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These are the user uploaded subtitles that are being translated: 1 00:00:00,133 --> 00:00:03,766 Hello and welcome everyone to this new course where we will be creating 2 00:00:03,766 --> 00:00:07,500 a Nintendo game Boy from start to finish using blender and substance 3 00:00:07,500 --> 00:00:08,000 make up. 4 00:00:08,000 --> 00:00:10,166 So if you just look over in the social sites 5 00:00:10,166 --> 00:00:12,500 that have been provided to you with the course, 6 00:00:12,500 --> 00:00:14,400 you will find everything that is needed for 7 00:00:14,400 --> 00:00:16,500 this recorded in these files only. 8 00:00:16,500 --> 00:00:19,500 So let's just quickly open up this reference images folder 9 00:00:20,300 --> 00:00:20,633 here. 10 00:00:20,633 --> 00:00:22,733 I have added like a bunch of different images 11 00:00:22,733 --> 00:00:24,966 that will help us in creating the model. 12 00:00:24,966 --> 00:00:27,200 Mainly, I will be using this reference 13 00:00:27,200 --> 00:00:29,500 immediately for the exact measurement 14 00:00:29,500 --> 00:00:31,766 of the object that we are trying to create, 15 00:00:31,766 --> 00:00:35,166 but I still suggest you guys to look over the rest of the images 16 00:00:35,166 --> 00:00:38,933 from time to time to just get the proper feel of the object 17 00:00:38,933 --> 00:00:40,500 that we are trying to create. 18 00:00:40,500 --> 00:00:42,900 Like we have this one with the backside of the model. 19 00:00:42,900 --> 00:00:44,700 We have this the different side, 20 00:00:44,700 --> 00:00:45,800 and we also have 21 00:00:45,800 --> 00:00:49,000 this particular image that has all the different views of the object. 22 00:00:49,466 --> 00:00:52,833 So you can definitely check these out to get the proper idea 23 00:00:52,833 --> 00:00:53,966 for the object. 24 00:00:53,966 --> 00:00:57,366 We also have the reference images for these small cartridges 25 00:00:57,366 --> 00:01:00,833 that we will be creating to add some extra detail to our object. 26 00:01:01,233 --> 00:01:04,666 So let's just begin now and what we will do now is 27 00:01:04,666 --> 00:01:06,000 we will go back to Blender 28 00:01:06,000 --> 00:01:08,566 and let's just start by creating a new bring to fight. 29 00:01:08,566 --> 00:01:11,000 So click on here and we are in. 30 00:01:11,000 --> 00:01:12,300 You bring the file now. 31 00:01:12,300 --> 00:01:16,133 So what I will do is first I would just put it on on my screencast guys 32 00:01:16,800 --> 00:01:19,633 so that you can see every shortcut that I perform over here 33 00:01:19,633 --> 00:01:20,933 in the bottom left corner. 34 00:01:20,933 --> 00:01:23,300 So let's say I just selected this cube redshift. 35 00:01:23,300 --> 00:01:27,533 As you can see, I duplicated it and used to shift the command 36 00:01:27,533 --> 00:01:29,233 and it is updating over here. 37 00:01:29,233 --> 00:01:32,466 Whatever I do will be showing up over here 38 00:01:32,466 --> 00:01:34,600 so that it is easier to follow. 39 00:01:34,600 --> 00:01:37,833 So let's just press everything and then just delete. 40 00:01:39,033 --> 00:01:39,466 All right? 41 00:01:39,466 --> 00:01:42,466 Now what I want to do is I want to bring in this reference image, 42 00:01:42,833 --> 00:01:46,733 so this one into blender so that we can use it to create it. 43 00:01:47,066 --> 00:01:50,066 So first what we need to do is we need to press one. 44 00:01:50,566 --> 00:01:52,533 So basically this is the front view. 45 00:01:52,533 --> 00:01:53,966 This is the orthographic front wheel. 46 00:01:53,966 --> 00:01:56,400 You can see over here, this is the front side view. 47 00:01:56,400 --> 00:01:59,000 If you press three, this will be the right view of it. 48 00:01:59,000 --> 00:02:02,700 Seven would be the top view and nine would be the bottom view. 49 00:02:03,000 --> 00:02:05,200 So you should remember all these shortcuts. 