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Hello and welcome, guys.
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So let's continue modeling our object
risk and follow this one,
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Enable X-ray.
4
00:00:06,133 --> 00:00:09,933
And let's see, we can now
create this back over here first.
5
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So let's see.
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The cube scaled this down
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and just scale it
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according to the different image.
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One more thing that I to do
is before moving forward,
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let's just bring this out.
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First, I will select this piece.
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This does
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enable X-ray and just select
all of the bottom vertices like this,
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and it's moving downwards still here
15
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because in the reference image
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also I noticed it is like placed
quite the edge here.
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Let's just left some work in here.
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I think
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next I will select this enable X-ray
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and scale here
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and let's move this up a little bit.
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Yeah, I think now is pretty good.
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All right.
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So this control applied escape
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the stab again.
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I need more to enable X-ray
and to edge groups like this
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so you can score your mostly
this control out.
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Things will now swing like to edge
loops it right click to place them
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exactly at the center like this
and just scale them now
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00:01:51,966 --> 00:01:54,966
so that they match these two lines
over here.
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00:01:56,000 --> 00:01:59,300
And yet
now we can just select these vertices
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00:01:59,300 --> 00:02:02,300
over here
and Biscay Extrude them in here
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00:02:02,300 --> 00:02:05,300
like this.
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00:02:06,166 --> 00:02:09,166
Let's get it done on the y axis.
35
00:02:13,800 --> 00:02:15,966
And now it's been really applied
to scale this,
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stab this tool for it, select
and select these two edges
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risk in four plus one X-ray,
and let's just bury them out now.
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All right?
39
00:02:28,900 --> 00:02:31,900
That's pretty good. I think
40
00:02:32,600 --> 00:02:35,900
now we need to use the Intersect
operation against the shapes.
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00:02:35,900 --> 00:02:40,033
Move this enable artist mode
and select this into an existing
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press control slash.
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00:02:45,966 --> 00:02:47,700
Let's move the buried more.
44
00:02:47,700 --> 00:02:50,700
So let's move the boolean modifier
above the bevel modifier
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00:02:51,366 --> 00:02:54,366
by both of them.
46
00:02:59,333 --> 00:03:01,666
We are seeing a little bit
of shooting issues over here
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00:03:01,666 --> 00:03:04,666
because I think
it is too close to the side.
48
00:03:04,800 --> 00:03:08,000
So just press that
this three four key select and select
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00:03:08,000 --> 00:03:11,633
these three places
and just move it up a little bit.
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00:03:14,100 --> 00:03:17,100
Just so we don't face
any kind of shading issues.
51
00:03:17,100 --> 00:03:19,866
We can also press Tapestry
for free, select select
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00:03:19,866 --> 00:03:25,266
these two faces and just move them
a little bit, invert spin X
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00:03:26,900 --> 00:03:29,900
and scan them now like this
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and thing is fine, in my opinion.
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All right, let's do next.
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We can create this thing over here.
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So let's just shifting.
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00:03:42,033 --> 00:03:44,133
First, I would select this piece
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00:03:44,133 --> 00:03:47,166
the simplest
those are the to selective shift.
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They are the cube scale.
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You don't
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place it on the string
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00:03:57,466 --> 00:04:01,566
without our
select distance at a distance,
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00:04:01,566 --> 00:04:04,500
then press control plus minus
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the defense operation
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00:04:06,300 --> 00:04:09,300
and now the boolean modified above
the division.
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00:04:10,200 --> 00:04:13,200
I would select this, then
receive this, go with the selected
68
00:04:14,766 --> 00:04:17,033
and let's see now we can
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00:04:17,033 --> 00:04:20,033
maybe start a Q scaling down
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00:04:20,966 --> 00:04:23,966
so we can just maybe randomly
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00:04:26,933 --> 00:04:29,933
then I would just duplicate this,
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00:04:30,300 --> 00:04:33,300
move it down, scaling up like this,
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establish
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00:04:39,233 --> 00:04:43,233
previous selects and this face speed
should be downwards.
