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All right, so in this lesson here,
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we are going to talk about some basic modeling.
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Using some basic shapes,
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some splines or lines,
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and being able to use text as geometry.
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So, you know, before we get started,
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I want to let you know that we're going to keep it pretty, pretty basic.
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There is a more advanced level of
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modelling and we will scratch the surface of it a little bit.
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But the basics will be able to get you pretty much
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most of the way to almost any words you kinda wanna go.
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So let's start with this panel up top here.
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Now we're going to be talking about these 1234,
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these five buttons basically for,
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for almost everything that we're talking about.
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Now, starting all the way at the left here is how we make basic shapes.
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I can either press,
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I can either left-click on this and it makes a cube,
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or I can left click and hold.
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And I can make any of these different shapes right here.
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So I'm gonna go ahead and make that cube.
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And as soon as I make that cube,
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you'll see at the bottom right here is kind of your,
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your attributes panel where you can change different options for that shape.
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And we use real measurements in here.
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And I have my system setup an inches.
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You can use centimeters or meters or feet,
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whatever your, whatever you're into.
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And basically you can just use this little, these arrows are here.
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You can scrub how big you want it to be.
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If you want a certain size,
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you can click in here and you can say ten by 12 by 50.
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I don't know what you're making,
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but in general, whenever you're,
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if you're making things that are like real-world, real-world objects,
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what you should do is actually measure that object
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and be able to type in the actual dimensions here.
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So over, just gonna make this 50 by 50 by 50 here.
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So then to the right here you'll see segments.
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We'll get into that here in just a moment.
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But basically this controls how many polygons are on each side of your, your object here.
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Now, each one of these shapes have different options,
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but they're all generally the same thing.
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Or here we can do,
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we can check this box to separate these services.
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We're not gonna mess with that.
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We can filet or kinda bevel the edges.
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If I check that box,
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you'll see that we have a few options here to kinda smooth the corners.
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So it's not so much.
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It's f omega something like 0.2.
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You'll see that we get a cool little like highlight on here.
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Now, one of the,
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one of the important things to know is that the,
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there's no object in the world that exists that has a perfectly sharp edge.
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So putting a little bit of a fillet or,
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or beveling these edges a little bit.
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It's pretty important to create more realistic kinda geometry inside of symbol 4D.
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Now if I go into,
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let's see here, I'm actually gonna turn off fillet here.
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And I'm gonna go into my display and do
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constant shading lines just so I can show you guys what these segments here do.
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You see that as soon as I start kinda changing these numbers,
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I get more intersections,
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more polygons in my shape here.
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Now it's good to start out generally with maybe what
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you think you would need to kinda change.
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And not start to high whenever you're modelling things like you don't want to start off.
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Here. You don't wanna start off with something super smooth and try
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editing these polygons because you'll never be able to kinda get there very far.
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There's sort of a sort of think about it like,
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like drawing or drawing anatomy specifically
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where you want to start off with basic shapes before you start with the details.
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So you can have something that's super smooth and still start out pretty low.
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So I'm gonna do something like this.
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Alright, so it's three by three by three.
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And now what I can do is I can actually edit these polygons.
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And to do that,
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I have to click on the Shape Up here, cube.
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And then I hit the letter C.
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And you'll see that it changes.
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The little icon here changes.
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And what that means is I can now edit this object.
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However, I wished you I can edit it.
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I can push and pull these polygons.
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Before I wasn't able to do that.
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All it was was a simple cube.
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So now with this shape selected,
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I'm gonna fly over here to the left side.
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You'll see that there's three different options to basically select from.
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Select on parts of our shape.
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If I collected the or if I select the points here,
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you'll see it goes to this different motor here where I can see all of the vertices.
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If I call it click on one,
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I get my little position arrow where I can start pushing and pulling.
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It can rotate around here.
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So again, that's ALT, left-click is rotate,
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ultimate middle click is pan,
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and I'll right-click is zoom in and out.
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Alright, so I can just start selecting these shapes.
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Now not making anything specific,
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but I'm just going to give you guys an idea of kind of some of the stuff that you can do.
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And so I can select one at a time by just left clicking on each point.
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Or I can hold Shift.
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And I can select multiple points at a time.
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And then if I just click it again, it'll de-select it.
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So right now I have four points selected and I can pull them all just like that.
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And then if I wanted to pull these on stand a little bit.
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So you can see that this is kind of how you can get something a little bit more
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organic or a lot more interesting whenever it comes to modelling.
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Now, if we go over to the edges,
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you'll see that I'm selecting on the individual edges. Icky.
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And so in this case right here,
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you'll see that it's selecting this edge, but the
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Our little cursor here or position cursor is kind of off like that.
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What if you wanted this thing to go straight up?
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Well, you can go up to this coordinate system
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here and just press that button and it goes to
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the world coordinates rather than the relative coordinates.
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So from here I can kind of push this up over.
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I can select back on this again.
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So maybe I want it to go kind of
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perfectly in line with the direction that it's currently facing.
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And coming over here,
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I can also select multiple.
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I can push and pull that.
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And then our next option is the polygon selection.
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I can select that.
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And I can kind of change one polygon on time or a couple at a time.
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So pretty simple stuff in there.
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Now, what I can do,
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another thing that I can do is I can extrude
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shapes from a single shape here, single polygon.
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And I can do that by,
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I can click on a polygon and I can hold Control.
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And then click and drag.
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And that makes a new shape come from that other shape.
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This is kind of the basis for most of your,
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most of the way that you would model something.
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So you can see maybe this is like a swan or something now, right?
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Swan sounds about right?
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Alright, so that's kind of the basics of being
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able to edit the geometry from an existing shape here.
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Another trick that you could do that a lot of people
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actually seem to go with if you're creating a pretty complex shape,
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what you wanna do is you want to start from one of
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these shapes that's kinda closest to what it actually is.
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But if it's something that's really crazy,
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you can start with a plane.
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I'm going to go ahead and I'm going to hide my cube here from the viewport.
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So just this little button here,
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I'm gonna click that twice and that'll hide it from view.
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So my plane here, I just want one.
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And what I can do is hit see again on this point.
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And then I can click on the edge.
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And I can hit Control and drag off of there.
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And you'll see that it also works in edge mode as well.
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Now, it doesn't work in point modes,
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so you'll have to kind of be careful of that.
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But you can kinda make something like a little race track or something.
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Grab some of these points and kind of make it flow a little bit better here.
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This is kinda how you would go about creating like a character
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or a face for a character is you start off with
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that one plane and then you just kind of
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start manipulating it just kind of little bit at a time.
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Now, I can also, from this plane here,
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I can start pulling these points up in this direction right here.
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And then I'll show you what we're gonna do that here in a second.
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You see, it's a pretty,
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pretty kind of geometric kinda shape.
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What if we wanted that to be smoother?
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Well, what we can do is in the third box here,
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I can click on this subdivision surface box,
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and you'll see that soon as I click on that and nothing actually happens.
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But if I grab the plane here and I drag it into that subdivision surface,
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all of a sudden this turns into a smooth shape.
