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Original subtitles

All right, so in this lesson here,

we are going to talk about some basic modeling.

Using some basic shapes,

some splines or lines,

and being able to use text as geometry.

So, you know, before we get started,

I want to let you know that we're going to keep it pretty, pretty basic.

There is a more advanced level of

modelling and we will scratch the surface of it a little bit.

But the basics will be able to get you pretty much

most of the way to almost any words you kinda wanna go.

So let's start with this panel up top here.

Now we're going to be talking about these 1234,

these five buttons basically for,

for almost everything that we're talking about.

Now, starting all the way at the left here is how we make basic shapes.

I can either press,

I can either left-click on this and it makes a cube,

or I can left click and hold.

And I can make any of these different shapes right here.

So I'm gonna go ahead and make that cube.

And as soon as I make that cube,

you'll see at the bottom right here is kind of your,

your attributes panel where you can change different options for that shape.

And we use real measurements in here.

And I have my system setup an inches.

You can use centimeters or meters or feet,

whatever your, whatever you're into.

And basically you can just use this little, these arrows are here.

You can scrub how big you want it to be.

If you want a certain size,

you can click in here and you can say ten by 12 by 50.

I don't know what you're making,

but in general, whenever you're,

if you're making things that are like real-world, real-world objects,

what you should do is actually measure that object

and be able to type in the actual dimensions here.

So over, just gonna make this 50 by 50 by 50 here.

So then to the right here you'll see segments.

We'll get into that here in just a moment.

But basically this controls how many polygons are on each side of your, your object here.

Now, each one of these shapes have different options,

but they're all generally the same thing.

Or here we can do,

we can check this box to separate these services.

We're not gonna mess with that.

We can filet or kinda bevel the edges.

If I check that box,

you'll see that we have a few options here to kinda smooth the corners.

So it's not so much.

It's f omega something like 0.2.

You'll see that we get a cool little like highlight on here.

Now, one of the,

one of the important things to know is that the,

there's no object in the world that exists that has a perfectly sharp edge.

So putting a little bit of a fillet or,

or beveling these edges a little bit.

It's pretty important to create more realistic kinda geometry inside of symbol 4D.

Now if I go into,

let's see here, I'm actually gonna turn off fillet here.

And I'm gonna go into my display and do

constant shading lines just so I can show you guys what these segments here do.

You see that as soon as I start kinda changing these numbers,

I get more intersections,

more polygons in my shape here.

Now it's good to start out generally with maybe what

you think you would need to kinda change.

And not start to high whenever you're modelling things like you don't want to start off.

Here. You don't wanna start off with something super smooth and try

editing these polygons because you'll never be able to kinda get there very far.

There's sort of a sort of think about it like,

like drawing or drawing anatomy specifically

where you want to start off with basic shapes before you start with the details.

So you can have something that's super smooth and still start out pretty low.

So I'm gonna do something like this.

Alright, so it's three by three by three.

And now what I can do is I can actually edit these polygons.

And to do that,

I have to click on the Shape Up here, cube.

And then I hit the letter C.

And you'll see that it changes.

The little icon here changes.

And what that means is I can now edit this object.

However, I wished you I can edit it.

I can push and pull these polygons.

Before I wasn't able to do that.

All it was was a simple cube.

So now with this shape selected,

I'm gonna fly over here to the left side.

You'll see that there's three different options to basically select from.

Select on parts of our shape.

If I collected the or if I select the points here,

you'll see it goes to this different motor here where I can see all of the vertices.

If I call it click on one,

I get my little position arrow where I can start pushing and pulling.

It can rotate around here.

So again, that's ALT, left-click is rotate,

ultimate middle click is pan,

and I'll right-click is zoom in and out.

Alright, so I can just start selecting these shapes.

Now not making anything specific,

but I'm just going to give you guys an idea of kind of some of the stuff that you can do.

And so I can select one at a time by just left clicking on each point.

Or I can hold Shift.

And I can select multiple points at a time.

And then if I just click it again, it'll de-select it.

So right now I have four points selected and I can pull them all just like that.

And then if I wanted to pull these on stand a little bit.

