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Original subtitles

hello everybody if you're new to the

channel and you are new to blender I'm

hoping that this video might help you

out because I'm going to be creating a

very simple model we're going to be

making a window and along the way we're

going to talk about the interface of

blender to some extent and some of the

common key strokes that you might want

to use and some of the uh the various

tools now I'm in older version of

blender and a couple of things will be

different but I'm pretty sure that you

can still figure things out that I'm

going to do is going to be straight

relatively straightforward so when you

start up blender it uh looks a little

intimidating and to be honest the first

time I started up which was many years

ago I shut it down right away I didn't

know what what to do but over the years

the interface has improved and I've

gotten more used to it and this is what

you will generally see when you start

blender all right so we've got a camera

so I can click it and you can see that

it's turned Orange in this case and it's

selected I've got a cube and I've got a

light and all of those things are also

Illustrated over here in the hierarchy

so there's my light there's my Cube

there's my camera I can select them that

way and generally when I model things I

would tend to delete this stuff and

start from a blank uh scene so you can

select everything by pressing a and if

you hit a twice you deselect everything

so I'm going to select everything by

pressing a and you can see my screencast

keys are down here whenever I click a

key you can see what I'm

pressing so with everything selected I'm

going to press X and that'll bring up

this little dialog box and I'm going to

click delete so there's nothing there

now right now I can use the middle Mouse

button to just pan around like this sort

of spin around or I can press the number

keys that are on usually on the side my

keyboard on the right hand side I can

press one and if you look up here you

see I said I press numpad one it says

front orthographic an orthographic means

that you're looking straight on as

opposed to sort of looking like down

like that it now says user perspective

so one is the orthographic View and

you're often going to want to use those

views when you scale something like make

it bigger or smaller rotate it stuff

like that so we'll see where that is

necessary but you could press one for

front view three is a side view now I

realize there's nothing in here for you

to look at but this says right

orthographic and if you wanted to look

from the left you would do control 3 see

it says left orthographic or one for

front you want to look from the back

control one seven is top view so you

you'd be looking straight down on your

model control 7 is the bottom all right

and you'll just get used to you know

having those things memorized so I'm

going to press one and I want to create

um the window frame and then the glass

that goes in it's going to be very

simple to do that so when you come to

model something you need to usually have

references or a good idea in your mind

or maybe you can look right over for

example I have Windows right there and

you got to think to yourself well what

shape am I going to use to start with to

create this is it circular is it

cylindrical is it rectangular and a

window is pretty much rectangular and

there are multiple ways of doing things

in blender I'm going to show you a way

where we create all the individual

pieces like the pieces of wood so we're

going to start with separate pieces and

sort of put them together to make the

frame this is often the way I like to do

things so let's start by creating the

top and the bottom part of the frame so

I'm going to need a rectangle now you

can start with the cube but I'm actually

going to start with a plane I often will

do that and to bring in

your object I'm going to press shift a

that's the shortcut key so you can see

it down there in green on the left shift

a brings up this add menu and I'm going

to scroll or just move my mouse up to

where it says mesh over to plane and I'm

going to left click and that has brought

in a plane you can see that orange line

there it's actually laying down flat so

this is facing

upwards all right press one again now I

want to have the Gizmo with the arrow

keys to move this so I'm going to come

up here say it says show Gizmo I'm going

to click here and I'm going to just

click on the Move that's the one that I

want all right so I can now move this

plane up and down contrl Z UND undoes

that now it's not much use to be laying

flat on its back I'm going to rotate it

so it faces towards us and we are again

in front orthographic view so I'm going

to rotate around this red axis this is

the X axis this is the Zed axis and if I

just move this is the Y AIS so if we

were looking down from the top this

would be like a graph and by the way to

do this I'm holding down the shift and

the middle Mouse button moving it like

that this is like uh the graph you would

see in math class in high school this is

