> 00:12:43,120
a moment.
321
00:12:38,560 --> 00:12:43,120
I want to grab this outside edge.
322
00:12:48,000 --> 00:12:53,040
There. And I want to extrude that back a
323
00:12:51,000 --> 00:12:54,680
little bit. Let's just have a look at
324
00:12:53,040 --> 00:12:56,760
that and see if that's helpful in any
325
00:12:54,680 --> 00:12:59,360
way. Because then I can come in here,
326
00:12:56,760 --> 00:13:02,080
shift alt and click that outer edge, and
327
00:12:59,360 --> 00:13:05,000
I can bevel that, too. I don't know that
328
00:13:02,080 --> 00:13:06,839
I really need that. Um and if it's
329
00:13:05,000 --> 00:13:09,200
overkill,
330
00:13:06,839 --> 00:13:10,960
control B and pull.
331
00:13:09,200 --> 00:13:12,440
You know, I could do that.
332
00:13:10,960 --> 00:13:13,760
Yeah, I really don't know that that was
333
00:13:12,440 --> 00:13:15,920
necessary, but
334
00:13:13,760 --> 00:13:17,440
I probably would have to select the
335
00:13:15,920 --> 00:13:19,480
inside and just
336
00:13:17,440 --> 00:13:21,320
hide inside one more time. Just pull it.
337
00:13:19,480 --> 00:13:23,960
No, I could they crossed over. Actually,
338
00:13:21,320 --> 00:13:27,560
maybe not. Let me see if I shade smooth.
339
00:13:23,960 --> 00:13:30,240
Uh I get that. Let's try adding normals
340
00:13:27,560 --> 00:13:35,000
weighted normal.
341
00:13:30,240 --> 00:13:35,000
And by the way, let's let's do that. So,
342
00:13:35,120 --> 00:13:39,720
let's
343
00:13:36,360 --> 00:13:39,720
recalculate them.
344
00:13:41,800 --> 00:13:46,840
I'm going to go ahead and apply that and
345
00:13:44,680 --> 00:13:50,240
then I'll take that and let's see if we
346
00:13:46,840 --> 00:13:50,240
can just mirror it over.
347
00:13:50,800 --> 00:13:56,280
So, I'm going to apply that and join it
348
00:13:53,880 --> 00:13:58,560
to there and then I I lose that or I
349
00:13:56,280 --> 00:14:00,600
have to bevel on. So,
350
00:13:58,560 --> 00:14:02,560
I'm going to
351
00:14:00,600 --> 00:14:03,680
join those because they have the same
352
00:14:02,560 --> 00:14:05,040
bevel.
353
00:14:03,680 --> 00:14:07,000
And now you can see that we have a
354
00:14:05,040 --> 00:14:08,120
little bit of a gap which kind of looks
355
00:14:07,000 --> 00:14:09,200
cool,
356
00:14:08,120 --> 00:14:11,280
but
357
00:14:09,200 --> 00:14:14,200
kind of not in a way.
358
00:14:11,280 --> 00:14:17,520
So, I'm going to come back
359
00:14:14,200 --> 00:14:20,520
and I'll apply that bevel. Let's see if
360
00:14:17,520 --> 00:14:23,280
I apply that bevel. If I join them,
361
00:14:20,520 --> 00:14:25,880
will I get the same? Yeah, I do.
362
00:14:23,280 --> 00:14:28,440
And so, I can come in
363
00:14:25,880 --> 00:14:30,320
and uh in wireframe
364
00:14:28,440 --> 00:14:33,320
uh I can
365
00:14:30,320 --> 00:14:36,000
try to
366
00:14:33,320 --> 00:14:37,839
let's see if I can grab all of these. If
367
00:14:36,000 --> 00:14:40,920
I do that, let's just go back to median
368
00:14:37,839 --> 00:14:43,680
points. I try to scale them in the Z and
369
00:14:40,920 --> 00:14:43,680
does that, eh?
370
00:14:44,600 --> 00:14:49,839
All right. So, tell you what I'll do.
371
00:14:46,960 --> 00:14:51,040
I'll select all of these
372
00:14:49,839 --> 00:14:54,120
uh
373
00:14:51,040 --> 00:14:56,480
all of these pieces here
374
00:14:54,120 --> 00:14:58,560
and I'll go control L and I'll go back
375
00:14:56,480 --> 00:15:01,200
to individual origins and I'll scale
376
00:14:58,560 --> 00:15:03,920
these in the Z and just push them in a
377
00:15:01,200 --> 00:15:06,839
little bit more.
378
00:15:03,920 --> 00:15:08,080
And that's not not bad, I don't think.
379
00:15:06,839 --> 00:15:09,160
Um
380
00:15:08,080 --> 00:15:11,240
do I want Would I want to do it for
381
00:15:09,160 --> 00:15:12,720
these as well?
382
00:15:11,240 --> 00:15:14,240
We'll change the size of the door a
383
00:15:12,720 --> 00:15:16,720
little bit. Let's just try to scale in
384
00:15:14,240 --> 00:15:16,720
the Z.
385
00:15:17,800 --> 00:15:21,280
Yeah, I I I like it. So, I'm going to
386
00:15:19,839 --> 00:15:22,840
take these and these and I'm going to
387
00:15:21,280 --> 00:15:25,120
control J.
388
00:15:22,840 --> 00:15:27,120
Come in here, merge by distance, got rid
389
00:15:25,120 --> 00:15:29,360
of a couple of vertices. Double check
390
00:15:27,120 --> 00:15:31,280
that it's facing the right way. Slash
391
00:15:29,360 --> 00:15:33,120
key, have a look. There's our cool
392
00:15:31,280 --> 00:15:36,480
looking door.
393
00:15:33,120 --> 00:15:39,320
And just position it and let's see if we
394
00:15:36,480 --> 00:15:43,040
can get that that door knob.
395
00:15:39,320 --> 00:15:46,080
I feel like this is a little bit too
396
00:15:43,040 --> 00:15:49,440
too wide and so what I might try to do
397
00:15:46,080 --> 00:15:50,640
is shift alt and click. I got multiples,
398
00:15:49,440 --> 00:15:52,320
don't I?
399
00:15:50,640 --> 00:15:55,720
All right, let's select this face, this
400
00:15:52,320 --> 00:15:57,760
face and this face and go control plus
401
00:15:55,720 --> 00:15:59,840
control plus. That should bring it out
402
00:15:57,760 --> 00:16:02,800
to the edge of the bevel. Let me just
403
00:15:59,840 --> 00:16:04,800
try and alt S and and pull, I guess. And
404
00:16:02,800 --> 00:16:06,960
it's going to pull it out, eh?
