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Original subtitles

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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