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00:04:43,800 --> 00:04:47,500
Then select this and this need to
extruded outwards like this.
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00:04:49,600 --> 00:04:52,600
We can maybe select this stab
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00:04:53,366 --> 00:04:55,633
this 3% in both these faces,
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00:04:55,633 --> 00:04:58,633
this IDE and save them like this.
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00:04:59,433 --> 00:05:01,700
Or we can do this, this control
80
00:05:01,700 --> 00:05:04,700
and an edge loop like this
81
00:05:04,733 --> 00:05:07,233
and just selling these two faces
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00:05:07,233 --> 00:05:09,433
this already and extrude faces along
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00:05:09,433 --> 00:05:12,433
normal.
84
00:05:15,300 --> 00:05:17,066
And I think something like
this is fine.
85
00:05:17,066 --> 00:05:18,366
It won't be that visible.
86
00:05:18,366 --> 00:05:20,700
We can just join these two.
87
00:05:20,700 --> 00:05:24,600
So select them both press control
and really apply the skin
88
00:05:25,200 --> 00:05:28,200
and just add a bevel modifier
89
00:05:34,033 --> 00:05:37,033
numbers and auto mode.
90
00:05:40,600 --> 00:05:42,200
And I think
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00:05:42,200 --> 00:05:45,200
from far away it looks all right.
92
00:05:45,400 --> 00:05:48,833
We can maybe select this press,
do footage, select,
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00:05:49,733 --> 00:05:52,733
take this and just bevel it out
a little bit
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00:05:57,566 --> 00:05:57,766
more.
95
00:05:57,766 --> 00:06:00,766
This enabled our placement
96
00:06:01,033 --> 00:06:03,100
and maybe something like
this is pretty good.
97
00:06:03,100 --> 00:06:05,566
It looks fine from part of it.
98
00:06:05,566 --> 00:06:08,700
So let's just continue
this control plus one again.
99
00:06:10,233 --> 00:06:10,933
And now we need
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00:06:10,933 --> 00:06:13,933
to add
these are just like these cut out.
101
00:06:13,933 --> 00:06:16,333
So for us, let's start over here.
102
00:06:16,333 --> 00:06:19,333
These ones are only placed
inside the battery case.
103
00:06:19,400 --> 00:06:22,400
So there's just the cubes
scaling down
104
00:06:25,900 --> 00:06:27,300
and just match it
with the difference.
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00:06:27,300 --> 00:06:30,066
Image scaling up like this.
106
00:06:30,066 --> 00:06:32,000
Yeah, I think this is pretty good.
107
00:06:32,000 --> 00:06:35,000
And now we just need
to use the add modifier
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00:06:35,933 --> 00:06:37,666
and the X factor to zero
109
00:06:37,666 --> 00:06:40,666
increase the z factor
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00:06:40,966 --> 00:06:42,600
basically here.
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00:06:42,600 --> 00:06:45,600
Now just keep on duplicating.
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00:06:45,966 --> 00:06:46,533
Yeah.
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00:06:46,533 --> 00:06:49,533
Everything fit specifically
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00:06:49,533 --> 00:06:50,200
this symbol.
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00:06:50,200 --> 00:06:53,200
Ray. Let's bring them out,
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00:06:53,466 --> 00:06:55,233
select this then select this
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00:06:55,233 --> 00:06:58,233
and press control minus
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00:06:58,366 --> 00:07:00,666
and now let's just move
the boolean, modify
119
00:07:00,666 --> 00:07:03,666
it above the limit
120
00:07:06,233 --> 00:07:07,700
and yeah, this looks fine.
121
00:07:07,700 --> 00:07:10,833
We can maybe
move it out a little bit.
122
00:07:30,800 --> 00:07:31,233
Okay.