405
00:16:04,800 --> 00:16:08,400
Uh actually, let's put on median point.
406
00:16:06,960 --> 00:16:10,680
Alt S.
407
00:16:08,400 --> 00:16:11,760
Now separate it.
408
00:16:10,680 --> 00:16:13,800
Okay.
409
00:16:11,760 --> 00:16:16,920
Uh so another thing I'm going to do is
410
00:16:13,800 --> 00:16:19,560
I'm going to select all of this, like
411
00:16:16,920 --> 00:16:19,560
that.
412
00:16:20,240 --> 00:16:28,200
And I'm going to scale X.
413
00:16:24,200 --> 00:16:30,280
And I'm going to in wireframe grab this
414
00:16:28,200 --> 00:16:34,680
and just pull it up a tiny bit just to
415
00:16:30,280 --> 00:16:34,680
get back to whoops to where we were.
416
00:16:34,760 --> 00:16:37,520
I can I can always increase the size of
417
00:16:36,400 --> 00:16:39,520
the door a bit. All right, anyways,
418
00:16:37,520 --> 00:16:41,440
let's stop fooling around.
419
00:16:39,520 --> 00:16:42,920
All right, so I've got that there. All
420
00:16:41,440 --> 00:16:44,600
right, so I'm going to try to make that.
421
00:16:42,920 --> 00:16:47,520
So my 3D cursor is right there, that's
422
00:16:44,600 --> 00:16:48,960
okay. I'm going to bring in a circle.
423
00:16:47,520 --> 00:16:51,280
And I may go ahead and just leave it at
424
00:16:48,960 --> 00:16:52,800
32.
425
00:16:51,280 --> 00:16:55,920
And I'm going to bring that in. I'm
426
00:16:52,800 --> 00:16:57,440
going to rotate X 90, scale it down a
427
00:16:55,920 --> 00:17:00,440
bit. I'm just going to bring it in. So
428
00:16:57,440 --> 00:17:02,400
we'll make it and then I'll make it fit.
429
00:17:00,440 --> 00:17:04,000
Whatever I have to do. So I'm going to
430
00:17:02,400 --> 00:17:06,560
box like There's There's half the
431
00:17:04,000 --> 00:17:08,400
circle. I'm going to come up to about
432
00:17:06,560 --> 00:17:10,120
there, actually.
433
00:17:08,400 --> 00:17:13,000
Delete. I'm going to take these two
434
00:17:10,120 --> 00:17:14,800
points and I'm going to press E and S X
435
00:17:13,000 --> 00:17:16,400
to pull them out.
436
00:17:14,800 --> 00:17:18,160
And I'll just take it and squeeze it
437
00:17:16,400 --> 00:17:19,439
down a bit and maneuver it. I'm not
438
00:17:18,160 --> 00:17:21,360
going to be on the diagram, but I'm not
439
00:17:19,439 --> 00:17:23,680
going to worry about it. Take those E to
440
00:17:21,360 --> 00:17:28,600
extrude, pull them down. All right, so
441
00:17:23,680 --> 00:17:29,760
I've got that. Shift D, rotate 180°.
442
00:17:28,600 --> 00:17:32,240
Pull it down. Don't worry about the
443
00:17:29,760 --> 00:17:36,280
size. Select those, F
444
00:17:32,240 --> 00:17:39,680
F Select all these, X dissolve vertices,
445
00:17:36,280 --> 00:17:41,960
and now I have this. And um
446
00:17:39,680 --> 00:17:44,040
it's a little hard to tell how far it
447
00:17:41,960 --> 00:17:45,320
comes down, so just make something that
448
00:17:44,040 --> 00:17:46,520
looks
449
00:17:45,320 --> 00:17:50,160
reasonable.
450
00:17:46,520 --> 00:17:53,160
Okay, I'm going to select these four
451
00:17:50,160 --> 00:17:56,520
outer vertices. A little bit too sharp.
452
00:17:53,160 --> 00:17:59,160
Shift control B. Hold shift and pull,
453
00:17:56,520 --> 00:18:00,880
and I just need three vertices in there
454
00:17:59,160 --> 00:18:03,000
to give it a little bit of rounding.
455
00:18:00,880 --> 00:18:05,280
Have to make a face.
456
00:18:03,000 --> 00:18:08,280
Okay, let's focus on that uh with the
457
00:18:05,280 --> 00:18:10,400
slash key. And in solid view. All right,
458
00:18:08,280 --> 00:18:12,440
so I have that. Okay, so I'm going to
459
00:18:10,400 --> 00:18:16,040
now extrude.
460
00:18:12,440 --> 00:18:18,840
And I might look from the front, and S
461
00:18:16,040 --> 00:18:20,960
to scale, and scale it like that a bit,
462
00:18:18,840 --> 00:18:22,480
and then scale it in the X to sort even
463
00:18:20,960 --> 00:18:24,240
it out.
464
00:18:22,480 --> 00:18:26,240
Do a bit of that, and then E to extrude,
465
00:18:24,240 --> 00:18:29,640
come straight back.
466
00:18:26,240 --> 00:18:31,400
And X faces to get rid of the back face.
467
00:18:29,640 --> 00:18:35,200
So, I'll now have this.
468
00:18:31,400 --> 00:18:37,360
And then I'll come in here, and I will
469
00:18:35,200 --> 00:18:38,960
Shift alt and click there and there, and
470
00:18:37,360 --> 00:18:42,400
let's see if I can get a little bevel in
471
00:18:38,960 --> 00:18:44,600
there. Three. Let's try shade smooth.
472
00:18:42,400 --> 00:18:47,440
Now I'll take this front face and
473
00:18:44,600 --> 00:18:49,720
control E, mark sharp.
474
00:18:47,440 --> 00:18:53,400
And we'll have that.
475
00:18:49,720 --> 00:18:55,200
Uh let's alt and recalculate case.
476
00:18:53,400 --> 00:18:57,320
All right, and then let's have a look.
477
00:18:55,200 --> 00:18:59,160
I'll probably move the move this in a
478
00:18:57,320 --> 00:19:01,800
bit, or widen the door a bit. So, I'm
479
00:18:59,160 --> 00:19:03,520
going to scale that down a bit, and just
480
00:19:01,800 --> 00:19:05,560
get it on there.
481
00:19:03,520 --> 00:19:07,920
And that's roughly where the position
482
00:19:05,560 --> 00:19:10,200
that I would want. Uh this is going to
483
00:19:07,920 --> 00:19:13,520
have a handle and a little flipper
484
00:19:10,200 --> 00:19:14,960
thing, so I think I will uh make that a
485
00:19:13,520 --> 00:19:17,120
bit taller. Sort of looking at the
486
00:19:14,960 --> 00:19:18,200
diagram.
