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so here we are in the blender and we're going to create of course a sphere
so get a UFI sphere and we're gonna use segments
let's do 64 and let's rings 32
so from this geometry we can also create our platform so what I would like to do is select
this whole edge loop which goes around the x axis
here and here then duplicated with shift d
then I just fried click so it snaps back click on P and then separate by a selection
so now if we hide the sphere you can see that we have
this circle here which is sphere dot 0 0 1 which is a duplicate
we can rename this
to platform
so platform and now in the front view we can delete a few of these vertices
so just with C you can select off
the vertices that you want to delete
X and a vertices
now I want to select this
vertex extruded upwards so around the z axis and just do it quite high
and this one and the end extrudes Z
also do this quite low
why because we don't want to see like the bottom or the top of this model at all
then we want to extrude this sideways around the y axis and I'm gonna do 4
okay so what does this mean this essentially means if you type 4
we go 4 of these blender units to the side
so that seems to be a good length and now we want to mirror this
so I would like to mirror this around the middle but you will be able to see that if I now add a
mirror modifier here
then do it around the y axis that we get a very big gap in between here
because our origin is here
if our origin is inside the middle then we get the right result
so let's change the origin
I'm gonna select this whole edge loop here then click on shift s and put cursor to select it
so now our treaty cursor jumped from the middle to the middle of this
geometry that we just selected
then go here into object mode again object
and now you set the origin to the 3D cursor so Bam
you can see that not only the origin jumped back here but also are modified instantly
it works with that knowledge
so
next thing I also want to make sure my clipping is on because if it is off and I
buy accident or would I remove this one here you can see that we get a huge gap
if it is on I cannot move it from the y axis
okay so it stays in the middle it stays there
and here
I want to make it a little bit more solid because this just looks flat
so extrude this around the x axis and just put it like 4 back
so minus 4
and then I'm gonna skill it
also skill X and then click on zero
so it's all flat and then here in the back I wanted to just
finish off and now that this is done we want to make sure it looks a little bit better
than this it's not bad but if we use a bevel
then we already get some better corners
so with the bevel modifier you can see that I can't really change a lot if I
play around with this amount
that is because we are now baffling every single one of these edges
and I don't want to have all of the unbeveled
I only want these corners here so I am going to select the corners that I want to have
a bevel on
so here here and here
and what I'm going to do now is I go here into item
mean baff of weight is going to be all the way to one
and what this means is that
now I have set a weight to these edges
and in my bevel modifier I can change my limit method
to weight so it now takes into account everything that we've just put a weight on
so everything that we've just selected
you can see a little bit of a weird thing happening here
and this is because
all of these furtacies like these edges are too close to each other
and the BEFA doesn't know where it needs to go it just kind of overlaps
so if we select all of these here and just move them a bit down
make sure you select all of them
here move them down around the Z axis here we can already see that it works way better
for some reason it's kind of messing up here
let me also put these down maybe that works
we can also just
combine these so if you just select them all
then m at center
that works we can do the same here
select all of these
and at a center
then just move this a bit down
quite easy but yeah that's how we can do this
seems to be good so now we could add a few more segments
if we would like to
shade smooth and you can see we have the smooth shading that we have a little bit of
another problem here but if you use a subdivision surface this problem goes
away quite quickly
so this is our model looks quite interesting
one thing to make it look more interesting you could of course add more detail into this
right so if we create another edge loop
control B and then actually this inwards maybe around
x axis
then that access
here I know that
this needs to be deleted and then also the bottom
and
it already looks a little bit better but we also need to apply some weights here
so here you can grab the edge select
then let me turn off all of this so you can actually see what we're doing
gonna select
all of these edges and then
mean bever weight is gonna be on
and now if we apply everything again you can see that we have a very nice
little nibbet or whatever we can call this
excited I don't know how to call this
the only problem is that you can see that it's not really flat anymore
here on top so if you select the whole top edge loop scales at 0
and also for the bottom that will make them nice and flat
and that is essentially it these kinds of things are very important to make your
seen a little bit more appealing it also works
very good when you're trying to texture it with substance painter
because substance painter takes into account any of the edges that you have
and you can essentially mask those edges so yeah it will look really cool
so as last the sphere you might want to change a little bit
it's just gonna be the same just select the sphere
then we want to
select this here extrude skill shift set
I might want to delete this inner edge loop so just dissolve it
so IX and then you can see here edge loops
and yeah that seems to be quite okay
now let's add a bevel
hmm let's do two or three segments but I only want to bevel it
around this edges here right so with angle we can do that very simply
just make sure we put this a bit close to each other
yeah that's a word of the tree and that's it
very easy we can also if you want to add a subdivision surface here
makes it look even more clean but that is essentially what I did and how I created
this look
yeah so in the next part
I will show you how I did the materials it will probably be quite short
because I already talked about materials in three different sections of this whole class
but I still want to go over it very very shortly so let's go there and I'll see you guys there
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