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Hello and welcome everyone to this
new course where we will be creating
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a Nintendo game Boy from start
to finish using blender and substance
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make up.
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So if you just look over
in the social sites
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that have been provided to you
with the course,
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you will find everything
that is needed for
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this recorded in these files only.
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So let's just quickly open up
this reference images folder
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here.
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I have added
like a bunch of different images
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that will help us
in creating the model.
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Mainly,
I will be using this reference
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immediately for the exact measurement
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of the object
that we are trying to create,
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but I still suggest you guys
to look over the rest of the images
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from time to time to just get
the proper feel of the object
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that we are trying to create.
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Like we have this one
with the backside of the model.
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We have this the different side,
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and we also have
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this particular image that has all
the different views of the object.
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So you can definitely check these out
to get the proper idea
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for the object.
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We also have the reference images
for these small cartridges
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that we will be creating to add
some extra detail to our object.
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So let's just begin now
and what we will do now is
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we will go back to Blender
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and let's just start
by creating a new bring to fight.
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So click on here and we are in.
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You bring the file now.
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So what I will do is first I would
just put it on on my screencast guys
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so that you can see every shortcut
that I perform over here
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in the bottom left corner.
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So let's say
I just selected this cube redshift.
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As you can see, I duplicated it
and used to shift the command
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and it is updating over here.
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Whatever
I do will be showing up over here
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so that it is easier to follow.
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So let's just press everything
and then just delete.
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All right?
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Now what I want to do is I want to
bring in this reference image,
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so this one into blender
so that we can use it to create it.
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So first what we need to do
is we need to press one.
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So basically this is the front view.
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This is the orthographic front wheel.
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You can see over here,
this is the front side view.
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If you press three,
this will be the right view of it.
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Seven would be the top view
and nine would be the bottom view.
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So you should remember
all these shortcuts.
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They would be
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really useful in the course
and we will be using them a lot.
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So one is for Frank
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Lloyd Wright
and seven is for top and nine.
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Escobar. This is on the number
part of your keyboard.
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One more thing.
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If you press one, it will show you
the Frank autograph, if you like.
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If you press control plus one,
then you show you the back side.
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Similarly, three is for right side
and control recipe is for, let's say.
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All right. So now that is clear.
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I would press one
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so that I can go back into the frank
view only now of impressiveness.
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If you add a new object,
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let's go with the image
and we need to add a reference image.
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So now I will
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just head over to my daughter
directory over here,
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open up the reference images folder
and we need to just bring in
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this reference image.
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All right.
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So as you can see, it
is aligned with the front side view.
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If you press one,
you can view this image properly.
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If you are three, you are viewing it
from the right side.
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It is basically a 3D plane.
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So we cannot really see it
from the right side.
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But if you press one,
you will be able to see the image.
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So just select the image big then by
and move it like this
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and if you look back so that it is
not at the center of the scene
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so that we can like just add objects
over here and press one
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and you can see we can easily like
match it with the reference image.
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If you enable this Ray,
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you can easily see the object
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and a different image and easily
model everything that we want to.
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According to this, there's
this stable
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to go out of the aid mode, select
that you press delete.
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All right.
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Now what I will do is I will select
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the different image again, Redshift
plus D, duplicate this
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and make sure you hit y, locate
on the y axis like this.
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This place is back over here
somewhere around in the middle.
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Only it does not have to be perfect.
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Then you can just press.
I will take it.
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And now make sure to press
Z, lock it on the Z-Axis
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and then just type in 90.
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So I think you understand
what I'm doing right now.
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I'm creating the different image
for the right side.
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So Benji,
then X now and move it like this.
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So this way what will happen
now is if I press one,
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we can see the image from here.
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Then we press three
and we can see it over here
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so that we can model
the right side of the model
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and we will be worrying
about the left side and the backside
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later on.
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But first we will be just
modeling the front side.
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And this right side.
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All right.
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So now all that's
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left is to just select the images
and let's do a couple of settings.
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What I will do is
I will come over here in the object
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data properties and make sure
to enable only axes aligned.
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So what this will do is
it will make the image invisible.
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It says do it for both of them
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and it will be only visible
when you are actually
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in the particular axis
that it is aligned to.
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So this is currently aligned
to the front axis
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or we can see the y axis.
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So if you press one now, you can see
you can now view the image
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and if you press three,
you can view this right side image.
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But as soon as you move out
of the axis, they become invisible.
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So that is really helpful for us
because it won't be like obstructing
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any view.
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All right,
so now we can finally start
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modeling our objects of Redshift plus
E, and let's just add a simple Q,
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But before proceeding,
I would just quickly hit save.
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So press control
plus S and let's just save our file.
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I will head over to the trigger
directly.
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Again, you can open it up and
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bring the files.
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There's just save it as Nintendo
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Gameboy
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and it saved
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all of it.
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So now we can start the first press
one to going to the front side view
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and we can select the SKU and let's
just place it over here at the top.
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So to move it, you just need to put a
G and place it over here.