487
00:19:17,120 --> 00:19:20,160
And I'll come down to there. Then I'm
488
00:19:18,200 --> 00:19:21,760
going to take it, shift D to duplicate,
489
00:19:20,160 --> 00:19:24,760
and I'll pull it in.
490
00:19:21,760 --> 00:19:27,120
And I'm going to scale that down like
491
00:19:24,760 --> 00:19:29,120
that. And then take the bottom, and I
492
00:19:27,120 --> 00:19:33,360
want a small piece like that, but I want
493
00:19:29,120 --> 00:19:34,480
it in line with that. Like that.
494
00:19:33,360 --> 00:19:37,400
Okay.
495
00:19:34,480 --> 00:19:41,440
So, take this. Make sure that it's
496
00:19:37,400 --> 00:19:41,440
pushing out to the door like that.
497
00:19:42,520 --> 00:19:46,240
Okay, cool. I just wonder if
498
00:19:45,563 --> 00:19:49,800
>> [snorts]
499
00:19:46,240 --> 00:19:51,720
>> this piece should be above that cut in
500
00:19:49,800 --> 00:19:55,160
the door. I wonder if that looks better.
501
00:19:51,720 --> 00:19:55,160
And I don't think it matters, really.
502
00:19:55,840 --> 00:19:59,080
Okay, so
503
00:19:57,960 --> 00:20:01,720
um
504
00:19:59,080 --> 00:20:03,800
I'm going to
505
00:20:01,720 --> 00:20:03,800
um
506
00:20:05,480 --> 00:20:12,480
look at just widening the door a little
507
00:20:08,440 --> 00:20:15,093
bit, grabbing the uh outside.
508
00:20:12,480 --> 00:20:15,093
And [clears throat]
509
00:20:20,680 --> 00:20:24,960
and going scale X,
510
00:20:23,400 --> 00:20:28,080
and just make it
511
00:20:24,960 --> 00:20:28,080
fit a little bit better.
512
00:20:31,560 --> 00:20:36,760
Yeah, all right, like that.
513
00:20:34,800 --> 00:20:38,960
Okay, so the next thing I need to do is
514
00:20:36,760 --> 00:20:42,160
select there.
515
00:20:38,960 --> 00:20:44,680
And I'm going to bring in a curve
516
00:20:42,160 --> 00:20:46,760
path.
517
00:20:44,680 --> 00:20:49,240
I'll scale it.
518
00:20:46,760 --> 00:20:52,240
I'm going to rotate 90. So, I'll scale
519
00:20:49,240 --> 00:20:54,080
some more. I'm going to pull that down.
520
00:20:52,240 --> 00:20:56,560
And now we're going to focus on that and
521
00:20:54,080 --> 00:20:58,840
this. And I'll just focus on those two
522
00:20:56,560 --> 00:21:02,160
things.
523
00:20:58,840 --> 00:21:04,800
I'm going to select the curve here, look
524
00:21:02,160 --> 00:21:07,000
from the side.
525
00:21:04,800 --> 00:21:08,680
I'll just pull it out.
526
00:21:07,000 --> 00:21:11,520
Uh this
527
00:21:08,680 --> 00:21:14,560
is going to come down. E to extrude uh
528
00:21:11,520 --> 00:21:14,560
and pull it in.
529
00:21:14,760 --> 00:21:18,560
I'm going to take this and just pull it.
530
00:21:17,040 --> 00:21:20,800
And I'm just going to create some kind
531
00:21:18,560 --> 00:21:23,880
of a pleasing shape.
532
00:21:20,800 --> 00:21:26,960
Okay, this is going to sort of come and
533
00:21:23,880 --> 00:21:29,280
bounce off that and then stick out.
534
00:21:26,960 --> 00:21:30,920
Maybe not as far as that though. So,
535
00:21:29,280 --> 00:21:33,520
let's see what happens if I just pull
536
00:21:30,920 --> 00:21:35,000
that out and see what we're getting.
537
00:21:33,520 --> 00:21:36,960
Not bad.
538
00:21:35,000 --> 00:21:38,320
Maybe uh
539
00:21:36,960 --> 00:21:39,960
a little bit more than this so that the
540
00:21:38,320 --> 00:21:41,120
curve ends around halfway. Look at that
541
00:21:39,960 --> 00:21:42,280
S curve.
542
00:21:41,120 --> 00:21:45,680
Let's go ahead and give this some
543
00:21:42,280 --> 00:21:45,680
thickness first of all.
544
00:21:46,480 --> 00:21:53,480
All right. And we can look at the
545
00:21:49,320 --> 00:21:53,480
diagram or we can just kind of wing it.
546
00:21:54,960 --> 00:21:58,720
See, that's a little bit much.
547
00:22:01,200 --> 00:22:06,560
Um, I can also come in here now, select
548
00:22:03,880 --> 00:22:08,520
a point and press Alt S
549
00:22:06,560 --> 00:22:10,320
and make it smaller,
550
00:22:08,520 --> 00:22:12,440
thinner like that cuz I want the outside
551
00:22:10,320 --> 00:22:14,640
to be this part to be thicker.
552
00:22:12,440 --> 00:22:17,840
Uh, so I'm going to take You can do two
553
00:22:14,640 --> 00:22:19,400
at a time. Alt S, narrow it.
554
00:22:17,840 --> 00:22:21,760
And I don't want the tail of this to be
555
00:22:19,400 --> 00:22:23,960
even smaller.
556
00:22:21,760 --> 00:22:26,040
Something like that to start with, but I
557
00:22:23,960 --> 00:22:31,560
actually would like
558
00:22:26,040 --> 00:22:31,560
this part to be wider. Alt S.
559
00:22:31,640 --> 00:22:36,000
Okay. And I'm going to come over to
560
00:22:34,160 --> 00:22:38,640
profile here.
561
00:22:36,000 --> 00:22:40,120
And I'm going to click and drag up.
562
00:22:38,640 --> 00:22:43,240
Like that. I want these kind of two
563
00:22:40,120 --> 00:22:44,440
separate sections. So, just drag this
564
00:22:43,240 --> 00:22:47,800
along
565
00:22:44,440 --> 00:22:49,000
and see how we like this. Kind of like
566
00:22:47,800 --> 00:22:51,120
that.
567
00:22:49,000 --> 00:22:53,720
So, it's kind of squarish. Maybe not so
568
00:22:51,120 --> 00:22:53,720
much.
