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In this video, I will teach you
everything you need to know about making
sweep profiles or wall moldings in
Blender. It's all around basic and easy
stuff. So, I hope you enjoy it cuz let's
say you have a wall or a building,
exterior or interior space and you want
to add a sweep with a shape to it. You
first need to identify the points where
it should go. So, in edit mode, try to
hold shift and pick the vertices along
the wall or do it with edges. Then hit
shift D to copy this line. And let's
move it up just to make it clear and
press P to separate it from the mesh.
With sweeps, we need to work on curves.
So with the line selected, go to the
object menu and convert it to curve. We
have now the curve settings available.
With it, we can add a sweep using any
profile we have like those ones which I
got for free. So pick one, separate it
if it's joined with others and move it
on the side where we need to pay
attention for two things in this
profile. Its pivot or mass point which
is this yellow dot. It's the center of
transformation if we want to scale or
rotate the profile. And with upper
sweep, it should be on the top inner
corner of the profile. If it's a wall
trim on the bottom, you should place it
on the opposite side on the profile.
That way you can edit it easily without
intersecting with the floor or the
ceiling. The second thing we need to
check is the direction of it. But that
can be done after we apply it to the
line. So go back to the line and in its
curve settings go to the geometry tab
and under the bevel go to object and
choose the profile there. This way the
profile shape will sweep alone the line.
Scaling the profile in object mode will
affect the sweep. But to fix its
direction, we need to rotate it inside
edit mode. And fixing this is easy. You
hit tab, select the profile, and mirror
it to make it on the outside rather than
the inside. If this was an interior, you
don't need to do anything yet. Try to
recheck the profile pivot after that to
make sure it align with the wall. You
can use the snap to attach it to a
certain point. And try to hold shift if
you want to pick more than one snap
option.
The resolution on the sweep is set from
the profile and not the line. So don't
mix those. You can go back to the
profile to edit anything in the shape.
The line is a curve of course. So
extending it by extruding the points
along the wall.
If you want to join this corner, since
we have two points here and the line is
not connected, you can select them both.
Then right click to make a segment and
after that choose one point and Ctrl X
to dissolve it.
If you want to make wall frames like for
a library or a window, the process is
the same. You set a shape around the
object you need. Let's say something
like this. Make it a curve. And for the
profile this time, you should pick
something of a symmetry like those two.
The rest are just the same as before.
And you can rotate the profile around to
make it suitable for any area you want
to cover.
Last thing you might need to learn is
how to copy around cornises. Since this
one is a detailed object, you can use
Alt D to instance copy and keep things
light. Yet, once you hit a corner, this
might be weird cuz you need it to sweep.
Now, this one is easy but tricky. See,
what you need to do is start from the
corner, add one cornice, and drop on it
a mirror modifier.
From this options menu, hit affect only
origins. This way if you rotate by 45
and enable the bisect on the same axis
you will get the result you need.
Make sure to disable affect only origin
before moving into the corner and the
rest are just copies along the wall. The
mirror do have a flip option so the
other case is covered the same way. Yet
again, don't forget to manage the origin
options unless you want to enter edit
mode with all the vertices in it. That's
it. Hope this been fun. Like and sub for
more dope. And until next time, stay
sharp. Goodbye.
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