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Hello and welcome back.
2
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So now let's continue
modeling the backside.
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So for first we need to set up
the reference image.
4
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So this one
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and what I will do
is basically I would select this
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reference image
as given by and move ahead like this.
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So now that when I press control
plus one, we can see the backside
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and now we can easily set up
the image according to the backside.
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First we need to flip it
because everything is opposite
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the selected press.
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Then X and type in minus one
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and now just align it
with your model.
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Make sure to align it properly.
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You can use this edge
as your reference and just
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properly align it with the image.
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And yeah, I think that's pretty good.
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So let's see, we can start
by creating this panel over here.
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So for this I think we need to create
a separate object.
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You can kick in the defensive
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00:00:57,400 --> 00:01:00,466
so we have like a extrusion
coming out of here.
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So let's see.
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What we can do is
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we can first select this press shift
s then closer to selecting
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bring the closet over here and let's
just press shift in our to Q
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scale this down
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press control
plus one for the backside view
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and let's scale it
according to this reference image.
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Yeah, that's pretty good.
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I think.
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Bring it out over here.
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00:01:39,366 --> 00:01:42,366
And first we need to press control it
and apply the skin
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and the different image.
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I think it is kind of rounded.
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So we can just press dab this tool
and select this edge to this edge,
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make sure the scale is applied
and just press control V
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and very little like this
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shear smooth this enable auto smooth
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stab and I will press
to the office select and let's select
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00:02:05,866 --> 00:02:08,933
this bottom place and we can create
something like this.
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00:02:14,100 --> 00:02:16,500
It is overlapping over here,
so make sure
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there is no overlapping going on.
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00:02:19,800 --> 00:02:20,433
So I think
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this much bevel is pretty good.
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00:02:23,533 --> 00:02:26,500
Now what we basically need to do is
we will be using the Union
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00:02:26,500 --> 00:02:30,700
Boolean modifier, so just select
distance and check this.
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00:02:30,700 --> 00:02:33,733
Then press control
and plus on the back.
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00:02:34,500 --> 00:02:36,233
And you can see
now they both have joints.
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So what we need to do is we again
need to just move the boolean, modify
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it above the bevel, modify this thing
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00:02:43,333 --> 00:02:45,766
and I think
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it is working fine.
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Let's press three for the right side
view Enable exiting and you can see
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00:02:52,366 --> 00:02:56,266
it is not that outward,
so just push it in in here.
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00:02:57,700 --> 00:02:59,900
Also, let's put a stab enable
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00:02:59,900 --> 00:03:02,766
three and press
one for what you select.
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00:03:02,766 --> 00:03:04,500
Select this and let's bring it down.
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All right.
58
00:03:17,233 --> 00:03:20,166
That looks pretty good,
in my opinion.
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00:03:20,166 --> 00:03:22,100
Next, what we need to do is now
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00:03:22,100 --> 00:03:25,233
we need to create the space over here
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00:03:25,233 --> 00:03:29,033
that there is like an empty space
to insert the cartridge like this.
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00:03:29,400 --> 00:03:30,433
So let's create that.
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00:03:30,433 --> 00:03:35,100
Now, again, I will press control
plus one, enable x three
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00:03:35,600 --> 00:03:38,600
and let's use again the Q
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00:03:41,400 --> 00:03:44,400
scale ID on the x axis here
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00:03:53,866 --> 00:03:56,100
and let's see how much space
we have to give
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00:03:56,100 --> 00:04:00,400
the beam, the switch over here
and the space.
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00:04:00,900 --> 00:04:03,600
So is something around this much?
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00:04:03,600 --> 00:04:06,300
Let's see,
I think this image is pretty good.
70
00:04:06,300 --> 00:04:10,100
Now what I would do is to stab press
three for three, select,
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00:04:10,733 --> 00:04:13,733
select this space
and let's just move it inwards.
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00:04:14,366 --> 00:04:15,966
Just about here. I think.
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00:04:18,800 --> 00:04:20,366
And now you can just
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00:04:20,366 --> 00:04:23,366
scale it downwards like this
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00:04:25,000 --> 00:04:28,000
and scaling down a little bit
more on the
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00:04:28,433 --> 00:04:31,433
y axis.
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00:04:34,933 --> 00:04:36,766
Explicit
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00:04:36,766 --> 00:04:40,700
over here, stab this office, select
and bring it out
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00:04:41,700 --> 00:04:43,533
just about in here.
80
00:04:43,533 --> 00:04:46,400
Yeah, that's perfect.
81
00:04:46,400 --> 00:04:49,400
I'll just select this
and select this press control minus.