569
00:22:54,040 --> 00:22:58,560
Uh, something like that. Let's try just
570
00:22:56,200 --> 00:23:00,000
if I click one more. I just want to see
571
00:22:58,560 --> 00:23:02,960
that it's a little bit sharper, a little
572
00:23:00,000 --> 00:23:02,960
a like a banana.
573
00:23:03,600 --> 00:23:06,720
So, you just play around with this until
574
00:23:05,040 --> 00:23:09,080
you get a pleasing shape. Not going to
575
00:23:06,720 --> 00:23:11,360
see it overly up close. So, that's
576
00:23:09,080 --> 00:23:14,560
roughly in the middle going in.
577
00:23:11,360 --> 00:23:16,440
And this touches down here.
578
00:23:14,560 --> 00:23:19,360
And you know, you could spend a little
579
00:23:16,440 --> 00:23:20,840
while on this, but I'm not too worried.
580
00:23:19,360 --> 00:23:22,400
Like that.
581
00:23:20,840 --> 00:23:25,040
And
582
00:23:22,400 --> 00:23:30,520
that's reasonably what I would want.
583
00:23:25,040 --> 00:23:30,520
Maybe a tiny bit more down like that.
584
00:23:31,560 --> 00:23:35,400
Bit more in the middle. And I'm going to
585
00:23:33,600 --> 00:23:37,800
accept that. Now, when I come to the
586
00:23:35,400 --> 00:23:39,600
resolution, I'm going to use around six
587
00:23:37,800 --> 00:23:40,880
to keep the smoothness. So, I'm just
588
00:23:39,600 --> 00:23:43,560
going to do that and I'm going to
589
00:23:40,880 --> 00:23:45,160
convert to mesh. And it'll be like that.
590
00:23:43,560 --> 00:23:49,120
And it's you know, kind of heavy, kind
591
00:23:45,160 --> 00:23:51,080
of not. Um I can select the point, the
592
00:23:49,120 --> 00:23:53,080
sharp point. If I wanted a bit sharper,
593
00:23:51,080 --> 00:23:57,560
instead of just mark sharp, I can go uh
594
00:23:53,080 --> 00:23:58,960
shifty and pull for mean crease.
595
00:23:57,560 --> 00:24:00,880
And when it gets really
596
00:23:58,960 --> 00:24:02,120
red, it's pretty sharp. So, I'm just
597
00:24:00,880 --> 00:24:04,040
going to go kind of like a little bit
598
00:24:02,120 --> 00:24:07,080
like halfway in there. It'll just
599
00:24:04,040 --> 00:24:08,640
sharpen it up a little bit. Um
600
00:24:07,080 --> 00:24:12,920
yeah, but that's what I'm going to go
601
00:24:08,640 --> 00:24:13,960
for. So, that's already a um a mesh. So,
602
00:24:12,920 --> 00:24:16,600
I'm going to take it and I'm going to
603
00:24:13,960 --> 00:24:20,000
join it to there.
604
00:24:16,600 --> 00:24:21,720
And I'm going to come down here.
605
00:24:20,000 --> 00:24:24,600
And
606
00:24:21,720 --> 00:24:26,520
let's see if I if I was to dissolve that
607
00:24:24,600 --> 00:24:29,040
edge, it's always good practice to try
608
00:24:26,520 --> 00:24:31,000
doing stuff like that. Seeing if you
609
00:24:29,040 --> 00:24:32,640
want to do that. What if we take these
610
00:24:31,000 --> 00:24:35,400
and S actually might get a little bit
611
00:24:32,640 --> 00:24:35,400
too tight.
612
00:24:35,480 --> 00:24:40,480
Yeah, I think that's okay. As long as
613
00:24:38,000 --> 00:24:42,760
nothing's over overlapping. I'm going to
614
00:24:40,480 --> 00:24:44,960
select there, shift S cursor to selected
615
00:24:42,760 --> 00:24:47,360
and then I'm going to bring in a UV
616
00:24:44,960 --> 00:24:53,400
sphere and I'll make it something like
617
00:24:47,360 --> 00:24:53,400
14 and 12 or something. Scale it down.
618
00:24:53,560 --> 00:24:58,320
Pretty small.
619
00:24:55,400 --> 00:25:00,080
Look from the side.
620
00:24:58,320 --> 00:25:03,120
And then just rotate it to sort of
621
00:25:00,080 --> 00:25:07,040
follow that and position it the way that
622
00:25:03,120 --> 00:25:08,960
I like. That might be too big still.
623
00:25:07,040 --> 00:25:10,000
It's a very small detail. If I turn that
624
00:25:08,960 --> 00:25:11,280
off,
625
00:25:10,000 --> 00:25:12,720
you know, just a
626
00:25:11,280 --> 00:25:14,240
kind of hint to that. I don't know if
627
00:25:12,720 --> 00:25:16,120
that looks any good.
628
00:25:14,240 --> 00:25:17,880
Uh otherwise, and I may not like it
629
00:25:16,120 --> 00:25:19,280
actually, you could just try to fill
630
00:25:17,880 --> 00:25:20,120
this
631
00:25:19,280 --> 00:25:22,160
um
632
00:25:20,120 --> 00:25:25,160
after make a face and then bevel just
633
00:25:22,160 --> 00:25:27,800
watch that doesn't overlap.
634
00:25:25,160 --> 00:25:31,080
I I think maybe that's that's better.
635
00:25:27,800 --> 00:25:32,600
And then I thought what I would do is um
636
00:25:31,080 --> 00:25:35,160
just on this piece. And I'm going to
637
00:25:32,600 --> 00:25:37,800
take this actually and pull it up a
638
00:25:35,160 --> 00:25:39,200
little bit so that this is about a third
639
00:25:37,800 --> 00:25:42,040
from the bottom.
640
00:25:39,200 --> 00:25:43,360
And uh I'll bring my 3D cursor there.
641
00:25:42,040 --> 00:25:45,200
And I'm going to bring in another
642
00:25:43,360 --> 00:25:46,840
circle. And again, you can choose
643
00:25:45,200 --> 00:25:49,720
however many vertices. I'm not too
644
00:25:46,840 --> 00:25:53,520
worried, so I'm just going to do this.
645
00:25:49,720 --> 00:25:53,520
I'm going to look down from the top.
646
00:25:53,920 --> 00:25:58,262
And I'm going to select There's the the
647
00:25:56,640 --> 00:26:00,960
middle vertex. You can go control
648
00:25:58,262 --> 00:26:04,760
[snorts] plus, control plus maybe twice.