50 00:02:05,200 --> 00:02:05,866 They would be 51 00:02:05,866 --> 00:02:09,566 really useful in the course and we will be using them a lot. 52 00:02:09,900 --> 00:02:12,600 So one is for Frank 53 00:02:12,600 --> 00:02:15,900 Lloyd Wright and seven is for top and nine. 54 00:02:15,900 --> 00:02:18,800 Escobar. This is on the number part of your keyboard. 55 00:02:18,800 --> 00:02:19,366 One more thing. 56 00:02:19,366 --> 00:02:23,133 If you press one, it will show you the Frank autograph, if you like. 57 00:02:23,133 --> 00:02:26,733 If you press control plus one, then you show you the back side. 58 00:02:27,133 --> 00:02:31,266 Similarly, three is for right side and control recipe is for, let's say. 59 00:02:31,600 --> 00:02:33,300 All right. So now that is clear. 60 00:02:33,300 --> 00:02:34,133 I would press one 61 00:02:34,133 --> 00:02:37,966 so that I can go back into the frank view only now of impressiveness. 62 00:02:37,966 --> 00:02:39,800 If you add a new object, 63 00:02:39,800 --> 00:02:42,700 let's go with the image and we need to add a reference image. 64 00:02:43,766 --> 00:02:44,400 So now I will 65 00:02:44,400 --> 00:02:47,600 just head over to my daughter directory over here, 66 00:02:48,233 --> 00:02:51,333 open up the reference images folder and we need to just bring in 67 00:02:51,333 --> 00:02:53,333 this reference image. 68 00:02:53,333 --> 00:02:53,700 All right. 69 00:02:53,700 --> 00:02:56,100 So as you can see, it is aligned with the front side view. 70 00:02:56,100 --> 00:02:59,100 If you press one, you can view this image properly. 71 00:02:59,100 --> 00:03:01,500 If you are three, you are viewing it from the right side. 72 00:03:01,500 --> 00:03:04,066 It is basically a 3D plane. 73 00:03:04,066 --> 00:03:06,566 So we cannot really see it from the right side. 74 00:03:06,566 --> 00:03:09,500 But if you press one, you will be able to see the image. 75 00:03:09,500 --> 00:03:13,933 So just select the image big then by and move it like this 76 00:03:14,666 --> 00:03:18,233 and if you look back so that it is not at the center of the scene 77 00:03:18,766 --> 00:03:22,500 so that we can like just add objects over here and press one 78 00:03:22,900 --> 00:03:27,166 and you can see we can easily like match it with the reference image. 79 00:03:27,433 --> 00:03:29,000 If you enable this Ray, 80 00:03:30,100 --> 00:03:31,800 you can easily see the object 81 00:03:31,800 --> 00:03:35,466 and a different image and easily model everything that we want to. 82 00:03:35,466 --> 00:03:38,000 According to this, there's this stable 83 00:03:38,000 --> 00:03:41,000 to go out of the aid mode, select that you press delete. 84 00:03:41,566 --> 00:03:41,966 All right. 85 00:03:41,966 --> 00:03:43,933 Now what I will do is I will select 86 00:03:43,933 --> 00:03:47,833 the different image again, Redshift plus D, duplicate this 87 00:03:47,833 --> 00:03:51,733 and make sure you hit y, locate on the y axis like this. 88 00:03:52,666 --> 00:03:56,100 This place is back over here somewhere around in the middle. 89 00:03:56,100 --> 00:03:58,500 Only it does not have to be perfect. 90 00:03:58,500 --> 00:04:00,700 Then you can just press. I will take it. 91 00:04:00,700 --> 00:04:03,800 And now make sure to press Z, lock it on the Z-Axis 92 00:04:04,033 --> 00:04:06,800 and then just type in 90. 93 00:04:06,800 --> 00:04:09,733 So I think you understand what I'm doing right now. 94 00:04:09,733 --> 00:04:12,733 I'm creating the different image for the right side. 95 00:04:12,733 --> 00:04:15,733 So Benji, then X now and move it like this. 96 00:04:15,866 --> 00:04:18,733 So this way what will happen now is if I press one, 97 00:04:18,733 --> 00:04:20,366 we can see the image from here. 98 00:04:20,366 --> 00:04:23,366 Then we press three and we can see it over here 99 00:04:23,400 --> 00:04:26,333 so that we can model the right side of the model 100 00:04:26,333 --> 00:04:28,900 and we will be worrying about the left side and the backside 101 00:04:28,900 --> 00:04:29,400 later on. 102 00:04:29,400 --> 00:04:31,966 But first we will be just modeling the front side. 103 00:04:31,966 --> 00:04:33,333 And this right side. 104 00:04:34,633 --> 00:04:35,500 All right. 