All language subtitles for 45 - Prop Creation Modeling

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:10,752 Ok so here we are we have a reference and we are ready to start modelling this piece 2 00:00:12,032 --> 00:00:18,176 So the first thing that you need to do when modelling and your peace is to decide what 3 00:00:18,432 --> 00:00:19,200 Primitive 4 00:00:19,456 --> 00:00:22,016 Like to use to start your model 5 00:00:22,784 --> 00:00:25,856 Are any of the basics 6 00:00:26,112 --> 00:00:27,136 Set come with blender 7 00:00:27,648 --> 00:00:29,696 So when you press shift in a 8 00:00:29,952 --> 00:00:33,792 And so I can smash any of these shapes in here 9 00:00:34,048 --> 00:00:35,072 Constitute 10 00:00:35,328 --> 00:00:35,840 Primitive 11 00:00:36,352 --> 00:00:39,424 Cell I'm going to use a cube 12 00:00:39,680 --> 00:00:45,824 Because I think that this shape has someone and they all rounded Cuba form to it and 13 00:00:46,080 --> 00:00:47,104 I feel that 14 00:00:47,616 --> 00:00:51,712 Using a sphere which would be the next most logical choice 15 00:00:52,736 --> 00:00:56,832 It's a good option but I think it is more difficult 16 00:00:57,344 --> 00:01:00,781 To pull out the Sword of summer rounded corner shapes 17 00:01:00,783 --> 00:01:03,131 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:03,132 --> 00:01:05,792 From a sphere that is to around off the corners of AQ 19 00:01:06,304 --> 00:01:10,912 So are you actually going to start with a queue beer this fear 20 00:01:12,960 --> 00:01:17,312 Now the way I would go about starting like this and 21 00:01:17,568 --> 00:01:19,104 Keep in mind that there is no 22 00:01:19,360 --> 00:01:25,504 Necessarily 1 correct way to model something there are lots of best practices that will 23 00:01:25,760 --> 00:01:28,320 Optimal results and save you time but 24 00:01:28,576 --> 00:01:33,952 There is really no way to no one single way to do anything correctly 25 00:01:34,208 --> 00:01:36,512 When it comes to creating 3D model 26 00:01:38,816 --> 00:01:40,608 Sell the way I would go 27 00:01:40,864 --> 00:01:41,888 Something like that 28 00:01:42,400 --> 00:01:45,984 Is I would probably start with a mana fire stick 29 00:01:47,008 --> 00:01:47,520 So 30 00:01:47,776 --> 00:01:50,336 Modifiers in blender 31 00:01:50,848 --> 00:01:52,128 Operations 32 00:01:52,384 --> 00:01:56,992 Dad affect and objects geometry in a non-destructive way 33 00:01:57,504 --> 00:02:03,648 So with modifiers you can perform a lot of effects automatically that would otherwise be too 34 00:02:03,904 --> 00:02:05,184 Used to do manually 35 00:02:05,696 --> 00:02:11,840 And it also will not aspect of Base geometry other object so let's just look at a couple of 36 00:02:12,096 --> 00:02:15,424 To get a better understanding of what they are and what they do 37 00:02:15,680 --> 00:02:21,824 How to access any modifiers on your object you need to first select the object and then 38 00:02:22,080 --> 00:02:25,920 Properties panel we want to come over here to the wrench icon 39 00:02:26,688 --> 00:02:29,760 That says modified properties and open up the spanner 40 00:02:31,296 --> 00:02:32,320 So at the moment 41 00:02:33,088 --> 00:02:36,928 This payment is playing because this cube has no modifiers on it 42 00:02:37,440 --> 00:02:40,768 Adam I'll fire all we have to do is click the strap down 43 00:02:41,024 --> 00:02:45,376 Give us a list of all the available modifiers we can place 44 00:02:45,632 --> 00:02:47,168 On this type of object 45 00:02:47,680 --> 00:02:51,264 So where do I start with a subdivision of service model 46 00:02:53,056 --> 00:02:56,384 So adding this to the statue can meet at least you would have does 47 00:02:56,896 --> 00:03:03,040 It has divided our mesh by one level in it has smooth the mesh 48 