649
00:26:00,960 --> 00:26:07,200
X vertices and then take these, either
650
00:26:04,760 --> 00:26:10,120
extrude, pull them in, take these.
651
00:26:07,200 --> 00:26:10,920
You'll never see this detail, but
652
00:26:10,120 --> 00:26:12,200
uh
653
00:26:10,920 --> 00:26:16,120
I mean, what I'm about to do. I'm just
654
00:26:12,200 --> 00:26:16,120
going to bevel those so it's be rounder.
655
00:26:16,680 --> 00:26:21,640
After make a face, uh this might have to
656
00:26:20,200 --> 00:26:23,560
come in a little bit more. Actually, I'm
657
00:26:21,640 --> 00:26:24,640
not even sure how far comes in. That's
658
00:26:23,560 --> 00:26:27,440
fine.
659
00:26:24,640 --> 00:26:29,200
Okay, I'm going to extrude this upwards
660
00:26:27,440 --> 00:26:31,640
to give it some thickness. I'm going to
661
00:26:29,200 --> 00:26:34,440
shift H. We want to get rid of this face
662
00:26:31,640 --> 00:26:37,720
here. Select the top and the bottom in
663
00:26:34,440 --> 00:26:39,760
face selection and bevel
664
00:26:37,720 --> 00:26:42,080
like that. We can shade smooth, but I'll
665
00:26:39,760 --> 00:26:44,560
probably want to mark sharp. Select the
666
00:26:42,080 --> 00:26:47,440
top face again and the bottom face and
667
00:26:44,560 --> 00:26:49,480
control E mark sharp so the shading
668
00:26:47,440 --> 00:26:51,560
looks better. Uh
669
00:26:49,480 --> 00:26:52,880
bring that back. And then take this
670
00:26:51,560 --> 00:26:54,960
piece.
671
00:26:52,880 --> 00:26:57,160
I'm not even looking at the diagram,
672
00:26:54,960 --> 00:27:00,560
pull it up a little bit and then we'll
673
00:26:57,160 --> 00:27:03,240
just rotate in the axe down a little.
674
00:27:00,560 --> 00:27:05,120
And then just adjust this, push it in.
675
00:27:03,240 --> 00:27:07,200
You know, for that kind of thing. I mean
676
00:27:05,120 --> 00:27:10,160
that's that's good enough.
677
00:27:07,200 --> 00:27:13,040
I'm just curious as to where it is on
678
00:27:10,160 --> 00:27:16,280
the diagram. But
679
00:27:13,040 --> 00:27:18,800
does it even really matter?
680
00:27:16,280 --> 00:27:20,520
It might be a little closer.
681
00:27:18,800 --> 00:27:22,320
You know, it's just you just imagine
682
00:27:20,520 --> 00:27:24,520
grabbing that and trying to use your
683
00:27:22,320 --> 00:27:26,688
thumb on that or whatever.
684
00:27:24,520 --> 00:27:26,920
I think it's it's probably fine. So
685
00:27:26,688 --> 00:27:28,440
>> [snorts]
686
00:27:26,920 --> 00:27:30,160
>> you can put bolts in this and all, but
687
00:27:28,440 --> 00:27:31,920
I'm just going to take this and this and
688
00:27:30,160 --> 00:27:34,160
I'm going to join it.
689
00:27:31,920 --> 00:27:36,560
And I'm actually going to join all of
690
00:27:34,160 --> 00:27:39,040
this to the door.
691
00:27:36,560 --> 00:27:41,800
And I think that's probably okay for the
692
00:27:39,040 --> 00:27:43,320
door. Let's go back to the mat cap, to
693
00:27:41,800 --> 00:27:47,640
the shadow.
694
00:27:43,320 --> 00:27:49,040
And let's double check this. Okay, I do
695
00:27:47,640 --> 00:27:51,080
have some stuff to flip. So let's just
696
00:27:49,040 --> 00:27:52,920
take care of that right now and then
697
00:27:51,080 --> 00:27:54,440
we'll come back to that. So this whole
698
00:27:52,920 --> 00:27:58,520
wall
699
00:27:54,440 --> 00:28:00,960
which is mirrored so flip these things,
700
00:27:58,520 --> 00:28:03,680
alt and we copy it inside. Okay,
701
00:28:00,960 --> 00:28:06,480
obviously the inside is, you know, open
702
00:28:03,680 --> 00:28:08,640
once one-sided. Um
703
00:28:06,480 --> 00:28:10,520
so this is what we have
704
00:28:08,640 --> 00:28:12,760
for our door.
705
00:28:10,520 --> 00:28:15,120
Uh we'll look with another mat cap so
706
00:28:12,760 --> 00:28:16,880
it's not so it's a little bit
707
00:28:15,120 --> 00:28:19,520
easier to see.
708
00:28:16,880 --> 00:28:22,560
Um
709
00:28:19,520 --> 00:28:26,280
yeah, okay. I might consider, you know,
710
00:28:22,560 --> 00:28:28,520
moving moving this in even more.
711
00:28:26,280 --> 00:28:31,960
It's just a little hard to to get to
712
00:28:28,520 --> 00:28:34,080
that handle. So, you know, these are the
713
00:28:31,960 --> 00:28:37,520
details that you you might want to think
714
00:28:34,080 --> 00:28:39,400
about. Um if I take this and this, yeah,
715
00:28:37,520 --> 00:28:43,640
I think the best way is
716
00:28:39,400 --> 00:28:43,640
the Let me let me focus just on that.
717
00:28:48,080 --> 00:28:53,600
So maybe I was better
718
00:28:50,520 --> 00:28:56,080
with the with the window
719
00:28:53,600 --> 00:28:56,640
frame as it was.
720
00:28:56,080 --> 00:29:00,840
Uh
721
00:28:56,640 --> 00:29:00,840
let's bring that stuff back.
722
00:29:07,560 --> 00:29:12,440
And then I could
723
00:29:09,400 --> 00:29:12,440
take the door.
724
00:29:12,960 --> 00:29:16,240
Yeah, all that stuff was still selected.
725
00:29:15,040 --> 00:29:18,920
I don't believe I got that other stuff.
726
00:29:16,240 --> 00:29:22,160
Let's see.
727
00:29:18,920 --> 00:29:25,080
No, let me redo it.
728
00:29:22,160 --> 00:29:28,120
No, that's too much.
729
00:29:25,080 --> 00:29:31,040
Okay, little bits at a time
730
00:29:28,120 --> 00:29:31,040
and zoom in.
731
00:29:35,120 --> 00:29:39,760
We'll just widen the door a little bit
732
00:29:37,360 --> 00:29:42,360
and then we can come back to here.