the x axis and the Y AIS all right but

if we're looking in the front this is

the X and this is the Zed axis there

it's not critical that that makes any

sense to you right now anyhow we're

going to rotate this around the X so I'm

going to the the the command to do that

is rx and then how many degrees R for

rotate X for the axis you want to rotate

around and how many degrees well 90° to

stand it up so I'm going to press

rx90 and now it's facing and I just

clicked to to Des to uh get out of that

now if I press alt a it's now deselected

I can select it deselect it so now the

plane is facing us in front orthographic

view if I press three it sort of

disappears because it's so thin it's

there we're looking from the side press

one again I'm going to select this now

we are in what's called object mode

where we're sort of at the

outermost uh limit of of the of the

model of the

object we want to go into the model to

manipulate it to scale it to rotate it

usually now you can scale and rotate in

object mode or I'm going to press the

tab button now tab you see I press the

tab button I'm now in edit mode here and

it says that up here you can also change

here edit mode object there my object

mode I like to work in edit

mode and when I make a change that

change will not affect some of the base

parameters of this and I'll I'll talk to

you about that a little bit later on so

I would suggest doing most of your edits

in edit mode and in edit mode we can

choose vertex mode all right in which

case in this case the vertices there are

four vertices four dots that make up

this

polygon this is a quad quad for four

because there are four

vertices we can also switch to Edge mode

in which which case all the edges are

selected and I could just select one if

I want by clicking on it and the other

ones are deselected or another or I can

hold shift and now I've got two selected

keep holding shift three four or of

course you could just press a to select

the whole thing so I'm in Edge mode and

this one here is face selection mode so

if I deselect and select that I select

the whole face and you'll get to know

why you should use each most by watching

tutorials and see what people do and

you'll get the hang of it um for what

we're going to do it doesn't matter

really which mode we in I'm going to

leave it on face selection but by the

way in order to switch between these you

don't have to always come up here you

can press one that switches it to vertex

selection

two two switches it to Edge selection

it's not doing it for some reason three

switches it to face selection let's go

back to two there Edge one vertex so

I'll just press three for face selection

all right now what I want to do is I

want to create the frame of this window

and to do that I need to make this plane

thinner all right I want to squeeze it

down like this and then I want to give

it some depth all right so I'm not using

numbers or anything I'm just using the

default plane and I'm going to scale

this in the Zed Direction up and down so

to do that we're going to press SZ and

then move our Mouse inwards like this s

z Zed only in The Zed AIS and then move

my mouse in and you can see it's

shrinking down now you just use your

judgment as to how thin you think this

should be maybe I'll do it like that and

then because this is a window and this

is kind of like the middle point I'm

going to pull this up I'm just pulling

on the Zed uh Arrow instead of doing

that you can also use the command G for

grab or go and Zed and then just move

your mouse up and a lot of people don't

don't even turn on this Gizmo so for

example if I turn this off I'll just go

back to zero I can just go gz and do

this or I could if I want to move it

left or right

GX okay so I'm going to gz and I'm going

to move this up a ways I don't know

exactly how high I'm just going to go

maybe I'll go a little bit higher to

there all right I'm going to turn this

back on cuz I tend to use that so I've

got the beginning of my window frame uh

it doesn't have any thickness yet we'll

do that that may not be the width I'm

going to use I may want to scale this

after in the X I may want to go SX and

then pull out or in to get this the size

that I want so I'll just do that for now

all right we're going to give this some

thickness I'm holding the middle Mouse

button and scrolling around so that it

looks like a piece of wood so we're

going to to use the

extrude uh function I guess and I want

to extrude it along this green arrow

this is the Y AIS and you can see it

labeled over here Y is green X is red uh

Zed is

blue so I want to give it some thickness

so what we're going to do is to extrude

we're going to press e and left click

that locks it in and then pull in the

green Direction you can see I'm

extruding of course this is a piece of

wood from a window frame so maybe I'm

going to come out that far now if I go

back I could press e and then just

gesture in the axis I

want and you know I I could pull it out

that way I'll often do that but if you

find it's not going where you want it

just use the arrows so we've now given