00:03:04,064 --> 00:03:05,088 At disorder 49 00:03:06,112 --> 00:03:08,160 Average out of the point in it 50 00:03:08,928 --> 00:03:10,464 Which gives us the sunlight 51 00:03:10,976 --> 00:03:14,048 More sort of a faceted sphere 52 00:03:15,328 --> 00:03:19,936 If we so left this object in hip tab 53 00:03:20,448 --> 00:03:22,752 We can see that underneath this 54 00:03:23,520 --> 00:03:26,848 The basic structure of our cube still exist 55 00:03:27,104 --> 00:03:30,944 In fact if we were to come up here in hit this x to delete 56 00:03:31,200 --> 00:03:33,248 The subdivision surface modifier 57 00:03:33,760 --> 00:03:39,648 We would be laugh with our original cube exactly as it was so it did not make any permanent changes 58 00:03:40,160 --> 00:03:42,208 To this metal object itself 59 00:03:42,464 --> 00:03:44,768 And that is what we mean by non destructive 60 00:03:47,584 --> 00:03:50,144 Subdivision surface back 61 00:03:51,680 --> 00:03:57,824 And there's a couple of different options here I'm not going to go over anything that we won't be using in greys 62 00:03:58,592 --> 00:04:01,664 Just leave the sitting here at 4 63 00:04:02,176 --> 00:04:07,552 Clarke is the setting that causes this moving to occur if you switch it over to Simple 64 00:04:07,808 --> 00:04:13,952 It will be subdividing your mash here but it will not be doing the smoothing operation so function 65 00:04:14,464 --> 00:04:18,815 It will appear in the same even though it is adding more geometry underneath it 66 00:04:20,095 --> 00:04:24,703 Switch back to catmull Clark because we do in fact one of the smoothing to occur here 67 00:04:25,983 --> 00:04:31,103 And I'm here we have some settings for the viewport levels and the Rend levels 68 00:04:31,871 --> 00:04:36,479 This is basically just asking as how many times do we want to perform this operation 69 00:04:37,247 --> 00:04:38,015 As I said 70 00:04:38,271 --> 00:04:42,111 Modifiers perform operation to automatically very quickly 71 00:04:42,623 --> 00:04:44,927 So instead of manually subdividing 72 00:04:45,439 --> 00:04:48,767 That's national time for we can just increase this number 73 00:04:49,279 --> 00:04:50,815 Continue 74 00:04:51,583 --> 00:04:54,143 If you continue the more some division 2 75 00:04:54,399 --> 00:04:55,679 This news in your match 76 00:04:55,935 --> 00:04:56,959 Result will be 77 00:04:57,727 --> 00:05:03,359 Let's bring the levels down to 2 I think that looks pretty good it's a good jumping off point 78 00:05:03,871 --> 00:05:05,407 So where we wanna be in this 79 00:05:06,175 --> 00:05:12,319 Set a fire I would use when starting out a piece like this is the mirror man 80 00:05:13,343 --> 00:05:19,487 Looking at this reference this is obviously a sculpture of a head and a head is asymmetrical 81 00:05:20,511 --> 00:05:23,839 So when modelling in any 3D program 82 00:05:24,351 --> 00:05:29,215 Mi 10T save a lot of time but using things I can marijuana fires 83 00:05:29,983 --> 00:05:30,495 Because 84 00:05:31,007 --> 00:05:37,151 Functioning what it does is it allows us tomorrow only one half of this face and then this car 85 00:05:37,407 --> 00:05:38,687 Paste over 86 00:05:39,199 --> 00:05:41,503 The other half in a mood fashion 87 00:05:41,759 --> 00:05:47,647 To save on time so centrally will be creating this by only creating half of it so we'll do half the 88 00:05:49,695 --> 00:05:53,023 The way you set up a new reminder fire in blender 89 00:05:54,047 --> 00:05:59,167 Is first let's go onto the front orthographic view for pressing 1 on the keyboard 90 00:06:00,447 --> 00:06:05,567 And then going to press tab to go into edit mode and you'll see here we still have our original box 91 00:06:05,823 --> 00:06:08,127 That's fine for now we don't need to do anything 92 00:06:08,639 --> 00:06:09,663 