All language subtitles for Blender for Jewelers_ Solitaire Pavé Setting Ring - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian Download
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Blender for jewelers. How to make a

solita ring in pave setting.

First thing that we're going to do is

choosing a ring size. So I'm going to

press N and go to my jewel craft add-on.

And on curve I'm going to choose size

curve.

My diameter will be 16.5 which is US6 or

EU 52.

And right now I can begin. Now I'm going

to add a gem. And I'm going to choose

6.5, which is one carat.

And I'm going to scale it up.

It really depends how high you want

that. And I'm going to choose around 2

mm

right about here. Even less in here.

Just like that.

And the next step is to add prongs to

make the crown.

Now, you can add uh prongs from the

jewel craft in here, but I don't really

like those prongs for this specific

solar ring. So, I'm going to build my

own.

And

what I want to make, I want to make four

ones that are going to sit right over

here.

So, in order to do that perfectly,

I'm going to start with

with the front and I'm going to make one

perfect prong. And then I'm going to

rotate and mirror the other side. So,

I'm going to start with adding a

cylinder.

And the vertices right now are 32 which

is way too high. So I'm going to choose

16.

And in edit mode I'm going to move it up

that it will be right below the run

itself and move on the X axis

right here.

Now it really depends

right here.

Now, it really depends

how how much gold you would like it to

be. I like when you see a little gold.

And right now, I'm going to make the

ring for render, of course, so it will

look perfect. But if you decided to

print it and cast it and set the stone

inside for one carat, I will not

recommend less than 1.3 mm the diameter

so that you will have enough material to

set the gem in it. And just like you can

see, I put it inside of the gem a

little, not a lot.

And the bottom part I'm going to move

right over here.

Now I will not like to cross the middle

line. So it will be our center

and the top part. Right now I'm going to

extrude up on the Z axis. If you want to

cast it, I would recommend going as high

from the top as at least one one and a

half mm. Just like that. So the person

that set the stone will have enough

material to work with.

And you can leave it just like that. But

because we are doing for render, I'm

going to move it right over here

that it won't be too high. Again, up to

you what kind of setting you like. If

you want the claw, you need a lot

higher, but I like it when it's just

about here. And scale it.

I'm going to rotate

and move it over here.

And now I'm going to bevel this part.

And by scrolling the mouse, I'm going to

add segments

right over here.

And in the bottom part,

I'm going to add loop cuts. I think

this will be enough.

And I'm just going to move them on the

X- axis so they will align with the gem.

Not too close, but not too high because

I would like to look at it when I have

this diagonal line.

Make it

straight as possible.

And I'm going to look from the right

side.

Right now, it's really straight and I

would like it to be at the bottom a

little bigger. So, I'm going to scale it

with proportional editing.

And I'm just going to scale it

just like that

even in here. Even in here.

I don't know how this one moved. So, I'm

going to press S and then zero. And

everything will be at the same line

again. This one, too. And scale it.

It really depends how thick you would

like it to be.

I'm going to scale this down a little.

And

if you like the shape

and just like that

right over here.

Now, if you like the shape, I'm going to

add a subdivision surface

right over here and shade smooth.

Now, I think it's way too close to the

gem. I don't really like it. So, I'm

just going to move it

little.

And this one also.

And the bottom part I'm going to delete

the face X face.

So later on I can fix that that it will

be perfect with our um with our size.

And if you're happy with the shape and

how the prongs looks like.

And from the top I'm going to rotate

right over here. So I'm going to place

it where I want it to be in here.

right over that lines.

And in order to do a mirror modifier,

I'm going to start with the Xaxis first

on the front view. So on tab, I'm just

going to move those parts

on the X axis. And I'm going to use

proportional editing just just so it

will look okay.

and add a mirror modifier.

Move it up first.

And the mirror object should be our gem,

our round.

Don't forget clipping.

And I'm just going to choose the parts

that I want to connect

right here. I think all of them should

be enough. N GX

and without a little bit proportional

editing.