733
00:29:39,760 --> 00:29:46,960
And now I can Do I have anything else?
734
00:29:42,360 --> 00:29:46,960
See, I don't want this stuff in there.
735
00:29:47,280 --> 00:29:51,840
No, I do not want to select anything.
736
00:29:49,440 --> 00:29:53,560
Just the outer part.
737
00:29:51,840 --> 00:29:55,280
I hope there's nothing else in there.
738
00:29:53,560 --> 00:29:56,880
Let me Let me give it a try.
739
00:29:55,280 --> 00:29:58,920
S X
740
00:29:56,880 --> 00:30:00,960
It doesn't seem to be pulling anything.
741
00:29:58,920 --> 00:30:04,480
I think I got what I need, so I'm going
742
00:30:00,960 --> 00:30:04,480
to S X.
743
00:30:06,680 --> 00:30:12,080
Do that. Then I'm going to select this
744
00:30:09,200 --> 00:30:15,040
stuff here, control L,
745
00:30:12,080 --> 00:30:17,960
and just move it a little bit.
746
00:30:15,040 --> 00:30:21,120
Good enough. Let's just save.
747
00:30:17,960 --> 00:30:22,840
All right, let's quickly move on and do
748
00:30:21,120 --> 00:30:25,560
a little bit more. Let's quickly do a
749
00:30:22,840 --> 00:30:29,520
step. I'm going to select here, shift D
750
00:30:25,560 --> 00:30:31,360
to duplicate, scale in the X.
751
00:30:29,520 --> 00:30:33,240
P to break it out. I'm going to take
752
00:30:31,360 --> 00:30:36,480
this step.
753
00:30:33,240 --> 00:30:36,480
And um
754
00:30:36,600 --> 00:30:43,160
extrude out like this.
755
00:30:39,520 --> 00:30:44,560
I'll grab the top, pull it down.
756
00:30:43,160 --> 00:30:46,200
I'm going to drop an edge loop right
757
00:30:44,560 --> 00:30:50,680
there, and then I'm going to grab this
758
00:30:46,200 --> 00:30:54,080
either extrude and we have a step.
759
00:30:50,680 --> 00:30:57,000
Let's get rid of these faces and we can
760
00:30:54,080 --> 00:30:59,280
get rid of these back faces.
761
00:30:57,000 --> 00:31:02,040
Then we have a front step. Let's scale
762
00:30:59,280 --> 00:31:04,800
in the X a little bit.
763
00:31:02,040 --> 00:31:06,920
Okay, save that.
764
00:31:04,800 --> 00:31:09,760
And we still have the lamps to do. Let's
765
00:31:06,920 --> 00:31:11,440
quickly see if we can do a lamp.
766
00:31:09,760 --> 00:31:12,880
There it is there. Where's my 3D cursor?
767
00:31:11,440 --> 00:31:14,560
Right there. It's a little hard to see,
768
00:31:12,880 --> 00:31:16,480
I realize, so
769
00:31:14,560 --> 00:31:18,880
let's do this in object mode. We'll
770
00:31:16,480 --> 00:31:22,320
bring in We'll bring in a circle. I'll
771
00:31:18,880 --> 00:31:24,640
leave it at 32. Yeah, it's down there.
772
00:31:22,320 --> 00:31:29,120
Okay.
773
00:31:24,640 --> 00:31:29,120
Okay, back to my layout.
774
00:31:30,880 --> 00:31:35,920
Okay, it's not there. Oh, it was huge,
775
00:31:33,320 --> 00:31:35,920
that's why.
776
00:31:38,280 --> 00:31:42,320
Something like this. I'll take it here
777
00:31:41,080 --> 00:31:44,560
and all I'll do is I'll press E to
778
00:31:42,320 --> 00:31:46,440
extrude, come up a bit.
779
00:31:44,560 --> 00:31:50,040
E to extrude, come up to here, go to
780
00:31:46,440 --> 00:31:51,760
wireframe and scale it.
781
00:31:50,040 --> 00:31:54,400
I'll go E to extrude. This may look a
782
00:31:51,760 --> 00:31:58,120
little bit different and then extrude up
783
00:31:54,400 --> 00:31:59,520
to here, scale it in.
784
00:31:58,120 --> 00:32:02,360
And then we'll extrude up kind of like a
785
00:31:59,520 --> 00:32:04,840
cylinder. You can go to there and come
786
00:32:02,360 --> 00:32:07,080
up and
787
00:32:04,840 --> 00:32:09,080
Then we can come up one more.
788
00:32:07,080 --> 00:32:11,760
And then I'm going to leave it at that
789
00:32:09,080 --> 00:32:14,160
for the moment. Let's focus on that if I
790
00:32:11,760 --> 00:32:17,920
can find it again.
791
00:32:14,160 --> 00:32:19,080
Just slash key. We're going to flip it.
792
00:32:17,920 --> 00:32:21,400
Like that and then we're going to give
793
00:32:19,080 --> 00:32:23,920
it some thickness.
794
00:32:21,400 --> 00:32:25,880
E and alt S and pull.
795
00:32:23,920 --> 00:32:28,240
Like that, so we get some thickness on
796
00:32:25,880 --> 00:32:29,600
there. We're going to have to recopy it
797
00:32:28,240 --> 00:32:30,720
again and then we're going to start
798
00:32:29,600 --> 00:32:33,720
beveling.
799
00:32:30,720 --> 00:32:34,920
But I actually won't need these faces,
800
00:32:33,720 --> 00:32:37,240
you know, so I might as well get rid of
801
00:32:34,920 --> 00:32:39,200
those. Then I can take this and I can
802
00:32:37,240 --> 00:32:43,080
just scale it in a bit. So, let's go
803
00:32:39,200 --> 00:32:43,080
ahead and bevel shift alt and click.
804
00:32:45,320 --> 00:32:51,520
Let's get all of these edges here,
805
00:32:48,240 --> 00:32:53,080
including this one. Control B, bevel it
806
00:32:51,520 --> 00:32:54,840
with three.
807
00:32:53,080 --> 00:32:57,120
Okay, we can shade smooth now and see
808
00:32:54,840 --> 00:32:58,840
what we got. That's not bad. Just
809
00:32:57,120 --> 00:33:01,680
something.
810
00:32:58,840 --> 00:33:02,920
Uh let's uh slash key. Look from the
811
00:33:01,680 --> 00:33:05,480
side.
812
00:33:02,920 --> 00:33:07,960
Okay, so let's just take that and put in
813
00:33:05,480 --> 00:33:09,960
the 3D cursor there and we'll do another
814
00:33:07,960 --> 00:33:12,920
curve path.
