Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:04,799 --> 00:00:10,260
it has been a little while since I did a
2
00:00:07,680 --> 00:00:12,179
video for you and uh I missed you it's
3
00:00:10,260 --> 00:00:13,559
nice to be back here
4
00:00:12,179 --> 00:00:15,059
um this is what we're going to do we're
5
00:00:13,559 --> 00:00:16,859
going to do a door because we've done a
6
00:00:15,059 --> 00:00:18,480
couple of keys we're going to do this
7
00:00:16,859 --> 00:00:19,980
door and I'm going to texture into
8
00:00:18,480 --> 00:00:21,060
substance painter and try to make it
9
00:00:19,980 --> 00:00:23,100
look old
10
00:00:21,060 --> 00:00:24,840
all right so this reference image is
11
00:00:23,100 --> 00:00:26,760
available for you to download it just
12
00:00:24,840 --> 00:00:27,960
makes it a little bit easier to model so
13
00:00:26,760 --> 00:00:30,420
I brought it in the blender and I can
14
00:00:27,960 --> 00:00:32,520
press S2 and press three to look from
15
00:00:30,420 --> 00:00:34,380
the side and I'm going to pull it back
16
00:00:32,520 --> 00:00:36,000
then I'm gonna look from the front and
17
00:00:34,380 --> 00:00:37,500
I'm going to press G and I'm going to
18
00:00:36,000 --> 00:00:39,540
move this in
19
00:00:37,500 --> 00:00:41,399
let's try maybe just right about in the
20
00:00:39,540 --> 00:00:43,320
middle like something like that and we
21
00:00:41,399 --> 00:00:45,960
may move it all right so I'm going to
22
00:00:43,320 --> 00:00:49,800
start with the plane
23
00:00:45,960 --> 00:00:51,719
so we're going to plane rotate X 90 and
24
00:00:49,800 --> 00:00:54,180
then I'll just press s to scale and I
25
00:00:51,719 --> 00:00:55,620
just want to see how accurately I think
26
00:00:54,180 --> 00:00:57,180
that looks pretty actually pretty good
27
00:00:55,620 --> 00:00:59,100
so I'm going to select these vertices
28
00:00:57,180 --> 00:01:00,840
and I'm going to bring them up to the
29
00:00:59,100 --> 00:01:03,059
top
30
00:01:00,840 --> 00:01:05,220
like that and it doesn't matter if we're
31
00:01:03,059 --> 00:01:06,720
a little bit off the diagram right
32
00:01:05,220 --> 00:01:09,720
and I'm going to bring that down to
33
00:01:06,720 --> 00:01:13,200
there go to wireframe
34
00:01:09,720 --> 00:01:14,820
and we have this okay so instead of
35
00:01:13,200 --> 00:01:16,740
making the door of like just a solid
36
00:01:14,820 --> 00:01:18,900
plane we're gonna make it like this
37
00:01:16,740 --> 00:01:21,119
looks like it's made of pieces of wood
38
00:01:18,900 --> 00:01:22,680
so I know you can't really see that I've
39
00:01:21,119 --> 00:01:24,900
got that there but there it is all right
40
00:01:22,680 --> 00:01:27,420
I'll do that uh we're gonna put in an
41
00:01:24,900 --> 00:01:29,759
edge Loop control R to click and then
42
00:01:27,420 --> 00:01:32,340
I'm going to go Ctrl B to Bevel and
43
00:01:29,759 --> 00:01:35,340
split it and I'm going to pull to about
44
00:01:32,340 --> 00:01:36,540
there so I can have this piece and this
45
00:01:35,340 --> 00:01:38,159
piece
46
00:01:36,540 --> 00:01:39,299
and I'm gonna put another Edge Loop
47
00:01:38,159 --> 00:01:42,299
right in the middle
48
00:01:39,299 --> 00:01:44,520
and I'll zoom in control B and I'm going
49
00:01:42,299 --> 00:01:45,900
to pull to about there so we can have
50
00:01:44,520 --> 00:01:49,439
this middle stuff
51
00:01:45,900 --> 00:01:51,960
but we also need control R horizontal
52
00:01:49,439 --> 00:01:55,259
Edge Loop pull it up to there
53
00:01:51,960 --> 00:01:58,140
so now I can get this piece here
54
00:01:55,259 --> 00:02:00,540
and we'll keep going
55
00:01:58,140 --> 00:02:03,960
and actually be in and I'll come to you
56
00:02:00,540 --> 00:02:06,799
about here and another one to about
57
00:02:03,960 --> 00:02:10,080
there
58
00:02:06,799 --> 00:02:11,340
down here and actually there I mean I
59
00:02:10,080 --> 00:02:12,980
could put one in the middle of that and
60
00:02:11,340 --> 00:02:15,300
try to split it but this is just fine
61
00:02:12,980 --> 00:02:17,580
there don't worry about being super
62
00:02:15,300 --> 00:02:19,319
accurate it's going to look like a door
63
00:02:17,580 --> 00:02:22,319
so you do there
64
00:02:19,319 --> 00:02:24,379
all right so that's what we have just
65
00:02:22,319 --> 00:02:28,560
like that
66
00:02:24,379 --> 00:02:32,640
now let's see
67
00:02:28,560 --> 00:02:35,280
what we can do is let's make holes let's
68
00:02:32,640 --> 00:02:38,700
in face selection holding shift select
69
00:02:35,280 --> 00:02:40,020
all these those are going to be holes so
70
00:02:38,700 --> 00:02:42,080
we're gonna we can go ahead and delete
71
00:02:40,020 --> 00:02:45,660
those faces right now
72
00:02:42,080 --> 00:02:48,120
and reselect the whole thing
73
00:02:45,660 --> 00:02:49,800
and okay I think actually the easiest
74
