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Hello, dear channel.
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Hello. Hello.
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We're back. I'm back.
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We're all here live.
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2023
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at least here in Mexico City.
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And uh we're with Blender 3.4.
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And
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uh jewelry design, 3D jewelry design.
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So, obviously, let me
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let me
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take a moment to
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promote the live session.
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The F
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I can find
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my own
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stream.
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Here we are.
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So.
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Hello.
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Welcome. Welcome.
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Welcome, everybody. Welcome.
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Okay, great. So.
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The topic today
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I'm going to wait a couple of minutes,
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like I said.
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Um
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just to promote this.
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So.
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Let's share the link.
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Here we are.
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Let's go to Facebook.
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So, feel free to use the chat if you
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have.
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So, today there's nothing very specific
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planned.
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Maybe chains, maybe. But also it's going
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to depend.
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Hello, chat.
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If anybody in the chat, the first best
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idea that comes out in
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the chat,
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I'm going to do that.
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So,
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if you're a subscriber or
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not even,
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well,
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you have to
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write something in the chat.
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And
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and
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I will
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I will obviously judge your idea, but I
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hope it's always a good idea. So, we'll
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do that.
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And um
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and um
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Hello.
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Hello, George Cabrera.
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It is the Mexico?
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Are you from Mexico?
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I'm just
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guessing.
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Let's go to Blender here.
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Let's promote the live stream for a
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second.
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Just starting. So, I will be here about
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1 hour today.
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I'm very happy, yeah, to be here to be
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back because
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I changed the I moved
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a couple of months ago and I have a lot
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of work
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a lot of work
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to do. So,
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I have to set up everything again. You
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know, when you move, you change place,
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it's sometimes hard to find your new
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parameters.
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And
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here I am. It's February. So, yeah, not
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even in January. Generally, I start in
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January.
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This year, what I plan to do is that
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because I have a lot of requests.
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I have a lot of requests. So, I have a
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lot of work every day.
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I need to
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change a bit the Well, this year, I'm
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going to do live streams.
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And the live streams, I will transform
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into tutorials.
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Because
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that's the
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the best I can do and I think it's going
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to be more interesting.
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Also, because
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like this
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it can be a bit more dynamic. And also,
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because
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for the people following the live
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streams, they can always ask
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questions and give me ideas. It's not
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that I don't have any ideas. If If today
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nobody's giving an idea in the chat
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in about like 5 minutes, I'm going to do
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chains, chains. So,
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like I said, I'm promoting the live
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stream so more people
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connect here.
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3D jewelry modeling
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live.
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Here we are. So, chat.
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I guess the chat is not very chatty
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today.
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Come on, somebody. Express your requests
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because I'm open right now for like
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3 more minutes, so
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you better
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Oh, this is not the image. Where is the
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image?
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I need the the Okay, here it is.
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Perfect.
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Okay, so we are live.
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So, I checked the last time I did a live
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stream was a month ago, like almost 6
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months ago.
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That's really bad.
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Okay, so
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Okay, well, let's start.
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Yeah, it's pretty great.
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I
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Why did I stop teaching? Well, the funny
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thing is that I didn't stop teaching.
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I I closed the school
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um
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I stopped teaching uh
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like traditionally
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uh I closed the school. I had a jewelry
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school here in Mexico. So, I
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I stopped teaching because I
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got
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a very severe
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leg
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accident.
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And uh hello, hello.
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And
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uh I was
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uh
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I had to change my lifestyle. So, I had
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to quit
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teaching. So, I closed the school. Then
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I moved. Then came the pandemic. So,
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that just confirmed that it was really
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time for me to retire from teaching.
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But, I am teaching online private
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classes Blender
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3D modeling.
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Uh generally, it's
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modeling
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uh jewelry, but it's Blender 3D modeling
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and sculpting and rendering and
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animation.
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So,
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I
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I teach online
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private classes
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using Blender.
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Using Blender.
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So, I retired from
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uh
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How is it called?
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How how is it called? Uh I retired from
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uh real life teaching. No, but online.
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So, from what's the What's the opposite
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from
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online?
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Up
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I don't even because I do everything
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online, I don't even know what's the
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opposite from online.
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Offline?
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So, I quit online teaching local
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in-house.
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Or not online. Offline, real life. Well,
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whatever, everything is real life for
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me. So, how much?
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How much? Okay, that's a pretty good
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question because I do have
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Let's go Let me go to
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So, I can I can publish that information
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now
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because it is uh
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It is Let me find the information.
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It is the
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um the prices. Prices of teaching.
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Okay, write me to my Instagram.
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Or
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Now we're here. Let me
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put the prices.
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Let me see if I find an email somewhere.
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So, the prices.
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Did I send this information to
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online course teaching online online
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classes. Here we are. So, prices are as
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following.
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Let me copy-paste this right here.
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Here, live.
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Here are the prices. 24 hours of
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teaching, private uh personalized
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because obviously with me you're going
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to learn what you need to learn. So, if
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you're And also generally I teach to
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people who already know something about
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3D, but they have
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specific doubts and they want to get
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faster and better and more efficient
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using Blender and also the way how to
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resolve a e jewelry design. That's
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something you can learn. So, it's
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uh it's what you learn with me.
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Remember, I've been teaching for
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18 years now.
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Because it's 1 year more. Last year was
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17 years, so now it's 18 years of
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teaching.
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Okay, so the price is 24 hours, 960
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USD.
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12 hours is uh
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580.
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And 6 hours is 390 dollars.
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Okay, so and the question from Burak
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Budak, how much time do I work
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on a ring?
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Uh generally, like 2 hours or 1 hour, 1
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to 2 hours.
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Exactly like today, uh today's stream is
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going to be 1 hour.
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So, let's say starting from now, now
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that I made all the uh
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preparations.
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And uh
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Well, let's start modeling.
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So, what we're going to do Oh, and also,
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let me turn on the screencast. I do have
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the screencast right here.
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Okay, screencast is now on. You can see
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the
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the operations there.
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Obviously, very important the screencast
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in Blender and teaching also.
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So, uh
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I generally
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take
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1 to 2 hours
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for a ring.
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And actually, let's let's do that today.
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Uh
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okay, so basically, what we do first
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First, we go to a
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Let's go to a ring size chart. So, for
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people who don't know
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where to start,
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you just go to the internet.
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You type in ring
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size chart.
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00:13:44,280 --> 00:13:48,880
So, you're going to get
268
00:13:46,200 --> 00:13:51,600
tables like So, this is very, very
269
00:13:48,880 --> 00:13:54,160
basic. Obviously, Jerry, I don't teach
270
00:13:51,600 --> 00:13:55,720
this level anymore, but during the live
271
00:13:54,160 --> 00:13:58,360
streams,
272
00:13:55,720 --> 00:14:00,080
uh we're generally here to
273
00:13:58,360 --> 00:14:04,800
um
274
00:14:00,080 --> 00:14:07,040
to talk about everything.
275
00:14:04,800 --> 00:14:10,760
Okay, so first, you need to know the
276
00:14:07,040 --> 00:14:12,600
size of the finger for the ring. And
277
00:14:10,760 --> 00:14:15,440
obviously, generally we design rings
278
00:14:12,600 --> 00:14:17,880
because in the jewelry industry, the
279
00:14:15,440 --> 00:14:20,920
thing that we
280
00:14:17,880 --> 00:14:22,040
are mostly paid to do is to design
281
00:14:20,920 --> 00:14:26,280
rings.
282
00:14:22,040 --> 00:14:29,600
Uh rings are the top-selling product in
283
00:14:26,280 --> 00:14:32,080
the jewelry business
284
00:14:29,600 --> 00:14:33,880
almost all around the world. Obviously,
285
00:14:32,080 --> 00:14:36,400
I would say that
286
00:14:33,880 --> 00:14:38,160
uh depends a lot on the the country and
287
00:14:36,400 --> 00:14:40,800
the culture.
288
00:14:38,160 --> 00:14:43,320
Let's say some of the most important
289
00:14:40,800 --> 00:14:45,880
countries for jewelry in the world would
290
00:14:43,320 --> 00:14:48,360
be India.
291
00:14:45,880 --> 00:14:51,400
I guess the most productive
292
00:14:48,360 --> 00:14:52,680
and also depends for gold
293
00:14:51,400 --> 00:14:54,360
and
294
00:14:52,680 --> 00:14:56,760
uh sales
295
00:14:54,360 --> 00:15:00,000
and usage of jewelry,
296
00:14:56,760 --> 00:15:00,000
I would say India.
297
00:15:00,120 --> 00:15:06,280
For silver, it's it is Mexico. That's
298
00:15:03,480 --> 00:15:09,520
something that hasn't changed much
299
00:15:06,280 --> 00:15:12,400
over decades.
300
00:15:09,520 --> 00:15:14,440
Uh then also very famous for gold,
301
00:15:12,400 --> 00:15:16,280
Colombia.
302
00:15:14,440 --> 00:15:18,440
Colombia is famous for gold and
303
00:15:16,280 --> 00:15:19,680
emeralds.
304
00:15:18,440 --> 00:15:22,440
And
305
00:15:19,680 --> 00:15:25,400
uh but there are not that many jewelers
306
00:15:22,440 --> 00:15:27,800
left in Colombia, honestly.
307
00:15:25,400 --> 00:15:31,760
They're more Now, in Mexico, there are a
308
00:15:27,800 --> 00:15:34,000
lot of silver smithing, silver
309
00:15:31,760 --> 00:15:35,160
jewelry-oriented
310
00:15:34,000 --> 00:15:37,960
uh
311
00:15:35,160 --> 00:15:41,360
manufacturers and jewelers because
312
00:15:37,960 --> 00:15:45,360
Mexico is the most
313
00:15:41,360 --> 00:15:47,360
uh productive country for silver mining
314
00:15:45,360 --> 00:15:50,120
and also silver jewelry.
315
00:15:47,360 --> 00:15:52,920
Then, obviously, Italy is very famous
316
00:15:50,120 --> 00:15:55,680
for the chains. Italian chains are very
317
00:15:52,920 --> 00:15:58,480
famous because they developed a lot of
318
00:15:55,680 --> 00:16:00,520
technology deca- decades ago to
319
00:15:58,480 --> 00:16:05,120
manufacture
320
00:16:00,520 --> 00:16:06,880
very fine, very high-quality chains, the
321
00:16:05,120 --> 00:16:10,000
Italian chains.
322
00:16:06,880 --> 00:16:12,240
Uh made with a lot of technology that's
323
00:16:10,000 --> 00:16:15,120
still up-to-date.
324
00:16:12,240 --> 00:16:18,200
It didn't change much. Then, the country
325
00:16:15,120 --> 00:16:20,440
of high jewelry is obviously France
326
00:16:18,200 --> 00:16:24,440
because of the the tradition
327
00:16:20,440 --> 00:16:26,520
of making high jewelry by hand
328
00:16:24,440 --> 00:16:29,400
actually was always between France,
329
00:16:26,520 --> 00:16:33,440
Italy, and England. Then, Spain, but
330
00:16:29,400 --> 00:16:36,440
Spain Sorry if you're uh Spanish or I'm
331
00:16:33,440 --> 00:16:40,520
going to offend somebody, but anyway,
332
00:16:36,440 --> 00:16:44,720
it's because of technol- well, cultural,
333
00:16:40,520 --> 00:16:45,920
historical, and technolo- technological
334
00:16:44,720 --> 00:16:49,200
uh
335
00:16:45,920 --> 00:16:51,560
facts, really. Spain is obviously very
336
00:16:49,200 --> 00:16:52,800
productive about uh jewelry jewelry
337
00:16:51,560 --> 00:16:54,600
design,
338
00:16:52,800 --> 00:16:56,360
but
339
00:16:54,600 --> 00:16:57,520
there
340
00:16:56,360 --> 00:17:00,880
well,
341
00:16:57,520 --> 00:17:05,280
France is has more tradition. So, the
342
00:17:00,880 --> 00:17:08,360
French culture is more exigent and proud
343
00:17:05,280 --> 00:17:11,000
of the high jewelry standards in Paris,
344
00:17:08,360 --> 00:17:13,199
obviously, but in France in general, and
345
00:17:11,000 --> 00:17:15,600
then that exported to the US because a
346
00:17:13,199 --> 00:17:18,680
lot of tradition in the US come from the
347
00:17:15,600 --> 00:17:20,680
people who emigrated to the US. A lot of
348
00:17:18,680 --> 00:17:23,280
French people.
349
00:17:20,680 --> 00:17:23,280
Um
350
00:17:24,720 --> 00:17:30,520
So, obviously the
351
00:17:27,560 --> 00:17:32,720
the American tradition of high jewelry
352
00:17:30,520 --> 00:17:36,360
is uh pretty strong.
353
00:17:32,720 --> 00:17:40,080
But, it has not that many years compared
354
00:17:36,360 --> 00:17:42,080
to the French tradition. So,
355
00:17:40,080 --> 00:17:44,520
well, obviously if you've been doing
356
00:17:42,080 --> 00:17:47,240
something very well for centuries
357
00:17:44,520 --> 00:17:50,560
because the French tradition for jewelry
358
00:17:47,240 --> 00:17:54,200
started in the 17th century. So, that's
359
00:17:50,560 --> 00:17:54,840
already more than 300 years.
360
00:17:54,200 --> 00:17:56,600
Uh
361
00:17:54,840 --> 00:17:59,320
you get better at it.
362
00:17:56,600 --> 00:18:02,600
Because people keep training and
363
00:17:59,320 --> 00:18:04,840
teaching and getting better at something
364
00:18:02,600 --> 00:18:07,200
than something like the like well,
365
00:18:04,840 --> 00:18:07,760
obviously the United States
366
00:18:07,200 --> 00:18:10,480
uh
367
00:18:07,760 --> 00:18:13,480
became a country afterwards.
368
00:18:10,480 --> 00:18:16,440
And the tradition in the US
369
00:18:13,480 --> 00:18:19,600
started later. So, obviously they have
370
00:18:16,440 --> 00:18:22,160
less time doing jewelry compared to
371
00:18:19,600 --> 00:18:23,760
France. And that's true for many
372
00:18:22,160 --> 00:18:28,200
countries.
373
00:18:23,760 --> 00:18:31,400
Then I would say that India has
374
00:18:28,200 --> 00:18:33,720
uh well, some countries like Morocco do
375
00:18:31,400 --> 00:18:37,560
a lot of silver and handcrafted jewelry.
376
00:18:33,720 --> 00:18:39,280
They have 2,000 years of tradition of
377
00:18:37,560 --> 00:18:43,280
making
378
00:18:39,280 --> 00:18:46,560
uh jewelry design and jewelry
379
00:18:43,280 --> 00:18:49,640
manufacturing. Okay, so uh let's get
380
00:18:46,560 --> 00:18:49,640
started at
381
00:18:52,520 --> 00:18:56,560
Let's start modeling something.
382
00:18:54,680 --> 00:19:01,440
Um
383
00:18:56,560 --> 00:19:03,720
I like about finding Are you from Czech?
384
00:19:01,440 --> 00:19:05,400
Okay, you should keep doing uh AR
385
00:19:03,720 --> 00:19:07,720
technology and models for the the
386
00:19:05,400 --> 00:19:10,000
metaverse. That's where the jobs are
387
00:19:07,720 --> 00:19:12,360
going now. Everything is going to the
388
00:19:10,000 --> 00:19:15,040
metaverse. That's why I have a lot of
389
00:19:12,360 --> 00:19:17,480
clients because they want
390
00:19:15,040 --> 00:19:19,680
3D models and they're using jewelry in
391
00:19:17,480 --> 00:19:23,400
the metaverse and selling jewelry in the
392
00:19:19,680 --> 00:19:24,760
metaverse, all right? So, obviously
393
00:19:23,400 --> 00:19:27,120
uh
394
00:19:24,760 --> 00:19:30,360
keep doing that because finding a job
395
00:19:27,120 --> 00:19:33,040
really for the jewelry industry like a
396
00:19:30,360 --> 00:19:35,920
3D jewelry designer
397
00:19:33,040 --> 00:19:37,880
that's very hard, no matter where you
398
00:19:35,920 --> 00:19:42,240
live and also because the jewelry
399
00:19:37,880 --> 00:19:42,240
industry makes a huge mistake.
400
00:19:42,480 --> 00:19:47,560
Finding jobs is
401
00:19:45,200 --> 00:19:49,840
bad.
402
00:19:47,560 --> 00:19:50,720
It's hard.
403
00:19:49,840 --> 00:19:54,120
Uh
404
00:19:50,720 --> 00:19:54,120
the jewelry industry
405
00:19:54,720 --> 00:20:00,480
jewelry industry hires
406
00:19:58,600 --> 00:20:03,120
graphical
407
00:20:00,480 --> 00:20:05,880
designers
408
00:20:03,120 --> 00:20:08,480
and it's wrong.
409
00:20:05,880 --> 00:20:08,480
Okay, that's
410
00:20:09,120 --> 00:20:13,920
The worst mistake that the jewelry
411
00:20:11,480 --> 00:20:16,760
industry makes all around the world is
412
00:20:13,920 --> 00:20:20,200
that they hire graphical designers. Yes,
413
00:20:16,760 --> 00:20:23,200
you heard me well, graphical designers.
414
00:20:20,200 --> 00:20:25,400
Graphical designers to design jewelry.
415
00:20:23,200 --> 00:20:29,520
That's wrong. That's bad. That's why
416
00:20:25,400 --> 00:20:32,600
actually the jewelry industry in general
417
00:20:29,520 --> 00:20:36,040
obviously some specific jewelry houses
418
00:20:32,600 --> 00:20:38,720
like Cartier and very famous brands
419
00:20:36,040 --> 00:20:41,680
they have jewelry designers with
420
00:20:38,720 --> 00:20:44,320
jewelry design training proper.
421
00:20:41,680 --> 00:20:46,160
But, most jewelry
422
00:20:44,320 --> 00:20:49,960
manufacturers
423
00:20:46,160 --> 00:20:51,920
they hire graphical designers and that's
424
00:20:49,960 --> 00:20:54,120
wrong because graphical designers they
425
00:20:51,920 --> 00:20:56,600
know nothing
426
00:20:54,120 --> 00:20:58,680
or almost nothing. Well, let's say
427
00:20:56,600 --> 00:21:00,640
they know nothing about jewelry. That's
428
00:20:58,680 --> 00:21:03,760
not their job.
429
00:21:00,640 --> 00:21:06,840
It's like if they would hire a a jewelry
430
00:21:03,760 --> 00:21:09,600
designer to be an architect.
431
00:21:06,840 --> 00:21:12,440
I mean, it's obviously wrong.
432
00:21:09,600 --> 00:21:15,080
That's not my field. Okay, I'm maybe
433
00:21:12,440 --> 00:21:18,160
good at modeling. I may be good at
434
00:21:15,080 --> 00:21:20,160
proportions. I may be good at designing.
435
00:21:18,160 --> 00:21:22,480
So, I have a a lot of
436
00:21:20,160 --> 00:21:25,280
historical knowledge. Actually, someday
437
00:21:22,480 --> 00:21:28,160
I'm going to make a a show about what it
438
00:21:25,280 --> 00:21:29,920
really takes to be a a jewelry designer.