82
00:04:50,500 --> 00:04:53,500
And you can see
we have created a catalog
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00:04:54,533 --> 00:04:57,000
to be able to stab Press
three for free select.
84
00:04:57,000 --> 00:05:00,000
And let's see,
let's bring it out a little bit.
85
00:05:02,366 --> 00:05:03,133
So this will be
86
00:05:03,133 --> 00:05:07,933
the space to the cartridge
and again, we will be just moving
87
00:05:07,933 --> 00:05:10,933
the boolean, modify
it above the modifier
88
00:05:15,333 --> 00:05:18,333
and yep, that looks all right.
89
00:05:21,700 --> 00:05:23,066
Let's start these things now.
90
00:05:23,066 --> 00:05:25,166
We can be small details.
91
00:05:25,166 --> 00:05:28,166
Redshift they are the cube
92
00:05:28,866 --> 00:05:30,733
scaling down visible here
93
00:05:34,900 --> 00:05:45,633
but this can really
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00:05:45,633 --> 00:05:48,633
apply to scale and press
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00:05:49,866 --> 00:05:50,100
point.
96
00:05:50,100 --> 00:05:54,966
Bring it out and step and let's just
to make the stop towards these edges
97
00:05:55,700 --> 00:05:58,800
and then we can just bevel them
according to the image
98
00:06:04,400 --> 00:06:05,666
and yeah, that's pretty good.
99
00:06:05,666 --> 00:06:08,300
I think
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00:06:08,300 --> 00:06:10,966
should smooth this
and enable artist mode.
101
00:06:10,966 --> 00:06:12,800
So these are like pretty much
the same things
102
00:06:12,800 --> 00:06:15,800
that we have been doing
a lot of times in this course.
103
00:06:16,500 --> 00:06:19,500
Select this press control plus minus
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00:06:27,366 --> 00:06:30,133
and let's see, we can bring step
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00:06:30,133 --> 00:06:33,600
two for a select and select
this edge over here at the back.
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00:06:34,666 --> 00:06:37,666
So just selected press G then
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00:06:38,333 --> 00:06:41,100
VI, I think to bring it out on the y
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00:06:41,100 --> 00:06:44,100
axis like this
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is to create something like this.
110
00:07:04,666 --> 00:07:06,033
Yeah, I think that's pretty good.
111
00:07:07,266 --> 00:07:09,833
Now I would just select this
112
00:07:09,833 --> 00:07:13,166
risk control plus one enabled x three
and it's duplicate this,
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00:07:13,566 --> 00:07:17,033
make sure to press x so that it is
loved on the x axis like this
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00:07:18,066 --> 00:07:21,066
and place it over here.
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00:07:21,166 --> 00:07:24,166
Select them both press control minus
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00:07:24,466 --> 00:07:26,533
and just quickly
move the boolean modifier
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above the double modified.
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00:07:30,666 --> 00:07:31,366
All right.
119
00:07:31,366 --> 00:07:33,900
So everything is going along
pretty well.
120
00:07:33,900 --> 00:07:36,900
Let's just add these nuts over here
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00:07:37,800 --> 00:07:40,966
again are two cylinder scaling down
122
00:07:42,100 --> 00:07:45,800
over here
located on the y axis by 90 degrees.
123
00:07:45,800 --> 00:07:48,800
I think also on the x by 90 degrees,
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00:07:49,366 --> 00:07:52,366
scaling down
125
00:08:04,733 --> 00:08:07,733
change smoothness enable artist mode.
126
00:08:13,800 --> 00:08:15,900
Now let's just
go into the eight mode.
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00:08:15,900 --> 00:08:17,200
So stop
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00:08:17,200 --> 00:08:20,466
this eight to select everything,
then press shift as D to duplicate
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00:08:20,833 --> 00:08:21,600
the reason
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00:08:21,600 --> 00:08:23,333
I'm duplicating this in the edit
more B
131
00:08:23,333 --> 00:08:26,000
so that everything stays
the same object only
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00:08:26,000 --> 00:08:29,000
and we don't have like four different
objects.
133
00:08:29,000 --> 00:08:29,966
Select them all again.
134
00:08:29,966 --> 00:08:33,000
But shift plus deep in this
x to lock on the x axis.
135
00:08:33,866 --> 00:08:35,200
And this it like this
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00:08:39,600 --> 00:08:40,633
now will
137
00:08:40,633 --> 00:08:43,733
be subject to selected or shifts
in a main object.
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00:08:43,733 --> 00:08:46,500
Press control minus
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00:08:46,500 --> 00:08:48,200
and yep, we just move the boolean
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00:08:48,200 --> 00:08:51,200
modifier now
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00:08:52,933 --> 00:08:54,366
and XY for the next.
