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Let's talk about another important aspect of designing, and that's the fact that your model should be looking good from any angle.
So it should be pleasing to look at, should make sense in terms of design and functionality, etc.
So, this is really crucial. So let's say we're gonna grab this example we were working on in the previous video,
when we talked about working from references, and you know, from a side view, this looks fine, there's nothing wrong with it,
but look what happens when I'm gonna look at it from the front. I mean, it looks terrible, right?
So this would need a lot of work. So, when you're working on something, what you need to do, you need to always look from each angle, okay?
Just look around your model, right, and see how it looks, how it feels. Does it make any sense?
So, for example, in this case, what we need to do, make sure that this isn't more narrow, this is way too thick, right?
Now, this one needs to be more narrow as well, but if I'm gonna narrow it down like that, I'm gonna destroy the bevel here.
So what we're gonna do is we're gonna go to edit mode, tab, occlude, actually let me just turn on my screencast keys here so you can see what I'm doing,
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press B for select, and then, you know, G, X, and we're gonna move it in here, and scale it in a little bit like that,
so it's kind of, you know, inside of this shape here, like this, right? Maybe move it somewhere here like that.
Grab this face here and extrude it back, so it's longer. Recalculate, sharpen, and this is looking already much better, okay?
So, here we're gonna have to redesign this a bit, because I don't like how this is sticking out,
so let's grab our hand gun and literally cut it in here, on the top, so cut it in here like that, right?
And then we're going to apply that and extrude this one out, okay?
So here what we can do is grab this face on the top and Alt-R to rotate it a bit with edge constraint,
grab this one and maybe chamfer it here in the back to create a different feel here,
and let's see, maybe we could actually slice it like this, maybe it's gonna be better, look more, you know, sort of athletic.
Here, this element in the middle, we could just grab this one and, you know, EM macro a little bit, like that,
and maybe grab it again and scale it just a tad to make it a bit more aggressive.
We could create some cuts in here with EM macro, like this, mirror to the other side,
and this already looks much better than the previous one, and the fingers too, you know,
like, for example, this frontal bit here could be smaller, so what we could do is grab these and kind of drop them down
and maybe scale them a little bit like that.
Here, this one could be a bit more narrowish too, you know, maybe something like this here,
maybe not as narrow on the X-axis, and then we could also narrow down this one, so grab that here,
and narrow it down a bit more, so it kind of gets in here, but we could bulge this one, so make it larger and sort of bevel it,
so it's gonna be a nice and smooth transition here.
And you see from the front, this already looks much better than it looked before,
so remember, always look from a different angle, and now this foot starts to look cool from an angle.
Now, this one could be sliced, so we could grab a slice here, and, for example, slice it like this, and mirror this, okay?
Alright, and we could maybe create some kind of a cutout here as well, maybe, I'm just saying.
Let me see how this looks.
Okay, I'm not sure if I like that, maybe I'm gonna create a cutout here in the back,
maybe this would be better, you know, somewhere here, like this, you know,
and we could create another piston here in the back, a small one, so Shift-S, Shift-X, and create something really small here.
In the back, maybe like a piston going up, you know, to the feet, whatever, do you know what I mean?
So, this just starts looking much better, okay?
So, like I said, always look at different angles of your model, and try to make sure that, you know, things make sense, okay?
So, here, what we could do, we could maybe even borrow this shape here, we could work with this.
Hang on, let me see.
So, let's do something like this, this needs to be lower to, you know, on the same level as this one, right?
So, let's just level it down here, and, let's see, let's make it wider on the Y-axis.
I'm going to just, you know, slice it here, so it's straight.
Move it in here, grab the N-gon, and maybe, maybe slice it like this.
Okay, something like that, that's going to be really cool.
And we could split it, okay, so, you know, split it into, into two, to apply the mirror.
So, let's apply the mirror, just multiply, and maybe do something like this, okay?
See what I mean?
And we could actually cut it in here, you know, maybe like this, to create a bit more lighter structure.
That looks really athletic now, and maybe even if we could cut this here, on the front here, but maybe, maybe, maybe like this.
So, it's kind of aligned with this edge here, you see, kind of like falling in here, following the line here, along this, this cut when narrowing down.
So, now that looks good from the top as well.
Let's do the bevel here, and now you can see that this design looks cool from, you know, basically almost an angle.
In the back here too, we could create this, you know, a bit more, a bit more dynamic design here.
So, maybe we could do something like this, alright?
And mirror this, and then, you know, create a cutout in here, okay?
Just to make it a bit more light in the back, and you see, it just starts shaping up to something really interesting.
Maybe we could just create, you know, a bit of an opening here, or borrow this one and move it in here, make it smaller, right?
And move it deeper here, so it kind of simulates, or emulates, whatever you want to call it, this situation here.
Hang on, let me just move it here, like that, and mirror to the other side, and there you go.
So, this is how you should be designing, guys, you should be always looking from different angles and different perspectives,
orthographic perspective, you know, bottom, top, etc., to make sure that your object or your model is going to look good from any angle.
I can shoot from the bottom, I can shoot from the top, I can shoot, you know, with 50mm, I can shoot with orthographic,
I can shoot from the top, from the back, it doesn't matter how I position this, it just looks good, okay?
It makes sense, you know what it is, and it kind of, you know, kind of fits.
So, when you add some element to your model, always make sure that you're not doing it from one plane,
but you rotate and see how this looks from other angles.
It should be basically like, you know, like a muscle member, okay?
So, you don't even think about it, just do it automatically, okay?
So, when you do something here, like let's say I'm going to scale this in and mirror this,
I want to look not just from this angle, but from any angle, okay?
How does this look from other angles?
Maybe it's going to be better if I'm going to, let's say, grab this one and maybe scale it out, okay?
Maybe this is going to be better, I don't know, right?
I need to check, I need to look.
Okay, guys, so that's how you do it and hope it helps you out.
I'll see you in the next video.
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