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These are the user uploaded subtitles that are being translated: 1 00:00:00,480 --> 00:00:05,960 assalamu alaykum my name is sakin 2 00:00:03,240 --> 00:00:09,559 founder of Expos Studio Expos Academy 3 00:00:05,960 --> 00:00:11,840 and also edenta in this video tutorial I 4 00:00:09,559 --> 00:00:14,400 want to discuss how to model a classic 5 00:00:11,840 --> 00:00:17,920 style pillar or column using blender 6 00:00:14,400 --> 00:00:20,800 version 4.3 for this tutorial we will 7 00:00:17,920 --> 00:00:23,359 start from a cylinder object so let's 8 00:00:20,800 --> 00:00:27,720 just delete the default Cube object 9 00:00:23,359 --> 00:00:30,119 press shift a and type seal then enter 10 00:00:27,720 --> 00:00:33,640 we want to create a center column that 11 00:00:30,119 --> 00:00:36,960 has 16 capsule like holes we will build 12 00:00:33,640 --> 00:00:40,360 each capsule hole from two faces so in 13 00:00:36,960 --> 00:00:42,879 total we need 32 segments or vertices 14 00:00:40,360 --> 00:00:44,960 along the side of the cylinder it just 15 00:00:42,879 --> 00:00:48,280 so happens that the default number of 16 00:00:44,960 --> 00:00:50,879 vertices is 32 so we don't need to 17 00:00:48,280 --> 00:00:54,440 change it for a column diameter we want 18 00:00:50,879 --> 00:00:58,000 it to be 40 cm so we set the radius at 19 00:00:54,440 --> 00:01:01,000 20 cm as for the height let's make it 3 20 00:00:58,000 --> 00:01:01,000 m 21 00:01:02,840 --> 00:01:08,520 okay now we only want to focus on the 22 00:01:05,640 --> 00:01:08,520 two faces in 23 00:01:08,720 --> 00:01:16,240 front so we can delete the others for 24 00:01:12,320 --> 00:01:19,520 now select these two faces then press I 25 00:01:16,240 --> 00:01:22,240 for inset make it about this deep next 26 00:01:19,520 --> 00:01:25,360 we want to use vertex bevel to make the 27 00:01:22,240 --> 00:01:28,159 corners curved for now we should avoid 28 00:01:25,360 --> 00:01:31,320 having too many edges for that we can 29 00:01:28,159 --> 00:01:34,880 select these two faces then then press F 30 00:01:31,320 --> 00:01:37,880 and select this two faces and press F 31 00:01:34,880 --> 00:01:42,320 next go to vertex mode select this two 32 00:01:37,880 --> 00:01:42,320 Vertes then press shift control 33 00:01:43,040 --> 00:01:49,079 V I think four segments are enough 34 00:01:46,360 --> 00:01:51,759 because the size is not too big to 35 00:01:49,079 --> 00:01:55,439 remove any double vertices we can press 36 00:01:51,759 --> 00:01:58,159 a then M and select by distance you can 37 00:01:55,439 --> 00:02:01,960 see two vertices getting marged if you 38 00:01:58,159 --> 00:02:06,360 are done select the two faces in 39 00:02:01,960 --> 00:02:07,520 Center press I for inset approximately 40 00:02:06,360 --> 00:02:11,520 this 41 00:02:07,520 --> 00:02:15,080 far then press G to move then y then 42 00:02:11,520 --> 00:02:15,080 push this faces back a 43 00:02:15,760 --> 00:02:22,599 little go to H mode subtract the center 44 00:02:19,160 --> 00:02:24,280 H from the selection then press contrl B 45 00:02:22,599 --> 00:02:27,840 to 46 00:02:24,280 --> 00:02:30,480 Bevel I think two segments are enough 47 00:02:27,840 --> 00:02:33,680 next we can go to face mode 48 00:02:30,480 --> 00:02:36,800 select these two faces press contrl plus 49 00:02:33,680 --> 00:02:38,879 several times now to select only the 50 00:02:36,800 --> 00:02:41,040 edges that are on the border of the 51 00:02:38,879 --> 00:02:44,440 current selection we can open the select 52 00:02:41,040 --> 00:02:47,400 menu choose select Loops then choose 53 00:02:44,440 --> 00:02:49,840 select boundary Loops after the edes are 54 00:02:47,400 --> 00:02:52,159 selected we can bevel them just like the 55 00:02:49,840 --> 00:02:55,000 edge Loop in the 56 00:02:52,159 --> 00:02:57,040 middle before we continue it's a good 57 00:02:55,000 --> 00:03:00,040 idea to select all edges that are 58 00:02:57,040 --> 00:03:00,040 outside 59 00:03:00,560 --> 00:03:04,040 and also inside of the 60 00:03:04,840 --> 00:03:11,200 curves and then take them as sharp next 61 00:03:08,720 --> 00:03:13,720 we can go to vertex mode select the 62 00:03:11,200 --> 00:03:17,760 vertex in each corner and one on 63 00:03:13,720 --> 00:03:20,519 vertices in a c area then press J to 64 00:03:17,760 --> 00:03:23,440 create a new H connecting the two do the 65 00:03:20,519 --> 00:03:25,760 same for the vertices on the right side 66 00:03:23,440 --> 00:03:28,159 the goal is to make the mesh structure 67 00:03:25,760 --> 00:03:30,599 more stable for the next 68 00:03:28,159 --> 00:03:34,319 steps after that we can change the 69 00:03:30,599 --> 00:03:36,040 shading mode to Autos Modo and this is 70 00:03:34,319 --> 00:03:39,080 the result so 71 00:03:36,040 --> 00:03:41,599 far to make the bottom part exactly the 72 00:03:39,080 --> 00:03:44,000 same as the top part we can use the 73 00:03:41,599 --> 00:03:44,000 mirror 74 00:03:44,360 --> 00:03:50,879 modifier turn off all AIS except the 75 00:03:47,599 --> 00:03:53,360 z-axis enable the bicec option to avoid 76 00:03:50,879 --> 00:03:53,360 double 77 00:03:53,400 --> 00:04:00,239 vertices if you are done you can first 78 00:03:56,280 --> 00:04:03,079 apply the mirror modifier 79 00:04:00,239 --> 00:04:05,720 then go to vertex mode make sure all the 80 00:04:03,079 --> 00:04:09,239 vertices are selected and then use the 81 00:04:05,720 --> 00:04:12,239 tool called spin in our case since we 82 00:04:09,239 --> 00:04:14,840 don't have a two dimensional profile but 83 00:04:12,239 --> 00:04:18,000 a threedimensional mesh element we 84 00:04:14,840 --> 00:04:21,160 should use the use duplicates option 85 00:04:18,000 --> 00:04:24,360 remember we want a total of 16 Parts 86 00:04:21,160 --> 00:04:27,360 with a rotation of 87 00:04:24,360 --> 00:04:29,800 360° so this is what the result looks 88 00:04:27,360 --> 00:04:32,199 like keep in mind that if you use the 89 00:04:29,800 --> 00:04:35,520 duplicates option with the full circle 90 00:04:32,199 --> 00:04:38,240 rotation we will usually end up with one 91 00:04:35,520 --> 00:04:40,880 extra part we can directag this part or 92 00:04:38,240 --> 00:04:43,520 just delete it right away another 93 00:04:40,880 --> 00:04:47,280 drawback of the duplicates method is the 94 00:04:43,520 --> 00:04:51,080 presence of double veres so usually we 95 00:04:47,280 --> 00:04:53,280 need to press a then M then select by 96 00:04:51,080 --> 00:04:55,280 distance you can see that a lot of 97 00:04:53,280 --> 00:04:57,960 vertices were 98 00:04:55,280 --> 00:05:01,479 merge so this is what the model looks 99 00:04:57,960 --> 00:05:01,479 like so far 100 00:05:01,600 --> 00:05:06,440 now for the head or the top part let's 101 00:05:04,160 --> 00:05:09,400 say we are a bit lazy to create the 102 00:05:06,440 --> 00:05:11,560 profile manually in such a case we can 103 00:05:09,400 --> 00:05:14,000 use the bevel command with the cornice 104 00:05:11,560 --> 00:05:17,080 molding preset like the previous video 105 00:05:14,000 --> 00:05:19,680 tutorial when we made an AR molding as 106 00:05:17,080 --> 00:05:22,360 to base object we can use a cylinder 107 00:05:19,680 --> 00:05:26,759 again change the depth to 108 00:05:22,360 --> 00:05:29,720 4 then the radius value to 35 as for the 109 00:05:26,759 --> 00:05:33,120 number of segments we can make it 64 110 00:05:29,720 --> 00:05:35,639 sures move this new object up and then 111 00:05:33,120 --> 00:05:38,560 snap it to the top of the middle 112 00:05:35,639 --> 