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In this video I'm going to show you my entire thinking process behind modeling
something. So we're gonna start from the beginning, the idea, you know, how to
evolve it and how to finalize it. Now, before we start, I want to say a few
words about portfolios because it's kind of connected. So, eventually, you know, in
your career you're gonna find yourself thinking about removing stuff from a
portfolio, okay? When you reach a moment where you have a consistent style and
your models are getting better and better and you improve, the older stuff's
gonna look kind of weak and sort of dragging your portfolio down in terms of
quality, okay? And one of the pieces I have here that's about to go is this one.
This is a really old piece, about three years old, so close to where I started
doing 3D. The detailing is a bit all over the place, it's kind of random, the
renders are inconsistent, lighting is terrible because it's all over the place
and it's also in Eevee. I'm gonna show you how to, you know, create this kind of
a basic shape and how I kind of, you know, think when I'm working, okay, from scratch.
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So let's just turn it off and go to Blender. We're gonna start with a cube, so
let's grab a cube and scale it and we're going to, you know, extend it on y-axis
and maybe on X here. This kind of a size will do, maybe a bit narrower, like that.
CTRL-A, Apply Scale. Go to Edit Mode and select both edges and CTRL-B. You want to
press C to clamp it so they don't overshoot and then bevel it. You may
create, I would say, maybe 12 segments. I'm going to mirror this to the other side
with Mesh Machine, Alt-X and Mirror. If you don't have Mesh Machine, just use
Hard Ops, you know, Alt-X, Object Mode and simply Mirror. But I'm gonna apply that
because I don't want to have mirror running on my mesh, so I'm going to go
with Multiply. Now, we're gonna have a double edge here, okay, when we created
this clamping, you see. So what we can do is press 3 to clean that with machine
tools. Sharpen to do smoothing and we're good to go. Now, select that, press F, then
I to inset it and E to extrude it. I to inset it and E to extrude it. Maybe bring
it outside a bit. Also, I'm thinking this could be a separate piece, so CTRL-Plus
and P, Selection, and grab that and we're gonna have to lock this here, okay, with
a face. Otherwise, you will not be able to run booleans, okay, successfully. You
want to have watertight mesh here, so click here on this and press F, CTRL-Plus, F, and
you're done, okay. So now we have two separate pieces, right. Also, here in the
front, we can create a loop and we can create CTRL-B, kind of like a groove here.
We're gonna do it with Altium Macro. Let's put a small bevel here. Now, make it
small because when you create a large bevel on such a small object, because
it's something that fits in your hand, it's gonna look a bit off. You need to
adjust your bevel to the scale of your object and also it's gonna overshoot on
tiny edges like here. You see, that is overshooting here. So, I'll make this
bevel, you know, kind of smallish and I'll click on Sharpen to introduce
Weighted Normals. Now, we're going to add some loops here because we're gonna be
slicing that, okay. So, add a lot of loops and now we can, you know, easily slice
this without worrying about geometry, so, without worrying about shading. So, we're
gonna grab an N-gon and press Shift-V to enable View Aligning
Auto. So, every time you're gonna be in Auto mode, you'll be aligning your
cutters, box-cutter cutters in orthographic view, you know, to your view. So, it's
gonna be perpendicular to your model. Otherwise, it's gonna align to a face. So,
we're gonna cut this maybe somewhere here, like this, and I'm gonna go a little
bit lower here, or maybe, yeah, maybe somewhere lower here like that, and I'm
gonna create something like this, and like this, and press B for Bevel, and scroll it
to maybe six segments, and click Space, right. Now, there's something going on
here with the scale, so we're going to recall that, and we're going to shift this
bool, and also change the beveling because it's, you know, it's too big, right.
So, let's fix the beveling here. There we go, and Shift-2. So, that's cut number
one. We want to cut this here on the top, but before we do that, you see that we
have some problem here, so let's recover the cutter, just move it a little bit
till your shading gonna get, you know, kind of fixed. Alright, cool. Shift-2. Now,
the reason why we cut this this way is because now we're gonna be clustering
details here on this side. It's gonna be our 30 area, and our 70 area, okay. So, this
one's gonna be calmer, right. Now, what I want to do here in the back, I want to
introduce a chamfer, so something like that, kind of larger ones. So, we need to
chamfer both of these elements because it's sliced now. So, you're gonna have chamfer
going through both areas, right, and then I'm going to also cut it here. So, select
the face Q, and Ctrl-click on Curve Extract. We're going to grab this element
here, and remove boolean, okay, and a bevel, because you don't want a bevel in
the cutter. And we're going to inset that, like this, deeper, and Ctrl-I-X, remove
faces, and now we can solidify it, okay. So, press Solidify, and press 2 to solidify
both ways, and, you know, Difference, and recover that.
And Difference, okay. So, this will do for now, and what we can do here is actually
slice this cutter on the bottom. So, we could grab a cube, and kind of slice it
here, like that. Press B for bevel, and slice it, okay, here in the back. It's
gonna be a little bit more interesting, okay. Front here, we can have a bit more
fun, so let's create a chamfer. Chamfers are good, and now we're going to create a
slight indentation here, like this. Extrude it just a little bit, like that,
okay. I'm gonna add some bevel here, all right, with the normals. And now what we can do
is we can actually add a cutter here, okay. So, let's go to Circle, and you could
enable Snap Dots here at the top, okay. They allow you to snap to certain
elements on your mesh. So, when you hold Ctrl, you can see that we can snap to certain
areas. Now, what I want to snap to is this kind of edge here, so I'm gonna connect
these two verts with an edge, right, and now I'm gonna have additional point, you
see. So, I can now make sure that you're not in orthographic, you gotta be in
perspective, it will not work correctly in orthographic. So, hold Ctrl, and simply
start drawing a circle, and you're gonna draw it literally in the middle here, so
let's just cut it in, and then let's hold Shift, and let's increase the number
of verts, you can see them on the top here, to maybe like 50, okay. And we're
going to press Shift T to taper this a little bit, like that, and press, you know,
Space to apply this.
