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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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