So only the parts that I want to be

connected will be connected

right over here.

I think we can connect the this part as

well.

Right here.

Again, play a little bit with the

proportional editing.

Right over here. And now we have those

faces

and we're going to delete them. We're

going to press three

and we're going to select all our face.

Three is for face

and X faces.

And press one again. So we will have

vertices.

And we are going to play around with

this part just a little right over here.

And now we move to the Y-axis and then

we can just modify it later.

Again we have the center line. So we are

going to move all of this part on the

Yaxis with proportional editing

and press Y.

Now I think I want to connect really all

of those

and this part as well. So it will be

perfectly it. So it will be perfectly

clipping in the exact same loop. And

then G Y

and a little B and just like that.

And we have again all those faces as you

can see. And press X and face

right over here.

And on the front we can adjust it.

And I'm going to press GX just to scale

it down. Also this one.

And if you press twice

G, it will move at the exact same

direction H of the object. So you will

not lose the the correct line. So, gx

and and I'm just going to shape it kind

of shape and also from the y axis

I'm going to just move that part inside

those two

and just play around with it until you

find the shape that you like.

right here.

Move that one. I'm going to press twice

G.

And I like this part.

Now we are going to connect

this part to our pave. So right now I'm

not going to touch that. Only this part.

And I'm going to select this loop.

going to lose that one and scale it down

because our gem is right over here.

I don't want them completely touching.

And twice J twice G, sorry.

Now, I don't really like how those loops

turns out. So, I'm going to press right

click, loop tools, and circle

right over here. And maybe this one

little bit inside

those two as well.

This one can go up

and those one can go up.

All right. So, we have our crown

and now let's move on to the pave. So,

before we continue, let's just be

organized and call this bronze

and this one big gem.

And both of them I'm going to put in a

new collection called crown.

The next step is making the pave setting

on the band. So, I'm going to start by

adding a gem in jewelcraft add-on. And

I'm going to choose 1.5. I think it

looks the best for one carat.

Here you go.

And now to distribute only on that part

of our band, I'm going to choose the gem

and then the size. and in jeweling

distribute on curve.

Now it's best to work on the front view.

I'm going to tilt it minus 90 so it will

be in the right direction.

And the offset

I would like it to be around 1.5 mm

where the top of the of the gem sits. So

it's going to be I think 1.2 because

it's um it's 1.2

from the center. So this part will be

1.5

even less I think

right here. And now to move the gem this

is our central gem our first one and I'm

going to start with the end and I want

it to be right here only half a ring.

Now you see that those are not in the

right direction. So, I'm just going to

continue it and rotate until I have the

right direction.

I think here will be great.

Yeah, in here. And I would like it the

last one to be just in here, not too

close to our crown. So, I'm going to

move it.

And the quantity

should be maybe eight. Just play around

with that.

And if you decided to cast it, I will

not do it less than 0.3

or 0.4. It will be too close.

Even 0.5 will be great. Um, so just like

that. But now for rendering, I think

this will be great. Let's see from the

top. We're going to see a little bit of

a diamond. And not too close.

and here.

And now let's select all our rounds and

make a new collection and call it all

gem.

Now let's hide the crown. And so we

don't select the gem by accident, I'm

going to press this little arrow. If you

don't have that, you can you can choose

this little icon and select the arrow.

You can select it if you choose that.

So our next step is making the pave it

itself. What I like to do is I like to

make this kind of box just for one and

then array it all over our uh our size.

So I would like it to look like that

in here.

So I'm going to make only this part

this U shape

and then I'm going to array it all over.

Deciding to cast it and set the stones.

I will not do it like this because this

is very thin material. It will look

something like that.

So I will have a lot of material to work

with and maybe make a small split here.

But the person that set the stone need a

lot of material to work with. And I will

make a full one and not just a very

small one like that just like how I

showed.

All right. So I'm going to start by

adding a plane.

and move that. So, one part will be I I

al I already have a line, so it's great.

I'm going to follow the line. So, it

will be in the center of our gem.