So, this is pretty cool. I'm gonna apply that by clicking on Sharpen, Ctrl click
on Sharpen. I'm gonna create a, you know, chamfer here, right, like that, and I'm
going to lower the bevel here, make it a bit more aggressive, okay, like this, and
I'll take this to the other side. So, that is pretty cool, right, that's pretty cool.
Now, we can keep building on this, alright, so, here we could create a cut in front
that's gonna connect these two in an interesting way. So, let's grab an end gun,
and we're gonna turn off this side click, this will allow us to draw an end gun,
which is gonna be a bit thicker, okay, kind of like this, right. So, when I press T, I
can actually adjust the solidification on this, right. So, we're gonna start here, go
down, and go like this, and then we're gonna press B for bevel, okay, and you can
actually bevel that. So, press Tab, go here, press B again, let's make it bigger, and
click, rotate to shape, and we're going to cut it in, and shift-click. So, let's
mirror this cutter to the other side, like that, and now it's cutting because there's a
mirror going on here, so, shift-2, and how we looking? Yeah, see, that's pretty cool,
that's pretty cool. So, in addition to this one, we could create another cut on
top of that, in the middle here. So, grab a cutter, and create something like this,
so, select that, and literally create a cut here, or like this, you know, somewhere
here in the middle, and B to bevel this, and then cut it in, like that, and press space,
okay. So, we got this going, and see now, you're creating some really interesting
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shapes slowly here. Now, I'm not sure about this kind of a thin transition here,
so, maybe the bottom could be unbeveled, so, let me just recall this, remove the
bevel, right, and what we're gonna do is just bevel the top, okay, so, select these
two, and bevel the top, right, I think it's going to be better, right. This one could
be beveled the other way around, but before we do that, let's actually create
some details here, okay. So, we just run Power Save, so, let's see, here we could
have some kind of, you know, tiny cuts, maybe here, like this, on this side, so,
with this one here, let's recover the cutter, so, have a scroll, and let's cut it from
the top, like this, alright, cool, let's recover the main cutter, and apply it, so,
operations, and it's multiplying, right.
You can run loops here, and select them both, and ctrl B, and with these two selected,
literally can run an extrusion here, like that, maybe one of them is gonna be
shorter, so, let's just click on occlude, GX, and move it in here, and this should
create an interesting shape here on, you know, in the front, and we can, we can
create some bevels here on this one, okay, so, you know, let's go to a cutter, let's
apply this cutter, and let's grab it to local, and now, we can actually run some
bevels here, okay, so, grab these, and, you know, run some bevels here on these
shapes, ctrl B, run a bevel, now, this bevel will not work here, you see, because what
we need to do, we need to make sure there are actually extensions of these lines, so
press K, go to a knife, then press Z to cut straight, click, right-click here,
space, there we go, can remove this edge here, we don't need it, okay, and now we're
gonna be able to run a bevel, there is so long time, let's try that, ctrl B, press C
to unclump it, and bevel this, right, and once you do that, go here to operations
in clean mesh, all right, and you're gonna get a really clean cutter, you see, so
shift 2, and boom, and you got your bevels, now, you're gonna have a bit of a problem
here on top, this is gonna be problematic, maybe this shouldn't be beveled, so what
we can do is, recover the cutter again, grab this,
grab these bevels here, and we can unbevel them, okay, with the mesh machine, so
watch, grab that, all right, and Y, and unbevel, and do the same thing here, so
select this, and Y, and unbevel, okay, and this for some reason shifted our lines
here, so we need to move them back, so Alt A, Alt A, all right, awesome, so let's see
how it looks, yeah, that's much better, and this is an interesting, you know,
interesting idea here, awesome, and we could actually add a cube here, so grab a
cube, scale it on Z, scale it a bit more here, and drop it in here in the middle,
make it a bit wider, and move it forward, okay, and shift D, Z, move it down, a bit
lower, okay, select them both, Ctrl J, and we're going to bevel them, so Ctrl Alt
Alt click here to select the loop of edges, and Shift Ctrl Alt click here, Ctrl B,
hold Shift, we need to apply scale, one more time, there we go, combine them, Ctrl J,
cool, go to the top view, slice them, because we don't need it to be so high,
and apply this, and then Boolean Union, okay, Booleans Union, and Shift 2, and then
we can have some fun here, so, so this one is a live cut, we can apply it now, so
let's go here, and, you know, sharpen, and we can have some fun, so grab these, and
let's insert these two, and extrude them, there you go, so you got interesting
detail here too, we could create something awesome, so let's just grab the circle,
scale it a bit, and Shift click on Curve Extract to create a separate object here,
and sharpen this, and we're going to turn this pass through, and, you know, we
could either bevel this, or chamfer, I think bevel might be interesting, so, scale it
in, and extrude it deeper, select this edge, and bevel it, how we looking? That's
pretty interesting actually, I like that, so that's pretty cool, and we could create
also another detail here, behind, that's gonna kind of echo this line here, you
know, like that, and RTM Macro, right, okay, it's gonna be a bit of a separation there,
so I'm actually here, now here you, you will see that the loops aren't gonna go
through, because we need to fix these connections here, so let's fix them, you
want to move these edges, all these verts to these verts, because these are ones
that actually support the perfect curvature of this circle, right, now this
should work, there we go, so Ctrl R and move it forward, so GG, and move it
forward here, and Ctrl, let me just actually, actually that's cool, Ctrl B to
split it, and this could go the other way, so instead of going in, this could go out
like this, yeah, see what I mean, that's pretty cool, and that's a lot of details
guys, right, now here we could run a bevel, but it will not work, because we don't
have the edge here running, right, you see that, it's gonna be crooked, so what we
need to do is do something like this here, run a line to the top, maybe let's
do it like that, and then we need to align them together, so grab this one, shift
click this one, go to the top, and Alt A, and it's gonna align them perfectly, now
you're gonna be able to run this bevel here like this, okay, so it will allow you to
do that, okay, you will be, probably want to, you probably want to remove this
sharp edge here, and this should work perfectly, okay, so on top of that, what I
