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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,320 Hello everyone. 2 00:00:01,320 --> 00:00:04,160 In this lesson we are going to be looking at how to use modifiers, 3 00:00:04,155 --> 00:00:06,395 and that'll allow us to make our work a lot 4 00:00:06,390 --> 00:00:10,590 faster and also do some of the more tedious things for us. 5 00:00:10,590 --> 00:00:15,380 So to start with, let's delete our object that we created in the previous lesson. 6 00:00:15,375 --> 00:00:19,375 So we click on it and then press X to delete and click Delete. 7 00:00:19,370 --> 00:00:24,670 Now let's press Shift a to add a new object and select the cube. 8 00:00:24,665 --> 00:00:26,875 And to focus our camera on the object, 9 00:00:26,870 --> 00:00:33,110 let's press the period key on our numpad and then just zoom out a bit the rigor. 10 00:00:33,110 --> 00:00:36,320 So now let's press Tab to go into edit mode. 11 00:00:36,320 --> 00:00:40,600 And the first modifier I want to show you is the mirror modifier. 12 00:00:40,595 --> 00:00:43,025 And let me show you how useful that can be. 13 00:00:43,025 --> 00:00:47,585 They say wanted to create an object and that's symmetrical to both sides. 14 00:00:47,585 --> 00:00:51,185 And one way we could do that is let's make sure we are on face select mode, 15 00:00:51,185 --> 00:00:53,485 or by pressing 3 on our keyboard. 16 00:00:53,480 --> 00:00:58,550 And then select the side face and increase E to extrude. 17 00:00:58,550 --> 00:01:00,470 Move it out Tibet. 18 00:01:00,470 --> 00:01:05,630 Left-click to apply S to scale, scale that down. 19 00:01:05,630 --> 00:01:11,150 Press G to grab and move x0 to constrain it to the z-axis, 20 00:01:11,150 --> 00:01:12,830 and then move that up. 21 00:01:12,830 --> 00:01:15,280 And now we need to do that to the other side as well. 22 00:01:15,275 --> 00:01:17,725 So let's click on that face to select it. 23 00:01:17,720 --> 00:01:20,320 It's going to front view to make it a bit easier. 24 00:01:20,315 --> 00:01:24,775 This one on your numpad and then E to extrude. 25 00:01:24,770 --> 00:01:27,830 And now it becomes difficult because we need to try and 26 00:01:27,830 --> 00:01:31,930 estimate how far we extruded the other one, left-click, click to apply. 27 00:01:31,925 --> 00:01:34,525 Press S to scale, 28 00:01:34,520 --> 00:01:37,340 G to grab Z, 29 00:01:37,340 --> 00:01:38,830 to zoom into the z-axis. 30 00:01:38,825 --> 00:01:40,285 Move that up. 31 00:01:40,280 --> 00:01:42,990 Something like that. 32 00:01:43,360 --> 00:01:46,800 And it's going to decide view. 33 00:01:46,960 --> 00:01:51,710 And as you can see, it's not lining up exactly. 34 00:01:51,710 --> 00:01:54,310 Plus we had to do that two times. 35 00:01:54,305 --> 00:01:56,915 So let's undo all of that by pressing Control Z, 36 00:01:56,915 --> 00:01:58,595 control Z, control Z. 37 00:01:58,595 --> 00:02:02,515 And now let's slice this cube in half so that we can apply 38 00:02:02,510 --> 00:02:07,490 our mirror modifier and have blended do the other side for us automatically. 39 00:02:07,490 --> 00:02:10,130 So to do that, let's go into front view with numpad 40 00:02:10,130 --> 00:02:14,840 1 and then press Control R to add a loop cut. 41 00:02:14,840 --> 00:02:17,770 And you can see it shows us that yellow preview. 42 00:02:17,765 --> 00:02:20,485 And you want to cut it straight down the middle like that. 43 00:02:20,480 --> 00:02:27,110 So let's left-click and then right-click to make it snap back to the center. 44 00:02:27,110 --> 00:02:30,850 Now I've got a nice dividing line going straight down the middle. 45 00:02:30,845 --> 00:02:33,775 Let's switch to vertex select mode by pressing 46 00:02:33,770 --> 00:02:37,690 1 on our keyboard or by clicking that icon at the top there. 47 00:02:37,685 --> 00:02:40,825 And now we want to select the entire left side. 48 00:02:40,820 --> 00:02:43,490 And remember if you try to do it like this, 49 00:02:43,490 --> 00:02:46,030 we would miss that bottom vertex. 