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Original subtitles

So now that we've created this base shape, we can kind of begin to see how

important using cavity and matcap is because if I turn these off and I use

studio, you're gonna see we don't have any definition on this form and it makes

it a lot more difficult to picture what to add next. These visual settings here

help our brain to think clearer and know how to build on top of this shape. This

is why it's so important to use matcaps and to also use cavity as well because

it really helps to highlight that form overall. So now what we need to do is

continue building on top of this base shape and this is where a lot of people

get stuck. Like I said, it is a matter of going in small, consistent, progressive

steps over and over and over. So now that we have a cool aesthetic going on, I can

kind of see, okay, we're kind of playing a game of straight linear lines. We have

a very long direction here and we also have that direction kind of echoed with

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this crevice here in the center. So at this point, I'm thinking about how can I

play off of this same exact style. So right now what I really want to do is

add some additional detail. So one way we could do this is by introducing chamfer.

So maybe I could select these outer edges here. If I try alt-clicking, it

doesn't know where to select. So if you have a mesh machine, you can just select

one edge and then alt-click that same edge and then just run a chamfer there.

Now we can see this is a little bit more interesting. We have some more visual

interest going on. And then maybe what I could do is start introducing some

boolean cuts. See what type of cool shapes I can get from here. So I like

using the n-gon cutter for this. If we press a D with box cutter and go into

n-gon, I could kind of come in here at an angle, hold ctrl, and maybe just kind of

cut in, you know, some sort of element here and then mirror. And then of course

I could always use ever scroll to just kind of move this around into a

different location more or less. I could even rotate this a bit more on the Y. And

you can see we're just kind of creating additional visual appeal by kind of

rotating this boolean and seeing how it plays with the shape overall. Maybe we

like it, maybe we don't. Right now it's kind of a game of figuring out, hey, what

looks good, what doesn't, what do we like, and what do we not like. So maybe I can

move this back a bit. Just get like a very, very subtle detail here on

the end. And then if I shift-click on sharpen and move my mouse to the right,

we can just capture those edges there. See what I mean? And we'll just kind of

rotate this a little bit more on the Y. And I'm just experimenting, seeing what

looks good. Like this is a bit too far in my opinion, but it could work. Or maybe

here is a bit too shallow. So you know, somewhere around here could really help,

you know, emphasize and echo these straight linear lines we have going on.

So I think something like this could be a great start. We have some very cool

consistent lines going on and we can keep building on top of this. So what I'm

going to go ahead and do is maybe introduce a cube. And we're just going to

keep playing with this. We're going to maybe put this cube here in the middle,

scale this up. Perhaps we could run a difference boolean. And then from here we

can just kind of experiment with different shapes. So maybe I could scale

this a little bit. Or maybe I don't like that. Maybe I could rotate this 90

degrees. Move this down. See what I mean? Maybe we could just move this about and

just introduce some lines here. That could actually be pretty cool. As you can

see, all I'm doing is moving this boolean around and seeing what looks good, what

doesn't, what could fit, what might not fit. That's really all I'm thinking about

here. So what I'm going to do is maybe bevel this area. So we're just going to

press ctrl B. And you could also turn off the overlays feature and turn cavity on

here. Then we can just kind of see exactly how this bevel will look when we

introduce it. And you can see what this is essentially doing now is it's

introducing more of a secondary layer of detail on this mesh. You can kind of see

without it, it looks a bit plain, looks a bit primary. But now this is kind of

introducing a secondary level of detail into this base shape. You see what I mean?

All I'm doing is repeating the shapes we already have and building on top of that.

It's a lot simpler than you might think. You just have to practice.

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