142
00:08:54,366 --> 00:08:57,466
What you can do is one thing
that is very simple.
143
00:08:57,466 --> 00:09:00,133
You can basically just
144
00:09:00,133 --> 00:09:02,100
add a cylinder suppressive plus s.
145
00:09:02,100 --> 00:09:06,766
Let's just add a cylinder like this
rotated because it is very small.
146
00:09:06,900 --> 00:09:09,600
It won't be that visible
147
00:09:09,600 --> 00:09:12,100
and you can push it inward like this.
148
00:09:12,100 --> 00:09:14,900
We can maybe do something at the top,
149
00:09:14,900 --> 00:09:17,900
like inserting this extruding this,
150
00:09:18,133 --> 00:09:20,033
creating a light, vivid, like
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00:09:20,033 --> 00:09:23,033
give this a not like 3D,
152
00:09:23,133 --> 00:09:25,333
but if you want to create like a
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00:09:25,333 --> 00:09:28,333
but looking not in bold.
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00:09:28,533 --> 00:09:29,666
There is another metric.
155
00:09:29,666 --> 00:09:32,866
Go over to edit the senses
and in the item
156
00:09:32,866 --> 00:09:35,866
section search for bold.
157
00:09:36,000 --> 00:09:36,300
Yeah.
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This bold factory
159
00:09:37,933 --> 00:09:42,333
and this movie can they easily create
these not in bolts so press shifty
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00:09:43,500 --> 00:09:45,766
and in the mess section of
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00:09:45,766 --> 00:09:50,166
your ad menu
you will find this red is over here.
162
00:09:50,200 --> 00:09:53,200
This bolt at the bottom.
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00:09:54,233 --> 00:09:57,333
And now you can just use this menu.
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00:09:57,500 --> 00:09:59,400
We have like,
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nuts and bolts.
166
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So we only need the bold.
167
00:10:01,533 --> 00:10:05,066
You can choose the different types
like you can select
168
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this, this
169
00:10:08,133 --> 00:10:10,300
or this.
170
00:10:10,300 --> 00:10:11,400
So select none.
171
00:10:11,400 --> 00:10:14,400
You can also select
the different shapes.
172
00:10:19,233 --> 00:10:22,500
So yeah, I just wanted to show you
because if you want to add edit
173
00:10:22,500 --> 00:10:24,066
this way, you can definitely do it.
174
00:10:24,066 --> 00:10:27,266
So yeah, let's
just do something like this.
175
00:10:27,266 --> 00:10:30,266
And I changed that.
176
00:10:31,433 --> 00:10:33,900
Yeah, that's the most basic looking
I think.
177
00:10:33,900 --> 00:10:37,933
And what I will do is so that
we don't have like too many polygons.
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00:10:37,933 --> 00:10:42,333
So President
VI moved over here a step enable XD.
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00:10:43,433 --> 00:10:48,500
I am just holding shift an art
and selecting all these vertices.
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00:10:48,500 --> 00:10:50,366
Let's see
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00:10:50,366 --> 00:10:53,466
then just press x
and delete the vertices again.
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Select this loop.
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00:10:54,200 --> 00:10:56,700
Press x and delete the vertices.
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00:10:56,700 --> 00:10:59,200
So yeah, everything is deleted.
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00:10:59,200 --> 00:11:01,433
Just accept this top
part of the neck.
186
00:11:01,433 --> 00:11:02,233
The reason I'm doing
187
00:11:02,233 --> 00:11:04,566
this is because only despite
will be visible
188
00:11:04,566 --> 00:11:07,166
and the rest of it
would be pretty much invisible.
189
00:11:07,166 --> 00:11:09,900
So I don't want to waste
polygons on that.
190
00:11:09,900 --> 00:11:11,566
So if you want to create something
basic
191
00:11:11,566 --> 00:11:13,600
like that, you can definitely do it.
192
00:11:13,600 --> 00:11:16,700
But let's just add
this one for the sake of
193
00:11:16,700 --> 00:11:19,733
finding
it rotated on the X by 90 degrees.
194
00:11:19,733 --> 00:11:23,466
Now you are noticing that the origin
point is located over here,
195
00:11:23,466 --> 00:11:24,633
so it is rotating in.
196
00:11:24,633 --> 00:11:27,266
Kind of a weird way to fix this.
197
00:11:27,266 --> 00:11:29,666
Just go to object, set, origin
and origin.
198
00:11:29,666 --> 00:11:33,000
The geometry of this
with origin point is over here and
199
00:11:34,066 --> 00:11:36,533
it is basically a pivot point,
so we can easily now
200
00:11:36,533 --> 00:11:40,133
rotate it properly,
so rotated on the x by 90 degrees
201
00:11:41,166 --> 00:11:44,166
or by -98
202
00:11:44,400 --> 00:11:45,733
located down place.
