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These are the user uploaded subtitles that are being translated: 1 00:00:05,240 --> 00:00:08,970 All right, so in this lesson here, 2 00:00:08,970 --> 00:00:12,680 we are going to talk about some basic modeling. 3 00:00:12,675 --> 00:00:15,515 Using some basic shapes, 4 00:00:15,510 --> 00:00:17,480 some splines or lines, 5 00:00:17,475 --> 00:00:21,285 and being able to use text as geometry. 6 00:00:21,285 --> 00:00:23,495 So, you know, before we get started, 7 00:00:23,490 --> 00:00:27,950 I want to let you know that we're going to keep it pretty, pretty basic. 8 00:00:27,945 --> 00:00:29,965 There is a more advanced level of 9 00:00:29,969 --> 00:00:32,989 modelling and we will scratch the surface of it a little bit. 10 00:00:32,984 --> 00:00:37,384 But the basics will be able to get you pretty much 11 00:00:37,380 --> 00:00:42,120 most of the way to almost any words you kinda wanna go. 12 00:00:42,124 --> 00:00:47,124 So let's start with this panel up top here. 13 00:00:47,124 --> 00:00:49,794 Now we're going to be talking about these 1234, 14 00:00:49,795 --> 00:00:51,745 these five buttons basically for, 15 00:00:51,745 --> 00:00:53,875 for almost everything that we're talking about. 16 00:00:53,874 --> 00:00:58,824 Now, starting all the way at the left here is how we make basic shapes. 17 00:00:58,824 --> 00:01:00,254 I can either press, 18 00:01:00,249 --> 00:01:03,579 I can either left-click on this and it makes a cube, 19 00:01:03,579 --> 00:01:06,069 or I can left click and hold. 20 00:01:06,069 --> 00:01:10,949 And I can make any of these different shapes right here. 21 00:01:10,944 --> 00:01:13,784 So I'm gonna go ahead and make that cube. 22 00:01:13,780 --> 00:01:15,070 And as soon as I make that cube, 23 00:01:15,069 --> 00:01:18,779 you'll see at the bottom right here is kind of your, 24 00:01:18,775 --> 00:01:25,175 your attributes panel where you can change different options for that shape. 25 00:01:25,170 --> 00:01:28,490 And we use real measurements in here. 26 00:01:28,489 --> 00:01:30,499 And I have my system setup an inches. 27 00:01:30,499 --> 00:01:33,739 You can use centimeters or meters or feet, 28 00:01:33,739 --> 00:01:35,959 whatever your, whatever you're into. 29 00:01:35,959 --> 00:01:39,919 And basically you can just use this little, these arrows are here. 30 00:01:39,920 --> 00:01:41,490 You can scrub how big you want it to be. 31 00:01:41,494 --> 00:01:42,744 If you want a certain size, 32 00:01:42,740 --> 00:01:49,190 you can click in here and you can say ten by 12 by 50. 33 00:01:49,190 --> 00:01:50,630 I don't know what you're making, 34 00:01:50,630 --> 00:01:53,000 but in general, whenever you're, 35 00:01:53,000 --> 00:01:58,560 if you're making things that are like real-world, real-world objects, 36 00:01:58,564 --> 00:02:01,414 what you should do is actually measure that object 37 00:02:01,415 --> 00:02:05,135 and be able to type in the actual dimensions here. 38 00:02:05,134 --> 00:02:10,224 So over, just gonna make this 50 by 50 by 50 here. 39 00:02:10,220 --> 00:02:12,950 So then to the right here you'll see segments. 40 00:02:12,950 --> 00:02:15,840 We'll get into that here in just a moment. 41 00:02:15,844 --> 00:02:21,844 But basically this controls how many polygons are on each side of your, your object here. 42 00:02:21,845 --> 00:02:26,595 Now, each one of these shapes have different options, 43 00:02:26,599 --> 00:02:28,999 but they're all generally the same thing. 