815
00:33:09,960 --> 00:33:15,120
We'll take this rotate 90. No, I didn't
816
00:33:12,920 --> 00:33:17,520
do it. Where is it?
817
00:33:15,120 --> 00:33:20,480
Okay, let's rotate Y 90.
818
00:33:17,520 --> 00:33:20,480
Scale it.
819
00:33:21,120 --> 00:33:26,320
Okay, I'm going to take this point here,
820
00:33:24,000 --> 00:33:28,520
just drag it over to the end.
821
00:33:26,320 --> 00:33:30,680
And just start
822
00:33:28,520 --> 00:33:33,520
trying to make the curve. I'm going to
823
00:33:30,680 --> 00:33:35,040
take that point and this one and uh
824
00:33:33,520 --> 00:33:38,080
subdivide.
825
00:33:35,040 --> 00:33:41,320
Pull that down.
826
00:33:38,080 --> 00:33:44,600
Take these two points and subdivide.
827
00:33:41,320 --> 00:33:44,600
Pull this out.
828
00:33:45,560 --> 00:33:50,280
And then, you know, just just shape it.
829
00:33:48,280 --> 00:33:51,920
Some people are good with Bezier curves.
830
00:33:50,280 --> 00:33:56,080
I'm not.
831
00:33:51,920 --> 00:33:56,080
Um it's not a bad start.
832
00:33:58,480 --> 00:34:04,760
And [clears throat] let's
833
00:34:00,920 --> 00:34:04,760
give this Yeah, I don't like that yet.
834
00:34:05,120 --> 00:34:10,480
You know, try not to do too many. Let's
835
00:34:06,840 --> 00:34:10,480
give this some thickness here.
836
00:34:12,679 --> 00:34:17,480
Just something like that.
837
00:34:15,679 --> 00:34:20,879
You know, that could probably do it
838
00:34:17,480 --> 00:34:22,360
unless we wanted to do a better job.
839
00:34:20,879 --> 00:34:23,960
You know.
840
00:34:22,360 --> 00:34:27,240
But I don't have a problem with that
841
00:34:23,960 --> 00:34:29,679
really almost.
842
00:34:27,240 --> 00:34:31,800
Okay, yeah. All right, I'm going to give
843
00:34:29,679 --> 00:34:34,040
this Let's Do you see if I start three,
844
00:34:31,800 --> 00:34:36,080
it's kind of chunky.
845
00:34:34,040 --> 00:34:38,159
Four, that's probably all right. Okay,
846
00:34:36,080 --> 00:34:40,560
let's just do it. Convert to mesh. I'm
847
00:34:38,159 --> 00:34:42,760
going to join it to this and I'm going
848
00:34:40,560 --> 00:34:44,879
to come over here to this part here,
849
00:34:42,760 --> 00:34:46,639
shift alt and click.
850
00:34:44,879 --> 00:34:49,879
And I'm going to scale Y zero to
851
00:34:46,639 --> 00:34:51,240
straighten it, shift E, scale it out and
852
00:34:49,879 --> 00:34:52,760
I can't see anything here, so I'm just
853
00:34:51,240 --> 00:34:55,280
going to make something. Pull it back a
854
00:34:52,760 --> 00:34:56,399
bit, E to extrude, pull it out, scale
855
00:34:55,280 --> 00:34:58,280
it.
856
00:34:56,399 --> 00:35:00,320
A little bit thicker. E to extrude,
857
00:34:58,280 --> 00:35:01,800
that'll come into the wall. We need to
858
00:35:00,320 --> 00:35:04,720
flip this
859
00:35:01,800 --> 00:35:06,880
and I will have to make a face. We'll
860
00:35:04,720 --> 00:35:09,680
bevel here.
861
00:35:06,880 --> 00:35:11,400
I'll take this, we'll bevel that
862
00:35:09,680 --> 00:35:14,120
and make sure there's no face on the
863
00:35:11,400 --> 00:35:15,840
back. We're going to shade smooth.
864
00:35:14,120 --> 00:35:18,920
So, that's going to go in. Let's just
865
00:35:15,840 --> 00:35:20,320
finish up with a bit of a a bulb and
866
00:35:18,920 --> 00:35:22,440
there's a lot of vertices, so I'm going
867
00:35:20,320 --> 00:35:24,280
to use the 32. Shift E to duplicate,
868
00:35:22,440 --> 00:35:25,920
scale it down
869
00:35:24,280 --> 00:35:28,280
and
870
00:35:25,920 --> 00:35:32,920
just bring it to here somewhere to hang
871
00:35:28,280 --> 00:35:34,280
down. E to extrude and push it up.
872
00:35:32,920 --> 00:35:36,200
That's fine.
873
00:35:34,280 --> 00:35:38,240
Uh take that face, I have to make a
874
00:35:36,200 --> 00:35:39,960
face, I mean. Control B to bevel. I'm
875
00:35:38,240 --> 00:35:42,240
going to pull it quite tight, but not
876
00:35:39,960 --> 00:35:44,160
overlapping and then roll up a few times
877
00:35:42,240 --> 00:35:45,160
to get that shade smooth. I mean, that's
878
00:35:44,160 --> 00:35:47,000
good enough. We're never going to look
879
00:35:45,160 --> 00:35:49,280
on the inside. So, I'm going to take
880
00:35:47,000 --> 00:35:52,280
this and and now as all joy. Okay, so
881
00:35:49,280 --> 00:35:55,160
let's merge by distance and double check
882
00:35:52,280 --> 00:35:57,440
the orientation. Okay, cool. And now
883
00:35:55,160 --> 00:35:59,680
we'll take this and we'll push it on and
884
00:35:57,440 --> 00:36:02,240
that'll be all we'll do for now.
885
00:35:59,680 --> 00:36:03,680
Uh we'll come back and finish this up.
886
00:36:02,240 --> 00:36:06,280
Uh so, let's just get this into
887
00:36:03,680 --> 00:36:09,120
position. I kind of feel like this whole
888
00:36:06,280 --> 00:36:11,720
base thing here, control L, should be
889
00:36:09,120 --> 00:36:12,840
bigger, so I'm going to scale shift Y.
890
00:36:11,720 --> 00:36:14,440
Just make it a little bit more
891
00:36:12,840 --> 00:36:18,560
substantial.
892
00:36:14,440 --> 00:36:20,360
Okay, and take the whole thing and G Y
893
00:36:18,560 --> 00:36:22,560
till it makes contact with the wall.
