All language subtitles for 4. Chapter - 3.mp4

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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:01,833 So let's continue. 2 00:00:01,833 --> 00:00:04,666 Now, I've also opened up the reference image over here 3 00:00:04,666 --> 00:00:06,900 so that we can side by side look at it. 4 00:00:06,900 --> 00:00:08,500 And one thing that I'm noticing is 5 00:00:08,500 --> 00:00:11,233 that these things that we have created over here 6 00:00:11,233 --> 00:00:13,966 and in the defensive end, if you see them, 7 00:00:13,966 --> 00:00:17,100 they are a little bit bigger than the ones that we have created. 8 00:00:17,600 --> 00:00:19,033 So let's fix that quickly. 9 00:00:19,033 --> 00:00:23,766 So just select this and to scale it properly according to the axis, 10 00:00:23,766 --> 00:00:26,700 because we have rotated it a little bit on the Z. 11 00:00:26,700 --> 00:00:28,300 Just press S, then Z, 12 00:00:28,300 --> 00:00:31,566 and then press that once again and you will see that it aligns itself 13 00:00:32,700 --> 00:00:35,533 and just increase the scale on the Z axis 14 00:00:35,533 --> 00:00:38,533 like this. 15 00:00:41,200 --> 00:00:43,233 Yeah, that's pretty good in my opinion. 16 00:00:43,233 --> 00:00:45,266 I'll select this one for this one. 17 00:00:45,266 --> 00:00:48,433 I think we need to press the Z again. Yep. 18 00:00:52,966 --> 00:00:54,300 And just scale this one up. 19 00:00:54,300 --> 00:00:58,866 Also like this, you can press G, NZ and Z once again 20 00:00:58,866 --> 00:01:01,866 and move it downwards like this. 21 00:01:12,833 --> 00:01:14,100 Just increase the scale 22 00:01:14,100 --> 00:01:17,100 a little bit more. 23 00:01:20,633 --> 00:01:23,633 All right, that looks perfect. 24 00:01:23,700 --> 00:01:27,700 Let's continue also, if you will notice that it is like a very light 25 00:01:28,333 --> 00:01:31,333 like this circle, like shape around the button, 26 00:01:31,666 --> 00:01:34,033 but we won't be creating it in the modeling phase. 27 00:01:34,033 --> 00:01:37,066 I will just added later on by texturing this piece. 28 00:01:37,300 --> 00:01:40,300 In substance, it would be much easier to do so. 29 00:01:40,466 --> 00:01:41,433 Like for these buttons. 30 00:01:41,433 --> 00:01:43,200 Also, we have the shape over here. 31 00:01:43,200 --> 00:01:45,200 We can add this one in the modeling phase 32 00:01:45,200 --> 00:01:47,833 only because it is kind of easier to do so. 33 00:01:47,833 --> 00:01:49,266 So let's just do that. Now. 34 00:01:49,266 --> 00:01:53,866 I will enable the we will press one for front view and enable x three. 35 00:01:54,466 --> 00:01:56,333 So let's start by adding a simple cube. 36 00:01:56,333 --> 00:01:58,933 So this is the cube 37 00:01:58,933 --> 00:02:02,033 and let's place it according to the object over here. 38 00:02:02,266 --> 00:02:05,733 So again, this are rotated a little bit and scaling down. 39 00:02:06,933 --> 00:02:07,766 You can also view 40 00:02:07,766 --> 00:02:10,766 things like the rotation translation and the scale over here. 41 00:02:10,766 --> 00:02:13,833 Also in this menu, if you don't see this menu appear, 42 00:02:13,866 --> 00:02:16,533 you can press RN to bring this up like this 43 00:02:16,533 --> 00:02:19,766 and select the item tab from over here and now. 44 00:02:19,766 --> 00:02:21,866 I would just quickly change the rotation. 45 00:02:21,866 --> 00:02:24,866 So I would just select everything, put everything to zero, 46 00:02:25,500 --> 00:02:28,800 and for the y axis we can type in -25 degrees. 47 00:02:29,166 --> 00:02:32,100 Yeah, I think that will explicitly 48 00:02:32,100 --> 00:02:36,066 and now just try to scale it properly according to the defense image, 49 00:02:36,566 --> 00:02:40,000 you can drag an X and X to move it along the rotation. 50 00:02:40,066 --> 00:02:43,400 This way now press s and x the next. 51 00:02:43,400 --> 00:02:46,500 Once again, the scaling like this along 52 00:02:46,500 --> 00:02:49,500 the rotation. 