Now, I don't want it too high. I'm just

going to put it right over here.

So, a little more than half of the

bottom part will be inside of the ring.

And this part should touch the gem side.

Now, I'm going to add a loop cut right

in the middle and delete

those vertices. So, I can add a modifier

and add a mirror modifier

only on the Y-axis. So everything that I

do in here will happen on the other

side.

And let's move it right about here. So

it won't be too far away, but I still

want to look I still need more material.

So I think in here should be great. Just

a little.

And let's select

our plane. and extrude that

until it's

right over here. Just like that.

Not too close to the edge.

And with G, I'm going to move it.

And then again from that side, I'm going

to choose the middle part as much as I

can. So it will be in between those two

gems

right here.

And I have a box.

I'm going to add one loop cut at

the center in here and another loop cut

on those two parts.

Here you can see that this is how it's

supposed to look like.

And we're going to select those two

squares

and on the front view we are going to

extrude that up. Uh again it really

depends how the pave will you would like

to see the pave. Um I think right in the

middle of that line will be great and

scale it down

right here on the top. I'm going to move

it on the Y axis

even scale it more

right here. And this one I'm going to

move in here. And that one in here.

And I'm going to add another two loop

cuts.

And add a subdivision surface modifier

shade smooth.

And I'm going to press three

and select those parts and press X and

delete our faces.

Again, we have faces inside.

And I'm going to delete those two

because I want to array them and connect

them at the end. So this will be enough

right here. And I think I would like to

scale those part up a little

in here. And maybe scale it.

And those part I'm going to scale again

so it will be smaller. And I'm going to

choose individual origins origins.

So everything will be small

right here.

And those two parts

and go.

And we have our prongs that are inside

of our gem.

I'm going to add another loop guide loop

cut right in the center.

And I'm going to select one

those parts

only the middle line.

And I'm going to scale it down. Just

move it down so it will have that U

shape in here.

Keep it in the middle

right here.

And right now

the gem are kind of I can move it even

lower

even.

And now, as you can see, our gem is

inside of our band. And some you can use

the cutters.

You can use the cutters in here, but I

don't really like the boolean that um

that happen with this specific uh mesh.

So, I'm going to make a hole on my own

because we're going to array it anyway.

We need to apply the mirror modifier.

And then we're going to choose all of

these parts

right here. And press I

scale it a little. X and delete the

face. And now we have a loop. And

clicking right click circle.

Let's scale it and see how it looks in

here. We can even scale it more

right here. And on the front view, I'm

going to extrude.

And scale it again. Extrude. I think

right about here. It's enough. We don't

need even more. And press F. I like to

press I again

so it will be even straighter. and shift

E to crease it

to a perfect

crease.

And also this part crease and our circle

right about here. Not 100% just less

than 100% so it will look flow in our

mesh.

And this is how it's supposed to look

like.

Maybe this one can go down a little so

it will flow a little

so it will be it will look better.

Kind of look like a tooth.

Just like that.

And if you're happy with the shape and

you don't want to change anything, we

can array it.

So on the front view,

I'm going to add a an array modifier.

Move it up so it will be first.

And I'm going to add an empty

because I want it to go around the side

shape. So I'm going to I'm going to

uncheck the relative offset and check

the object offset. And our object should

be our empty

right here.

And I'm going to rotate so you can see

right in here. And we have our middle

line. So I want it to be per as much as

I can perfectly

in the middle.

And now,

as you can see, those parts right here

are really far away. So, I really need

them to be close so I can merge them to

be one object. So, I'm just going to

move that part here.

And just play around with this

and make it as close as possible

in here.

And also this part and

that part.

Those one are really close to each

other. So it's good.

Let's move this one higher.

Just so it will look

just so it will look better by the end

of the mesh

right here.

Can move this one.

And of course we need to make more

so they will all fit. We have eight.

This one can go higher.

And right now after we are happy with

the shape that we made and we don't want

to change anything else, we can apply

the array modifier.

And to merge them,

we're going to select one loop,

the two loops that are close to each

other,

one here and one here.