203
00:11:45,733 --> 00:11:48,733
You do it here
204
00:11:50,000 --> 00:11:53,000
and just push it backwards
205
00:11:54,000 --> 00:11:54,533
over here.
206
00:11:54,533 --> 00:11:57,600
Yeah,
you can press the dot union number
207
00:11:57,600 --> 00:12:00,600
back to focus on the objects
that easily make this.
208
00:12:04,900 --> 00:12:07,900
So this is placed as far behind.
209
00:12:08,133 --> 00:12:11,133
And yet, in my opinion,
I think it looks pretty good.
210
00:12:11,333 --> 00:12:14,333
You can definitely customize
your note if you want to
211
00:12:14,366 --> 00:12:16,433
where you are.
212
00:12:16,433 --> 00:12:20,100
And now let's just duplicate
this preserved over here.
213
00:12:21,000 --> 00:12:23,700
Select
the import ratio as the canvas X
214
00:12:23,700 --> 00:12:26,700
and place this one over here
like this.
215
00:12:27,800 --> 00:12:30,800
Let's hit save and yep,
that looks fine
216
00:12:32,033 --> 00:12:35,900
because of interest control
plus one enable x three
217
00:12:36,900 --> 00:12:39,900
and let's see what
else we can create these things now.
218
00:12:40,200 --> 00:12:42,333
So it is pretty simple.
219
00:12:42,333 --> 00:12:44,800
Let's look at in the distance
image force.
220
00:12:44,800 --> 00:12:47,733
So basically this is like a simple
cut out this one and this one.
221
00:12:47,733 --> 00:12:51,366
All these numbers and everything
we will be adding in the extreme.
222
00:12:51,933 --> 00:12:54,133
Let's just create
these cutouts first.
223
00:12:54,133 --> 00:12:57,133
So if they are the Q,
224
00:12:57,600 --> 00:12:59,766
I will just select this redshift
225
00:12:59,766 --> 00:13:03,800
plus s go there to select it
so that the cube is added over here.
226
00:13:04,666 --> 00:13:07,566
It just makes it a little bit easier
227
00:13:07,566 --> 00:13:16,133
to press
228
00:13:16,500 --> 00:13:20,500
control, apply the scale,
and on this scale there is not really
229
00:13:20,500 --> 00:13:24,200
any kind of bevel, it is not rounded,
so let's just keep it this way.
230
00:13:24,200 --> 00:13:27,100
Only select them
board and press control minus
231
00:13:30,500 --> 00:13:32,633
just move the bevel modifier,
232
00:13:32,633 --> 00:13:35,633
I mean the boolean modifier
above the divide modifier
233
00:13:36,766 --> 00:13:39,633
and bring this out.
234
00:13:39,633 --> 00:13:42,633
Yes. So there is like
a very faint cut
235
00:13:43,500 --> 00:13:46,500
and it looks pretty good
236
00:13:46,666 --> 00:13:48,500
next to the same for the other box.
237
00:13:48,500 --> 00:13:51,500
Also,
if players need to be obligated,
238
00:13:51,533 --> 00:13:54,766
they can desert access
and scale it down
239
00:13:56,433 --> 00:13:59,433
like this.
240
00:14:04,233 --> 00:14:05,666
Everything is already set.
241
00:14:05,666 --> 00:14:08,666
I think you could just basic
that works.
242
00:14:09,800 --> 00:14:10,733
You select them both.
243
00:14:10,733 --> 00:14:13,733
Press control minus.
244
00:14:18,733 --> 00:14:21,566
I will also quickly collapse
all these modifiers
245
00:14:21,566 --> 00:14:24,566
because now
they're getting a bit too much.
246
00:14:25,500 --> 00:14:28,166
But we are nearing
the end of our modeling phase.
247
00:14:28,166 --> 00:14:31,400
We will be done
in, I think maybe one or two lectures
248
00:14:33,033 --> 00:14:33,666
all right.
249
00:14:33,666 --> 00:14:36,666
So this specific now
250
00:14:36,800 --> 00:14:38,900
and I think this is it
for this lecture, Penguin
251
00:14:38,900 --> 00:14:40,233
switching in the next one, we'll
252
00:14:40,233 --> 00:14:42,933
continue modeling the best site
and we will create
253
00:14:42,933 --> 00:14:44,300
all of these panels over here.
254
00:14:44,300 --> 00:14:45,933
And the battery. Yes. So, yeah.
255
00:14:45,933 --> 00:14:47,433
And you watching
this in the next one.
19505
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