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I'm going to go back to go to this first shading mode here.
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So you can get a pretty good idea.
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So if I check that off,
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and then on, we'll see that we get a smooth shape there.
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Alright, and we'll talk a little bit more about some of the other options in width.
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Sorry, in with the subdivision surface whenever we start talking about the,
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the lines a little bit.
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But let me go ahead and drag this out here.
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And let's show you a couple of different things that you can also do.
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So sometimes you want to have maybe like a little gap in between, in the middle here.
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So it's OK, how do I create a polygon in between two lines like this?
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Well, what I can do is I can hit the I can right-click and I can click on bridge.
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And then I can click on one edge and drag it over to the other one.
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And it automatically makes a path like that.
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Now, if I am selected on something and then I right-click bridge,
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I still do it.
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But sometimes wherever you have things selected,
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sometimes it will only let you use the selected paths.
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So this, I'm pretty sure actually an older versions.
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They, they made it.
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So if you are selected on one and you try to bridge, it wouldn't work.
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You'd, you'd have to be selected on both of
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the edges that you want to bridge or none of them at all.
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So it's usually good just to make sure that anytime that you use, you know,
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sort of any of these options that you just kinda de-select
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from things kinda To begin with unless for some reason you need to.
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The reason that they do that is because if you're working with a really complex model,
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you want to make sure you're not messing with areas of your model
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that you are trying to do anything with.
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All right, so then we also have,
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let's say we wanted to,
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I'm kinda combine these points are here.
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What if we wanted to come to a point where I can right-click
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and I can go to this few different things you can do here.
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I'm going to do stitch.
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And so, and if I grab that point,
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you'll see I can just click and drag it to the point that I want to weld it to.
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So number select that point,
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you'll see that did that for me.
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And I can grab this one.
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I can put that there and grab this one pulled out there that can do any of these things.
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Now, whenever I go up to the top here,
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you'll see them move, scale and rotate.
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If I just want to go back to.
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Selecting points and being able to manipulate them.
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I can just go back into mode here or move here.
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And then I can grab this 1.
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Now you'll see like everything is now attached to this one vertices.
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So again, I can keep clicking and manipulating and dragging.
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I can also use scale and rotate.
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Now. I can't scale of single point obviously.
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But what if I grab four areas and then I hit the scale tool here?
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I see I can scale them all from a single point.
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And that point will be in the direct center
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of all of the vertices that you have selected.
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So if I hit control a and scale this up,
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he sees scales up the entire thing from the center.
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If I have this point right here and this point right here,
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and I scale those up,
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it scales from the center of those two points.
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Now, sometimes you want to kind of rotate everything.
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I'll select these four points again,
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I will hit the rotate tool and again from the center of that selection,
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I can rotate just like so.
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Alright, so that kind of is the shapes here.
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Now, what I can do is actually applied different.
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It kind of affects to geometry.
244
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Now if I go into this one right here,
245
00:15:10,760 --> 00:15:12,770
you'll see if I hover over it, it says bend.
246
00:15:12,770 --> 00:15:15,710
If I click and hold, you'll see that there's a bunch of different options.
247
00:15:15,709 --> 00:15:17,779
What this will do is actually manipulate
248
00:15:17,780 --> 00:15:23,390
your geometry with one of these kind of different tools here.
249
00:15:23,390 --> 00:15:26,210
And I'm just going to select on bend and that's only one we're going to use.
250
00:15:26,209 --> 00:15:28,459
But just know that there are a bunch of different ones here.
251
00:15:28,459 --> 00:15:30,589
You should definitely experiment with those.
252
00:15:30,590 --> 00:15:32,750
Now if I go to bend,
253
00:15:32,750 --> 00:15:35,650
you'll see nothing happens again.
254
00:15:35,645 --> 00:15:40,275
But if I take this bend and I put it into plane,
255
00:15:40,279 --> 00:15:42,879
which oddly enough looks like a plane now.
256
00:15:42,875 --> 00:15:46,595
And nothing again happens.
257
00:15:46,594 --> 00:15:49,134
But you'll see this little box right here.
258
00:15:49,130 --> 00:15:50,870
If I do this button right here,
259
00:15:50,869 --> 00:15:52,489
this is fit to parent.
260
00:15:52,490 --> 00:15:56,790
All of a sudden that box is now in this entire thing.
261
00:15:56,794 --> 00:15:58,824
And that's exactly what we want.
262
00:15:58,820 --> 00:16:04,910
Now, if I, so that then will be inside of the shape.
263
00:16:04,910 --> 00:16:08,420
Now not to be confused with the other shapes that you will put inside of.
264
00:16:08,420 --> 00:16:10,900
The good rule here is that anything that's kinda
265
00:16:10,895 --> 00:16:14,275
blue will go inside your shape and anything that's green,
266
00:16:14,270 --> 00:16:15,680
your shape goes inside of us.
267
00:16:15,679 --> 00:16:16,749
That's not always the case,
268
00:16:16,745 --> 00:16:18,745
but it's just kind of a good,
269
00:16:18,740 --> 00:16:21,070
good way to kind of think about things.
270
00:16:21,065 --> 00:16:24,795
Alright, now if I adjust the strength on this bend,
271
00:16:24,799 --> 00:16:28,959
you'll see that the shape is actually vending.
272
00:16:28,954 --> 00:16:31,024
Now it bends by geometry.
273
00:16:31,025 --> 00:16:35,525
So we don't have too much geometry in here currently.
274
00:16:35,525 --> 00:16:40,045
But if we add the subdivision surface and I'm going to drag the plane,
275
00:16:40,040 --> 00:16:42,260
which drags everything else in.
276
00:16:42,259 --> 00:16:44,119
And then I use this,
277
00:16:44,120 --> 00:16:48,150
you'll start to see something cool happening there.
278
00:16:48,154 --> 00:16:50,214
But, you know, it's not bending in the right direction.
279
00:16:50,210 --> 00:16:53,010
So what we can do is just by selecting this bend here,
280
00:16:53,014 --> 00:16:56,014
I can just rotate this.
281
00:16:56,014 --> 00:17:00,334
I'm holding Shift to snap it to a specific angle.
282
00:17:03,850 --> 00:17:12,590
And I'm gonna turn that strength of a little bit so I can see and make good down here.
283
00:17:12,589 --> 00:17:18,329
And then when do fit the parent again because we want to kinda keep it,
284
00:17:18,400 --> 00:17:21,520
keep bending the whole the whole thing.
285
00:17:21,515 --> 00:17:23,535
Now, you'll see here,
286
00:17:23,539 --> 00:17:24,919
whenever I'd just that bend,
287
00:17:24,919 --> 00:17:26,959
it's kind of more realistic.
288
00:17:26,960 --> 00:17:27,920
Well, not realistic.
289
00:17:27,919 --> 00:17:33,969
It's, it's crazy, but it behaves in just a more accurate bending way.
290
00:17:33,965 --> 00:17:36,325
Now, you can still see some of the edges on there.