44 00:02:29,000 --> 00:02:31,560 Or here we can do, 45 00:02:31,564 --> 00:02:34,264 we can check this box to separate these services. 46 00:02:34,264 --> 00:02:35,434 We're not gonna mess with that. 47 00:02:35,435 --> 00:02:39,025 We can filet or kinda bevel the edges. 48 00:02:39,020 --> 00:02:40,040 If I check that box, 49 00:02:40,040 --> 00:02:45,590 you'll see that we have a few options here to kinda smooth the corners. 50 00:02:45,589 --> 00:02:47,689 So it's not so much. 51 00:02:47,689 --> 00:02:49,639 It's f omega something like 0.2. 52 00:02:49,639 --> 00:02:52,099 You'll see that we get a cool little like highlight on here. 53 00:02:52,100 --> 00:02:54,290 Now, one of the, 54 00:02:54,290 --> 00:02:56,620 one of the important things to know is that the, 55 00:02:56,615 --> 00:03:02,285 there's no object in the world that exists that has a perfectly sharp edge. 56 00:03:02,284 --> 00:03:05,784 So putting a little bit of a fillet or, 57 00:03:05,779 --> 00:03:09,289 or beveling these edges a little bit. 58 00:03:09,290 --> 00:03:17,010 It's pretty important to create more realistic kinda geometry inside of symbol 4D. 59 00:03:17,010 --> 00:03:21,600 Now if I go into, 60 00:03:21,595 --> 00:03:25,295 let's see here, I'm actually gonna turn off fillet here. 61 00:03:25,299 --> 00:03:30,249 And I'm gonna go into my display and do 62 00:03:30,250 --> 00:03:35,360 constant shading lines just so I can show you guys what these segments here do. 63 00:03:35,364 --> 00:03:38,874 You see that as soon as I start kinda changing these numbers, 64 00:03:38,874 --> 00:03:41,714 I get more intersections, 65 00:03:41,710 --> 00:03:44,750 more polygons in my shape here. 66 00:03:44,850 --> 00:03:48,190 Now it's good to start out generally with maybe what 67 00:03:48,190 --> 00:03:51,960 you think you would need to kinda change. 68 00:03:51,955 --> 00:03:57,605 And not start to high whenever you're modelling things like you don't want to start off. 69 00:03:57,609 --> 00:04:02,479 Here. You don't wanna start off with something super smooth and try 70 00:04:02,480 --> 00:04:07,160 editing these polygons because you'll never be able to kinda get there very far. 71 00:04:07,160 --> 00:04:10,280 There's sort of a sort of think about it like, 72 00:04:10,279 --> 00:04:14,269 like drawing or drawing anatomy specifically 73 00:04:14,269 --> 00:04:18,049 where you want to start off with basic shapes before you start with the details. 74 00:04:18,049 --> 00:04:23,299 So you can have something that's super smooth and still start out pretty low. 75 00:04:23,299 --> 00:04:26,409 So I'm gonna do something like this. 76 00:04:26,405 --> 00:04:28,655 Alright, so it's three by three by three. 77 00:04:28,655 --> 00:04:32,795 And now what I can do is I can actually edit these polygons. 78 00:04:32,795 --> 00:04:35,135 And to do that, 79 00:04:35,134 --> 00:04:38,644 I have to click on the Shape Up here, cube. 80 00:04:38,644 --> 00:04:41,274 And then I hit the letter C. 81 00:04:41,269 --> 00:04:43,399 And you'll see that it changes. 82 00:04:43,400 --> 00:04:45,370 The little icon here changes. 83 00:04:45,365 --> 00:04:49,805 And what that means is I can now edit this object. 84 00:04:49,804 --> 00:04:52,024 However, I wished you I can edit it. 85 00:04:52,024 --> 00:04:55,044 I can push and pull these polygons. 86 00:04:55,040 --> 00:04:56,870 Before I wasn't able to do that. 87 00:04:56,869 --> 00:04:59,089 All it was was a simple cube. 88 00:04:59,090 --> 00:05:01,310 So now with this shape selected, 89 00:05:01,309 --> 00:05:03,439 I'm gonna fly over here to the left side. 90 00:05:03,440 --> 00:05:09,320 You'll see that there's three different options to basically select from. 91 00:05:09,320 --> 00:05:12,650 Select on parts of our shape. 