439
00:21:28,160 --> 00:21:32,840
Uh actually, I already have the material
440
00:21:29,920 --> 00:21:33,960
prepared. So, it's coming in the next
441
00:21:32,840 --> 00:21:36,160
weeks,
442
00:21:33,960 --> 00:21:37,920
next month, this year, something anyway.
443
00:21:36,160 --> 00:21:40,960
Okay, so
444
00:21:37,920 --> 00:21:40,960
let's go to Blender now.
445
00:21:41,000 --> 00:21:43,520
Okay.
446
00:21:44,040 --> 00:21:47,640
What about what about
447
00:21:51,080 --> 00:21:57,280
Okay, so I was talking about the the
448
00:21:53,880 --> 00:21:58,520
sizes. So, add mesh or curve depends,
449
00:21:57,280 --> 00:22:02,040
but let's start.
450
00:21:58,520 --> 00:22:05,600
Mesh circle aligned to the view.
451
00:22:02,040 --> 00:22:11,320
And that's great. Now, vertices 120.
452
00:22:05,600 --> 00:22:14,960
Radius, let's do size seven. 17.3 / 2.
453
00:22:11,320 --> 00:22:18,480
So, I was talking about
454
00:22:14,960 --> 00:22:21,880
the sizes here in size chart.
455
00:22:18,480 --> 00:22:26,880
So, every country has
456
00:22:21,880 --> 00:22:26,880
or shares a ring size chart.
457
00:22:27,640 --> 00:22:32,200
And you're going to find letters also,
458
00:22:30,320 --> 00:22:36,560
like England
459
00:22:32,200 --> 00:22:38,640
or some other country, they use letters.
460
00:22:36,560 --> 00:22:40,520
So, that's also a problem sometimes, but
461
00:22:38,640 --> 00:22:43,640
you can find the letter and you can find
462
00:22:40,520 --> 00:22:44,920
the chart and you can find the you want
463
00:22:43,640 --> 00:22:47,760
this is the
464
00:22:44,920 --> 00:22:50,520
inside diameter of the finger of the
465
00:22:47,760 --> 00:22:53,160
circle for a ring.
466
00:22:50,520 --> 00:22:53,160
And
467
00:22:54,640 --> 00:23:00,240
it's not really easy to
468
00:22:58,240 --> 00:23:02,760
Okay, like today I'm going to do a ring
469
00:23:00,240 --> 00:23:05,400
size seven.
470
00:23:02,760 --> 00:23:06,920
and it's 17.3
471
00:23:05,400 --> 00:23:12,320
mm.
472
00:23:06,920 --> 00:23:12,320
Also, now almost the entire world, even
473
00:23:12,440 --> 00:23:17,520
the Americans
474
00:23:13,960 --> 00:23:21,600
are using the metric system.
475
00:23:17,520 --> 00:23:23,200
So, I do have clients asking jewels in
476
00:23:21,600 --> 00:23:25,520
inches.
477
00:23:23,200 --> 00:23:27,360
It's not much of a problem. I mean, it's
478
00:23:25,520 --> 00:23:32,160
very easy to
479
00:23:27,360 --> 00:23:36,000
convert, but beware that most charts are
480
00:23:32,160 --> 00:23:37,240
using the metric system. So, 17.3 mm
481
00:23:36,000 --> 00:23:41,080
here.
482
00:23:37,240 --> 00:23:43,600
And this is exactly what's I use here,
483
00:23:41,080 --> 00:23:45,840
like Now here, it's the radius, so it's
484
00:23:43,600 --> 00:23:48,280
17.3
485
00:23:45,840 --> 00:23:50,800
divided by two.
486
00:23:48,280 --> 00:23:52,880
So, now in Blender, never forget that in
487
00:23:50,800 --> 00:23:54,800
Blender, you can make mathematical
488
00:23:52,880 --> 00:23:58,160
expressions
489
00:23:54,800 --> 00:24:01,760
in the numerical fields. So, I can put
490
00:23:58,160 --> 00:24:03,200
in 17.3 divided by two, that's the
491
00:24:01,760 --> 00:24:05,000
radius.
492
00:24:03,200 --> 00:24:07,000
And also, generally, you you are going
493
00:24:05,000 --> 00:24:08,720
to center
494
00:24:07,000 --> 00:24:13,920
Okay, so now actually start naming
495
00:24:08,720 --> 00:24:13,920
things. This is size seven
496
00:24:14,120 --> 00:24:17,800
ring
497
00:24:15,560 --> 00:24:21,240
reference, or ring ref.
498
00:24:17,800 --> 00:24:23,120
Now, don't forget to save. Let's call it
499
00:24:21,240 --> 00:24:27,120
uh live.
500
00:24:23,120 --> 00:24:29,800
Today is 8th February,
501
00:24:27,120 --> 00:24:33,520
2023.
502
00:24:29,800 --> 00:24:36,440
Save Blender file. We're good.
503
00:24:33,520 --> 00:24:38,600
Great. So, that This is how it begins,
504
00:24:36,440 --> 00:24:41,200
just a reference. Generally, I remove
505
00:24:38,600 --> 00:24:42,840
the light, but I keep the camera. I just
506
00:24:41,200 --> 00:24:47,040
hide it.
507
00:24:42,840 --> 00:24:49,640
And uh we are
508
00:24:47,040 --> 00:24:51,360
And we are Okay, now.
509
00:24:49,640 --> 00:24:53,720
From there, generally, you need
510
00:24:51,360 --> 00:24:57,280
gemstones. So, I'm going to show
511
00:24:53,720 --> 00:24:59,960
something very basic here.
512
00:24:57,280 --> 00:24:59,960
Um
513
00:25:00,240 --> 00:25:06,160
in Blender, these are the basic meshes.
514
00:25:03,600 --> 00:25:09,560
Now, there's a very famous add-on, so
515
00:25:06,160 --> 00:25:09,560
let's go to preferences.
516
00:25:09,840 --> 00:25:15,880
And uh
517
00:25:12,360 --> 00:25:18,840
I think it's called extra objects. Okay,
518
00:25:15,880 --> 00:25:22,920
so here you go to the preferences
519
00:25:18,840 --> 00:25:26,240
add-ons. So, these add-ons So, now many
520
00:25:22,920 --> 00:25:27,680
people know that I don't use add-ons
521
00:25:26,240 --> 00:25:30,600
because
522
00:25:27,680 --> 00:25:33,400
I don't need them for what I do and
523
00:25:30,600 --> 00:25:36,480
because I'm always using almost always
524
00:25:33,400 --> 00:25:38,680
using the latest version of Blender.
525
00:25:36,480 --> 00:25:42,720
I prefer to use everything that comes
526
00:25:38,680 --> 00:25:44,240
already inside Blender instead of
527
00:25:42,720 --> 00:25:46,920
add-ons, all right?
528
00:25:44,240 --> 00:25:50,280
But here I'm just showing what happens
529
00:25:46,920 --> 00:25:52,560
if you want to use the
530
00:25:50,280 --> 00:25:54,680
add mesh extra objects.
531
00:25:52,560 --> 00:25:56,760
So, turn it on.
532
00:25:54,680 --> 00:25:59,920
Okay, now it's turned on.
533
00:25:56,760 --> 00:26:03,240
So, these are objects that if you go to
534
00:25:59,920 --> 00:26:05,680
add mesh, now you have actually
535
00:26:03,240 --> 00:26:09,280
diamond.
536
00:26:05,680 --> 00:26:12,720
You have So, that's the add-on extra
537
00:26:09,280 --> 00:26:14,800
meshes that's already inside of Blender.
538
00:26:12,720 --> 00:26:17,000
You just need to turn it on.
539
00:26:14,800 --> 00:26:19,800
Okay, but what's going to happen? Let's
540
00:26:17,000 --> 00:26:21,440
go and bring the brilliant diamond and
541
00:26:19,800 --> 00:26:24,600
I'm going to show the difference and
542
00:26:21,440 --> 00:26:24,600
what the problem is.
543
00:26:28,200 --> 00:26:31,440
Here you can
544
00:26:34,640 --> 00:26:38,880
you can obviously
545
00:26:36,680 --> 00:26:41,440
work with the factors, which is pretty
546
00:26:38,880 --> 00:26:41,440
nice.
547
00:26:42,800 --> 00:26:48,280
But
548
00:26:44,960 --> 00:26:51,080
well, basically it's just that gemstone.
549
00:26:48,280 --> 00:26:53,600
Okay, so there's this diamond in
550
00:26:51,080 --> 00:26:56,600
Blender.
551
00:26:53,600 --> 00:26:56,600
And it's pretty good.
552
00:26:56,840 --> 00:26:59,280
Now,
553
00:27:02,080 --> 00:27:06,400
here
554
00:27:03,520 --> 00:27:08,960
there's a problem already with the sizes
555
00:27:06,400 --> 00:27:08,960
of
556
00:27:11,000 --> 00:27:15,640
these like this face here.
557
00:27:16,040 --> 00:27:23,120
In fact, has another shape.
558
00:27:18,800 --> 00:27:27,720
So, you would need to do an LZ out AB
559
00:27:23,120 --> 00:27:27,720
and scale this almost like that.
560
00:27:28,320 --> 00:27:31,480
And make it lower.
561
00:27:31,920 --> 00:27:34,480
Okay.
562
00:27:33,120 --> 00:27:36,280
This is
563
00:27:34,480 --> 00:27:37,840
you can see.
564
00:27:36,280 --> 00:27:39,680
So, what you're
565
00:27:37,840 --> 00:27:41,280
Well, you need to model your own
566
00:27:39,680 --> 00:27:44,120
gemstone.
567
00:27:41,280 --> 00:27:46,640
Okay? Because otherwise, the problem
568
00:27:44,120 --> 00:27:49,040
you're going to have is that you're
569
00:27:46,640 --> 00:27:52,840
going to
570
00:27:49,040 --> 00:27:54,320
face proportion problems, okay?
571
00:27:52,840 --> 00:27:58,640
So, now
572
00:27:54,320 --> 00:28:00,120
obviously, you know that I have my own
573
00:27:58,640 --> 00:28:03,240
library.
574
00:28:00,120 --> 00:28:04,520
You can find it on the Blender Market,
575
00:28:03,240 --> 00:28:06,040
but
576
00:28:04,520 --> 00:28:07,880
if you don't want to support the
577
00:28:06,040 --> 00:28:10,320
channel, it's okay. I mean, you don't
578
00:28:07,880 --> 00:28:14,000
have to pay anything. I'm not selling
579
00:28:10,320 --> 00:28:16,200
really. I don't need to sell that.
580
00:28:14,000 --> 00:28:19,080
Obviously, it's if you like my work and
581
00:28:16,200 --> 00:28:20,920
want to support the channel, thanks for
582
00:28:19,080 --> 00:28:25,600
buying my assets on the on the Blender
583
00:28:20,920 --> 00:28:27,080
Market. Okay. But, there's also a video
584
00:28:25,600 --> 00:28:30,480
I made.
585
00:28:27,080 --> 00:28:34,560
So, there's a long video.
586
00:28:30,480 --> 00:28:36,320
BD gem gemstones.
587
00:28:34,560 --> 00:28:39,000
So, that's all that's specially for
588
00:28:36,320 --> 00:28:40,920
people who joined the channel.
589
00:28:39,000 --> 00:28:42,920
Okay, this one.
590
00:28:40,920 --> 00:28:44,240
Very recently.
591
00:28:42,920 --> 00:28:47,400
Uh
592
00:28:44,240 --> 00:28:50,080
Okay, so there's a full video.
593
00:28:47,400 --> 00:28:50,080
Let's uh
594
00:28:50,840 --> 00:28:54,240
just pass the
595
00:28:54,760 --> 00:28:59,120
publicity here on YouTube, obviously.
596
00:28:57,320 --> 00:29:03,080
All right, so
597
00:28:59,120 --> 00:29:05,160
there's an entire video where I show uh
598
00:29:03,080 --> 00:29:06,680
how to model
599
00:29:05,160 --> 00:29:09,960
gemstones.
600
00:29:06,680 --> 00:29:12,680
And all not only the basic
601
00:29:09,960 --> 00:29:15,360
uh diamond because
602
00:29:12,680 --> 00:29:17,600
we are using many different shapes and
603
00:29:15,360 --> 00:29:19,480
you need to find
604
00:29:17,600 --> 00:29:21,840
the proper tables
605
00:29:19,480 --> 00:29:23,320
and charts and technical drawings for
606
00:29:21,840 --> 00:29:25,600
the gemstones to get the proper
607
00:29:23,320 --> 00:29:27,240
proportions.
608
00:29:25,600 --> 00:29:29,840
So, uh
609
00:29:27,240 --> 00:29:31,640
if
610
00:29:29,840 --> 00:29:33,800
for any reason you don't want to support
611
00:29:31,640 --> 00:29:34,760
my channel, that's okay. You can always
612
00:29:33,800 --> 00:29:38,280
go
613
00:29:34,760 --> 00:29:41,000
and uh follow this tutorial.
614
00:29:38,280 --> 00:29:41,000
And uh
615
00:29:41,760 --> 00:29:47,080
that's a complete tutorial about
616
00:29:43,640 --> 00:29:50,280
modeling gemstones in Blender.
617
00:29:47,080 --> 00:29:53,920
Okay, uh if I have
618
00:29:50,280 --> 00:29:59,680
I have clients
619
00:29:53,920 --> 00:30:02,240
that uses 3D models in the metaverse.
620
00:29:59,680 --> 00:30:04,840
Yeah, because yes, my clients are not in
621
00:30:02,240 --> 00:30:06,040
the meta Well, they're in the metaverse,
622
00:30:04,840 --> 00:30:08,640
but
623
00:30:06,040 --> 00:30:10,080
they ask 3D models because they use them
624
00:30:08,640 --> 00:30:13,040
in the metaverse.
625
00:30:10,080 --> 00:30:15,440
So, it's not exactly that uh I have
626
00:30:13,040 --> 00:30:17,840
customers on the metaverse.
627
00:30:15,440 --> 00:30:19,920
Well, yes, they're customers that
628
00:30:17,840 --> 00:30:21,280
because of the metaverse is
629
00:30:19,920 --> 00:30:23,600
3D,
630
00:30:21,280 --> 00:30:26,200
they need 3D products
631
00:30:23,600 --> 00:30:27,560
in the metaverse, but I I'm not selling
632
00:30:26,200 --> 00:30:30,560
jewelry
633
00:30:27,560 --> 00:30:33,760
in the metaverse yet myself. I I sell
634
00:30:30,560 --> 00:30:35,040
the 3D model that these guys use in the
635
00:30:33,760 --> 00:30:38,160
metaverse.
636
00:30:35,040 --> 00:30:41,600
So, my job is to make 3D models.
637
00:30:38,160 --> 00:30:45,840
Okay, so charts, gemstones. So, now I
638
00:30:41,600 --> 00:30:49,320
have the This is going obviously very
639
00:30:45,840 --> 00:30:49,320
slow, but
640
00:30:49,880 --> 00:30:54,120
Now, that's not too bad. Okay, let's go
641
00:30:51,840 --> 00:30:56,160
to your gemstone library now. So,
642
00:30:54,120 --> 00:30:57,880
where's my gemstone library?
643
00:30:56,160 --> 00:30:59,920
Name.
644
00:30:57,880 --> 00:31:02,080
Gemstones.
645
00:30:59,920 --> 00:31:04,120
And this is the upgraded collection.
646
00:31:02,080 --> 00:31:07,000
Let's go to object.
647
00:31:04,120 --> 00:31:09,840
And I'm going to bring the emerald cut.
648
00:31:07,000 --> 00:31:12,760
So, here it is. So, obviously we can see
649
00:31:09,840 --> 00:31:15,280
that I need to make the gemstone a lot
650
00:31:12,760 --> 00:31:15,280
bigger.
651
00:31:15,720 --> 00:31:19,400
Uh
652
00:31:16,560 --> 00:31:22,680
end menu, please. End menu, please.
653
00:31:19,400 --> 00:31:24,800
Item. Okay. Let's center the gemstone.
654
00:31:22,680 --> 00:31:27,480
Now, the size of the gemstone is where
655
00:31:24,800 --> 00:31:29,760
10 by 8.
656
00:31:27,480 --> 00:31:31,320
And 60
657
00:31:29,760 --> 00:31:33,520
and that would be like
658
00:31:31,320 --> 00:31:35,280
Let's put four. Okay.
659
00:31:33,520 --> 00:31:37,680
So, then after the finger size
660
00:31:35,280 --> 00:31:40,960
reference, you generally bring
661
00:31:37,680 --> 00:31:44,600
the gemstone. So, here I'm going to use
662
00:31:40,960 --> 00:31:48,200
This is going to be the emerald emerald
663
00:31:44,600 --> 00:31:48,200
central stone.
664
00:31:48,520 --> 00:31:53,160
Here.
665
00:31:49,960 --> 00:31:56,600
Now, let's append also obviously
666
00:31:53,160 --> 00:31:56,600
uh the diamond.
667
00:31:56,960 --> 00:32:04,040
Now, these are going to be side stones.
668
00:32:00,560 --> 00:32:07,320
So, this is going to be a halo ring.
669
00:32:04,040 --> 00:32:12,160
A halo in in jewelry is not the video
670
00:32:07,320 --> 00:32:16,080
game. Please, don't mess things up. A
671
00:32:12,160 --> 00:32:21,240
halo ring is a big gemstone in the
672
00:32:16,080 --> 00:32:23,720
center with smaller side stones around
673
00:32:21,240 --> 00:32:26,920
the central gemstone. That's a halo
674
00:32:23,720 --> 00:32:30,680
because it's around
675
00:32:26,920 --> 00:32:34,520
the main principal center gemstone. So,
676
00:32:30,680 --> 00:32:36,480
here generally we go at two
677
00:32:34,520 --> 00:32:38,960
2 mm.
678
00:32:36,480 --> 00:32:42,840
So, two copy paste the scale for the Z
679
00:32:38,960 --> 00:32:44,760
axis. Okay, so these are
680
00:32:42,840 --> 00:32:47,560
the gems and
681
00:32:44,760 --> 00:32:50,760
always start at 0 0 1. That says the
682
00:32:47,560 --> 00:32:52,760
tradition in Blender. All right.
683
00:32:50,760 --> 00:32:54,880
So, we have the gemstones. We have the
684
00:32:52,760 --> 00:32:56,160
finger size reference.
685
00:32:54,880 --> 00:32:58,960
And
686
00:32:56,160 --> 00:33:00,880
let's start designing
687
00:32:58,960 --> 00:33:03,080
settings. So, here what I'm going to do
688
00:33:00,880 --> 00:33:05,800
is add mesh
689
00:33:03,080 --> 00:33:05,800
plane.
690
00:33:08,480 --> 00:33:14,160
And uh okay, we're going to activate
691
00:33:12,120 --> 00:33:19,680
automatically the mirror based on the
692
00:33:14,160 --> 00:33:19,680
central gemstone on the X and Y axis.