105 00:04:35,500 --> 00:04:36,966 So now all that's 106 00:04:36,966 --> 00:04:40,500 left is to just select the images and let's do a couple of settings. 107 00:04:40,933 --> 00:04:43,900 What I will do is I will come over here in the object 108 00:04:43,900 --> 00:04:47,900 data properties and make sure to enable only axes aligned. 109 00:04:48,533 --> 00:04:51,733 So what this will do is it will make the image invisible. 110 00:04:52,000 --> 00:04:54,133 It says do it for both of them 111 00:04:54,133 --> 00:04:56,766 and it will be only visible when you are actually 112 00:04:56,766 --> 00:04:59,766 in the particular axis that it is aligned to. 113 00:04:59,766 --> 00:05:02,566 So this is currently aligned to the front axis 114 00:05:02,566 --> 00:05:04,366 or we can see the y axis. 115 00:05:04,366 --> 00:05:07,900 So if you press one now, you can see you can now view the image 116 00:05:08,633 --> 00:05:11,133 and if you press three, you can view this right side image. 117 00:05:11,133 --> 00:05:15,000 But as soon as you move out of the axis, they become invisible. 118 00:05:15,000 --> 00:05:18,566 So that is really helpful for us because it won't be like obstructing 119 00:05:18,566 --> 00:05:19,066 any view. 120 00:05:20,266 --> 00:05:22,200 All right, so now we can finally start 121 00:05:22,200 --> 00:05:26,566 modeling our objects of Redshift plus E, and let's just add a simple Q, 122 00:05:27,266 --> 00:05:29,600 But before proceeding, I would just quickly hit save. 123 00:05:29,600 --> 00:05:32,600 So press control plus S and let's just save our file. 124 00:05:32,700 --> 00:05:35,166 I will head over to the trigger directly. 125 00:05:35,166 --> 00:05:38,166 Again, you can open it up and 126 00:05:39,266 --> 00:05:40,633 bring the files. 127 00:05:40,633 --> 00:05:43,633 There's just save it as Nintendo 128 00:05:44,033 --> 00:05:45,900 Gameboy 129 00:05:45,900 --> 00:05:48,800 and it saved 130 00:05:48,800 --> 00:05:49,233 all of it. 131 00:05:49,233 --> 00:05:53,300 So now we can start the first press one to going to the front side view 132 00:05:53,800 --> 00:05:58,266 and we can select the SKU and let's just place it over here at the top. 133 00:05:58,266 --> 00:06:01,766 So to move it, you just need to put a G and place it over here. 134 00:06:01,833 --> 00:06:06,500 I think you can enable XD so that you can properly view the 135 00:06:06,933 --> 00:06:07,900 reference image, 136 00:06:07,900 --> 00:06:10,900 but now you will notice that you cannot really see your queue. 137 00:06:11,300 --> 00:06:12,500 So to fix that, 138 00:06:12,500 --> 00:06:16,400 what we basically can do is we can press one for us for the front view. 139 00:06:16,600 --> 00:06:20,366 There's a select this image and we can decrease its opacity 140 00:06:21,300 --> 00:06:24,233 until we can finally see you again. 141 00:06:24,233 --> 00:06:27,233 So maybe we can set this to something like .25 142 00:06:28,133 --> 00:06:29,600 because you can still basically 143 00:06:29,600 --> 00:06:32,600 see the different image and we can see also. 144 00:06:32,733 --> 00:06:34,200 So that is pretty good for us. 145 00:06:34,200 --> 00:06:36,000 Let's just do the same thing for this one. 146 00:06:36,000 --> 00:06:37,733 Also enable that. 147 00:06:37,733 --> 00:06:44,733 Prasad And there's the value 2.253 for the right side view. 148 00:06:45,300 --> 00:06:48,100 And you can see we can see it properly. 149 00:06:48,100 --> 00:06:50,400 Next what you can do is you can just select this 150 00:06:50,400 --> 00:06:53,800 and try to move it door here to place it with the right side 151 00:06:54,833 --> 00:06:57,233 stab to go into the edit mode. 152 00:06:57,233 --> 00:06:59,366 Now you can press one for the word select 153 00:06:59,366 --> 00:07:02,366 so you can select the word piece by pressing one 154 00:07:02,466 --> 00:07:03,966 who is for the select mode. 155 00:07:03,966 --> 00:07:06,966 We can select the edges and three is for facelift mode. 156 00:07:07,266 --> 00:07:08,566 This is pretty basic stuff. 