Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
So in this video we need to discuss the thought process and the creative process
that goes into creating a good-looking shape here in Blender. So I like to start
with the default cube. I think it's a very easy place to start and to build on
top of. So the first thing I'm thinking about when I'm starting with a default
cube with no references or no ideas in mind is I'm thinking about how can I
make this default cube a little bit more interesting. Notice how I said a
little bit. I'm not trying to think, you know, a year into the future. I'm trying
to think just in the next few seconds how can I make this shape look a little
bit better than it did before. You have to think in terms of small consistent
steps. Don't think any farther beyond that right now. So all I'm thinking about
at this point is how can I make this cube look a little bit more visually
appealing. So first thing that comes in mind is maybe I could scale it a bit and
just kind of make it smaller so now it's not so boring. It's a little bit, you know,
Subtitled by online-courses.club We compress knowledge for you!
more elongated and things like that. And then I'm thinking, okay, what can I
introduce in terms of geometry to make this look even cooler. So this we can get
creative and just kind of play with it. So sometimes I'll just go into edge mode
and maybe introduce a bevel here. So bevel this edge and then maybe introduce
another loop on the inside. And then I could perhaps move this edge down a
little bit. And just by doing that we've already broken the monotony of this
scaled cube. Now we kind of have some shape going on. You see what I mean? Now
we have these nice consistent straight lines just within a few seconds. Now
maybe what I could do is I could scale these lines here a little bit. It's a
little bit further. Now I don't want to center these. This is an issue a lot of
people will do. You don't want to have too much symmetry. For example, I
don't want these faces to be the same width all the way across. It won't look
as exciting. You more or less want to have kind of like a 70% space here and
then maybe a 30% space here. So you want to be careful, you know, keeping
everything too even. It might actually make the design more boring, although
most beginners think otherwise. So now that we have, you know, a base shape going
on, we can think about how can I make this softer. And the way we make these
objects softer is by introducing bevels. So at this point I could bevel here, use
a few segments, and then bevel here as well. And just by doing this, watch what
happens. We now have a much cleaner, softer looking mesh. And also I would
recommend right-clicking and shade auto smooth here, just to clean up those harsh
lines we have going on. Very easy stuff. And then finally what I'd recommend doing
to clean up this extra geometry on the flat faces is press X, limited dissolve,
and then set this max angle to about 0.1. So it doesn't hurt the, if this is any
higher, it might start dissolving the bevels. So set this to like 0.1 and
that'll actually clean up the geo here on the flat faces. And now we just have a
much cleaner mesh we can look at. And then finally what I think I'll do here
is maybe take this face and move it up. And then maybe we could even introduce
some bevels here on these edges. Like I said, all I'm thinking about right now is
how can I make this mesh look a little bit more exciting one step at a time. And
then with Mesh Machine we could press Alt X to symmetrize, Alt X to symmetrize
again. And now we have a very simple base shape that we can begin building on top of.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.