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Hello everyone. In the previous lesson,
we created this basic shape for our chest.
And in this lesson we're going to finish it up by adding some more details.
So to start with, let's make a copy of this and we can do that by selecting
our chest and embracing Shift D to duplicate the chest.
And you can just right-click to snap that back to its original location.
Now we can double-click that and it's called that chest banding and press into UX.
And now we can hide the chest while we work on this.
So to hide the chest,
we can simply click and drag of all these icons.
And other chest is hidden and we're only seeing our chest banding object.
Now we can go back into edit mode by pressing tab on our keyboard.
And now we can start deleting all the faces that we don't want.
So I'm going to keep the faces we want the middle age banding to be.
So over here I want to be able to see the wood of our chest.
So you can click this face,
press X to delete,
and then move up and select faces.
But you'll see the EF is underlined.
And that tells us that if is a shortcut key.
So you can either click the a to select faces.
We can press F on our keyboard,
and that'll make it a bit faster as we go along.
So let's select this big side face,
press X to delete.
And if to delete face, go to the back.
Select this one, press X to delete.
And if to delete the face,
Let's go to the bottom.
Select this one, hold down,
Shift, select that one and that one.
So now we have all the bottom faces selected, express x.
And if you delete the faces,
and after this middle band,
we want to keep these two rows of faces.
So we want to start deleting from day all the way to the front over there.
And instead of shift clicking all the different phases,
we can simply select the face that we want to start at and then hold Control and click.
And it'll select all the faces between
the first phase we selected and the last phase we clicked.
So now we can press. And if they,
we've got our metal bands that we want to create.
And now we're almost done,
which is answer banding to our bottom of the chest as well.
And to do that, let's go into edge select mode so we
can click over there or we can press to on our keyboard.
And now hold on Alt, deselect edge loops.
So again, hold on Alt and click on this bottom edge.
Now we have that entire bottom, each selected.
And now we can press E to extrude and create another H for us.
And before we click,
we can press S to scale.
And now as we scale that down,
you see it scales nicely across the bottom of the object.
And we can enter a value there as well.
Let's just type 0.9 and press Enter.
And there we have a completed metal banding for our chest.
Now to add some thickness to that,
because at the moment you can see it's just single faces with no thickness to them.
We can add the solidify modifier. Do that.
Let's go to modify our Properties.
Click on Add Modifier.
And the Generate, you'll see the solidify modifier.
So let's click on that is selected.
And as you can see, it already started to add some thickness.
And as we turn this up.
You can see we have some nice dimension to our age banding.
But at the moment it's moving inwards.
And we want that to move outwards from the chest.
And that is what this offset is four.
So kindly city minus1 and that means
it'll move inwards towards the center of your object.
If we said that all the way to one,
it will now move outwards towards the outside of
your object and get bigger as we turn the thickness up.
So I'm going to set my thickness to 0.1.
And to get rid of these rounded corners every day,
Let's just select even thickness.
Now we have nice straight lines again. Cool.
And Alice going to object mode.
So press Tab on your keyboard,
make sure you're in object mode.
And we can enable the chest again.
So click and drag over all of those.
And we can see it's starting to look like a treasure chest Kook.
Then I'll just add some more details to this and it's
taught by adding a little latch to the front Day.
So let's press Shift a to add select mesh and the cube.
And let's move that to the front a little bit so that we can see what we're doing.
So let's press G to grab y,
to move it on our green y-axis.
And then just move it towards the front and lift click to apply.
Now we can scale that down.
So let's press S to scale.
And we can scale it down with our mouse,
or you can just enter a value.
So let's enter 0.2 and press Enter.
To make that a little bit thinner on the x-axis.
Remember the red axis is our x axis.
So to make that thinner on the x-axis,
Let's press S again to scale X to constrain it to
the x-axis and the n-type 0.4 and press Enter.
And I can see our camera isn't focused on our latch over there.