50 00:02:46,025 --> 00:02:48,005 Or even if you were in front view. 51 00:02:48,005 --> 00:02:50,275 And we did that, it will only select 52 00:02:50,270 --> 00:02:54,430 the front vertices because those are hidden behind the object. 53 00:02:54,425 --> 00:02:58,625 And to avoid that, we can go into X-Ray mode by holding down Z on our keyboard, 54 00:02:58,625 --> 00:03:01,285 moving my mouse down and letting go of z. 55 00:03:01,280 --> 00:03:05,230 Now, if we go back to front view with numpad 1, we can select. 56 00:03:05,225 --> 00:03:06,805 The entire left side. 57 00:03:06,800 --> 00:03:09,820 And you see that entire left side is lifted now. 58 00:03:09,815 --> 00:03:12,105 And I want to delete those vertices. 59 00:03:12,109 --> 00:03:16,129 So press X to delete and select vertices. 60 00:03:16,129 --> 00:03:18,129 And if you delete the vertices, 61 00:03:18,125 --> 00:03:22,375 all the edges and faces that are connected to them will get deleted as 62 00:03:22,370 --> 00:03:27,190 well until it gets to another vertex to navigate to a front view by pressing numpad 1, 63 00:03:27,185 --> 00:03:29,735 you'll see our left side is gone. 64 00:03:29,735 --> 00:03:31,655 Now to add modifiers, 65 00:03:31,655 --> 00:03:33,655 you'll see a little wrench icon on the right here. 66 00:03:33,650 --> 00:03:36,960 And if you hover over that, it says modifier properties. 67 00:03:36,964 --> 00:03:38,824 So let's click on that. 68 00:03:38,825 --> 00:03:43,615 Add a modifier by clicking on Add Modifier. 69 00:03:43,610 --> 00:03:46,520 And you see all these different modifiers. 70 00:03:46,520 --> 00:03:51,380 And let's go to the generate section and then look for the mirror modifier. 71 00:03:51,380 --> 00:03:52,760 And you'll see it over there. 72 00:03:52,760 --> 00:03:55,100 Let's click on the mirror modifier. 73 00:03:55,100 --> 00:03:58,340 And it was automatically set to the x-axis. 74 00:03:58,340 --> 00:04:03,710 As you can see, it adds back a mirrored version of our image on the x-axis. 75 00:04:03,710 --> 00:04:06,250 So now whatever we do on this one side, 76 00:04:06,245 --> 00:04:08,735 it will do automatically on the other side as well. 77 00:04:08,735 --> 00:04:10,835 So if we selected this vertex, 78 00:04:10,834 --> 00:04:13,984 press G to grab and move it. 79 00:04:13,985 --> 00:04:17,105 You'll see it does it automatically for the other side as well. 80 00:04:17,105 --> 00:04:18,815 It's right-click to cancel. 81 00:04:18,815 --> 00:04:21,275 And I'll select the center vertex. 82 00:04:21,275 --> 00:04:23,495 And you can see if I grab that now, 83 00:04:23,495 --> 00:04:25,765 we start breaking our object apart. 84 00:04:25,760 --> 00:04:27,590 And if you move it to the other side, 85 00:04:27,590 --> 00:04:31,220 we get this weird intersecting geometry that we don't want. 86 00:04:31,220 --> 00:04:33,980 So let's press Control Z to undo that. 87 00:04:33,980 --> 00:04:38,110 To help avoid that, we can activate clipping in our modifier. 88 00:04:38,105 --> 00:04:40,385 So it's activated clipping. 89 00:04:40,540 --> 00:04:44,810 And what that does is it will snap these two parts together. 90 00:04:44,810 --> 00:04:49,270 So we won't be able to move any of the geometry across the marriage section. 91 00:04:49,265 --> 00:04:52,225 So now we can easily move that without having to worry about 92 00:04:52,220 --> 00:04:55,030 splitting our object or creating overlapping geometry. 93 00:04:55,025 --> 00:04:57,875 And everything else still works the same. 94 00:04:57,875 --> 00:05:00,545 Let's turn off x-ray mode quickly. 95 00:05:00,545 --> 00:05:04,295 Old NZ go down with the mouse and the curves. 96 00:05:04,710 --> 00:05:12,680 So let's undo this Control Z until we have our key back. 97 00:05:12,690 --> 00:05:16,110 And just make sure tipping is still enabled everyday. 