I said we do 93 00:06:10,175 --> 00:06:14,783 We don't need to do anything with regards to the Sunday service 94 00:06:15,295 --> 00:06:19,903 What we do need to do is decide where line of symmetry is going to be 95 00:06:20,415 --> 00:06:20,927 Cell 96 00:06:21,183 --> 00:06:24,511 The line of symmetry is between the eyes 97 00:06:24,767 --> 00:06:27,327 And halfway across the nose halfway across the mouth 98 00:06:28,863 --> 00:06:32,447 So we need to actually put in in Edge 99 00:06:32,703 --> 00:06:37,823 To represent that line of symmetry in order for the mirror modifier to work correctly 100 00:06:38,591 --> 00:06:41,663 So the way we are going to do that is using you 101 00:06:41,919 --> 00:06:43,711 Insert Edge loop 102 00:06:44,991 --> 00:06:47,295 Function that we looked at previously 103 00:06:47,551 --> 00:06:51,135 In edit mode on your mate just want to press control 104 00:06:52,415 --> 00:06:54,463 To get the edge loop 105 00:06:54,719 --> 00:06:55,999 Preview right here 106 00:06:56,511 --> 00:07:00,863 We want a line of symmetry going really quickly so we're going to have it already said and quick 107 00:07:01,375 --> 00:07:03,679 Twice to place it exactly in the centre 108 00:07:04,703 --> 00:07:10,847 Nail notice that has affected our subdivision surface here because it is now some 109 00:07:12,639 --> 00:07:13,151 These 110 00:07:13,407 --> 00:07:14,431 Faces 111 00:07:14,943 --> 00:07:16,479 New faces 112 00:07:17,759 --> 00:07:20,575 Basically we create an even on geometry 113 00:07:23,903 --> 00:07:26,975 We need to do is to delete one 114 00:07:27,231 --> 00:07:33,375 Of the match because we don't want Nash on this half because the mirror modifier is going to do 115 00:07:33,631 --> 00:07:34,655 Location for 116 00:07:34,911 --> 00:07:36,191 It's going to create this 117 00:07:36,447 --> 00:07:37,215 For us 118 00:07:37,983 --> 00:07:40,799 So the first thing we need to do is coming to wireframe view 119 00:07:41,311 --> 00:07:43,615 This can be done by clicking the 120 00:07:43,871 --> 00:07:46,943 Shading wireframe icon right here the top 121 00:07:47,455 --> 00:07:50,271 What recording C in so I can get from the radio menu 122 00:07:51,551 --> 00:07:57,695 The reason that we need to come into wireframe view is because if we try to select everything 123 00:07:59,487 --> 00:08:02,047 With the solid viewport shading 124 00:08:02,303 --> 00:08:05,887 We will not be selecting through the mash so 125 00:08:06,143 --> 00:08:07,935 Are you with the slugs like salt 126 00:08:08,191 --> 00:08:13,823 We were previously in salad sheeting which means that we will render the faces of solid here 127 00:08:14,335 --> 00:08:20,223 But we will not have any textures applied to them if we have any will just see them as a flat grey colour 128 00:08:21,247 --> 00:08:23,295 So what happens when I try to select 129 00:08:24,319 --> 00:08:28,415 Looks like it's like this entire half of the match but if I rotate around 130 00:08:28,927 --> 00:08:34,815 We can see that is actually only selected this friend face and I want to select the entire left half 131 00:08:35,071 --> 00:08:36,095 Smash 132 00:08:36,607 --> 00:08:38,655 So I need to come into 133 00:08:38,911 --> 00:08:40,191 Wireframe shading 134 00:08:40,447 --> 00:08:43,263 In order to be able to select through the Mesh when I'm 135 00:08:43,519 --> 00:08:44,543 Do a Boxall 136 00:08:46,079 --> 00:08:52,223 So you just click and drag in wireframe to select the entire last half of the mash all the way up to 137 00:08:52,479 --> 00:08:54,527 The line of symmetry that we created 138 00:08:55,551 --> 00:08:57,087 And then x 139 00:08:57,599 --> 00:08:58,879 To bring up my delete menu 140 00:08:59,135 --> 00:09:01,183 I'm going to select faces here 141 00:09:01,695 --> 00:09:04,767 And that will