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So let's do another example here. Maybe this one can be a tad bit more complex.
So just like we've been doing, we're gonna just kind of create some sort of
base shape here and just keep working with it really. So maybe what I'm
gonna do on this one is introduce some additional kind of interesting forms
here. Again, all I'm trying to do is really just create something that looks
cool up front. So let me move this back a bit. That's not gonna slide very nicely.
So we're gonna have to leave that as is. Not a big deal. Really all I want to do
is just create some sort of cool looking shape and then we can of course
soften it up by adding in some bevels. So I'm gonna do something like that. You can do
something like this. Again, just trying to get a shape that looks cool and then we
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can deal with the rest. Let's try mirroring that. Looks pretty good. A bit wide if you
ask me, but we could probably... I'm trying to think how we could do it. We could scale
that a bit. Might skew the bevel slightly, but it shouldn't be too noticeable. So
let's maybe scale that just a little bit and this could be a good shape to
work with from the start. So pretty basic form. Let's try maybe adding in a chamfer
around the entire mesh. So just a small one like that. See if it looks good. Not
particularly exciting, so maybe not, but from here we could keep
experimenting with the shapes. I'll do a boolean right there and let's try to
rotate that.
It's not too bad. Kind of an interesting looking area right here, but still not
exactly what I'm going for. What I could do though is something like this.
There we go. Now we're kind of getting somewhere. Again, all I'm trying to do is just find some
sort of arbitrary shape that looks more or less visually appealing and we can
keep stacking on top of that. This looks pretty interesting. I think we
could do something with this. So maybe this back here could be the area of
empty space and this up here could be the area of clustered detail. Real quick,
let me undo this briefly because I want to take this boolean and maybe just push
that up a little bit so we're not having like so much space. Then I'm just
going to kind of rotate it on the z-axis and just see what different
effects I can get. It's really just a game at a certain point, just seeing what
looks good. Then let's just select these and then we can sharpen
that manually. This could actually be a pretty cool shape to work with up
front. Let's add in a mirror and do something like that. Now I think this is
a pretty damn cool shape. This is a good starting point. Now we could
start creating something. First I want to kind of identify the area where
we're going to have empty space and that's probably just going to be up here
most likely. In that situation I'm just going to not really mess
with the top at all. I think what we could do is start adding in cuts into
the side and things to really introduce that additional visual detail. Now what I
could try is beveling this. Just out of curiosity but I think that hard edge
looks a bit nicer so maybe instead I could bevel this area. Keep in mind we
have a mirror so I don't have to worry about the bottom portion but you know
something like that could work. I don't know it's not too big of a deal right
now but at this point let's go ahead and apply the mirror and I'm going to show
you a pretty cool trick. I'm going to get rid of this. Control X to dissolve that.
What I like to do here is I would like to take this entire outer portion of
faces and you'll see why. First I want to make this a little bit smoother so the
best way to do that because you can kind of see we have a very clear like it's
not continuous right here. Right now it splits off into two paths but if I
beveled this area for example it would now continue very smoothly kind of up
through the mesh. So what I would like to do is at least get this bottom portion
here beveled. So like from here all the way to here. Just a very subtle bevel.
