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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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