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Original subtitles

Hello everyone.

In this lesson we are going to be looking at how to use modifiers,

and that'll allow us to make our work a lot

faster and also do some of the more tedious things for us.

So to start with, let's delete our object that we created in the previous lesson.

So we click on it and then press X to delete and click Delete.

Now let's press Shift a to add a new object and select the cube.

And to focus our camera on the object,

let's press the period key on our numpad and then just zoom out a bit the rigor.

So now let's press Tab to go into edit mode.

And the first modifier I want to show you is the mirror modifier.

And let me show you how useful that can be.

They say wanted to create an object and that's symmetrical to both sides.

And one way we could do that is let's make sure we are on face select mode,

or by pressing 3 on our keyboard.

And then select the side face and increase E to extrude.

Move it out Tibet.

Left-click to apply S to scale, scale that down.

Press G to grab and move x0 to constrain it to the z-axis,

and then move that up.

And now we need to do that to the other side as well.

So let's click on that face to select it.

It's going to front view to make it a bit easier.

This one on your numpad and then E to extrude.

And now it becomes difficult because we need to try and

estimate how far we extruded the other one, left-click, click to apply.

Press S to scale,

G to grab Z,

to zoom into the z-axis.

Move that up.

Something like that.

And it's going to decide view.

And as you can see, it's not lining up exactly.

Plus we had to do that two times.

So let's undo all of that by pressing Control Z,

control Z, control Z.

And now let's slice this cube in half so that we can apply

our mirror modifier and have blended do the other side for us automatically.

So to do that, let's go into front view with numpad

1 and then press Control R to add a loop cut.

And you can see it shows us that yellow preview.

And you want to cut it straight down the middle like that.

So let's left-click and then right-click to make it snap back to the center.

Now I've got a nice dividing line going straight down the middle.

Let's switch to vertex select mode by pressing

1 on our keyboard or by clicking that icon at the top there.

And now we want to select the entire left side.

And remember if you try to do it like this,

we would miss that bottom vertex.

Or even if you were in front view.

And we did that, it will only select

the front vertices because those are hidden behind the object.

And to avoid that, we can go into X-Ray mode by holding down Z on our keyboard,

moving my mouse down and letting go of z.

Now, if we go back to front view with numpad 1, we can select.

The entire left side.

And you see that entire left side is lifted now.

And I want to delete those vertices.

So press X to delete and select vertices.

And if you delete the vertices,

all the edges and faces that are connected to them will get deleted as

well until it gets to another vertex to navigate to a front view by pressing numpad 1,

you'll see our left side is gone.

Now to add modifiers,

you'll see a little wrench icon on the right here.

And if you hover over that, it says modifier properties.

So let's click on that.

Add a modifier by clicking on Add Modifier.

And you see all these different modifiers.

And let's go to the generate section and then look for the mirror modifier.

And you'll see it over there.

Let's click on the mirror modifier.

And it was automatically set to the x-axis.

As you can see, it adds back a mirrored version of our image on the x-axis.

So now whatever we do on this one side,

it will do automatically on the other side as well.

So if we selected this vertex,

press G to grab and move it.

You'll see it does it automatically for the other side as well.

It's right-click to cancel.

And I'll select the center vertex.

And you can see if I grab that now,

we start breaking our object apart.

And if you move it to the other side,

we get this weird intersecting geometry that we don't want.

So let's press Control Z to undo that.

To help avoid that, we can activate clipping in our modifier.

So it's activated clipping.

And what that does is it will snap these two parts together.

So we won't be able to move any of the geometry across the marriage section.

So now we can easily move that without having to worry about

splitting our object or creating overlapping geometry.

And everything else still works the same.

Let's turn off x-ray mode quickly.

Old NZ go down with the mouse and the curves.

So let's undo this Control Z until we have our key back.

And just make sure tipping is still enabled everyday.

Cooks and Alice go into face select mode with three on your keyboard,

or by pressing that icon at the top,

select the side face every day,

and then press numpad 1 to go into front view.

Now let's extrude that by pressing E to extrude.

Moving that to the side and left-click to apply the press S to scale.

Scale that down, left-click to apply g to grab Z,

to constrain it to the z-axis.

And it's moved that up and left-click to apply.

And are we have a perfectly symmetrical object.

Cool.

So now let's say we want to smooth out this object.

We don't necessarily want it to be all blocky like this.

There are a few ways we can do that,

but the easiest way to do that is add

a another modifier called the subdivision surface modifier.

We can click this little icon to minimize our mirror modifier.

And we can click Add Modifier and under Generate,

you'll see the subdivision surface modifier. Click on that.

Now you can see it's start smoothing out our object like that and blend it applies.

These modifies from the top-down, suffers.

It'll do the mirror modifier and create our mirrored geometry.