291
00:17:36,320 --> 00:17:40,760
So what I can do on the subdivision surface is sub-division editor.
292
00:17:40,760 --> 00:17:44,050
I can change that to 345.
293
00:17:44,045 --> 00:17:49,165
And what this does, if I go into the display lines here,
294
00:17:49,160 --> 00:17:52,110
you'll see that's that smooth surface that we're looking for.
295
00:17:52,114 --> 00:17:53,364
Essentially.
296
00:17:53,359 --> 00:17:54,589
To make a smooth surface,
297
00:17:54,590 --> 00:17:56,900
you need a lot of polygons.
298
00:17:56,899 --> 00:18:01,359
Now, with what I started out with is this right here.
299
00:18:01,355 --> 00:18:03,065
You see that I can,
300
00:18:03,064 --> 00:18:09,214
I can essentially go back and I can quickly edit this,
301
00:18:09,400 --> 00:18:13,730
these points right in here without having to
302
00:18:13,730 --> 00:18:17,400
try to move a billion different polygons here,
303
00:18:17,404 --> 00:18:20,334
as I would in this mode right here.
304
00:18:20,329 --> 00:18:22,759
So that's why we make it at a low resolution.
305
00:18:22,760 --> 00:18:25,920
And then we use the subdivision surface two,
306
00:18:25,924 --> 00:18:27,984
make it kind of high resolution.
307
00:18:27,980 --> 00:18:31,020
And again, we can even,
308
00:18:31,024 --> 00:18:33,954
you can even see if, you know,
309
00:18:33,949 --> 00:18:37,429
if we have the subdivision surface turned on and we're adjusting the plane,
310
00:18:37,430 --> 00:18:46,890
we can see a little bit more of the actual results that we would get from doing this.
311
00:18:48,220 --> 00:18:52,250
Alright, so that's, that's bend.
312
00:18:52,249 --> 00:18:55,539
And kinda start back here again.
313
00:18:55,534 --> 00:18:57,184
Now, again, like I said,
314
00:18:57,184 --> 00:18:58,944
there's a bunch of different ones here,
315
00:18:58,939 --> 00:19:04,779
like twist bulges, a good one. Yeah.
316
00:19:04,775 --> 00:19:06,435
Again, just kinda play around with it.
317
00:19:06,439 --> 00:19:11,179
They all work generally the same where you kinda have this option,
318
00:19:11,180 --> 00:19:15,650
you have this box that things need to act within the box or at the need to
319
00:19:15,649 --> 00:19:18,019
be within the box to be able to kind of
320
00:19:18,020 --> 00:19:21,670
react to whatever effect or that you're putting on that.
321
00:19:21,665 --> 00:19:27,205
Alright, so let's go into,
322
00:19:27,280 --> 00:19:33,490
if I go into this little box right here that says array.
323
00:19:33,485 --> 00:19:36,065
Now I can apply this array
324
00:19:36,065 --> 00:19:39,855
whenever I don't have anything selected here you see it doesn't actually do anything.
325
00:19:39,859 --> 00:19:45,229
But if I put r plane inside that array, something crazy happens.
326
00:19:45,230 --> 00:19:49,110
But if I go into here and I change that radius,
327
00:19:49,114 --> 00:19:50,724
and I'll scale that up.
328
00:19:50,720 --> 00:19:59,210
You'll see that it duplicates this in a perfect circle kind of pattern.
329
00:19:59,209 --> 00:20:02,449
And you can tell how many copies you want it to be.
330
00:20:02,450 --> 00:20:05,900
You can change the radius.
331
00:20:05,899 --> 00:20:09,789
And, you know, we're not getting too much into animation at this point.
332
00:20:09,785 --> 00:20:11,165
Not just yet anyway.
333
00:20:11,165 --> 00:20:15,345
But keep in mind that anything that has these little dots right here,
334
00:20:15,349 --> 00:20:16,629
you can animate this.
335
00:20:16,624 --> 00:20:19,864
So you could actually animate this starting from here,
336
00:20:19,864 --> 00:20:22,954
two out here if you wanted to.
337
00:20:22,954 --> 00:20:31,414
And I can change some of the randomness by changing the amplitude and the frequency.
338
00:20:31,414 --> 00:20:34,074
And let's see here,
339
00:20:34,069 --> 00:20:37,599
its frequency is not doing so much in this specific pattern that we have,
340
00:20:37,594 --> 00:20:42,204
but our drag that out of there again,
341
00:20:42,200 --> 00:20:43,430
also you get rid of this cubed.
342
00:20:43,429 --> 00:20:50,379
Turns out we don't need it. So sometimes you want to move your actual like full object,
343
00:20:50,375 --> 00:20:52,055
but you're, you know,
344
00:20:52,055 --> 00:20:53,635
maybe you're seeing this and you're like, hey,
345
00:20:53,630 --> 00:20:55,780
I want to move this whole thing over.
346
00:20:55,775 --> 00:20:59,495
Well, don't grab, don't select all of these right here,
347
00:20:59,495 --> 00:21:04,055
or even go into the selection mode, the rectangle selection.
348
00:21:04,054 --> 00:21:06,594
You can select them all like that.
349
00:21:06,589 --> 00:21:10,699
Or you can hit control or command a and it selects all your points.
350
00:21:10,700 --> 00:21:12,020
It anytime you want to move your object,
351
00:21:12,019 --> 00:21:13,279
Don't do it that way.
352
00:21:13,279 --> 00:21:17,329
Instead, go back up to all the way on the left side here,
353
00:21:17,329 --> 00:21:19,869
the top left, you'll see that there's a model mode.
354
00:21:19,865 --> 00:21:23,585
Whenever I click on that, then I can move the entire shape as a whole.
355
00:21:23,584 --> 00:21:26,404
So this right here would be how you would animate the whole shape.
356
00:21:26,405 --> 00:21:31,295
You can not animate things based on their points, edges, or faces.
357
00:21:31,294 --> 00:21:33,394
Not easily anyway, there,
358
00:21:33,395 --> 00:21:36,335
there is a way just we're not gonna go there.
359
00:21:36,335 --> 00:21:39,725
So going back into the model mode here,
360
00:21:39,724 --> 00:21:42,994
let's go ahead and save that.
361
00:21:44,050 --> 00:21:46,160
Let's go and delete this two.
362
00:21:46,159 --> 00:21:48,789
And I'm going to make two different shapes.
363
00:21:48,785 --> 00:21:53,135
Let's say one is a sphere. Closer here.
364
00:21:53,135 --> 00:21:55,505
One thing you can do is actually hit.'s
365
00:21:55,504 --> 00:21:59,704
a shape that's selected and that will zoom right into that shape.
366
00:21:59,705 --> 00:22:05,195
Let's say I also want to make a cylinder.
367
00:22:05,380 --> 00:22:09,250
And so now I have two overlapping shapes here.
368
00:22:09,245 --> 00:22:13,185
I'm gonna go back into this shading motor here. On my sphere.
369
00:22:13,189 --> 00:22:16,959
I'm gonna change my segments to 100 so it smooths out those edges.