00:02:48,120 --> 00:02:51,780
way to do it right now just look from
75
00:02:49,800 --> 00:02:53,340
the front is to make the separate pieces
76
00:02:51,780 --> 00:02:56,040
of wood so let's press three for face
77
00:02:53,340 --> 00:02:58,260
selection and let's select all these in
78
00:02:56,040 --> 00:02:59,940
fact you can start selecting and then
79
00:02:58,260 --> 00:03:02,580
hold down control and click the bottom
80
00:02:59,940 --> 00:03:04,140
one shift select there control and the
81
00:03:02,580 --> 00:03:06,660
bottom we'll do those two together for
82
00:03:04,140 --> 00:03:07,800
now so let's press p and separate by
83
00:03:06,660 --> 00:03:10,379
selection
84
00:03:07,800 --> 00:03:13,680
so we have that all right let's go back
85
00:03:10,379 --> 00:03:15,120
in and let's do these ones so that and
86
00:03:13,680 --> 00:03:17,159
control
87
00:03:15,120 --> 00:03:18,540
I'll do all these together just for the
88
00:03:17,159 --> 00:03:22,200
moment instead
89
00:03:18,540 --> 00:03:24,120
get them like that okay p and separate
90
00:03:22,200 --> 00:03:27,319
by selection and then
91
00:03:24,120 --> 00:03:27,319
that thing there
92
00:03:27,480 --> 00:03:33,720
okay so this is all one piece that piece
93
00:03:31,680 --> 00:03:35,580
okay so I think at this point what I'm
94
00:03:33,720 --> 00:03:37,860
going to do is I'm going to come in and
95
00:03:35,580 --> 00:03:41,580
I'm going to select the edges that I I
96
00:03:37,860 --> 00:03:44,900
don't need these running through these
97
00:03:41,580 --> 00:03:49,560
so I'm going to X dissolve edges
98
00:03:44,900 --> 00:03:51,900
and I could leave that all together
99
00:03:49,560 --> 00:03:53,760
and maybe I will do that so let's go and
100
00:03:51,900 --> 00:03:56,340
look at this one are there any edges
101
00:03:53,760 --> 00:03:58,440
there's no edges to delete this one
102
00:03:56,340 --> 00:04:00,480
there definitely is so this Edge all
103
00:03:58,440 --> 00:04:02,040
these extra edges so it will just have
104
00:04:00,480 --> 00:04:03,659
it as one long
105
00:04:02,040 --> 00:04:07,159
plane
106
00:04:03,659 --> 00:04:07,159
a rectangular plane
107
00:04:09,299 --> 00:04:15,780
okay X dissolve edges so I have that
108
00:04:12,739 --> 00:04:17,760
okay cool so I'm going to select I guess
109
00:04:15,780 --> 00:04:19,500
all of these and let's give it some
110
00:04:17,760 --> 00:04:20,459
thickness I'm going to edit for all of
111
00:04:19,500 --> 00:04:22,139
them
112
00:04:20,459 --> 00:04:22,919
even though they're separate we can do
113
00:04:22,139 --> 00:04:25,380
this
114
00:04:22,919 --> 00:04:27,300
need to extrude and pull back something
115
00:04:25,380 --> 00:04:29,040
like this to give some thickness to the
116
00:04:27,300 --> 00:04:31,440
door however thick you think you need it
117
00:04:29,040 --> 00:04:34,699
something like that and I don't need the
118
00:04:31,440 --> 00:04:39,419
backs so I'm going to X faces
119
00:04:34,699 --> 00:04:41,280
so we have this now let's go ahead and
120
00:04:39,419 --> 00:04:43,020
put a bevel on and I think I'm going to
121
00:04:41,280 --> 00:04:45,060
be leaving all of the other faces like
122
00:04:43,020 --> 00:04:47,699
there's a face in here but we'll we'll
123
00:04:45,060 --> 00:04:50,340
see when we put the bevel on
124
00:04:47,699 --> 00:04:53,160
we kind of need that so I'm going to do
125
00:04:50,340 --> 00:04:58,220
three and 0.01
126
00:04:53,160 --> 00:04:58,220
and I'll put on the cavity Shader
127
00:04:58,979 --> 00:05:04,560
so we can see we have a little bit of a
128
00:05:01,080 --> 00:05:06,840
bevel and we need that edge I I think
129
00:05:04,560 --> 00:05:08,699
so if that's the bevel that we like we
130
00:05:06,840 --> 00:05:10,620
can apply it to the other pieces by
131
00:05:08,699 --> 00:05:13,199
selecting the other that one and hold
132
00:05:10,620 --> 00:05:15,060
shift select that one and then hold
133
00:05:13,199 --> 00:05:16,440
shift and select that one last and
134
00:05:15,060 --> 00:05:19,919
control l
135
00:05:16,440 --> 00:05:22,800
copy modifiers it'll go on everybody so
136
00:05:19,919 --> 00:05:25,440
let's hide that for the moment
137
00:05:22,800 --> 00:05:27,180
and C all right so it looks a little bit
138
00:05:25,440 --> 00:05:31,639
more realistic as a door than just a
139
00:05:27,180 --> 00:05:31,639
single plane with with wood on it
140
00:05:40,199 --> 00:05:46,440
so we have these pieces we don't have
141
00:05:44,160 --> 00:05:48,180
the the trim or the the molding or
142
00:05:46,440 --> 00:05:51,000
beading yet I don't know if it's called
143
00:05:48,180 --> 00:05:53,460
that man but we do need this stuff in
144
00:05:51,000 --> 00:05:55,139
behind so what I'm going to do for that
145
00:05:53,460 --> 00:05:57,560
is I'm just going to bring in a separate
146
00:05:55,139 --> 00:05:57,560
plane