So you can see that this is kind of how you can get something a little bit more

organic or a lot more interesting whenever it comes to modelling.

Now, if we go over to the edges,

you'll see that I'm selecting on the individual edges. Icky.

And so in this case right here,

you'll see that it's selecting this edge, but the

Our little cursor here or position cursor is kind of off like that.

What if you wanted this thing to go straight up?

Well, you can go up to this coordinate system

here and just press that button and it goes to

the world coordinates rather than the relative coordinates.

So from here I can kind of push this up over.

I can select back on this again.

So maybe I want it to go kind of

perfectly in line with the direction that it's currently facing.

And coming over here,

I can also select multiple.

I can push and pull that.

And then our next option is the polygon selection.

I can select that.

And I can kind of change one polygon on time or a couple at a time.

So pretty simple stuff in there.

Now, what I can do,

another thing that I can do is I can extrude

shapes from a single shape here, single polygon.

And I can do that by,

I can click on a polygon and I can hold Control.

And then click and drag.

And that makes a new shape come from that other shape.

This is kind of the basis for most of your,

most of the way that you would model something.

So you can see maybe this is like a swan or something now, right?

Swan sounds about right?

Alright, so that's kind of the basics of being

able to edit the geometry from an existing shape here.

Another trick that you could do that a lot of people

actually seem to go with if you're creating a pretty complex shape,

what you wanna do is you want to start from one of

these shapes that's kinda closest to what it actually is.

But if it's something that's really crazy,

you can start with a plane.

I'm going to go ahead and I'm going to hide my cube here from the viewport.

So just this little button here,

I'm gonna click that twice and that'll hide it from view.

So my plane here, I just want one.

And what I can do is hit see again on this point.

And then I can click on the edge.

And I can hit Control and drag off of there.

And you'll see that it also works in edge mode as well.

Now, it doesn't work in point modes,

so you'll have to kind of be careful of that.

But you can kinda make something like a little race track or something.

Grab some of these points and kind of make it flow a little bit better here.

This is kinda how you would go about creating like a character

or a face for a character is you start off with

that one plane and then you just kind of

start manipulating it just kind of little bit at a time.

Now, I can also, from this plane here,

I can start pulling these points up in this direction right here.

And then I'll show you what we're gonna do that here in a second.

You see, it's a pretty,

pretty kind of geometric kinda shape.

What if we wanted that to be smoother?

Well, what we can do is in the third box here,

I can click on this subdivision surface box,

and you'll see that soon as I click on that and nothing actually happens.

But if I grab the plane here and I drag it into that subdivision surface,

all of a sudden this turns into a smooth shape.

I'm going to go back to go to this first shading mode here.

So you can get a pretty good idea.

So if I check that off,

and then on, we'll see that we get a smooth shape there.

Alright, and we'll talk a little bit more about some of the other options in width.

Sorry, in with the subdivision surface whenever we start talking about the,

the lines a little bit.

But let me go ahead and drag this out here.

And let's show you a couple of different things that you can also do.

So sometimes you want to have maybe like a little gap in between, in the middle here.

So it's OK, how do I create a polygon in between two lines like this?

Well, what I can do is I can hit the I can right-click and I can click on bridge.

And then I can click on one edge and drag it over to the other one.

And it automatically makes a path like that.

Now, if I am selected on something and then I right-click bridge,

I still do it.

But sometimes wherever you have things selected,

sometimes it will only let you use the selected paths.

So this, I'm pretty sure actually an older versions.

They, they made it.

So if you are selected on one and you try to bridge, it wouldn't work.

You'd, you'd have to be selected on both of

the edges that you want to bridge or none of them at all.

So it's usually good just to make sure that anytime that you use, you know,

sort of any of these options that you just kinda de-select

from things kinda To begin with unless for some reason you need to.

The reason that they do that is because if you're working with a really complex model,

you want to make sure you're not messing with areas of your model

that you are trying to do anything with.

All right, so then we also have,

let's say we wanted to,

I'm kinda combine these points are here.

What if we wanted to come to a point where I can right-click

and I can go to this few different things you can do here.

I'm going to do stitch.

And so, and if I grab that point,

you'll see I can just click and drag it to the point that I want to weld it to.