this some thickness and it's more like a

rectangle all right it's made I'm going

to press alt a deselect everything I'm

in face selection so I can select a face

I can click and select another face if I

want two faces selected hold down shift

and shift and shift there are other ways

to select multiple faces if for some

reason I needed to select all these

outer faces I could come over here and I

can shift and ALT and click let's do

that again shift Alt and click on this

line between these two faces shift and

ALT and click and it actually selects

all of the faces all around just

practice that and get to get familiar

with that we'll be using that quite a

bit and if you watch my other videos

you'll see that so press one and you can

see that we have I'm I'm still in edit

mode by the way if I go tab I can go

back into object mode and Al a to d

select so we've got our top piece of

wood let's say and it might be still too

thick I'm not sure sure now one thing I

like to do to make it a little bit more

visible is to come over here up to the

top where it says shading click there

and turn on the cavity Shader here and

watch what happens when I do that now we

see these white lines it just makes it a

little bit nicer like light is

reflecting off this makes it a bit

easier to

see at this point however this piece of

wood we're calling it a piece of wood is

very sharp you know this comes up and

then right out in a 90° angle and in

reality nothing is that sharp and so

what we want to do is soften that up a

bit give it a little bit of curvature

and a good way to do that is using the

bevel modifier now in my version of

blender I have the wrench here and if I

just click on on modifier they're all

like this in the newer versions of

blender there are menus but what what

you're going to search for is the bevel

modifier so I've clicked on the wrench

I'm going to click on ADD modifier

search for bevel and then click it now

that's quite a large bevel and what it's

really doing is it's adding line

segments in there with a certain

distance apart to create that effect now

that might be cool for like a some kind

of a spaceship but that's not what we

want for a piece of wood so what I'm

going to do is I'm going to actually

increase the number of segments I'm

going to go to two and that'll tighten

it up a bit it's now of almost a rounded

rectangle but I'm going to change the

amount it's 0.1 M I'm going to make this

a smaller amount I'm going to try

0.0 one or two I'll go two all right it

was 0.1 now

02 enter and now you can see that we

have our original lines here just this

middle one here that was our original

rectangle and it's added two more to

sort of round it now that might even be

too big what if I change this to

0.01 just watch the lines they get

tighter and if you zoom out that kind of

looks a little bit

nicer all right uh I'm going to leave it

like that for now you don't have to you

can click this Arrow by the way to close

that up you don't have to come over here

and apply this at this point you can

just leave the modifier active that

bevel all right press one we have one

piece of wood I'm want to do the bottom

piece of wood and the way I'm going to

do that is I'm going to duplicate this

piece so I'm going to press shift d I'm

in object mode right now I could do it

in edit mode doesn't matter and it's

right on top of the other one I'm going

to pull it down in the Zed now you can

see I've got two of them um back to

front view I'm going to pull this down

and sort of imagine the size of my

window maybe like that but I want this

bottom piece to be larg

often in the windows you have the window

frame like this and then a bottom larger

piece with a handle to move the window

up and down so I want to make this

larger I really prefer to do the scaling

as you know in edit mode and and a good

reason for that is if you look at my

Gizmo my move tool okay I can move this

it's not right on top of the object but

if I go into edit mode by pressing Tab

and select everything it jumps right to

the ual object now I want this to be

longer in the Zed so I'm just going to

press

SZ and just make it like like almost

like twice as

thick all right at least or twice as

high I'm keeping the same depth of the

wood or thickness of the wood all right

so we have the top and the Bottom now

it's not centered exactly around this uh

that the bottom piece is a little bit

higher up and the top piece a little uh

you know higher I said that wrong the

bottom piece is closer to this and the

top piece is further away that really

doesn't matter at this point so we have

the top and the bottom and by the way

notice that the bottom piece here has

the bevel modifier it's beveled and

that's because we copied it from this

one and when you copy an object or

duplicate it the the object that you

create the copy inherits whatever

modifiers are there and of course I

could turn this off or I can shut it

down just for the Moment by clicking on

what looks like this little TV monitor

click it and it goes away sometimes it's

nice to work like that uh but I'm going