147
00:05:59,160 --> 00:06:02,780
rotate X90
148
00:06:03,060 --> 00:06:07,800
and I will pull it back a little ways we
149
00:06:05,699 --> 00:06:11,280
can adjust how far back we want it later
150
00:06:07,800 --> 00:06:13,740
I'm going to scale in the scale it in
151
00:06:11,280 --> 00:06:15,780
the ax so it just tucks under
152
00:06:13,740 --> 00:06:18,720
and then I'm just going to I could do it
153
00:06:15,780 --> 00:06:21,419
evenly I suppose scale it in the Zed so
154
00:06:18,720 --> 00:06:26,419
it covers everything like that and you
155
00:06:21,419 --> 00:06:26,419
can put a wood material on that later on
156
00:06:31,699 --> 00:06:35,880
all right good so we've got that I'm
157
00:06:34,500 --> 00:06:39,660
gonna make it a little adjustment over
158
00:06:35,880 --> 00:06:43,280
here switch this to both and
159
00:06:39,660 --> 00:06:43,280
start pulling these up
160
00:06:44,280 --> 00:06:49,860
just do it so we get that effect
161
00:06:46,979 --> 00:06:51,240
for now so let's now do let's say some
162
00:06:49,860 --> 00:06:52,740
of this stuff and then we'll do that
163
00:06:51,240 --> 00:06:56,580
inner stuff
164
00:06:52,740 --> 00:06:58,740
okay so my cursor is there and I'm going
165
00:06:56,580 --> 00:07:00,419
to go into wireframe it's almost where
166
00:06:58,740 --> 00:07:02,819
the hole would be at least across from
167
00:07:00,419 --> 00:07:04,620
it so I'm going to bring in a cylinder
168
00:07:02,819 --> 00:07:07,080
I'm going to leave it at 32 so it's
169
00:07:04,620 --> 00:07:09,120
relatively smooth you could do less if
170
00:07:07,080 --> 00:07:11,699
you wanted lower poly
171
00:07:09,120 --> 00:07:14,220
I'm just sliding this over here and
172
00:07:11,699 --> 00:07:16,800
scaling it down I can just press G let's
173
00:07:14,220 --> 00:07:18,660
rotate X90
174
00:07:16,800 --> 00:07:20,580
and just press G and get it into
175
00:07:18,660 --> 00:07:23,520
position and scale it down a little bit
176
00:07:20,580 --> 00:07:24,900
and what we need is for that piece to go
177
00:07:23,520 --> 00:07:27,960
all the way through it's going to be
178
00:07:24,900 --> 00:07:30,300
very easy it's just this thin plane so
179
00:07:27,960 --> 00:07:33,000
we're going to have that all right so
180
00:07:30,300 --> 00:07:35,160
we're going to select here and I'm going
181
00:07:33,000 --> 00:07:36,479
to add a Boolean and drag it to the top
182
00:07:35,160 --> 00:07:38,280
leave it on difference with the
183
00:07:36,479 --> 00:07:40,560
eyedropper
184
00:07:38,280 --> 00:07:44,099
I'm going to click there
185
00:07:40,560 --> 00:07:46,259
apply and I could save that or I I think
186
00:07:44,099 --> 00:07:48,180
I'll just get rid of him
187
00:07:46,259 --> 00:07:50,160
all right so we have that but we don't
188
00:07:48,180 --> 00:07:52,199
have any thickness on here and so what
189
00:07:50,160 --> 00:07:53,880
I'm going to do I don't particularly
190
00:07:52,199 --> 00:07:56,699
like this we're going to change that in
191
00:07:53,880 --> 00:07:59,699
a bit but I'm going to select here this
192
00:07:56,699 --> 00:08:02,099
stuff I can press e to extrude I'm just
193
00:07:59,699 --> 00:08:03,900
going to pull it in like that and now we
194
00:08:02,099 --> 00:08:07,139
can see we have our bevel
195
00:08:03,900 --> 00:08:09,840
will shade smooth in a bit I don't like
196
00:08:07,139 --> 00:08:12,240
these lines going all the way down and
197
00:08:09,840 --> 00:08:15,360
so what I'm going to do is create my own
198
00:08:12,240 --> 00:08:19,680
I need two supports for this
199
00:08:15,360 --> 00:08:21,240
so I'm going to using the knife tool
200
00:08:19,680 --> 00:08:23,340
I'm going to press K I'm just going to
201
00:08:21,240 --> 00:08:25,319
select one of these vertices here press
202
00:08:23,340 --> 00:08:26,400
a to constrain and just going to drag it
203
00:08:25,319 --> 00:08:28,500
over
204
00:08:26,400 --> 00:08:30,419
like that
205
00:08:28,500 --> 00:08:33,659
it doesn't really matter if I just hit
206
00:08:30,419 --> 00:08:35,940
this line or if I go further on it and
207
00:08:33,659 --> 00:08:37,680
it you know connects further down that's
208
00:08:35,940 --> 00:08:40,919
fine
209
00:08:37,680 --> 00:08:42,360
all right now I can select these and and
210
00:08:40,919 --> 00:08:43,440
I'm not doing
211
00:08:42,360 --> 00:08:45,360
um
212
00:08:43,440 --> 00:08:46,740
well there's an extra one in here so on
213
00:08:45,360 --> 00:08:48,720
this one I'm going to shift alt and
214
00:08:46,740 --> 00:08:51,300
click and I'm going to get I'm going to
215
00:08:48,720 --> 00:08:53,220
get this Edge and this because you don't
216
00:08:51,300 --> 00:08:55,680
really need that in the circle so I'm
217
00:08:53,220 --> 00:08:57,720
going to X dissolve edges I won't change
218
00:08:55,680 --> 00:08:59,760
the diameter circle but I'm not going to
219