So number select that point,

you'll see that did that for me.

And I can grab this one.

I can put that there and grab this one pulled out there that can do any of these things.

Now, whenever I go up to the top here,

you'll see them move, scale and rotate.

If I just want to go back to.

Selecting points and being able to manipulate them.

I can just go back into mode here or move here.

And then I can grab this 1.

Now you'll see like everything is now attached to this one vertices.

So again, I can keep clicking and manipulating and dragging.

I can also use scale and rotate.

Now. I can't scale of single point obviously.

But what if I grab four areas and then I hit the scale tool here?

I see I can scale them all from a single point.

And that point will be in the direct center

of all of the vertices that you have selected.

So if I hit control a and scale this up,

he sees scales up the entire thing from the center.

If I have this point right here and this point right here,

and I scale those up,

it scales from the center of those two points.

Now, sometimes you want to kind of rotate everything.

I'll select these four points again,

I will hit the rotate tool and again from the center of that selection,

I can rotate just like so.

Alright, so that kind of is the shapes here.

Now, what I can do is actually applied different.

It kind of affects to geometry.

Now if I go into this one right here,

you'll see if I hover over it, it says bend.

If I click and hold, you'll see that there's a bunch of different options.

What this will do is actually manipulate

your geometry with one of these kind of different tools here.

And I'm just going to select on bend and that's only one we're going to use.

But just know that there are a bunch of different ones here.

You should definitely experiment with those.

Now if I go to bend,

you'll see nothing happens again.

But if I take this bend and I put it into plane,

which oddly enough looks like a plane now.

And nothing again happens.

But you'll see this little box right here.

If I do this button right here,

this is fit to parent.

All of a sudden that box is now in this entire thing.

And that's exactly what we want.

Now, if I, so that then will be inside of the shape.

Now not to be confused with the other shapes that you will put inside of.

The good rule here is that anything that's kinda

blue will go inside your shape and anything that's green,

your shape goes inside of us.

That's not always the case,

but it's just kind of a good,

good way to kind of think about things.

Alright, now if I adjust the strength on this bend,

you'll see that the shape is actually vending.

Now it bends by geometry.

So we don't have too much geometry in here currently.

But if we add the subdivision surface and I'm going to drag the plane,

which drags everything else in.

And then I use this,

you'll start to see something cool happening there.

But, you know, it's not bending in the right direction.

So what we can do is just by selecting this bend here,

I can just rotate this.

I'm holding Shift to snap it to a specific angle.

And I'm gonna turn that strength of a little bit so I can see and make good down here.

And then when do fit the parent again because we want to kinda keep it,

keep bending the whole the whole thing.

Now, you'll see here,

whenever I'd just that bend,

it's kind of more realistic.

Well, not realistic.

It's, it's crazy, but it behaves in just a more accurate bending way.

Now, you can still see some of the edges on there.

So what I can do on the subdivision surface is sub-division editor.

I can change that to 345.

And what this does, if I go into the display lines here,

you'll see that's that smooth surface that we're looking for.

Essentially.

To make a smooth surface,

you need a lot of polygons.

Now, with what I started out with is this right here.

You see that I can,

I can essentially go back and I can quickly edit this,

these points right in here without having to

try to move a billion different polygons here,

as I would in this mode right here.

So that's why we make it at a low resolution.

And then we use the subdivision surface two,

make it kind of high resolution.

And again, we can even,

you can even see if, you know,

if we have the subdivision surface turned on and we're adjusting the plane,

we can see a little bit more of the actual results that we would get from doing this.

Alright, so that's, that's bend.

And kinda start back here again.

Now, again, like I said,

there's a bunch of different ones here,

like twist bulges, a good one. Yeah.

Again, just kinda play around with it.

They all work generally the same where you kinda have this option,

you have this box that things need to act within the box or at the need to

be within the box to be able to kind of

react to whatever effect or that you're putting on that.

Alright, so let's go into,

if I go into this little box right here that says array.

Now I can apply this array

whenever I don't have anything selected here you see it doesn't actually do anything.

But if I put r plane inside that array, something crazy happens.

But if I go into here and I change that radius,

and I'll scale that up.