370
00:22:16,955 --> 00:22:18,465
You'll see that if I start out with it at
371
00:22:18,469 --> 00:22:23,009
three and keep going and just a little bit more at a time.
372
00:22:26,740 --> 00:22:29,940
It actually makes it a.
373
00:22:32,590 --> 00:22:37,260
So I changed it to a 102.
374
00:22:43,620 --> 00:22:49,390
Now if I go into segments and I change that to 100, well actually before I do that,
375
00:22:49,389 --> 00:22:51,879
you can see some of the edges because see you like the,
376
00:22:51,880 --> 00:22:57,400
the points on the sphere here and rarely do we want to see those things.
377
00:22:57,399 --> 00:22:59,219
But if I go down to one,
378
00:22:59,214 --> 00:23:00,504
you'll see that the minimum is three.
379
00:23:00,504 --> 00:23:03,804
And if I start going up one at a time, one segment at a time,
380
00:23:03,804 --> 00:23:08,454
you see it slowly starts to get a little bit more smoother every single time.
381
00:23:08,455 --> 00:23:11,455
So that's why I generally just put it to a 100.
382
00:23:11,455 --> 00:23:12,805
And that's pretty smooth,
383
00:23:12,804 --> 00:23:16,644
smooth enough to be able to not see those edges, right?
384
00:23:16,644 --> 00:23:18,164
You're creating realistic objects.
385
00:23:18,159 --> 00:23:23,509
It's really important that things are a little bit more kind of high polygon.
386
00:23:24,040 --> 00:23:30,810
Alright, so I have my cylinder and I have my sphere.
387
00:23:30,814 --> 00:23:34,914
So now what I can do is in this array panel here,
388
00:23:34,910 --> 00:23:39,530
if I click and hold on that and see that I have a few different options here,
389
00:23:39,530 --> 00:23:43,770
like cemetery is a good one that you can create the one side of something.
390
00:23:43,774 --> 00:23:46,164
Like if it's really complex,
391
00:23:46,159 --> 00:23:49,219
like a car or some face or person,
392
00:23:49,219 --> 00:23:51,279
you essentially create one side of it.
393
00:23:51,275 --> 00:23:54,135
And then you can use symmetry to duplicate that
394
00:23:54,139 --> 00:23:57,549
and mirror it and put it into the same object.
395
00:23:57,544 --> 00:23:59,964
So that way you're not recreating
396
00:23:59,960 --> 00:24:03,440
are kind of wasting effort on making the exact same thing,
397
00:24:03,440 --> 00:24:05,200
but just a little bit different.
398
00:24:05,195 --> 00:24:08,255
But one fun thing is this bool here.
399
00:24:08,255 --> 00:24:09,665
If I click on this,
400
00:24:09,664 --> 00:24:12,804
you'll see again, nothing happens because I had dropped things into it.
401
00:24:12,800 --> 00:24:18,380
If I dropped the cylinder and do it and I drop the sphere into it,
402
00:24:18,380 --> 00:24:21,550
you'll see that the sphere is,
403
00:24:21,545 --> 00:24:26,315
or the cylinder is actually cutting into the sphere.
404
00:24:26,315 --> 00:24:28,405
And you can see, I can see these little edges here.
405
00:24:28,400 --> 00:24:33,270
So I'm gonna go into cylinder and change rotation segments to 100.
406
00:24:34,540 --> 00:24:37,740
Were they, were happened here.
407
00:24:38,740 --> 00:24:43,800
And we slowed down a little bit here.
408
00:24:50,520 --> 00:24:52,450
Alright.
409
00:24:52,449 --> 00:24:54,189
So that was a little bit weird.
410
00:24:54,189 --> 00:24:55,979
Sometimes.
411
00:24:55,974 --> 00:24:59,964
Sometimes if viewport has a little bit of problems with higher polygons.
412
00:24:59,964 --> 00:25:01,254
So you kind of,
413
00:25:01,255 --> 00:25:02,915
you do need to be really careful.
414
00:25:02,919 --> 00:25:07,019
You can't just crank things up to a billion and hope for the best, you kinda have to.
415
00:25:07,014 --> 00:25:11,744
Or are machines the computers that we use aren't quite ready for that kind of stuff.
416
00:25:11,739 --> 00:25:13,389
So that's another reason you wanna stay slow.
417
00:25:13,389 --> 00:25:16,499
And so whenever I change that to a 100,
418
00:25:16,495 --> 00:25:19,655
you see that it kind of did a little bit of kind of
419
00:25:19,659 --> 00:25:23,139
freaked out a little bit until it kind of was able to do the calculations.
420
00:25:23,140 --> 00:25:27,420
But now you see that we are perfectly smooth on the inside there.
421
00:25:27,415 --> 00:25:33,755
Now, I can also take that cylinder and I can change the position.
422
00:25:33,754 --> 00:25:38,424
It looks like, yeah, I can change the position of this to go
423
00:25:38,420 --> 00:25:40,940
up right here and you'll see that everything that's
424
00:25:40,940 --> 00:25:44,910
intersecting cuts it out of that shape.
425
00:25:45,460 --> 00:25:49,040
And if I drag it all the way out,
426
00:25:49,039 --> 00:25:51,519
I could put that back in there like that.
427
00:25:51,514 --> 00:25:54,054
Click off of everything and you see that I'm pretty cool,
428
00:25:54,049 --> 00:25:59,119
complex shape right there without doing too much to,
429
00:25:59,119 --> 00:26:03,029
to that model just by kinda starting with that right there.
430
00:26:03,280 --> 00:26:10,990
Now the last thing is if I want to kind of make this one solid object here,
431
00:26:10,985 --> 00:26:12,445
so I obviously, I can't,
432
00:26:12,440 --> 00:26:17,420
I can't select any of these points here because they're not editable shapes.
433
00:26:17,420 --> 00:26:20,470
What I can do is I can right-click on
434
00:26:20,465 --> 00:26:24,815
that BOOL there or whatever group that you're shapes might be in.
435
00:26:24,814 --> 00:26:29,314
And I can go down to, there's a few different things here.
436
00:26:29,315 --> 00:26:32,225
I can go to current_state to object.
437
00:26:32,225 --> 00:26:36,805
And whenever I do that, you see it makes this whole thing right here.
438
00:26:36,800 --> 00:26:42,680
Where it, let's go ahead and Let's go ahead and delete this top one here.
439
00:26:42,679 --> 00:26:46,839
And you'll see that I have,
440
00:26:46,835 --> 00:26:50,675
my, my two segments are here,
441
00:26:50,675 --> 00:26:53,635
kind of as separate geometry.
442
00:26:53,630 --> 00:26:59,920
But it is a geometry now that we can edit.
443
00:26:59,915 --> 00:27:01,805
So that's pretty cool right there.
444
00:27:01,805 --> 00:27:03,755
Now, to get them to combine,
445
00:27:03,755 --> 00:27:06,135
we can select them both.