would like to do is actually run a chamfer here on this small one, so a
small chamfer, like that, right, it's gonna create a nice lip here, and here as well,
so, you know, small chamfer, don't overdo it, right, and there you go, and this bevel
could be actually a bit too big here still, so it's just, you know, makes it a
bit smaller, there we go, and, you know, that's looking good, okay, here at the top
we could have some other details, so we could have some wedge cuts,
so run a wedge cut, and press W, and then hold ctrl, I'm gonna do it on the other
side, because it's mirrored, so here, maybe a narrow one, right, so press W, hold
ctrl, and shift click, now let's see that, maybe not so deep,
maybe a bit higher, how we looking, that's interesting, I like that, so you see you
got some cool detail there, same here, we could have some interesting, you know,
interesting cut here as well, maybe going from here like that, just press W to turn
off the wedge cut, and drop down, press B for bevel, scroll up a bit, and space,
let's see how this looks, that looks interesting,
and we could run a bevel, a chamfer on this one, so let's apply that, and let's run a
chamfer here too, okay, chamfers will allow the edges to catch a nice highlight, and
the separation is gonna be much stronger, okay, and here we could add some kind of
a mechanism on top, you know, so, you know, something here that will be on top,
maybe switch to J to combine, and E down and E up, something like this, okay, how
we looking, see, there you go, we can move it forward, so I have a scroll, let's make
it bigger, so it goes through, and we could actually manipulate with it now, so
it might be somewhere here, you see, to the front, it's gonna be very interesting,
right, kind of overlapping both shapes, in fact, this could be even taller, so it
kind of goes into the top shape as well, right, and grab that sharpen, and then
click, alt-click, and chamfer, see, and you got this beautiful highlight there, which is
quite interesting, okay,
click, alt-click, and chamfer, have a nice break here, and, you know, there's a
cluster of detail here, and then we have this area of calmness, but now we do need
something, you know, at the back, because this definitely, you know, looks boring
from the top, so we do need something here in the back, so we could do is
create a massive circle here, so hold, go here to side view, angle view, and hold
ctrl, we're going to run the circle here, drop it down, right, drop it down, and
press T for solidification, and press space, okay, that's cool, and let's just
recover this, so I will scroll, right, go to the top view, and we're gonna run a
regular cut here on the top, okay, like this, right, so select the circle, and run a
cut here, and literally press space, we are cutting here on the, literally on the edge,
which is where this shading problem, so we're gonna do is have a scroll, and make
this bigger, and it's gonna cut in the middle between these shapes, and this
elevation here, this is kind of interesting, I kind of like that, and let's
maybe recover this cutter here, so recover the cutter, recover the cutter's
cutter, and let's go to edge mode, and bevel this, it's gonna be more interesting,
so bevel that, and let me see, that's pretty cool, let's go up this cutter, the main
one, and let's drop it lower, okay, so the indentation is gonna be a bit more
aggressive here, like that, that's what I'm talking about, that's pretty cool,
now you see that the cut here is not centered, so recover that, so have a scroll,
right, and select this, and alt, and alt X, and mirror, so it's gonna be in the
middle, okay, there we go, and then we can apply this, okay, so sharpen, and since
it's sharpened, now we can have some fun with chamfers, so we're gonna select this
edge here, all around, okay, through this area, and we're going to chamfer it, so
chamfer it like that, cool, and we're going to bevel this corner, in this corner,
bevel, right, and click, click, alt click here, and select just a loop, and we're
gonna chamfer this, right, and because we have this loop slides here, we're gonna
turn off loop slides, so go here to this menu, and turn off loop slide, we don't
need this edge, we can dissolve it, and dissolve this, we don't need it, press 3 to
clean it, and you know, we're good to go, and this is looking pretty cool, okay, so
now here, you can create some interesting elements, so what I was thinking, to
actually thicken the sides here, so what we could do is run an edge here, okay, so
grab a knife, and cut it in here, or even run it from here, like this, so select
these, and go all the way down, here, here, and here, press W a few times, probably
twice, and select it, press W again, and we're going to Alt and Macro this, okay, so
Alt and Macro, and literally scale it out like that, okay, cool, awesome, and do we
have a bevel on this one, we do, but it's small, so bevel, and make it a bit, you
know, a tiny bit larger, there we go, and of course, I'll take this to the other side,
and now you see this element here is kind of framed by these edges here, right, so
this looks pretty cool, and we have a large area of rest here, leading to the
bottom, now here at the top, we could add some cuts, so grab a end gun, and we could
add a cut here, and press B for bevel, and actually, yeah, let's do that, and space,
and we're gonna recover that, because it's too deep, so I will scroll, and G, and
move it up, like that, and how it looks, it looks really cool, that's awesome, and the
same here, we can just apply that, so sharpen, and then, you know, click that, and run a,
just remove this edge, you don't need it, it's a flat surface, you don't need that,
and just run a chamfer here as well, okay, so there we go, and here, you know, you could
have some kind of a release mechanism, or some sort of a button or whatnot, right, so
we could grab that, then we could inset it, okay, and shift click, curve extract, to
bring it up, right, and sharpen this, and run ledge here, like that, and extrude it
forward, and bevel this, and alt text to the other side, right, now clean it, so
ctrl click on, ctrl shift click on sharpen, to recalculate sharpen, now, this
technically could be beveled here, although it's not gonna work very well for us, so, you
know what we can do, we can remove the verts here for a minute, right, like that,
and close this shape here, on the bottom, right, so, F, and one more time, recalculate
sharpen, grab these two edges, or this whole thing, here in the middle, and bevel
it, and then drop this down, okay, so, you know, like this, right, and it's gonna look a
bit better, so, we're gonna have some sort of a, you know, push button here, whatnot,
and we could kind of slice this here, like that, okay, sharpen, and we could just add a
bevel here, right, and there you go, and on top of that, we could just create some
cuts here, mirror to the other side, and it'll be good to go, right, so, now, this is a