00:08:57,720 --> 00:09:02,519
do that here and and and get rid of this
220
00:08:59,760 --> 00:09:05,160
Edge just this this Edge I just dissolve
221
00:09:02,519 --> 00:09:07,200
edges all right I just I just think it's
222
00:09:05,160 --> 00:09:11,120
it's neater
223
00:09:07,200 --> 00:09:11,120
all right so we have that
224
00:09:12,660 --> 00:09:17,820
let me go back to that
225
00:09:14,820 --> 00:09:19,560
yeah all right okay so back in the
226
00:09:17,820 --> 00:09:21,540
wireframe we're going to do this piece
227
00:09:19,560 --> 00:09:24,000
here for that piece we're going to bring
228
00:09:21,540 --> 00:09:26,820
in a plank
229
00:09:24,000 --> 00:09:30,540
scale it down press G to
230
00:09:26,820 --> 00:09:32,880
grab and move it over scale it until it
231
00:09:30,540 --> 00:09:35,279
matches the approximate diameter of this
232
00:09:32,880 --> 00:09:39,200
rotate X90 it'll be a little easier to
233
00:09:35,279 --> 00:09:39,200
see and just position it
234
00:09:40,080 --> 00:09:45,720
something like this select this top Edge
235
00:09:43,019 --> 00:09:49,440
and pull it up to there and this bottom
236
00:09:45,720 --> 00:09:51,300
Edge and pull it down to about there now
237
00:09:49,440 --> 00:09:52,920
let's go back and look at this I'll
238
00:09:51,300 --> 00:09:54,899
select it and just bring it off the
239
00:09:52,920 --> 00:09:56,580
surface of the door and I just want to
240
00:09:54,899 --> 00:09:58,080
look that it's roughly in the center it
241
00:09:56,580 --> 00:10:00,839
doesn't have to be perfectly in the
242
00:09:58,080 --> 00:10:02,279
center either back in the wireframe okay
243
00:10:00,839 --> 00:10:04,260
looks good
244
00:10:02,279 --> 00:10:06,060
all right all right I'm going to turn to
245
00:10:04,260 --> 00:10:08,760
the side just a little bit I'm going to
246
00:10:06,060 --> 00:10:11,100
extrude this out press e and it's pull
247
00:10:08,760 --> 00:10:13,920
out in the in the Y give it a little bit
248
00:10:11,100 --> 00:10:15,959
of thickness like that look from the
249
00:10:13,920 --> 00:10:18,240
front and wireframe and now I'm going to
250
00:10:15,959 --> 00:10:21,240
scale I'm going to scale if I just press
251
00:10:18,240 --> 00:10:23,580
acid never scales properly but so I can
252
00:10:21,240 --> 00:10:25,680
pull it like that so that the Zed gets
253
00:10:23,580 --> 00:10:27,540
scaled in The Zed nicely now I'm going
254
00:10:25,680 --> 00:10:29,700
to pass X and I'll just pull it in and
255
00:10:27,540 --> 00:10:30,720
sort of make it even like that it
256
00:10:29,700 --> 00:10:32,519
doesn't matter if it goes under the
257
00:10:30,720 --> 00:10:34,680
doorknob because the doorknob has a thin
258
00:10:32,519 --> 00:10:37,500
stock on it so let's have a look at that
259
00:10:34,680 --> 00:10:39,420
so this is what we got all right but
260
00:10:37,500 --> 00:10:41,459
we're not quite done I'm going to in
261
00:10:39,420 --> 00:10:44,339
three face selection select that back
262
00:10:41,459 --> 00:10:46,440
face and I like to extrude it back A
263
00:10:44,339 --> 00:10:49,079
straight piece like that and then get
264
00:10:46,440 --> 00:10:52,260
rid of that vase and then pull that in
265
00:10:49,079 --> 00:10:54,420
to touch touch the door
266
00:10:52,260 --> 00:10:56,519
now I'm going to add I'm going to add a
267
00:10:54,420 --> 00:10:59,579
bevel on this as well
268
00:10:56,519 --> 00:11:01,680
um I'll go up to 3 and 0.01 but it'll
269
00:10:59,579 --> 00:11:02,880
look a little too rounded and so I'm
270
00:11:01,680 --> 00:11:04,140
just going to come in I'm going to add
271
00:11:02,880 --> 00:11:05,940
one more Edge Loop I'm just going to
272
00:11:04,140 --> 00:11:07,519
start pulling it down as and as I do the
273
00:11:05,940 --> 00:11:11,100
bevel will start going
274
00:11:07,519 --> 00:11:13,620
and just leave it something like that
275
00:11:11,100 --> 00:11:16,560
I think that looks looks fine looks nice
276
00:11:13,620 --> 00:11:20,579
we can shade smooth in a bit
277
00:11:16,560 --> 00:11:22,740
all right so for the keyhole let's do
278
00:11:20,579 --> 00:11:24,480
that let's start getting our cursor
279
00:11:22,740 --> 00:11:27,360
where we need it so let's select here
280
00:11:24,480 --> 00:11:29,279
and just select that face shift s cursor
281
00:11:27,360 --> 00:11:32,519
to selected look for the front and
282
00:11:29,279 --> 00:11:34,260
wireframe now and we're close at least
283
00:11:32,519 --> 00:11:35,579
so we're going to make a circle with a
284
00:11:34,260 --> 00:11:37,860
thing and I know it's really blurry so
285
00:11:35,579 --> 00:11:40,440
and I'm going to use uh High vertices
286
00:11:37,860 --> 00:11:42,260
I'm going to use 32 the default on this
287
00:11:40,440 --> 00:11:45,720
circle so that you get a nice smooth
288
00:11:42,260 --> 00:11:48,060
hole I got to rotate X 90.
