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So now that you understand all the general design ideas and things like that, we're going to go ahead and create one from scratch just in one video so you can kind of watch what I'm doing and stuff like that.
So you can follow along if you'd like or you can just sit back and watch this video and just kind of listen to the commentary and study, more or less.
Hopefully you'll learn a bit.
So right now, I'm just going to experiment with shapes. That is literally all I want to do right now at this particular point in time.
I just experiment with shapes and see what type of cool shapes can I come up with.
And that is essentially the only thing you should be thinking about up front when you're just trying to create something cool looking, you know?
So that's precisely all I'm doing at this point, is I'm just kind of playing with the shapes here, not doing anything else.
Nothing exciting, really. That's kind of the name of the game, just playing with the shapes.
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Maybe do something like that. I would like to have a shape here that more or less kind of breaks the symmetry.
So we can have maybe some empty space over here.
See what I mean? And then back here could be the areas of clustered detail or whatever.
It just ultimately depends on what type of result you're going for.
This is a bit long, I would say. Maybe we could do something more like this.
Let's go ahead and just bevel this. Let me apply the scale.
We can bevel that.
I could even try mirroring that to the other side.
But I am going to want to break that symmetry.
Because in the last one, that one was more or less symmetrical.
So what I'm going to do, I'm going to keep this one symmetrical for now, and we'll try to break it later on in some sort of different way.
Because I do like how this shape right here looks. I think this is quite a cool shape.
Now let's go ahead and just chamfer the top here.
Chamfers are always a nice introduction onto your models.
I'm going to keep it symmetrized on the Z as well.
Cool, and I think the area where we could cluster the detail could be right here, just right in the center.
And that's exactly what I'm going to do.
So let's just start trying to introduce some more linear lines following in this direction, like the shapes going.
And let me also adjust that auto smooth a little bit.
And again, you can always turn off the overlays panel and just kind of see how it looks.
This is pretty good.
Yep, could do something like that for sure.
So now we kind of have a bit more focus brought into the center here, which is exactly what I want.
And I could even run a slice operation kind of on the outside there.
And now we have a lot more visual appeal coming to the center, which is kind of what I'm going for.
So yeah, let's just keep working on this and just keep building on top of it like we've been doing.
So we could scale this on the Y.
And I don't want to cut that all the way through.
I just want to kind of come in here and just move things around and play with it.
Another way we could break that symmetry is by simply having some sort of cut like this that is only going in this direction.
So that could be another way to kind of break that symmetry.
Maybe we'll bevel this and just see how it looks.
It's kind of cool. A little bit steep in my opinion, so maybe we could rotate that.
It's not terrible.
We could rotate this a bit more and just kind of see what different results we're getting.
That's not too bad either.
Yeah, I like that. Let's go ahead and apply this boolean because what I want to do, and the mirror as well,
because what I would like to do is bevel this area here.
And I can't go too far. Let me quickly select everything.
X and then limited dissolve and set this to 0.1.
So that way I can alt-click this and it's not selecting all the other garbage on the other areas.
So I can bevel into here.
And now we kind of have a much smoother, kind of softer shape in that area.
Very good. And this is going to be a great way to kind of break that symmetry overall.
So we can keep it symmetrical on the X. That's fine.
We'll break the symmetry here on the Y axis, which you can clearly see I've just done.
And we're just going to keep kind of dropping on that detail.
So obviously I want to keep this connected more or less.
I think that would look the best.
So I'm just going to keep kind of experimenting here,
seeing what types of different cool types of shapes can I get
and what just doesn't really fit given the context.
Could try just adding a nice bevel in there.
Nah, I don't really like that.
So let's keep going. Let's maybe go into the back here.
And we'll add in a cube and we could cut through kind of like that.
Scale this a bit on the X.
And that can be a decent, kind of a decent shape. It's not too bad.
Looks good.
Also what I could do here, maybe, is maybe I could add in a small little wedge cut.
We'll just use the n-gon cutter and kind of come in here and just do something like that.
Just to add just a very small effect.
You see what I did there? It's very subtle, but it's just kind of, I don't know,
making it flow a bit nicer in my opinion.
So I could do stuff like that, of course.
And let's just keep kind of working on that detail.
Let's go in.
Could scale this a bit on the Y.
And we could even introduce a slice.
Or what I could do is I could simply rotate this, you know, 45 degrees on the Y.
Just kind of...
Just get like a small kind of indentation in there.
Really just depends on the type of result you want.
Move this in. I could even bevel this if I wanted to.