delete the entire left half of my mash 142 00:09:05,791 --> 00:09:08,863 What's return to Solitude 143 00:09:09,375 --> 00:09:13,215 And see what we have here now we have the sort of rounded out cube shape 144 00:09:14,239 --> 00:09:17,055 Half and the centre is just 145 00:09:17,823 --> 00:09:23,199 So this is how we need to prep our Matt to be able to use a mirror modifier 146 00:09:25,247 --> 00:09:27,807 So to a monitor and we just added 147 00:09:28,063 --> 00:09:32,159 Hear from this add modifier menu the same way that we did 148 00:09:32,671 --> 00:09:37,023 What is subdivision surface except this time we're going to select mirror 149 00:09:38,303 --> 00:09:38,815 Now 150 00:09:39,071 --> 00:09:41,119 A quick note here 151 00:09:42,399 --> 00:09:44,703 On modifiers in their order 152 00:09:44,959 --> 00:09:46,751 So the order of your monnify 153 00:09:47,007 --> 00:09:51,871 Absolutely matters when you have multiple modifiers in a stack like this 154 00:09:52,383 --> 00:09:58,527 So just keep in mind that finally I always look at the first man fire in the Stark perform any operation 155 00:09:58,783 --> 00:10:00,844 Supposed to perform in this case it is Sunday Vision 156 00:10:00,845 --> 00:10:03,273 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 157 00:10:03,274 --> 00:10:06,719 And then it will look at the next one and perform it and then the next and so on 158 00:10:07,231 --> 00:10:11,839 So in this case it was early will that affect the appearance of our 159 00:10:12,607 --> 00:10:13,631 Mess here 160 00:10:13,887 --> 00:10:17,215 In some cases if you're getting an unexpected results 161 00:10:17,471 --> 00:10:19,007 Do you check the order 162 00:10:20,031 --> 00:10:21,567 Of your man fire stick 163 00:10:21,823 --> 00:10:26,943 And to reorder any modifiers in the stack all you have to do is granny's little dots 164 00:10:27,711 --> 00:10:30,271 And ran your Manor fire up and down 165 00:10:32,063 --> 00:10:35,647 In this particular case because this is a very simple man 166 00:10:36,159 --> 00:10:39,999 The order right here is not going to affect it too much 167 00:10:40,767 --> 00:10:46,911 However if you wish to apply any of these modifier is meaning making these changes 168 00:10:47,679 --> 00:10:48,959 The audible matter again 169 00:10:49,471 --> 00:10:55,615 So if I wanted to apply there's a subdivision surface but it was not the first modify 170 00:10:57,151 --> 00:10:59,199 I may get some unexpected results 171 00:10:59,455 --> 00:10:59,967 Cell 172 00:11:00,735 --> 00:11:06,879 If you need to apply in like one modifier but not another life exist moving yet to the front of 173 00:11:07,135 --> 00:11:09,439 So long as it does not 174 00:11:09,951 --> 00:11:14,559 Change the way your metal ox in a way that you do not wish to change 175 00:11:16,351 --> 00:11:20,703 So we're going to apply this subdivision surface modifier 176 00:11:21,215 --> 00:11:26,591 So that we can actually get in here in starting manipulating some of these vertices 177 00:11:26,847 --> 00:11:28,383 But it is created 178 00:11:28,895 --> 00:11:29,919 So at the moment 179 00:11:30,431 --> 00:11:35,295 The only point we can move are the ones that were part of the original cube here 180 00:11:35,807 --> 00:11:38,879 But I want to be able to get here and move all these other points 181 00:11:42,719 --> 00:11:43,999 A modifier 182 00:11:45,023 --> 00:11:47,839 Basically will save the changes that's making 183 00:11:48,351 --> 00:11:51,423 Invite Close into the mash and I have to do 184 00:11:51,935 --> 00:11:55,007 Is come up to the drop down if I can play 185 00:11:55,519 --> 00:12:01,663 May I see it is greyed out right now and that is because modifiers cannot be applied while you are 186 00:12:01,919 --> 00:12:04,479 That's just how it works 187 