to put it back on it's not it's not

really a problem now I think those may

be too far apart but we're going to see

we're going to do the the the vertical

pieces now and I'm going to use this

piece and duplicate it and then I'm

going to rotate one on the left and one

on the right and then we're going to get

the actual size of our window and see

see what we want to do so I can do this

in object mode or in edit mode let's try

it in edit mode because there something

I want to show you uh with this one

selected I'm going to tab into edit mode

a to select it because I can't do

anything unless it's selected and I want

to duplicate this and then I want to

rotate it around so it's straight up and

down so now you have to think well what

axis am I rotating around okay now the Y

AIS is pointing backwards so let's go to

the front again imagine in the y- axis

is pointing backwards we rotate around

the y- AIS it goes It goes vertical if I

rotate around the X it just spins around

and if I rotate around the Zed it'll go

around like this but I want to rotate it

up and down so shift d to duplicate

click it's there all right and then I

want to rotate around the Y 90° so I'm

going to press R

y90 and now it's straight up and down

it's not in the right position but

that's you know you made a nice cross

whatever but it's also part of this

object all right because I Ed I I

duplicated it in edit mode and I'd like

to separate it out and have it as its

own object just like this one is a

separate object from this if I select

this you see the way it selects the

whole cross so I'm going to come back

into edit mode and I'm going to press

alt a for now that's none of it's

selected what if I want this piece

separated out but it's not selected

I can click on a piece of it in either

face mode Edge mode or vertex mode if I

press contrl L it will select everything

linked to what I had selected so if I

select uh the top contrl L it will just

select the parts of your model that are

connected together it doesn't select

this so now I can move this piece I can

press G and I can move it and really

what I'm going to want to do is I'm

going to want to position it kind of

around here it still has a bevel on just

like the other one but it's part of this

object if I go out see it's still part

of it so I'm going to go back into edit

mode and I'd like this to be an

individual object because I'm going to

mirror this to the other side in a

moment and I don't want to mirror this

piece as well so to separate it with it

all selected press

P separate by selection now you probably

forget some of these things but over

time you'll just learn separate by

selection I'm going to choose that one

go back into object mode and deselect

and now I have this object this object

this one this one is a separate object

all right

now if I want to move this a bit I can

zoom in close go into edit mode a to

select it press G and just position it

like that and I like it not joined

because it looks kind of like a piece of

wood like pieces of wood are nailed down

and glued together you can do it as

close as you want but it doesn't touch

the bottom one and so let's fix that

let's go into edit mode I'll deselect

and I want to select the bottom and pull

it down now you can do this in any of

these modes but I'll stay in face

selection and in order to select this

bottom face I can either just click it

that's probably the easiest way so let's

do that and then let's pull it down in

the Zed Direction until it just kind of

touches and there's a little tiny Gap

makes it look like separate pieces of

wood so there we have the top the bottom

and the left side I would like that

equally on the right side and my 3D

cursor that's this this red and white

circle is right in the middle and so I

can use the mirror model ifier to create

a mirror image of this on the other side

exactly equal on the other side so I'm

going to come over to my modifiers I

happen to be on them if I was on

somewhere else I would just click the

wrench choose add modifier and then

again in a newer version of blender

you'll have to look around search for

the mirror uh modifier click that and it

defaults to the xaxis you can see this

red axis we're mirroring along the

x-axis from the left to the right but

you might have chosen instead of the X

let's say there's no nothing selected I

don't get anything the y axis well then

it's mirroring in a different way you

just choose the one that works for you

and we have that on the other side all

right now at this point I'm pretty

confident that I'm going to be leaving

those in that position so I can apply

the mirror modifier just do that just

click the arrow and apply or you can

come over and Go With It selected contr

a that will select that will uh apply

the mirror modifier so we're doing

really good but we now need those pieces

in the middle I think what I'm going to

do is use a piece of this to make the

piece that goes across and up and down I

like to do this quite often so I'm going

to come into this piece and go into edit

mode by pressing Tab and I'm still in