And to fix that, Let's just press the period key on our numpad,
not focuses on our object.
And as you can see, we can now easily work with this again.
So let's round over this front.
And to do that, let's go into edit mode by pressing tab on our keyboard.
Make sure we are on each select mode.
And click on this front top Age,
hold down shift, and click on this bottom edge as well.
And now we can label these to round them over as well.
So let's press Control B again and drive it all the way down.
And because we have clamping enabled,
they won't pass through one another.
So it's left-click to apply.
And then remember we need to remove the double vertices.
So let's press a to select all press M to merge,
and then click by distance.
And this time it removed two vertices Qu.
So now let's go into object mode again with tab.
Right-click, Shade Smooth, and then just enable auto smoothing again.
So it's go to Object Data Properties.
And under normals, Let's select auto smooth, maybe go.
It's going to front view with numpad 1.
And move that up until it's nicely in the center of our chest.
So it's press G to grab Z,
to constrain to the z axis,
and just move it up to the center.
And let's go into side view with numpad three.
And then press G to grab y to constrain it to the y-axis,
and just move it back until another rounded piece is sticking out, something like that.
And click to apply. Cool.
Now let's add a lock to our chest as well.
So you can press Shift a again and under Mesh select Cube.
Now we've got another cube.
So let's press G to grab and move y to constrain it to the y-axis.
And move that to the front so that we can see what we're working with.
Coup and Alice scale this down as well.
So it's press S to scale and the scale mine to 0.4.
So I'm going to enter 0.4 and press enter.
And to make that a bit thinner on the y-axis as well is press S again does scale.
Why discovered on the y-axis and into 0.3 and press Enter,
It's going to front view and just move that down a bit.
So this press G to grab Z to constrain it to
the zed axis with a down to near the bottom of our chest,
maybe something like that. To apply.
Now to make our life a bit easier,
It's add a mirror modifier to this as well.
And to do that, let's go into edit mode first by pressing tab.
And let's make sure x-ray mode is enabled.
So all down Z on your keyboard,
move down to X-ray.
And there we go.
Now an x-ray mode. And then going to vertex select
mode by clicking this icon or pressing one on your keyboard.
And Alice add a loop, cut down the center over here.
So let's press Control R and
left-click and right-click to make it snap back to the center.
Now we can select these lifts vertices,
press X to delete and select vertices.
Now go over to the modifier properties.
Click on Add Modifier and the Generate.
Let's select mirror.
And you remember to enable clipping.
There we go.
Now to create things like the keyhole and the top shackle.
We can add some loop cuts to the body of our lock to make that a little bit easier.
So let's press Control R to add a loop cut.
And before clicking, we can use our mouse wheel to adjust the number of cuts.
And that is shown at the bottom left over here.
So let's set that to five and then left-click
and then right-click to make sure they stay nicely in the center.
And let's add three luke cuts going horizontally down the body.
So let's press Control R again.
And with a mouse position over there,
let's move our mouse will up to create three cuts,
and then left-click and then right-click.
And let's go to top view.
And it's at three loop cuts over here as well.
So Control R again.
Roll your mouse up until the A3,
left-click and then right-click.
Now we can turn off x-ray mode just so that we can see a little bit easier.
So all down z, move your mouse down and release z.
And let's go to top view if numpad seven.
And now going to edge select mode up here,
or you can press T on your keyboard and just left-click to de-select everything.
And we can select this middle age loop by holding Alt and clicking on it.
And then delete that edge loop by pressing X and going down and selecting edge loops.
Now the reason we added three to begin with is just to get the spacing right.
So actually I only wanted to,
but if we only add it to,
there would be a little bit closer together.
So decided to add three to get the spacing nice and even,
and then just delete the middle one again.
Now for that same reason,
let's select the second loop gain around the front of our lock.
And to do that is hold down Alt again and click on that loop.
And now let's press X and select edge loops again.