53 00:02:54,533 --> 00:02:55,033 All right. 54 00:02:55,033 --> 00:02:56,700 I think that's pretty good now. 55 00:02:56,700 --> 00:03:01,400 So what we can do is we can force risk control, apply the scheme, 56 00:03:02,100 --> 00:03:05,100 then press tab and simply press to put it select 57 00:03:05,233 --> 00:03:09,733 all control and select all these edges to build them. 58 00:03:10,166 --> 00:03:13,666 This one, once again, you need to look straight and let's see. 59 00:03:13,700 --> 00:03:15,133 We can use this now. 60 00:03:18,600 --> 00:03:19,333 I think this match 61 00:03:19,333 --> 00:03:22,333 is pretty good and it fits perfectly. 62 00:03:22,433 --> 00:03:25,100 Let's select this 63 00:03:25,100 --> 00:03:27,800 change mode, this enable artist mode. 64 00:03:27,800 --> 00:03:30,366 And now I'll just simply select this first and select 65 00:03:30,366 --> 00:03:33,366 the main object and press control plus minus. 66 00:03:34,533 --> 00:03:37,533 We need to move the devil in, modify below this 67 00:03:38,933 --> 00:03:41,933 and yet looks explicitly just bring this out. 68 00:03:42,100 --> 00:03:45,100 This thing 69 00:03:45,666 --> 00:03:46,900 so that we have like 70 00:03:46,900 --> 00:03:49,900 a really faint cut. 71 00:04:09,866 --> 00:04:12,133 I think we can bring it outwards. 72 00:04:12,133 --> 00:04:15,133 And if you want more, 73 00:04:18,166 --> 00:04:21,533 if you are seeing all these late big self shading issues, 74 00:04:21,766 --> 00:04:25,466 you can just try moving your like object around. 75 00:04:25,466 --> 00:04:28,833 And most of the times they will fix themselves. 76 00:04:28,833 --> 00:04:31,100 Only whenever you have these shading issues, 77 00:04:31,100 --> 00:04:34,100 you can like just move the object around just a little bit 78 00:04:34,266 --> 00:04:38,100 and you can find the perfect place where you are having no issues. 79 00:04:43,766 --> 00:04:44,100 I think 80 00:04:44,100 --> 00:04:47,900 we have to push to do this much and then we can select 81 00:04:47,900 --> 00:04:51,300 both the buttons and push them back also like this. 82 00:04:52,333 --> 00:04:55,333 And I think that looks fine. 83 00:04:58,566 --> 00:04:59,100 Next, move 84 00:04:59,100 --> 00:05:02,100 further now and we can start by making 85 00:05:02,566 --> 00:05:05,533 these buttons over here. 86 00:05:05,533 --> 00:05:07,500 Wait, let me see. 87 00:05:07,500 --> 00:05:10,900 I'm just not liking the depth of this cutout. 88 00:05:11,233 --> 00:05:14,233 I want to push it forward a little bit, 89 00:05:14,566 --> 00:05:17,733 but it is giving me a little bit of shading issues over here. 90 00:05:18,900 --> 00:05:21,900 I am not a fan of. 91 00:05:24,466 --> 00:05:27,433 Let's try adding a normal modifier to this. 92 00:05:27,433 --> 00:05:29,300 See that fixes it. 93 00:05:29,300 --> 00:05:31,933 Yeah, I think that did it. 94 00:05:31,933 --> 00:05:34,766 If you just turn it off, you can see all the shading issues. 95 00:05:34,766 --> 00:05:37,766 But if I don't make it normal line, 96 00:05:38,400 --> 00:05:41,400 we don't really have them and we can yeah, we can push it out 97 00:05:42,033 --> 00:05:43,366 a lot more in my opinion. 98 00:05:50,433 --> 00:05:51,000 All right. 99 00:05:51,000 --> 00:05:54,966 I think that looks much, much better because it has seen the difference 100 00:05:54,966 --> 00:05:55,400 in the yellow. 101 00:05:55,400 --> 00:05:58,966 So we don't have it like this cutout too deep. 102 00:06:00,300 --> 00:06:00,866 They are this way. 103 00:06:00,866 --> 00:06:02,666 I think it works best 104 00:06:02,666 --> 00:06:06,000 so you can just out of it and modify to fix that issue of yours. 105 00:06:06,566 --> 00:06:08,700 Next, let's see we can select this piece. 106 00:06:08,700 --> 00:06:12,766 And what I want to do is press that and I want to add bevels 107 00:06:12,766 --> 00:06:15,966 to these edges because over here, the buttons also it is there. 