You can even you know run a mirror modifier up a little bit and that's just
going to kind of give us the nice edge highlight that we want as well. So we go
ahead and apply that and now check this out. What I would like to do is I would
like to use the circle select feature. We're going to get in here and select
all these faces. Now an easier way to do this would be to press the L key but
right now when I press the L key it selects the entire mesh. So what we need
to do is we need to add a seam which will give us that ability to separate. So
basically I can just add a seam to where these sharp markings already are. So
check this out. If I select one of these blue edges here and press shift G and
choose maybe the sharpness value because all these are marked as sharp. Now
that they're all selected I can right-click mark seam and then if I go
into face mode and press the L key now I've selected these independently which
is really really powerful. So now what I like to do is I would like to press Q
Booleans selection to Boolean and this one's going to be a bit messy right
there because of how thin it gets but we're not going to worry too much about
that part. Honestly what we could do is instead we could press Q control click
on curve extract. We'll just kind of have this piece right here then we could just
separate or remove these pieces here manually. Just completely get rid of them
like that and then just symmetrize to the other side and maybe I could even
add in like a loop right there and remove these portions as well. Dissolve
that and then if I just select everything and press I to inset and then
invert the selection I can delete out that portion then all I really have to
do at this point is add in a solidify modifier and run a Boolean. Now if this
Boolean doesn't work that's because it's on the same face so make sure you change
over to exact so that way it'll shade and sometimes exact I've noticed still
doesn't work in some cases so in that type of situation just press the S key
and just slightly scale it and you'll kind of get that fixed. So you know for
right now we could do something kind of like this looks cool. Maybe this could be
the front and this could be the back. So you know what I'm going to do instead and I
have a much better idea. Let me take these two faces delete the rest and just
on these faces I could inset them and then invert. So delete these and then I
could run the Boolean here on this portion and then we can just kind of
start from there. So maybe I have a detail kind of like that and then I
could take this one and extrude it out or maybe instead of deleting out that
whole piece I could just take you know this portion and let's solidify it in. So
operation solidify run the difference then just slightly scale it and I think
that looks a little bit more visually appealing and then what I like to do is
start adding in some detail kind of into this area so I don't need to worry
about this side too much because I can just run a mirror modifier but more or
less I kind of want to get a hole in there and start stacking our detail. Now
a much easier way to do that would be to simply press Q shift click on smart
apply and then with this duplicate we now have we can just take this geometry
inset that geometry then delete the rest and guess what now we have a face right
there. So that's why I love using Hard Ops for those little tricks and then I
could extrude this in. You might need to recalculate the normals because
sometimes if you're extruding in the wrong direction they're going to be
wrong so press shift N that'll recalculate it and then we can just run
our difference and already we're kind of getting a cool kind of detail. I reckon
this could be a little bit smaller so what I'm gonna do is undo this real
quick I'm gonna take this piece before I extrude it let's inset it a little bit
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more and then go again and now we just kind of scale that in you might need to
reset the origin to the geometry because usually if you're duplicating it it'll
share the origin of the original piece and then we can just kind of start
experimenting in here introduce some bevels to make it softer now we kind of
have that result going on and then I could take this face let's kind of pull
that in run a reverse bevel might need to apply the scale and let's run the
reverse bevel just a really small one just to kind of elevate that chamfered
looking effect and this could be the area where we start really clustering
that detail I don't like this piece we just added in the front so I'm just
going to go ahead press the L key in vertex mode delete those vertices and
we'll just kind of focus here on this portion and the rest for now can just be
the empty space because I really think this is gonna look cool once they kind
of start really stacking in that detail so maybe down here towards the back what
I could do is I could come in here and maybe cut through like that and then we
kind of have that type of detail could be cool but I don't want it to go all
the way through maybe just kind of looking experimenting and seeing what
looks good we might want to do this via view align so that way it cuts straight
down and not based off of the face normal orientation so that could be cool
let's give it a nice bevel and you can already see we're getting those clusters
of detail kind of here in this area which is awesome it's exactly what I
wanted and let's go ahead and just apply this boolean give that a nice chamfer
there chamfers are always great for these types of pieces they just look
amazing and same for up here on on this let me bevel let me apply the solidify
modifier make sure these here are beveled a little bit and I can just
symmetrize that so we'll just go in and we can apply this boolean doesn't really
matter if we apply it we can always just power save so if I was worried
about it I guess run a power save and boom I can always revert back to an old
file but what I'm gonna do on this one is just give this a very small chamfer
around there just really helps elevate that overall look you see what I mean
now we're kind of starting to get that nice cluster of detail we can just keep
building on that kind of working with what we've got that looks good and then
for the bottom let me just run a mirror modifier because this is more or less a
symmetrical piece on the what is a symmetrical piece on the z-axis which is
perfect and we're just gonna keep you know clustering that detail here in the
front so notice how when you start adding detail it kind of defines which
area is the front in which area you know is more of the back so using these types