123
00:07:31,233 --> 00:07:33,766
This is pretty good, I think.
124
00:07:33,766 --> 00:07:36,766
Let's continue this control
plus one again,
125
00:07:37,266 --> 00:07:39,966
enable
x ray and just select this base.
126
00:07:39,966 --> 00:07:42,966
Like we just click the shift
127
00:07:43,700 --> 00:07:46,700
and this lit up on the x axis.
128
00:07:47,033 --> 00:07:49,900
I just move it up over here.
129
00:07:49,900 --> 00:07:51,833
You can press that, enable
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00:07:51,833 --> 00:07:54,766
the edit mode
and see if it's good specifically.
131
00:07:54,766 --> 00:07:56,466
Yeah, it is fitting.
132
00:07:56,466 --> 00:07:59,033
Now just increase the count.
133
00:07:59,033 --> 00:08:02,033
So that it comes to you.
134
00:08:02,933 --> 00:08:03,266
Next.
135
00:08:03,266 --> 00:08:07,400
What I will do is I will use the
modify do it exactly over here also.
136
00:08:07,866 --> 00:08:10,766
So let's just add the mirror modifier
137
00:08:10,766 --> 00:08:14,166
and we need to edit on the y axis,
I think.
138
00:08:14,566 --> 00:08:16,700
But first
we need to select the mirror object
139
00:08:16,700 --> 00:08:18,766
that can act as the axis.
140
00:08:18,766 --> 00:08:21,300
So I think this
this object would be fine.
141
00:08:21,300 --> 00:08:21,900
The select
142
00:08:21,900 --> 00:08:25,900
this first click on this dropper tool
and select this object like this.
143
00:08:27,333 --> 00:08:29,800
So we
need to mutate it on the x axis.
144
00:08:29,800 --> 00:08:32,766
And you can see here specifically,
we can just see now
145
00:08:32,766 --> 00:08:35,766
we can move it backwards.
146
00:08:36,166 --> 00:08:38,433
And now just select this, then select
this and risk
147
00:08:38,433 --> 00:08:41,433
control minus
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00:08:42,900 --> 00:08:45,900
were down a little bit more.
149
00:08:48,333 --> 00:08:51,333
You cannot really see,
but if you move the volume modified
150
00:08:51,900 --> 00:08:54,500
and modify it,
I think it would be better visible.
151
00:08:54,500 --> 00:08:56,433
Yeah,
152
00:08:56,433 --> 00:08:58,900
let's just move it
a little bit more to now.
153
00:08:58,900 --> 00:09:01,900
It is a complexity.
154
00:09:02,966 --> 00:09:04,166
All right.
155
00:09:04,166 --> 00:09:07,166
So again, to be easily
duplicated over here.
156
00:09:07,966 --> 00:09:09,533
Next,
157
00:09:09,533 --> 00:09:11,833
last thing,
what we need to do is we need to
158
00:09:11,833 --> 00:09:14,733
copy them over here also.
159
00:09:14,733 --> 00:09:17,733
So let's just select
this only duplicate again
160
00:09:20,666 --> 00:09:22,566
and it will X-ray
161
00:09:22,566 --> 00:09:24,600
the stat for the edit mode.
162
00:09:24,600 --> 00:09:26,933
And now we need to replace
it with you like this.
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00:09:28,633 --> 00:09:30,500
Rest one for the word select.
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00:09:30,500 --> 00:09:34,200
Select these vertices
and place them right about here.
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00:09:36,066 --> 00:09:38,666
Maybe we can get
I think and just decrease
166
00:09:38,666 --> 00:09:42,266
the added count to three
because there are only three of them.
167
00:09:45,233 --> 00:09:46,700
I'm not against l'existence
168
00:09:46,700 --> 00:09:49,700
at this risk control minus
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00:09:50,466 --> 00:09:52,166
and add the boolean modifier
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00:09:52,166 --> 00:09:55,166
above the bevel modifier.