92 00:05:12,650 --> 00:05:16,400 If I collected the or if I select the points here, 93 00:05:16,400 --> 00:05:21,620 you'll see it goes to this different motor here where I can see all of the vertices. 94 00:05:21,619 --> 00:05:23,739 If I call it click on one, 95 00:05:23,734 --> 00:05:29,554 I get my little position arrow where I can start pushing and pulling. 96 00:05:29,554 --> 00:05:31,614 It can rotate around here. 97 00:05:31,610 --> 00:05:35,360 So again, that's ALT, left-click is rotate, 98 00:05:35,359 --> 00:05:37,569 ultimate middle click is pan, 99 00:05:37,565 --> 00:05:41,225 and I'll right-click is zoom in and out. 100 00:05:41,260 --> 00:05:45,890 Alright, so I can just start selecting these shapes. 101 00:05:45,890 --> 00:05:47,600 Now not making anything specific, 102 00:05:47,599 --> 00:05:52,129 but I'm just going to give you guys an idea of kind of some of the stuff that you can do. 103 00:05:52,129 --> 00:05:57,939 And so I can select one at a time by just left clicking on each point. 104 00:05:57,935 --> 00:06:00,455 Or I can hold Shift. 105 00:06:00,455 --> 00:06:03,565 And I can select multiple points at a time. 106 00:06:03,560 --> 00:06:07,120 And then if I just click it again, it'll de-select it. 107 00:06:07,115 --> 00:06:13,565 So right now I have four points selected and I can pull them all just like that. 108 00:06:13,565 --> 00:06:20,105 And then if I wanted to pull these on stand a little bit. 109 00:06:20,104 --> 00:06:24,714 So you can see that this is kind of how you can get something a little bit more 110 00:06:24,709 --> 00:06:29,329 organic or a lot more interesting whenever it comes to modelling. 111 00:06:29,329 --> 00:06:33,159 Now, if we go over to the edges, 112 00:06:33,154 --> 00:06:40,074 you'll see that I'm selecting on the individual edges. Icky. 113 00:06:40,069 --> 00:06:42,109 And so in this case right here, 114 00:06:42,109 --> 00:06:45,799 you'll see that it's selecting this edge, but the 115 00:06:45,799 --> 00:06:49,419 Our little cursor here or position cursor is kind of off like that. 116 00:06:49,414 --> 00:06:51,814 What if you wanted this thing to go straight up? 117 00:06:51,814 --> 00:06:54,384 Well, you can go up to this coordinate system 118 00:06:54,380 --> 00:06:57,260 here and just press that button and it goes to 119 00:06:57,259 --> 00:07:02,859 the world coordinates rather than the relative coordinates. 120 00:07:02,855 --> 00:07:07,925 So from here I can kind of push this up over. 121 00:07:07,924 --> 00:07:09,694 I can select back on this again. 122 00:07:09,694 --> 00:07:11,634 So maybe I want it to go kind of 123 00:07:11,630 --> 00:07:16,270 perfectly in line with the direction that it's currently facing. 124 00:07:16,265 --> 00:07:18,735 And coming over here, 125 00:07:18,739 --> 00:07:20,989 I can also select multiple. 126 00:07:20,990 --> 00:07:23,050 I can push and pull that. 127 00:07:23,045 --> 00:07:28,345 And then our next option is the polygon selection. 128 00:07:28,340 --> 00:07:30,850 I can select that. 129 00:07:30,845 --> 00:07:37,435 And I can kind of change one polygon on time or a couple at a time. 130 00:07:38,230 --> 00:07:42,020 So pretty simple stuff in there. 131 00:07:42,019 --> 00:07:45,229 Now, what I can do, 132 00:07:45,229 --> 00:07:48,199 another thing that I can do is I can extrude 133 00:07:48,200 --> 00:07:52,770 shapes from a single shape here, single polygon. 