And now you can see we have a nice square at the top
V. We will create our shackle for the lock.
Let's create the keyhole.
And to do that, we need to go back into face select mode.
And we can do that by clicking this icon or pressing three on your keyboard.
Now let's select these three phases.
And as you can see, they're starting to look like a keyhole.
And to actually create the keyhole,
we're going to extrude these faces.
So press E to extrude.
And I can see we can either move them outwards or we can move them inwards and update.
You can see the distance that we're extruding.
So if you go outwards,
it's a positive value.
And if you go inwards, it's a negative value.
So let's set this to minus 0.2.
So we can just type minus 0.2 and press into cool.
And let's just make this keyhole a little bit thinner.
So let's select that inside face,
hold down shift and select that inside face as well.
Now we can press G to grab.
Now you can see we can move those around to move him only on the x axis.
And that way we can make our keyhole a little bit smaller.
And if you look at the top there again,
if you move them to the right,
we have a positive value.
And if you move them to the left,
we have a negative value.
So let's type minus 0.02 and press Enter.
So now our keyhole is a little bit thinner and the proportions look a little bit better.
So while still in face select mode,
Let's select that face at the top,
they go into front view.
And now we're going to extrude our shackle for the lock.
So it's e to extrude.
And we've had up a little bit above the center of our latch and left-click.
And now we want to extrude that out toward the center,
but we need to add a new loop cut first.
So let's press Control R again and left-click.
Move that up a little bit,
maybe something like that.
Now we can pan around and click on face select mode or press three on your keyboard.
You can select that face.
And then we can press E to extrude and move it towards the center.
And because we have clipping enabled,
it won't move through the center part of our law.
So we can just left-click to apply. Cool.
Now let's go back into X-Ray mode quickly.
So hold on Z on your keyboard,
toggle x-ray and release z.
And let's go to vertex select mode as well.
So either click that icon or press one on your keyboard.
And now press numpad 1 to go into front view.
And now we can just round over these corners a little bit.
So we can select those top corners.
Press G to grab,
and just move them down a little bit just to round it over.
Slightly. Select. And you press G to grab,
and then just move it inwards and upwards.
Tiny little bit.
And then select only this corner.
Press G to grab again,
and move that so that we have a nice rounded corner.
And then left-click to apply goo.
That is going to object mode by pressing tab on our keyboard and turn off x-ray mode,
old and z movie mouse down and really see.
So it's auto smooth this as well.
So right-click, select, Shade Smooth,
go to Object Data Properties,
and select portray smooth.
But as you can see, these corners and not being smooth.
And that is because they are larger than 30 degrees.
So to fix that, we can simply click and drag and turn up
this value until they get smoothed out as well.
And there we go. Cool. Now let's position on lock.
So let's press three on our keyboard to go into side view.
Press G to grab and move that back a little bit.
I think let's rotate that backwards a little bit as well.
I'm going to press R to rotate.
And I think about eight degrees should be good.
So let's type eight on our keyboard and press Enter.
Then press G again,
and just move that into place.
And left-click to apply.
And let's go into camera view with numpad 0.
And you can see we've got a just looking object is please if 12 to render.
Here we have the beginnings of our chest.
Which class are down?
And before we forget, let's rename our lock and a latch.
So with the lock selected,
let's double-click and cool that lock and press enter and select our latch.
Here we go. Double-click, call that latch and press Enter.
And I'm going to keep these separate until we finish applying our materials to this.
And that'll just make it a bit easier when selecting the different parts.
So to scale this up a little bit,
we need to select all of the different parts.
So you can simply select a part, hold down Shift,
click on another part, and we'll still holding Shift-click, Shift-click.
Now we've got everything selected now.
So you can press S to scale and then just scale that
up so that it fills the entire frame of our camera.
And left-click two-ply.
I can press if 12 again.
And there we have the basic outlines of our chest.
In the next lesson, we're going to add
some materials and then render our final pixel art image.
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