symmetrical, so, let's just apply everything here, so, pressure spot apply, so, we can
mirror to the other side, like that, and now, everything is peachy, we need to wear the
normals, and here too, wear the normals, okay, so, this starts looking really
interesting, here too, click, hold, click, and we could have a chamfer on this, so,
let's bevel this edge here, click, hold, click, and literally, let's run a chamfer here, so,
loop select, and let's run a chamfer, and again, enable loop slide, or disable it,
enable, see, like, sometimes enabling it helps, and sometimes disabling it helps,
in this case, enabling is better, so, enable it, if it works better, now, if you
want to create small screws and whatnot, it's gonna add a lot of flirt, just
remember that you need to work with a specific size of a bevel, because these
are tiny ones, so, just let's drop this down here, and press T, and we can create
kind of like a bolt, whatnot, see that, and these will add beautiful detail, and you
don't want to overdo them, you don't want to put them all over the place, you want to
be inconsistent with these details, so, watch, if I'm going to add a screw here,
and I'm gonna add a bigger one, because this is a bigger piece, right, and I'm
gonna go with Ctrl T here, right, to add a bolt, or whatnot, right, and press space, now, I
don't want to repeat this everywhere, okay, I want it to be in a specific location,
so, I'm going to drop this, right, go to edit mode, select everything, and now I
can move this, so, watch, shift D, and I can move it, for example, here, somewhere
here, maybe, so, it's not in the middle of this edge, but it's offset, right, and then
I can copy that one more time, so, shift D, move it in here, and cut it, different,
right, see now, I have these irregular cuts here, now, I don't know what's this in
here, but I need to remove that, so, let me just scroll that, and select this, and
remove it, this actually could be a bit smaller, so, you could press shift Z, and
scale them, just move origin point to geometry, one more time, and make them
smaller, maybe here, you know, right, so, they're not so big, you could even add
some of them on the side, if you wanted to, here, too, we could create some interesting
cuts, so, maybe wedge cuts, you know, like this, here, W, and CTRL, and click, and
here, a smaller one, W, CTRL, and click, right, it's gonna get carried to the
other side, and you see now, again, you're clustering these details here, now, let's
apply the mirror here, let's apply everything, actually, so, let's multiply, and then we're
gonna fix this problem here, on the side, so, GG, move away from the bevel, combine
this two, into one, and then, I'll text to the other side, okay, so, if you have any
shading problem on these curves here, you just have to fix it, here, too, we got some
shading breakage, you see in this, so, what we need to do here, in to fix this, okay,
so, here, combine them together, and to be honest, you don't want to move that,
because this one is curving, so, here, what we could do, technically, we could
actually run one more edge here, and this could help, or not, let's see, could
actually help a bit with shading, if it doesn't, what you can do, is run an edge
here, so, start somewhere here, and run an edge all the way down here, you know, like
this, okay, and this should help the shading, here, and let's copy to the other
side, topology doesn't matter, as long as your shading works, guys, okay, here, too, we
could, you know, bevel this, to chamfer it, to kind of ease off this transition, so
you don't get hurt, when you're holding it, right, here, we could do something
interesting, as well, so, let me just apply this, so, let's multiply the bottom, and
we see that, click, alt-click, we could run a chamfer here, now, this could create
some problems, like this, could turn off loop slide, and see how this is gonna
work, for us, it works pretty good, actually, and it creates this beautiful
separation, you've seen this, how beautiful that looks, this edge is much more strong,
here, we got some shading problem, so, we simply have to combine these two together,
and move this one a little bit away from, from this bevel, and maybe run
something like this, here, okay, combine these two together, and we should be fine,
there's a problem here, just combine them, let's go to local view, and see what's
happening here, all these shading problems have to be fixed, and then
simply alt-tab to the other side, and you're gonna be good to go, here, too, we got
some problem with shading, so combine these two together, to fix it, and press
3 to clean it, now, there's some problem here, wait a minute, what is going on
here, hmm, that's curious, ah, there's a problem here, hang on, hang on, hang on,
that is weird, what is this, I think I selected some edge from, from over there
by mistake, let me see it inside here, that looks clean, cool, one more time, so
let's combine these two, there we go, and then alt-tab to the other side, and peachy,
so that's fixed, right, and you don't need another chamfer, one is enough, because
it's gonna create this beautiful separation here, here, too, we could have
some, you know, maybe some monitor built-in, so, could create another cut
here, like this, all right, so let's run from here, maybe, and press B, and remove
this wedge cut, and we're going to cut through, so cut through, and press T
for solidification, all right, and space, and I'm going to move this a bit, because
you can see, create a problem here, or what we can do, is simply remove this edge,
okay, so dissolve edge, it's gonna disappear the problem, and let's just
apply this, so, let's multiply, and we're going to select that, press P, selection, and we're
gonna increase the bevel here, okay, so, create a bit more beveled shape here,
like that, and we, of course, need to remove this edge, which creates shading
problems, and you get this kind of like a monitor built-in to the shape, now we're
gonna, of course, have to mirror this, to make sure that it's perfectly symmetrical,
because it's gonna look better, okay, now, like I said, you know, you want to use
decals at some point, because we are in the stage where decals would be
fantastic, and they would add a lot of, you know, a lot of superb detail here, now
this bevel is overshooting here, I think, what we could do is separate it, you know,
press P, selection, and then simply lower the bevel a bit, because I think it's
going crazy, or there's a problem with normals here, so select everything, and
you know, Alt N, recalculate outside, and the bevel is gonna get fixed, here what we
could do, technically, is create chamfers, you know, that will work, that's gonna be
looking really good, so instead of having just openings, you know, create chamfers
like this, right, and these could be, you know, could be fixed, and then Alt X, and
it's gonna read a bit better, okay, it's gonna read a bit better, open a bit
better here, could even, you know, create something like this here as well, if you