693
00:33:20,440 --> 00:33:25,280
Uh don't forget to do a control A
694
00:33:22,280 --> 00:33:28,680
rotation on the central object, so you
695
00:33:25,280 --> 00:33:31,000
have zero rotation in the axis like X
696
00:33:28,680 --> 00:33:33,720
and Y X
697
00:33:31,000 --> 00:33:35,920
corresponds to
698
00:33:33,720 --> 00:33:39,200
the correct direction. Now, any mode,
699
00:33:35,920 --> 00:33:41,880
let's start. I always start slow and end
700
00:33:39,200 --> 00:33:44,680
up very fast. That's
701
00:33:41,880 --> 00:33:46,720
almost always the case.
702
00:33:44,680 --> 00:33:52,760
So, now the gemstone So, I bring the
703
00:33:46,720 --> 00:33:56,160
gemstones first because I need to know
704
00:33:52,760 --> 00:33:58,120
the size for the settings and distances
705
00:33:56,160 --> 00:34:00,200
between the stones, right?
706
00:33:58,120 --> 00:34:02,760
Okay, so here edit mode.
707
00:34:00,200 --> 00:34:05,480
Um Z, let's start working. So, I need
708
00:34:02,760 --> 00:34:08,399
more space here.
709
00:34:05,480 --> 00:34:10,720
Let's move it a bit. It can go Well,
710
00:34:08,399 --> 00:34:12,399
let's go just close to the edge, but not
711
00:34:10,720 --> 00:34:16,360
exactly at the edge of the central
712
00:34:12,399 --> 00:34:19,000
gemstone. Let's keep on editing. So,
713
00:34:16,360 --> 00:34:24,480
edit me this, edit me that.
714
00:34:19,000 --> 00:34:26,040
Shift D rotate 90°. Let's bring this
715
00:34:24,480 --> 00:34:30,240
here.
716
00:34:26,040 --> 00:34:33,080
Extrude on the Y axis.
717
00:34:30,240 --> 00:34:36,879
Now here, let's connect this like that
718
00:34:33,080 --> 00:34:36,879
first. Obviously, I need
719
00:34:37,919 --> 00:34:43,520
to present the gemstone at the corner
720
00:34:41,040 --> 00:34:48,720
here.
721
00:34:43,520 --> 00:34:48,720
So now at least I can know that this
722
00:34:54,520 --> 00:35:00,000
Well, let's work on the normals up and
723
00:34:57,200 --> 00:35:02,520
outside.
724
00:35:00,000 --> 00:35:03,400
And flip again. This is better. All
725
00:35:02,520 --> 00:35:05,280
right.
726
00:35:03,400 --> 00:35:09,600
Now here,
727
00:35:05,280 --> 00:35:09,600
I'm going to subdivide this.
728
00:35:11,800 --> 00:35:16,800
So I can do it maybe like this, but this
729
00:35:15,160 --> 00:35:18,680
would be ugly.
730
00:35:16,800 --> 00:35:22,160
So
731
00:35:18,680 --> 00:35:26,400
I'm going to come here
732
00:35:22,160 --> 00:35:26,400
and I'm going to subdivide this again.
733
00:35:28,480 --> 00:35:32,240
Okay, this is pretty good.
734
00:35:32,760 --> 00:35:38,040
For the spacing.
735
00:35:35,400 --> 00:35:40,640
So obviously that makes I need a bit
736
00:35:38,040 --> 00:35:40,640
more.
737
00:35:41,960 --> 00:35:45,640
Let's move it here.
738
00:35:44,000 --> 00:35:49,000
One by one.
739
00:35:45,640 --> 00:35:51,760
Okay, this distance is pretty good. Now,
740
00:35:49,000 --> 00:35:54,680
go to global coordinates. Just check
741
00:35:51,760 --> 00:35:56,320
that your X position here is the same.
742
00:35:54,680 --> 00:35:59,400
Copy paste.
743
00:35:56,320 --> 00:36:02,960
This is to align the red the vertex here
744
00:35:59,400 --> 00:36:06,360
is on the Y axis.
745
00:36:02,960 --> 00:36:09,960
So yes, in jewelry get used working with
746
00:36:06,360 --> 00:36:13,880
numerical inputs. Work with the numbers.
747
00:36:09,960 --> 00:36:13,880
You want very precise
748
00:36:14,120 --> 00:36:18,920
structures
749
00:36:15,880 --> 00:36:18,920
and uh
750
00:36:19,200 --> 00:36:25,040
sometimes the only option is to use
751
00:36:23,440 --> 00:36:28,120
numbers.
752
00:36:25,040 --> 00:36:31,200
Okay, here it's very easy to distribute
753
00:36:28,120 --> 00:36:31,200
the gemstone.
754
00:36:31,720 --> 00:36:38,080
And what is not always easy is to make
755
00:36:34,360 --> 00:36:38,080
them fit properly.
756
00:36:38,160 --> 00:36:43,960
Obviously, they can be very close to
757
00:36:40,200 --> 00:36:47,080
each other, but
758
00:36:43,960 --> 00:36:49,280
they can't overlap.
759
00:36:47,080 --> 00:36:54,440
Okay, we have this.
760
00:36:49,280 --> 00:36:57,160
Now, here I don't really like it yet.
761
00:36:54,440 --> 00:36:58,800
And this is because of the proportion or
762
00:36:57,160 --> 00:37:01,840
of the
763
00:36:58,800 --> 00:37:03,400
principal central gemstone or the side
764
00:37:01,840 --> 00:37:07,920
diamonds.
765
00:37:03,400 --> 00:37:07,920
Because what I would like is
766
00:37:08,960 --> 00:37:12,880
that this corner gemstone
767
00:37:13,000 --> 00:37:15,920
um
768
00:37:17,160 --> 00:37:24,920
Well, I want it to fit more precisely
769
00:37:21,640 --> 00:37:27,640
at the center of the corner. Like here.
770
00:37:24,920 --> 00:37:31,520
So, what I'm going to do is use less
771
00:37:27,640 --> 00:37:34,680
gemstones here. Now, take the gemstones,
772
00:37:31,520 --> 00:37:37,680
do a control J.
773
00:37:34,680 --> 00:37:40,840
Do a mirror on the X and Y based on the
774
00:37:37,680 --> 00:37:45,400
central gemstone.
775
00:37:40,840 --> 00:37:45,400
Okay, so this is a bit better. Now,
776
00:37:45,680 --> 00:37:52,120
here let me merge at a closer distance.
777
00:37:49,960 --> 00:37:55,600
Let's go at point two.
778
00:37:52,120 --> 00:37:58,120
All right, and let's bring this
779
00:37:55,600 --> 00:38:00,480
here.
780
00:37:58,120 --> 00:38:03,360
So, I'm going to give a solidify
781
00:38:00,480 --> 00:38:03,360
modifier.
782
00:38:03,400 --> 00:38:06,880
Let's say um
783
00:38:07,920 --> 00:38:13,640
Let's say point seven, maybe. Okay,
784
00:38:10,800 --> 00:38:16,360
let's go at point 75. That's the
785
00:38:13,640 --> 00:38:16,360
thickness.
786
00:38:16,680 --> 00:38:22,000
And what I want also here is that I
787
00:38:20,200 --> 00:38:24,680
don't want this really
788
00:38:22,000 --> 00:38:26,680
to be flat. So, let's apply the
789
00:38:24,680 --> 00:38:31,440
thickness modifier.
790
00:38:26,680 --> 00:38:33,200
Now, I can take these vertices here
791
00:38:31,440 --> 00:38:34,640
and move them
792
00:38:33,200 --> 00:38:38,280
slightly up at
793
00:38:34,640 --> 00:38:42,000
let's go 0.6. So, I have some angle.
794
00:38:38,280 --> 00:38:42,000
Okay, now the gemstones
795
00:38:42,680 --> 00:38:47,560
they need to follow
796
00:38:45,440 --> 00:38:50,880
Oop.
797
00:38:47,560 --> 00:38:53,360
What happened to the camera
798
00:38:50,880 --> 00:38:53,360
feed?
799
00:38:59,720 --> 00:39:02,120
Mhm.
800
00:39:12,440 --> 00:39:15,440
Okay, I guess.
801
00:39:21,320 --> 00:39:26,520
Ah, it's the battery. All right.
802
00:39:23,720 --> 00:39:26,520
I should have known.
803
00:39:26,840 --> 00:39:30,840
Okay, let's remove the feed of this
804
00:39:29,120 --> 00:39:33,320
system.
805
00:39:30,840 --> 00:39:35,240
We don't need the camera.
806
00:39:33,320 --> 00:39:37,200
Okay, the gemstones
807
00:39:35,240 --> 00:39:40,400
here.
808
00:39:37,200 --> 00:39:40,400
Go to
809
00:39:41,240 --> 00:39:45,920
the snap face project
810
00:39:44,080 --> 00:39:49,760
center
811
00:39:45,920 --> 00:39:52,160
align rotation affect move and rotation.
812
00:39:49,760 --> 00:39:55,840
Alt Z I Alt Z L.
813
00:39:52,160 --> 00:39:58,120
Now, when I grab the gemstone, it
814
00:39:55,840 --> 00:40:01,120
snaps to the angle. So, doing L select
815
00:39:58,120 --> 00:40:04,600
the gemstone.
816
00:40:01,120 --> 00:40:04,600
And let's
817
00:40:06,000 --> 00:40:11,320
bring that here and there.
818
00:40:08,240 --> 00:40:13,320
Okay, here I have a division that I
819
00:40:11,320 --> 00:40:15,880
don't like.
820
00:40:13,320 --> 00:40:18,320
I want this angle to come
821
00:40:15,880 --> 00:40:18,320
there.
822
00:40:18,640 --> 00:40:23,000
And this one to come there. This is
823
00:40:20,720 --> 00:40:27,960
better for the corner.
824
00:40:23,000 --> 00:40:31,600
Now here I need to do the same.
825
00:40:27,960 --> 00:40:31,600
I'm going to merge vertices.
826
00:40:36,200 --> 00:40:40,520
Here and there.
827
00:40:38,440 --> 00:40:44,480
I don't need them anymore. So the corner
828
00:40:40,520 --> 00:40:47,880
is a lot better, but these vertices need
829
00:40:44,480 --> 00:40:49,800
to be merged. So let's go to merge
830
00:40:47,880 --> 00:40:52,400
by distance.
831
00:40:49,800 --> 00:40:54,560
I need something like 0.05.
832
00:40:52,400 --> 00:40:56,960
Okay, this is
833
00:40:54,560 --> 00:40:59,200
Now we go back to the gemstones, edit
834
00:40:56,960 --> 00:41:00,400
mode.
835
00:40:59,200 --> 00:41:03,680
And
836
00:41:00,400 --> 00:41:07,080
the snap is on to the faces.
837
00:41:03,680 --> 00:41:07,080
So now I can properly
838
00:41:15,040 --> 00:41:22,880
adapt the gemstones to that angle.
839
00:41:19,360 --> 00:41:22,880
All right. And
840
00:41:24,040 --> 00:41:27,160
center that.
841
00:41:28,080 --> 00:41:33,080
Okay, this is pretty This is pretty nice
842
00:41:31,000 --> 00:41:36,920
to start.
843
00:41:33,080 --> 00:41:36,920
So obviously the center stone
844
00:41:37,120 --> 00:41:40,240
Mhm.
845
00:41:38,360 --> 00:41:42,280
Let's move it a bit higher. Let's take
846
00:41:40,240 --> 00:41:44,160
this a bit.
847
00:41:42,280 --> 00:41:45,520
Oop-la. And don't forget to turn off the
848
00:41:44,160 --> 00:41:47,120
snap.
849
00:41:45,520 --> 00:41:49,160
It's always fun when you forget to turn
850
00:41:47,120 --> 00:41:50,840
it off. Weird things are going to
851
00:41:49,160 --> 00:41:52,600
happen.
852
00:41:50,840 --> 00:41:55,680
Okay, we have
853
00:41:52,600 --> 00:41:57,440
This is pretty good.
854
00:41:55,680 --> 00:42:00,720
I need more distance for the design
855
00:41:57,440 --> 00:42:03,120
here. Okay.
856
00:42:00,720 --> 00:42:03,120
Now.
857
00:42:05,000 --> 00:42:07,960
Now.
858
00:42:10,400 --> 00:42:15,520
Now we need some borders. So,
859
00:42:16,880 --> 00:42:19,720
from this
860
00:42:20,760 --> 00:42:27,040
I'm going to go to loop cut.
861
00:42:23,640 --> 00:42:27,040
I'm going to loop cut
862
00:42:27,160 --> 00:42:29,920
here
863
00:42:28,640 --> 00:42:32,840
factor
864
00:42:29,920 --> 00:42:32,840
0.7.
865
00:42:32,920 --> 00:42:36,880
So, that's the advantage of keeping
866
00:42:34,800 --> 00:42:38,760
quads all the time.
867
00:42:36,880 --> 00:42:43,160
-0.7.
868
00:42:38,760 --> 00:42:45,280
Okay. You can make loop cuts if you have
869
00:42:43,160 --> 00:42:48,480
quads, all right?
870
00:42:45,280 --> 00:42:51,280
And now, because I have quads and I need
871
00:42:48,480 --> 00:42:54,920
the loop cuts,
872
00:42:51,280 --> 00:42:59,320
I can select these faces
873
00:42:54,920 --> 00:43:02,560
and I can extrude them to make very nice
874
00:42:59,320 --> 00:43:02,560
borders here.
875
00:43:03,440 --> 00:43:05,960
All right?
876
00:43:06,840 --> 00:43:12,880
Because generally, you're going to have
877
00:43:08,800 --> 00:43:12,880
very small borders for
878
00:43:13,400 --> 00:43:19,120
the setting of the gemstones.
879
00:43:16,160 --> 00:43:19,120
Okay, here
880
00:43:22,800 --> 00:43:28,840
the merge distance is smaller than this,
881
00:43:25,520 --> 00:43:32,760
so I need to put that closer here.
882
00:43:28,840 --> 00:43:32,760
Using the merge on
883
00:43:34,240 --> 00:43:37,560
the mirror modifier.
884
00:43:38,960 --> 00:43:42,600
And now,
885
00:43:43,880 --> 00:43:47,840
we can start working with the bevel
886
00:43:45,880 --> 00:43:52,280
modifier
887
00:43:47,840 --> 00:43:52,280
and the subdivision modifier.
888
00:43:54,120 --> 00:43:57,680
Okay, here
889
00:43:56,080 --> 00:43:59,040
I'm not going to use the subdivision
890
00:43:57,680 --> 00:44:02,960
modifier
891
00:43:59,040 --> 00:44:04,560
because it does this to the corners and
892
00:44:02,960 --> 00:44:08,160
that's not necessary here. What I'm
893
00:44:04,560 --> 00:44:08,160
going to do is have
894
00:44:08,400 --> 00:44:15,440
more segments for
895
00:44:10,960 --> 00:44:19,480
the bevel and make a very well
896
00:44:15,440 --> 00:44:21,360
adapt. Let's adapt. Let's tweak the
897
00:44:19,480 --> 00:44:22,720
the amount of the bevel.
898
00:44:21,360 --> 00:44:26,520
Okay, so
899
00:44:22,720 --> 00:44:29,320
this is pretty nice because the halo has
900
00:44:26,520 --> 00:44:29,320
some angle.
901
00:44:32,600 --> 00:44:38,600
Okay, now the prongs add mesh here.
902
00:44:37,240 --> 00:44:41,880
Let's do what
903
00:44:38,600 --> 00:44:44,760
50 by 25. The prong generation should be
904
00:44:41,880 --> 00:44:47,480
at 0.7.
905
00:44:44,760 --> 00:44:49,840
0.8 0.8 is pretty good.
906
00:44:47,480 --> 00:44:53,000
Side view
907
00:44:49,840 --> 00:44:56,000
keep the sphere like this.
908
00:44:53,000 --> 00:44:58,480
B and make the prong
909
00:44:56,000 --> 00:45:02,200
like this. Okay?
910
00:44:58,480 --> 00:45:05,000
Exit edit mode. Here we want to move the
911
00:45:02,200 --> 00:45:06,880
center, which is the orange point right
912
00:45:05,000 --> 00:45:09,520
there.
913
00:45:06,880 --> 00:45:11,520
So, move everything up because now with
914
00:45:09,520 --> 00:45:13,880
the snap turned on, let's call this
915
00:45:11,520 --> 00:45:15,720
prong.
916
00:45:13,880 --> 00:45:18,960
0.001
917
00:45:15,720 --> 00:45:21,240
0.001. Thank you.
918
00:45:18,960 --> 00:45:23,960
Okay.
919
00:45:21,240 --> 00:45:26,520
Uh let's grab and let's start
920
00:45:23,960 --> 00:45:28,960
distributing the prongs or prong
921
00:45:26,520 --> 00:45:31,520
setting.
922
00:45:28,960 --> 00:45:34,720
Here we're going to need two at least.
923
00:45:31,520 --> 00:45:37,720
That's just pretty common.
924
00:45:34,720 --> 00:45:38,560
Here. So, keep the symmetry
925
00:45:37,720 --> 00:45:40,840
for the
926
00:45:38,560 --> 00:45:42,840
for the prongs and these are shared
927
00:45:40,840 --> 00:45:45,360
prongs.
928
00:45:42,840 --> 00:45:47,320
It's very basic also. Okay, here and
929
00:45:45,360 --> 00:45:49,840
here and there.
930
00:45:47,320 --> 00:45:51,760
And okay, so now let's go to the
931
00:45:49,840 --> 00:45:53,240
outliner. Let's select all the prongs
932
00:45:51,760 --> 00:45:56,320
here.
933
00:45:53,240 --> 00:45:56,320
Control J.
934
00:45:56,560 --> 00:46:02,840
Put the mirror.
935
00:45:59,160 --> 00:46:04,240
X and Y based on the central gemstones
936
00:46:02,840 --> 00:46:07,880
and
937
00:46:04,240 --> 00:46:10,640
if I forgot let's go to edit mode L
938
00:46:07,880 --> 00:46:10,640
shift D
939
00:46:14,400 --> 00:46:18,000
Okay, T selection.
940
00:46:19,080 --> 00:46:23,280
What happened to this guy?
941
00:46:21,040 --> 00:46:25,400
Okay, it's the other guy.
942
00:46:23,280 --> 00:46:27,480
Okay, that's wrong.
943
00:46:25,400 --> 00:46:29,600
I need it.
944
00:46:27,480 --> 00:46:31,920
Okay, let's make a select origin to
945
00:46:29,600 --> 00:46:33,840
geometry.
946
00:46:31,920 --> 00:46:37,160
It's funny because now you know if
947
00:46:33,840 --> 00:46:37,160
something failed.
948
00:46:37,320 --> 00:46:40,760
Sometimes you need to
949
00:46:45,720 --> 00:46:51,600
Actually, let's turn off this and let's
950
00:46:48,200 --> 00:46:52,960
turn off that for a second.
951
00:46:51,600 --> 00:46:57,840
Okay.
952
00:46:52,960 --> 00:46:57,840
Let me tweak this little prong here.
953
00:47:00,680 --> 00:47:05,880
Check that the Z
954
00:47:03,200 --> 00:47:08,960
Z position is exactly the same than the
955
00:47:05,880 --> 00:47:11,320
other ones. It's pressure.
956
00:47:08,960 --> 00:47:13,680
Here and shift D I have the middle one
957
00:47:11,320 --> 00:47:16,440
right there. Okay.