00:12:04,991 --> 00:12:07,807 So we first need to come back into Android mode 188 00:12:08,319 --> 00:12:09,855 Select-object 189 00:12:10,879 --> 00:12:12,671 No dropdown in Preston 190 00:12:12,927 --> 00:12:14,207 Impress apply 191 00:12:14,975 --> 00:12:19,839 You can also see that the shortcut for doing this is control a so if we have her over just 192 00:12:20,095 --> 00:12:20,607 This 193 00:12:21,631 --> 00:12:27,007 This window of our subdivision surface modifier in the Star can hit control 194 00:12:27,263 --> 00:12:28,031 It will apply 195 00:12:28,799 --> 00:12:32,383 Applied the modifier will disappear from the stack 196 00:12:33,919 --> 00:12:38,015 But now every got back into edit mode you can see that we have all of 197 00:12:38,271 --> 00:12:39,039 Prince now 198 00:12:39,551 --> 00:12:41,343 Available to move around 199 00:12:42,111 --> 00:12:42,879 Like normal 200 00:12:44,671 --> 00:12:47,743 Ok we're going to leave the mirror modifier 201 00:12:48,255 --> 00:12:51,327 In the stats for the moment because that is what will save us 202 00:12:51,583 --> 00:12:52,351 The time 203 00:12:53,631 --> 00:12:54,911 Creating this website 204 00:12:56,447 --> 00:12:56,959 So 205 00:12:57,471 --> 00:12:59,007 From here 206 00:13:01,311 --> 00:13:03,359 Pushing employees vs around 207 00:13:03,871 --> 00:13:05,407 To get more 208 00:13:05,663 --> 00:13:08,479 The general shape closer to this 209 00:13:09,503 --> 00:13:10,015 So 210 00:13:12,319 --> 00:13:17,183 I will try to describe what I'm doing as I'm going but lordly is just going to be moving the 211 00:13:17,439 --> 00:13:18,463 Points around 212 00:13:23,071 --> 00:13:28,703 Here I have selected this entire Edge looks the way that you was selecting entire Edge loop to save time 213 00:13:29,215 --> 00:13:33,823 Instead of going here and clicking all these vertices if I wanted to move this group 214 00:13:34,591 --> 00:13:40,735 I would have to do is hold the up-and-coming and select the edge of the woods and I want side 215 00:13:43,039 --> 00:13:44,319 What's the weather 216 00:13:50,207 --> 00:13:51,999 And I can do the same thing here 217 00:13:53,023 --> 00:13:53,791 Image of a Down 218 00:13:54,303 --> 00:13:59,423 Now when modelling a base for something like this it is a little bit more organic 219 00:13:59,935 --> 00:14:01,215 You may want to 220 00:14:01,471 --> 00:14:01,983 Turn 221 00:14:02,239 --> 00:14:06,079 Proportional editing which is found appear at the top 222 00:14:07,103 --> 00:14:07,871 You can 223 00:14:08,127 --> 00:14:14,271 Turn on off by clicking the icon or by pressing on your QR will also toddler plan 224 00:14:15,295 --> 00:14:20,159 What proportional editing size is that it will move your selection around 225 00:14:20,415 --> 00:14:23,487 The way that you are transforming it but it will also 226 00:14:23,999 --> 00:14:26,559 A smooth fall off in a fact 227 00:14:27,327 --> 00:14:31,935 The poinsettia closest to its demonstrate here 5 so like this 228 00:14:32,703 --> 00:14:34,495 This protects right here 229 00:14:35,263 --> 00:14:41,407 With proportional editing and I'm around you'll see that it is moving just that 230 00:14:42,943 --> 00:14:49,087 But if I wanted to move the hot area in sort of a more natural organic way I can press 231 00:14:49,599 --> 00:14:51,391 To turn on my proportional ladder 232 00:14:51,903 --> 00:14:54,975 An hour later you can see it move the whole area 233 00:14:55,999 --> 00:15:02,143 You can affect the radius of the Fallen by using the mouse wheel so with proportional edit 234 00:15:03,935 --> 00:15:05,983 Describe the mouse wheel up and down 235 00:15:06,495 --> 00:15:07,519 Control The Fall 236 00:15:09,055 --> 00:15:14,175 Celtic you flying out the bottom here I might select this point 237 00:15:16,223 --> 00:15:22,111 G&z