You'll see that it duplicates this in a perfect circle kind of pattern.

And you can tell how many copies you want it to be.

You can change the radius.

And, you know, we're not getting too much into animation at this point.

Not just yet anyway.

But keep in mind that anything that has these little dots right here,

you can animate this.

So you could actually animate this starting from here,

two out here if you wanted to.

And I can change some of the randomness by changing the amplitude and the frequency.

And let's see here,

its frequency is not doing so much in this specific pattern that we have,

but our drag that out of there again,

also you get rid of this cubed.

Turns out we don't need it. So sometimes you want to move your actual like full object,

but you're, you know,

maybe you're seeing this and you're like, hey,

I want to move this whole thing over.

Well, don't grab, don't select all of these right here,

or even go into the selection mode, the rectangle selection.

You can select them all like that.

Or you can hit control or command a and it selects all your points.

It anytime you want to move your object,

Don't do it that way.

Instead, go back up to all the way on the left side here,

the top left, you'll see that there's a model mode.

Whenever I click on that, then I can move the entire shape as a whole.

So this right here would be how you would animate the whole shape.

You can not animate things based on their points, edges, or faces.

Not easily anyway, there,

there is a way just we're not gonna go there.

So going back into the model mode here,

let's go ahead and save that.

Let's go and delete this two.

And I'm going to make two different shapes.

Let's say one is a sphere. Closer here.

One thing you can do is actually hit.'s

a shape that's selected and that will zoom right into that shape.

Let's say I also want to make a cylinder.

And so now I have two overlapping shapes here.

I'm gonna go back into this shading motor here. On my sphere.

I'm gonna change my segments to 100 so it smooths out those edges.

You'll see that if I start out with it at

three and keep going and just a little bit more at a time.

It actually makes it a.

So I changed it to a 102.

Now if I go into segments and I change that to 100, well actually before I do that,

you can see some of the edges because see you like the,

the points on the sphere here and rarely do we want to see those things.

But if I go down to one,

you'll see that the minimum is three.

And if I start going up one at a time, one segment at a time,

you see it slowly starts to get a little bit more smoother every single time.

So that's why I generally just put it to a 100.

And that's pretty smooth,

smooth enough to be able to not see those edges, right?

You're creating realistic objects.

It's really important that things are a little bit more kind of high polygon.

Alright, so I have my cylinder and I have my sphere.

So now what I can do is in this array panel here,

if I click and hold on that and see that I have a few different options here,

like cemetery is a good one that you can create the one side of something.

Like if it's really complex,

like a car or some face or person,

you essentially create one side of it.

And then you can use symmetry to duplicate that

and mirror it and put it into the same object.

So that way you're not recreating

are kind of wasting effort on making the exact same thing,

but just a little bit different.

But one fun thing is this bool here.

If I click on this,

you'll see again, nothing happens because I had dropped things into it.

If I dropped the cylinder and do it and I drop the sphere into it,

you'll see that the sphere is,

or the cylinder is actually cutting into the sphere.

And you can see, I can see these little edges here.

So I'm gonna go into cylinder and change rotation segments to 100.

Were they, were happened here.

And we slowed down a little bit here.

Alright.

So that was a little bit weird.

Sometimes.

Sometimes if viewport has a little bit of problems with higher polygons.

So you kind of,

you do need to be really careful.

You can't just crank things up to a billion and hope for the best, you kinda have to.

Or are machines the computers that we use aren't quite ready for that kind of stuff.

So that's another reason you wanna stay slow.

And so whenever I change that to a 100,

you see that it kind of did a little bit of kind of

freaked out a little bit until it kind of was able to do the calculations.

But now you see that we are perfectly smooth on the inside there.

Now, I can also take that cylinder and I can change the position.

It looks like, yeah, I can change the position of this to go

up right here and you'll see that everything that's

intersecting cuts it out of that shape.

And if I drag it all the way out,

I could put that back in there like that.

Click off of everything and you see that I'm pretty cool,

complex shape right there without doing too much to,

to that model just by kinda starting with that right there.

Now the last thing is if I want to kind of make this one solid object here,

so I obviously, I can't,

I can't select any of these points here because they're not editable shapes.

