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So now you understand the importance of a good viewport shading, you understand
how to create a base shape from the default cube, and now you understand how
to play on top of shapes that already exist and continue building detail on
top of it. With these things in mind, we can get a little bit more advanced and
introduce other things to just continue building on top of the shape. Keep in
mind, right now we are only focused on form. I'm not particularly concerned
with function. This is mainly an exercise for form and creating visually
appealing shapes, and eventually you can incorporate that into actual functional
designs. It's just a great exercise to start with. So what I think I could do
here is I could just keep, let me save this real quick, I'm going to call this
base shape 03. Make sure you save your scenes, otherwise you might lose it later
on. And just like I'm doing before, I'm just gonna keep introducing cubes here
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and just playing with the shape, seeing, okay, what's gonna look good and what
isn't, what's gonna fit, what isn't, you get the idea. So maybe here I could scale
this up a bit, do something like this, and then maybe we'll just keep moving this
up a little bit, doing a very similar thing to what I did before. So we could
do something like that. Very, very subtle. You can see if I go too deep, it kind of
just destroys the whole look and the nice flowiness of, for lack of a better
term, the way the shape flows. It just kind of gets destroyed doing stuff like
that. So you want to be very careful with how you're introducing these shapes. And
maybe what I could do is bevel this. If your bevel's a bit skewed, make sure you
go into object mode and press ctrl A and apply your scale. And what we could do
here is maybe introduce a bevel like that, and then just run a symmetry. And
now we kind of have something a little bit better. And then maybe I could try
beveling. Now since we have a mirror applied, we need to make sure we're
working on the side that it's being mirrored from, which I believe is this
one. Yep, it's this one here. And we could just symmetrize. And now we kind of have
this cool, you know, little style here in the center. It's a bit symmetrical, but
that's okay for right now. We can always break the symmetry later on. And then
now that we kind of have, you know, a more concentrated centered area, what we
could do is build clusters of detail onto the inside here. You see what I mean?
So let me go ahead and introduce another cube. And we can start playing with
clusters of detail here on the center. So detail clusters are incredibly important
to really bring focus to one particular area of your mesh. And we can do this in
a bunch of different ways. For right now, I'm just going to keep stacking detail
here in the middle, while also repeating the elements here that already exist. And
just make sure you just always stick with that. So this actually looks pretty
cool, but we could try experimenting with some booleans. So maybe a difference
boolean. That could be kind of cool. We can kind of see now that we have a hole
here in the middle, we kind of have these elements here kind of almost hugging
this hole and emphasizing that design overall. You can see if I were to delete
this, the effect just isn't the same. It looks okay, but this right here is just
bringing such a different layer of aesthetic to it, because it's really
concentrating detail right there in the center. You see what I mean? Without
these little booleans around here, we don't really have, you know, a cluster of
detail here in the center. We just kind of have detail slapped on. And this is
why it's very important to use not only echoed elements, but also to cluster
those elements in one particular area of your mesh. You see what I mean? So
that's pretty cool. What we could also try doing is maybe using the shiftable
feature in Hard Ops, and we could just kind of scroll through some different
boolean options. Sometimes they'll work well, sometimes they won't. You could try
like an inset and press T. It's a little bit buggy sometimes, but I think in this
case a difference boolean is going to give us the best look. Now what I could
do is I could just keep echoing the same shapes we have. So for example, now that I
have this hole here, maybe what I could do is go into edit mode for this cutter,
drop a loop cut here, could bevel that loop cut, press E to extrude, cancel it,
and then Alt S to kind of scale this in a little bit. And now we kind of have
this, you know, shape kind of going on in the middle. We could even move it
backwards maybe and see how that looks. I think that looks a little bit better.
And then just to make this a little bit less monotonous, we could maybe scale
this a bit on the Z. See what I mean? And what that's doing is introducing a
little bit more dynamicism to the mesh. So what we could do is maybe bevel these
to make the edges softer. Like I said, bevels are a great way to really
emphasize those shapes. And just look at how much better the shape looks in just
a few additional seconds playing with that cutter.
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