face selection I'm going to select maybe

this one the front one why not so press

one to look in front orthographic View

and let's press shift d to duplicate and

pull it down now because this is off

center I can't tell the exact center but

I can kind of estimate it and then I can

always change it as well so I'm going to

want a piece roughly there not that size

but let's separate it from this piece

here it's still part of that if I select

it all I get everything just this piece

right here select that so let's press P

separate by selection again now go back

into object mode now that is its own

object still got the bevel modifier you

don't really see anything yet cuz this

is just one polygon thick but let's go

ahead and give this some thickness in

order to uh you know get it placed in

there so I'm going to go into edit mode

a to select it all what I'm going to

want to do is I'm going to want to

extrude it but not too thick like this

I'm going to press e and and then I'm

just going to gesture in the y direction

or you can pull on the Arrow e I'm going

to pull and just look at it you see the

bevel starting to form maybe something

like that for those cross

pieces okay but it's too long so select

it all and let's scale it in the X

smaller s x pull and if you want to move

a bit slower hold shift and then you can

move in slower increments as opposed to

not holding shift and then it moves like

that

that's fine we can always click and then

if you need to scale it again just go SX

again oops

SX like that of course we can SZ if we

want it a little thinner and I think I

do there we go so we have that piece but

I'm probably going to move it back in

the frame a little bit I don't want it

right flush with the front so I'm going

to take this and I'm just going to pull

with the Y you know maybe around the

middle or something so so you get you

get a little bit of of it showing

through uh it looks a little nicer all

right now we need to do the vertical

part so let's just duplicate this piece

let's take this let's do it in object

mode shift d rotate around the Y 90° R

y90 there it is now that didn't work

very well because of where my origin is

so I'm going to X delete that let's go

back into this by pressing tab a to

select it all now my Gizmo is right on

this object so I can go shift d rotate

y90 and it's Central but again it's part

of this object and I'd rather have it on

its own so I'm going to select a piece

and contrl L to select what's linked and

I'm going to separate it P separate by

selection so you'll end up doing a lot

of these things again and again and it

become second nature now one thing I'd

like to do is not have it flush with the

surface here I'd like to push this back

a little little bit like that I think

that looks a little bit more

interesting and now we have to make it

longer so I'm going to go into edit mode

again and I'm going to scale this in the

Zed but I'm going to hold shift so I can

move slowly until it just sort of

contacts and I can zoom in my scroll

wheel SZ again pull till we have

touchdown and it looks like that I'm

just now scrolling around to make sure

that this piece is making contact with

this and it's not too far back like back

there which doesn't make sense contrl Z

so we have those hopefully they're

relatively

Central now what a lot of people will do

is they will delete faces that won't be

seen by the camera so if you were making

a house or something you had your window

here against the wall um you're not

going to see the back of this Frame and

if I come over here to the to the the

overlays and I click here and I scroll

down to statistics you can see how many

faces edges vertices triangles this is

made up of and the idea is you generally

want to have a you know the lowest

amount of vertices or faces that that

you know that you can and so if you're

not going to see the faces you might as

well delete them and the other reason is

if and when you get to texturing things

and you have to use UV V Maps any extra

faces take up space on the UV map that

means your texture resolution may not be

as as good as you'd like it so it's a

good practice to get rid of extra faces

so I'll show you what I think we don't

need for now anyhow go into edit mode

press three for face selection while

we're already in it select this face X

faces to delet it now we've gone down in

our numbers all right and if I look at

it from the front or slightly from the

side you don't even notice it's gone but

it makes sense to get rid of it we're

going to do that on the sides as well go

into edit mode select the face and

because we have the mirror on it'll

select the other one X faces ah do we

not have the we applied the mirror

that's why okay go back in X faces we'll

get rid of that let's come into this one

get rid of this back face X faces back

in object mode select this into edit

mode select This One X faces and down

here select this back face don't select

anything else X

faces it's debatable if you want to keep

the bottom face on these pieces but

because of the way the bevel works I

often will like to do that but you can