Let's apply the scale and then bevel it.
I could always move that down, but I don't think that looks good.
I think the original slice we had here was going to be the best result.
So, you know, I could do something like that.
And then I could even, you know, come in here,
And then I could even, you know, come here into the side
and just add in like another chamfered type of effect here in the back.
And then I could scale this up on the X
and apply that same chamfered effect to this piece, the main form.
So I'm just going to select the cutter.
Shift click on the main mesh.
And then boom, now we kind of have this really clean,
like effect kind of flowing up into this area.
And we're just bringing a lot more visual appeal here to the back.
You see what I'm doing?
And the more you do this, the more you realize
this is just purely all about experimenting,
seeing what things fit, what things don't.
I also want to make sure this is all mirrored on the Z
because I also want to keep this symmetrical on the Z
because I think it looks, I don't know, I think this thing looks cool
mirrored on both sides because we are already
breaking the symmetry here on the Y axis.
So we can get away with it.
Let me go ahead and save this before my thing crashes.
We'll go to, I just name, whenever I'm naming these,
they're just extremely random.
I need to start getting a better naming convention
for the models I'm working on.
So what I'm going to do here is I'm going to take Box Cutter
and then just cut straight through here.
I'm going to press the X key to run a slice.
And let me move this up because we have a mirror on here.
So it's going to mirror that slice on both ends.
So maybe what I could do is I could shift-bull this
into a regular boolean.
Kind of do that and then we'll apply it here.
And then here in the center, so now we kind of have
like a cut kind of going through this.
But I could maybe, you know, play with that.
Move this around just to see how wide I want that gap.
Because now we kind of have a much more interesting shape here
when we kind of have this gap going on.
I don't want to make that too large, but maybe, you know,
somewhere around here could work.
Yep, I like that. It looks good.
And then what I could even do is I could try
doing a reverse bevel here.
So I control-click on mark on that face.
And then we just get like a small reverse bevel there
on the side, which looks kind of cool.
So yeah, I like how this looks.
It's kind of beginning to look more like it could be
some sort of functional device or some sort of, you know,
object like that.
Alright, let's keep stacking the detail here in the middle
because it's definitely, in my opinion, not enough.
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I think we keep bringing additional visual interest here.
By just introducing some extra elements.
And I want to be careful.
I don't want to sandwich the elements too much
because that's something I'll do sometimes.
I'll just overdo it on the details, which can actually
hurt the form more than it can help it.
So you really want to be careful that you don't sandwich
detail all in one area because sometimes overdoing it
and just stacking and stacking detail can actually hurt you
more than it'll help you.
Let me go ahead and apply this boolean so that way I can...
Let me also apply...
Let's go through these.
I could use ever scroll but I'm lazy.
So what I want to do is I want to add in a chamfer there
but I need to apply this boolean, that boolean right there.
Cool.
And we're just going to get in here and add in a chamfer
and that's just going to keep helping us to echo
those more linear elements there in the center,
which looks great.
Really liking how that looks.
And also, out of curiosity, I want to try
maybe mirroring these two pieces here on the Y.
I know it's going to be symmetrical but I'm just curious
how that looks.
It actually looks kind of interesting, not going to lie.
We have a lot of this kind of focus detail in the center
and that negative space is kind of helping to bring
the attention over to here.
So we've kind of reintroduced perfect symmetry,
which maybe I want, maybe I don't.
It's not too bad in this case.
I think this looks pretty cool.
What I'm going to try is maybe I'll power save this.
Let me smart apply all my booleans here.
Just get them all applied and maybe what I could do
just to kind of break that symmetry a bit
is I could come here and just add some additional elements
over on this side.
I thought I chamfered this.
Maybe I undid it by mistake.
Let me just put that back.
There we go.
Then maybe over here on this side I could just start
stacking a few different elements that are not included
on this portion over here.
We just want to do this very strategically
so maybe I could come into this portion, scale this up.
Again, I'm going to need to...
Yeah, that should be fine.
Then I could do something like this
where although we have symmetry on the Y
but doing something like this would just basically
break that symmetry and kind of push us in this direction.
You see what I'm saying?
We're kind of almost guided in this direction.
It's really easy if you reintroduce symmetry
to break it again.
Just doing simple little changes kind of like this.
Introduce a bevel there.
It could be cool.
Again, I don't want to go too far
because then you'll kind of get into the territory
where you're more or less just sandwiching the details.
But I think this could be a cool element to add.
Yeah, it's not terrible. I like that.