98 00:05:16,105 --> 00:05:19,905 Cooks and Alice go into face select mode with three on your keyboard, 99 00:05:19,900 --> 00:05:21,760 or by pressing that icon at the top, 100 00:05:21,760 --> 00:05:23,850 select the side face every day, 101 00:05:23,845 --> 00:05:27,115 and then press numpad 1 to go into front view. 102 00:05:27,115 --> 00:05:31,315 Now let's extrude that by pressing E to extrude. 103 00:05:31,315 --> 00:05:37,125 Moving that to the side and left-click to apply the press S to scale. 104 00:05:37,120 --> 00:05:41,920 Scale that down, left-click to apply g to grab Z, 105 00:05:41,920 --> 00:05:43,680 to constrain it to the z-axis. 106 00:05:43,675 --> 00:05:48,125 And it's moved that up and left-click to apply. 107 00:05:48,125 --> 00:05:51,245 And are we have a perfectly symmetrical object. 108 00:05:51,245 --> 00:05:51,725 Cool. 109 00:05:51,725 --> 00:05:53,725 So now let's say we want to smooth out this object. 110 00:05:53,720 --> 00:05:56,230 We don't necessarily want it to be all blocky like this. 111 00:05:56,225 --> 00:05:57,835 There are a few ways we can do that, 112 00:05:57,830 --> 00:05:59,540 but the easiest way to do that is add 113 00:05:59,540 --> 00:06:03,640 a another modifier called the subdivision surface modifier. 114 00:06:03,635 --> 00:06:07,295 We can click this little icon to minimize our mirror modifier. 115 00:06:07,295 --> 00:06:10,445 And we can click Add Modifier and under Generate, 116 00:06:10,445 --> 00:06:15,505 you'll see the subdivision surface modifier. Click on that. 117 00:06:15,500 --> 00:06:19,730 Now you can see it's start smoothing out our object like that and blend it applies. 118 00:06:19,730 --> 00:06:22,250 These modifies from the top-down, suffers. 119 00:06:22,250 --> 00:06:26,090 It'll do the mirror modifier and create our mirrored geometry. 120 00:06:26,090 --> 00:06:28,600 And then it will apply the subdivision modifier. 121 00:06:28,595 --> 00:06:32,695 And that'll smooth it out and start rounding out the corners. 122 00:06:32,690 --> 00:06:35,390 And we have a few settings over here as well. 123 00:06:35,390 --> 00:06:38,110 We can turn up the subdivision levels. 124 00:06:38,105 --> 00:06:39,985 And the more we tend that up, 125 00:06:39,980 --> 00:06:42,500 the smoother our object will be this 10. 126 00:06:42,500 --> 00:06:44,060 Both of these up to four. 127 00:06:44,060 --> 00:06:47,750 The difference between these two is levels viewport or the levels that 128 00:06:47,750 --> 00:06:51,650 we actually see within our working area of a year. 129 00:06:51,650 --> 00:06:57,230 And then render is the levels it will use when we press F2 to render our image. 130 00:06:57,230 --> 00:06:58,840 So to see that this press F2 131 00:06:58,835 --> 00:07:04,645 quickly and renders our image and we can see those subdivisions. 132 00:07:04,640 --> 00:07:06,400 Let's close that down. 133 00:07:06,395 --> 00:07:10,615 Let's turn the levels for the viewport down to one. 134 00:07:10,610 --> 00:07:12,730 See it looks a lot more blocky. 135 00:07:12,725 --> 00:07:18,325 But if you press F2, we still have the much smoother surface. 136 00:07:18,320 --> 00:07:20,180 And that comes in handy when we have 137 00:07:20,180 --> 00:07:24,470 very complicated geometry that can start slowing down our view port performance, 138 00:07:24,470 --> 00:07:27,820 we can then simply turn down the levels in the viewport. 139 00:07:27,815 --> 00:07:29,855 And that'll give us nice smooth performance. 140 00:07:29,855 --> 00:07:31,135 But when we render, 141 00:07:31,130 --> 00:07:34,900 it will still have the proper smoothing applied to it. 142 00:07:34,895 --> 00:07:36,265 This isn't that complicated to. 143 00:07:36,260 --> 00:07:37,750 We can turn that up to four, 144 00:07:37,745 --> 00:07:41,255 so we can actually see what the final product will look like as well. 145 00:07:41,255 --> 00:07:44,155 And to get rid of these little steps that we still see, 146 00:07:44,150 --> 00:07:48,160 we can simply go to object mode by selecting it at the top left, 147 00:07:48,155 --> 00:07:52,225 or we can just press tab to switch between object and edit mode. 148 00:07:52,220 --> 00:07:53,810 So while in object mode, 149 00:07:53,810 --> 00:07:57,220 Let's right-click and hit Shade Smooth. 