958
00:47:13,680 --> 00:47:18,400
Take these guys, control J and we have
959
00:47:16,440 --> 00:47:21,880
all the prongs again.
960
00:47:18,400 --> 00:47:23,760
Let's do a merge at point one
961
00:47:21,880 --> 00:47:26,120
because of the overlaps. Will they
962
00:47:23,760 --> 00:47:28,520
really merge all together because of the
963
00:47:26,120 --> 00:47:30,720
mirrors?
964
00:47:28,520 --> 00:47:33,680
So, this is a halo but we need to do a
965
00:47:30,720 --> 00:47:36,120
shift D.
966
00:47:33,680 --> 00:47:39,960
Let's call these cutters.
967
00:47:36,120 --> 00:47:39,960
These are very basic
968
00:47:40,240 --> 00:47:44,480
diamond cutters.
969
00:47:42,760 --> 00:47:46,840
I don't always do that like that.
970
00:47:44,480 --> 00:47:49,240
Sometimes I'm more precise. Let's do a
971
00:47:46,840 --> 00:47:51,200
Boolean with these cutters here. You
972
00:47:49,240 --> 00:47:52,640
need to cut
973
00:47:51,200 --> 00:47:55,480
positions.
974
00:47:52,640 --> 00:47:57,800
Okay, here we have a problem
975
00:47:55,480 --> 00:48:00,560
because of the overlapping the Boolean
976
00:47:57,800 --> 00:48:02,320
is failing.
977
00:48:00,560 --> 00:48:06,160
So, here I need a remesh. Let's go to
978
00:48:02,320 --> 00:48:06,160
remesh. Let's put the remesh
979
00:48:07,480 --> 00:48:12,680
Let's put the remesh uh after No.
980
00:48:13,280 --> 00:48:19,200
Okay, he's still not happy.
981
00:48:16,640 --> 00:48:24,160
So, the cutters, they have the same
982
00:48:19,200 --> 00:48:27,160
problems. We have overlapping geometry.
983
00:48:24,160 --> 00:48:29,520
Maybe on the solid of the halo
984
00:48:27,160 --> 00:48:31,600
or maybe on the cutters. So, let's go
985
00:48:29,520 --> 00:48:34,800
and see the cutters.
986
00:48:31,600 --> 00:48:37,480
Let's do a remesh on the cutters here.
987
00:48:34,800 --> 00:48:40,840
Let's hide them. Okay, this solve the
988
00:48:37,480 --> 00:48:43,800
Boolean issue, okay?
989
00:48:40,840 --> 00:48:46,400
Generally, when Boolean fail
990
00:48:43,800 --> 00:48:48,480
when the Booleans fail, it's because of
991
00:48:46,400 --> 00:48:50,880
overlapping
992
00:48:48,480 --> 00:48:54,600
faces or things like that.
993
00:48:50,880 --> 00:48:58,040
All right, we have this. Pretty nice.
994
00:48:54,600 --> 00:49:02,320
Now, let's make some prongs for
995
00:48:58,040 --> 00:49:04,440
Okay, add mesh curve Bezier.
996
00:49:02,320 --> 00:49:06,200
Let's go to side view. So, let's put it
997
00:49:04,440 --> 00:49:08,960
to the side.
998
00:49:06,200 --> 00:49:10,760
Edit mode. Edit mode.
999
00:49:08,960 --> 00:49:13,880
Transparency.
1000
00:49:10,760 --> 00:49:17,120
We're going to make prongs.
1001
00:49:13,880 --> 00:49:19,360
So, remember, we need the prongs for
1002
00:49:17,120 --> 00:49:21,960
rendering are different than the prongs
1003
00:49:19,360 --> 00:49:24,960
for manufacturing.
1004
00:49:21,960 --> 00:49:24,960
So,
1005
00:49:30,080 --> 00:49:35,600
I'm going to model prongs for uh
1006
00:49:32,840 --> 00:49:35,600
rendering.
1007
00:49:36,440 --> 00:49:43,040
Here, let's go with 45.
1008
00:49:39,600 --> 00:49:43,040
Here. All right.
1009
00:49:44,160 --> 00:49:47,000
And uh
1010
00:49:49,760 --> 00:49:53,160
Let's go to the
1011
00:49:50,920 --> 00:49:54,880
Obviously, the resolution is what leaves
1012
00:49:53,160 --> 00:49:57,240
that 15.
1013
00:49:54,880 --> 00:50:01,480
Now, geometry, it's round. So, round
1014
00:49:57,240 --> 00:50:04,680
bevel depth 0.45. 45.
1015
00:50:01,480 --> 00:50:06,600
Resolution 24.
1016
00:50:04,680 --> 00:50:08,440
And I have this. Don't forget to fill
1017
00:50:06,600 --> 00:50:11,200
caps.
1018
00:50:08,440 --> 00:50:14,160
Okay, save this. Now, here mean radius
1019
00:50:11,200 --> 00:50:16,640
0.5.
1020
00:50:14,160 --> 00:50:18,800
And let's remove Let's hide this jump
1021
00:50:16,640 --> 00:50:22,760
stone for a second.
1022
00:50:18,800 --> 00:50:22,760
Okay, I have this, but
1023
00:50:23,280 --> 00:50:29,560
here I need to subdivide because I want
1024
00:50:26,240 --> 00:50:29,560
it to be thicker.
1025
00:50:31,000 --> 00:50:36,000
And then I want it to be
1026
00:50:33,760 --> 00:50:38,080
thinner. So, let's put 0.1 here, but
1027
00:50:36,000 --> 00:50:39,720
here Okay, this is
1028
00:50:38,080 --> 00:50:42,520
pretty much
1029
00:50:39,720 --> 00:50:45,480
how it goes. I don't want it that sharp.
1030
00:50:42,520 --> 00:50:46,440
You could make that Some designers do it
1031
00:50:45,480 --> 00:50:49,040
like
1032
00:50:46,440 --> 00:50:53,400
sharp like this, but that's not what I
1033
00:50:49,040 --> 00:50:56,120
want. So, I need to expand
1034
00:50:53,400 --> 00:50:56,120
the handle.
1035
00:51:00,080 --> 00:51:06,600
So, if you can't achieve I don't like
1036
00:51:03,080 --> 00:51:09,200
the these thicknesses. That's because I
1037
00:51:06,600 --> 00:51:11,120
need a taper curve. So, let's add a
1038
00:51:09,200 --> 00:51:13,240
bezier curve.
1039
00:51:11,120 --> 00:51:14,520
Let's call this the taper curve. Well,
1040
00:51:13,240 --> 00:51:16,160
taper
1041
00:51:14,520 --> 00:51:18,200
taper here.
1042
00:51:16,160 --> 00:51:21,560
Now,
1043
00:51:18,200 --> 00:51:24,560
geometry object
1044
00:51:21,560 --> 00:51:26,280
this curve. Come on. That curve
1045
00:51:24,560 --> 00:51:29,160
here.
1046
00:51:26,280 --> 00:51:32,160
All right. Now,
1047
00:51:29,160 --> 00:51:32,160
let's start.
1048
00:51:35,960 --> 00:51:38,520
Uh
1049
00:51:38,640 --> 00:51:42,360
I know. What is Okay.
1050
00:51:44,880 --> 00:51:49,240
Well,
1051
00:51:46,640 --> 00:51:50,320
but I need the taper here. Yes, okay,
1052
00:51:49,240 --> 00:51:53,840
thanks.
1053
00:51:50,320 --> 00:51:57,240
So, what I want is that the end is
1054
00:51:53,840 --> 00:52:02,040
pointy like this and this is
1055
00:51:57,240 --> 00:52:05,800
thicker. Okay, so you have more control
1056
00:52:02,040 --> 00:52:07,320
for finer control using
1057
00:52:05,800 --> 00:52:09,800
taper curves.
1058
00:52:07,320 --> 00:52:11,360
Now,
1059
00:52:09,800 --> 00:52:14,000
let's see.
1060
00:52:11,360 --> 00:52:17,000
Let's make this double. You can group
1061
00:52:14,000 --> 00:52:18,720
control J on the curves.
1062
00:52:17,000 --> 00:52:22,520
And let's put the mirror, then I'll
1063
00:52:18,720 --> 00:52:22,520
check obviously the proportions.
1064
00:52:23,920 --> 00:52:28,720
With the stone, so the central stone is
1065
00:52:26,320 --> 00:52:31,360
here and
1066
00:52:28,720 --> 00:52:33,360
let's bring it higher here. All right,
1067
00:52:31,360 --> 00:52:34,520
this is pretty good.
1068
00:52:33,360 --> 00:52:38,840
Prongs
1069
00:52:34,520 --> 00:52:38,840
do overlap the metal.
1070
00:52:39,560 --> 00:52:46,680
That's correct. And let's move them
1071
00:52:44,160 --> 00:52:46,680
here.
1072
00:52:47,640 --> 00:52:53,240
So, what I can do is make these guys
1073
00:52:50,440 --> 00:52:53,240
longer.
1074
00:52:53,480 --> 00:52:59,480
That's pretty nice.
1075
00:52:56,040 --> 00:53:01,960
Let's adapt this.
1076
00:52:59,480 --> 00:53:07,360
Okay, this is pretty good.
1077
00:53:01,960 --> 00:53:07,360
These are prongs, center prongs.
1078
00:53:08,600 --> 00:53:14,280
Center prongs.
1079
00:53:11,120 --> 00:53:14,280
Okay, we have this.
1080
00:53:15,000 --> 00:53:18,280
Now,
1081
00:53:16,840 --> 00:53:19,880
well, the the halo is done, that's
1082
00:53:18,280 --> 00:53:23,480
pretty good.
1083
00:53:19,880 --> 00:53:24,800
Now, let's start working on some
1084
00:53:23,480 --> 00:53:27,080
ring
1085
00:53:24,800 --> 00:53:30,080
body, ring shank.
1086
00:53:27,080 --> 00:53:30,080
So, let's add
1087
00:53:31,480 --> 00:53:36,400
front view, add curve,
1088
00:53:34,720 --> 00:53:39,640
Bezier curve,
1089
00:53:36,400 --> 00:53:41,280
view, edit mode.
1090
00:53:39,640 --> 00:53:44,520
Sorry.
1091
00:53:41,280 --> 00:53:46,440
Just on that curve, added this guy and
1092
00:53:44,520 --> 00:53:49,320
let's start
1093
00:53:46,440 --> 00:53:49,320
creating
1094
00:53:50,880 --> 00:53:56,480
the body of the ring.
1095
00:53:54,160 --> 00:53:59,400
Let's extrude this.
1096
00:53:56,480 --> 00:54:01,600
Obviously, use you do first first you do
1097
00:53:59,400 --> 00:54:04,480
then you tweak.
1098
00:54:01,600 --> 00:54:06,320
So, I have this centered
1099
00:54:04,480 --> 00:54:09,800
there.
1100
00:54:06,320 --> 00:54:09,800
Now, let's create
1101
00:54:10,440 --> 00:54:14,680
a mesh plane.
1102
00:54:12,400 --> 00:54:18,360
Let's make it uh
1103
00:54:14,680 --> 00:54:18,360
4 2 4
1104
00:54:18,840 --> 00:54:26,200
centered on X edit mode W bevel vertices
1105
00:54:26,400 --> 00:54:29,840
here.
1106
00:54:28,400 --> 00:54:33,480
Now,
1107
00:54:29,840 --> 00:54:37,280
convert this to a curve
1108
00:54:33,480 --> 00:54:40,280
and this is going to be called
1109
00:54:37,280 --> 00:54:40,280
profile.
1110
00:54:40,400 --> 00:54:47,000
Let's make this a curve. Okay.
1111
00:54:43,720 --> 00:54:51,800
So, now I have a curve and a curve and
1112
00:54:47,000 --> 00:54:56,200
we can simply go to geometry
1113
00:54:51,800 --> 00:54:58,200
object bevel this friend here and we
1114
00:54:56,200 --> 00:55:01,120
just need to tweak
1115
00:54:58,200 --> 00:55:01,120
fill caps.
1116
00:55:02,360 --> 00:55:10,800
Mean tilt 90° and let's start adapting.
1117
00:55:08,640 --> 00:55:13,680
Okay, so this friend is going to be at
1118
00:55:10,800 --> 00:55:15,640
release point eight and it ends at point
1119
00:55:13,680 --> 00:55:17,520
six.
1120
00:55:15,640 --> 00:55:22,080
Now, we have
1121
00:55:17,520 --> 00:55:22,080
this start tweaking distances
1122
00:55:22,920 --> 00:55:27,640
to the finger size. So, there you must
1123
00:55:25,280 --> 00:55:29,840
be
1124
00:55:27,640 --> 00:55:33,280
precise. We need more resolution. Let's
1125
00:55:29,840 --> 00:55:33,280
go at 60.
1126
00:55:34,080 --> 00:55:40,640
Okay, and here I need to
1127
00:55:38,280 --> 00:55:42,960
Let me subdivide
1128
00:55:40,640 --> 00:55:47,000
Subdivide here. Okay, the ending is
1129
00:55:42,960 --> 00:55:47,000
going to be at 0.5.
1130
00:55:48,080 --> 00:55:52,200
Okay, and let's make this
1131
00:55:54,520 --> 00:55:59,440
We're going to adapt this layer.
1132
00:56:04,800 --> 00:56:07,720
Okay, this is pretty classical. Let's
1133
00:56:06,960 --> 00:56:10,080
put
1134
00:56:07,720 --> 00:56:12,480
this less.
1135
00:56:10,080 --> 00:56:15,240
Let's put 0.7.
1136
00:56:12,480 --> 00:56:15,240
Let's just put one.
1137
00:56:16,480 --> 00:56:20,480
Okay, I'm going to do this like that.
1138
00:56:18,160 --> 00:56:23,880
Obviously, I'm going to start working in
1139
00:56:20,480 --> 00:56:23,880
this direction, too.
1140
00:56:28,880 --> 00:56:32,680
Let's make this shank
1141
00:56:32,920 --> 00:56:36,600
double the size.
1142
00:56:38,480 --> 00:56:42,080
Okay.
1143
00:56:39,640 --> 00:56:44,320
Now here, we need mirror.
1144
00:56:42,080 --> 00:56:47,560
I keep tweaking the design here.
1145
00:56:44,320 --> 00:56:50,280
It's an Y based on the
1146
00:56:47,560 --> 00:56:52,360
simple gemstone.
1147
00:56:50,280 --> 00:56:54,560
Okay, this is a beginning, but it's
1148
00:56:52,360 --> 00:56:57,120
ugly.
1149
00:56:54,560 --> 00:57:00,680
Let's make it
1150
00:56:57,120 --> 00:57:03,920
not that wide. Let's go to 3.5.
1151
00:57:00,680 --> 00:57:03,920
That's pretty good.
1152
00:57:05,000 --> 00:57:10,000
Let's do some overlap here and uh
1153
00:57:11,880 --> 00:57:14,520
there.
1154
00:57:16,720 --> 00:57:22,160
Now merging into one.
1155
00:57:19,880 --> 00:57:22,160
slightly
1156
00:57:22,920 --> 00:57:27,200
Now here, the merging, I'm going to make
1157
00:57:24,960 --> 00:57:32,600
it very close, so
1158
00:57:27,200 --> 00:57:32,600
let's close this part better here.
1159
00:57:35,400 --> 00:57:39,560
And let's keep tweaking this and that.
1160
00:57:41,720 --> 00:57:46,360
All right. So, here obviously I'm not
1161
00:57:46,440 --> 00:57:51,560
I'm not done.
1162
00:57:47,920 --> 00:57:52,840
I want Okay. Okay. Okay, this starts to
1163
00:57:51,560 --> 00:57:55,720
be
1164
00:57:52,840 --> 00:57:58,040
a bit more interesting.
1165
00:57:55,720 --> 00:58:02,720
Just check that you're not overlapping
1166
00:57:58,040 --> 00:58:02,720
one of the diamonds from the halo.
1167
00:58:02,800 --> 00:58:06,520
Still the inside right there.
1168
00:58:09,080 --> 00:58:16,720
Okay, now let's
1169
00:58:11,480 --> 00:58:19,080
take these three vertices, do a shift D.
1170
00:58:16,720 --> 00:58:22,440
And we can close the shank
1171
00:58:19,080 --> 00:58:22,440
at the center
1172
00:58:22,600 --> 00:58:27,960
here.
1173
00:58:25,080 --> 00:58:33,840
So, this one needs to be smaller. Let's
1174
00:58:27,960 --> 00:58:33,840
go 0.6, 0.5, and 0.4.
1175
00:58:34,040 --> 00:58:36,960
Now,
1176
00:58:37,440 --> 00:58:43,000
let's adapt proper shape and position
1177
00:58:40,440 --> 00:58:45,640
right there.
1178
00:58:43,000 --> 00:58:45,640
Something here.
1179
00:58:48,240 --> 00:58:53,720
So, that's the bridge.
1180
00:58:51,080 --> 00:58:53,720
Okay.
1181
00:58:54,760 --> 00:58:59,600
Under the
1182
00:58:56,720 --> 00:58:59,600
the halo.
1183
00:59:00,040 --> 00:59:04,920
And let me
1184
00:59:02,320 --> 00:59:07,360
see the entry point there.
1185
00:59:04,920 --> 00:59:08,920
Okay, here we might need some tilting,
1186
00:59:07,360 --> 00:59:10,400
right?
1187
00:59:08,920 --> 00:59:12,800
And
1188
00:59:10,400 --> 00:59:13,800
put it inside the metal.
1189
00:59:12,800 --> 00:59:16,560
This is
1190
00:59:13,800 --> 00:59:20,640
pretty good at this shape there. So,
1191
00:59:16,560 --> 00:59:22,400
here I can do whatever I
1192
00:59:20,640 --> 00:59:24,600
want.
1193
00:59:22,400 --> 00:59:28,800
Because yes.
1194
00:59:24,600 --> 00:59:32,400
Let's come here. This is pretty nice.
1195
00:59:28,800 --> 00:59:32,400
Yeah, this is pretty nice.
1196
00:59:32,680 --> 00:59:37,280
All right, then
1197
00:59:35,400 --> 00:59:41,120
then then then
1198
00:59:37,280 --> 00:59:44,000
I need some secondary
1199
00:59:41,120 --> 00:59:47,320
diamonds. Okay, let's do a shift D of
1200
00:59:44,000 --> 00:59:50,920
that. Let's keep these vertices. Control
1201
00:59:47,320 --> 00:59:54,520
I, delete all the other vertices.
1202
00:59:50,920 --> 00:59:54,520
Let me take this.
1203
00:59:55,960 --> 01:00:01,240
Median point, okay. Um
1204
00:59:58,600 --> 01:00:03,800
let's move it.
1205
01:00:01,240 --> 01:00:05,280
Let's rotate it on Z.
1206
01:00:03,800 --> 01:00:08,280
Ah, but it's funny because it doesn't
1207
01:00:05,280 --> 01:00:08,280
change. Okay, whatever.
1208
01:00:10,480 --> 01:00:15,640
Here, I need to change the tail.
1209
01:00:12,640 --> 01:00:19,560
This one is going to be 100, and this
1210
01:00:15,640 --> 01:00:21,160
one is going to be smaller, 0.3.