wanted to, so, boom, right, and then we have one more here in the bottom, so we can
repeat that, so, operations, multiply, and click, Alt click, and chamfer, right, and
then press F, and, you know, this is gonna be chamfered to here, and then Alt X to the
other side, okay, here in the back, we could create some kind of like a exhaust, like
you have on PCs, what not, so make it really thin, and bring it in here, the back
view, and drop it in here somewhere, and make it smaller on Y axis, and move it in
here, and scale it on Z, that's good, sharpen this, and what we can do now is
array this, right, so array it, actually before we array it, apply scale, and then array it,
okay, and press X if you need to switch the axes, okay, and then we might actually
align it here, like this, add a few more arrays here, and then copy to the other
side, and in the middle, we could create something here, so, another cube,
scale it in, like that, move it back, okay, we can just leave it there, literally,
all right, what we could do is, of course, bevel it, right, now remember to apply scale,
and then bevel this, this needs to be beveled as well, and wait the normals, and you're
good to go, so you got this back sorted, and of course, here in the bottom, we
could have some, you know, additional screws or whatnot on the bottom here,
right, so, we could open up this edge here too, so, loop select, one more time here,
just run this from here to here, Ctrl B to chamfer this, nice, same here, chamfer
this, okay, perfect, and here in the back, we could create either some cuts, or we
could borrow these, okay, so watch, Shift D, move it here, RZ 180, we need to move
the origin to geometry, RZ 180, cool, let's go back to the back, move it in here, scale
it, right, and mirror to the other side, so, let's just remove, and where's my mirror
now, okay, so, Alt X, and mirror, and then bring them in, right, so, bring them in here,
right, and you got a nice back here, even put some logo here in the back, so, which
you could do is cut it out, like this, right, here, and indent it a little bit, just a little
bit, maybe put some logo here in the back, or some stickers, you know, some warning,
whatever, right, the bottom part doesn't really matter, because we're not doing anything in here,
but what you could do is actually select, select these here, and scale them a little bit,
and extrude them down just a tad, to create sort of like a, you know, like a bottom plane,
maybe it's a bit too high, a bit narrower like this, and, you know, bevel these corners here,
so, bevel these corners, right, and then we could, you know, Smart Apply, Clean Mesh,
and also Alt X, okay, there you go guys, you know, very simple idea, we didn't even use any decals,
you can see that, I can very quickly model something pretty awesome, with a lot of concentrated
details here, and a very clean top, with, you know, clear concentrations of detail here and there,
some secondary details, tertiary details, you know, screws not being positioned equally all
over the place, you know, always to remember to kind of offset them, we clean the mesh here,
and this actually gonna pull some shading, so we need to fix it here, like this, okay,
there we go, same here, we need to fix this here,
around something like this, to fix the shading, and we're gonna have to combine these two together,
and run this to the top, preferably, there we go, and Alt X to the other side,
I'm guessing this is gonna have to be run up here, there we go, and one more time, Alt X,
let's texture it, right, so, let's apply a texture here, Alt M, and click on Mod, go to Cycles,
now I'm using Abandoned Slipaway, so if you go to Shader Editor and World, you can just
here click on that with Node Wrangler add-on enabled, remember that you need Node Wrangler
add-on, right, so type here Node Wrangler, enable this, and click here Ctrl T to add these nodes,
when you do, click on this box here and add your HDRI you got from internet, I'm using Abandoned
Slipaway, it's a really good one, flat lighting, I love it, now let's create some kind of a cool
plastic-ish feel to it, so actually, in fact, we already have a plastic here, so make sure the
metallic is off, I'm gonna make it a bit darker, right, it's kind of darker, and maybe slightly,
you know, slightly rough here, and you could add clear coat, and reduce the clear coat roughness
to something really tiny, I'm gonna use plastic-y feel on this, and this could be made of metal,
so Alt-M and add something, and we're going to, here we're gonna add metals, Alt-M and
add Black Mud, make sure it's metallic, and we're gonna make it brighter and more rough,
okay, so rough-ish, but brighter, it's gonna be kind of, you know, brighter metal here,
this could be darker, to be honest, and we could create another mud here, so like a tertiary mud,
okay, for these details, right, same here, this could be the same as this,
this screen here on top could be very black, so simulate a screen, it's actually metallic, it's fine,
and really dark, so it's gonna be a screen, okay, and this one could be slightly brighter,
maybe, that's actually a really cool color, sometimes you come up with something really
awesome in Hard Ops, so we could actually swap this to this one, right, so you see, you got this
70, sort of a 30 feel, because you got most of the model is, you know, in this toning, and some of it
is in this toning, now this is maybe a bit too reflective, maybe you could make it actually
darker, like that, and less reflective, and maybe you could copy this here, and
create a different feeling on this button here, so maybe make it a bit darker,
like this, it kind of corresponds with this screen here, although it's slightly different mud,
right, the screws could follow the coloring of whatever we're using there, this could be also
of a different color, so we could grab this color here, so material, and select this,
face plus, control plus, right, and go here to add, and material, and assign, and you're gonna
get this mud here, repeating here, which is really cool, it's gonna make this part here stand out,
and you can do the same thing with these, so click on that, you know, here, click on these,
and control plus, to select all of them, remove, it's gonna select all of this here, right, so let's
remove, remove it from this one, let's remove these, and then press control plus, okay,
like that, there we go, now let's check this, we definitely need these, and then we can assign,
okay, so now you see, you get this continuity across your design, kind of wrapping, gives
this feeling of wrapping it around, right, here in the back, both of these could be the same as this
one, so mud, and it's gonna stand out really nicely, this could be brighter, so we could grab
this, and copy mud, so, you know, the middle could be brighter, or we could just grab this element
here, and you got darker, and these vents here, but the surroundings actually fit with the bottom,
and then it transitions to the mud on the top, and I think this looks really awesome,