108 00:06:16,333 --> 00:06:19,966 So you can just press do in this control node and click over 109 00:06:19,966 --> 00:06:23,966 these edges, then just press control and beat them out 110 00:06:23,966 --> 00:06:26,966 smoothly. 111 00:06:29,900 --> 00:06:30,400 All right. 112 00:06:30,400 --> 00:06:33,400 That looks much, much better in my opinion. 113 00:06:33,900 --> 00:06:35,366 All right. So let's hit save. 114 00:06:35,366 --> 00:06:39,666 And now we can start by creating these buttons over here. 115 00:06:39,733 --> 00:06:41,566 So enable x ray. And let's see, 116 00:06:42,533 --> 00:06:42,900 first we 117 00:06:42,900 --> 00:06:46,000 need to again add a Q scaling down. 118 00:06:46,000 --> 00:06:49,300 Let's play pseudo here for this. 119 00:06:49,300 --> 00:06:53,733 Also, let's try -25 on rotation, but I don't think it would fit. 120 00:06:57,833 --> 00:06:58,933 I think it six. 121 00:06:58,933 --> 00:07:01,933 Maybe we need to go take it a little bit more. 122 00:07:02,200 --> 00:07:05,200 So this one we have to like just eyeball it. 123 00:07:06,700 --> 00:07:09,700 Yeah, I think that is pretty much okay. 124 00:07:10,100 --> 00:07:13,100 So we can maybe set it to -26. 125 00:07:16,900 --> 00:07:18,500 Yeah, that looks fine to me. 126 00:07:18,500 --> 00:07:23,066 Just control it and apply the skin rest dab and press to for it. 127 00:07:23,066 --> 00:07:26,633 Select clear control and like select all these edges 128 00:07:28,000 --> 00:07:31,000 and let's just quickly bevel it. 129 00:07:39,300 --> 00:07:41,200 Yeah, I think that's pretty good. 130 00:07:41,200 --> 00:07:44,200 I would just quickly also open up the difference image. 131 00:07:47,933 --> 00:07:49,233 So let's open up this one 132 00:07:49,233 --> 00:07:53,333 and we can just quickly look at how the cutout is placed 133 00:07:54,800 --> 00:07:55,366 so you see 134 00:07:55,366 --> 00:07:58,133 we have one cutout over here and then we have another one inside. 135 00:07:58,133 --> 00:08:00,066 You have a button. 136 00:08:00,066 --> 00:08:03,066 So first let's create this outer cutout 137 00:08:04,133 --> 00:08:07,133 shift mode, this enable artist mode. 138 00:08:07,200 --> 00:08:09,900 And while this is selected extra shift and so select 139 00:08:09,900 --> 00:08:12,900 this man objects this controlled this minus 140 00:08:13,066 --> 00:08:16,033 and first, let's move the drill modifier. 141 00:08:16,033 --> 00:08:18,833 Now we need to just move both of the modifiers, the pivot 142 00:08:18,833 --> 00:08:20,666 and make it normal also. 143 00:08:20,666 --> 00:08:24,166 So let's just select this boolean, modify it and bring it above them 144 00:08:24,466 --> 00:08:27,466 like this. 145 00:08:28,033 --> 00:08:28,766 And let's see, 146 00:08:28,766 --> 00:08:31,766 what we can do is we can select this, 147 00:08:32,066 --> 00:08:34,300 the stab 148 00:08:34,300 --> 00:08:36,800 press slash to go into the isolation mode 149 00:08:36,800 --> 00:08:38,466 and press three for free select. 150 00:08:38,466 --> 00:08:42,933 Let's select this batteries, this slash to come out of the local 151 00:08:42,933 --> 00:08:47,166 mode and press control B to able to complete face like this. 152 00:08:54,666 --> 00:08:56,200 I think this way our cutout 153 00:08:56,200 --> 00:08:59,200 looks much much better 154 00:09:04,233 --> 00:09:05,466 and now we can just 155 00:09:05,466 --> 00:09:08,466 duplicate this over here selected 156 00:09:09,466 --> 00:09:12,000 side selected the wrong thing 157 00:09:12,000 --> 00:09:15,000 so that this object may shift as D 158 00:09:15,400 --> 00:09:18,400 and just place it right over here like this. 159 00:09:23,100 --> 00:09:24,300 And now we can select this. 160 00:09:24,300 --> 00:09:25,966 Select the main object, Press control. 