446
00:27:06,139 --> 00:27:09,059
De-select off of any points or shapes,
447
00:27:09,059 --> 00:27:13,299
or points or polygons are edges that you have here, right-click.
448
00:27:13,295 --> 00:27:17,165
And I can go to connect objects.
449
00:27:17,165 --> 00:27:19,345
And I'm going to delete the other two.
450
00:27:19,340 --> 00:27:21,540
You see it made a new object.
451
00:27:21,544 --> 00:27:23,754
And just like that,
452
00:27:23,750 --> 00:27:30,230
we have an object that is that they're connected to each other,
453
00:27:30,230 --> 00:27:37,610
they're one, but they're still not there's still not actually welded together.
454
00:27:37,610 --> 00:27:43,700
So we can do for that is go ahead and go to your point mode.
455
00:27:43,700 --> 00:27:46,310
You can go to control a.
456
00:27:46,309 --> 00:27:50,989
You can right-click, and you can go to this optimizer it here.
457
00:27:50,989 --> 00:27:54,319
And what this will do is basically take any two points that are really,
458
00:27:54,319 --> 00:27:58,539
really close together and kind of by themselves and attach them together.
459
00:27:58,535 --> 00:28:00,245
So if I click on that,
460
00:28:00,244 --> 00:28:02,544
you'll see, you can't really see anything that happens there.
461
00:28:02,540 --> 00:28:06,620
But if I grab this edge now,
462
00:28:06,620 --> 00:28:10,640
I'm gonna go into the world, transform, transform here.
463
00:28:10,639 --> 00:28:13,569
You see that they are now together.
464
00:28:13,565 --> 00:28:16,125
Pretty cool stuff.
465
00:28:16,129 --> 00:28:19,989
So another thing I can do is actually delete polygons too.
466
00:28:19,985 --> 00:28:21,825
So I can click.
467
00:28:21,829 --> 00:28:26,909
Maybe I just want like a little window of things here.
468
00:28:27,270 --> 00:28:29,400
Alright, that's good right there.
469
00:28:29,395 --> 00:28:34,045
So what I can do is I can hit Delete on these.
470
00:28:34,045 --> 00:28:36,595
But if I go into the point mode,
471
00:28:36,595 --> 00:28:39,765
you'll see that I still have these points here that are just
472
00:28:39,760 --> 00:28:43,380
kind of floating off in space that are doing anything.
473
00:28:43,375 --> 00:28:44,975
They're just there.
474
00:28:44,979 --> 00:28:46,269
So that's another thing again,
475
00:28:46,269 --> 00:28:48,639
where I can select everything and I can
476
00:28:48,640 --> 00:28:53,530
right-click go to optimize and you see it removes any of those,
477
00:28:53,529 --> 00:28:56,009
those polygons that were there.
478
00:28:56,005 --> 00:28:57,235
Now.
479
00:28:57,235 --> 00:28:59,945
Now your shape is kind of clean.
480
00:28:59,949 --> 00:29:03,909
Now, that wouldn't really make a difference depending on kind of what you're doing,
481
00:29:03,909 --> 00:29:07,149
but you want to keep things as simple and clean as you possibly can.
482
00:29:07,150 --> 00:29:10,320
So anytime that you delete points like that,
483
00:29:10,324 --> 00:29:11,994
you know, we wanna keep that mind.
484
00:29:11,990 --> 00:29:16,190
Now another thing we can do whenever we have edge mode selected, and I forgot that,
485
00:29:16,189 --> 00:29:17,419
I forgot to say this a little bit ago,
486
00:29:17,420 --> 00:29:21,410
but I can double-click on one of these edges and it will ring.
487
00:29:21,409 --> 00:29:29,389
Or it'll loop that selection like all the way to where it finds its end.
488
00:29:29,390 --> 00:29:30,770
And then I can grab that,
489
00:29:30,769 --> 00:29:33,579
I can change that position there.
490
00:29:33,574 --> 00:29:41,134
So one thing you can do with this ring selected here is you can delete a loop.
491
00:29:41,135 --> 00:29:42,395
And if I hit delete,
492
00:29:42,394 --> 00:29:45,034
you'll see that it deletes the whole geometry.
493
00:29:45,035 --> 00:29:46,435
That's not what I want.
494
00:29:46,430 --> 00:29:48,470
And maybe I just want to delete a segment that was
495
00:29:48,470 --> 00:29:50,800
in there to kind of make things a little bit more simple.
496
00:29:50,795 --> 00:29:56,645
Well, what I can do is double-click on that on one line to get up an entire loop.
497
00:29:56,645 --> 00:30:00,365
And then I can right-click and I can go to dissolve.
498
00:30:00,364 --> 00:30:02,194
And you'll see that whenever I did that,
499
00:30:02,194 --> 00:30:05,544
it actually got rid of the entire thing with any sort
500
00:30:05,539 --> 00:30:10,989
of any points or vertices that were there previously.
501
00:30:10,985 --> 00:30:13,355
So that's kinda the, the trick there.
502
00:30:13,355 --> 00:30:15,985
Now I can, I can keep selecting those.
503
00:30:15,980 --> 00:30:21,570
I can, I can select a bunch of the like holding Shift and double-click.
504
00:30:21,760 --> 00:30:25,190
And will say, I want to just get rid of all of that.
505
00:30:25,189 --> 00:30:26,679
I want this all to be flat,
506
00:30:26,675 --> 00:30:30,085
like an right-click and go to dissolve.
507
00:30:30,080 --> 00:30:33,260
And now, whenever I look at the shape.
508
00:30:33,260 --> 00:30:36,410
We get something a little bit more interesting there.
509
00:30:36,409 --> 00:30:39,429
So that's pretty cool there.
510
00:30:39,424 --> 00:30:44,154
So that's really all I'm gonna talk about with the kind of editing a shape.
511
00:30:44,149 --> 00:30:47,049
Now I want to go into splines.
512
00:30:47,045 --> 00:30:49,445
So I'm gonna go ahead and delete that.
513
00:30:49,444 --> 00:30:52,054
Now next to our queue,
514
00:30:52,055 --> 00:30:53,445
you'll see that there is a pen tool.
515
00:30:53,449 --> 00:30:56,719
If I click and select on that, or click and hold on that.
516
00:30:56,720 --> 00:31:02,280
And see that I have a few different options for different shapes that I can create.
517
00:31:02,284 --> 00:31:06,124
For this first one here, I'm just gonna go to this.
518
00:31:06,124 --> 00:31:08,394
Let's go to star actually.
519
00:31:08,389 --> 00:31:09,799
You see it makes us Star.
520
00:31:09,799 --> 00:31:10,969
And just like the other shapes,
521
00:31:10,970 --> 00:31:17,070
we have a bunch of different options of things that we can edit with this star.
522
00:31:17,530 --> 00:31:20,430
Now, that's pretty cool.
523
00:31:20,434 --> 00:31:23,364
But let's, if I was to
524
00:31:23,359 --> 00:31:26,829
render this by going up here and just hitting rendered a picture viewer.
525
00:31:26,825 --> 00:31:27,965
And nothing happens.