134 00:07:52,774 --> 00:07:55,834 And I can do that by, 135 00:07:55,835 --> 00:08:01,195 I can click on a polygon and I can hold Control. 136 00:08:01,190 --> 00:08:03,490 And then click and drag. 137 00:08:03,485 --> 00:08:08,245 And that makes a new shape come from that other shape. 138 00:08:08,240 --> 00:08:13,660 This is kind of the basis for most of your, 139 00:08:13,655 --> 00:08:16,825 most of the way that you would model something. 140 00:08:17,350 --> 00:08:23,180 So you can see maybe this is like a swan or something now, right? 141 00:08:23,180 --> 00:08:25,680 Swan sounds about right? 142 00:08:26,410 --> 00:08:31,220 Alright, so that's kind of the basics of being 143 00:08:31,220 --> 00:08:35,860 able to edit the geometry from an existing shape here. 144 00:08:35,855 --> 00:08:39,805 Another trick that you could do that a lot of people 145 00:08:39,800 --> 00:08:44,050 actually seem to go with if you're creating a pretty complex shape, 146 00:08:44,045 --> 00:08:46,945 what you wanna do is you want to start from one of 147 00:08:46,940 --> 00:08:50,330 these shapes that's kinda closest to what it actually is. 148 00:08:50,329 --> 00:08:52,119 But if it's something that's really crazy, 149 00:08:52,115 --> 00:08:54,365 you can start with a plane. 150 00:08:54,610 --> 00:08:59,390 I'm going to go ahead and I'm going to hide my cube here from the viewport. 151 00:08:59,389 --> 00:09:01,039 So just this little button here, 152 00:09:01,039 --> 00:09:03,529 I'm gonna click that twice and that'll hide it from view. 153 00:09:03,529 --> 00:09:07,319 So my plane here, I just want one. 154 00:09:07,480 --> 00:09:14,450 And what I can do is hit see again on this point. 155 00:09:14,450 --> 00:09:16,680 And then I can click on the edge. 156 00:09:16,684 --> 00:09:20,704 And I can hit Control and drag off of there. 157 00:09:20,705 --> 00:09:24,395 And you'll see that it also works in edge mode as well. 158 00:09:24,395 --> 00:09:26,445 Now, it doesn't work in point modes, 159 00:09:26,440 --> 00:09:28,070 so you'll have to kind of be careful of that. 160 00:09:28,069 --> 00:09:33,289 But you can kinda make something like a little race track or something. 161 00:09:33,289 --> 00:09:41,609 Grab some of these points and kind of make it flow a little bit better here. 162 00:09:42,730 --> 00:09:46,700 This is kinda how you would go about creating like a character 163 00:09:46,699 --> 00:09:49,909 or a face for a character is you start off with 164 00:09:49,909 --> 00:09:52,659 that one plane and then you just kind of 165 00:09:52,655 --> 00:09:56,845 start manipulating it just kind of little bit at a time. 166 00:09:56,840 --> 00:10:00,290 Now, I can also, from this plane here, 167 00:10:00,290 --> 00:10:06,030 I can start pulling these points up in this direction right here. 168 00:10:08,260 --> 00:10:11,880 And then I'll show you what we're gonna do that here in a second. 169 00:10:11,884 --> 00:10:15,634 You see, it's a pretty, 170 00:10:16,000 --> 00:10:19,050 pretty kind of geometric kinda shape. 171 00:10:19,054 --> 00:10:24,034 What if we wanted that to be smoother? 172 00:10:24,035 --> 00:10:29,285 Well, what we can do is in the third box here, 173 00:10:29,285 --> 00:10:33,245 I can click on this subdivision surface box, 174 00:10:33,245 --> 00:10:36,325 and you'll see that soon as I click on that and nothing actually happens. 175 00:10:36,320 --> 00:10:42,540 But if I grab the plane here and I drag it into that subdivision surface, 176 00:10:42,544 --> 00:10:45,744 all of a sudden this turns into a smooth shape. 