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Original subtitles

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,

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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.

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