157 00:07:08,566 --> 00:07:11,266 I am pretty sure that you are aware with this. 158 00:07:11,266 --> 00:07:11,700 All right. 159 00:07:11,700 --> 00:07:13,766 So again, I would rest three for the right side of you. 160 00:07:13,766 --> 00:07:15,000 Press one for what you see. 161 00:07:15,000 --> 00:07:18,000 Select make sure exit is enabled 162 00:07:18,333 --> 00:07:21,700 and you select all of this as then by 163 00:07:22,500 --> 00:07:25,400 and place it somewhere like this. 164 00:07:25,400 --> 00:07:27,166 Match it with the reference image. 165 00:07:27,166 --> 00:07:30,533 Similarly, do it for this site also as you did right 166 00:07:31,233 --> 00:07:34,133 and place it like this. 167 00:07:34,133 --> 00:07:36,766 Also, let's bring it down from over here. 168 00:07:36,766 --> 00:07:40,766 So Benji then say the logcat on the z-axis and place it like this. 169 00:07:41,966 --> 00:07:42,566 All right. 170 00:07:42,566 --> 00:07:44,500 We are pretty good to go now. 171 00:07:44,500 --> 00:07:47,500 I will press one for the front side view 172 00:07:47,833 --> 00:07:50,266 and basically what we can do now is 173 00:07:50,266 --> 00:07:53,266 we do not need to place it up because 174 00:07:53,733 --> 00:07:57,333 you will notice that it is not out of alignment with the right side. 175 00:07:58,200 --> 00:08:00,566 So a simple way to do it would be to just select 176 00:08:00,566 --> 00:08:02,700 the reference image I'm bringing down. 177 00:08:02,700 --> 00:08:05,466 So Bridget and Z, and let's just bring the defense image down 178 00:08:05,466 --> 00:08:08,466 completely. 179 00:08:08,533 --> 00:08:12,233 And as you can see, it's six perfectly 180 00:08:12,233 --> 00:08:14,000 from the bottom and the top. 181 00:08:14,000 --> 00:08:17,000 So now we do not really need to adjust it again and again. 182 00:08:17,133 --> 00:08:21,600 We can just select the cupra step so that these vertices Benji then X 183 00:08:22,033 --> 00:08:25,800 and place it over here and then select easier 184 00:08:25,800 --> 00:08:30,133 to see space g than x and again, place them over here like this. 185 00:08:31,300 --> 00:08:31,700 All right. 186 00:08:31,700 --> 00:08:35,300 So now you will notice that we have got a basic shape, very basic shape. 187 00:08:35,833 --> 00:08:38,300 If you press one, we can perfectly view it 188 00:08:38,300 --> 00:08:41,300 in the front view, perfectly aligned with the different image. 189 00:08:41,500 --> 00:08:44,800 And if you see, we can see mostly in the right side view. 190 00:08:45,333 --> 00:08:48,333 All right, So now we can start to do modeling. 191 00:08:48,766 --> 00:08:50,733 Let's see what we can do first. 192 00:08:50,733 --> 00:08:52,666 First, what I want to do is 193 00:08:52,666 --> 00:08:57,200 I want to make sure that we apply the scale of this whenever we change, 194 00:08:57,200 --> 00:09:00,200 like the scale of the object, make sure you apply this key. 195 00:09:00,200 --> 00:09:03,966 So if you are not aware of this concept, what this basically means is 196 00:09:04,366 --> 00:09:07,033 whenever you like, change the scale of the object like this, 197 00:09:07,033 --> 00:09:10,533 you just need to control it and apply the state. 198 00:09:11,500 --> 00:09:13,200 So make sure you just remember this. 199 00:09:13,200 --> 00:09:16,300 If you want to know why we do this, Let me just quickly 200 00:09:16,300 --> 00:09:19,300 explain it to you by just adding two different cubes. 201 00:09:20,133 --> 00:09:22,800 So let's just I just want you 202 00:09:22,800 --> 00:09:25,433 to duplicate this over here like this. 203 00:09:25,433 --> 00:09:28,533 And now what I would do is I would scale it up like this, 204 00:09:30,933 --> 00:09:33,933 and I will scale this one also like this. 205 00:09:34,066 --> 00:09:35,566 You don't need to follow me over here. 206 00:09:35,566 --> 00:09:38,200 I'm just explaining you a very simple concept. 