1211
01:00:19,560 --> 01:00:24,120
0.5
1212
01:00:21,160 --> 01:00:26,920
or so here what
1213
01:00:24,120 --> 01:00:26,920
All right, wait now.
1214
01:00:27,280 --> 01:00:33,480
Let's tilt this.
1215
01:00:30,440 --> 01:00:37,520
So now here, I would like some diamonds,
1216
01:00:33,480 --> 01:00:37,520
in fact, come there.
1217
01:00:38,840 --> 01:00:44,120
So this could be coming
1218
01:00:44,880 --> 01:00:48,280
like this.
1219
01:00:46,920 --> 01:00:51,200
Haha.
1220
01:00:48,280 --> 01:00:52,600
Okay, but not so much on the inside. It
1221
01:00:51,200 --> 01:00:56,200
needs to be
1222
01:00:52,600 --> 01:00:58,000
more here, and
1223
01:00:56,200 --> 01:01:00,840
here we're going to close, so we need
1224
01:00:58,000 --> 01:01:03,280
more merging.
1225
01:01:00,840 --> 01:01:06,400
far
1226
01:01:03,280 --> 01:01:06,400
Okay, here.
1227
01:01:06,560 --> 01:01:15,200
Merge at 0.5, even maybe at one. Okay,
1228
01:01:10,360 --> 01:01:15,200
merging at one is almost good.
1229
01:01:18,040 --> 01:01:24,040
How much resolution? Okay, so the
1230
01:01:20,400 --> 01:01:27,320
merging merging point seven
1231
01:01:24,040 --> 01:01:27,320
Do we do need
1232
01:01:27,480 --> 01:01:32,280
We do need this.
1233
01:01:29,360 --> 01:01:33,800
That part is not very pretty. So,
1234
01:01:32,280 --> 01:01:36,880
Here sometimes
1235
01:01:33,800 --> 01:01:36,880
Let's remove the mirror.
1236
01:01:39,760 --> 01:01:46,360
I need to cross the the center.
1237
01:01:44,720 --> 01:01:48,240
And uh
1238
01:01:46,360 --> 01:01:51,160
I will need
1239
01:01:48,240 --> 01:01:54,000
to make this
1240
01:01:51,160 --> 01:01:54,000
a mesh.
1241
01:01:56,880 --> 01:02:00,520
This will have to be a mesh.
1242
01:02:03,040 --> 01:02:05,640
So,
1243
01:02:10,200 --> 01:02:15,360
Okay, or so the other one is because I
1244
01:02:13,040 --> 01:02:17,280
don't want to mesh it back.
1245
01:02:15,360 --> 01:02:19,560
Let's keep the mirror based on the
1246
01:02:17,280 --> 01:02:21,560
central gemstones there. Okay, so this
1247
01:02:19,560 --> 01:02:24,160
is pretty
1248
01:02:21,560 --> 01:02:26,520
just they're on the back. We'll deal
1249
01:02:24,160 --> 01:02:29,840
with that later
1250
01:02:26,520 --> 01:02:31,080
uh when we make that ring as a mesh, all
1251
01:02:29,840 --> 01:02:33,560
right?
1252
01:02:31,080 --> 01:02:33,560
So,
1253
01:02:33,840 --> 01:02:38,400
uh that's pretty neat. Uh we want some
1254
01:02:36,080 --> 01:02:41,640
smaller diamonds. So, here I'm going to
1255
01:02:38,400 --> 01:02:46,400
cut point 45.
1256
01:02:41,640 --> 01:02:49,560
And let's bring this here on the inside.
1257
01:02:46,400 --> 01:02:49,560
Side view.
1258
01:02:50,000 --> 01:02:55,680
Here is side view.
1259
01:02:51,920 --> 01:02:57,920
This is pretty nice. I could try
1260
01:02:55,680 --> 01:02:59,640
I could try this. This is
1261
01:02:57,920 --> 01:03:02,120
very
1262
01:02:59,640 --> 01:03:05,760
very nice. Yeah, that's a great way to
1263
01:03:02,120 --> 01:03:11,000
solve all my problems, basically.
1264
01:03:05,760 --> 01:03:11,000
Uh point three here and uh
1265
01:03:11,200 --> 01:03:16,560
Let's go there and keep tilting.
1266
01:03:29,800 --> 01:03:36,200
Okay, let's just find Okay, this is
1267
01:03:32,840 --> 01:03:37,960
This is great.
1268
01:03:36,200 --> 01:03:39,960
This is modern and this is really
1269
01:03:37,960 --> 01:03:42,760
pretty.
1270
01:03:39,960 --> 01:03:45,520
All right, so now we need gemstones on
1271
01:03:42,760 --> 01:03:49,200
the on the sides. So, I'm going to take
1272
01:03:45,520 --> 01:03:52,040
a diamond edit mode at a l shift the
1273
01:03:49,200 --> 01:03:54,160
enter p selection.
1274
01:03:52,040 --> 01:03:55,880
Now, let's take
1275
01:03:54,160 --> 01:03:58,840
the loose diamond. Where are you loose
1276
01:03:55,880 --> 01:04:00,960
diamond? Here. Remove
1277
01:03:58,840 --> 01:04:03,480
the mirror. Let's do an object set
1278
01:04:00,960 --> 01:04:05,160
origin to geometry. Let's turn on the
1279
01:04:03,480 --> 01:04:10,280
snap.
1280
01:04:05,160 --> 01:04:11,800
Now, this diamond is going to be one
1281
01:04:10,280 --> 01:04:15,040
1.5.
1282
01:04:11,800 --> 01:04:16,760
I would like 1.5.
1283
01:04:15,040 --> 01:04:19,880
All right, let's put all the rotations
1284
01:04:16,760 --> 01:04:19,880
to zero.
1285
01:04:20,120 --> 01:04:25,080
Okay, when the snap is going crazy,
1286
01:04:23,160 --> 01:04:27,040
uh turn off the snap. Then put the
1287
01:04:25,080 --> 01:04:28,960
diamond.
1288
01:04:27,040 --> 01:04:30,960
Reset.
1289
01:04:28,960 --> 01:04:34,800
Okay, I need to append a new diamond
1290
01:04:30,960 --> 01:04:37,480
because that one has rotations and it's
1291
01:04:34,800 --> 01:04:41,280
basically dead.
1292
01:04:37,480 --> 01:04:44,120
All right, this small diamond at 1.5
1293
01:04:41,280 --> 01:04:45,720
copy paste.
1294
01:04:44,120 --> 01:04:51,320
Yeah, I'm going to
1295
01:04:45,720 --> 01:04:55,360
small Let's call them small. 0.01 save.
1296
01:04:51,320 --> 01:04:57,240
Right, let's go back at snap turn on.
1297
01:04:55,360 --> 01:04:58,920
Now, shift D.
1298
01:04:57,240 --> 01:05:00,880
Okay.
1299
01:04:58,920 --> 01:05:02,880
Uh
1300
01:05:00,880 --> 01:05:05,160
You see the diamond is flipping around.
1301
01:05:02,880 --> 01:05:07,840
It means that we have a normal problem
1302
01:05:05,160 --> 01:05:10,560
face orientation problem. Oh.
1303
01:05:07,840 --> 01:05:12,480
Obviously, let's take the curves edit
1304
01:05:10,560 --> 01:05:15,000
mode.
1305
01:05:12,480 --> 01:05:17,920
A
1306
01:05:15,000 --> 01:05:17,920
I don't wait.
1307
01:05:18,840 --> 01:05:23,600
It might be on the section on the
1308
01:05:20,640 --> 01:05:25,880
profile here. Let me do a segment which
1309
01:05:23,600 --> 01:05:28,040
direction. Great.
1310
01:05:25,880 --> 01:05:30,400
So, it's on the curve beveling that I
1311
01:05:28,040 --> 01:05:32,160
had the the normal orientation problem.
1312
01:05:30,400 --> 01:05:34,000
You can see that because the diamonds
1313
01:05:32,160 --> 01:05:37,040
would would flip
1314
01:05:34,000 --> 01:05:40,560
when using the snap. So, you must
1315
01:05:37,040 --> 01:05:43,360
know right away where it comes from.
1316
01:05:40,560 --> 01:05:46,440
Now, this is going to get the mirror on
1317
01:05:43,360 --> 01:05:49,280
X and Y based on the central gemstone
1318
01:05:46,440 --> 01:05:49,280
here.
1319
01:05:51,560 --> 01:05:58,720
And uh let's go
1320
01:05:55,280 --> 01:05:58,720
here. It should be
1321
01:05:59,800 --> 01:06:03,960
Let's stop distributing this.
1322
01:06:04,200 --> 01:06:08,600
Uh okay, here I have
1323
01:06:07,280 --> 01:06:11,160
uh
1324
01:06:08,600 --> 01:06:15,640
this
1325
01:06:11,160 --> 01:06:18,160
this gemstone, this uh curve that
1326
01:06:15,640 --> 01:06:19,760
wasn't It was coming out.
1327
01:06:18,160 --> 01:06:22,160
I don't want it to come out.
1328
01:06:19,760 --> 01:06:24,120
All right, here and one more diamond
1329
01:06:22,160 --> 01:06:26,800
here. Should be Okay, so we have small
1330
01:06:24,120 --> 01:06:30,800
diamonds here. Yes. Now, I want some
1331
01:06:26,800 --> 01:06:30,800
diamonds here also.
1332
01:06:33,040 --> 01:06:38,000
Um this is too
1333
01:06:36,080 --> 01:06:40,320
big. All right, let's remove this for a
1334
01:06:38,000 --> 01:06:44,400
second. Uh this diamond needs to be
1335
01:06:40,320 --> 01:06:46,480
1.25. Copy, paste.
1336
01:06:44,400 --> 01:06:48,360
Turn on the
1337
01:06:46,480 --> 01:06:51,600
mirror back. Okay, so these are a bit
1338
01:06:48,360 --> 01:06:53,840
smaller and uh
1339
01:06:51,600 --> 01:06:55,800
there's not that many fitting, but we
1340
01:06:53,840 --> 01:06:57,880
are going to make them fit because we
1341
01:06:55,800 --> 01:06:59,520
want diamonds
1342
01:06:57,880 --> 01:07:00,600
everywhere.
1343
01:06:59,520 --> 01:07:04,560
You know?
1344
01:07:00,600 --> 01:07:04,560
Okay, this is pretty nice.
1345
01:07:12,360 --> 01:07:17,040
Okay.
1346
01:07:14,520 --> 01:07:19,360
Okay, what else can we do? We can
1347
01:07:17,040 --> 01:07:21,560
make some millegrain. Let's add mesh
1348
01:07:19,360 --> 01:07:24,040
sphere.
1349
01:07:21,560 --> 01:07:27,960
The sphere at one.
1350
01:07:24,040 --> 01:07:27,960
I'm going to create an edge
1351
01:07:28,360 --> 01:07:31,960
around
1352
01:07:29,800 --> 01:07:34,040
here a small decoration. So, let's go
1353
01:07:31,960 --> 01:07:38,280
mirror based
1354
01:07:34,040 --> 01:07:38,280
on the central gemstone here.
1355
01:07:38,560 --> 01:07:42,960
Uh with the snap turn on, yes.
1356
01:07:50,680 --> 01:07:55,680
So, this is called a millegrain.
1357
01:07:53,120 --> 01:07:59,600
Thousand
1358
01:07:55,680 --> 01:07:59,600
ones. And that's how it's called.
1359
01:07:59,760 --> 01:08:05,720
Grains.
1360
01:08:02,200 --> 01:08:09,440
This is a very old tradition. It has
1361
01:08:05,720 --> 01:08:09,440
thousands of years
1362
01:08:12,280 --> 01:08:16,240
around the world
1363
01:08:15,240 --> 01:08:19,920
in
1364
01:08:16,240 --> 01:08:19,920
jewelry making.
1365
01:08:21,000 --> 01:08:25,839
So, you can this you can do this by hand
1366
01:08:23,400 --> 01:08:28,600
because uh
1367
01:08:25,839 --> 01:08:31,400
well, basically
1368
01:08:28,600 --> 01:08:33,319
there are not that many spheres.
1369
01:08:31,400 --> 01:08:36,600
This.
1370
01:08:33,319 --> 01:08:39,440
Now, go to all these spheres
1371
01:08:36,600 --> 01:08:41,640
which shift in the outliner, do
1372
01:08:39,440 --> 01:08:44,200
a control J.
1373
01:08:41,640 --> 01:08:45,920
And call this millegrain.
1374
01:08:44,200 --> 01:08:47,120
Millegrain.
1375
01:08:45,920 --> 01:08:48,120
Mille
1376
01:08:47,120 --> 01:08:50,520
grain.
1377
01:08:48,120 --> 01:08:54,720
Here we are. Save this.
1378
01:08:50,520 --> 01:08:59,200
Now, we need prongs and side Okay, let
1379
01:08:54,720 --> 01:08:59,200
me show you. We need some borders here.
1380
01:09:00,720 --> 01:09:04,799
So, let's go to
1381
01:09:02,720 --> 01:09:08,040
uh
1382
01:09:04,799 --> 01:09:08,040
busy curve.
1383
01:09:10,200 --> 01:09:16,600
Let's go to edit mode.
1384
01:09:13,359 --> 01:09:18,839
I'm going to erase this vertex. The snap
1385
01:09:16,600 --> 01:09:21,120
is turned on. So, let me go with the
1386
01:09:18,839 --> 01:09:22,920
snap turned on.
1387
01:09:21,120 --> 01:09:24,279
Here, you can see it it's following the
1388
01:09:22,920 --> 01:09:27,120
surface.
1389
01:09:24,279 --> 01:09:29,759
Now, control left mouse button, that
1390
01:09:27,120 --> 01:09:32,040
creates
1391
01:09:29,759 --> 01:09:35,040
that creates
1392
01:09:32,040 --> 01:09:37,480
a new vertex. So, let me come here and
1393
01:09:35,040 --> 01:09:42,240
there.
1394
01:09:37,480 --> 01:09:44,880
And now, let's start working on
1395
01:09:42,240 --> 01:09:48,359
some uh
1396
01:09:44,880 --> 01:09:50,880
thickness for this
1397
01:09:48,359 --> 01:09:54,440
border here. This is test This is the
1398
01:09:50,880 --> 01:09:57,480
border. It's going to be this testing.
1399
01:09:54,440 --> 01:10:00,000
Okay, here, let me use
1400
01:09:57,480 --> 01:10:02,440
something similar to this.
1401
01:10:00,000 --> 01:10:04,480
Shift D Y, this is a new section. Let's
1402
01:10:02,440 --> 01:10:08,080
go to edit mode.
1403
01:10:04,480 --> 01:10:12,240
I'm going to make it square, and let me
1404
01:10:08,080 --> 01:10:12,240
rotate it 45°.
1405
01:10:12,960 --> 01:10:20,400
It's going to be slightly
1406
01:10:15,960 --> 01:10:24,080
S Y 0 to level this. S Y 0 to level
1407
01:10:20,400 --> 01:10:27,520
this. S X 0
1408
01:10:24,080 --> 01:10:29,600
S X 0 to level that. So, this is square
1409
01:10:27,520 --> 01:10:33,840
now.
1410
01:10:29,600 --> 01:10:35,240
This profile is for this border.
1411
01:10:33,840 --> 01:10:36,080
So, let's call it
1412
01:10:35,240 --> 01:10:38,680
uh
1413
01:10:36,080 --> 01:10:38,680
border.
1414
01:10:39,240 --> 01:10:41,840
profile
1415
01:10:42,280 --> 01:10:46,760
border profile, right here.
1416
01:10:44,360 --> 01:10:49,400
Okay, now
1417
01:10:46,760 --> 01:10:51,920
take the curve. That's a busy curve. So,
1418
01:10:49,400 --> 01:10:54,840
it's a new one, so we need to tweak the
1419
01:10:51,920 --> 01:10:58,320
resolution. Let's go to 50.
1420
01:10:54,840 --> 01:11:01,040
Geometry, bevel object, the border
1421
01:10:58,320 --> 01:11:04,040
profile, it's this one. Obviously, the
1422
01:11:01,040 --> 01:11:06,400
scale. So, this friend should be like a
1423
01:11:04,040 --> 01:11:09,040
point 65.
1424
01:11:06,400 --> 01:11:10,640
least That's pretty nice.
1425
01:11:09,040 --> 01:11:14,680
Now,
1426
01:11:10,640 --> 01:11:17,440
the border curve fill the caps and let's
1427
01:11:14,680 --> 01:11:21,760
work on the design and
1428
01:11:17,440 --> 01:11:21,760
some tweakings. Let's turn off the
1429
01:11:22,640 --> 01:11:26,480
Let's turn off the snap sometimes. Let's
1430
01:11:25,200 --> 01:11:28,920
bring this
1431
01:11:26,480 --> 01:11:31,480
nice and neat on the inside and let's
1432
01:11:28,920 --> 01:11:34,600
tweak the tilt.
1433
01:11:31,480 --> 01:11:38,880
Let's go at Let's go at 45.
1434
01:11:34,600 --> 01:11:38,880
So, this creates a very nice
1435
01:11:41,360 --> 01:11:49,360
border for the settings
1436
01:11:44,280 --> 01:11:52,360
of the side diamonds. So, now here
1437
01:11:49,360 --> 01:11:54,880
Let me maybe even come higher there.
1438
01:11:52,360 --> 01:11:56,920
Let's hide it inside it.
1439
01:11:54,880 --> 01:11:59,600
decoration sphere right there. Let's
1440
01:11:56,920 --> 01:12:02,080
come out a bit. Let's start tweaking
1441
01:11:59,600 --> 01:12:05,440
this.
1442
01:12:02,080 --> 01:12:08,520
Okay, there.
1443
01:12:05,440 --> 01:12:10,960
I need to tweak
1444
01:12:08,520 --> 01:12:13,720
the tilt.
1445
01:12:10,960 --> 01:12:16,360
It's not necessarily 45
1446
01:12:13,720 --> 01:12:18,040
because I need space for this diamond.
1447
01:12:16,360 --> 01:12:20,000
All right?
1448
01:12:18,040 --> 01:12:21,840
So, now here let's turn the snap on
1449
01:12:20,000 --> 01:12:23,840
again because I'm going to do the other
1450
01:12:21,840 --> 01:12:26,840
side
1451
01:12:23,840 --> 01:12:26,840
of this
1452
01:12:27,960 --> 01:12:33,880
border. Damn, let's turn off the snap
1453
01:12:30,920 --> 01:12:37,320
and let's start working on the fine
1454
01:12:33,880 --> 01:12:42,720
refine tweaking.
1455
01:12:37,320 --> 01:12:42,720
All right, and uh what else?
1456
01:12:45,760 --> 01:12:52,520
So, the advantage of using a curve here
1457
01:12:47,880 --> 01:12:56,120
we can go at free vector
1458
01:12:52,520 --> 01:12:56,120
is that we can
1459
01:12:57,720 --> 01:13:02,720
we can have a lot more control on the
1460
01:13:00,200 --> 01:13:04,800
design.
1461
01:13:02,720 --> 01:13:07,560
Okay.