What I can do is I can right-click on

that BOOL there or whatever group that you're shapes might be in.

And I can go down to, there's a few different things here.

I can go to current_state to object.

And whenever I do that, you see it makes this whole thing right here.

Where it, let's go ahead and Let's go ahead and delete this top one here.

And you'll see that I have,

my, my two segments are here,

kind of as separate geometry.

But it is a geometry now that we can edit.

So that's pretty cool right there.

Now, to get them to combine,

we can select them both.

De-select off of any points or shapes,

or points or polygons are edges that you have here, right-click.

And I can go to connect objects.

And I'm going to delete the other two.

You see it made a new object.

And just like that,

we have an object that is that they're connected to each other,

they're one, but they're still not there's still not actually welded together.

So we can do for that is go ahead and go to your point mode.

You can go to control a.

You can right-click, and you can go to this optimizer it here.

And what this will do is basically take any two points that are really,

really close together and kind of by themselves and attach them together.

So if I click on that,

you'll see, you can't really see anything that happens there.

But if I grab this edge now,

I'm gonna go into the world, transform, transform here.

You see that they are now together.

Pretty cool stuff.

So another thing I can do is actually delete polygons too.

So I can click.

Maybe I just want like a little window of things here.

Alright, that's good right there.

So what I can do is I can hit Delete on these.

But if I go into the point mode,

you'll see that I still have these points here that are just

kind of floating off in space that are doing anything.

They're just there.

So that's another thing again,

where I can select everything and I can

right-click go to optimize and you see it removes any of those,

those polygons that were there.

Now.

Now your shape is kind of clean.

Now, that wouldn't really make a difference depending on kind of what you're doing,

but you want to keep things as simple and clean as you possibly can.

So anytime that you delete points like that,

you know, we wanna keep that mind.

Now another thing we can do whenever we have edge mode selected, and I forgot that,

I forgot to say this a little bit ago,

but I can double-click on one of these edges and it will ring.

Or it'll loop that selection like all the way to where it finds its end.

And then I can grab that,

I can change that position there.

So one thing you can do with this ring selected here is you can delete a loop.

And if I hit delete,

you'll see that it deletes the whole geometry.

That's not what I want.

And maybe I just want to delete a segment that was

in there to kind of make things a little bit more simple.

Well, what I can do is double-click on that on one line to get up an entire loop.

And then I can right-click and I can go to dissolve.

And you'll see that whenever I did that,

it actually got rid of the entire thing with any sort

of any points or vertices that were there previously.

So that's kinda the, the trick there.

Now I can, I can keep selecting those.

I can, I can select a bunch of the like holding Shift and double-click.

And will say, I want to just get rid of all of that.

I want this all to be flat,

like an right-click and go to dissolve.

And now, whenever I look at the shape.

We get something a little bit more interesting there.

So that's pretty cool there.

So that's really all I'm gonna talk about with the kind of editing a shape.

Now I want to go into splines.

So I'm gonna go ahead and delete that.

Now next to our queue,

you'll see that there is a pen tool.

If I click and select on that, or click and hold on that.

And see that I have a few different options for different shapes that I can create.

For this first one here, I'm just gonna go to this.

Let's go to star actually.

You see it makes us Star.

And just like the other shapes,

we have a bunch of different options of things that we can edit with this star.

Now, that's pretty cool.

But let's, if I was to

render this by going up here and just hitting rendered a picture viewer.

And nothing happens.

And we're gonna talk about rendering here shortly.

But I have to give some thickness to this.

I have to make it geometry.

Well, what I can do with that is next to

the pen tool here you'll see that subdivision surface when I click and hold on that.

We're gonna talk about it or talk about a few of these different options,

but going into extrude.

And then I draw a star into extrude.

All of a sudden our path has thickness here.

I can go into extrude and I can say how thick I wanted to be.

I can say how many subdivisions I want,

how smooth I want that shaped to be.

Again, going into lines here you'll

see these are the subdivisions here that I'm dealing with.

So let's say I wanted right there.

Now, I can right-click on here.

And then I can go into current state to object again.

And then you'll see that I have located, delete that.