Then maybe what I could do just out of curiosity
is I could move this down,
ctrl-click on mark and just introduce a reverse bevel there.
Now we kind of have an additional chamfer there in the center.
Now let me just undo it.
It's very subtle but I don't think I'm going to keep it.
I don't think we need to put that many additional elements in there.
Now at this point what we could do
is maybe break into this empty space just a little bit.
Not too much, but it is good to have that empty space
but it's also good to kind of break into that here and there.
Real quick, let me try adding in a small cut right there.
I don't know if that will be too heavy.
Let me just mirror it.
I think that kind of helps emphasize the form a bit more
so I'm going to do that. Mirror to the bottom as well.
Now what I'm going to do is I'm going to cut into the space a bit.
Let me show you a really cool trick we can do here.
I'm going to go ahead and press Q, operations,
shift-click on smart apply,
and then we can go into local mode
by pressing forward slash on the numpad.
What this basically does is it duplicates that piece,
this piece here, applies all the modifiers,
and then separates it.
So now I have a duplicate,
but on this duplicate everything is applied.
I'm going to go ahead and just get rid of these bottom pieces here.
You can go into vertex mode and press the L key,
and then press the X key, and then delete vertices.
Essentially what I want to do here is I just want to...
Let me delete this one.
Actually, no, we'll leave this one as well.
All I'm really trying to do in this case
is steal some of the geometry.
So what I'm going to do is go into wireframe.
I'm going to completely remove these top faces,
all these top faces here,
because what I ultimately want,
I want this set of edges.
I'm going to alt-click on these sets of edges,
Ctrl-I to invert,
and then X deletes edges,
and that might delete...
Okay, that one's good.
Yeah, we're just going to delete all the other edges.
Basically, I'm selecting these edges,
and then I'm inverting the selection with Ctrl-I,
deleting the rest.
Now we have this, so I can connect these up,
press the F key.
What I want to do with this,
I can also get rid of these extra vertices,
Ctrl-X.
What I want to do with this piece right here
is I want to press the F key to fill it.
Now we have a face.
I to inset, and then I to inset again.
Now what I can do is I can delete out this face,
alt-shift-click on these faces here,
and then get rid of them.
Now what I could do with this little detail right here
is I can extrude it all the way down.
That is all done for us.
Then I'm going to run a Difference Boolean,
kind of like that.
In my opinion, this is a little bit too thick,
so I'm going to press Alt-S,
move it in, make it a bit thinner,
just a little bit thinner.
Then maybe I could even...
I don't know, let's just see how that looks.
Then we're going to need to run that Boolean
through this piece as well,
and then through this piece here as well.
That's not too bad,
but what I think I'm going to do
is simply take this cutter we just created
and remove a part of it.
We can cut the cutter there,
and now we kind of just have a little bit
of this cool, very small, subtle element
here on the side.
I just think it looks pretty interesting.
We're kind of breaking into that negative space.
Honestly, I could even make that a bit higher,
make that a bit bigger,
so we're not making this too long.
You see what I mean?
Then it just looks weird,
so maybe we could do a more smaller,
subtle element like that.
All I'm doing is scaling up the cutter
that is on the cutter.
I'm just kind of seeing how this looks.
It's not too bad.
Yeah, I like that.
Very small, very subtle,
but we're kind of breaking into that empty space,
and it just looks,
it just kind of brings everything together
and helps us to reemphasize these shapes
we already have going on on the model.
Let's take a look at this.
I really like this shape.
We've also broken the symmetry
through this cut here through the center.
Now what I want to do is just introduce a remesh.
I'm going to apply this boolean.
We're going to run a remesh.
Smooth Shading, set this to 0.01.
There we go.
Now since this cut here is so small,
you might need to even go a bit deeper,
maybe 0.005.
Again, this is a pretty heavy operation,
so you don't necessarily have to use the remesh.
I just think it looks cool on the actual object,
in my opinion.
Then what I could do is the same thing here.
Actually, I could just copy the modifier.
There's a remesh on here.
If you have the Copy Attributes add-on turned on,
Copy Attributes menu,
you can select this piece,
shift-click on this piece,
and then shift-click on this piece,
Ctrl-C, Copy Selected Modifiers,
and then choose the remesh.
Now we have it on there as well.
Just like that, we have a very subtle
edge highlight going on on this model,
which I think looks pretty cool.
This shape is done. I'm happy with that.
You can continue to add detail if you'd like,
but once again, it's another little practice exercise
for you to learn from.
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