289
00:11:45,720 --> 00:11:50,820
and start pulling it down
290
00:11:48,060 --> 00:11:52,260
and just get it a size that I think
291
00:11:50,820 --> 00:11:54,300
looks good it doesn't matter if it's a
292
00:11:52,260 --> 00:11:57,000
little bit big I mean look a little bit
293
00:11:54,300 --> 00:12:00,300
maybe cartoony or something so Circle
294
00:11:57,000 --> 00:12:02,640
something like this and then we want to
295
00:12:00,300 --> 00:12:04,500
box select that's if that's the bottom
296
00:12:02,640 --> 00:12:07,140
piece I'm going to come out one so one
297
00:12:04,500 --> 00:12:09,120
on each side two on each side I think
298
00:12:07,140 --> 00:12:10,860
I'll come out three on each side we'll
299
00:12:09,120 --> 00:12:13,320
try that
300
00:12:10,860 --> 00:12:15,540
and I'm going to press e to extrude and
301
00:12:13,320 --> 00:12:17,279
come down
302
00:12:15,540 --> 00:12:20,700
and I'm going to straighten this out by
303
00:12:17,279 --> 00:12:22,500
SZ 0 and I might ask the scale just make
304
00:12:20,700 --> 00:12:24,540
it come out a little bit like that
305
00:12:22,500 --> 00:12:27,240
and just pull it down a little way so
306
00:12:24,540 --> 00:12:29,279
we're off the diagram a bit but this is
307
00:12:27,240 --> 00:12:30,839
what we're what we're getting
308
00:12:29,279 --> 00:12:32,519
all right and now what I'm going to do
309
00:12:30,839 --> 00:12:35,640
is come back in and I'm going to delete
310
00:12:32,519 --> 00:12:39,540
these vertices so I have just this outer
311
00:12:35,640 --> 00:12:40,920
sort of profile all right and now I
312
00:12:39,540 --> 00:12:43,860
think what I'll do is I don't even
313
00:12:40,920 --> 00:12:45,480
really need these so I can X dissolve
314
00:12:43,860 --> 00:12:47,100
vertices
315
00:12:45,480 --> 00:12:49,260
and now I can select these and I'll
316
00:12:47,100 --> 00:12:52,139
bevel them a little bit shift Ctrl B not
317
00:12:49,260 --> 00:12:55,200
just Ctrl B shift Ctrl B pull to split
318
00:12:52,139 --> 00:12:57,180
like that and put even just a total of
319
00:12:55,200 --> 00:13:00,060
three I usually go for five right but
320
00:12:57,180 --> 00:13:02,519
it's so small so do that and I might
321
00:13:00,060 --> 00:13:06,480
consider trying to Bevel here those two
322
00:13:02,519 --> 00:13:08,040
as well shift Ctrl B pull have the three
323
00:13:06,480 --> 00:13:09,000
just to make it a little bit more
324
00:13:08,040 --> 00:13:11,279
rounded
325
00:13:09,000 --> 00:13:13,260
all right select it all F to make a face
326
00:13:11,279 --> 00:13:15,360
we now have a
327
00:13:13,260 --> 00:13:20,160
object that we could use look from the
328
00:13:15,360 --> 00:13:22,560
side and uh from that side and pull it
329
00:13:20,160 --> 00:13:23,940
off the surface and then e to extrude
330
00:13:22,560 --> 00:13:26,579
and pull it down just to give it some
331
00:13:23,940 --> 00:13:30,120
thickness like that now chances are I've
332
00:13:26,579 --> 00:13:33,540
pulled the wrong way and okay well it's
333
00:13:30,120 --> 00:13:35,820
actually blue but other stuff is not so
334
00:13:33,540 --> 00:13:36,839
let's have a look first of all of what
335
00:13:35,820 --> 00:13:40,380
we've got
336
00:13:36,839 --> 00:13:42,360
all right let's take let's select all of
337
00:13:40,380 --> 00:13:45,420
this stuff here and actually you know
338
00:13:42,360 --> 00:13:47,399
what I'm gonna hide that and select all
339
00:13:45,420 --> 00:13:49,980
of this stuff
340
00:13:47,399 --> 00:13:51,060
alt in recalculate outside so that's all
341
00:13:49,980 --> 00:13:53,339
blue again
342
00:13:51,060 --> 00:13:54,839
uh I'll take to bring that stuff back
343
00:13:53,339 --> 00:13:56,880
now this is blue this is blue
344
00:13:54,839 --> 00:13:58,920
everything's good if this one was not
345
00:13:56,880 --> 00:14:00,360
it's just a single plane you'd have to
346
00:13:58,920 --> 00:14:02,399
go alt in
347
00:14:00,360 --> 00:14:05,339
and flip
348
00:14:02,399 --> 00:14:09,120
all right at any rate we are good to go
349
00:14:05,339 --> 00:14:11,760
so we got this piece here we need to
350
00:14:09,120 --> 00:14:12,899
bring it in so that it makes contact and
351
00:14:11,760 --> 00:14:16,139
goes
352
00:14:12,899 --> 00:14:17,579
down into there so let's do a Boolean on
353
00:14:16,139 --> 00:14:20,639
this piece here
354
00:14:17,579 --> 00:14:23,160
so Boolean drag it to the top on
355
00:14:20,639 --> 00:14:27,600
difference and select it
356
00:14:23,160 --> 00:14:30,720
and apply and then get rid of that and
357
00:14:27,600 --> 00:14:35,279
that is it now if I shade smooth this
358
00:14:30,720 --> 00:14:37,860
we'll get some uh shading errors and uh
359
00:14:35,279 --> 00:14:40,800
those can be uh fixed with weighted
360
00:14:37,860 --> 00:14:42,240
normal and normals Auto smooth usually
361
00:14:40,800 --> 00:14:44,639
and I'm not going to worry about
362
00:14:42,240 --> 00:14:46,920
anything about the cut sets that's fine
363
00:14:44,639 --> 00:14:49,320
that's good enough all right so we got
364
00:14:46,920 --> 00:14:52,100
that in there so now it's time to do the