with professional editing on scroll up a little bit and just certain magic 238 00:15:24,159 --> 00:15:28,511 There is one more setting in this near modifier stack that 239 00:15:29,023 --> 00:15:34,143 I want to make sure my address and that is this checkbox right here that says 240 00:15:34,399 --> 00:15:34,911 Clipping 241 00:15:35,423 --> 00:15:36,959 What does what do 242 00:15:37,471 --> 00:15:39,263 Is it will lock 243 00:15:39,519 --> 00:15:42,335 All the poinsettia on your line of symmetry 244 00:15:43,103 --> 00:15:48,735 So I have all these points here but with clipping turn off I can grab them and put them away 245 00:15:48,991 --> 00:15:50,783 In create a hall in my mash 246 00:15:51,551 --> 00:15:54,623 Some cases were you might need to be able to do this 247 00:15:55,391 --> 00:15:57,695 And that is why cupping is offered default 248 00:15:57,951 --> 00:15:59,999 Controls he'd and do that 249 00:16:02,815 --> 00:16:06,655 I tried to repeat that same function if I press g to grab 250 00:16:07,167 --> 00:16:09,983 You can see at this point in and out locked to the centre 251 00:16:10,495 --> 00:16:11,519 No it doesn't 252 00:16:13,055 --> 00:16:16,383 Leave points away from the centre at all unless you are 253 00:16:17,919 --> 00:16:22,527 Unless you happen to accidentally move them to your central line only affects 254 00:16:23,295 --> 00:16:25,087 These points on the Central Line 255 00:16:26,367 --> 00:16:32,511 Creating a closed shape such as a head or a face it is probably best to have clipping Karen 256 00:16:33,791 --> 00:16:38,143 So that you don't accidentally create holes that you didn't intend to create 257 00:16:41,471 --> 00:16:44,543 I'm just going to proceed with modelling here 258 00:16:48,383 --> 00:16:52,735 Foley's down to sort of square the bottom of more than the top 259 00:16:52,991 --> 00:16:55,807 Because that's what I'm observing here is that the top is 260 00:16:56,319 --> 00:16:58,111 More rounded than the bottom word 261 00:16:58,367 --> 00:16:59,135 To sit on the ground 262 00:17:08,095 --> 00:17:11,167 Can I also think that the Sheep 263 00:17:11,423 --> 00:17:12,447 Needs to be taller 264 00:17:13,471 --> 00:17:17,055 And so I'm just going to make a box selection here at the very top 265 00:17:18,079 --> 00:17:21,151 Again I still have proportional everything turn on 266 00:17:22,431 --> 00:17:24,479 Gigi and Zayn split up to get 267 00:17:25,759 --> 00:17:27,551 The amount of Fallout 4 268 00:17:30,367 --> 00:17:33,951 And I want to bring these corners in I think just a little 269 00:17:35,999 --> 00:17:36,511 Cell 270 00:17:37,023 --> 00:17:38,815 The way that I'm going to do 271 00:17:42,911 --> 00:17:48,799 So I'm just going to grab me to Asda skillet again I still have proportional editing turn on 272 00:17:53,919 --> 00:17:56,223 In Gravity in the extraction 273 00:17:57,503 --> 00:17:58,271 There we go 274 00:18:02,111 --> 00:18:04,927 This is a pretty good start 275 00:18:05,695 --> 00:18:11,327 How far you want to go with the model in portion is largely of to you and Juliet 276 00:18:11,583 --> 00:18:13,631 Type of acid 277 00:18:14,399 --> 00:18:19,263 I could coming here manually and create all of these features 278 00:18:19,519 --> 00:18:25,663 Using the operations out of showing you plus a few more in basically just using the technique of pushing and 279 00:18:26,687 --> 00:18:31,295 Vertices edges and faces around to create the shape but 280 00:18:32,319 --> 00:18:34,367 There's actually much more efficient way 281 00:18:34,879 --> 00:18:39,999 To create organic shapes like this and that is going to be a sculptor 282 00:18:40,511 --> 00:18:45,375 A quick break here and when we come back we're going to discuss how to sculpt on this 23327

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.