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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,520 --> 00:00:06,559 So now you understand the importance of a good viewport shading, you understand 2 00:00:06,562 --> 00:00:11,119 how to create a base shape from the default cube, and now you understand how 3 00:00:11,122 --> 00:00:16,279 to play on top of shapes that already exist and continue building detail on 4 00:00:16,282 --> 00:00:20,879 top of it. With these things in mind, we can get a little bit more advanced and 5 00:00:20,882 --> 00:00:26,719 introduce other things to just continue building on top of the shape. Keep in 6 00:00:26,722 --> 00:00:31,399 mind, right now we are only focused on form. I'm not particularly concerned 7 00:00:31,402 --> 00:00:36,439 with function. This is mainly an exercise for form and creating visually 8 00:00:36,442 --> 00:00:41,639 appealing shapes, and eventually you can incorporate that into actual functional 9 00:00:41,642 --> 00:00:46,559 designs. It's just a great exercise to start with. So what I think I could do 10 00:00:46,562 --> 00:00:51,359 here is I could just keep, let me save this real quick, I'm going to call this 11 00:00:51,362 --> 00:00:57,919 base shape 03. Make sure you save your scenes, otherwise you might lose it later 12 00:00:57,922 --> 00:01:01,362 on. And just like I'm doing before, I'm just gonna keep introducing cubes here 13 00:01:01,362 --> 00:01:03,584 Subtitled by online-courses.club We compress knowledge for you! 14 00:01:03,585 --> 00:01:06,879 and just playing with the shape, seeing, okay, what's gonna look good and what 15 00:01:06,882 --> 00:01:14,439 isn't, what's gonna fit, what isn't, you get the idea. So maybe here I could scale 16 00:01:14,442 --> 00:01:20,759 this up a bit, do something like this, and then maybe we'll just keep moving this 17 00:01:20,762 --> 00:01:29,039 up a little bit, doing a very similar thing to what I did before. So we could 18 00:01:29,042 --> 00:01:33,159 do something like that. Very, very subtle. You can see if I go too deep, it kind of 19 00:01:33,162 --> 00:01:38,159 just destroys the whole look and the nice flowiness of, for lack of a better 20 00:01:38,162 --> 00:01:42,479 term, the way the shape flows. It just kind of gets destroyed doing stuff like 21 00:01:42,482 --> 00:01:46,680 that. So you want to be very careful with how you're introducing these shapes. And 22 00:01:46,800 --> 00:01:51,319 maybe what I could do is bevel this. If your bevel's a bit skewed, make sure you 23 00:01:51,322 --> 00:01:56,399 go into object mode and press ctrl A and apply your scale. And what we could do 24 00:01:56,402 --> 00:02:01,919 here is maybe introduce a bevel like that, and then just run a symmetry. And 25 00:02:01,922 --> 00:02:06,919 now we kind of have something a little bit better. And then maybe I could try 26 00:02:06,922 --> 00:02:11,159 beveling. Now since we have a mirror applied, we need to make sure we're 27 00:02:11,162 --> 00:02:14,519 working on the side that it's being mirrored from, which I believe is this 28 00:02:14,522 --> 00:02:21,959 one. Yep, it's this one here. And we could just symmetrize. And now we kind of have 29 00:02:21,962 --> 00:02:26,879 this cool, you know, little style here in the center. It's a bit symmetrical, but 30 00:02:26,882 --> 00:02:31,559 that's okay for right now. We can always break the symmetry later on. And then 31 00:02:31,562 --> 00:02:36,439 now that we kind of have, you know, a more concentrated centered area, what we 32 00:02:36,442 --> 00:02:41,800 could do is build clusters of detail onto the inside here. You see what I mean? 33 00:02:41,840 --> 00:02:46,599 So let me go ahead and introduce another cube. And we can start playing with 34 00:02:46,602 --> 00:02:52,199 clusters of detail here on the center. So detail clusters are incredibly important 35 00:02:52,202 --> 00:02:56,639 to really bring focus to one particular area of your mesh. And we can do this in 36 00:02:56,642 --> 00:03:01,039 a bunch of different ways. For right now, I'm just going to keep stacking detail 37 00:03:01,042 --> 00:03:06,439 here in the middle, while also repeating the elements here that already exist. And 38 00:03:06,442 --> 00:03:12,279 just make sure you just always stick with that. So this actually looks pretty 39 00:03:12,282 --> 00:03:15,919 cool, but we could try experimenting with some booleans. So maybe a difference 40 00:03:15,922 --> 00:03:21,839 boolean. That could be kind of cool. We can kind of see now that we have a hole 41 00:03:21,842 --> 00:03:26,879 here in the middle, we kind of have these elements here kind of almost hugging 42 00:03:26,882 --> 00:03:30,519 this hole and emphasizing that design overall. You can see if I were to delete 43 00:03:30,522 --> 00:03:36,919 this, the effect just isn't the same. It looks okay, but this right here is just 44 00:03:36,922 --> 00:03:40,519 bringing such a different layer of aesthetic to it, because it's really 45 00:03:40,522 --> 00:03:45,199 concentrating detail right there in the center. You see what I mean? Without 46 00:03:45,202 --> 00:03:49,119 these little booleans around here, we don't really have, you know, a cluster of 47 00:03:49,122 --> 00:03:52,959 detail here in the center. We just kind of have detail slapped on. And this is 48 00:03:52,962 --> 00:03:57,959 why it's very important to use not only echoed elements, but also to cluster 49 00:03:57,962 --> 00:04:02,839 those elements in one particular area of your mesh. You see what I mean? So 50 00:04:02,842 --> 00:04:08,199 that's pretty cool. What we could also try doing is maybe using the shiftable 51 00:04:08,202 --> 00:04:10,799 feature in Hard Ops, and we could just kind of scroll through some different 52 00:04:10,802 --> 00:04:15,119 boolean options. Sometimes they'll work well, sometimes they won't. You could try 53 00:04:15,122 --> 00:04:20,479 like an inset and press T. It's a little bit buggy sometimes, but I think in this 54 00:04:20,482 --> 00:04:25,000 case a difference boolean is going to give us the best look. Now what I could 55 00:04:25,120 --> 00:04:30,319 do is I could just keep echoing the same shapes we have. So for example, now that I 56 00:04:30,322 --> 00:04:34,959 have this hole here, maybe what I could do is go into edit mode for this cutter, 57 00:04:34,962 --> 00:04:43,399 drop a loop cut here, could bevel that loop cut, press E to extrude, cancel it, 58 00:04:43,402 --> 00:04:47,559 and then Alt S to kind of scale this in a little bit. And now we kind of have 59 00:04:47,562 --> 00:04:53,119 this, you know, shape kind of going on in the middle. We could even move it 60 00:04:53,122 --> 00:04:56,399 backwards maybe and see how that looks. I think that looks a little bit better. 61 00:04:56,402 --> 00:05:02,439 And then just to make this a little bit less monotonous, we could maybe scale 62 00:05:02,442 --> 00:05:06,839 this a bit on the Z. See what I mean? And what that's doing is introducing a 63 00:05:06,842 --> 00:05:14,799 little bit more dynamicism to the mesh. So what we could do is maybe bevel these 64 00:05:14,802 --> 00:05:19,280 to make the edges softer. Like I said, bevels are a great way to really 65 00:05:19,800 --> 00:05:23,599 emphasize those shapes. And just look at how much better the shape looks in just 66 00:05:23,602 --> 00:05:28,440 a few additional seconds playing with that cutter. 7408

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