1462
01:13:04,800 --> 01:13:09,080
This is really nice. Let's turn on the
1463
01:13:07,560 --> 01:13:13,760
mirror
1464
01:13:09,080 --> 01:13:16,960
on X and Y based on the central gemstone
1465
01:13:13,760 --> 01:13:16,960
like that.
1466
01:13:17,560 --> 01:13:23,200
Okay, it's starting to be really nice.
1467
01:13:20,360 --> 01:13:24,840
We need to tweak some little details.
1468
01:13:23,200 --> 01:13:27,560
This diamond
1469
01:13:24,840 --> 01:13:29,160
must come out
1470
01:13:27,560 --> 01:13:31,920
by point two
1471
01:13:29,160 --> 01:13:35,120
decimals generally.
1472
01:13:31,920 --> 01:13:37,480
Let's go with point 15 for this one
1473
01:13:35,120 --> 01:13:39,840
and point one for this one. All right,
1474
01:13:37,480 --> 01:13:41,920
then we'll bring the prongs.
1475
01:13:39,840 --> 01:13:45,880
Now, let's tweak this a bit more to the
1476
01:13:41,920 --> 01:13:45,880
center of the border.
1477
01:13:46,440 --> 01:13:50,800
Okay, and there's a
1478
01:13:51,360 --> 01:13:54,520
distance problem there.
1479
01:13:55,240 --> 01:14:01,200
Don't forget to turn off this knob. All
1480
01:13:57,160 --> 01:14:03,920
right, so let's tweak this border.
1481
01:14:01,200 --> 01:14:07,680
The shape, I think I want it to be
1482
01:14:03,920 --> 01:14:09,160
straighter like this. This is
1483
01:14:07,680 --> 01:14:12,720
This is
1484
01:14:09,160 --> 01:14:15,720
Obviously, I am
1485
01:14:12,720 --> 01:14:15,720
speeding.
1486
01:14:17,080 --> 01:14:21,000
But, I'm always checking that
1487
01:14:21,400 --> 01:14:26,960
the things that I'm doing here in
1488
01:14:23,000 --> 01:14:26,960
Blender in 3D, they are
1489
01:14:28,200 --> 01:14:34,680
totally manufacturable. You can 3D print
1490
01:14:30,960 --> 01:14:34,680
this without any problem.
1491
01:14:35,480 --> 01:14:39,440
So, if you're watching the live streams,
1492
01:14:36,880 --> 01:14:42,840
you understand that I do that
1493
01:14:39,440 --> 01:14:45,240
systematically. I know the scales
1494
01:14:42,840 --> 01:14:47,200
because I've been printing for
1495
01:14:45,240 --> 01:14:49,000
decades now. Well,
1496
01:14:47,200 --> 01:14:51,680
the first
1497
01:14:49,000 --> 01:14:53,480
design I sent to 3D printing was in
1498
01:14:51,680 --> 01:14:56,640
2008.
1499
01:14:53,480 --> 01:15:00,280
So, that's 14 years of 3D printing. Then
1500
01:14:56,640 --> 01:15:04,560
I started printing myself
1501
01:15:00,280 --> 01:15:07,840
in '17, '16. So, that's like five or six
1502
01:15:04,560 --> 01:15:10,600
years of 3D printing myself at home
1503
01:15:07,840 --> 01:15:13,960
or well, my business.
1504
01:15:10,600 --> 01:15:17,120
And now my clients do the printing and
1505
01:15:13,960 --> 01:15:17,120
they do the manufacturing.
1506
01:15:18,720 --> 01:15:21,960
Don't manufacture anymore. Okay, so this
1507
01:15:20,360 --> 01:15:23,720
is pretty nice. I've been tweaking
1508
01:15:21,960 --> 01:15:26,360
already
1509
01:15:23,720 --> 01:15:28,720
much enough. Now, let's take a prong,
1510
01:15:26,360 --> 01:15:30,280
edit.
1511
01:15:28,720 --> 01:15:32,120
Okay, here I'm going to have the same
1512
01:15:30,280 --> 01:15:34,840
problem. Let's create a new prong. So,
1513
01:15:32,120 --> 01:15:37,040
add mesh, sphere.
1514
01:15:34,840 --> 01:15:39,360
Add 0.7
1515
01:15:37,040 --> 01:15:41,680
and uh
1516
01:15:39,360 --> 01:15:44,400
edit mode.
1517
01:15:41,680 --> 01:15:47,000
Add C Alt A B.
1518
01:15:44,400 --> 01:15:48,520
B, let's select this and make the prong.
1519
01:15:47,000 --> 01:15:50,320
There.
1520
01:15:48,520 --> 01:15:53,040
Now, select everything to shift the
1521
01:15:50,320 --> 01:15:58,000
center of gravity. We want it to be
1522
01:15:53,040 --> 01:15:58,000
lower here. Okay, this is pretty good.
1523
01:15:59,680 --> 01:16:04,680
Like here, all these prongs, let me
1524
01:16:01,800 --> 01:16:06,920
select them and move them a bit on the Z
1525
01:16:04,680 --> 01:16:08,160
axis. Want them
1526
01:16:06,920 --> 01:16:10,560
a bit more
1527
01:16:08,160 --> 01:16:13,080
out. This is great.
1528
01:16:10,560 --> 01:16:16,640
Now, this is prong
1529
01:16:13,080 --> 01:16:18,560
0.00 prong size
1530
01:16:16,640 --> 01:16:20,920
0.001.
1531
01:16:18,560 --> 01:16:23,440
Let's save.
1532
01:16:20,920 --> 01:16:26,960
All right.
1533
01:16:23,440 --> 01:16:28,720
Let's turn on Let's turn on the snap.
1534
01:16:26,960 --> 01:16:31,440
Uh these are going to be a bit smaller.
1535
01:16:28,720 --> 01:16:35,560
It's going to be at 0.6.
1536
01:16:31,440 --> 01:16:37,720
Okay, and now let's uh
1537
01:16:35,560 --> 01:16:41,560
grab.
1538
01:16:37,720 --> 01:16:44,080
Okay, now here the prong is too much
1539
01:16:41,560 --> 01:16:46,520
on the inside, too much
1540
01:16:44,080 --> 01:16:47,520
inside the metal. So,
1541
01:16:46,520 --> 01:16:49,440
that
1542
01:16:47,520 --> 01:16:52,640
needs
1543
01:16:49,440 --> 01:16:53,680
and see out AB. The head must be a lot
1544
01:16:52,640 --> 01:16:55,760
higher.
1545
01:16:53,680 --> 01:16:57,280
Well, don't exaggerate either. Turn up
1546
01:16:55,760 --> 01:17:00,000
the
1547
01:16:57,280 --> 01:17:03,480
and make it rounder again here.
1548
01:17:00,000 --> 01:17:04,080
So, let's set this one again. Uh
1549
01:17:03,480 --> 01:17:06,040
Uh
1550
01:17:04,080 --> 01:17:09,600
okay.
1551
01:17:06,040 --> 01:17:12,440
Shift D and this is good. It must come
1552
01:17:09,600 --> 01:17:14,520
out of the metal and reach
1553
01:17:12,440 --> 01:17:16,600
over the gemstone, all right? Or
1554
01:17:14,520 --> 01:17:18,360
otherwise, and check that you're not
1555
01:17:16,600 --> 01:17:20,360
coming out on the other side. This is
1556
01:17:18,360 --> 01:17:24,040
very basic.
1557
01:17:20,360 --> 01:17:28,120
Now, shift D, shift D, shift D here. All
1558
01:17:24,040 --> 01:17:31,080
right, shift D, shift D.
1559
01:17:28,120 --> 01:17:32,640
Shift D, shift D. It's always a lot of
1560
01:17:31,080 --> 01:17:35,200
fun to do that.
1561
01:17:32,640 --> 01:17:35,200
Like this.
1562
01:17:35,760 --> 01:17:40,720
So, again, I don't use add-ons because
1563
01:17:37,920 --> 01:17:44,720
you have a lot more control when you do
1564
01:17:40,720 --> 01:17:47,560
this by hand and it's fast. The proof
1565
01:17:44,720 --> 01:17:49,120
is here today. I do ring like this in 1
1566
01:17:47,560 --> 01:17:51,480
hour.
1567
01:17:49,120 --> 01:17:55,240
I'm almost done with the entire ring.
1568
01:17:51,480 --> 01:17:55,240
Would have been done in 1 hour
1569
01:17:55,360 --> 01:18:01,200
with no add-on at all. It's not
1570
01:17:58,360 --> 01:18:02,640
necessary. Blender has all the tools you
1571
01:18:01,200 --> 01:18:04,880
need
1572
01:18:02,640 --> 01:18:06,680
right from the core, right from the
1573
01:18:04,880 --> 01:18:09,080
start. Okay, let's select all these
1574
01:18:06,680 --> 01:18:11,760
guys.
1575
01:18:09,080 --> 01:18:14,680
Uh but not this one. All right.
1576
01:18:11,760 --> 01:18:17,760
Let's do a control J. These are the side
1577
01:18:14,680 --> 01:18:20,720
prongs. Let's make a mirror
1578
01:18:17,760 --> 01:18:22,600
based on the central gemstone. Emerald,
1579
01:18:20,720 --> 01:18:24,920
where are you? Emerald.
1580
01:18:22,600 --> 01:18:27,320
Emerald, fix them Y. Okay, we have the
1581
01:18:24,920 --> 01:18:30,080
prongs for these guys. We still need
1582
01:18:27,320 --> 01:18:34,840
some borders and prongs for these small
1583
01:18:30,080 --> 01:18:34,840
guys, and then we need the cutters.
1584
01:18:35,560 --> 01:18:41,120
Uh for
1585
01:18:37,760 --> 01:18:43,440
we need the cutters for all these side
1586
01:18:41,120 --> 01:18:46,080
diamonds. All right, so let's take the
1587
01:18:43,440 --> 01:18:46,080
border.
1588
01:18:46,280 --> 01:18:49,640
Let's tweak a bit.
1589
01:18:48,080 --> 01:18:51,560
Sorry, uh,
1590
01:18:49,640 --> 01:18:55,920
it was not.
1591
01:18:51,560 --> 01:18:57,920
There. Okay, anyway, let's copy this.
1592
01:18:55,920 --> 01:18:59,960
A, delete.
1593
01:18:57,920 --> 01:19:01,880
So, I made a copy, then I deleted all
1594
01:18:59,960 --> 01:19:04,440
the vertices and now when I create new
1595
01:19:01,880 --> 01:19:07,280
vertices,
1596
01:19:04,440 --> 01:19:07,280
the
1597
01:19:08,120 --> 01:19:13,160
the configuration of the bevel is
1598
01:19:10,200 --> 01:19:15,560
already ready. It's already the same,
1599
01:19:13,160 --> 01:19:18,360
okay? That's why I do that.
1600
01:19:15,560 --> 01:19:20,240
Because it's a lot faster than starting
1601
01:19:18,360 --> 01:19:23,120
a new
1602
01:19:20,240 --> 01:19:23,120
bevel curve.
1603
01:19:23,560 --> 01:19:27,440
Okay, and here I'll A.
1604
01:19:27,960 --> 01:19:32,200
Control left mouse button and we have
1605
01:19:30,520 --> 01:19:34,320
the same
1606
01:19:32,200 --> 01:19:38,440
settings already for the bevel with the
1607
01:19:34,320 --> 01:19:38,440
profile and all of that, all right?
1608
01:19:39,600 --> 01:19:43,800
All right, so now let's uh,
1609
01:19:42,120 --> 01:19:45,440
let's remove
1610
01:19:43,800 --> 01:19:47,840
the snap for a second and don't forget
1611
01:19:45,440 --> 01:19:50,480
to use the snap, so everything goes
1612
01:19:47,840 --> 01:19:52,640
directly to the surface
1613
01:19:50,480 --> 01:19:55,760
and close to the objects that you were
1614
01:19:52,640 --> 01:19:55,760
using right now.
1615
01:19:55,880 --> 01:20:03,120
Okay, here let's tweak.
1616
01:19:59,120 --> 01:20:03,120
Uh, yeah, let's tweak
1617
01:20:03,280 --> 01:20:07,560
the angle there and I want this more on
1618
01:20:05,800 --> 01:20:10,640
the inside.
1619
01:20:07,560 --> 01:20:13,680
A bit under or slightly touching, very
1620
01:20:10,640 --> 01:20:15,080
slightly touching the gemstones.
1621
01:20:13,680 --> 01:20:16,600
But,
1622
01:20:15,080 --> 01:20:18,120
like this one. This is all right,
1623
01:20:16,600 --> 01:20:20,680
because then when when we set the
1624
01:20:18,120 --> 01:20:22,080
gemstones, the burr makes the work,
1625
01:20:20,680 --> 01:20:23,520
makes the hole,
1626
01:20:22,080 --> 01:20:25,040
we'll have no problems manufacturing
1627
01:20:23,520 --> 01:20:27,760
that.
1628
01:20:25,040 --> 01:20:31,200
And uh, these uh,
1629
01:20:27,760 --> 01:20:31,200
these guys there.
1630
01:20:36,080 --> 01:20:40,080
Okay and
1631
01:20:42,560 --> 01:20:47,520
Do I have some vertex here? There's a
1632
01:20:44,520 --> 01:20:51,120
vertex there. I don't know why. Thanks.
1633
01:20:47,520 --> 01:20:52,680
Okay, these are just these borders
1634
01:20:51,120 --> 01:20:56,320
there.
1635
01:20:52,680 --> 01:20:58,200
Okay, this is great. Now let's tweak.
1636
01:20:56,320 --> 01:21:00,680
Uh let's tweak the
1637
01:20:58,200 --> 01:21:02,920
the tilt and the twist. It could be
1638
01:21:00,680 --> 01:21:04,920
called the twist also.
1639
01:21:02,920 --> 01:21:08,440
Tilt is a pretty good word.
1640
01:21:04,920 --> 01:21:12,480
I like the tilt. Okay, uh let's tweak
1641
01:21:08,440 --> 01:21:12,480
the I want it more.
1642
01:21:12,840 --> 01:21:17,880
Okay, this is
1643
01:21:15,000 --> 01:21:17,880
uh this is great.
1644
01:21:17,920 --> 01:21:23,400
Now we prongs here. So, that's why I
1645
01:21:20,840 --> 01:21:26,360
made the original prong there and kept
1646
01:21:23,400 --> 01:21:28,600
it the copy this time. Shift D because
1647
01:21:26,360 --> 01:21:30,840
if you use a prong that already has
1648
01:21:28,600 --> 01:21:33,760
rotations,
1649
01:21:30,840 --> 01:21:33,760
you'll never
1650
01:21:34,880 --> 01:21:38,880
reset the prong properly to a zero
1651
01:21:37,560 --> 01:21:41,680
state.
1652
01:21:38,880 --> 01:21:41,680
So,
1653
01:21:41,760 --> 01:21:46,760
Okay, here we're going to need
1654
01:21:45,360 --> 01:21:48,680
double prong here. So, this is pretty
1655
01:21:46,760 --> 01:21:54,320
correct.
1656
01:21:48,680 --> 01:21:54,320
Okay, here I want no rotation on Z.
1657
01:21:55,320 --> 01:21:59,440
And I want No, sorry.
1658
01:21:58,360 --> 01:22:01,080
Y
1659
01:21:59,440 --> 01:22:03,440
and pick. Okay, I want the prong to be
1660
01:22:01,080 --> 01:22:06,320
like this. So, like I said, don't forget
1661
01:22:03,440 --> 01:22:08,000
to use numerical inputs.
1662
01:22:06,320 --> 01:22:11,480
It's very important.
1663
01:22:08,000 --> 01:22:13,640
All right. And here, all these prongs
1664
01:22:11,480 --> 01:22:15,640
Now let me check this one. I don't need
1665
01:22:13,640 --> 01:22:17,600
this one.
1666
01:22:15,640 --> 01:22:19,080
If you have Well, you can work with two
1667
01:22:17,600 --> 01:22:22,280
prongs
1668
01:22:19,080 --> 01:22:24,400
on very small stones. It works without
1669
01:22:22,280 --> 01:22:25,800
much problems.
1670
01:22:24,400 --> 01:22:27,640
Okay, this is great. And this one has
1671
01:22:25,800 --> 01:22:30,080
three though.
1672
01:22:27,640 --> 01:22:32,400
So, we'll be fine all the way.
1673
01:22:30,080 --> 01:22:35,160
I want it lower so it doesn't touch.
1674
01:22:32,400 --> 01:22:36,680
Let's make it even smaller.
1675
01:22:35,160 --> 01:22:38,440
This is great.
1676
01:22:36,680 --> 01:22:40,400
Okay, these prongs stack stack stack
1677
01:22:38,440 --> 01:22:43,480
select them.
1678
01:22:40,400 --> 01:22:43,480
Control J.
1679
01:22:43,640 --> 01:22:47,000
And make the mirror.
1680
01:22:47,480 --> 01:22:52,040
So, this ring is obviously faster to
1681
01:22:50,400 --> 01:22:55,400
create because it's
1682
01:22:52,040 --> 01:22:59,520
symmetrical. But as you know, generally
1683
01:22:55,400 --> 01:23:01,120
Well, jewelry is mostly symmetrical.
1684
01:22:59,520 --> 01:23:04,000
Well, obviously there's a lot of jewelry
1685
01:23:01,120 --> 01:23:08,600
that is not symmetrical, more organical
1686
01:23:04,000 --> 01:23:11,720
jewelry, etc. etc. But it tends to be
1687
01:23:08,600 --> 01:23:14,440
more artistic jewelry and not commercial
1688
01:23:11,720 --> 01:23:18,080
jewelry. Commercial jewelry is
1689
01:23:14,440 --> 01:23:23,320
very very traditional
1690
01:23:18,080 --> 01:23:26,480
and that means very very symmetrical.
1691
01:23:23,320 --> 01:23:30,280
Here I can treat my prongs
1692
01:23:26,480 --> 01:23:32,680
in edit mode if necessary and this is
1693
01:23:30,280 --> 01:23:36,440
This is great.
1694
01:23:32,680 --> 01:23:38,720
It's great and now we need the cutters
1695
01:23:36,440 --> 01:23:40,600
and we're done.
1696
01:23:38,720 --> 01:23:43,560
And we're done we're done we're done or
1697
01:23:40,600 --> 01:23:46,120
we're pretty much done.
1698
01:23:43,560 --> 01:23:47,520
Okay, cutters. So, what I need to do now
1699
01:23:46,120 --> 01:23:50,840
is that
1700
01:23:47,520 --> 01:23:53,360
I must take everything that is curves.
1701
01:23:50,840 --> 01:23:54,800
So, all the side structures that I've
1702
01:23:53,360 --> 01:23:58,960
made
1703
01:23:54,800 --> 01:24:02,280
here are curves. So, I can't use
1704
01:23:58,960 --> 01:24:05,640
booleans on that and
1705
01:24:02,280 --> 01:24:05,640
that's not so good.
1706
01:24:08,400 --> 01:24:12,040
Okay.
1707
01:24:10,240 --> 01:24:14,880
So, it means that let me check something
1708
01:24:12,040 --> 01:24:14,880
on this.
1709
01:24:20,000 --> 01:24:24,680
Okay.