150 00:07:57,215 --> 00:08:03,335 So I just shade over those little corners that we had left and makes the object smooth. 151 00:08:03,335 --> 00:08:06,305 But now this may not be exactly what we want. 152 00:08:06,305 --> 00:08:11,105 So to control how the subdivision surface smooth our object, 153 00:08:11,105 --> 00:08:14,845 we can simply start adding loop cuts to our object to tell blender way we 154 00:08:14,840 --> 00:08:18,980 still want sharp corners and we wanted more rounded over. 155 00:08:18,980 --> 00:08:21,730 So let's go back into edit mode with tab. 156 00:08:21,725 --> 00:08:25,895 And it's going to edge select mode by pressing too and our keyboard. 157 00:08:25,895 --> 00:08:28,615 And let's say we wanted to sharpen this corner. 158 00:08:28,610 --> 00:08:32,750 We still wanted a nice sharp corner on the frontier. 159 00:08:32,750 --> 00:08:34,250 And easy way to do that. 160 00:08:34,250 --> 00:08:36,440 It's simply add a loop cut and then move that 161 00:08:36,440 --> 00:08:38,690 very close to our corner, as you'll see now. 162 00:08:38,690 --> 00:08:41,050 So let's move so we can see the top of the object. 163 00:08:41,045 --> 00:08:43,925 Press Control R to add a loop cut. 164 00:08:43,925 --> 00:08:46,175 And then add one down the middle. 165 00:08:46,175 --> 00:08:49,535 Left-click once, and then move that to the front. 166 00:08:49,535 --> 00:08:52,865 And now we can control how sharp we want that corner. 167 00:08:52,865 --> 00:08:55,415 We can hold down Shift to make that a bit easier. 168 00:08:55,415 --> 00:08:57,115 Let's move it fairly close, 169 00:08:57,110 --> 00:09:00,670 but not all the way and left-click to apply. 170 00:09:00,665 --> 00:09:03,595 Now we can see we have a definite corner there, 171 00:09:03,590 --> 00:09:07,480 but it's still a nice, smooth, rounded over corner. 172 00:09:07,475 --> 00:09:11,935 And if you want to sharpen that even more from the other side as well, 173 00:09:11,930 --> 00:09:14,570 we can press Control R, add a loop, 174 00:09:14,570 --> 00:09:16,390 cut to the middle of the object, 175 00:09:16,385 --> 00:09:18,845 start moving that up. 176 00:09:19,130 --> 00:09:23,590 Now you can see we're getting a nice sharp corner over there. 177 00:09:23,585 --> 00:09:26,575 And if everyone to move these loop cuts again, 178 00:09:26,570 --> 00:09:29,570 if you would simply press G to move that loop cut this way, 179 00:09:29,570 --> 00:09:31,460 wanted to move it down on the z-axis. 180 00:09:31,460 --> 00:09:35,140 So we press Z on our keyboard and we started moving it down. 181 00:09:35,135 --> 00:09:37,615 You see that quickly move out of our geometry in 182 00:09:37,610 --> 00:09:41,530 the top right day and that'll start causing some weird artifacts. 183 00:09:41,525 --> 00:09:43,705 So let's right-click to cancel. 184 00:09:43,700 --> 00:09:46,460 And instead of simply moving our HE loop, 185 00:09:46,460 --> 00:09:48,800 we can do what's called an H slide. 186 00:09:48,800 --> 00:09:52,760 And it'll move that age loop along our object. 187 00:09:52,760 --> 00:09:55,910 Constant ratio in all the different parts. 188 00:09:55,910 --> 00:09:57,320 Let me show you that quickly. 189 00:09:57,320 --> 00:10:00,610 And to do that, we can simply press G twice. 190 00:10:00,605 --> 00:10:03,935 So you press G to grab and G again. 191 00:10:03,935 --> 00:10:07,225 And now we are in slide mode. 192 00:10:07,220 --> 00:10:11,920 Now I can see it goes from the top to the bottom in our larger potty. 193 00:10:11,915 --> 00:10:13,075 And at the top right, 194 00:10:13,070 --> 00:10:16,250 it'll stay within our geometry as well. 195 00:10:16,250 --> 00:10:20,540 So that we can move it all the way up to sharpen and upheaval more, 196 00:10:20,540 --> 00:10:21,940 or move it down. 197 00:10:21,935 --> 00:10:27,205 And it gets a bit more rounded over the place that one day left click to apply. 