of techniques is great and I'm just gonna get in here and just keep keep
experimenting that doesn't look very good so let me what I think we could do
here is we could maybe work in a little bit more on this portion I think that
could be good so we could just kind of cut in that way and now we're just
really emphasizing and adding in a lot more detail clusters which is exactly
what I want now we'll keep it mirrored to make sure everything's you know
symmetrical and we can bevel that looks great and then again you know running a
let me apply the mirror here running our reverse bevel is always a great idea if
you want to get like a nice chamfer in there could be cool
that's not too bad and we can just keep kind of digging into this area so if I
wanted to I could actually turn on the cutters collection just reuse you know
one of the cutters I had before like this one for example so I could take
this cutter and just like reuse that piece so for example I could duplicate
it snatch these back faces here see what I mean just take these back faces inset
them invert the selection to remove that outer portion and now we have another
piece we can use as a boolean which is freaking amazing so we can get in here
run like another additional boolean there and now we're just really starting
to get that detail kind of like concentrated more in this area which is
great that looks good let me just take a look at these different
booleans we have going on now it looks good I like that and this almost looks
like a like kind of a functional piece almost you see what I mean like this
could be some sort of cool like mechanical piece and you could really if
you're going for a more functional design this is where you could start
using those detail clusters with actual functional elements maybe this is like
an engine so instead of adding random shapes you could add in like engine
parts and things like that so really great way to kind of combine you know
functional elements with what you're already doing anyways so let's do another
reverse bevel right here just a very small one just really trying to echo
those lines and those chamfers and the things we you know already have so I'm
liking how this looks I'm just trying to think like how can we keep stacking
stuff here making this look even cooler so let me apply actually I'm not gonna
apply anything right now leave it as it is so maybe what I'll do here is come
into the side view and let's try running a cut kind of like that what that's
gonna do is kind of introduce a little bit more dynamicism to the mesh I'm not
starting this I'm not sure I necessarily like where this is positioned here so
you know what I might want to do is um kind of move this back just kind of
reposition it that looks like it just got blown off by something but you know
this kind of idea you know makes sense to me I can more or less go for you know
a shape kind of like that also I could kind of change the rotation so it's more
angled in there if I wanted to so now we just kind of introduce like an
additional like visual element right there you see what I did just before
here's the after just looks a lot more dynamic just by doing that but I'm not
too sure I like the positioning so you know I could always even try doing it
from the sides here for example which I don't think it's gonna look good but you
know you can try different things just see what you like so you don't like here
I'm gonna need to adjust the auto smooth otherwise that might not pick up
everything also we could mark that manually so I'm not too worried about it
right now but you know that type of shape could be pretty interesting and
another thing I could do check this out is I could take this cut that already
exists and I could just build on top of it so for example let me quickly merge
let me take this and slide that a little bit just because it's kind of
intersecting so yeah what I could actually do here is I could maybe take
this loop I could use the offset feature in mesh machine and just kind of offset
this a little bit now I want to use the I don't want this to affect the
direction so what I need to do here is press the Q key yeah press the Q key and
that won't skew the actual vertices there and then I could just take this
and bevel it and then at this point this is really cool I could use this set of
faces as a selection to boolean and I could literally add in my own boolean
just like that and then from there I could get like fancy I could you know
take this boolean piece and I could start adding in like a trussing effect
so for example I could go into the n-gon cutter press the T key to solidify it
and then when I cut the cutter I start getting these types of trussing effects
like right on that boolean which is awesome so I could do one here and see
how that cuts through and we just kind of have a lot more visual appeal going
on in there now what I would like to do is I'd like to put it more or less in
the center just to kind of avoid those shading artifacts but I could at least
keep it more towards the right you know what I mean so I could do that let's
just move that in so it's not interfering with this side at all we'll
move that there and then I could do one from this side you know cut like that
and just like that we kind of have this cool trussing effect going on on the
inside and I could simply mirror that cutter so it looks really cool I like
that what I am gonna do is on this actual cutter I'm just gonna smart
apply everything so then what I could do here is just kind of get in and start
introducing some bevels just to make this look a little bit more you know
visually appealing so go here and then here and we're just gonna keep I might
need to dissolve out this edge so it doesn't interfere with this one and also
we have a very small edge right here if you didn't see it so let's just get rid
of that you didn't boom bevel bevel and bevel and now we have a much more you
know kind of dynamic looking effect on the inside there and I could of course
apply that boolean put some chamfers on the inside so why not let's run a power
save let's apply these let's just get in here and just you know put a chamfer put
one right there put one right here you don't want to go too big I want to make
these a little bit smaller than the outer one and then yeah just like that
now we kind of have that nice chamfered effect over there on the inside and I
could even you know symmetrize that over and it looks great so now we just
really have a lot of these you know detail clusters coming in and more and
more attention is kind of being pulled this side and real quick let me make
