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So now you understand the importance of a good viewport shading, you understand
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how to create a base shape from the default cube, and now you understand how
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to play on top of shapes that already exist and continue building detail on
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top of it. With these things in mind, we can get a little bit more advanced and
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introduce other things to just continue building on top of the shape. Keep in
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mind, right now we are only focused on form. I'm not particularly concerned
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with function. This is mainly an exercise for form and creating visually
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appealing shapes, and eventually you can incorporate that into actual functional
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designs. It's just a great exercise to start with. So what I think I could do
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here is I could just keep, let me save this real quick, I'm going to call this
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base shape 03. Make sure you save your scenes, otherwise you might lose it later
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on. And just like I'm doing before, I'm just gonna keep introducing cubes here
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and just playing with the shape, seeing, okay, what's gonna look good and what
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isn't, what's gonna fit, what isn't, you get the idea. So maybe here I could scale
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this up a bit, do something like this, and then maybe we'll just keep moving this
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up a little bit, doing a very similar thing to what I did before. So we could
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do something like that. Very, very subtle. You can see if I go too deep, it kind of
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just destroys the whole look and the nice flowiness of, for lack of a better
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term, the way the shape flows. It just kind of gets destroyed doing stuff like
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that. So you want to be very careful with how you're introducing these shapes. And
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maybe what I could do is bevel this. If your bevel's a bit skewed, make sure you
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go into object mode and press ctrl A and apply your scale. And what we could do
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here is maybe introduce a bevel like that, and then just run a symmetry. And
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now we kind of have something a little bit better. And then maybe I could try
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beveling. Now since we have a mirror applied, we need to make sure we're
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working on the side that it's being mirrored from, which I believe is this
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one. Yep, it's this one here. And we could just symmetrize. And now we kind of have
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this cool, you know, little style here in the center. It's a bit symmetrical, but
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that's okay for right now. We can always break the symmetry later on. And then
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now that we kind of have, you know, a more concentrated centered area, what we
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could do is build clusters of detail onto the inside here. You see what I mean?
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So let me go ahead and introduce another cube. And we can start playing with
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clusters of detail here on the center. So detail clusters are incredibly important
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to really bring focus to one particular area of your mesh. And we can do this in
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a bunch of different ways. For right now, I'm just going to keep stacking detail
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here in the middle, while also repeating the elements here that already exist. And
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just make sure you just always stick with that. So this actually looks pretty
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cool, but we could try experimenting with some booleans. So maybe a difference
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boolean. That could be kind of cool. We can kind of see now that we have a hole
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here in the middle, we kind of have these elements here kind of almost hugging
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this hole and emphasizing that design overall. You can see if I were to delete
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this, the effect just isn't the same. It looks okay, but this right here is just
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bringing such a different layer of aesthetic to it, because it's really
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concentrating detail right there in the center. You see what I mean? Without
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these little booleans around here, we don't really have, you know, a cluster of
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detail here in the center. We just kind of have detail slapped on. And this is
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why it's very important to use not only echoed elements, but also to cluster
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those elements in one particular area of your mesh. You see what I mean? So
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that's pretty cool. What we could also try doing is maybe using the shiftable
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feature in Hard Ops, and we could just kind of scroll through some different
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boolean options. Sometimes they'll work well, sometimes they won't. You could try
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like an inset and press T. It's a little bit buggy sometimes, but I think in this
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case a difference boolean is going to give us the best look. Now what I could
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do is I could just keep echoing the same shapes we have. So for example, now that I
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have this hole here, maybe what I could do is go into edit mode for this cutter,
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drop a loop cut here, could bevel that loop cut, press E to extrude, cancel it,
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and then Alt S to kind of scale this in a little bit. And now we kind of have
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this, you know, shape kind of going on in the middle. We could even move it
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backwards maybe and see how that looks. I think that looks a little bit better.
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And then just to make this a little bit less monotonous, we could maybe scale
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this a bit on the Z. See what I mean? And what that's doing is introducing a
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little bit more dynamicism to the mesh. So what we could do is maybe bevel these
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to make the edges softer. Like I said, bevels are a great way to really
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emphasize those shapes. And just look at how much better the shape looks in just
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a few additional seconds playing with that cutter.
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