198 00:10:27,200 --> 00:10:31,520 And let's hold Alt and click on this edge loop that we placed day. 199 00:10:31,520 --> 00:10:34,790 And then press G twice g, g. 200 00:10:34,790 --> 00:10:38,890 And now we can slide that along the other edge. 201 00:10:38,885 --> 00:10:42,845 And let's move that back a little bit as well. 202 00:10:43,840 --> 00:10:47,330 Let's go into front view quickly with numpad one. 203 00:10:47,330 --> 00:10:51,530 And the same with 12. Have this corner be a little bit sharper as well. 204 00:10:51,530 --> 00:10:55,330 We can simply add another loop cut down day by pressing Control art. 205 00:10:55,325 --> 00:10:58,735 And remember you want to place the loop cut in such a way that you can 206 00:10:58,730 --> 00:11:01,760 move that parallel to the age that you want to shop. 207 00:11:01,760 --> 00:11:04,760 And so we want to sharpen that age of a day. 208 00:11:04,760 --> 00:11:08,350 So we're going to place a loop cut over there and then left-click once, 209 00:11:08,345 --> 00:11:10,945 and then move that to the side. 210 00:11:10,940 --> 00:11:13,210 And left-click again. 211 00:11:13,205 --> 00:11:17,275 Let's add another one from the other direction as well and see what that looks like. 212 00:11:17,270 --> 00:11:19,330 So we press Control Alt, 213 00:11:19,325 --> 00:11:25,805 left-click everyday, and then move that down and left-click again. 214 00:11:26,140 --> 00:11:30,810 Cu is going to object mode with tab. 215 00:11:31,480 --> 00:11:35,630 And you can see we're starting to get some interesting shapes. 216 00:11:35,630 --> 00:11:38,600 And the cool thing about this is even though we have a lot of 217 00:11:38,600 --> 00:11:41,330 geometry now to smooth out these edges and everything. 218 00:11:41,330 --> 00:11:45,580 And it's still very easy to work with because if you go into edit mode, 219 00:11:45,575 --> 00:11:49,865 you can see we still have a very basic base geometry that we are actually working with. 220 00:11:49,865 --> 00:11:51,635 Go, Let's do one last thing. 221 00:11:51,635 --> 00:11:53,875 Click on face mode again, 222 00:11:53,870 --> 00:11:56,560 and then select this top face. 223 00:11:56,555 --> 00:11:59,065 Press E to extrude. 224 00:11:59,060 --> 00:12:02,810 Move that out and left-click to apply. 225 00:12:02,810 --> 00:12:04,760 And press S to scale. 226 00:12:04,760 --> 00:12:07,160 And scale that down. 227 00:12:07,160 --> 00:12:09,620 All the way. 228 00:12:09,620 --> 00:12:11,510 Qu. 229 00:12:11,510 --> 00:12:14,420 And I just sharpen up those corners. 230 00:12:14,419 --> 00:12:17,739 We can add a loop cut down the middle day. 231 00:12:17,735 --> 00:12:21,605 So let's look at it from the side and then press Control R. 232 00:12:21,605 --> 00:12:26,255 Add a loop cut, and then move that down. 233 00:12:27,070 --> 00:12:29,690 And sometimes it's easier to look at 234 00:12:29,690 --> 00:12:34,930 the married portion of our mesh to see what that is actually doing. 235 00:12:34,925 --> 00:12:36,475 So you can see if we move that up, 236 00:12:36,470 --> 00:12:39,680 we have a smooth transition and move that down. 237 00:12:39,680 --> 00:12:43,950 We have a very definite h over there. 238 00:12:44,320 --> 00:12:48,250 Just press Tab to go back into object mode. 239 00:12:48,245 --> 00:12:51,325 And let's turn off the overlays by holding down z, 240 00:12:51,320 --> 00:12:53,780 moving a mouse up, and letting go of z. 241 00:12:53,780 --> 00:12:56,290 Now we can see what the object actually looks like. 242 00:12:56,285 --> 00:12:58,525 Coup, and these are the tools that we'll be using the 243 00:12:58,520 --> 00:13:00,680 most when creating all of our objects. 244 00:13:00,680 --> 00:13:05,140 And I'll remind you of all the shortcuts and everything as we use them in future lessons. 245 00:13:05,135 --> 00:13:07,535 And that is it for this lesson. 20167

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