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I think you can enable XD
so that you can properly view the
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reference image,
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but now you will notice that
you cannot really see your queue.
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So to fix that,
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what we basically can do is we can
press one for us for the front view.
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There's a select this image
and we can decrease its opacity
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until we can finally see you again.
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So maybe we can set this to
something like .25
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because you can still basically
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see the different image
and we can see also.
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So that is pretty good for us.
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Let's
just do the same thing for this one.
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Also enable that.
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Prasad And there's the value 2.253
for the right side view.
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And you can see we can see it
properly.
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Next what you can do is
you can just select this
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and try to move it door here
to place it with the right side
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stab to go into the edit mode.
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Now you can press one
for the word select
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so you can select the word piece
by pressing one
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who is for the select mode.
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We can select the edges
and three is for facelift mode.
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This is pretty basic stuff.
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I am pretty sure that you are aware
with this.
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All right.
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So again, I would rest three
for the right side of you.
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Press one for what you see.
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Select make sure exit is enabled
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and you select all of this as then by
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and place it somewhere like this.
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Match it with the reference image.
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Similarly, do it for this site
also as you did right
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and place it like this.
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Also, let's
bring it down from over here.
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So Benji then say the logcat
on the z-axis and place it like this.
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All right.
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We are pretty good to go now.
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I will press one
for the front side view
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and basically what we can do now is
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we do not need to place it up because
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you will notice that it is not out
of alignment with the right side.
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So a simple way to do
it would be to just select
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the reference image I'm
bringing down.
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So Bridget and Z, and let's
just bring the defense image down
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completely.
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And as you can see, it's
six perfectly
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from the bottom and the top.
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So now we do not really need
to adjust it again and again.
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We can just select the cupra step
so that these vertices Benji then X
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and place it over here
and then select easier
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to see space g than x and again,
place them over here like this.
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All right.
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So now you will notice that we have
got a basic shape, very basic shape.
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If you press one,
we can perfectly view it
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in the front view, perfectly aligned
with the different image.
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And if you see, we can see
mostly in the right side view.
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All right,
So now we can start to do modeling.
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Let's see what we can do first.
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First, what I want to do is
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I want to make sure that we apply
the scale of this whenever we change,
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like the scale of the object,
make sure you apply this key.
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00:09:00,200 --> 00:09:03,966
So if you are not aware of this
concept, what this basically means is
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whenever you like, change
the scale of the object like this,
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you just need to control
it and apply the state.
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So make sure you just remember this.
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If you want to know why we do this,
Let me just quickly
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00:09:16,300 --> 00:09:19,300
explain it to you
by just adding two different cubes.
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So let's just I just want you
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to duplicate this over here
like this.
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And now what I would do is
I would scale it up like this,
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00:09:30,933 --> 00:09:33,933
and I will scale this one
also like this.
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You don't need to follow me over
here.
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00:09:35,566 --> 00:09:38,200
I'm just explaining you
a very simple concept.
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00:09:38,200 --> 00:09:41,100
So as you have noticed,
I have scaled both of them,
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but I haven't really applied
the scale for any of them.
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So just like this one.
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And press control
and apply the scale for this.
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All right, So this one has a scale
applied and this one does not.
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00:09:53,733 --> 00:09:58,300
If I select this Cubist tab and let's
say I select any simple command,
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so I would do four to select
the state, to select everything.
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00:10:02,800 --> 00:10:04,666
And then basically
I would risk control.
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00:10:04,666 --> 00:10:07,800
D So control B is the VIVILLON
come on
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00:10:08,100 --> 00:10:11,500
and you will notice the Beverly
is not really working properly.
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It has been very weird to me.
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The devil is like very stretched
over here
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and it is like very short
over this edge.
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And overall
the object looks very vivid.
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00:10:23,633 --> 00:10:27,000
But if I select this one step
and let's just do the same thing,
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so let's do for it, select
the state to select everything.
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And then if I press control,
let's be the better this one,
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you will see that the bevel
is completely uniform and perfect.
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00:10:37,566 --> 00:10:40,833
So this is what happens when you,
like, apply the scale of object
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00:10:40,833 --> 00:10:42,466
and you don't apply the scale.
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00:10:42,466 --> 00:10:44,100
Things can get a little bit weak.
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So make sure whenever you change
the scale of the object,
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00:10:46,766 --> 00:10:50,400
you always press control
and then apply the state. See
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if that's clear.
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Now select this object
risk and fully apply the skin.
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Also, what we can do is
we can place its origin back
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at its center
because you can see this
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kind of out of place part again
is this yellow orange point.
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So go to object. Say nitrogen.
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I know the gentle geometry you can
see now dispose of the center.
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All right, enable
that X-ray and let's see.
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We can select this edge over here.
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00:11:17,533 --> 00:11:21,833
So press two and select this edge
this one again for front view.
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And now press control.
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The better
this to create this sort of shape.
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LISCOVICZ
And you can use a scroll wheel
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00:11:30,733 --> 00:11:33,400
to, like increase
or decrease the number of segments.