1710
01:24:21,520 --> 01:24:26,840
This is how to remesh this 1.56
1711
01:24:24,680 --> 01:24:29,400
smoother. Okay, whatever.
1712
01:24:26,840 --> 01:24:31,480
I need to take everything that are mesh
1713
01:24:29,400 --> 01:24:35,080
No, curves.
1714
01:24:31,480 --> 01:24:35,080
And that's basically all
1715
01:24:35,440 --> 01:24:39,760
of these
1716
01:24:37,520 --> 01:24:42,480
side structures.
1717
01:24:39,760 --> 01:24:45,240
I'm going to copy them. Shift D.
1718
01:24:42,480 --> 01:24:50,040
Alt C to make them meshes.
1719
01:24:45,240 --> 01:24:50,040
Control J and this is the entire
1720
01:24:52,040 --> 01:24:57,000
This is the ring
1721
01:24:54,640 --> 01:24:57,000
body.
1722
01:24:57,960 --> 01:25:02,920
So now here I'm just Okay, before I do
1723
01:25:01,040 --> 01:25:04,640
that, I need to redo it because this
1724
01:25:02,920 --> 01:25:07,040
border
1725
01:25:04,640 --> 01:25:09,880
needs some tweaking because if you look
1726
01:25:07,040 --> 01:25:12,120
at it, it's not touching
1727
01:25:09,880 --> 01:25:13,360
it's not touching the side. Here we can
1728
01:25:12,120 --> 01:25:15,440
see
1729
01:25:13,360 --> 01:25:18,600
there's a space.
1730
01:25:15,440 --> 01:25:22,560
It's not much, but it's too much. I need
1731
01:25:18,600 --> 01:25:22,560
it to come lower there.
1732
01:25:23,040 --> 01:25:27,720
Okay, now it's touching the metal.
1733
01:25:25,800 --> 01:25:30,920
It should be all right. So
1734
01:25:27,720 --> 01:25:33,160
check your details.
1735
01:25:30,920 --> 01:25:36,080
Okay, so all the border and here I don't
1736
01:25:33,160 --> 01:25:38,920
like Let me tweak
1737
01:25:36,080 --> 01:25:38,920
this.
1738
01:25:39,080 --> 01:25:46,440
Okay, this one needs to go higher. I
1739
01:25:42,920 --> 01:25:51,120
want it to come out smoothly. Okay, to
1740
01:25:46,440 --> 01:25:54,440
come out and then to come back in.
1741
01:25:51,120 --> 01:25:58,160
Okay, so the curve there is pretty.
1742
01:25:54,440 --> 01:26:00,600
Now all of this again
1743
01:25:58,160 --> 01:26:02,640
Forget the side structure there.
1744
01:26:00,600 --> 01:26:06,400
Okay, this is
1745
01:26:02,640 --> 01:26:09,680
Shift D. Alt C, Control J.
1746
01:26:06,400 --> 01:26:13,120
Ring body.
1747
01:26:09,680 --> 01:26:13,120
So now this is a mesh.
1748
01:26:13,840 --> 01:26:20,280
So I can hide Let me Let's me see if I
1749
01:26:18,760 --> 01:26:23,320
find
1750
01:26:20,280 --> 01:26:23,320
all these.
1751
01:26:23,520 --> 01:26:27,720
So, now this is a mesh. If I go to edit
1752
01:26:25,280 --> 01:26:30,080
mode, you can see the topology.
1753
01:26:27,720 --> 01:26:33,080
Very pretty topology
1754
01:26:30,080 --> 01:26:36,600
because it's made using curves at a
1755
01:26:33,080 --> 01:26:38,640
pretty nice resolution. We need this
1756
01:26:36,600 --> 01:26:39,200
kind of quality.
1757
01:26:38,640 --> 01:26:41,200
Uh
1758
01:26:39,200 --> 01:26:43,400
well, the topology can be a disaster in
1759
01:26:41,200 --> 01:26:45,960
jewelry for 3D printing. You can have a
1760
01:26:43,400 --> 01:26:48,880
very dirty topology. It doesn't matter
1761
01:26:45,960 --> 01:26:52,120
as long as the solid shape is all right.
1762
01:26:48,880 --> 01:26:54,680
We don't really care, but it's very
1763
01:26:52,120 --> 01:26:57,000
pleasant to work with a nice topology.
1764
01:26:54,680 --> 01:26:59,480
So, you should train to get
1765
01:26:57,000 --> 01:27:01,800
clean topology. It's
1766
01:26:59,480 --> 01:27:05,080
it's more about your level of knowledge
1767
01:27:01,800 --> 01:27:07,280
and control of the software than really
1768
01:27:05,080 --> 01:27:09,560
a real necessity for manufacturing and
1769
01:27:07,280 --> 01:27:11,840
3D printing.
1770
01:27:09,560 --> 01:27:13,440
Um
1771
01:27:11,840 --> 01:27:16,240
just saying.
1772
01:27:13,440 --> 01:27:18,160
It's like culture, you know. It's like
1773
01:27:16,240 --> 01:27:20,920
digital culture.
1774
01:27:18,160 --> 01:27:22,280
Make Make a pretty topology. It shows
1775
01:27:20,920 --> 01:27:23,200
that you're
1776
01:27:22,280 --> 01:27:27,120
uh
1777
01:27:23,200 --> 01:27:28,720
you're mastering your design
1778
01:27:27,120 --> 01:27:30,360
workflow.
1779
01:27:28,720 --> 01:27:31,560
And you should have a pretty topology.
1780
01:27:30,360 --> 01:27:34,880
So, anyway.
1781
01:27:31,560 --> 01:27:38,040
Now, these gemstones
1782
01:27:34,880 --> 01:27:40,440
I need them to be control
1783
01:27:38,040 --> 01:27:42,720
J.
1784
01:27:40,440 --> 01:27:46,880
Now, let's do a shift D. Let's call
1785
01:27:42,720 --> 01:27:46,880
these cutters.
1786
01:27:47,480 --> 01:27:50,640
There.
1787
01:27:49,280 --> 01:27:53,240
Now,
1788
01:27:50,640 --> 01:27:57,320
these are the cutters. So, I need the
1789
01:27:53,240 --> 01:27:58,720
cutters and the
1790
01:27:57,320 --> 01:28:00,240
body of the ring.
1791
01:27:58,720 --> 01:28:02,400
So, these are the cutters. They are
1792
01:28:00,240 --> 01:28:04,720
going to need
1793
01:28:02,400 --> 01:28:06,440
Well, let's make an alt C
1794
01:28:04,720 --> 01:28:10,120
so we don't have the mirror anymore, but
1795
01:28:06,440 --> 01:28:13,000
let's do a remesh at point 05 should be
1796
01:28:10,120 --> 01:28:13,000
good.
1797
01:28:13,080 --> 01:28:17,000
Okay, and now let's take the body of the
1798
01:28:15,400 --> 01:28:19,680
ring.
1799
01:28:17,000 --> 01:28:22,880
That is already a mesh. Now Boolean fast
1800
01:28:19,680 --> 01:28:26,200
from the cutters diamonds. There, let's
1801
01:28:22,880 --> 01:28:26,200
do a local view.
1802
01:28:30,320 --> 01:28:34,240
Okay, something is uh
1803
01:28:35,240 --> 01:28:40,320
Uh let's try exact for a second.
1804
01:28:41,080 --> 01:28:46,760
Okay, there's something
1805
01:28:43,720 --> 01:28:49,920
that needs a remeshing. Let's check the
1806
01:28:46,760 --> 01:28:52,960
normals first.
1807
01:28:49,920 --> 01:28:55,280
It's pretty good, but
1808
01:28:52,960 --> 01:28:59,520
are the diamonds cutter
1809
01:28:55,280 --> 01:28:59,520
Not the these ones, the other ones.
1810
01:28:59,840 --> 01:29:05,240
Okay, so we need a remesh. Apparently,
1811
01:29:02,840 --> 01:29:07,920
the shank has
1812
01:29:05,240 --> 01:29:10,440
Okay, let's do a remesh on the shank.
1813
01:29:07,920 --> 01:29:13,240
And uh
1814
01:29:10,440 --> 01:29:16,560
So, this is when the the the polygon
1815
01:29:13,240 --> 01:29:19,480
count goes up a lot cuz we're going to
1816
01:29:16,560 --> 01:29:21,800
go at 0.03.
1817
01:29:19,480 --> 01:29:23,720
But, this is very fast. And now we do
1818
01:29:21,800 --> 01:29:26,440
the Boolean from the cutters. It should
1819
01:29:23,720 --> 01:29:29,400
come out clean. Otherwise, we have some
1820
01:29:26,440 --> 01:29:31,320
strange holes.
1821
01:29:29,400 --> 01:29:33,800
That's very
1822
01:29:31,320 --> 01:29:36,000
common here
1823
01:29:33,800 --> 01:29:39,240
with Booleans. And Blender is really
1824
01:29:36,000 --> 01:29:42,480
good with Booleans anyways, so.
1825
01:29:39,240 --> 01:29:44,440
Now, this is totally clean. Uh remember
1826
01:29:42,480 --> 01:29:46,320
earlier without the remeshing, there
1827
01:29:44,440 --> 01:29:48,800
were holes right there.
1828
01:29:46,320 --> 01:29:50,800
So, the mesh was getting destroyed, but
1829
01:29:48,800 --> 01:29:53,200
now we're good.
1830
01:29:50,800 --> 01:29:55,960
And just hide the cutters here and
1831
01:29:53,200 --> 01:29:57,520
there. Okay.
1832
01:29:55,960 --> 01:29:58,200
Here we are.
1833
01:29:57,520 --> 01:30:01,240
Uh
1834
01:29:58,200 --> 01:30:05,880
somebody asked was Burak Budak at the
1835
01:30:01,240 --> 01:30:08,160
beginning how long do I take to create a
1836
01:30:05,880 --> 01:30:10,760
ring in Blender
1837
01:30:08,160 --> 01:30:16,880
and I answered one
1838
01:30:10,760 --> 01:30:16,880
or two hours and this was done live
1839
01:30:17,160 --> 01:30:24,400
here in Blender 3.4. I did 1 hour
1840
01:30:21,320 --> 01:30:27,520
to complete a halo ring with a central
1841
01:30:24,400 --> 01:30:32,360
stone, an emerald central stone. So, the
1842
01:30:27,520 --> 01:30:36,040
modeling took me 1 hour with
1843
01:30:32,360 --> 01:30:40,120
a very nice design and this is created.
1844
01:30:36,040 --> 01:30:44,560
I did not follow any drawing or any uh
1845
01:30:40,120 --> 01:30:47,000
photograph. It's done from scratch.
1846
01:30:44,560 --> 01:30:50,080
And that's uh what happens when you
1847
01:30:47,000 --> 01:30:52,360
train every day during
1848
01:30:50,080 --> 01:30:57,200
well, all the time you can.
1849
01:30:52,360 --> 01:30:57,200
And now actually I do work less than uh
1850
01:30:58,560 --> 01:31:02,280
than before.
1851
01:31:00,200 --> 01:31:04,520
I go and
1852
01:31:02,280 --> 01:31:06,480
touch grass like they say.
1853
01:31:04,520 --> 01:31:09,240
I I train every two day, whatever. I go
1854
01:31:06,480 --> 01:31:11,400
to the gym, I go swimming.
1855
01:31:09,240 --> 01:31:12,840
I go to the supermarket. I play with my
1856
01:31:11,400 --> 01:31:16,560
cats.
1857
01:31:12,840 --> 01:31:18,760
I go out on dates and that's all.
1858
01:31:16,560 --> 01:31:22,320
So,
1859
01:31:18,760 --> 01:31:24,320
uh Blender is great. You don't need any
1860
01:31:22,320 --> 01:31:26,040
add-on to create jewelry in Blender.
1861
01:31:24,320 --> 01:31:27,920
What you need to do is model your own
1862
01:31:26,040 --> 01:31:30,280
gemstones, but like I said at the
1863
01:31:27,920 --> 01:31:32,680
beginning,
1864
01:31:30,280 --> 01:31:34,520
my channel already covered all of that
1865
01:31:32,680 --> 01:31:36,480
and if you'd like to support my channel,
1866
01:31:34,520 --> 01:31:38,920
by example, you can buy the gemstone
1867
01:31:36,480 --> 01:31:40,960
asset on the Blender Market.
1868
01:31:38,920 --> 01:31:43,000
And
1869
01:31:40,960 --> 01:31:45,120
now
1870
01:31:43,000 --> 01:31:47,120
well, for today that's uh
1871
01:31:45,120 --> 01:31:49,080
that's great. I'm very happy of the
1872
01:31:47,120 --> 01:31:52,320
result. So,
1873
01:31:49,080 --> 01:31:55,480
this ring is done.
1874
01:31:52,320 --> 01:31:59,080
Oh, here we have the same. Look at this.
1875
01:31:55,480 --> 01:32:01,920
Before I go, let's do a remesh here.
1876
01:31:59,080 --> 01:32:03,320
Before the Boolean right there.
1877
01:32:01,920 --> 01:32:05,520
This is clean.
1878
01:32:03,320 --> 01:32:09,360
Fine.
1879
01:32:05,520 --> 01:32:10,680
Okay, what I'm going to do before
1880
01:32:09,360 --> 01:32:14,960
I
1881
01:32:10,680 --> 01:32:17,160
I'm going to show that this object
1882
01:32:14,960 --> 01:32:20,360
what we're going to do is
1883
01:32:17,160 --> 01:32:25,280
we're going to export this
1884
01:32:20,360 --> 01:32:29,280
as an STL. Let's go export STL.
1885
01:32:25,280 --> 01:32:33,440
Now, let me go here and let's save. So,
1886
01:32:29,280 --> 01:32:35,120
this is live 8 February 20
1887
01:32:33,440 --> 01:32:39,560
23
1888
01:32:35,120 --> 01:32:41,040
ring Halo emerald
1889
01:32:39,560 --> 01:32:43,320
STL.
1890
01:32:41,040 --> 01:32:46,760
Don't forget to put selection only
1891
01:32:43,320 --> 01:32:46,760
export STL.
1892
01:32:47,200 --> 01:32:54,080
So, this ring is made solely
1893
01:32:50,120 --> 01:32:56,720
at real scale to be manufactured with 3D
1894
01:32:54,080 --> 01:32:57,720
printing. So, obviously I need to export
1895
01:32:56,720 --> 01:32:59,200
it
1896
01:32:57,720 --> 01:33:03,120
as
1897
01:32:59,200 --> 01:33:05,360
an STL. Okay, it's taking
1898
01:33:03,120 --> 01:33:09,920
long. So, what we need to do now, let's
1899
01:33:05,360 --> 01:33:13,120
go to new Well, whatever. Import STL.
1900
01:33:09,920 --> 01:33:16,720
The new STL import in Blender is 10
1901
01:33:13,120 --> 01:33:19,600
times faster than earlier. Actually, if
1902
01:33:16,720 --> 01:33:22,840
you go to the menu file
1903
01:33:19,600 --> 01:33:24,680
export or import Well, the import
1904
01:33:22,840 --> 01:33:28,200
importing the STL now you can see the
1905
01:33:24,680 --> 01:33:31,400
new STL experimental build.
1906
01:33:28,200 --> 01:33:34,520
There's the older STL import
1907
01:33:31,400 --> 01:33:37,960
build. There's the new STL experimental
1908
01:33:34,520 --> 01:33:41,160
build is 10 times faster. You can see
1909
01:33:37,960 --> 01:33:43,920
that. The ring is
1910
01:33:41,160 --> 01:33:45,240
Wait a second. Wait a second. It should
1911
01:33:43,920 --> 01:33:50,160
be here.
1912
01:33:45,240 --> 01:33:52,120
Okay, 200 MB for an STL it's obviously
1913
01:33:50,160 --> 01:33:53,880
way too heavy.
1914
01:33:52,120 --> 01:33:56,240
Let's import the STL. You're going to
1915
01:33:53,880 --> 01:33:58,640
see that it's going to load very fast.
1916
01:33:56,240 --> 01:34:00,080
Here it is. That's the STL file, but
1917
01:33:58,640 --> 01:34:02,120
it's too heavy.
1918
01:34:00,080 --> 01:34:05,720
When you have that, you go to modifiers,
1919
01:34:02,120 --> 01:34:07,640
decimate, and we have 4 millions. I need
1920
01:34:05,720 --> 01:34:10,760
less than 1 million.
1921
01:34:07,640 --> 01:34:13,040
Let's go at 0.1 ratio. Obviously, you
1922
01:34:10,760 --> 01:34:16,640
need to check that decimating your mesh
1923
01:34:13,040 --> 01:34:18,360
is not taking away any detail you need,
1924
01:34:16,640 --> 01:34:21,440
any important geometry, because
1925
01:34:18,360 --> 01:34:25,040
obviously decimating removes
1926
01:34:21,440 --> 01:34:27,960
vertices and faces. So,
1927
01:34:25,040 --> 01:34:30,800
the decimate is going to make my mesh a
1928
01:34:27,960 --> 01:34:34,440
lot lighter
1929
01:34:30,800 --> 01:34:37,000
because we're going to remove
1930
01:34:34,440 --> 01:34:40,800
we're going to remove
1931
01:34:37,000 --> 01:34:40,800
a lot of um
1932
01:34:41,400 --> 01:34:46,840
of what? A lot of geometry.
1933
01:34:44,600 --> 01:34:49,680
But obviously,
1934
01:34:46,840 --> 01:34:51,480
it can also destroy your geometry. So,
1935
01:34:49,680 --> 01:34:53,600
you must beware.
1936
01:34:51,480 --> 01:34:56,320
All right. Generally, the decimating
1937
01:34:53,600 --> 01:34:58,600
modifier in Blender is very good. It
1938
01:34:56,320 --> 01:35:01,120
means that it's going to conserve your
1939
01:34:58,600 --> 01:35:05,160
geometry. Look at this. This one is
1940
01:35:01,120 --> 01:35:10,160
decimated. Now, it's 10 times lighter.
1941
01:35:05,160 --> 01:35:12,880
So, now I go to file, export STL again.
1942
01:35:10,160 --> 01:35:15,560
Only selection. I override the same
1943
01:35:12,880 --> 01:35:18,320
file, and it's going to be very fast.
1944
01:35:15,560 --> 01:35:20,360
Okay. Now, it's exported. If I go to
1945
01:35:18,320 --> 01:35:22,440
import STL,
1946
01:35:20,360 --> 01:35:25,800
we can see that the new size of the file
1947
01:35:22,440 --> 01:35:29,200
of my STL is 20 megabytes
1948
01:35:25,800 --> 01:35:33,000
when it was 200 megabytes. That's called
1949
01:35:29,200 --> 01:35:35,760
experience in exporting as an STL. It
1950
01:35:33,000 --> 01:35:38,280
needs a lot of training. Many people
1951
01:35:35,760 --> 01:35:41,480
don't know how to do that.
1952
01:35:38,280 --> 01:35:46,080
Then, you need an STL doctor. So, the
1953
01:35:41,480 --> 01:35:50,080
most famous one is the Netfabb
1954
01:35:46,080 --> 01:35:52,640
basic. Now, it's from Autodesk. Sadly,
1955
01:35:50,080 --> 01:35:55,000
Autodesk buy
1956
01:35:52,640 --> 01:35:56,040
Netfabb.
