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Hello everyone.
In this lesson, we're going to be modeling this key.
So to start with, let's press Shift a to add and then go to Mesh and select cylinder.
Now we can click down here to open up this little menu.
And we can adjust the settings for
our cylinder and we can sit the amount of segments that we want.
I'm going to set that to 30.
And then we can close this down again.
Qu and Alice go into edit mode by pressing tab on our keyboard.
Press a to select all.
And then we want to rotate that around the x-axis so that it's facing us.
And to do that, this press R to rotate x to constrain to the x-axis.
And it's typed 90, so it's 900 and press Enter.
There we go.
It's rotate the view a bit so that we can see this side of our object.
Now with everything still selected,
let's scale that on the y-axis to make it a bit thinner.
So there's press S to scale.
Why discovered on the y-axis and the n-type 0.2 and press Enter.
There we go.
And let's hold on Z and go to Solid mode and release Z.
And if x-ray mode is enabled,
Let's disable x-ray mode,
so we can hold on Z, move that down.
And in real easy to disable x-ray mode.
Now we can go into face select mode.
So we can either click this icon at the top here,
or you can press three on your keyboard.
And we can select this front face.
Rotate with the middle mouse button.
I will do the back, hold down shift and click on the back face as well.
So now we have both of those faces selected.
And now to create our hole in the middle of the key,
it's inset these faces.
So again to press I to insert.
And then we can either move that down,
we can enter a value and I'm going to enter 0.6 and press Enter.
And now to make the hole,
we can just press X to delete,
and then select faces. There we go.
But now you can see the inside of those faces and we don't want that.
So what we can do is go to edge select mode by pressing too on our keyboard,
or by clicking this icon at the top.
Then hold down Alt, deselect an edge loop.
So we can hold on Alt and click on this first loop.
And as you can see, that selected that entire loop and hold down
Shift and Alt to select the other edge loop as well on the other side.
So now we have both of those selected.
And to connect those,
we can press Control E to bring up our age menu and look for bridge edge loops.
So you can select that and that bridge those edges.
And it closed up our object again for us.
Camera view with numpy zeros just to make
sure that we are looking at it from the right side.
Now we can move to the side and go into face select mode again
with three on your keyboard or by pressing this icon.
Now we want to select this face with the x-axis into our key.
And then hold shift and select the one above that and the one below that as well.
Now let's go to front view with numpad 1.
Zoom out a little bit, press E to extrude.
Now we can extrude this part of the key.
And to make it easier to follow along,
I'm going to type 2.5 and press Enter.
And now we need to create the teeth part of our key.
And do that, Let's add some edge loops over here.
So let's press Control R.
Left-click once, and then move that almost to the
front like that and left-click again to place it down.
And then Control R again, left-click once.
And then we can decide how broad we want those teeth to be.
I'm going to make mine something like this. And left-click.
And now is press Control R one more time and enroll up on
our mouse wheel to create two more edge loops between those ones that we just created.
And left-click and right-click to place them back in the center.
Now we can rotate down to look at it from the bottom.
It's going to face mode again.
So it's this icon or three on your keyboard.
And it's select this face,
this face and this face by holding Shift and clicking on them all.
Now if you press E to extrude and extrude those a little bit. There we go.
And then select just the back one.
And it's going to front view again with numpad 1.
Press E to extrude and extrude that down almost to the same level as our key over here.
And we'll just rotate down again,
select the front part,
go into front view again with numpad 1 e to extrude.
And I'm going to extrude mine a little bit less than the background,
just to give it some variation. Cool.
And I was going to object mode by pressing tab on our keyboard.
Right-click and select Shade Smooth.
Now to fix these shading issues,
it's going to Object Data Properties,
this little triangle icon.
And then under normals, if you're not seeing wishing,
you just click the triangle, select Auto Smooth.
And we got, and we have smooth faces of a day.
And we can still see the edges with our shop.
And let's go into camera view quickly with NumPy 0.
And let's press G to grab and move ourselves in the center of our camera view.
So the distance from the edges are the same.
And the thing now is, let's say we wanted to rotate this key.
If you press R to rotate,
Z to rotate on the z-axis,
you can see it doesn't rotate around the center of our key.
So let's right-click to cancel that.
I can see that little yellow dot over there that is the origin of our object.
And when we rotate the object,
it will always rotate around that origin.
And sometimes you want that,
but sometimes you want to change the origin.
So I'm going to sit the origin right to the center of this object now.
And because our 3D cursor is at the world center,
directly, we are cameras aiming.
If we sit the origin to that cursor,
it'll rotate nicely around that point.
And again, to change the location or the 3D cursor,
we can hold down Shift and right-click anywhere.
And to sit it back to the center,
we can just press Shift C for sinter.
Now just go back into camera view with NumPy 0.
And as you sit the origin to that 3D cursor,
which right-click our object.
And then select sit, origin and the origin to 3D cursor.
Let's click on that. And I can see that yellow dot jumped to a 3D cursor.
And if you press R Now to rotate Z to writer on z axis,
it rotates nicely and it stays within the bounds of our camera view.
So it's right-click to cancel.
And I have to press S to scale.
You see it scales up nicely from the center as well.
So let's make that about that big and left-click.
Now let's press if 12 to render.
I would like to have a little line going across the top of these teeth as well.
And to do that, we can tell blended,
draw these freestyle outlines in
specific places instead of just around the edges of our object.
So let's close that.
Now let's go back into edit mode by pressing Tab and our keyboard.
Zoom in a bit.
Just make sure you're in H Select mode by either clicking vasopressin 2 on your keyboard.
Now we can click and then hold down
Shift and click on all these edges where we want to draw the lines.
So I'm gonna hold down, Shift,
select those back three,
and those three Cu now can press Control E to bring up the H Menu.
And then at the bottom here you can see mock freestyle age.
So let's click on that.
And at ages of turned this green color.
And I just tells us there'll be drawn as freestyle lines now as well.
But let's press if 12 quickly to render.
You can see they are not being rendered yet.
And that is because we just need to activate
these marked ages as well in the freestyle sittings.
So it's closer down and click on View layer properties.
It's a little stack of images and we can scroll down all the way to the bottom.
And here we sit the H types in an earlier lesson,
you can see we've got silhouette,
border, crease and material boundary,
which is enable each mark as well.
So click on that and have you press F2. There we go.
Now draws those ages as well.
And in this way can add lines anyway on your object where you want them.
So if we were to select these four edges,
press Control, E, Mark freestyle, age, permissive 12.
And I can see draws those ages as well.
And to clear those again,
we can simply select them all.
Press Control E and select Clear freestyle age.
And now they're no longer green.
So the one kid drawn as edges anymore.
Cool, and that is it for this lesson.
In the next lesson, we'll create a nice material for the ski as well.
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