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00:11:33,400 --> 00:11:36,733
So increasing the segments
will obviously increase the polygon,
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00:11:36,766 --> 00:11:39,766
but also make your edge very smooth.
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00:11:39,900 --> 00:11:43,266
So I think I will go with the higher
number like six, seven, eight
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to make it just like very smooth
so that we don't have any
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kind of like
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locally feel because
I don't want this to look back.
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Yeah, I think that's pretty good.
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00:11:55,366 --> 00:11:58,500
You can just think right click
and it shakes good.
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00:11:59,633 --> 00:12:03,233
You will notice everything is looking
kind of weird, officiating smooth,
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00:12:03,766 --> 00:12:07,766
so you can just come over here
in the object data properties
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00:12:07,866 --> 00:12:10,866
in a normal section,
make sure to enable or to smooth.
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00:12:11,766 --> 00:12:14,600
So whenever you say smooth
anything, just make sure to enable
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00:12:14,600 --> 00:12:17,600
or to smooth
so that everything looks perfect.
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All right. One more thing.
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00:12:19,100 --> 00:12:23,200
I would jump over here and enable
the clarity and the shadow.
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This basically enhances
the look of your model,
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00:12:26,233 --> 00:12:30,433
and it makes it a little bit easier
to view all these images.
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00:12:30,433 --> 00:12:32,200
As you can see, if we disable this,
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00:12:32,200 --> 00:12:35,666
the edges are not that visible,
but if you enable this back again,
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00:12:36,233 --> 00:12:38,500
the edges are pretty visible
and they look good.
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00:12:38,500 --> 00:12:41,166
So I just like to keep this on
enabled said.
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00:12:41,166 --> 00:12:44,166
These kind of things are totally up
to your personal preference.
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00:12:44,166 --> 00:12:46,166
If you want to enable them or not.
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00:12:46,166 --> 00:12:49,100
I would just this one enable
and we can just
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00:12:49,100 --> 00:12:52,100
continue modeling Odd object.
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00:12:52,433 --> 00:12:54,800
You will notice that
over here in the corner
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00:12:54,800 --> 00:12:58,066
the edges are all buried
and they are not like really sharp.
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So let's do that now
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00:12:59,700 --> 00:13:03,166
this step and select
this edge, this edge and this one.
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00:13:03,900 --> 00:13:05,033
This one for the front.
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00:13:05,033 --> 00:13:08,333
You zoom in on this and this image
and just this can progress
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00:13:09,666 --> 00:13:10,900
and make sure
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00:13:10,900 --> 00:13:14,400
to decrease the number of segments
because it is a small, vivid.
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00:13:14,833 --> 00:13:17,833
So we don't want it to be too much.
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00:13:18,400 --> 00:13:18,900
All right.
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00:13:18,900 --> 00:13:21,366
Now, spotted in my opinion.
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00:13:21,366 --> 00:13:23,733
And you can see the object
all around.
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00:13:23,733 --> 00:13:26,733
Martin Looks pretty good
from the reference image.
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00:13:27,333 --> 00:13:30,333
Let's just hit shapes mute again
and then it will adjust mode,
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00:13:30,366 --> 00:13:32,500
make sure
that you keep on getting control
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00:13:32,500 --> 00:13:35,800
plus s to save your file
so that none of the data is lost.
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00:13:36,566 --> 00:13:38,800
All right,
so now let's keep on moving further.
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00:13:38,800 --> 00:13:42,100
I select this and let's just add up
the very modifier to this
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00:13:42,700 --> 00:13:44,400
to smoothing out
the rest of the edges.
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00:13:44,400 --> 00:13:48,633
So I modify and also then
we will use the boolean modifier.
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00:13:48,866 --> 00:13:51,233
It will work
very well with the bevel modifier.
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00:13:51,233 --> 00:13:51,866
So that's why
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00:13:51,866 --> 00:13:55,700
we can add this modifier and you can
now reduce the development
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00:13:56,700 --> 00:13:58,433
to your liking.
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00:13:58,433 --> 00:14:01,433
We can control it
with this option over here.
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00:14:02,100 --> 00:14:04,833
So maybe something like
this is pretty good for now.
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00:14:04,833 --> 00:14:07,833
We can obviously always change it
later on.
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00:14:09,133 --> 00:14:12,333
Come over here the indicating that
and we can enable harder normals
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00:14:12,333 --> 00:14:13,733
for more here.
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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
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00:14:24,266 --> 00:14:26,033
from over here.
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00:14:26,033 --> 00:14:29,733
And we basically have the best shape
of our margin we can hit save.
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00:14:29,733 --> 00:14:32,100
And I think this is
pretty much enough for this lecture.
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00:14:32,100 --> 00:14:36,000
We will continue defining our shape
and giving more details
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00:14:36,000 --> 00:14:38,233
like we would be using
the Boolean modifiers
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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.
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00:14:44,233 --> 00:14:46,066
So thank you for watching.
I would see the next one.
26195
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