526
00:31:27,964 --> 00:31:29,974
And we're gonna talk about rendering here shortly.
527
00:31:29,975 --> 00:31:34,135
But I have to give some thickness to this.
528
00:31:34,130 --> 00:31:36,500
I have to make it geometry.
529
00:31:36,499 --> 00:31:39,739
Well, what I can do with that is next to
530
00:31:39,740 --> 00:31:44,870
the pen tool here you'll see that subdivision surface when I click and hold on that.
531
00:31:44,869 --> 00:31:47,989
We're gonna talk about it or talk about a few of these different options,
532
00:31:47,989 --> 00:31:51,159
but going into extrude.
533
00:31:51,155 --> 00:31:54,395
And then I draw a star into extrude.
534
00:31:54,395 --> 00:31:58,975
All of a sudden our path has thickness here.
535
00:31:58,970 --> 00:32:04,580
I can go into extrude and I can say how thick I wanted to be.
536
00:32:04,580 --> 00:32:07,670
I can say how many subdivisions I want,
537
00:32:07,669 --> 00:32:11,179
how smooth I want that shaped to be.
538
00:32:11,179 --> 00:32:14,329
Again, going into lines here you'll
539
00:32:14,330 --> 00:32:19,390
see these are the subdivisions here that I'm dealing with.
540
00:32:19,385 --> 00:32:22,445
So let's say I wanted right there.
541
00:32:22,445 --> 00:32:27,215
Now, I can right-click on here.
542
00:32:27,214 --> 00:32:35,544
And then I can go into current state to object again.
543
00:32:35,540 --> 00:32:39,260
And then you'll see that I have located, delete that.
544
00:32:39,259 --> 00:32:42,739
And now I have this, this whole thing right here, which again,
545
00:32:42,739 --> 00:32:49,039
I can now select each part and then be able to edit each part by itself.
546
00:32:49,040 --> 00:32:51,240
But these caps aren't welded together here.
547
00:32:51,244 --> 00:32:53,994
So what I have to do is click on all the shapes,
548
00:32:53,989 --> 00:32:57,319
right-click, connect objects, and delete.
549
00:32:57,320 --> 00:33:01,440
So that'll make it so that everything gets deleted, but everything's connected.
550
00:33:01,444 --> 00:33:03,094
And again, at this point,
551
00:33:03,095 --> 00:33:06,185
nothing is still kind of attached.
552
00:33:06,184 --> 00:33:09,874
So I have two controller command,
553
00:33:09,874 --> 00:33:15,464
a right-click, optimize, and that will welds these points together.
554
00:33:15,464 --> 00:33:17,444
Just like so.
555
00:33:17,440 --> 00:33:24,680
So that's how I would go from a spline to a piece of geometry.
556
00:33:24,684 --> 00:33:28,034
Alright, so there's a few different other options here,
557
00:33:28,029 --> 00:33:30,929
but let's go ahead and go into the pen tool.
558
00:33:30,925 --> 00:33:34,705
And then I'm going to hit the middle mouse wheel so I can see my different reviews.
559
00:33:34,705 --> 00:33:39,265
And it's anytime you're using the pen tool like this, any,
560
00:33:39,264 --> 00:33:43,014
if you were to try to make a shape inside of your viewport here,
561
00:33:43,014 --> 00:33:44,714
it would not be pretty,
562
00:33:44,710 --> 00:33:47,800
it would be in these different axes.
563
00:33:47,799 --> 00:33:50,379
And just everything would be a lot more random.
564
00:33:50,380 --> 00:33:53,770
So anytime you do this, you wanna try to do one of the orthographic views,
565
00:33:53,769 --> 00:33:57,739
which is top right or cider bottom or any of that stuff.
566
00:33:57,735 --> 00:33:58,985
So on top here,
567
00:33:58,984 --> 00:34:03,924
I'm going to do make a shape here.
568
00:34:03,920 --> 00:34:08,000
I can click, I can click and hold to make a busy yea.
569
00:34:07,999 --> 00:34:12,479
So if I just click it makes a linear point.
570
00:34:13,990 --> 00:34:15,740
There we go.
571
00:34:15,739 --> 00:34:18,129
And then I'll make it connect right there.
572
00:34:18,124 --> 00:34:19,914
So now that's a spline.
573
00:34:19,910 --> 00:34:22,420
And again, I can do Extrude.
574
00:34:22,415 --> 00:34:24,485
I can put that in here.
575
00:34:24,485 --> 00:34:26,665
I can do middle mouse wheel click.
576
00:34:26,660 --> 00:34:29,730
And you'll see that it's actually doing something kinda weird here.
577
00:34:29,734 --> 00:34:33,724
So if I go into drew food or Extrude,
578
00:34:33,724 --> 00:34:40,464
I can 0 this out and then I can try to find which way I wanted to extrude.
579
00:34:40,460 --> 00:34:43,520
So I have three different dimensions here so I can control all
580
00:34:43,519 --> 00:34:47,379
three how I want that to work exactly.
581
00:34:47,375 --> 00:34:50,575
But I just wanted to kind of extruding upwards.
582
00:34:50,570 --> 00:34:52,730
And just like that, I have a shape.
583
00:34:52,730 --> 00:34:59,570
Now, you can also do this with Illustrator files and not really going to talk about that.
584
00:34:59,570 --> 00:35:05,250
But essentially, you can save out a path out of illustrator.
585
00:35:05,254 --> 00:35:09,964
Save it as an illustrator eight or lower file.
586
00:35:09,965 --> 00:35:14,145
You do that in the Save Menu and then you can inside instead of afford it,
587
00:35:14,149 --> 00:35:16,929
you can do file merge.
588
00:35:16,925 --> 00:35:21,665
And you can find that file and it'll bring it in as a spline.
589
00:35:21,664 --> 00:35:23,244
And then you can extrude from that.
590
00:35:23,239 --> 00:35:24,439
And just like that,
591
00:35:24,439 --> 00:35:25,789
you have the ability
592
00:35:25,789 --> 00:35:31,729
to kind of quickly make complex shapes that have already been designed.
593
00:35:31,730 --> 00:35:37,040
It could be a logo or some other sort of branding for the company.
594
00:35:37,040 --> 00:35:42,960
And so deleting that I'm going to go into.
595
00:35:42,964 --> 00:35:49,204
So let's say I wanted to make something like a vase or a cup or something like that.
596
00:35:49,204 --> 00:35:51,534
So the option that would allow us to do that would
597
00:35:51,529 --> 00:35:54,339
be we'll click and hold here, it'd be laid.
598
00:35:54,335 --> 00:35:58,355
So I'm gonna do is go into front view.
599
00:35:58,355 --> 00:36:01,995
If I make this on top, sometimes it's a little bit weird with the,
600
00:36:01,999 --> 00:36:05,919
with the different angles that you make in or the way that it rotates.
601
00:36:05,915 --> 00:36:10,025
Essentially how laid the works is you create the side profile of something,
602
00:36:10,024 --> 00:36:14,814
and then it will complete that side profile to make it a 3D object.