so let's grab a plane, and we can actually, we can actually give it a bit of a shadow,
so when I'm going to align it with the bottom here, we're gonna have a bit more contact shadows,
because this object is slightly elevated, you see, you got these beautiful contact shadows here,
I'm gonna make this a bit larger, and add some mud to it, you know, it could be actually darker mud,
um, maybe, or maybe brighter mud, definitely not metallic, I'm gonna make it really rough,
and kinda, not too, not too bright, but not too dark, something like this could work,
you don't want, see, what you don't want is, you don't want the model itself melding with your,
you know, with your environment, right, so, this is a good angle for a camera,
we will be shooting in, um, ortho, I mean, not orthographic, but kind of like a longer lens,
so let's lock onto view, and let's add a camera, and let's change it to 135 maybe,
and we're gonna zoom out a little bit here, and, you know, align it like that, now,
when you, um, framing something, you may wanna adjust the frame to your model,
so I'm gonna go with 21 by 9, because I think it fits better, because the model is very long,
right, see what I mean, I can fill the frame a bit better, now, don't place your model in
the middle, okay, like this, okay, you want to always offset your model a little bit
to the back of the model, so, if this is the face of the model, this is the back of the model,
you wanna offset it to the back of the model to give it more breathing space, that's one,
two, you wanna give it a bit more room, um, on the bottom, and then on the top, okay,
this is going to look a bit more claustrophobic, this is gonna look a bit more empowered, okay,
you want to leave more or less the same amount of space here,
right, and then we're gonna press pinch down, and unlock, now, angle of view depends on you,
like I said, this would benefit from decals, because if I add decals to this
model, we will get a bit better results, because we will have more details, I'm gonna actually
create another video for you that's gonna show you, like a bonus video, how I'm adding decals
to this model, we already learned how to create decals, so you can use that knowledge to create
more of them, and I'll show you how would I actually add details to this using our decals,
we have a fantastic decal pack, you can grab it if you want, it's on our website,
and it will give you a tremendous amount of decals and trim sheets to get you started, okay,
by the way, let's play with this background, because I think it's too bright, because you
see now, because the light is falling at an angle, the surface feels more reflective and brighter,
so we could actually maybe even darken it down to something like this, you know, I think this
could work, maybe we could make the background bluish, that would be also interesting,
maybe a bit less saturated, okay, maybe a bit less saturated, something like that,
that looks pretty cool, now I'm thinking that maybe it's not enough space here on top,
so we could grab this camera and actually drop it a bit down, or zoom it out, okay, like this,
right, give it a bit more space in the frame, right, a bit more space in the frame here,
you could closer, you could get closer to the edge here than here, but give it a bit more,
you know, a bit more space here on the top, so it doesn't feel so claustrophobic,
this is a little bit dark on the front, we need to see where the light is coming from,
so what I would do is go here to film and enable, you know, enable the transparency,
now the light is coming from the front actually, which is really good,
so the lighting is actually pretty decent, what I could do is change the size of this plane here,
make it a bit smaller, because you don't want to have a plane, you know, the basic plane too large,
for the simple reason that a plane will always, okay, your background will always
absorb some light, okay, so you want to have your background, you know, as small as possible,
preferably just filling the frame, and that's it, okay, you can even do something like this,
okay, you know, scale it here, right, so it can be very, very stingy, you know, with your
backdrop, okay, you know, lighting is cool, now it's a bit dim, so what we could do
is pump a bit more lighting in, right, so go to world and go with 1.4, so it's going to be brighter,
and this is cool, now the top is a bit reflective, but this will go well with our dark background,
which could be even darker than that, to be honest, there we go, that should work for us
very well, now in terms of details, let's talk about it, okay, distribution isn't perfect,
because you have a lot of details in here, and there's nothing in here, which is why I'm saying
that adding decals would actually solve this problem, but what you could do is, for example,
add some light, so you could add a loop here, going across these here, can we even do that,
let me just see that, hang on, let me just go here to geometry, and see if I can actually
add a loop here, probably not, because I got these running around, so what I could do
is go to clean mesh, which will clean my mesh, now remember that if you do that,
you again, probably going to have to run some supporting edges in here, right, so just to
mitigate shading problems, it's going to be one, and most likely we're going to have to run another
one here, so run another one here, to help with shading problems, okay, and probably want another
one here, one of that, okay, and then I'll take this to the other side, but by doing that,
what we manage is to clean this area here, so all I need to do is connect this, and I can run
a loop here, almost through the entire, I think, length of this,
there we go, so drop a loop, and gg, and move it up a bit, right, and then ctrl b that,
to create a tiny, tiny, kind of thing here, and then let's go to Altium macro, and inset it just
a little bit, and what we're going to do, is we're going to add a emission here, okay, so plus,
new, right, and change it to emission, and I'm going to create a blue one, or actually a warm
one, actually blue one is fine, and maybe four, so take four, and assign, and I'm going to go to
cycles, you're going to see emission here, so now, go to the camera view, now you will have
something pulling your attention here, and if you make it warmer, it's going to pull really
strongly, okay, so you see what I mean, it's off balancing now, but again, I would recommend highly
adding some decals now, so let me show you, right, so we're going to go to our UI pack, and
we can actually add some interesting stuff here, like for instance, what we could do,
we can go with UI decals, so we could maybe drop that, for example, here, right,
and just project it, and then we could drop something else here,
on the bottom, so let's say, kind of like a small bar here in the bottom, right,
so something like this here,
so again, you get this, you know, 70-30 thing going on, right, and then you go here, you will