207 00:09:38,200 --> 00:09:41,100 So as you have noticed, I have scaled both of them, 208 00:09:41,100 --> 00:09:44,100 but I haven't really applied the scale for any of them. 209 00:09:44,200 --> 00:09:45,800 So just like this one. 210 00:09:45,800 --> 00:09:48,800 And press control and apply the scale for this. 211 00:09:49,633 --> 00:09:53,066 All right, So this one has a scale applied and this one does not. 212 00:09:53,733 --> 00:09:58,300 If I select this Cubist tab and let's say I select any simple command, 213 00:09:58,300 --> 00:10:02,400 so I would do four to select the state, to select everything. 214 00:10:02,800 --> 00:10:04,666 And then basically I would risk control. 215 00:10:04,666 --> 00:10:07,800 D So control B is the VIVILLON come on 216 00:10:08,100 --> 00:10:11,500 and you will notice the Beverly is not really working properly. 217 00:10:11,800 --> 00:10:14,100 It has been very weird to me. 218 00:10:14,100 --> 00:10:16,833 The devil is like very stretched over here 219 00:10:16,833 --> 00:10:19,833 and it is like very short over this edge. 220 00:10:20,166 --> 00:10:23,166 And overall the object looks very vivid. 221 00:10:23,633 --> 00:10:27,000 But if I select this one step and let's just do the same thing, 222 00:10:27,433 --> 00:10:30,433 so let's do for it, select the state to select everything. 223 00:10:30,700 --> 00:10:33,633 And then if I press control, let's be the better this one, 224 00:10:33,633 --> 00:10:36,866 you will see that the bevel is completely uniform and perfect. 225 00:10:37,566 --> 00:10:40,833 So this is what happens when you, like, apply the scale of object 226 00:10:40,833 --> 00:10:42,466 and you don't apply the scale. 227 00:10:42,466 --> 00:10:44,100 Things can get a little bit weak. 228 00:10:44,100 --> 00:10:46,766 So make sure whenever you change the scale of the object, 229 00:10:46,766 --> 00:10:50,400 you always press control and then apply the state. See 230 00:10:51,333 --> 00:10:52,066 if that's clear. 231 00:10:52,066 --> 00:10:55,733 Now select this object risk and fully apply the skin. 232 00:10:56,600 --> 00:10:59,666 Also, what we can do is we can place its origin back 233 00:10:59,666 --> 00:11:01,633 at its center because you can see this 234 00:11:01,633 --> 00:11:05,166 kind of out of place part again is this yellow orange point. 235 00:11:05,800 --> 00:11:07,633 So go to object. Say nitrogen. 236 00:11:07,633 --> 00:11:11,400 I know the gentle geometry you can see now dispose of the center. 237 00:11:12,666 --> 00:11:15,100 All right, enable that X-ray and let's see. 238 00:11:15,100 --> 00:11:17,533 We can select this edge over here. 239 00:11:17,533 --> 00:11:21,833 So press two and select this edge this one again for front view. 240 00:11:22,300 --> 00:11:23,866 And now press control. 241 00:11:23,866 --> 00:11:26,933 The better this to create this sort of shape. 242 00:11:27,366 --> 00:11:30,366 LISCOVICZ And you can use a scroll wheel 243 00:11:30,733 --> 00:11:33,400 to, like increase or decrease the number of segments. 244 00:11:33,400 --> 00:11:36,733 So increasing the segments will obviously increase the polygon, 245 00:11:36,766 --> 00:11:39,766 but also make your edge very smooth. 246 00:11:39,900 --> 00:11:43,266 So I think I will go with the higher number like six, seven, eight 247 00:11:43,766 --> 00:11:46,766 to make it just like very smooth so that we don't have any 248 00:11:48,433 --> 00:11:49,100 kind of like 249 00:11:49,100 --> 00:11:52,100 locally feel because I don't want this to look back. 250 00:11:52,466 --> 00:11:55,366 Yeah, I think that's pretty good. 251 00:11:55,366 --> 00:11:58,500 You can just think right click and it shakes good. 252 00:11:59,633 --> 00:12:03,233 You will notice everything is looking kind of weird, officiating smooth, 253 00:12:03,766 --> 00:12:07,766 so you can just come over here in the object data properties 254 00:12:07,866 --> 00:12:10,866 in a normal section, make sure to enable or to smooth. 255 00:12:11,766 --> 00:12:14,600 So whenever you say smooth anything, just make sure to enable 256 00:12:14,600 --> 00:12:17,600 or to smooth so that everything looks perfect. 257 00:12:17,866 --> 00:12:19,100 All right. One more thing. 258 00:12:19,100 --> 00:12:23,200 I would jump over here and enable the clarity and the shadow. 