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Hello everyone.
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In this lesson we are going to be looking at how to use modifiers,
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and that'll allow us to make our work a lot
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faster and also do some of the more tedious things for us.
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So to start with, let's delete our object that we created in the previous lesson.
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So we click on it and then press X to delete and click Delete.
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Now let's press Shift a to add a new object and select the cube.
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And to focus our camera on the object,
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let's press the period key on our numpad and then just zoom out a bit the rigor.
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So now let's press Tab to go into edit mode.
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And the first modifier I want to show you is the mirror modifier.
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And let me show you how useful that can be.
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They say wanted to create an object and that's symmetrical to both sides.
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And one way we could do that is let's make sure we are on face select mode,
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or by pressing 3 on our keyboard.
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And then select the side face and increase E to extrude.
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Move it out Tibet.
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Left-click to apply S to scale, scale that down.
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Press G to grab and move x0 to constrain it to the z-axis,
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and then move that up.
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And now we need to do that to the other side as well.
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So let's click on that face to select it.
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It's going to front view to make it a bit easier.
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This one on your numpad and then E to extrude.
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And now it becomes difficult because we need to try and
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estimate how far we extruded the other one, left-click, click to apply.
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Press S to scale,
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G to grab Z,
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to zoom into the z-axis.
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Move that up.
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Something like that.
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And it's going to decide view.
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And as you can see, it's not lining up exactly.
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Plus we had to do that two times.
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So let's undo all of that by pressing Control Z,
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control Z, control Z.
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And now let's slice this cube in half so that we can apply
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our mirror modifier and have blended do the other side for us automatically.
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So to do that, let's go into front view with numpad
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1 and then press Control R to add a loop cut.
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And you can see it shows us that yellow preview.
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And you want to cut it straight down the middle like that.
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So let's left-click and then right-click to make it snap back to the center.
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Now I've got a nice dividing line going straight down the middle.
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Let's switch to vertex select mode by pressing
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1 on our keyboard or by clicking that icon at the top there.
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And now we want to select the entire left side.
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And remember if you try to do it like this,
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we would miss that bottom vertex.
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Or even if you were in front view.
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And we did that, it will only select
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the front vertices because those are hidden behind the object.
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And to avoid that, we can go into X-Ray mode by holding down Z on our keyboard,
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moving my mouse down and letting go of z.
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Now, if we go back to front view with numpad 1, we can select.
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The entire left side.
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And you see that entire left side is lifted now.
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And I want to delete those vertices.
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So press X to delete and select vertices.
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And if you delete the vertices,
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all the edges and faces that are connected to them will get deleted as
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well until it gets to another vertex to navigate to a front view by pressing numpad 1,
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you'll see our left side is gone.
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Now to add modifiers,
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you'll see a little wrench icon on the right here.
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And if you hover over that, it says modifier properties.
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So let's click on that.
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Add a modifier by clicking on Add Modifier.
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And you see all these different modifiers.
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And let's go to the generate section and then look for the mirror modifier.
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And you'll see it over there.
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Let's click on the mirror modifier.
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And it was automatically set to the x-axis.
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As you can see, it adds back a mirrored version of our image on the x-axis.
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So now whatever we do on this one side,
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it will do automatically on the other side as well.
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So if we selected this vertex,
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press G to grab and move it.
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You'll see it does it automatically for the other side as well.
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It's right-click to cancel.
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And I'll select the center vertex.
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And you can see if I grab that now,
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we start breaking our object apart.
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And if you move it to the other side,
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we get this weird intersecting geometry that we don't want.
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So let's press Control Z to undo that.
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To help avoid that, we can activate clipping in our modifier.
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So it's activated clipping.
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And what that does is it will snap these two parts together.
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So we won't be able to move any of the geometry across the marriage section.
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So now we can easily move that without having to worry about
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splitting our object or creating overlapping geometry.
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And everything else still works the same.
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Let's turn off x-ray mode quickly.
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Old NZ go down with the mouse and the curves.
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So let's undo this Control Z until we have our key back.
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And just make sure tipping is still enabled everyday.
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Cooks and Alice go into face select mode with three on your keyboard,
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or by pressing that icon at the top,
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select the side face every day,
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and then press numpad 1 to go into front view.
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Now let's extrude that by pressing E to extrude.
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Moving that to the side and left-click to apply the press S to scale.
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Scale that down, left-click to apply g to grab Z,
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to constrain it to the z-axis.
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And it's moved that up and left-click to apply.
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And are we have a perfectly symmetrical object.
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Cool.
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So now let's say we want to smooth out this object.
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We don't necessarily want it to be all blocky like this.
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There are a few ways we can do that,
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but the easiest way to do that is add
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a another modifier called the subdivision surface modifier.
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We can click this little icon to minimize our mirror modifier.
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And we can click Add Modifier and under Generate,
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you'll see the subdivision surface modifier. Click on that.
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Now you can see it's start smoothing out our object like that and blend it applies.
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These modifies from the top-down, suffers.
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It'll do the mirror modifier and create our mirrored geometry.
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And then it will apply the subdivision modifier.