00:05:41,919 column make sure all the scales are at 113 00:05:38,560 --> 00:05:46,039 default or one select the H loop at the 114 00:05:41,919 --> 00:05:49,600 bottom then press contrl B for 115 00:05:46,039 --> 00:05:52,039 bevel change the profile type to custom 116 00:05:49,600 --> 00:05:54,520 and select the Cornish molding preset 117 00:05:52,039 --> 00:05:58,639 usually for cornish molding I use a 118 00:05:54,520 --> 00:06:01,639 minimum of 24 segments I am using 26 for 119 00:05:58,639 --> 00:06:01,639 now 120 00:06:04,120 --> 00:06:10,199 then we can go to face 121 00:06:06,599 --> 00:06:13,599 mode and push this top face 122 00:06:10,199 --> 00:06:16,160 down and this is the 123 00:06:13,599 --> 00:06:19,840 result I think I want to scale 124 00:06:16,160 --> 00:06:19,840 everything a bit in the z-axis 125 00:06:20,360 --> 00:06:25,039 direction and also for the middle column 126 00:06:23,280 --> 00:06:27,479 I think it will look better if you 127 00:06:25,039 --> 00:06:30,199 select all the vertices at the top then 128 00:06:27,479 --> 00:06:33,960 pull them all up a bit 129 00:06:30,199 --> 00:06:36,639 let's snap the top part to the middle 130 00:06:33,960 --> 00:06:39,960 part and finally we can change the 131 00:06:36,639 --> 00:06:39,960 shading mode to Auto 132 00:06:40,479 --> 00:06:43,479 smooth 133 00:06:45,120 --> 00:06:50,240 okay for the bottom or leg part of the 134 00:06:48,160 --> 00:06:52,880 column we want to create a custom 135 00:06:50,240 --> 00:06:55,520 profile we will be using the vertex 136 00:06:52,880 --> 00:06:57,919 extrude technique and then use the spin 137 00:06:55,520 --> 00:07:00,240 command to rotate it and make it 138 00:06:57,919 --> 00:07:02,680 three-dimensional you should not that I 139 00:07:00,240 --> 00:07:05,000 will create one vertex in scene using 140 00:07:02,680 --> 00:07:08,240 the official blender add-on called extra 141 00:07:05,000 --> 00:07:11,280 mesh objects and I have to sign a custom 142 00:07:08,240 --> 00:07:14,479 shortcut for this which is letter V 143 00:07:11,280 --> 00:07:16,479 basically every time I press V on my 144 00:07:14,479 --> 00:07:19,400 keyboard blender will create a single 145 00:07:16,479 --> 00:07:21,360 vertex at the 3D corer location I need 146 00:07:19,400 --> 00:07:24,080 to explain this so that you don't get 147 00:07:21,360 --> 00:07:26,800 confused about why there are suddenly 148 00:07:24,080 --> 00:07:30,360 one vertex on the screen I want the 149 00:07:26,800 --> 00:07:32,720 diameter of the foot to be about 80 C M 150 00:07:30,360 --> 00:07:35,759 we can rely on the grid for rough 151 00:07:32,720 --> 00:07:38,599 measurement so we position the vertex 152 00:07:35,759 --> 00:07:42,120 approximately here then we want the 153 00:07:38,599 --> 00:07:44,560 height to be around 30 cm next we are 154 00:07:42,120 --> 00:07:48,919 going to build the profile using mainly 155 00:07:44,560 --> 00:07:51,680 vertex extrusions so press e then press 156 00:07:48,919 --> 00:07:55,440 Z so that it is straight vertically 157 00:07:51,680 --> 00:07:59,240 press e and X to make it horizontal then 158 00:07:55,440 --> 00:08:01,960 e and z again then e and X again to make 159 00:07:59,240 --> 00:08:06,080 it straight to the left after that we 160 00:08:01,960 --> 00:08:09,400 can press e and position the new vertex 161 00:08:06,080 --> 00:08:11,879 freely in this process it is a good idea 162 00:08:09,400 --> 00:08:14,000 to use a reference so that the profile 163 00:08:11,879 --> 00:08:16,479 is more in line with the pillar product 164 00:08:14,000 --> 00:08:16,479 you want to 165 00:08:18,560 --> 00:08:23,639 use select these two vertices and snap 166 00:08:21,919 --> 00:08:27,520 them to the above 167 00:08:23,639 --> 00:08:30,000 part okay now that we have a basic 168 