365
00:14:49,320 --> 00:14:52,100
doorknob itself
366
00:14:52,500 --> 00:14:57,260
3D cursors right there and I would
367
00:14:54,839 --> 00:14:59,940
probably just use a UV sphere
368
00:14:57,260 --> 00:15:03,240
and uh
369
00:14:59,940 --> 00:15:04,440
if we stick with the default number you
370
00:15:03,240 --> 00:15:07,079
know we probably don't need to do a
371
00:15:04,440 --> 00:15:09,779
subdivision and maybe that's just too
372
00:15:07,079 --> 00:15:13,139
much anyhow but let's try it let's go
373
00:15:09,779 --> 00:15:15,620
with the 32 I think it's 32 get the
374
00:15:13,139 --> 00:15:18,240
approximate size rotate X
375
00:15:15,620 --> 00:15:21,779
90. all right we've got that in there
376
00:15:18,240 --> 00:15:24,660
and what we'll do is we'll pull it out
377
00:15:21,779 --> 00:15:27,420
and I'm going to actually squash it so
378
00:15:24,660 --> 00:15:29,820
uh I've got it all selected in edit mode
379
00:15:27,420 --> 00:15:31,500
so I'm going to scale it in the Y and do
380
00:15:29,820 --> 00:15:32,760
something like this
381
00:15:31,500 --> 00:15:35,820
and then
382
00:15:32,760 --> 00:15:37,500
to go into the door or into that piece
383
00:15:35,820 --> 00:15:41,699
of metal I'm going to select that vertex
384
00:15:37,500 --> 00:15:45,420
and control plus maybe just if I do it
385
00:15:41,699 --> 00:15:46,980
there and then I X vertices it'll come
386
00:15:45,420 --> 00:15:50,220
out to there
387
00:15:46,980 --> 00:15:52,680
think that's probably okay let's try it
388
00:15:50,220 --> 00:15:55,139
let's shift alt to click that edge I
389
00:15:52,680 --> 00:15:57,240
went into Edge selection and let's just
390
00:15:55,139 --> 00:15:58,920
extrude back and see if that makes a
391
00:15:57,240 --> 00:16:00,540
decent connection
392
00:15:58,920 --> 00:16:02,720
I think that looks reasonable I don't
393
00:16:00,540 --> 00:16:05,940
think it needs to be any wider than that
394
00:16:02,720 --> 00:16:09,360
so what I would generally do is come
395
00:16:05,940 --> 00:16:13,079
down like that and then e and s come out
396
00:16:09,360 --> 00:16:15,000
a little ways and then one more
397
00:16:13,079 --> 00:16:17,160
something like this
398
00:16:15,000 --> 00:16:20,720
because that metal ring going now that
399
00:16:17,160 --> 00:16:20,720
may be out a little bit too far
400
00:16:20,880 --> 00:16:24,779
let's see what happens if we shade
401
00:16:22,440 --> 00:16:26,579
smooth it how good it looks
402
00:16:24,779 --> 00:16:30,060
I think it probably is going to look
403
00:16:26,579 --> 00:16:33,959
just fine with some Edge Edge Loops but
404
00:16:30,060 --> 00:16:36,180
uh is that too far out from the door
405
00:16:33,959 --> 00:16:38,880
not necessarily let's just drop some
406
00:16:36,180 --> 00:16:41,459
Edge Loops in here let's bevel this Edge
407
00:16:38,880 --> 00:16:44,699
so shift alt and click that engine Ctrl
408
00:16:41,459 --> 00:16:46,220
B and Pull and have there's two three
409
00:16:44,699 --> 00:16:49,320
edges
410
00:16:46,220 --> 00:16:51,000
and I could bevel this one to where it
411
00:16:49,320 --> 00:16:52,680
connects with the three
412
00:16:51,000 --> 00:16:54,540
big fan
413
00:16:52,680 --> 00:16:57,180
it looks like I'm gonna need to drag one
414
00:16:54,540 --> 00:16:59,279
more down here to fix that shading
415
00:16:57,180 --> 00:17:01,320
and then if you want you can come in
416
00:16:59,279 --> 00:17:04,140
here and do something like control B
417
00:17:01,320 --> 00:17:07,980
split it just with the two e and all
418
00:17:04,140 --> 00:17:09,240
tests and pull in and then grab these
419
00:17:07,980 --> 00:17:12,059
two
420
00:17:09,240 --> 00:17:14,520
control B and Pull and have three and
421
00:17:12,059 --> 00:17:16,140
see if that's good enough just to do
422
00:17:14,520 --> 00:17:18,000
something have some other kind of design
423
00:17:16,140 --> 00:17:20,240
on there I'm going to put an edge Loop
424
00:17:18,000 --> 00:17:22,980
in here and here
425
00:17:20,240 --> 00:17:24,900
and you know that way we can get some
426
00:17:22,980 --> 00:17:27,299
Edge detail and substance painter and
427
00:17:24,900 --> 00:17:29,820
maybe just on the front I'll go back in
428
00:17:27,299 --> 00:17:32,940
the wireframe we'll take this vertex
429
00:17:29,820 --> 00:17:35,700
and maybe I'll come out one more and
430
00:17:32,940 --> 00:17:37,980
expert vertices get rid of those and now
431
00:17:35,700 --> 00:17:39,960
we would have this what I might do with
432
00:17:37,980 --> 00:17:43,160
that is just have to make a face and
433
00:17:39,960 --> 00:17:46,140
then hide inset and Pull It in a ways
434
00:17:43,160 --> 00:17:49,380
and then do a design if you want like
435
00:17:46,140 --> 00:17:53,039
just bring it in maybe scale it in
436
00:17:49,380 --> 00:17:55,919
and we'll put
437
00:17:53,039 --> 00:17:58,799
we'll uh let's see we'll bevel this
438
00:17:55,919 --> 00:18:00,600
with three and we may need to actually
439
00:17:58,799 --> 00:18:02,760
take this an inset one more time just to
440
00:18:00,600 --> 00:18:04,080
for shading and you know maybe that's
441