And now I have this, this whole thing right here, which again,

I can now select each part and then be able to edit each part by itself.

But these caps aren't welded together here.

So what I have to do is click on all the shapes,

right-click, connect objects, and delete.

So that'll make it so that everything gets deleted, but everything's connected.

And again, at this point,

nothing is still kind of attached.

So I have two controller command,

a right-click, optimize, and that will welds these points together.

Just like so.

So that's how I would go from a spline to a piece of geometry.

Alright, so there's a few different other options here,

but let's go ahead and go into the pen tool.

And then I'm going to hit the middle mouse wheel so I can see my different reviews.

And it's anytime you're using the pen tool like this, any,

if you were to try to make a shape inside of your viewport here,

it would not be pretty,

it would be in these different axes.

And just everything would be a lot more random.

So anytime you do this, you wanna try to do one of the orthographic views,

which is top right or cider bottom or any of that stuff.

So on top here,

I'm going to do make a shape here.

I can click, I can click and hold to make a busy yea.

So if I just click it makes a linear point.

There we go.

And then I'll make it connect right there.

So now that's a spline.

And again, I can do Extrude.

I can put that in here.

I can do middle mouse wheel click.

And you'll see that it's actually doing something kinda weird here.

So if I go into drew food or Extrude,

I can 0 this out and then I can try to find which way I wanted to extrude.

So I have three different dimensions here so I can control all

three how I want that to work exactly.

But I just wanted to kind of extruding upwards.

And just like that, I have a shape.

Now, you can also do this with Illustrator files and not really going to talk about that.

But essentially, you can save out a path out of illustrator.

Save it as an illustrator eight or lower file.

You do that in the Save Menu and then you can inside instead of afford it,

you can do file merge.

And you can find that file and it'll bring it in as a spline.

And then you can extrude from that.

And just like that,

you have the ability

to kind of quickly make complex shapes that have already been designed.

It could be a logo or some other sort of branding for the company.

And so deleting that I'm going to go into.

So let's say I wanted to make something like a vase or a cup or something like that.

So the option that would allow us to do that would

be we'll click and hold here, it'd be laid.

So I'm gonna do is go into front view.

If I make this on top, sometimes it's a little bit weird with the,

with the different angles that you make in or the way that it rotates.

Essentially how laid the works is you create the side profile of something,

and then it will complete that side profile to make it a 3D object.

So I'll go into Penn.

Kinda make nice look in base like so.

And then to kind of get rid of this,

I can just go back up here to slip down move.

I'll go back into the view port here.

Click and hold on that subdivision surface and go to

Lave and dropped my spline into Lave.

And just like that, I have this pretty cool shape that took pretty,

pretty minimal effort here.

If I go into the spline,

you'll see that I can actually edit some of the spline still with this Lavon.

So that's a pretty cool little another pretty cool way of getting.

Making a shape that's pretty complex.

Alright, so the next one is loft.

Loft as a really fun when I'm just gonna go ahead and make that already.

Go into, let's see here.

Let's go into circle. Essentially what loft is going to do is it's going

to go from one shape to another to another to another to another,

however many you want making a shape along those profiles.

So let's say I want to start with a circle.

You're essentially gonna make like a little cage for it.

And it's going to make a model within that cage.

So on this one right here,

I can select the edges here.

So it's gonna do is it's going to kind of make a little funnel.

Then I want it to go to a, let's say a rectangle.

To scale that up a bit.

What you can do, shortcuts actually to get to your move,

your scale and your rotation.

That would be E.

First for position are for rotation,

and then t for scale.

So if you see me kind of going from

one to the other without going up here and touching these.

I'm using the shortcuts.

All right? And then on the center here I'm gonna rotate it.

Rotate it will rotate above 404050 degrees. Sounds good.

And then it will scale that down.

Since I just wanted to scale down in two of the axis.

I'm just using these little points are here if I want the scale in all directions,

which is just a 2D shapes that doesn't really apply so much.

But I can scale that down just like so.

And then I can on the Sure.

I think actually did it earlier to tell you what I can do with this,

with this shape selected or with any shape selected as i can hold Control,

I can drag off of it and it will duplicate it to something else.