894
00:36:20,360 --> 00:36:25,480
Let's look from the front, see where it
895
00:36:22,560 --> 00:36:27,920
is. We can do this and you You try to
896
00:36:25,480 --> 00:36:29,720
get it like that. And then I'll find
897
00:36:27,920 --> 00:36:31,640
something central like I guess that
898
00:36:29,720 --> 00:36:33,880
frame is kind of central.
899
00:36:31,640 --> 00:36:37,560
And then I'll set the origin to the 3D
900
00:36:33,880 --> 00:36:41,720
cursor and mirror this lamp.
901
00:36:37,560 --> 00:36:41,720
There, let's see how she's looking.
902
00:36:42,120 --> 00:36:47,040
Okay, let's turn these off. Let's save
903
00:36:45,240 --> 00:36:48,640
and let's check out Okay, we already
904
00:36:47,040 --> 00:36:51,160
have a backup. I'm going to go back to
905
00:36:48,640 --> 00:36:53,960
that one for now.
906
00:36:51,160 --> 00:36:56,560
I'll show you with
907
00:36:53,960 --> 00:36:59,800
out the white outlines in case you
908
00:36:56,560 --> 00:37:01,760
prefer that. That is a little dark, so
909
00:36:59,800 --> 00:37:03,200
you can try different, you know, mat
910
00:37:01,760 --> 00:37:05,520
caps. Whatever, let's go let's go to
911
00:37:03,200 --> 00:37:07,040
that so we see
912
00:37:05,520 --> 00:37:08,960
where we're at.
913
00:37:07,040 --> 00:37:11,200
All right, so looking pretty cool. We
914
00:37:08,960 --> 00:37:14,520
just have a couple more things to left
915
00:37:11,200 --> 00:37:16,600
to do, really, the chimney and uh
916
00:37:14,520 --> 00:37:20,000
and that might be it. I was thinking of
917
00:37:16,600 --> 00:37:22,000
one more thing just for fun. Okay, just
918
00:37:20,000 --> 00:37:23,160
for fun to see if you would like it at
919
00:37:22,000 --> 00:37:25,560
all.
920
00:37:23,160 --> 00:37:28,080
Um I'll take that shift D scale in the
921
00:37:25,560 --> 00:37:29,960
X.
922
00:37:28,080 --> 00:37:31,560
This is not necessarily the way that I
923
00:37:29,960 --> 00:37:33,880
would do this,
924
00:37:31,560 --> 00:37:35,120
but you could if you really wanted to to
925
00:37:33,880 --> 00:37:37,280
make like planks of wood. I'm going to
926
00:37:35,120 --> 00:37:38,400
bring that down. In fact, we can snap it
927
00:37:37,280 --> 00:37:40,840
to there.
928
00:37:38,400 --> 00:37:42,400
Uh I'm just going to um bring it up a
929
00:37:40,840 --> 00:37:45,320
little bit
930
00:37:42,400 --> 00:37:48,520
so I can extrude downwards.
931
00:37:45,320 --> 00:37:51,720
Uh so E and I'll come down.
932
00:37:48,520 --> 00:37:53,280
I can get rid of that and uh let's break
933
00:37:51,720 --> 00:37:56,240
this out.
934
00:37:53,280 --> 00:37:59,040
Try to break it out. I'll take that and
935
00:37:56,240 --> 00:38:03,160
uh recalculated. I was thinking we could
936
00:37:59,040 --> 00:38:05,200
try that this bevel 0.005
937
00:38:03,160 --> 00:38:06,800
maybe. Let's just leave it at that.
938
00:38:05,200 --> 00:38:09,640
Let's try a shade smooth see how that
939
00:38:06,800 --> 00:38:11,800
looks. Okay. Uh so the bevel's there and
940
00:38:09,640 --> 00:38:14,880
generate array. We're going to be coming
941
00:38:11,800 --> 00:38:17,840
in the minus one direction.
942
00:38:14,880 --> 00:38:19,640
Uh before I do that, I can try I mean I
943
00:38:17,840 --> 00:38:22,840
can fix it up in numerous ways, but I'll
944
00:38:19,640 --> 00:38:25,120
do that and then just increase the array
945
00:38:22,840 --> 00:38:26,960
until you get to the other side just to
946
00:38:25,120 --> 00:38:29,000
see what it would look like cuz it kind
947
00:38:26,960 --> 00:38:31,120
of looks a little bit more western.
948
00:38:29,000 --> 00:38:33,960
Let's say I use that many
949
00:38:31,120 --> 00:38:36,560
I'm going to scale in the X and just
950
00:38:33,960 --> 00:38:38,320
pull it out till it kind of fits. It's
951
00:38:36,560 --> 00:38:40,080
just something you know to make it look
952
00:38:38,320 --> 00:38:42,280
a little bit more
953
00:38:40,080 --> 00:38:44,560
you know like a western scene. Obviously
954
00:38:42,280 --> 00:38:48,040
these planks are very thin and they're
955
00:38:44,560 --> 00:38:52,040
and they're very you know perfect.
956
00:38:48,040 --> 00:38:55,480
So they might not look you know like the
957
00:38:52,040 --> 00:38:56,880
real thing whatever but uh
958
00:38:55,480 --> 00:38:58,280
I'm going to leave those there for now
959
00:38:56,880 --> 00:38:59,760
cuz it does look kind of cute and it
960
00:38:58,280 --> 00:39:01,920
goes on the inside looks like a little
961
00:38:59,760 --> 00:39:04,240
country store or something.
962
00:39:01,920 --> 00:39:05,720
All right. So that's going to be it for
963
00:39:04,240 --> 00:39:07,040
the time being we'll try to come back
964
00:39:05,720 --> 00:39:08,480
with one more video at least for the
965
00:39:07,040 --> 00:39:10,960
modeling and then I'll decide if I want
966
00:39:08,480 --> 00:39:12,360
to texture this. This model
967
00:39:10,960 --> 00:39:14,280
I want to get rid of that though. I
968
00:39:12,360 --> 00:39:16,040
don't like that. This model will be
969
00:39:14,280 --> 00:39:18,080
available to patrons on the zero bar
970
00:39:16,040 --> 00:39:20,480
patron if you want to take it apart and
971
00:39:18,080 --> 00:39:22,040
just use a door practice your texturing
972
00:39:20,480 --> 00:39:25,000
or whatever or you want to use the whole
973
00:39:22,040 --> 00:39:26,640
thing I do not mind.
974
00:39:25,000 --> 00:39:29,560
Uh so that's going to be it for now.
975
00:39:26,640 --> 00:39:29,560
We'll see you next time.67759
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