sure that's marked with a sharp there we go I think we could possibly expand
these cuts even further up into the empty space not too far but maybe just a
little bit so for example I could get in here and just try to expand that like
slightly more and I'm just gonna kind of see how it looks it might look awful
just an idea so bevel these and then these obviously that need to be a bit
smaller so we're not like competing with the other piece but I could put them
like there and that could actually work I more or less want to make sure we're
kind of not I don't want to repeat this too much because then it's just gonna
compete with the shape here so I could do something different make this a bit
more exciting by I don't know maybe expanding that over even further or I
could even you know just cut out part of that boolean so I kind of have an effect
like that maybe inverted maybe in this direction instead like that and I could
kind of move that in you kind of see what I'm doing I'm just kind of playing
with them like these different shapes different ideas just to pull attention
make it look cooler and just seeing like what I like what I don't like right now
this is just a bit too monotonous we're kind of repeating the same style so I
could just make these smaller and just kind of make them like more or less an
enhancement detail kind of behind it and heck I could even come in here if I
wanted to and maybe connect them by running a cut don't know if it'll look
good but I mean it's worth a try right so you do something like that I
personally don't think that looks good at all but again we're just kind of
getting in here and trying things and really just getting that detail clustered
over here in this area and just seeing what works so let me try maybe if I cut
that it'll kind of break the monotony so now we kind of have something a bit
better going on so now what I can do is bevel these edges so let me apply the
boolean on that cutter and do that and let me make sure I'm using a mirror
modifier here so I just noticed we have some random vertices kind of blocking us
let's remove those and then yeah there we go that could do something like that
just to kind of enhance the overall feeling of this shape so I think we get
away with that I don't want to add too many I think two here is a perfect
balance I don't want to expand or encroach too far into that empty space
so what I'm gonna do here is apply that boolean we'll just power save and then
we're just gonna put a chamfer there because like I said these chamfers
simply look amazing on the actual mesh I think it looks fantastic and as for the
inside here I don't need to put anything right now but we could do a
similar thing to what we did on this portion but not right now I think it's
okay I think it looks good cool so we're just gonna keep working on it keep
getting some of that detail stacked so let me try coming in here a little bit
and maybe cutting kind of through that not sure if that'll be too heavy it
actually looks pretty cool just kind of you know cutting through that portion
not too close but not too far either so I'm gonna recall that cutter this one
right here and let me just bevel these edges just a very very slight tiny
bevel we don't have much space to run it anyways kind of get into the more
there's more microscopic details of anything and now we're just pulling a
lot of attention to this area which I really like I think it looks good and
you can just really begin to see that once you know the modeling tools and
once you know the basic approach to this type of stuff and the different design
rules you can get some crazy-looking stuff and although it looks complex it's
really not it's just repeating the same shit over and over and over it's
nothing really that's crazy but you know when people see it that don't know what
they're doing they're gonna think you're just like a prodigy which I guess is I
guess is cool I'm trying to wonder do I want to cut all the way through the mesh
that could be interesting let's see how that would look let me take one of these
cutters I forget which one it is I could just press alt H find this cutter back
here and then ctrl I and then hide the rest actually that won't work it's cube
002 so I can just turn on you know cube 002 you need to hide all that crap so
here's cube 002 and what I want to do is duplicate this let's move this to the
main collection so that way we can hide everything else and then just like we
did before I can take this back face and use this as a cutter so I inset a little
bit more now if it starts overlapping it not a big deal what we can do is use
the mesh machine on fuck tool and that will just kind of fix everything for us
very nicely basically what you do you select one edge here ctrl click over use
the unfucked tool and then it unfucks the geometry pretty pretty
straightforward feature pretty awesome name as well and what we're gonna do is
just try extruding this all the way through I'm genuinely not all the way
through but a lot further I think that could look mildly interesting without
sandwiching that detail too much but now you can just really see on the inside of
there and you know we could take that back face and again I don't want to move
it all the way through here because then it's just gonna look weird but I could
more or less go to like this point so now it's like really really deep on the
inside just kind of depends how you want to do it and then you could of course
add in your own little details maybe here in the back you could run a bevel
what I might do on this one is use the unfucked tool a little bit more or I
could simply bevel it and then do it afterwards so I can bevel make a nice
bevel on the inside and then just use the unfucked tool here manually and what
you're gonna do is press the P key or to scroll up and that's gonna propagate
outwards a little bit and just kind of sort those weird issues for you and boom
now we kind of have like a nice you know bevel on the inside the valley is gonna
catch it pretty heavily so you can always drop that down a little bit if
it's too heavy but I kind of think it looks cool so yeah now we kind of have
this interesting looking shape going on and you can just keep stacking detail on
it over and over and over again so here's how it looks from the front just
kind of very flowy you can see how all these shapes are kind of flowing with
each other looks awesome here's the top and we could obviously add more detail
to the top if we wanted to here's the side and you know all the visual appeal
is basically being brought here to this portion which is awesome
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