00:18:02,760 --> 00:18:06,000
okay
442
00:18:04,080 --> 00:18:08,039
like that or you could have it sticking
443
00:18:06,000 --> 00:18:09,840
out you know it looks a little bit like
444
00:18:08,039 --> 00:18:13,919
this one
445
00:18:09,840 --> 00:18:15,600
and I think that's probably fine
446
00:18:13,919 --> 00:18:19,559
for that
447
00:18:15,600 --> 00:18:22,020
all right let's check this yeah looks
448
00:18:19,559 --> 00:18:25,320
good turn that off once in a while and
449
00:18:22,020 --> 00:18:27,660
come over to another matte cap just to
450
00:18:25,320 --> 00:18:31,100
check how it how it looks and how it
451
00:18:27,660 --> 00:18:31,100
seems to be catching the light
452
00:18:31,380 --> 00:18:36,559
okay
453
00:18:32,940 --> 00:18:36,559
that's that's looking just fine
454
00:18:37,020 --> 00:18:44,120
all right so we're going to do this
455
00:18:39,539 --> 00:18:47,400
stuff now and what I will do is I will
456
00:18:44,120 --> 00:18:49,620
because this is already kind of Central
457
00:18:47,400 --> 00:18:51,720
and I don't want to select this whole
458
00:18:49,620 --> 00:18:53,340
big other back piece I'm going to use
459
00:18:51,720 --> 00:18:55,980
this I'm going to press shift d to
460
00:18:53,340 --> 00:18:59,039
duplicate pull that into the middle it's
461
00:18:55,980 --> 00:19:02,340
got the right uh height I guess you
462
00:18:59,039 --> 00:19:02,340
would say SX
463
00:19:02,480 --> 00:19:08,760
and get it to about there but that's
464
00:19:05,220 --> 00:19:11,100
separated out P Break it out so that is
465
00:19:08,760 --> 00:19:12,720
a separate piece for us
466
00:19:11,100 --> 00:19:14,880
and I can
467
00:19:12,720 --> 00:19:16,799
um set the order to John G I often don't
468
00:19:14,880 --> 00:19:19,500
I just go into edit mode and then my my
469
00:19:16,799 --> 00:19:21,000
Gizmo is right there anyhow
470
00:19:19,500 --> 00:19:23,580
I'm just going to pull it out a little
471
00:19:21,000 --> 00:19:26,039
bit so we can focus on it and we'll make
472
00:19:23,580 --> 00:19:27,900
some of this trim all right and some of
473
00:19:26,039 --> 00:19:29,820
this is is trial and error so I'm just
474
00:19:27,900 --> 00:19:31,559
going to hide it in set I'm going to
475
00:19:29,820 --> 00:19:33,419
pull that in
476
00:19:31,559 --> 00:19:36,480
I'm going to select the whole thing I
477
00:19:33,419 --> 00:19:38,880
may need a bit more room okay so I'm
478
00:19:36,480 --> 00:19:41,940
selecting that face and I'm going to
479
00:19:38,880 --> 00:19:45,240
extrude back so I pulled that in and I'm
480
00:19:41,940 --> 00:19:47,179
going to press s to scale
481
00:19:45,240 --> 00:19:49,740
a little bit
482
00:19:47,179 --> 00:19:52,559
and then I'm going to hide inset again
483
00:19:49,740 --> 00:19:55,020
and and give myself a second sort of
484
00:19:52,559 --> 00:19:56,700
flat layer you need to extrude I'm going
485
00:19:55,020 --> 00:19:59,700
to pull that back and then I'm going to
486
00:19:56,700 --> 00:20:01,799
delete that back face
487
00:19:59,700 --> 00:20:04,260
now I'm going to select this Outer Edge
488
00:20:01,799 --> 00:20:06,660
and just bring it down a little bit
489
00:20:04,260 --> 00:20:09,240
let's try bringing that in and seeing
490
00:20:06,660 --> 00:20:11,280
what that looks like
491
00:20:09,240 --> 00:20:13,980
I'm going to scale in the ax a little
492
00:20:11,280 --> 00:20:17,520
bit and scale in The Zed a little bit
493
00:20:13,980 --> 00:20:19,860
like that and now we can do some work on
494
00:20:17,520 --> 00:20:23,539
these this Edge Let's select that edge
495
00:20:19,860 --> 00:20:26,400
and Ctrl B to Bevel and let's put a few
496
00:20:23,539 --> 00:20:28,799
segments in there to sort of round it a
497
00:20:26,400 --> 00:20:30,539
little bit more and we can do a similar
498
00:20:28,799 --> 00:20:33,660
thing down here shift alt and click
499
00:20:30,539 --> 00:20:36,120
there and we'll just round that like
500
00:20:33,660 --> 00:20:37,860
that and I think that is what we're
501
00:20:36,120 --> 00:20:41,400
going to go for let's just have a look
502
00:20:37,860 --> 00:20:43,640
at it here yeah okay and we take that
503
00:20:41,400 --> 00:20:43,640
off
504
00:20:46,080 --> 00:20:51,419
that we can see if it improves with
505
00:20:49,440 --> 00:20:52,799
weighted normal and normal Auto smooth
506
00:20:51,419 --> 00:20:56,100
and I think I'll probably would leave
507
00:20:52,799 --> 00:20:58,320
that on anyhow that will look fine when
508
00:20:56,100 --> 00:21:00,660
it's textured so now I'm going to take
509
00:20:58,320 --> 00:21:03,840
this I'll go into edit mode shift d to
510
00:21:00,660 --> 00:21:05,640
duplicate it and we'll bring it over to
511
00:21:03,840 --> 00:21:08,520
here
512
00:21:05,640 --> 00:21:10,640
select it all shift d to duplicate pull
513
00:21:08,520 --> 00:21:14,039
down
514
00:21:10,640 --> 00:21:15,360
and gzed line it up with the top as best
515
00:21:14,039 --> 00:21:18,660
you want it doesn't have to be perfect
516
00:21:15,360 --> 00:21:22,500
because it it wouldn't be box select the
517
00:21:18,660 --> 00:21:25,620