And then it will apply the subdivision modifier.

And that'll smooth it out and start rounding out the corners.

And we have a few settings over here as well.

We can turn up the subdivision levels.

And the more we tend that up,

the smoother our object will be this 10.

Both of these up to four.

The difference between these two is levels viewport or the levels that

we actually see within our working area of a year.

And then render is the levels it will use when we press F2 to render our image.

So to see that this press F2

quickly and renders our image and we can see those subdivisions.

Let's close that down.

Let's turn the levels for the viewport down to one.

See it looks a lot more blocky.

But if you press F2, we still have the much smoother surface.

And that comes in handy when we have

very complicated geometry that can start slowing down our view port performance,

we can then simply turn down the levels in the viewport.

And that'll give us nice smooth performance.

But when we render,

it will still have the proper smoothing applied to it.

This isn't that complicated to.

We can turn that up to four,

so we can actually see what the final product will look like as well.

And to get rid of these little steps that we still see,

we can simply go to object mode by selecting it at the top left,

or we can just press tab to switch between object and edit mode.

So while in object mode,

Let's right-click and hit Shade Smooth.

So I just shade over those little corners that we had left and makes the object smooth.

But now this may not be exactly what we want.

So to control how the subdivision surface smooth our object,

we can simply start adding loop cuts to our object to tell blender way we

still want sharp corners and we wanted more rounded over.

So let's go back into edit mode with tab.

And it's going to edge select mode by pressing too and our keyboard.

And let's say we wanted to sharpen this corner.

We still wanted a nice sharp corner on the frontier.

And easy way to do that.

It's simply add a loop cut and then move that

very close to our corner, as you'll see now.

So let's move so we can see the top of the object.

Press Control R to add a loop cut.

And then add one down the middle.

Left-click once, and then move that to the front.

And now we can control how sharp we want that corner.

We can hold down Shift to make that a bit easier.

Let's move it fairly close,

but not all the way and left-click to apply.

Now we can see we have a definite corner there,

but it's still a nice, smooth, rounded over corner.

And if you want to sharpen that even more from the other side as well,

we can press Control R, add a loop,

cut to the middle of the object,

start moving that up.

Now you can see we're getting a nice sharp corner over there.

And if everyone to move these loop cuts again,

if you would simply press G to move that loop cut this way,

wanted to move it down on the z-axis.

So we press Z on our keyboard and we started moving it down.

You see that quickly move out of our geometry in

the top right day and that'll start causing some weird artifacts.

So let's right-click to cancel.

And instead of simply moving our HE loop,

we can do what's called an H slide.

And it'll move that age loop along our object.

Constant ratio in all the different parts.

Let me show you that quickly.

And to do that, we can simply press G twice.

So you press G to grab and G again.

And now we are in slide mode.

Now I can see it goes from the top to the bottom in our larger potty.

And at the top right,

it'll stay within our geometry as well.

So that we can move it all the way up to sharpen and upheaval more,

or move it down.

And it gets a bit more rounded over the place that one day left click to apply.

And let's hold Alt and click on this edge loop that we placed day.

And then press G twice g, g.

And now we can slide that along the other edge.

And let's move that back a little bit as well.

Let's go into front view quickly with numpad one.

And the same with 12. Have this corner be a little bit sharper as well.

We can simply add another loop cut down day by pressing Control art.

And remember you want to place the loop cut in such a way that you can

move that parallel to the age that you want to shop.

And so we want to sharpen that age of a day.

So we're going to place a loop cut over there and then left-click once,

and then move that to the side.

And left-click again.

Let's add another one from the other direction as well and see what that looks like.

So we press Control Alt,

left-click everyday, and then move that down and left-click again.

Cu is going to object mode with tab.

And you can see we're starting to get some interesting shapes.

And the cool thing about this is even though we have a lot of

geometry now to smooth out these edges and everything.

And it's still very easy to work with because if you go into edit mode,

you can see we still have a very basic base geometry that we are actually working with.

Go, Let's do one last thing.

Click on face mode again,

and then select this top face.

Press E to extrude.

Move that out and left-click to apply.

And press S to scale.

And scale that down.

All the way.

Qu.

And I just sharpen up those corners.

We can add a loop cut down the middle day.

So let's look at it from the side and then press Control R.

Add a loop cut, and then move that down.

And sometimes it's easier to look at

the married portion of our mesh to see what that is actually doing.

So you can see if we move that up,

we have a smooth transition and move that down.

We have a very definite h over there.

Just press Tab to go back into object mode.

And let's turn off the overlays by holding down z,

moving a mouse up, and letting go of z.

Now we can see what the object actually looks like.

Coup, and these are the tools that we'll be using the

most when creating all of our objects.

And I'll remind you of all the shortcuts and everything as we use them in future lessons.

And that is it for this lesson.

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