So let me rotate. These one's a little bit here.

And then let's do one more shape.

Go to a star, to more shapes, but we do another star.

There you go.

So that's a pretty weird,

weird looking shape right there that you'd likely never be able

to create just from using kind of the basic tools.

But now what I can do is I can go into loft and I can click and hold,

select on, click on the last one,

and we'll select all of my shapes.

Or I can hold, Shift and collect or select or hold control.

And it will select each one individually.

And then I'll drag all of those into loft.

And whenever I do that, you see I get this crazy shape right here.

And I can, I can edit that shape still

by or by selecting on these individual individual splines.

And I can rotate them.

And it's sometimes you get like little kinks in it which,

you know, you gotta kind of smooth that stuff out,

which I've rotated that one too much.

So it kind of sort of folding into itself.

Really ever want that? Star wondering here is pretty cool.

But if I go into Display and go back into this shading mood,

you'll see that that's a pretty crazy looking shape right there.

I don't know what that is, but it's there. Alright.

So now I can do sweep,

sweep as one of my favorite ones to use,

gets actually create like a align with thickness.

So let's say you want,

let's say you wanted a helix.

But along that helix,

you wanted the shape.

You just wanna thickness to it.

Well, you can give it thickness and a couple of different ways.

Let's do rectangle.

You could use circle or a rectangle or insides or anything you want really.

But let's do rectangle.

And we're gonna make that rectangle a bit smaller.

We'll say ten by ten inches.

So what, what's going to happen is our thickness is going to be controlled by

a rectangle shape and our path is going to be

controlled by our helix or whatever other path you wanted to use.

So going into there,

I can go to sweep.

I can drag my rectangle in here,

drag my helix in here.

And you'll see I get something pretty weird at first because the order is wrong.

So if I drag rectangle above helix,

now you see I get some pretty cool here.

Where now I have a path with thickness.

And from here I can still go on and change the shape of everything here.

If I wanted something that was like more ribbon,

like I can, something like that.

Inside of our sweep option, here.

Inside of our sweep option,

you'll see that I have a few different options.

I can make the scale at one side end at 0%.

And I can change the rotation.

I can animate this stuff.

I can animate the growth of this line.

You see that you get a lot of different kind of abilities inside of that.

So the last thing I wanna talk about is text shapes.

So I'll select that sweep there,

get rid of that by hitting delete.

And then inside of the pen tool here,

I had this thing called text.

You'll see that it puts in text and it says text.

I can make it say something like, oh, circle.

And then I can change the font.

Now, this doesn't work very quickly all the time,

but it's not the most intuitive kind of set-up.

But it'll show you all of your different fonts.

Again, it works pretty slow.

So be patient.

I go to PTC engineer.

I can change the height that I want this shape to be and I can change it to be bold.

Now, again, this doesn't do any of you cannot render path is like this.

You need to do something else to it.

You need to extrude them if you want to be able to see them.

So I can go into go back into the subdivision surface options here,

go back into Extrude.

I can drag that text into extrude.

And just like that, we have text that that now has thickness to it.

And if I hit render on that,

you'll see that we just created some pretty cool,

pretty cool, easy text that we can animate it.

We can do a number of different things with looking at some of these options in extrude,

you can go into caps.

You can change cap to Philae cap.

And what that does is it kind of turned on that radius a bit.

It kinda gives us a little bevel on the edge there.

If I change at that point to five,

I can also change it to the other.

So that's the end.

I can change the start to Philae cap as well.

And then change also that 2.25.

And just like that, now,

it's looking even cooler that whenever we get

some lights in there and start rendering that it's going to look pretty good.

So that is the basics of modelling.

And I realized that that might be a little bit complex,

but definitely be patient and kind of explore.

The biggest thing is to never kind of jump

into Japan any computer software really without having a plan first.

So anytime that you're going to model something,

try to sketch it out first.

Try to figure out exactly what's going to look like.

And you know, there's ways that you can bring in your sketches into Cinema 4D.

And you can kind of model from a sketch.

And you'll kind of be able to put this lesson together along with

the texturing lesson and be able to

kind of figure out how you can kind of do more of that.

But that is the basics of modelling.

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