see that now you've been pulled over there, right, so what we can do now is go to emission,
and we can grab this hex here, and we can copy that here, so we're going to, you know,
maintain the consistency of colors, see how much better this looks, see what I mean, and now we
have some elements here that pull us back to this area, which is really important, okay,
here too, you could have some elements here going around, even very simple ones,
so we could have, for instance, you know, I mean literally very simple, okay, I mean that, so
you know, something like this, just adjust it, and drop one in here, right, project, and then
literally copy to the other side, okay, that's it, that's all you need, guys, look how clean
that is, now, what I'm not crazy about is how they sort of align with these, with these, so I
might make them smaller, so go to edit mode, and scale them to something really small, and maybe,
maybe I want to offset them now,
yeah, maybe somewhere here,
and D, and then I'm gonna rotate them a bit,
I think this is gonna be better, okay, it's a very tiny detail, you see that, very tiny, but
it pulls your attention here to this kind of a cluster, cool, so that's that, and then, you know,
you could even have some sort of a name here of this device, maybe in the front,
so we could go here, and drop a name, so let's say,
what is this,
yeah, Different Engineering, let's say, we could literally pop it in here, or even here,
or maybe even on this one, right, okay, and project, and you could change the color of this,
right, so it doesn't have to be so bright, so move this one to max, and remove the saturation
from this one, and we could darken it down now, to make it a bit darker, okay, so let's keep it
of this color, right, and you see you got a name here now, so it starts coming together, and the
more decals you're gonna use, the better it's gonna look, right, could introduce some exhausts here
on the side, like this, right, so for example, something here on this side, and project,
let's see if it agrees with our design, so zero, and let's see how it looks, that looks pretty cool,
here too, we could have some kind of like a latch, you know, like a sort of like a
mechanism here, so we could grab maybe, you know, one of these, or something like that,
and this side here, and rotate it, right, adjust it, and you could literally drop it in here,
but make it smaller, right, and drop it somewhere here, and you know, project it, boom, right,
and mirror this to the side, and now all we could do is change the color on it, okay, so D, and
you know, make it darker, you see, you will be able to see that, right, here in the back,
but it's not so, you know, intrusive, right, same thing here in the front,
so we could have this, you know, similar one, so adjust it, and you know, move it somewhere here,
right, and D, and project, and then the same thing, same matte, just darken it down,
and simply copy to the other side, right, okay, cool, so now same here, guys, you know,
we could have some, for example, trim sheets, you know, you could grab these here, right, okay,
and you could introduce some really, really interesting trim sheets here, so watch, D,
and we could grab one of these, ALT click on one of them, and boom, and same here in the middle,
grab a loop here, and you know, here, and you don't need to click ALT, and next time you apply
a trim sheet, and we could create something really interesting like this, for example, right,
tiny detail, barely visible, but it's there, same here, we could, you know, create a detail,
we could create details in here, so let's just go to, let's say, 9 again, or maybe something
different, like trim sheet 3, and ALT click this, and you're gonna get that, click here,
and the same thing, so, and you got a really interesting sort of a detail here in the middle,
you see, and this one needs to be mirrored, so I'll mirror to the other side, so the trim sheets
will get mirrored, also we could have some screws, so you could grab literally tiny screws,
you know, maybe like these, right, and just drop them here, so one here in the front,
right, and then one maybe, maybe somewhere here in the middle,
okay, and I think this would do, so select them both, D, and project, and mirror to the other
side, right, and you got screws, and again, they're barely visible, but they're there, okay,
that's what matters, right, here you could have some stickers as well in the front,
you know, so maybe a barcode or something, or maybe some kind of indication that's gonna be
a hot surface, you know, so you could drop something in here, and make sure that people
are careful, and this could be asymmetrical element, okay, so it doesn't have to be symmetrical,
it can be asymmetrical, let's make it darker, so it's actually standing out, right, so let's make
it darker, right, and then, boom, you see, you got a bit of a sticker here, these two could have
some, you know, tiny elements on them, and you could keep stacking these decals now, just when
you do that, remember not to overdo it, okay, this is very important, do not overdo it, because when
you overdo it, it's gonna be problematic, so this is an interesting decal, very subtle, right,
so we could have these, and adjust it this way, gonna be like a clip here in the front, okay,
positioned like this, maybe slightly opposite to the top, so it's not in the middle,
all these small details are important, guys, okay, like that, and we could just keep it a natural
color, so it doesn't really pull much attention, but there's something there, and it doesn't look
so boring, okay, and I think we could, here, maybe here, we could have some other
sticker or something, that would, you know, pull a bit of attention, so maybe some serial number,
or this would work, modular, why not, put it in here, tiny one, okay, I mean, literally, tiny one,
okay, and project, you don't want to overdo that, right, so now, let's see, this is really subtle,
this is very important, you see how strong this is, so what you can do, is go here, right,
and drop the alpha on it, watch, make it less screamy, yeah, you know what I mean, even less
than that, right, boom, so you do have something here, but it's barely visible, right, and mirror
to the other side, okay, now, these on top, here, could have some clips, or whatnot, so
we could actually think of something in here, we could actually have these, these are pretty cool,
so one here, and one here,
select them both, and, you know, project, and then I could just mirror them to the other side,
all right, so they're going to be framing, now, this could be a little bit too much,
maybe I'm going to get rid of that, that's a bit better, but now, see, now I got a problem,
you see how this aligns with all these, so what I might do, is grab this one, and actually remove
it, okay, so let's remove that vertices, and grab that, and press F to flatten it, all right, and
basically remove this completely, and now it's much cleaner, you see, now the attention move
to the bottom, but I do want some kind of element here, right, we could create some tiny vents on