really try to minimize how many faces

you have so we got rid of those if this

window was embedded in the wall like you

know I'll just quickly do something you

don't have to follow me on this but

rotate y90 to scale it up you know if

this was the wall and it was and the

window was in like that then you could

get rid of these faces as well but we're

not going to do that here now one thing

we should make sure of is that all of

our Poes are facing the right way

sometimes when you create things your

Poes uh may be facing the wrong way uh

and let's come up here to overlays and

click on face orientation and you'll

notice some of this is blue and some of

it is red blue is good red is not good

it means that if you actually rendered

this this would be invisible the the the

the polyes are actually facing the other

way so what you do is just periodically

come up here click on face orientation

there is a way to tell uh uh if you come

over here and you click and you click on

mat caps and if you choose a mat cap and

often you'll have a different bunch of

mat caps than I will based on the

version of blender and whether I bought

some if I do this sometimes you can tell

I don't know if you're new to blender

you may not see this but these are kind

of lighter in color and these are kind

of a sickly dark color uh at least to my

mind uh or you can do this and what you

do is you select these I'm going to hold

shift and click shift and click I've got

them all selected go into edit mode and

a you can select multiple separate

pieces and I want to make these blue so

I'm going to go

altn for the normals calculate outside

want them to face outwards that'll turn

them all to Blue deselect go back into

object mode turn off the face

orientation and if you look at this now

I don't know if you can tell the

difference but everything is the nice

sort of uh light almost metallic looking

they they don't have that sickly dark

color so uh that's something I'm just

going to come back here you should keep

in mind so all my Poes are facing the

right way we've deleted some back faces

we're getting used to some of the main

tools now I want to bring in a one more

plane so I can make the glass on this

and I'd like it to be right in the

middle I'm not certain that this is in

the middle so what I'm going to do is

I'm actually going to select this and

I'm going to bring my 3D cursor to this

position so what I need to do is go into

edit mode select it shift s cursor to

selected it brings my 3D cursor there

what that means is if I bring a new

object in like let's say I bring in a

cube it'll bring it in right at that

spot if I bring in a cylinder match

cylinder it'll go right at that spot if

I bring my 3D cursor somewhere else for

example it was right there if I bring a

cube in now it brings it in a little bit

lower down so you can decide and we'll

use this soon to determine where you

want to bring in your next object and I

want to try bringing it in around there

so in edit mode I'm just going to select

the entire object or you just select

that face shift s cursor to

selected I'm going to bring in another

plane now there it is I'm going to

rotate it 90° in the X

rx90 and I'm going to move it backwards

in the y a little bit like it's a piece

of glass move it in Behind These a

little bit anyhow and I do want it

interacting with the sides we'll deal

with that in a second I'm going to go

into edit mode

and I want to make it taller so I'm

going to press two for Edge selection

now select this top Edge and I'm just

going to pull it up under the piece of

wood now select the bottom Edge pull it

down underneath the piece of wood and

now I have that I can go back into

object mode whoops and I think I'm

okay uh maybe this could go a little

further up so it's like touching the

wood another thing we can do is we can

turn on the shadow let's check that out

we had cavity on Shadow ah that looks

kind of

cool maybe with that on might want to

bring it up a bit so there is our window

now often what I would like to do once

I'm getting you know parts of the model

done I often will move it up so it's

like sort of almost sitting on the

x-axis that's like the ground level and

then you know you don't have these axes

running through through your model if

you want to have a look at it without

all this stuff you can always turn this

off by clicking here and here and now

it's sort of like just floating in space

and you can have a better view of it all

right don't forget to save your file

once in a

while so it's looking really good

there's our there's our model we have

pieces of wood that look reasonable and

a pane of glass back there that

hopefully looks reasonable you just make

sure that it's not to too far away from

you put it wherever you want wherever

you think looks

good all right so I want to make some

kind of a fancy handle and I'm just

going to follow along to do this I think

I'm going to I want it to be right in

the middle of this so I'm going to go

into this object in edit mode three for

face selection and click the front face