00:08:27,520 --> 00:08:33,360 profile it is time to convert the center 169 00:08:30,000 --> 00:08:37,080 vertex to a curve use the vertex bevel 170 00:08:33,360 --> 00:08:39,200 command or shift control B to do so by 171 00:08:37,080 --> 00:08:41,599 default the bevel command uses the 172 00:08:39,200 --> 00:08:44,519 setting we need to change the profile 173 00:08:41,599 --> 00:08:47,320 type to Circular again and for this 174 00:08:44,519 --> 00:08:50,440 scurve eight segments should be enough 175 00:08:47,320 --> 00:08:53,240 next we can set the width now if the 176 00:08:50,440 --> 00:08:56,360 slider moves to F you can hold shift to 177 00:08:53,240 --> 00:08:59,640 make the changes slower or more 178 00:08:56,360 --> 00:09:03,000 precise then select this vertex press 179 00:08:59,640 --> 00:09:06,560 shift control b as before but now we 180 00:09:03,000 --> 00:09:09,120 only use about three or four 181 00:09:06,560 --> 00:09:11,480 segments if you are still not satisfied 182 00:09:09,120 --> 00:09:14,240 feel free to tweak the vertices until 183 00:09:11,480 --> 00:09:14,240 you like how it 184 00:09:14,480 --> 00:09:19,680 looks next we can select all the 185 00:09:16,959 --> 00:09:22,399 vertices in sh 186 00:09:19,680 --> 00:09:24,519 corners and en bevel them using one 187 00:09:22,399 --> 00:09:26,760 segment so that later they don't look 188 00:09:24,519 --> 00:09:26,760 too 189 00:09:26,880 --> 00:09:32,320 sharp okay 190 00:09:29,480 --> 00:09:35,720 after that select all the 191 00:09:32,320 --> 00:09:38,040 vertices then use the spin tool remember 192 00:09:35,720 --> 00:09:41,000 that the spin tool uses the 3D cursor 193 00:09:38,040 --> 00:09:42,880 position as the center of its rotation 194 00:09:41,000 --> 00:09:45,360 we can rotate it just a little to 195 00:09:42,880 --> 00:09:48,240 trigger it then we can refice the 196 00:09:45,360 --> 00:09:51,519 parameters for the number of steps we 197 00:09:48,240 --> 00:09:54,079 use 64 so that the result looks smooth 198 00:09:51,519 --> 00:09:57,760 and for the angle value we set this to 199 00:09:54,079 --> 00:10:00,240 360 so it spins a full circle the auto 200 00:09:57,760 --> 00:10:03,720 mer option will make the vertices at the 201 00:10:00,240 --> 00:10:05,880 ends automatically merge next we can 202 00:10:03,720 --> 00:10:09,079 select the H loop at the 203 00:10:05,880 --> 00:10:11,200 bottom then press F to patch it with a 204 00:10:09,079 --> 00:10:13,240 new face one thing you need to pay 205 00:10:11,200 --> 00:10:15,680 attention to when building a profile 206 00:10:13,240 --> 00:10:19,360 with vertex extrusions is that the 207 00:10:15,680 --> 00:10:22,279 resulting faces can have flip normals so 208 00:10:19,360 --> 00:10:25,160 you should always select all the faces 209 00:10:22,279 --> 00:10:28,200 and then press shift and so all normals 210 00:10:25,160 --> 00:10:31,240 are facing outwards finally we can set 211 00:10:28,200 --> 00:10:33,680 the shading type to Oro smooth so it is 212 00:10:31,240 --> 00:10:38,200 how you create a custom profile using 213 00:10:33,680 --> 00:10:40,279 vertex extrusions bevel and also spin 214 00:10:38,200 --> 00:10:42,959 inshah with this technique you can 215 00:10:40,279 --> 00:10:45,519 create other profile shapes that you 216 00:10:42,959 --> 00:10:47,399 want if you want to learn 3D in more 217 00:10:45,519 --> 00:10:49,519 detail or other computer Graphics 218 00:10:47,399 --> 00:10:52,399 software don't forget to check out my 219 00:10:49,519 --> 00:10:55,120 courses on Udi and skillshare the links 220 00:10:52,399 --> 00:10:58,079 are in the description 221 00:10:55,120 --> 00:11:01,079 below thank you for watching wasalamu 222 00:10:58,079 --> 00:11:01,079 alaykum16195

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