259 00:12:23,700 --> 00:12:26,233 This basically enhances the look of your model, 260 00:12:26,233 --> 00:12:30,433 and it makes it a little bit easier to view all these images. 261 00:12:30,433 --> 00:12:32,200 As you can see, if we disable this, 262 00:12:32,200 --> 00:12:35,666 the edges are not that visible, but if you enable this back again, 263 00:12:36,233 --> 00:12:38,500 the edges are pretty visible and they look good. 264 00:12:38,500 --> 00:12:41,166 So I just like to keep this on enabled said. 265 00:12:41,166 --> 00:12:44,166 These kind of things are totally up to your personal preference. 266 00:12:44,166 --> 00:12:46,166 If you want to enable them or not. 267 00:12:46,166 --> 00:12:49,100 I would just this one enable and we can just 268 00:12:49,100 --> 00:12:52,100 continue modeling Odd object. 269 00:12:52,433 --> 00:12:54,800 You will notice that over here in the corner 270 00:12:54,800 --> 00:12:58,066 the edges are all buried and they are not like really sharp. 271 00:12:58,500 --> 00:12:59,700 So let's do that now 272 00:12:59,700 --> 00:13:03,166 this step and select this edge, this edge and this one. 273 00:13:03,900 --> 00:13:05,033 This one for the front. 274 00:13:05,033 --> 00:13:08,333 You zoom in on this and this image and just this can progress 275 00:13:09,666 --> 00:13:10,900 and make sure 276 00:13:10,900 --> 00:13:14,400 to decrease the number of segments because it is a small, vivid. 277 00:13:14,833 --> 00:13:17,833 So we don't want it to be too much. 278 00:13:18,400 --> 00:13:18,900 All right. 279 00:13:18,900 --> 00:13:21,366 Now, spotted in my opinion. 280 00:13:21,366 --> 00:13:23,733 And you can see the object all around. 281 00:13:23,733 --> 00:13:26,733 Martin Looks pretty good from the reference image. 282 00:13:27,333 --> 00:13:30,333 Let's just hit shapes mute again and then it will adjust mode, 283 00:13:30,366 --> 00:13:32,500 make sure that you keep on getting control 284 00:13:32,500 --> 00:13:35,800 plus s to save your file so that none of the data is lost. 285 00:13:36,566 --> 00:13:38,800 All right, so now let's keep on moving further. 286 00:13:38,800 --> 00:13:42,100 I select this and let's just add up the very modifier to this 287 00:13:42,700 --> 00:13:44,400 to smoothing out the rest of the edges. 288 00:13:44,400 --> 00:13:48,633 So I modify and also then we will use the boolean modifier. 289 00:13:48,866 --> 00:13:51,233 It will work very well with the bevel modifier. 290 00:13:51,233 --> 00:13:51,866 So that's why 291 00:13:51,866 --> 00:13:55,700 we can add this modifier and you can now reduce the development 292 00:13:56,700 --> 00:13:58,433 to your liking. 293 00:13:58,433 --> 00:14:01,433 We can control it with this option over here. 294 00:14:02,100 --> 00:14:04,833 So maybe something like this is pretty good for now. 295 00:14:04,833 --> 00:14:07,833 We can obviously always change it later on. 296 00:14:09,133 --> 00:14:12,333 Come over here the indicating that and we can enable harder normals 297 00:14:12,333 --> 00:14:13,733 for more here. 298 00:14:13,733 --> 00:14:16,733 Make sure that our best rule is also enable if you disable or 299 00:14:17,000 --> 00:14:20,366 then it won't work properly and give you your results. 300 00:14:20,900 --> 00:14:24,266 So make sure our test mode is enabled and we can enable hide anomalies 301 00:14:24,266 --> 00:14:26,033 from over here. 302 00:14:26,033 --> 00:14:29,733 And we basically have the best shape of our margin we can hit save. 303 00:14:29,733 --> 00:14:32,100 And I think this is pretty much enough for this lecture. 304 00:14:32,100 --> 00:14:36,000 We will continue defining our shape and giving more details 305 00:14:36,000 --> 00:14:38,233 like we would be using the Boolean modifiers 306 00:14:38,233 --> 00:14:41,400 to create all these like different types of cutouts into a martin 307 00:14:41,600 --> 00:14:44,233 Savidge will continue modeling it in the upcoming lecture. 308 00:14:44,233 --> 00:14:46,066 So thank you for watching. I would see the next one. 26195

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