171
00:10:04,866 --> 00:10:06,666
All right.
172
00:10:06,666 --> 00:10:07,800
I think that's pretty good.
173
00:10:07,800 --> 00:10:10,800
We can hit save now
174
00:10:16,300 --> 00:10:18,200
let's see in the distance images.
175
00:10:18,200 --> 00:10:23,033
These cut outs are coming over here
on the right on these sides also.
176
00:10:23,866 --> 00:10:26,866
So we can maybe do that now.
177
00:10:27,400 --> 00:10:27,733
Okay.
178
00:10:27,733 --> 00:10:30,700
They're appearing in this line
over here.
179
00:10:30,700 --> 00:10:33,800
So basically what we can do is
we can add this object
180
00:10:33,800 --> 00:10:37,066
only to add those lines
or the cutouts over here also.
181
00:10:37,466 --> 00:10:41,433
So let's see,
we can start to go into the aid mode
182
00:10:41,433 --> 00:10:45,466
and basically press control light
and just outer edge.
183
00:10:45,466 --> 00:10:48,466
Look,
it would be very laggy because it is
184
00:10:48,633 --> 00:10:51,933
currently cut out
in the Boolean operation.
185
00:10:51,933 --> 00:10:54,233
So that side is like really slow.
186
00:10:54,233 --> 00:10:55,200
What you can do is
187
00:10:55,200 --> 00:10:58,700
you can maybe disable the shadow
and would be from over here.
188
00:10:59,166 --> 00:11:01,533
It would make it
just a little bit more smooth.
189
00:11:01,533 --> 00:11:04,533
Not that much,
but yeah, it would definitely hit.
190
00:11:04,766 --> 00:11:08,100
So just add the edge,
look a little bit inside like this
191
00:11:08,233 --> 00:11:10,066
and then add another one like this
192
00:11:13,733 --> 00:11:16,166
over here,
maybe some of that around here.
193
00:11:16,166 --> 00:11:21,066
And we're going to select this X
and the utilities and then press
194
00:11:21,066 --> 00:11:25,200
three, select this face and Christie
and extruded like this.
195
00:11:25,600 --> 00:11:28,600
And you can see
we have easily created the cutout.
196
00:11:29,233 --> 00:11:30,900
Let's move this.
197
00:11:30,900 --> 00:11:32,866
So then. Right.
198
00:11:32,866 --> 00:11:35,866
And move it over here in this line
199
00:11:37,166 --> 00:11:40,166
in the center,
200
00:11:44,500 --> 00:11:45,866
I've seen the different image.
201
00:11:45,866 --> 00:11:48,866
So it is like really close to it
202
00:11:49,366 --> 00:11:49,833
this cheap.
203
00:11:49,833 --> 00:11:52,833
And why again, let's one more photo
204
00:11:54,433 --> 00:11:55,100
until here.
205
00:11:55,100 --> 00:11:59,266
I think it's pretty good stuff
to come out of the edit mode and Lexy
206
00:11:59,966 --> 00:12:03,300
will notice everything is probably
mirrored over the right side.
207
00:12:03,300 --> 00:12:05,833
Also through the left side.
208
00:12:05,833 --> 00:12:08,600
But we are seeing
some shading issues.
209
00:12:08,600 --> 00:12:11,600
So let's see again a step
210
00:12:12,700 --> 00:12:14,366
and I would just select this this
211
00:12:15,333 --> 00:12:16,400
spread then.
212
00:12:16,400 --> 00:12:18,500
Right.
And come over this side for us.
213
00:12:18,500 --> 00:12:21,633
Then press did invite
and move it a little bit backward
214
00:12:22,066 --> 00:12:25,066
just to check if we still see
any kind of shading issues.
215
00:12:25,866 --> 00:12:27,000
So they are still here.
216
00:12:27,000 --> 00:12:29,700
I don't think they are being closed
because of this.