603
00:36:14,810 --> 00:36:17,330
So I'll go into Penn.
604
00:36:17,330 --> 00:36:24,730
Kinda make nice look in base like so.
605
00:36:24,730 --> 00:36:26,770
And then to kind of get rid of this,
606
00:36:26,769 --> 00:36:29,499
I can just go back up here to slip down move.
607
00:36:29,499 --> 00:36:33,949
I'll go back into the view port here.
608
00:36:34,260 --> 00:36:37,090
Click and hold on that subdivision surface and go to
609
00:36:37,090 --> 00:36:40,340
Lave and dropped my spline into Lave.
610
00:36:40,344 --> 00:36:46,824
And just like that, I have this pretty cool shape that took pretty,
611
00:36:46,825 --> 00:36:48,495
pretty minimal effort here.
612
00:36:48,490 --> 00:36:50,560
If I go into the spline,
613
00:36:50,560 --> 00:36:56,650
you'll see that I can actually edit some of the spline still with this Lavon.
614
00:36:56,649 --> 00:37:02,179
So that's a pretty cool little another pretty cool way of getting.
615
00:37:02,174 --> 00:37:05,214
Making a shape that's pretty complex.
616
00:37:05,210 --> 00:37:11,440
Alright, so the next one is loft.
617
00:37:11,435 --> 00:37:14,765
Loft as a really fun when I'm just gonna go ahead and make that already.
618
00:37:14,765 --> 00:37:18,595
Go into, let's see here.
619
00:37:18,590 --> 00:37:22,250
Let's go into circle. Essentially what loft is going to do is it's going
620
00:37:22,250 --> 00:37:26,210
to go from one shape to another to another to another to another,
621
00:37:26,209 --> 00:37:30,789
however many you want making a shape along those profiles.
622
00:37:30,784 --> 00:37:34,744
So let's say I want to start with a circle.
623
00:37:34,780 --> 00:37:37,750
You're essentially gonna make like a little cage for it.
624
00:37:37,745 --> 00:37:40,735
And it's going to make a model within that cage.
625
00:37:40,730 --> 00:37:43,060
So on this one right here,
626
00:37:43,055 --> 00:37:46,405
I can select the edges here.
627
00:37:46,400 --> 00:37:51,030
So it's gonna do is it's going to kind of make a little funnel.
628
00:37:51,034 --> 00:37:58,294
Then I want it to go to a, let's say a rectangle.
629
00:37:58,295 --> 00:38:01,685
To scale that up a bit.
630
00:38:02,290 --> 00:38:07,950
What you can do, shortcuts actually to get to your move,
631
00:38:07,954 --> 00:38:10,114
your scale and your rotation.
632
00:38:10,115 --> 00:38:11,255
That would be E.
633
00:38:11,255 --> 00:38:16,235
First for position are for rotation,
634
00:38:16,234 --> 00:38:19,194
and then t for scale.
635
00:38:19,190 --> 00:38:21,170
So if you see me kind of going from
636
00:38:21,170 --> 00:38:23,510
one to the other without going up here and touching these.
637
00:38:23,509 --> 00:38:25,819
I'm using the shortcuts.
638
00:38:25,815 --> 00:38:30,205
All right? And then on the center here I'm gonna rotate it.
639
00:38:30,205 --> 00:38:36,265
Rotate it will rotate above 404050 degrees. Sounds good.
640
00:38:36,264 --> 00:38:39,354
And then it will scale that down.
641
00:38:39,570 --> 00:38:44,180
Since I just wanted to scale down in two of the axis.
642
00:38:44,184 --> 00:38:48,374
I'm just using these little points are here if I want the scale in all directions,
643
00:38:48,369 --> 00:38:51,759
which is just a 2D shapes that doesn't really apply so much.
644
00:38:51,759 --> 00:38:56,959
But I can scale that down just like so.
645
00:38:57,330 --> 00:39:00,040
And then I can on the Sure.
646
00:39:00,039 --> 00:39:04,209
I think actually did it earlier to tell you what I can do with this,
647
00:39:04,210 --> 00:39:08,590
with this shape selected or with any shape selected as i can hold Control,
648
00:39:08,589 --> 00:39:13,699
I can drag off of it and it will duplicate it to something else.
649
00:39:14,400 --> 00:39:19,040
So let me rotate. These one's a little bit here.
650
00:39:19,044 --> 00:39:23,274
And then let's do one more shape.
651
00:39:23,940 --> 00:39:30,430
Go to a star, to more shapes, but we do another star.
652
00:39:30,430 --> 00:39:32,360
There you go.
653
00:39:32,460 --> 00:39:35,440
So that's a pretty weird,
654
00:39:35,439 --> 00:39:38,619
weird looking shape right there that you'd likely never be able
655
00:39:38,619 --> 00:39:41,679
to create just from using kind of the basic tools.
656
00:39:41,680 --> 00:39:47,200
But now what I can do is I can go into loft and I can click and hold,
657
00:39:47,199 --> 00:39:49,509
select on, click on the last one,
658
00:39:49,509 --> 00:39:51,469
and we'll select all of my shapes.
659
00:39:51,465 --> 00:39:56,875
Or I can hold, Shift and collect or select or hold control.
660
00:39:56,870 --> 00:39:59,870
And it will select each one individually.
661
00:39:59,870 --> 00:40:03,720
And then I'll drag all of those into loft.
662
00:40:03,724 --> 00:40:07,894
And whenever I do that, you see I get this crazy shape right here.
663
00:40:07,895 --> 00:40:12,795
And I can, I can edit that shape still
664
00:40:12,799 --> 00:40:19,219
by or by selecting on these individual individual splines.
665
00:40:19,220 --> 00:40:21,070
And I can rotate them.
666
00:40:21,065 --> 00:40:27,215
And it's sometimes you get like little kinks in it which,
667
00:40:27,214 --> 00:40:28,834
you know, you gotta kind of smooth that stuff out,
668
00:40:28,834 --> 00:40:30,774
which I've rotated that one too much.
669
00:40:30,769 --> 00:40:33,349
So it kind of sort of folding into itself.
670
00:40:33,350 --> 00:40:41,210
Really ever want that? Star wondering here is pretty cool.
671
00:40:41,210 --> 00:40:45,350
But if I go into Display and go back into this shading mood,
672
00:40:45,350 --> 00:40:49,280
you'll see that that's a pretty crazy looking shape right there.
673
00:40:49,279 --> 00:40:56,279
I don't know what that is, but it's there. Alright.
674
00:40:56,500 --> 00:40:59,700
So now I can do sweep,
675
00:40:59,704 --> 00:41:02,514
sweep as one of my favorite ones to use,
676
00:41:02,510 --> 00:41:07,150
gets actually create like a align with thickness.
677
00:41:07,145 --> 00:41:08,925
So let's say you want,
678
00:41:08,929 --> 00:41:13,359
let's say you wanted a helix.
679
00:41:13,354 --> 00:41:15,714
But along that helix,
680
00:41:15,709 --> 00:41:19,599
you wanted the shape.