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And that'll smooth it out and start rounding out the corners.
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And we have a few settings over here as well.
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We can turn up the subdivision levels.
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And the more we tend that up,
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the smoother our object will be this 10.
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Both of these up to four.
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The difference between these two is levels viewport or the levels that
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we actually see within our working area of a year.
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And then render is the levels it will use when we press F2 to render our image.
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So to see that this press F2
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quickly and renders our image and we can see those subdivisions.
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Let's close that down.
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Let's turn the levels for the viewport down to one.
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See it looks a lot more blocky.
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But if you press F2, we still have the much smoother surface.
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And that comes in handy when we have
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very complicated geometry that can start slowing down our view port performance,
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we can then simply turn down the levels in the viewport.
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And that'll give us nice smooth performance.
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But when we render,
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it will still have the proper smoothing applied to it.
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This isn't that complicated to.
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We can turn that up to four,
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so we can actually see what the final product will look like as well.
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And to get rid of these little steps that we still see,
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we can simply go to object mode by selecting it at the top left,
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or we can just press tab to switch between object and edit mode.
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So while in object mode,
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Let's right-click and hit Shade Smooth.
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So I just shade over those little corners that we had left and makes the object smooth.
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But now this may not be exactly what we want.
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So to control how the subdivision surface smooth our object,
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we can simply start adding loop cuts to our object to tell blender way we
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still want sharp corners and we wanted more rounded over.
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So let's go back into edit mode with tab.
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And it's going to edge select mode by pressing too and our keyboard.
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And let's say we wanted to sharpen this corner.
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We still wanted a nice sharp corner on the frontier.
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And easy way to do that.
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It's simply add a loop cut and then move that
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very close to our corner, as you'll see now.
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So let's move so we can see the top of the object.
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Press Control R to add a loop cut.
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And then add one down the middle.
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Left-click once, and then move that to the front.
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And now we can control how sharp we want that corner.
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We can hold down Shift to make that a bit easier.
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Let's move it fairly close,
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but not all the way and left-click to apply.
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Now we can see we have a definite corner there,
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but it's still a nice, smooth, rounded over corner.
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And if you want to sharpen that even more from the other side as well,
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we can press Control R, add a loop,
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cut to the middle of the object,
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start moving that up.
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Now you can see we're getting a nice sharp corner over there.
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And if everyone to move these loop cuts again,
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if you would simply press G to move that loop cut this way,
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wanted to move it down on the z-axis.
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So we press Z on our keyboard and we started moving it down.
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You see that quickly move out of our geometry in
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the top right day and that'll start causing some weird artifacts.
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So let's right-click to cancel.
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And instead of simply moving our HE loop,
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we can do what's called an H slide.
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And it'll move that age loop along our object.
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Constant ratio in all the different parts.
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Let me show you that quickly.
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And to do that, we can simply press G twice.
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So you press G to grab and G again.
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And now we are in slide mode.
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Now I can see it goes from the top to the bottom in our larger potty.
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And at the top right,
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it'll stay within our geometry as well.
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So that we can move it all the way up to sharpen and upheaval more,
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or move it down.
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And it gets a bit more rounded over the place that one day left click to apply.
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And let's hold Alt and click on this edge loop that we placed day.
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And then press G twice g, g.
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And now we can slide that along the other edge.
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And let's move that back a little bit as well.
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Let's go into front view quickly with numpad one.
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And the same with 12. Have this corner be a little bit sharper as well.
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We can simply add another loop cut down day by pressing Control art.
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And remember you want to place the loop cut in such a way that you can
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move that parallel to the age that you want to shop.
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And so we want to sharpen that age of a day.
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So we're going to place a loop cut over there and then left-click once,
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and then move that to the side.
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And left-click again.
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Let's add another one from the other direction as well and see what that looks like.
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So we press Control Alt,
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left-click everyday, and then move that down and left-click again.
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Cu is going to object mode with tab.
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And you can see we're starting to get some interesting shapes.
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And the cool thing about this is even though we have a lot of
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geometry now to smooth out these edges and everything.
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And it's still very easy to work with because if you go into edit mode,
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you can see we still have a very basic base geometry that we are actually working with.
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Go, Let's do one last thing.
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Click on face mode again,
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and then select this top face.
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Press E to extrude.
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Move that out and left-click to apply.
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And press S to scale.
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And scale that down.
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All the way.
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Qu.
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And I just sharpen up those corners.
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We can add a loop cut down the middle day.
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So let's look at it from the side and then press Control R.
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Add a loop cut, and then move that down.
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And sometimes it's easier to look at
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the married portion of our mesh to see what that is actually doing.
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So you can see if we move that up,
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we have a smooth transition and move that down.
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We have a very definite h over there.
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Just press Tab to go back into object mode.
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And let's turn off the overlays by holding down z,
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moving a mouse up, and letting go of z.
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Now we can see what the object actually looks like.
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Coup, and these are the tools that we'll be using the
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most when creating all of our objects.
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And I'll remind you of all the shortcuts and everything as we use them in future lessons.
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And that is it for this lesson.
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