217
00:12:29,700 --> 00:12:30,900
Let's see,
218
00:12:30,900 --> 00:12:35,333
we can maybe check any other object
is causing these shading issues.
219
00:12:35,333 --> 00:12:38,333
I think.
220
00:12:39,566 --> 00:12:39,866
Okay.
221
00:12:39,866 --> 00:12:41,600
So I think it is this one.
222
00:12:41,600 --> 00:12:45,766
So when you select this, this,
you can enable that the shadow and go
223
00:12:46,100 --> 00:12:48,966
because it is a little bit difficult
to see around without it.
224
00:12:48,966 --> 00:12:52,700
And you select everything and invite
and move it a little bit
225
00:12:52,766 --> 00:12:55,766
ahead.
226
00:13:08,933 --> 00:13:09,800
And now
227
00:13:09,800 --> 00:13:12,800
some of the shading issues
have disappeared.
228
00:13:12,933 --> 00:13:15,933
Select this also and move ahead.
229
00:13:19,733 --> 00:13:20,566
And now
230
00:13:20,566 --> 00:13:22,200
these two
are causing the shading issues
231
00:13:22,200 --> 00:13:25,633
because they would lay intersecting
with this area over here
232
00:13:26,000 --> 00:13:27,566
and now I think everything is solved.
233
00:13:31,133 --> 00:13:32,800
Just quickly,
look through your models.
234
00:13:32,800 --> 00:13:37,066
If you find any kind of potential
shading issues in any of the objects.
235
00:13:37,066 --> 00:13:38,966
So I'm seeing a little bit over here.
236
00:13:38,966 --> 00:13:41,500
So again, you select all of it
237
00:13:41,500 --> 00:13:44,833
on whatever it is in the center
and move it around just a little bit.
238
00:13:44,833 --> 00:13:46,866
Right. Holding shift
239
00:13:46,866 --> 00:13:48,800
and you can see the idea disappear.
240
00:13:48,800 --> 00:13:51,600
So you just have to move it
around a little bit here.
241
00:13:51,600 --> 00:13:54,833
And it and most of the times
that issue will be gone.
242
00:13:56,733 --> 00:14:00,633
But select this and see
if all the modifier stack is correct.
243
00:14:01,033 --> 00:14:01,366
And yeah,
244
00:14:01,366 --> 00:14:04,366
the bevel modifier in the beginning
image would be at the bottom
245
00:14:04,933 --> 00:14:07,033
and you can see
without to make it normal.
246
00:14:07,033 --> 00:14:10,033
We have like so many shading issues
going on.
247
00:14:10,200 --> 00:14:14,800
Everything looks like really
the body did that enabled it can fix
248
00:14:15,833 --> 00:14:18,366
mostly all of our issues
249
00:14:18,366 --> 00:14:21,100
and I think we are pretty much done
with that.
250
00:14:21,100 --> 00:14:24,966
Let's just quickly look through
the difference that you want to see.
251
00:14:25,200 --> 00:14:29,633
If you missed anything, this console
plus one to see the back side.
252
00:14:30,466 --> 00:14:33,466
And yeah, I think we are
253
00:14:33,533 --> 00:14:36,533
more or less done with everything.
254
00:14:37,733 --> 00:14:38,666
There's just here to save.
255
00:14:38,666 --> 00:14:40,200
First,
256
00:14:40,200 --> 00:14:43,200
I will probably check this
reference image also over here.
257
00:14:46,200 --> 00:14:47,633
And yeah, I think we are done.
258
00:14:47,633 --> 00:14:50,633
So I'm pretty happy
with how the model turned out.
259
00:14:50,700 --> 00:14:52,800
There's just here to see it.
And this is it for this lecture.
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Guys, thank you for watching.
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I've seen the next one where
we will continue like a unwrapping
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and then we'll export this
to southern Spain
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to start the extreme process.
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So you're watching
this for the next one.
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