681
00:41:19,594 --> 00:41:21,564
You just wanna thickness to it.
682
00:41:21,560 --> 00:41:23,710
Well, you can give it thickness and a couple of different ways.
683
00:41:23,705 --> 00:41:24,845
Let's do rectangle.
684
00:41:24,844 --> 00:41:29,484
You could use circle or a rectangle or insides or anything you want really.
685
00:41:29,479 --> 00:41:32,959
But let's do rectangle.
686
00:41:32,959 --> 00:41:36,049
And we're gonna make that rectangle a bit smaller.
687
00:41:36,049 --> 00:41:39,219
We'll say ten by ten inches.
688
00:41:39,215 --> 00:41:43,345
So what, what's going to happen is our thickness is going to be controlled by
689
00:41:43,340 --> 00:41:46,370
a rectangle shape and our path is going to be
690
00:41:46,370 --> 00:41:50,210
controlled by our helix or whatever other path you wanted to use.
691
00:41:50,209 --> 00:41:52,339
So going into there,
692
00:41:52,339 --> 00:41:53,839
I can go to sweep.
693
00:41:53,840 --> 00:41:55,980
I can drag my rectangle in here,
694
00:41:55,984 --> 00:41:58,144
drag my helix in here.
695
00:41:58,145 --> 00:42:02,835
And you'll see I get something pretty weird at first because the order is wrong.
696
00:42:02,839 --> 00:42:06,459
So if I drag rectangle above helix,
697
00:42:06,455 --> 00:42:09,305
now you see I get some pretty cool here.
698
00:42:09,305 --> 00:42:13,375
Where now I have a path with thickness.
699
00:42:13,370 --> 00:42:19,690
And from here I can still go on and change the shape of everything here.
700
00:42:19,685 --> 00:42:21,655
If I wanted something that was like more ribbon,
701
00:42:21,650 --> 00:42:25,950
like I can, something like that.
702
00:42:26,080 --> 00:42:29,710
Inside of our sweep option, here.
703
00:42:29,705 --> 00:42:31,175
Inside of our sweep option,
704
00:42:31,175 --> 00:42:33,215
you'll see that I have a few different options.
705
00:42:33,215 --> 00:42:38,795
I can make the scale at one side end at 0%.
706
00:42:38,795 --> 00:42:41,315
And I can change the rotation.
707
00:42:41,315 --> 00:42:43,785
I can animate this stuff.
708
00:42:43,789 --> 00:42:49,309
I can animate the growth of this line.
709
00:42:49,310 --> 00:42:56,930
You see that you get a lot of different kind of abilities inside of that.
710
00:42:56,929 --> 00:43:01,009
So the last thing I wanna talk about is text shapes.
711
00:43:01,010 --> 00:43:03,270
So I'll select that sweep there,
712
00:43:03,274 --> 00:43:05,614
get rid of that by hitting delete.
713
00:43:05,615 --> 00:43:08,885
And then inside of the pen tool here,
714
00:43:08,885 --> 00:43:11,565
I had this thing called text.
715
00:43:11,569 --> 00:43:17,739
You'll see that it puts in text and it says text.
716
00:43:17,735 --> 00:43:24,305
I can make it say something like, oh, circle.
717
00:43:24,304 --> 00:43:27,064
And then I can change the font.
718
00:43:27,065 --> 00:43:29,865
Now, this doesn't work very quickly all the time,
719
00:43:29,869 --> 00:43:32,269
but it's not the most intuitive kind of set-up.
720
00:43:32,269 --> 00:43:34,839
But it'll show you all of your different fonts.
721
00:43:34,835 --> 00:43:36,115
Again, it works pretty slow.
722
00:43:36,110 --> 00:43:37,430
So be patient.
723
00:43:37,430 --> 00:43:39,470
I go to PTC engineer.
724
00:43:39,470 --> 00:43:46,350
I can change the height that I want this shape to be and I can change it to be bold.
725
00:43:46,840 --> 00:43:51,380
Now, again, this doesn't do any of you cannot render path is like this.
726
00:43:51,379 --> 00:43:52,659
You need to do something else to it.
727
00:43:52,659 --> 00:43:55,449
You need to extrude them if you want to be able to see them.
728
00:43:55,444 --> 00:44:02,524
So I can go into go back into the subdivision surface options here,
729
00:44:02,525 --> 00:44:04,355
go back into Extrude.
730
00:44:04,355 --> 00:44:06,655
I can drag that text into extrude.
731
00:44:06,650 --> 00:44:14,360
And just like that, we have text that that now has thickness to it.
732
00:44:14,359 --> 00:44:16,339
And if I hit render on that,
733
00:44:16,340 --> 00:44:19,340
you'll see that we just created some pretty cool,
734
00:44:19,339 --> 00:44:22,549
pretty cool, easy text that we can animate it.
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00:44:22,549 --> 00:44:27,819
We can do a number of different things with looking at some of these options in extrude,
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you can go into caps.
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00:44:29,820 --> 00:44:33,250
You can change cap to Philae cap.
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And what that does is it kind of turned on that radius a bit.
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00:44:39,370 --> 00:44:43,620
It kinda gives us a little bevel on the edge there.
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00:44:43,615 --> 00:44:46,245
If I change at that point to five,
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I can also change it to the other.
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00:44:48,985 --> 00:44:50,375
So that's the end.
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00:44:50,379 --> 00:44:53,469
I can change the start to Philae cap as well.
744
00:44:53,470 --> 00:44:56,650
And then change also that 2.25.
745
00:44:56,650 --> 00:44:58,420
And just like that, now,
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00:44:58,419 --> 00:45:00,909
it's looking even cooler that whenever we get
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00:45:00,910 --> 00:45:04,360
some lights in there and start rendering that it's going to look pretty good.
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00:45:04,360 --> 00:45:10,330
So that is the basics of modelling.
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00:45:10,329 --> 00:45:13,189
And I realized that that might be a little bit complex,
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00:45:13,190 --> 00:45:17,020
but definitely be patient and kind of explore.
751
00:45:17,015 --> 00:45:19,785
The biggest thing is to never kind of jump
752
00:45:19,789 --> 00:45:25,239
into Japan any computer software really without having a plan first.
753
00:45:25,234 --> 00:45:27,424
So anytime that you're going to model something,
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00:45:27,425 --> 00:45:28,785
try to sketch it out first.
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00:45:28,789 --> 00:45:31,099
Try to figure out exactly what's going to look like.
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00:45:31,099 --> 00:45:37,599
And you know, there's ways that you can bring in your sketches into Cinema 4D.
757
00:45:37,594 --> 00:45:40,114
And you can kind of model from a sketch.
758
00:45:40,114 --> 00:45:43,534
And you'll kind of be able to put this lesson together along with
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00:45:43,535 --> 00:45:45,855
the texturing lesson and be able to
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00:45:45,859 --> 00:45:49,499
kind of figure out how you can kind of do more of that.
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00:45:49,600 --> 00:45:55,050
But that is the basics of modelling.
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