bottoms in wireframe pull them down
518
00:21:22,500 --> 00:21:28,080
to here maybe go back into solid so you
519
00:21:25,620 --> 00:21:29,340
can see it relative to our model and not
520
00:21:28,080 --> 00:21:30,539
the reference
521
00:21:29,340 --> 00:21:33,659
okay
522
00:21:30,539 --> 00:21:35,820
and then maybe box select up here but go
523
00:21:33,659 --> 00:21:38,340
Ctrl L because I'm not in wireframe
524
00:21:35,820 --> 00:21:41,780
right now shift e to duplicate pull them
525
00:21:38,340 --> 00:21:41,780
down to here maybe
526
00:21:43,980 --> 00:21:48,179
let's go in the wireframe Box select the
527
00:21:46,020 --> 00:21:50,520
bottoms I'm going to go back into solid
528
00:21:48,179 --> 00:21:53,539
and pull them down
529
00:21:50,520 --> 00:21:53,539
until you like the position
530
00:21:54,120 --> 00:21:57,080
something like that
531
00:21:57,600 --> 00:22:01,320
now
532
00:21:59,280 --> 00:22:03,900
let's see
533
00:22:01,320 --> 00:22:06,120
we can get rid of this we don't need
534
00:22:03,900 --> 00:22:07,919
that anymore we've got what we need here
535
00:22:06,120 --> 00:22:10,200
let's have a look at this okay
536
00:22:07,919 --> 00:22:12,720
everything's good so let's have a look
537
00:22:10,200 --> 00:22:15,000
with another matte cap I'm going to
538
00:22:12,720 --> 00:22:17,880
switch to this red one I often will use
539
00:22:15,000 --> 00:22:18,840
because it looks cool and it also shows
540
00:22:17,880 --> 00:22:22,320
me
541
00:22:18,840 --> 00:22:25,400
you know the shading uh
542
00:22:22,320 --> 00:22:25,400
on this
543
00:22:25,559 --> 00:22:30,120
all right so you can experiment with
544
00:22:28,260 --> 00:22:32,220
different bevel profiles but that's
545
00:22:30,120 --> 00:22:35,340
pretty much what I would want to go for
546
00:22:32,220 --> 00:22:38,640
for this style of door
547
00:22:35,340 --> 00:22:41,700
all right we have that if I want to do
548
00:22:38,640 --> 00:22:44,039
shade smooth and I'm having any issues I
549
00:22:41,700 --> 00:22:47,220
will do that and I will add weighted
550
00:22:44,039 --> 00:22:49,320
normal and normals Auto smooth
551
00:22:47,220 --> 00:22:52,260
and then I probably would end up doing
552
00:22:49,320 --> 00:22:56,340
that on all of them so I'll just quickly
553
00:22:52,260 --> 00:22:59,100
add that and we'll see if we notice any
554
00:22:56,340 --> 00:23:00,659
real changes so those all have it that
555
00:22:59,100 --> 00:23:04,140
has it
556
00:23:00,659 --> 00:23:06,419
which one doesn't this one
557
00:23:04,140 --> 00:23:09,120
I doubt this one would need it anyhow
558
00:23:06,419 --> 00:23:10,860
but we'll see
559
00:23:09,120 --> 00:23:13,860
so we'll talk about what we're going to
560
00:23:10,860 --> 00:23:16,799
join uh later on and unwrapping it when
561
00:23:13,860 --> 00:23:19,260
we get to the next step but that is how
562
00:23:16,799 --> 00:23:22,080
it's looking and I think it looks
563
00:23:19,260 --> 00:23:23,820
I think it looks fine for our style of
564
00:23:22,080 --> 00:23:26,520
door so let's just quickly have a look
565
00:23:23,820 --> 00:23:28,919
at the statistics on this so it's not
566
00:23:26,520 --> 00:23:31,260
low low poly or anything comes out at 7
567
00:23:28,919 --> 00:23:32,520
500.
568
00:23:31,260 --> 00:23:34,500
um there are areas where you could
569
00:23:32,520 --> 00:23:36,900
reduce it you could try a lower bevel
570
00:23:34,500 --> 00:23:40,799
you could have less bevel segments here
571
00:23:36,900 --> 00:23:42,240
you could have less segments on here and
572
00:23:40,799 --> 00:23:44,039
of course if you wanted to put any other
573
00:23:42,240 --> 00:23:45,840
modeling details I would bring it up
574
00:23:44,039 --> 00:23:47,900
that you could do like a bolt on your
575
00:23:45,840 --> 00:23:51,360
own substance painter if you wanted to
576
00:23:47,900 --> 00:23:54,240
but anyways I don't think that's uh much
577
00:23:51,360 --> 00:23:56,220
of a problem really so there is our door
578
00:23:54,240 --> 00:23:58,500
uh we're good to go we're going to save
579
00:23:56,220 --> 00:24:01,740
that and in the next video we're going
580
00:23:58,500 --> 00:24:03,780
to unwrap this and work on Textures okay
581
00:24:01,740 --> 00:24:05,460
so yeah have fun with or try different
582
00:24:03,780 --> 00:24:07,500
designs have one where you have a big
583
00:24:05,460 --> 00:24:09,840
one up here you have a window and you
584
00:24:07,500 --> 00:24:12,000
can make the window dirty or break it or
585
00:24:09,840 --> 00:24:14,700
something like that or have the doorknob
586
00:24:12,000 --> 00:24:15,900
off uh oh yeah one more thing I'm not
587
00:24:14,700 --> 00:24:17,880
sure I'm going to do anything here
588
00:24:15,900 --> 00:24:19,980
sometimes I like to leave this open like
589
00:24:17,880 --> 00:24:21,419
you know uh you know just like that
590
00:24:19,980 --> 00:24:23,640
instead of putting that other piece in
591
00:24:21,419 --> 00:24:27,620
there so we'll see all right cool thanks
592
00:24:23,640 --> 00:24:27,620
a lot for watching and take care42974
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.