1957
01:35:55,000 --> 01:35:59,000
Uh
1958
01:35:56,040 --> 01:35:59,000
I have
1959
01:36:00,680 --> 01:36:05,520
a very old version, so it's not from
1960
01:36:03,280 --> 01:36:08,880
Autodesk.
1961
01:36:05,520 --> 01:36:11,600
Okay, here we have some warning.
1962
01:36:08,880 --> 01:36:12,920
You need to repair your STL with an STL
1963
01:36:11,600 --> 01:36:14,960
doctor.
1964
01:36:12,920 --> 01:36:17,440
Generally, the default repair is going
1965
01:36:14,960 --> 01:36:20,840
to take care of everything, but not all
1966
01:36:17,440 --> 01:36:22,400
the time. Then, repairing an STL file is
1967
01:36:20,840 --> 01:36:25,600
also
1968
01:36:22,400 --> 01:36:28,000
hard. This one was very easy. Okay, it's
1969
01:36:25,600 --> 01:36:30,000
repaired. All right.
1970
01:36:28,000 --> 01:36:32,840
Now, this is repaired. All right, here
1971
01:36:30,000 --> 01:36:34,920
we are. And now, what we do is export
1972
01:36:32,840 --> 01:36:38,400
STL.
1973
01:36:34,920 --> 01:36:41,000
Let's override the same STL. Yes, repair
1974
01:36:38,400 --> 01:36:42,920
again. You have the second grade of
1975
01:36:41,000 --> 01:36:46,680
reparations there.
1976
01:36:42,920 --> 01:36:50,800
And this file is ready for 3D printing.
1977
01:36:46,680 --> 01:36:54,560
So, this ring was done in Blender 3.4.
1978
01:36:50,800 --> 01:36:57,440
Uh totally from scratch in 1 hour and
1979
01:36:54,560 --> 01:37:00,400
so, maybe 1 hour and 30 minutes
1980
01:36:57,440 --> 01:37:03,600
to be No, but it it was faster. It was
1981
01:37:00,400 --> 01:37:05,200
like 1 hour and 15 minutes.
1982
01:37:03,600 --> 01:37:09,840
But, the time
1983
01:37:05,200 --> 01:37:12,000
well, it's important, but also
1984
01:37:09,840 --> 01:37:14,880
this design is well, this design is
1985
01:37:12,000 --> 01:37:18,520
really pretty. I was lucky because
1986
01:37:14,880 --> 01:37:21,720
I was inspired. You need to be lucky to
1987
01:37:18,520 --> 01:37:24,080
be inspired, also. It's not that easy,
1988
01:37:21,720 --> 01:37:26,440
but I do this
1989
01:37:24,080 --> 01:37:28,840
um
1990
01:37:26,440 --> 01:37:33,800
every day, so basically, that's how it
1991
01:37:28,840 --> 01:37:36,920
goes. Now, here I see that the prongs on
1992
01:37:33,800 --> 01:37:38,160
the inside, these guys, they're not long
1993
01:37:36,920 --> 01:37:41,000
enough.
1994
01:37:38,160 --> 01:37:44,080
I just saw that now, so let me redo the
1995
01:37:41,000 --> 01:37:46,280
same process. Extrude.
1996
01:37:44,080 --> 01:37:49,720
Okay.
1997
01:37:46,280 --> 01:37:52,560
Let's check all the details.
1998
01:37:49,720 --> 01:37:53,600
Okay, again on A. So, I'm going to redo
1999
01:37:52,560 --> 01:37:55,840
this.
2000
01:37:53,600 --> 01:37:58,160
Let's take all of that.
2001
01:37:55,840 --> 01:38:01,600
Export.
2002
01:37:58,160 --> 01:38:04,040
Let's export on the same file. So, it's
2003
01:38:01,600 --> 01:38:05,880
going to come out
2004
01:38:04,040 --> 01:38:08,480
way too heavy like we already saw
2005
01:38:05,880 --> 01:38:08,480
earlier.
2006
01:38:09,680 --> 01:38:15,200
So, the original STL is 200 megabytes,
2007
01:38:13,120 --> 01:38:17,520
even a bit more. Uh and the other day
2008
01:38:15,200 --> 01:38:18,520
somebody
2009
01:38:17,520 --> 01:38:22,760
Okay.
2010
01:38:18,520 --> 01:38:26,960
The heaviest STL I've seen in my life
2011
01:38:22,760 --> 01:38:29,240
was more than 1 gigabyte
2012
01:38:26,960 --> 01:38:31,760
big.
2013
01:38:29,240 --> 01:38:33,960
And Blender was able to handle it.
2014
01:38:31,760 --> 01:38:37,240
Some people don't believe me, but I have
2015
01:38:33,960 --> 01:38:39,600
proof of existence and uh because I
2016
01:38:37,240 --> 01:38:40,640
manufactured the object, so
2017
01:38:39,600 --> 01:38:42,480
whatever.
2018
01:38:40,640 --> 01:38:48,080
Import STL.
2019
01:38:42,480 --> 01:38:48,080
Again, we need to decimate this again.
2020
01:38:48,240 --> 01:38:53,320
All right. So, this is my STL right
2021
01:38:50,920 --> 01:38:56,040
there, but this is the heavy one.
2022
01:38:53,320 --> 01:38:58,840
Let's go to decimate. Let's go ratio
2023
01:38:56,040 --> 01:39:01,400
0.1. And this one is like
2024
01:38:58,840 --> 01:39:04,440
almost 5 millions, but less. Well, 4
2025
01:39:01,400 --> 01:39:07,760
millions 407
2026
01:39:04,440 --> 01:39:09,560
thousand 786
2027
01:39:07,760 --> 01:39:10,720
face count.
2028
01:39:09,560 --> 01:39:12,120
And
2029
01:39:10,720 --> 01:39:14,320
uh Blender
2030
01:39:12,120 --> 01:39:16,360
don't really have much problem handling
2031
01:39:14,320 --> 01:39:17,400
that.
2032
01:39:16,360 --> 01:39:19,640
Uh
2033
01:39:17,400 --> 01:39:21,400
somebody this week came totally crazy
2034
01:39:19,640 --> 01:39:23,960
when I told them that Blender is good at
2035
01:39:21,400 --> 01:39:27,080
mesh editing. The guy went like
2036
01:39:23,960 --> 01:39:29,280
he insulted me for hours
2037
01:39:27,080 --> 01:39:30,520
on Twitter because I said that mesh
2038
01:39:29,280 --> 01:39:32,880
editing
2039
01:39:30,520 --> 01:39:35,640
well, or handling also, but even mesh
2040
01:39:32,880 --> 01:39:36,800
editing you'll have problems over 10
2041
01:39:35,640 --> 01:39:38,160
millions.
2042
01:39:36,800 --> 01:39:41,040
That's true.
2043
01:39:38,160 --> 01:39:43,360
But even you can go at 15, many
2044
01:39:41,040 --> 01:39:45,440
computers are going to crash. So, the
2045
01:39:43,360 --> 01:39:48,880
guy I told the guy the guy that he had a
2046
01:39:45,440 --> 01:39:51,240
workflow problem. And if you have a
2047
01:39:48,880 --> 01:39:54,240
heavy meshes,
2048
01:39:51,240 --> 01:39:56,280
uh there are ways to handle them better.
2049
01:39:54,240 --> 01:39:57,680
And also, it depends a lot on your
2050
01:39:56,280 --> 01:40:01,680
hardware.
2051
01:39:57,680 --> 01:40:04,080
On my computer, I know that around 15
2052
01:40:01,680 --> 01:40:07,600
around 15 millions, the the Blender is
2053
01:40:04,080 --> 01:40:12,360
going to close at 15 millions.
2054
01:40:07,600 --> 01:40:14,080
But, my CPU is very old and my memory is
2055
01:40:12,360 --> 01:40:18,400
DDR4,
2056
01:40:14,080 --> 01:40:20,840
and I only have, well, 32 MB. If you put
2057
01:40:18,400 --> 01:40:22,520
128 MB
2058
01:40:20,840 --> 01:40:24,720
uh GB, sorry.
2059
01:40:22,520 --> 01:40:27,480
Um
2060
01:40:24,720 --> 01:40:30,320
of RAM and buy a Threadripper, with a
2061
01:40:27,480 --> 01:40:32,520
Threadripper, you can go easy at
2062
01:40:30,320 --> 01:40:34,400
more than 20 millions. You can reach
2063
01:40:32,520 --> 01:40:37,600
easy 40 millions
2064
01:40:34,400 --> 01:40:40,560
with a better hardware. This is a lot of
2065
01:40:37,600 --> 01:40:43,760
hardware. On my system, I can go easily
2066
01:40:40,560 --> 01:40:47,240
at 10 million, 15 millions. Once I reach
2067
01:40:43,760 --> 01:40:51,440
40 millions without crashing Blender.
2068
01:40:47,240 --> 01:40:54,240
And uh I was able to make the STL
2069
01:40:51,440 --> 01:40:57,200
do some mesh editing on it.
2070
01:40:54,240 --> 01:40:59,600
And yes, it's true. It's a bit slow.
2071
01:40:57,200 --> 01:41:01,960
It's a bit tedious. But, with a proper
2072
01:40:59,600 --> 01:41:03,920
workflow, you can handle very heavy
2073
01:41:01,960 --> 01:41:05,400
geometry in Blender.
2074
01:41:03,920 --> 01:41:08,840
So,
2075
01:41:05,400 --> 01:41:12,360
uh this one was almost 5 millions. I cut
2076
01:41:08,840 --> 01:41:15,120
it down to 400,000.
2077
01:41:12,360 --> 01:41:18,280
And the STL
2078
01:41:15,120 --> 01:41:20,160
Let me open the software again.
2079
01:41:18,280 --> 01:41:24,160
I just went and corrected the prongs.
2080
01:41:20,160 --> 01:41:27,200
So, anyway, for today, we're
2081
01:41:24,160 --> 01:41:30,640
we're we're there. This is the end. This
2082
01:41:27,200 --> 01:41:33,400
is the end. Now, let me finish with the
2083
01:41:30,640 --> 01:41:35,800
importing again and repairing the STL
2084
01:41:33,400 --> 01:41:39,160
again right here in Netfabb. Okay, so
2085
01:41:35,800 --> 01:41:40,920
this has a warning.
2086
01:41:39,160 --> 01:41:43,880
Actually, you can see that it's only on
2087
01:41:40,920 --> 01:41:44,600
the prongs. There are four
2088
01:41:43,880 --> 01:41:48,080
uh
2089
01:41:44,600 --> 01:41:50,200
non-manifold edges on four of the prongs
2090
01:41:48,080 --> 01:41:53,080
of this ring.
2091
01:41:50,200 --> 01:41:56,200
Apply the repair and uh we're done
2092
01:41:53,080 --> 01:41:56,200
again. So,
2093
01:41:57,000 --> 01:42:03,000
so basically this does take years of
2094
01:41:59,480 --> 01:42:06,440
training and not only in 3D modeling.
2095
01:42:03,000 --> 01:42:09,040
You need to train as jewelers
2096
01:42:06,440 --> 01:42:11,680
in real life. You learn to You need to
2097
01:42:09,040 --> 01:42:13,920
learn to carve wax, to make technical
2098
01:42:11,680 --> 01:42:17,920
drawings, to manufacture jewelry by
2099
01:42:13,920 --> 01:42:19,960
hand, soldering, gemstone settings, also
2100
01:42:17,920 --> 01:42:20,760
take classes about
2101
01:42:19,960 --> 01:42:24,120
uh
2102
01:42:20,760 --> 01:42:27,480
gem- gemology, obviously, and then study
2103
01:42:24,120 --> 01:42:28,760
3D uh modeling and you'll become a great
2104
01:42:27,480 --> 01:42:30,600
3D
2105
01:42:28,760 --> 01:42:33,040
jewelry designer
2106
01:42:30,600 --> 01:42:34,960
uh in Blender. But,
2107
01:42:33,040 --> 01:42:37,320
this is because I have 20 years of
2108
01:42:34,960 --> 01:42:39,640
training in real life jewelry.
2109
01:42:37,320 --> 01:42:40,400
It's not just
2110
01:42:39,640 --> 01:42:42,840
uh
2111
01:42:40,400 --> 01:42:44,560
in a couple of weeks I became a 3D
2112
01:42:42,840 --> 01:42:47,720
designer.
2113
01:42:44,560 --> 01:42:50,720
I started modeling jewelry in the year
2114
01:42:47,720 --> 01:42:50,720
2001.
2115
01:42:50,880 --> 01:42:57,680
So, that's like 20 Yeah, that's 20
2116
01:42:54,680 --> 01:43:00,080
more than 20 years of modeling jewelry.
2117
01:42:57,680 --> 01:43:04,160
I was already training as a jeweler. I
2118
01:43:00,080 --> 01:43:06,480
was an apprentice in the year 2000.
2119
01:43:04,160 --> 01:43:09,840
And uh
2120
01:43:06,480 --> 01:43:11,240
uh I never stopped making jewelry since
2121
01:43:09,840 --> 01:43:14,080
then.
2122
01:43:11,240 --> 01:43:16,720
So, obviously, the training in all the
2123
01:43:14,080 --> 01:43:18,360
techniques of the
2124
01:43:16,720 --> 01:43:20,800
the craftsmanship
2125
01:43:18,360 --> 01:43:23,680
as a jeweler is
2126
01:43:20,800 --> 01:43:26,760
more important than 3D modeling.
2127
01:43:23,680 --> 01:43:29,840
It's not even necessary to 3D model to
2128
01:43:26,760 --> 01:43:33,840
be an excellent jeweler. Many jewelers
2129
01:43:29,840 --> 01:43:36,680
don't do any 3D modeling and 3D printing
2130
01:43:33,840 --> 01:43:39,040
and they're very famous.
2131
01:43:36,680 --> 01:43:41,120
Uh they make a lot of money and they're
2132
01:43:39,040 --> 01:43:43,560
excellent jewelers and don't they don't
2133
01:43:41,120 --> 01:43:45,520
make anything in 3D. They they do
2134
01:43:43,560 --> 01:43:47,800
everything by hand.
2135
01:43:45,520 --> 01:43:50,480
I did that for uh
2136
01:43:47,800 --> 01:43:53,240
almost two decades. Then I started
2137
01:43:50,480 --> 01:43:55,600
teaching a lot. Well, I started teaching
2138
01:43:53,240 --> 01:43:57,360
in 2004.
2139
01:43:55,600 --> 01:43:59,880
I started teaching jewelry making,
2140
01:43:57,360 --> 01:44:02,920
jewelry drawing, and 3D modeling.
2141
01:43:59,880 --> 01:44:06,960
But, I really started making 3D jewelry
2142
01:44:02,920 --> 01:44:09,720
like to manufacture jewelry in 2008
2143
01:44:06,960 --> 01:44:11,080
when the first printers arrived to
2144
01:44:09,720 --> 01:44:12,600
Mexico
2145
01:44:11,080 --> 01:44:16,080
and we could
2146
01:44:12,600 --> 01:44:18,920
start 3D printing these designs.
2147
01:44:16,080 --> 01:44:21,080
So, for me it's not new at all and
2148
01:44:18,920 --> 01:44:23,200
actually it's getting boring, obviously.
2149
01:44:21,080 --> 01:44:25,160
But, obviously because uh
2150
01:44:23,200 --> 01:44:27,160
I'm lucky that my clients are asking
2151
01:44:25,160 --> 01:44:29,880
more complicated designs than this
2152
01:44:27,160 --> 01:44:31,400
because this is not very interesting.
2153
01:44:29,880 --> 01:44:33,600
It's interesting, but not very
2154
01:44:31,400 --> 01:44:35,360
interesting.
2155
01:44:33,600 --> 01:44:37,440
Okay, so anyway,
2156
01:44:35,360 --> 01:44:40,200
thanks.
2157
01:44:37,440 --> 01:44:41,880
Thanks to all. Thanks
2158
01:44:40,200 --> 01:44:43,600
joining today.
2159
01:44:41,880 --> 01:44:46,400
This is it for today. So, it was the
2160
01:44:43,600 --> 01:44:49,240
first live stream of the year.
2161
01:44:46,400 --> 01:44:52,880
I hope you enjoyed this stream a lot. I
2162
01:44:49,240 --> 01:44:53,840
created a halo ring
2163
01:44:52,880 --> 01:44:58,040
uh
2164
01:44:53,840 --> 01:44:59,600
in a bit more than a 1 hour. Thanks.
2165
01:44:58,040 --> 01:45:03,320
Thanks.
2166
01:44:59,600 --> 01:45:08,120
Thanks for joining me
2167
01:45:03,320 --> 01:45:09,880
and joining and joining joining.
2168
01:45:08,120 --> 01:45:13,080
Join
2169
01:45:09,880 --> 01:45:14,400
joining me and
2170
01:45:13,080 --> 01:45:18,680
take care
2171
01:45:14,400 --> 01:45:18,680
and see you
2172
01:45:20,440 --> 01:45:22,920
soon.
2173
01:45:24,960 --> 01:45:27,960
All right, great.
2174
01:45:39,520 --> 01:45:43,160
Thank you.
2175
01:45:41,640 --> 01:45:47,840
I'm just waiting that Okay, I think the
2176
01:45:43,160 --> 01:45:49,600
stream is done. 1 hour 45 minutes.
2177
01:45:47,840 --> 01:45:51,920
Okay, and keep on subscribing. Become
2178
01:45:49,600 --> 01:45:54,400
members. Actually, the members they get
2179
01:45:51,920 --> 01:45:57,560
3D design complete 3D design and scenes
2180
01:45:54,400 --> 01:46:00,800
and materials and light setups
2181
01:45:57,560 --> 01:46:03,360
and environments for the jewel 3D scene.
2182
01:46:00,800 --> 01:46:05,120
So, becoming members is pretty cool way
2183
01:46:03,360 --> 01:46:07,640
to support the channel or go to Blender
2184
01:46:05,120 --> 01:46:10,000
Market and buy my assets.
2185
01:46:07,640 --> 01:46:13,560
Always have to to make some some bit of
2186
01:46:10,000 --> 01:46:18,240
marketing around here.
2187
01:46:13,560 --> 01:46:20,680
Luckily, my main job is 3D modeling, so
2188
01:46:18,240 --> 01:46:22,400
uh I can keep making the tutorials
2189
01:46:20,680 --> 01:46:24,400
anyway.
2190
01:46:22,400 --> 01:46:25,960
And the channel is growing, so that's
2191
01:46:24,400 --> 01:46:28,400
great.
2192
01:46:25,960 --> 01:46:30,760
So, thanks again. Take care. I'll be
2193
01:46:28,400 --> 01:46:32,640
doing more live streams
2194
01:46:30,760 --> 01:46:35,080
uh
2195
01:46:32,640 --> 01:46:36,200
as tutorials this year like this one
2196
01:46:35,080 --> 01:46:40,080
today.
2197
01:46:36,200 --> 01:46:41,320
And um have a nice day. See you soon.
2198
01:46:40,080 --> 01:46:44,080
Take care.
2199
01:46:41,320 --> 01:46:44,080
Bye-bye.142698
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