I'm going to bring my 3D cursor right in

the middle of this that's why I click

this face shift s cursor to select it

see the way the the red and white circle

jump to the middle my next object will

come bang smack right in the middle of

that so uh to do this just follow along

I'm going to create a circle shift a

mesh

Circle and if I don't do anything yet

and I just click on this add Circle menu

it'll pop up and here I can change the

number of vertices the higher the

vertices the smoother it's going to look

but it also again

adds a lot of vertices and polyes to

your model and so I'm going to switch

this to something like let's try 18 you

know a lower amount just click and it's

and it's done I'm going to go into edit

mode and one for vertex selection you

can see all the dots there should be 18

vertices I may actually move it out and

we don't feel like counting these but

trust me there's 18 I'm going to scale

it down by pressing s I'm scaling it

down

I'm going to look from the front and you

probably can't tell what I'm going to do

yet but you will soon so I'm going to

rotate this around the Y AIS which goes

you know away from us r

y90 scale it down some

more and I'm going to pull it off to the

side of this Center that's going to give

me the ability to mirror this I don't

have to be in object mode I can be in

edit mode I'm going to come to my

modifiers and choose mirror miror and I

have another one right there and

actually pull this a little bit

closer all right so what do I want to do

here well just follow along I just

deselected I'm going to press three to

look from the side and I want to delete

some of these vertices I'm going to

press B for box select and then drag my

mouse I can drag a square and I'm going

to grab all of these vertices

X delete vertices and then

B I'm going to delete the bottom ones X

vertices so I now have just this piece

here this angle sort of piece now what

I'm going to do is I'm going to extrude

towards this one and because it's

mirrored this one will extrude towards

this one and I want them to meet in the

middle and I'm going to turn on on the

mirror modifier clipping and that will

mean that when I extrude and they touch

they will they will kind of glue

together they'll stick together you'll

see what I mean I'm going to extrude I'm

going to press e left click and pull

with the red arrow and they're going to

hit I'm going to let go now I can't

separate them that's basically what I

wanted to

do now that may be a little bit long for

what I want to do so what I'm going to

do is I'm going to select these vertices

here and pull them in I'm going to press

shift and ALT and just click on the

line the line that joins these vertices

and that selects them all I could go one

at a time holding shift that's fine I'm

going to pull it in a little bit you'll

notice the other side moves in as

well all right so far so

good I'm going to take this and an edit

mode I'm just going to pull it in until

it pretty much makes contact with that

just to get a sense of this actually I'm

going to bring it out a little bit I

need to create the end of this and the

way I'm going to do this is I'm going to

press I'm going to select that vertex

and I'm going to press e to extrude and

pull down and as I'm doing that I'm

creating this line and I want this line

to go down exactly to this side and then

you'll see what I'll do to do that we

can use the snapping function I'm going

to switch this click here and choose

vertex as I pull this down I'm going to

press control and then

pull my mouse over to this point and

it'll snap to that point if I press

control and I hover over that point you

see I can snap to that point they're at

the same

level now I and I don't have to do

anything else with that shift select

that point I have both of them selected

F makes a face this is actually a

face now with that done it's done it on

the other side as well I can fill this

hole up I can press shift and ALT and

click and that should select everything

if it doesn't get that last point just

grab it and press F I could actually

make a solid face like that starting to

see what we're going to

do all right and if you're not perfectly

following going how would you know to do

that don't worry about it it's just cuz

I made that thing a number of times and

uh you know that's you know you just get

better and better at it three for face

selection I'll just select it okay I

want to Bevel this but I don't want to

use the bevel modifier I'm going bevel

this by hand to Bevel it manually or by

hand you're going to press contrl B and

then pull with your Brouse so Watch What

Happens control and B you get that line

pull and you get two lines separating

out if I roll my mouse up Watch What

Happens I get more and more segments and

it gets smoother now you don't want a

billion in there because you don't need

that you roll your mouse back I've got

two I got to go three four I may go for

five

and you can move your mouse left and

right to change the size of that see

that kind of rounds it out go back into

object

mode and we're getting there we're not