161 00:09:25,966 --> 00:09:28,400 Press minus, 162 00:09:28,400 --> 00:09:31,666 select the bottom boolean modifier and bring it above the division 163 00:09:31,800 --> 00:09:36,400 and the economic end. 164 00:09:36,433 --> 00:09:36,700 Yeah. 165 00:09:36,700 --> 00:09:40,600 Now we can start by creating the main button, 166 00:09:41,900 --> 00:09:44,900 so just add another cube 167 00:09:45,966 --> 00:09:47,700 scaling down 168 00:09:47,700 --> 00:09:50,700 located by -26 on the way 169 00:09:52,966 --> 00:09:53,833 to make this one 170 00:09:53,833 --> 00:09:57,000 a little bit bigger than your defense image, 171 00:09:57,000 --> 00:10:00,000 because we will be using this object as the cutout 172 00:10:00,300 --> 00:10:03,133 and then we will add the main button over there. 173 00:10:03,133 --> 00:10:04,733 Just make it a little bit larger. 174 00:10:06,800 --> 00:10:07,500 Press control. 175 00:10:07,500 --> 00:10:09,700 Apply the scale, Stop 176 00:10:09,700 --> 00:10:13,033 this tool for a select whole control node, select all the edges. 177 00:10:13,266 --> 00:10:16,700 This then for me and very quickly, like this, 178 00:10:18,600 --> 00:10:19,800 pretty simple. 179 00:10:19,800 --> 00:10:22,800 Then we can do shapes, move this and enable participant 180 00:10:24,300 --> 00:10:27,300 G and VI and move it backwards like this. 181 00:10:28,233 --> 00:10:31,233 And before you up to use the boolean modify 182 00:10:31,233 --> 00:10:32,600 due to duplicate, 183 00:10:32,600 --> 00:10:35,733 then hit right click to place it exactly at this location 184 00:10:36,366 --> 00:10:37,833 and then while selector 185 00:10:37,833 --> 00:10:40,833 you can select the main object press control minus 186 00:10:41,466 --> 00:10:44,000 and we have created the cutout, but we cannot see it 187 00:10:44,000 --> 00:10:46,266 because of the duplicated piece. 188 00:10:46,266 --> 00:10:49,266 So just scaling down a little bit 189 00:10:49,833 --> 00:10:52,633 so that we can see it properly 190 00:10:52,633 --> 00:10:55,633 and is still not that visible, but 191 00:10:56,433 --> 00:11:00,133 yeah, it is dead because it is like a really small cutout. 192 00:11:00,133 --> 00:11:02,533 It is causing a little bit of shading issues, 193 00:11:02,533 --> 00:11:06,033 but I don't think that matters that much because it won't be visible. 194 00:11:07,200 --> 00:11:07,866 Next, let's 195 00:11:07,866 --> 00:11:11,666 shape the button and make this control apply the scale 196 00:11:11,666 --> 00:11:15,633 Press tab Express three for face selects and in the face. 197 00:11:16,300 --> 00:11:19,300 And then we can just give a little face like this 198 00:11:20,100 --> 00:11:23,100 to make it smoother. 199 00:11:29,200 --> 00:11:31,366 Then select all three of these objects 200 00:11:31,366 --> 00:11:34,366 and bring them out a little bit. 201 00:11:53,566 --> 00:11:56,066 I think earlier one was fine. 202 00:11:56,066 --> 00:11:59,066 Now we can just select this and select this. 203 00:11:59,633 --> 00:12:00,600 Then press shift. 204 00:12:00,600 --> 00:12:05,200 D And if you remember, we learned about the copy attributes menu. 205 00:12:05,200 --> 00:12:06,700 So both of them are selected. 206 00:12:06,700 --> 00:12:10,200 Select this, then press control C and copy location 207 00:12:10,700 --> 00:12:13,366 to bring them exactly at the center. 208 00:12:13,366 --> 00:12:16,900 Then you can just select them both and move them backwards 209 00:12:16,900 --> 00:12:19,900 like this. 210 00:12:21,233 --> 00:12:23,200 Select this piece 211 00:12:23,200 --> 00:12:25,366 in the middle and select this. 212 00:12:25,366 --> 00:12:28,466 Then press control minus to create the cutout. 213 00:12:29,700 --> 00:12:29,966 Okay. 214 00:12:29,966 --> 00:12:32,566 I think we forgot to move the bevel modified. 215 00:12:32,566 --> 00:12:35,000 Next slide. What's causing all the shading issues? 216 00:12:35,000 --> 00:12:36,933 I totally forgot about it. 217 00:12:36,933 --> 00:12:40,033 So move the bevel, modify it, and we can normally below this. 218 00:12:40,633 --> 00:12:42,933 And I think this way 219 00:12:42,933 --> 00:12:45,933 it looks much better. 220 00:12:47,866 --> 00:12:50,500 And now I will just select 221 00:12:50,500 --> 00:12:54,766 everything that we just created all six of them and move them out. 222 00:12:54,766 --> 00:12:57,766 Looks 223 00:13:03,200 --> 00:13:05,166 like this 224 00:13:05,166 --> 00:13:08,166 done of the overlay to see how it looks. 