sides, so we could grab maybe one of these, and make it smaller, and create some kind of vents
here on sides, right, something like this here, maybe, maybe a bit wider,
um, maybe something like that, project, and then mirror to the other side, let me see this,
it frames this entire element, and you always need to look from the angle that you're going
to be shooting from, that's really important, okay, always look at the angle you're going to
be shooting from, here too, we could have some exhausts, maybe, we could try using these,
and make them smaller, so adjust, right, put them here, and make them really small, like that,
and put them somewhere here, and project, and copy, and see that, okay, that's beautiful, see, so now
this is kind of an element leading, but we can move it, so let's just go here, and just adjust it,
so it fits into our camera view, you want to always adjust things, so they will fit in a camera, now
this is aligning perfectly, which is something we don't want, so we're gonna move it to the right
hand side here, and, you know, misalign it, and to be honest, if I was using screws, I would be using
actual screws, so you know what, screw it, let's just, let's just remove that, right, so, and
F, and F, and alt X, and I'm actually going to use proper screws here, okay, all right,
so let's grab some screws, and make them smaller, right, move it in here, and then project it,
and I'm going to go to edit mode, and in orthographic, we're going to move it so
and move it somewhere,
we could move it in here, because then we have cluster here, and we have cluster here, you see,
and then, you know, select it, and copy that, so let's see that now, and how we're looking now,
see that looks really awesome, I really like that, and let's try to render it, so my render
settings are very simple, sampling, 300 samples, denoise, GPU compute, light path, in this case,
I'm going to be using 12, 8, 8, 12, h1 spline, I'm going to set to 12, because we're using decals,
and literally that's it, and I'm going to go to render, and render image, yeah, I'm not crazy
about one thing, I'm not crazy about how abrupt this edge in here is, okay, it just doesn't fit,
so what I'm going to do, is I'm going to bevel it, okay, so let's go here, and let's go to edge mode,
and we're going to chamfer this, right, so chamfer or bevel it, I need to kind of, I think beveling
is going to be better, yeah, so let's just add a bit more segments, right, so it's kind of supple,
and I'll take it outside, and see, that's going to reduce the contrast here, because it's going to
slide down, the light's going to slide down on this, and it's going to be a little bit less contrast,
do you see that, so that's pretty cool, let's try to render this one more time, right, let's go to render
here, and one more time, so there you go, that's the render, and it looks pretty, pretty decent,
may I say, now this side is a bit dark, and that the reason for that, is that because
light is coming from this side, so what you could do in this case, right, very simple trick,
you could grab this plane here, and shift D that literally, and rotate it here on X,
change the mod to brighter one, okay, so remove this mod, add a new one, and make sure it's
kind of brightish, and if you're going to move this in here, and rotate it, and make it bigger,
there's a good chance that the light's going to get reflected, okay, so let me just rotate this here,
so now let's see with, and without this reflector, okay, so that's going to be,
let me go here, and with reflector, and without, see it's a bit brighter here on this side, right,
so if I'm going to render it now, it's going to be a bit brighter, you can even move it closer,
the closer you move it, the better, just make sure that this reflector doesn't encroach in the camera
view, okay, so you can do that, make it actually bigger, and let's see that with, and without,
yeah, it's a bit better, I think, although I don't know, maybe it's too bright,
I'm gonna tone it down a bit,
I kind of like when this edge is going across here, to be honest, you see this edge here,
I kind of like that, you know, another thing you can do is actually make the background a bit
brighter, yeah, a bit brighter, it's going to reflect more light onto the object,
and of course you need to make it a bit less saturated, because that is Disney, right,
so you know, something like this, this could also work, just make sure that it doesn't meld with
this, you know, outline here, right, so another thing is that you could render this object with
white background, like this, and then with a darker one, so we could render this with a darker
background, like that, first, okay, so watch, let's just render this, right, because let me show you
what kind of settings we're going to be using for saving these renders, because it's important, yeah,
so go here to save image as, and make sure it's stiff, 16 bit, and you're good to go, okay, so
let's save that, now, what we're going to do is we're going to render the same thing, right, but
without a background, so let's turn off the background in render, and in view, make sure this
is off, okay, and render this again, the reason why we're doing this is because we want to have a
selection rendered, that's really important, okay, it's going to be easier to select things in
in Photoshop, so this is going to be selection, okay, and save it, and the last one, I'm going to
add a background, but I'm going to make it brighter, okay, so make it brighter, and I'm going to reduce
the saturation here to almost none, yeah, and I'm going to render this again, so what I can do now is I can
use a cutout to cut this out, and put it on top of the darker render, so I'm going to just save it
here very quickly, and it's going to be brighter, so now the last thing is going to be post-processing,
I'm going to do it in a separate video, because this one is already pretty long, now, when you
actually saving something with decals, I'm going to give you a, you know, kind of stellar advice here,
so now what you want to do is go here, and go to orphan data, and you want to purge an orphan data,
okay, then once you do that, what you want to do is go here to external data, and pack resources,
you'll pack all resources that are included here, so all these textures for decals,
then when you do that, it will allow you to open this file on different PC, okay, so we're gonna
mark this as packed, now these files are a little bit larger, okay, so if I'm going to go back to
save, you'll see this one is actually 73 megabytes, others only 3, okay, because he has all the
textures in it, it's a really good thing to do, because it's gonna be easier for you to recover
older decals in older files if you need it, okay, so that's it for this video guys, we're gonna be
editing this in the next video, because this one is a bit long already,
so thanks so much for watching, and I'll see you next video.
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