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So now we're ready for the final steps of this particular object.
What I'm going to go ahead and do is make sure I've powersaved my scene,
so that way we have a separate file saved.
I've already done that, but you can just powersave or you can save a copy,
so that way you kind of have like progressive iterations you can look back through.
But now what I'm going to do is press Q, Operations, and then Smart Apply this entire mesh,
so that way all the booleans here are applied.
And a really cool way to kind of make this thing look softer is to bevel it,
but the issue is if I try to bevel this,
we're just going to have a massive mess of overlaps and things like that.
You could technically use a bevel shader,
but I set the viewport up so that way it looks clean.
If I go into Rendered View, for example,
we're just not going to have those nice edge highlights like we had before.
You're going to have to set up your HDRI and really play with it to get the effect that you want.
And I ideally want to look at this in Solid View.
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So what I can actually do here is use the Remesh modifier,
and that's going to soften up the edges for me very nicely.
And this is going to be a great way to kind of show the Solid View in like a portfolio piece.
So what we're going to do is go to Add Modifier.
We're going to go to Remesh.
Now, this is a pretty heavy modifier,
so if your blender freezes for a couple seconds, it is normal.
But you don't want to go too low or else your blender will crash.
But for this one, I think maybe 0.01 could work.
And we can turn on Shade Smooth.
And also, we don't really need Auto Smooth here.
We can turn that off.
And just look at how much more visually appealing this looks by introducing a Remesh.
Everything, all the edges here are a lot softer.
And you can see, obviously, the mesh is very dense.
We could try 0.005 maybe.
That would make it even tighter.
And you can just kind of see.
Turn on Auto Smooth again.
If I just turn this off and on, it's very, very subtle.
But we get these really clean edge highlights, and it just kind of makes it pop a bit more.
I think 0.007 is going to be a good value for us.
And now this thing just looks a lot softer and just a lot better overall in the viewport.
So this is a good way to just kind of render your mesh in the viewport.
Some people prefer a more soft look.
So maybe something like 0.02 if you want a really soft look.
But if you go too far, you're going to lose a lot of that definition, which we don't want.
I mean, it looks kind of cool, but obviously, we're losing that definition.
And that's why you definitely want to go a bit higher in the Voxel Size.
So basically, the lower you go, the higher the density.
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