225 00:13:14,000 --> 00:13:16,200 Yeah, I think that's pretty good. 226 00:13:16,200 --> 00:13:19,533 We are having a little bit of shading issues here and there, but 227 00:13:19,533 --> 00:13:23,433 I think they are really, really small and we won't be able to even see 228 00:13:23,433 --> 00:13:24,766 them from side of it. 229 00:13:24,766 --> 00:13:26,066 So I think it's fine. 230 00:13:26,066 --> 00:13:28,200 We don't have to worry too much about them. 231 00:13:28,200 --> 00:13:31,200 Let's just save and we can continue. 232 00:13:31,466 --> 00:13:34,600 So let's see this one and next thing that we can do is 233 00:13:35,066 --> 00:13:37,866 we can create these shifts that are painted over here. 234 00:13:37,866 --> 00:13:42,633 You can see you can see them over here also on the side of the object. 235 00:13:42,633 --> 00:13:44,500 So let's do that now. 236 00:13:44,500 --> 00:13:47,500 So to do that, you can select the main object and tab 237 00:13:48,300 --> 00:13:52,500 and you can see just a little bit of the Z fighting going on. 238 00:13:52,500 --> 00:13:55,300 So when the faces are like overlapping, it happens. 239 00:13:56,366 --> 00:13:59,566 So the reason this is happening is because we have used the intersect 240 00:13:59,566 --> 00:14:03,000 of operation of the Boolean modify to go through names. 241 00:14:03,300 --> 00:14:04,000 So that's why 242 00:14:04,000 --> 00:14:07,033 whenever we go into the edit mode of the main object, 243 00:14:07,033 --> 00:14:09,900 we are seeing all this. It does not cause any problem. 244 00:14:09,900 --> 00:14:14,400 But if you want me to show you how we can fix this, it is really easy. 245 00:14:15,633 --> 00:14:18,300 So whenever we have use like the Intersect modifier, 246 00:14:18,300 --> 00:14:22,900 if you select any of those objects and this could be going to the object 247 00:14:22,900 --> 00:14:24,433 data property of this, 248 00:14:24,433 --> 00:14:27,266 you will see this Ford number is written over here. 249 00:14:27,266 --> 00:14:30,100 So that means this object data is being shared 250 00:14:30,100 --> 00:14:31,800 by four different objects. 251 00:14:31,800 --> 00:14:35,733 But we learn that every object should have a unique object data property. 252 00:14:35,733 --> 00:14:39,566 So to do that, we just need to select the object and click over here. 253 00:14:40,100 --> 00:14:42,866 And as soon as you do that now the phone is not written. 254 00:14:42,866 --> 00:14:45,633 That means this object now has a unique object. 255 00:14:45,633 --> 00:14:46,800 Data property. 256 00:14:46,800 --> 00:14:49,266 So now select this one and you will see treated in the head. 257 00:14:49,266 --> 00:14:52,600 That means now it is being used by only three objects to just quickly 258 00:14:53,266 --> 00:14:54,533 click on here again and again 259 00:14:55,766 --> 00:14:58,100 and now each one of them have unique properties. 260 00:14:58,100 --> 00:15:00,366 So now when you select the main object and stab, 261 00:15:00,366 --> 00:15:02,233 you will see it is not a beauty, 262 00:15:02,233 --> 00:15:05,466 it is just a painting overhead because of the overlapping faces. 263 00:15:05,733 --> 00:15:08,733 If you want to start also you can just select this object, 264 00:15:08,900 --> 00:15:09,800 the G then, right? 265 00:15:09,800 --> 00:15:11,966 And bring it out just a little bit. 266 00:15:11,966 --> 00:15:14,833 So just like very, very small level. 267 00:15:14,833 --> 00:15:16,866 And if you should do like a very small amount 268 00:15:16,866 --> 00:15:19,066 and now you select the main object for a step, 269 00:15:19,066 --> 00:15:22,566 you will see it is not a beauty, it is only appearing over here. 270 00:15:22,600 --> 00:15:25,366 So again, I would select this and you can just because you didn't 271 00:15:25,366 --> 00:15:28,633 buy and push it inwards, just very small amount. 