177 00:10:45,739 --> 00:10:50,719 I'm going to go back to go to this first shading mode here. 178 00:10:50,720 --> 00:10:52,310 So you can get a pretty good idea. 179 00:10:52,310 --> 00:10:54,710 So if I check that off, 180 00:10:54,709 --> 00:11:00,999 and then on, we'll see that we get a smooth shape there. 181 00:11:00,994 --> 00:11:06,564 Alright, and we'll talk a little bit more about some of the other options in width. 182 00:11:06,560 --> 00:11:10,500 Sorry, in with the subdivision surface whenever we start talking about the, 183 00:11:10,495 --> 00:11:11,695 the lines a little bit. 184 00:11:11,690 --> 00:11:15,140 But let me go ahead and drag this out here. 185 00:11:15,140 --> 00:11:22,010 And let's show you a couple of different things that you can also do. 186 00:11:22,009 --> 00:11:29,589 So sometimes you want to have maybe like a little gap in between, in the middle here. 187 00:11:29,584 --> 00:11:36,274 So it's OK, how do I create a polygon in between two lines like this? 188 00:11:36,275 --> 00:11:44,125 Well, what I can do is I can hit the I can right-click and I can click on bridge. 189 00:11:44,120 --> 00:11:48,420 And then I can click on one edge and drag it over to the other one. 190 00:11:48,424 --> 00:11:51,094 And it automatically makes a path like that. 191 00:11:51,094 --> 00:11:58,574 Now, if I am selected on something and then I right-click bridge, 192 00:11:58,570 --> 00:12:00,890 I still do it. 193 00:12:00,890 --> 00:12:04,940 But sometimes wherever you have things selected, 194 00:12:04,940 --> 00:12:09,240 sometimes it will only let you use the selected paths. 195 00:12:09,244 --> 00:12:13,774 So this, I'm pretty sure actually an older versions. 196 00:12:13,774 --> 00:12:15,114 They, they made it. 197 00:12:15,110 --> 00:12:20,150 So if you are selected on one and you try to bridge, it wouldn't work. 198 00:12:20,149 --> 00:12:22,489 You'd, you'd have to be selected on both of 199 00:12:22,489 --> 00:12:25,309 the edges that you want to bridge or none of them at all. 200 00:12:25,309 --> 00:12:30,979 So it's usually good just to make sure that anytime that you use, you know, 201 00:12:30,979 --> 00:12:34,819 sort of any of these options that you just kinda de-select 202 00:12:34,819 --> 00:12:39,039 from things kinda To begin with unless for some reason you need to. 203 00:12:39,034 --> 00:12:44,064 The reason that they do that is because if you're working with a really complex model, 204 00:12:44,059 --> 00:12:47,179 you want to make sure you're not messing with areas of your model 205 00:12:47,179 --> 00:12:51,209 that you are trying to do anything with. 206 00:12:51,280 --> 00:12:54,610 All right, so then we also have, 207 00:12:54,605 --> 00:12:57,065 let's say we wanted to, 208 00:12:57,065 --> 00:13:00,175 I'm kinda combine these points are here. 209 00:13:00,170 --> 00:13:04,160 What if we wanted to come to a point where I can right-click 210 00:13:04,159 --> 00:13:08,449 and I can go to this few different things you can do here. 211 00:13:08,449 --> 00:13:10,149 I'm going to do stitch. 212 00:13:10,145 --> 00:13:13,085 And so, and if I grab that point, 213 00:13:13,084 --> 00:13:19,834 you'll see I can just click and drag it to the point that I want to weld it to. 214 00:13:19,835 --> 00:13:21,385 So number select that point, 215 00:13:21,380 --> 00:13:23,600 you'll see that did that for me. 216 00:13:23,600 --> 00:13:24,740 And I can grab this one. 217 00:13:24,739 --> 00:13:30,219 I can put that there and grab this one pulled out there that can do any of these things. 218 00:13:30,215 --> 00:13:32,665 Now, whenever I go up to the top here, 219 00:13:32,660 --> 00:13:35,570 you'll see them move, scale and rotate. 