quite done yet all right now I want to

give this some thickness I think I will

go ahead and apply will I do apply no I

won't apply the miror yet okay one way

to do this is use the solidify

modifier press solidify click on equal

thickness to make it nice and equal and

balanced and then hold down shift and

play with the thickness here all right

you can go in or you can go out but be

careful about this you see the way they

folded over on top of each other you

don't want the vertices to overlap so in

this case I think I'm going to come out

and think of this as a piece of brass

some kind of piece of metal how thick do

you want to have this maybe I'll just do

that okay now I'm going to apply this

modifier solidify I'm just going to

click apply because I want to do

something else to this I want to delete

some faces we're not going to use and so

uh I'm I want to isolate this it's hard

to see I'm going to with it selected I'm

going to press the forward slash button

it's got the the question mark and the

forward slash and now I can look just at

this I'm going to go into edit mode and

I want to get rid of all of these faces

at the back I don't need them so I'm

going to press three for face selection

select this one hold shift select this

one this one this one or I can select

this one hold the control key down and

click this one and it'll get the entire

line of them I don't think I'm going to

get rid of the bottom because we might

see that so X faces that might look

weird but let's go back into object mode

and slash key to bring everything else

back take this slide it in here till it

makes contact and we've got that now we

can try to shade this smooth but I think

it may not look good until we do

something else but let's try it right

click shade smooth it's not bad we get

some this black stuff here all right so

let's see what what we can do for that

um this edge here is very sharp right it

goes from this Pol

to this one and this one it's 90° we

want to Bevel this Edge and this Edge

and you'll generally be doing that on

all the sharp edges to for Edge

selection press shift and ALT and click

that edge now we have the mirror on so

it's going to do the other side for us

we're going to do both of them at the

same time shift alt and click this

Edge those edges are both selected all

the way through and now we want to get a

vantage point where we can see it well

Press contrl B to Bevel hold shift and

pull we do not need this many segments

roll back to you have two it's the

lowest as you can go roll one more three

click that's fixed up the shading and we

now have a nice object there pretty nice

anyhow now it looks a little discolored

and I also want to scale this in the Zed

I I just want it slightly bigger and I'm

going to go ahead and apply the

mirror I wonder if it's flipped well

let's try

this face orientation no it's not it's

okay all right so there is our window

let's see if there's something I can do

to fix up some of that

shading let's come around the back here

and because of the way I did the mirror

there are extra faces on the inside that

do not do any good for us and so what

I'm going to do is I'm going to try to

get in there to to delete them and one

thing you can do is you can temporarily

take these and hide them by pressing H

now they're hidden and I can now select

this this this and this x faces get rid

of those alt H bring the other ones back

and we are good so we had some internal

faces that were not doing anything for

us okay see because it's clear there's

nothing inside there till you got to the

middle yeah anyhow there is our window

all right so hopefully that looks okay

to you we could take the whole thing

deselect uh that let's see let maybe we

just hide

that uh take the whole thing I just want

to try a scaling in The

Zed make a slightly different shape alt

H to bring that back take that pull it

up and we have a slightly different

shape of a window and if this piece is

now too thick you can go in and scale it

in the X a little bit to narrow it and

you're all

set okay so that is some of the tools

there are quite a bit more things that

we can do a lot of tricks so I encourage

you to watch some of my videos like a

flashlight or a lantern video and see

what you can pick up if you have any

questions feel free to ask me come over

to the zerob bio Discord and if you want

more of these sort of beginner is

tutorials please let me know because I

tend to go off and do the Halloween

Challenge and the Sci-Fi stuff and it's

all good but if you want more of these

kind of stepbystep things where I

explain the modifiers and the tools and

we do some basic stuff just let me know

don't be embarrassed or self-conscious

or anything about that because you got

to start blender somewhere and get a

good basis and then you know hopefully

you can follow some of my other

tutorials or somebody you know there's a

lot of people doing doing that so just

let me know what what you what you need

all right take care thanks for watching

uh good luck and we'll see you again

soon

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