272 00:15:29,166 --> 00:15:32,200 And now you won't see any kind of weird issues with your margins. 273 00:15:32,766 --> 00:15:34,333 So press control, select 274 00:15:35,366 --> 00:15:37,433 best three for right side view. 275 00:15:37,433 --> 00:15:40,433 And let's see, we can just dab enable x three. 276 00:15:41,400 --> 00:15:43,633 You can start by pressing control off 277 00:15:43,633 --> 00:15:46,633 and adding edge loop like this. 278 00:15:46,733 --> 00:15:49,133 Explicit over here. 279 00:15:49,133 --> 00:15:51,300 Now press control light again and add one 280 00:15:51,300 --> 00:15:54,300 edge loop over here like this 281 00:15:55,433 --> 00:15:57,366 you can hold art and click on the loop. 282 00:15:57,366 --> 00:16:00,366 The selected 283 00:16:07,033 --> 00:16:07,800 help. 284 00:16:07,800 --> 00:16:10,300 I think that's pretty good in this one. 285 00:16:10,300 --> 00:16:14,533 Enable X-ray and then press control and you will see 286 00:16:14,533 --> 00:16:17,533 the edge loop is not really working properly over here. 287 00:16:17,633 --> 00:16:21,100 So we have to create it manually and don't want to do that. 288 00:16:21,600 --> 00:16:24,466 So this controller first, I wanted you to go over here 289 00:16:24,466 --> 00:16:28,866 like this, then press control to add an edge loop over here like this. 290 00:16:30,066 --> 00:16:33,066 So now what we need to do is we can disable three for now. 291 00:16:33,233 --> 00:16:36,666 We want to have them placed at exactly the same height. 292 00:16:36,666 --> 00:16:39,166 You can see they are not really perfect right now. 293 00:16:39,166 --> 00:16:41,433 So for that we can use snapping. 294 00:16:41,433 --> 00:16:44,433 So you can go over here and enable vertex snapping. 295 00:16:44,766 --> 00:16:47,133 Just select vertex snapping some over here. 296 00:16:47,133 --> 00:16:48,300 Now, when you press G 297 00:16:49,233 --> 00:16:49,766 and you 298 00:16:49,766 --> 00:16:53,000 hold control, you can see you can snap to any vertices. 299 00:16:53,600 --> 00:16:57,100 So the value will properly align with this edge over here. 300 00:16:57,100 --> 00:17:00,766 This is G, then Z, and lock it on the Z-AXIS like this. 301 00:17:01,233 --> 00:17:04,166 So just come over here, President Z to move it. 302 00:17:04,166 --> 00:17:06,633 You can see it is moving and hold control 303 00:17:06,633 --> 00:17:09,266 and hold it over this vertex and you can see 304 00:17:09,266 --> 00:17:12,266 the location is no snap and they both are now 305 00:17:12,600 --> 00:17:15,600 mostly in line at the same height. 306 00:17:16,433 --> 00:17:19,900 So hold select this, hold and shift, select 307 00:17:19,900 --> 00:17:23,333 this loop and just spread it and move them upwards. 308 00:17:23,866 --> 00:17:26,866 Now to join them, you can press one 309 00:17:27,100 --> 00:17:27,900 single x ray. 310 00:17:27,900 --> 00:17:31,033 You can select this word to see who shifts it in this world to see. 311 00:17:31,433 --> 00:17:34,500 Then press j select them and add the back side. 312 00:17:34,500 --> 00:17:37,500 Also select them both, then drag. 313 00:17:37,800 --> 00:17:40,200 And you can see we have created the complete loop. Now 314 00:17:41,933 --> 00:17:44,933 let's disable extreme press one and 315 00:17:46,000 --> 00:17:48,066 yeah, we are over here. 316 00:17:48,066 --> 00:17:50,900 So let's move it right over here. 317 00:17:50,900 --> 00:17:53,500 And now we need to do the same thing again to press control. 318 00:17:53,500 --> 00:17:56,500 I like this 319 00:17:56,500 --> 00:17:58,133 one over here, 320 00:17:58,133 --> 00:18:01,266 this G and Z and hold control, Snap, 321 00:18:02,100 --> 00:18:05,066 select these two and J to join and select 322 00:18:05,066 --> 00:18:08,066 these to press J to join 323 00:18:09,800 --> 00:18:12,100 or select the complete loop. 324 00:18:12,100 --> 00:18:15,100 Then you can say I'm bringing up like this, 325 00:18:16,633 --> 00:18:17,400 this control. 