220 00:13:35,569 --> 00:13:39,279 If I just want to go back to. 221 00:13:39,274 --> 00:13:41,794 Selecting points and being able to manipulate them. 222 00:13:41,795 --> 00:13:45,625 I can just go back into mode here or move here. 223 00:13:45,620 --> 00:13:47,660 And then I can grab this 1. 224 00:13:47,659 --> 00:13:53,499 Now you'll see like everything is now attached to this one vertices. 225 00:13:53,494 --> 00:13:58,344 So again, I can keep clicking and manipulating and dragging. 226 00:13:58,340 --> 00:14:00,910 I can also use scale and rotate. 227 00:14:00,905 --> 00:14:04,865 Now. I can't scale of single point obviously. 228 00:14:04,865 --> 00:14:10,815 But what if I grab four areas and then I hit the scale tool here? 229 00:14:10,819 --> 00:14:13,359 I see I can scale them all from a single point. 230 00:14:13,354 --> 00:14:15,624 And that point will be in the direct center 231 00:14:15,620 --> 00:14:18,240 of all of the vertices that you have selected. 232 00:14:18,244 --> 00:14:22,714 So if I hit control a and scale this up, 233 00:14:22,714 --> 00:14:25,314 he sees scales up the entire thing from the center. 234 00:14:25,309 --> 00:14:28,809 If I have this point right here and this point right here, 235 00:14:28,804 --> 00:14:30,004 and I scale those up, 236 00:14:30,005 --> 00:14:33,135 it scales from the center of those two points. 237 00:14:33,139 --> 00:14:37,779 Now, sometimes you want to kind of rotate everything. 238 00:14:37,775 --> 00:14:39,215 I'll select these four points again, 239 00:14:39,215 --> 00:14:44,075 I will hit the rotate tool and again from the center of that selection, 240 00:14:44,075 --> 00:14:49,145 I can rotate just like so. 241 00:14:49,145 --> 00:14:55,265 Alright, so that kind of is the shapes here. 242 00:14:55,265 --> 00:15:01,855 Now, what I can do is actually applied different. 243 00:15:02,920 --> 00:15:08,180 It kind of affects to geometry. 244 00:15:08,179 --> 00:15:10,759 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. 735 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, 736 00:44:27,814 --> 00:44:29,824 you can go into caps. 737 00:44:29,820 --> 00:44:33,250 You can change cap to Philae cap. 738 00:44:33,250 --> 00:44:39,370 And what that does is it kind of turned on that radius a bit. 739 00:44:39,370 --> 00:44:43,620 It kinda gives us a little bevel on the edge there. 740 00:44:43,615 --> 00:44:46,245 If I change at that point to five, 741 00:44:46,650 --> 00:44:48,990 I can also change it to the other. 742 00:44:48,985 --> 00:44:50,375 So that's the end. 743 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, 746 00:44:58,419 --> 00:45:00,909 it's looking even cooler that whenever we get 747 00:45:00,910 --> 00:45:04,360 some lights in there and start rendering that it's going to look pretty good. 748 00:45:04,360 --> 00:45:10,330 So that is the basics of modelling. 749 00:45:10,329 --> 00:45:13,189 And I realized that that might be a little bit complex, 750 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, 754 00:45:27,425 --> 00:45:28,785 try to sketch it out first. 755 00:45:28,789 --> 00:45:31,099 Try to figure out exactly what's going to look like. 756 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 759 00:45:43,535 --> 00:45:45,855 the texturing lesson and be able to 760 00:45:45,859 --> 00:45:49,499 kind of figure out how you can kind of do more of that. 761 00:45:49,600 --> 00:45:55,050 But that is the basics of modelling. 62434

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