And we're going to press M and we're

going to choose by distance. So every

vertices will be merged together with

the vertices that are close that are

close to it. And if it's not merging, we

just need to check this little box. And

we can see that the merge distance is

really low. And in order to do that, we

needed to delete some zeros.

So now we're going to lower it to 0.1.

And we can see that everything is

merging

right here.

And we are just going to select all of

them, each and every one of them, and

merge in center.

And after we finish that, we can see

that this part it's a little

wobbly

on front view. I'm just going to fix

that by moving

Great. So this is our pave setting and

we can see it without gem. Every hole in

its own place.

Um right here

we connect the crown to our pave.

Let's just fix this part so it will be

right on top

of our ring in here.

Right here. So to connect both of them,

we need them to be in the exact same

state. So when we join them, one of them

is mirror and the other one isn't.

And we need it to be mirror in a very

specific way. We needed to mirror in

only on that part.

So what the first thing that we're going

to do is we're going to apply the mirror

modifier.

And in edit mode, we're going to delete

the left part

only the vertices

and add a mirror modifier.

on the top of course object. The object

is the round and clipping very

important. And we're going to do the

same for this one for the pave.

And again the modif

clipping very important.

And now we can join them. Ctrl G.

and they're both the same

right here. Right now, we have it only

on the x-axxis. And we are going to do

that on the right axis as well. I think

that it's on the right. Let's hide the

gem

right here. We see that everything here

is selected vertices. And I can see that

some of them are crossing.

So, I'm just going to choose

all this loop. GX gy

to move it.

Press Y. Clipping. Gy.

And just connect everything

right here.

And now we can work on both side. So,

let's start with deleting those those

faces that I want to connect. I think

only this one.

Maybe that part too

in here. And press X faces.

And let's start with making a face in

the bottom part to close it. So we're

going to select all four of them and

press Ey. So they will be clip right in

the middle right here. Connect them both

perfectly. I need to know the exact

number of our vertices so it will be

perfectly combined together. In order to

do that I'm going to press this button

and choose statistic. In here you can

see the statistics. It will show you

anything that happens on the scene. And

when I choose this loop, don't forget

that it's only half. I have seven

vertices. And in here,

I also have seven vertices. So, it

should be work perfectly.

I'm going to choose one, two, three, and

four. All four of them right from the

middle. And press F.

And then I'm going to select

the bottom part to see how it's

aligning. Again, F.

And to continue, I'm just going to

select our edge and press F again. It

will know automatically how to combine

both of them.

And I have this part.

And I can scale it up a little.

And maybe this one move.

Now it's really up to you how you would

like it to look like.

Now, if you're going to print it, you

don't want this part to be too thin. So,

right over here should be enough.

Right here.

And now for the bottom part, I'm just

going to select in here

our loop

and I'm going to extrude that just a

little in here. I'm going to scale it so

it will be straight sed and then zero.

So it will be straight ahead. I would

only like to work with that part. So I'm

going to select with a everything except

those two loops and I'm going to press

H. And let's hide the little gem.

And only at the bottom one I'm going to

move that. I'm going to see here that

I'm in the right vertices.

I'm just going to play with it until I

find the shape that I like.

I would like it to be a little square

right here.

And those part as well right in here.

right over here. And when I like the

shape of the band,

I'm going to do alt h.

And I'm just let's move it so it will be

in uh exactly in the line. And then I'm

just going to press E and rotate.

And at the end, I'm going to extrude and

merge them.

And I'm just going to fix all those

parts so it will be the exact size that

we want

right here.

And in order to mirror the gem, we're

going to select our first one and we're

going to add a mirror modifier.

And the big gem will be our

our uh mirror object.

And then we're going to select all of

the gem. And then the last one will be

the first and press Ctrl L. And we have

copy modifier.

And we have a perfect mirror.

And we have our glitter

pave setting

right here.

And we can add a material

right here. And we have

And we have right [snorts] here from the

top

our pave solitaer ring.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.