326 00:18:17,400 --> 00:18:20,900 And now we need to add a couple of loops over here. 327 00:18:21,266 --> 00:18:22,866 So let's see how we can do that. 328 00:18:22,866 --> 00:18:26,100 We can add one like this place is currently 329 00:18:26,100 --> 00:18:29,100 at four loops 330 00:18:30,900 --> 00:18:33,900 on the top like this 331 00:18:34,066 --> 00:18:37,600 Enable extreme and you can just select all of them at once, just like 332 00:18:39,233 --> 00:18:41,233 this by creating a selection over this morning 333 00:18:41,233 --> 00:18:42,533 and you will see everything is selected 334 00:18:42,533 --> 00:18:47,033 because it is on and now you can just move it over here. 335 00:18:47,933 --> 00:18:50,933 So this one I moved this one over here. 336 00:19:01,366 --> 00:19:04,200 Now let's see, we can add a loops over here. 337 00:19:04,200 --> 00:19:07,200 So ag footage looks like this. 338 00:19:09,766 --> 00:19:11,033 You can select them both. 339 00:19:11,033 --> 00:19:13,200 So right click on here and select them 340 00:19:13,200 --> 00:19:16,200 and then X and just quickly snap them. 341 00:19:16,366 --> 00:19:20,266 So hold selected to see the next to move them and snapping 342 00:19:21,000 --> 00:19:24,000 so that all of them are perfectly in place. 343 00:19:29,433 --> 00:19:29,933 All right. 344 00:19:29,933 --> 00:19:33,566 Now we can select these two big ds220j 345 00:19:34,200 --> 00:19:37,200 setting these to press G again and again. 346 00:19:38,766 --> 00:19:41,533 Let's do the same thing over here, 347 00:19:41,533 --> 00:19:42,400 this controller 348 00:19:42,400 --> 00:19:45,966 and you can use a scroll wheel to increase the number of parts. 349 00:19:46,566 --> 00:19:47,966 So we need for loops. 350 00:19:47,966 --> 00:19:51,000 So we do that for lights and this one does 351 00:19:51,066 --> 00:19:54,133 do the next and this could link them all together 352 00:19:58,200 --> 00:20:01,200 just like that. 353 00:20:01,366 --> 00:20:03,200 And now we need to just quickly join them. 354 00:20:03,200 --> 00:20:07,700 So select all of them one by one and press to join them together. 355 00:20:08,333 --> 00:20:12,500 And now we have got a perfect loop that we can select and extrude. 356 00:20:13,000 --> 00:20:15,966 So hold out and let's just select this complete loop. 357 00:20:15,966 --> 00:20:16,833 Press three for free. 358 00:20:16,833 --> 00:20:21,400 Select, hold and select this loop like this next explicitly, 359 00:20:21,900 --> 00:20:24,900 and just let me see if the size is right 360 00:20:25,033 --> 00:20:28,066 and this piece is then X and increase the size a little bit. 361 00:20:28,933 --> 00:20:31,933 So the spin by 362 00:20:32,700 --> 00:20:34,133 to increase the thickness of this 363 00:20:34,133 --> 00:20:37,133 just a little bit. 364 00:20:39,300 --> 00:20:41,400 Yeah, I think that is perfect. 365 00:20:41,400 --> 00:20:44,766 So now to extrude them, we need to add them inverts. 366 00:20:44,900 --> 00:20:48,833 So now the selected you can hold right and look over here and select 367 00:20:48,833 --> 00:20:52,666 this complete loop then hold shifting out and select this look 368 00:20:53,700 --> 00:20:54,966 again, hold shift 369 00:20:54,966 --> 00:20:58,933 and keep on selecting all the notes that we have to extrude. 370 00:20:59,733 --> 00:21:02,233 Press one, enable x three 371 00:21:02,233 --> 00:21:05,233 and see if they are placed correctly. 372 00:21:07,566 --> 00:21:10,566 You can also change the edge length 373 00:21:10,800 --> 00:21:13,533 by going over here 374 00:21:13,533 --> 00:21:15,466 and enabling Agilent. 375 00:21:15,466 --> 00:21:18,300 And then you press took you going to select this edge 376 00:21:18,300 --> 00:21:20,133 and you will see that the length is original. 377 00:21:20,133 --> 00:21:23,133 He is 0.025 feet if you like. 378 00:21:23,933 --> 00:21:25,866 Move the vertices you would see the edge. 379 00:21:25,866 --> 00:21:27,600 Lint is changing. 380 00:21:27,600 --> 00:21:29,300 So let's check for both of them. 381 00:21:29,300 --> 00:21:30,833 The edge and the same. 382 00:21:30,833 --> 00:21:32,666 So this one is a little bit larger. 383 00:21:32,666 --> 00:21:37,066 So what we can do is we can just select this loop 384 00:21:38,500 --> 00:21:40,833 and make it 385 00:21:40,833 --> 00:21:43,833 a little bit pick up. 386 00:21:44,500 --> 00:21:46,500 So it was 0.0282. 387 00:21:46,500 --> 00:21:49,300 And yeah, now I think they both would be same. 388 00:21:49,300 --> 00:21:52,300 So we can again just disable edge lint first 389 00:21:52,333 --> 00:21:55,200 or shift the note and quickly select all of these loops 390 00:21:59,366 --> 00:22:01,866 and now you can just decide 391 00:22:01,866 --> 00:22:04,966 to exclude them and select extrude which is along normals 392 00:22:05,433 --> 00:22:08,433 and we will extrude them inwards just like that. 393 00:22:09,166 --> 00:22:11,333 So it's very simple. 394 00:22:11,333 --> 00:22:14,400 You don't have to extrude in which too much, just a little bit. 395 00:22:15,966 --> 00:22:18,000 And yeah, you can see that looks pretty good 396 00:22:18,000 --> 00:22:21,000 in my opinion. 397 00:22:24,133 --> 00:22:27,133 So Gameboy is starting to come along a little bit. 398 00:22:27,366 --> 00:22:30,733 Also, if you want like better control over your bevel modifier, 399 00:22:31,033 --> 00:22:34,033 you can select the main object goal in the bevel modifier 400 00:22:34,766 --> 00:22:38,600 and just disable clamp overlap in the geometry section. 401 00:22:39,200 --> 00:22:42,466 As soon as you do that you will see everything goes a little bit veer. 402 00:22:42,900 --> 00:22:46,066 But don't worry, what basically has happened is it 403 00:22:46,066 --> 00:22:50,600 is now no longer clamping the overlap and if you increase the level 404 00:22:50,900 --> 00:22:53,900 you will see everything is now gone haywire. 405 00:22:53,933 --> 00:22:56,633 So you just need to control it very carefully 406 00:22:56,633 --> 00:22:59,266 so maybe we can place it 0.001 407 00:23:02,500 --> 00:23:03,900 or you can just 408 00:23:03,900 --> 00:23:07,233 try checking it if it works perfectly with 0.002. 409 00:23:07,233 --> 00:23:08,700 Also, 410 00:23:08,700 --> 00:23:10,133 if you see any kind of shading 411 00:23:10,133 --> 00:23:13,433 issues, you can just decrease it back to 0.001. 412 00:23:14,033 --> 00:23:17,033 So we are seeing a couple of them over here. 413 00:23:18,233 --> 00:23:20,400 So let's just 414 00:23:20,400 --> 00:23:22,600 look back to 0.0015. 415 00:23:22,600 --> 00:23:25,600 Let's try and find. 416 00:23:27,100 --> 00:23:30,000 So I'm noticing they are like a lot of shooting issues over here. 417 00:23:30,000 --> 00:23:32,433 I think that is mainly because 418 00:23:32,433 --> 00:23:35,133 they are like very small boolean modifiers 419 00:23:35,133 --> 00:23:37,166 and they are like very close to each other. 420 00:23:37,166 --> 00:23:39,666 So basically what I would do is I would select these two 421 00:23:39,666 --> 00:23:41,500 and just delete them completely 422 00:23:41,500 --> 00:23:43,600 because I don't think we really need them. 423 00:23:43,600 --> 00:23:45,566 They are really small and we won't be able to 424 00:23:45,566 --> 00:23:49,500 see them properly and it is causing to mess up. 425 00:23:49,500 --> 00:23:52,500 Odd like that is too much so we can just remove them 426 00:23:53,000 --> 00:23:55,500 and we can adjust the bevel a little bit bigger. 427 00:23:55,500 --> 00:23:57,666 So set it to 0.00 to maybe 428 00:24:01,333 --> 00:24:02,166 an I thing. 429 00:24:02,166 --> 00:24:04,366 In my opinion that works much, much better. 430 00:24:04,366 --> 00:24:07,366 And we don't have any kind of 431 00:24:07,833 --> 00:24:09,866 shading issues or like overlapping 432 00:24:09,866 --> 00:24:12,866 any even. 433 00:24:14,900 --> 00:24:17,133 All right, that looks pretty good in my opinion. 434 00:24:17,133 --> 00:24:20,266 There's just see and I think this is it for this video 435 00:24:20,333 --> 00:24:23,033 anglers watching. I will see in the next one they continue. 34636

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