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Blender for jewelers. How to make a
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solita ring in pave setting.
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First thing that we're going to do is
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choosing a ring size. So I'm going to
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press N and go to my jewel craft add-on.
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And on curve I'm going to choose size
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curve.
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My diameter will be 16.5 which is US6 or
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EU 52.
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And right now I can begin. Now I'm going
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to add a gem. And I'm going to choose
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6.5, which is one carat.
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And I'm going to scale it up.
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It really depends how high you want
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that. And I'm going to choose around 2
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mm
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right about here. Even less in here.
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Just like that.
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And the next step is to add prongs to
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make the crown.
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Now, you can add uh prongs from the
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jewel craft in here, but I don't really
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like those prongs for this specific
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solar ring. So, I'm going to build my
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own.
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And
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what I want to make, I want to make four
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ones that are going to sit right over
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here.
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So, in order to do that perfectly,
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I'm going to start with
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with the front and I'm going to make one
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perfect prong. And then I'm going to
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rotate and mirror the other side. So,
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I'm going to start with adding a
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cylinder.
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And the vertices right now are 32 which
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is way too high. So I'm going to choose
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16.
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And in edit mode I'm going to move it up
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that it will be right below the run
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itself and move on the X axis
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right here.
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Now it really depends
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right here.
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Now, it really depends
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how how much gold you would like it to
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be. I like when you see a little gold.
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And right now, I'm going to make the
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ring for render, of course, so it will
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look perfect. But if you decided to
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print it and cast it and set the stone
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inside for one carat, I will not
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recommend less than 1.3 mm the diameter
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so that you will have enough material to
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set the gem in it. And just like you can
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see, I put it inside of the gem a
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little, not a lot.
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And the bottom part I'm going to move
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right over here.
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Now I will not like to cross the middle
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line. So it will be our center
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and the top part. Right now I'm going to
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extrude up on the Z axis. If you want to
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cast it, I would recommend going as high
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from the top as at least one one and a
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half mm. Just like that. So the person
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that set the stone will have enough
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material to work with.
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And you can leave it just like that. But
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because we are doing for render, I'm
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going to move it right over here
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that it won't be too high. Again, up to
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you what kind of setting you like. If
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you want the claw, you need a lot
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higher, but I like it when it's just
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about here. And scale it.
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I'm going to rotate
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and move it over here.
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And now I'm going to bevel this part.
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And by scrolling the mouse, I'm going to
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add segments
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right over here.
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And in the bottom part,
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I'm going to add loop cuts. I think
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this will be enough.
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And I'm just going to move them on the
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X- axis so they will align with the gem.
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Not too close, but not too high because
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I would like to look at it when I have
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this diagonal line.
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Make it
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straight as possible.
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And I'm going to look from the right
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side.
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Right now, it's really straight and I
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would like it to be at the bottom a
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little bigger. So, I'm going to scale it
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with proportional editing.
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And I'm just going to scale it
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just like that
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even in here. Even in here.
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I don't know how this one moved. So, I'm
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going to press S and then zero. And
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everything will be at the same line
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again. This one, too. And scale it.
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It really depends how thick you would
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like it to be.
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I'm going to scale this down a little.
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And
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if you like the shape
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and just like that
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right over here.
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Now, if you like the shape, I'm going to
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add a subdivision surface
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right over here and shade smooth.
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Now, I think it's way too close to the
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gem. I don't really like it. So, I'm
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just going to move it
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little.
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And this one also.
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And the bottom part I'm going to delete
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the face X face.
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So later on I can fix that that it will
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be perfect with our um with our size.
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And if you're happy with the shape and
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how the prongs looks like.
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And from the top I'm going to rotate
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right over here. So I'm going to place
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it where I want it to be in here.
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right over that lines.
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And in order to do a mirror modifier,
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I'm going to start with the Xaxis first
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on the front view. So on tab, I'm just
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going to move those parts
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on the X axis. And I'm going to use
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proportional editing just just so it
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will look okay.
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and add a mirror modifier.
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Move it up first.
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And the mirror object should be our gem,
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our round.
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Don't forget clipping.
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And I'm just going to choose the parts
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that I want to connect
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right here. I think all of them should
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be enough. N GX
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and without a little bit proportional
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editing.
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So only the parts that I want to be
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connected will be connected
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right over here.
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I think we can connect the this part as
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well.
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Right here.
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Again, play a little bit with the
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proportional editing.
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Right over here. And now we have those
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faces
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and we're going to delete them. We're
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going to press three
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and we're going to select all our face.
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Three is for face
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and X faces.
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And press one again. So we will have
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vertices.
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And we are going to play around with
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this part just a little right over here.
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And now we move to the Y-axis and then
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we can just modify it later.
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Again we have the center line. So we are
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going to move all of this part on the
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Yaxis with proportional editing
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and press Y.
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Now I think I want to connect really all
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of those
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and this part as well. So it will be
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perfectly it. So it will be perfectly
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clipping in the exact same loop. And
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then G Y
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and a little B and just like that.
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And we have again all those faces as you
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can see. And press X and face
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right over here.
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And on the front we can adjust it.
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And I'm going to press GX just to scale
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it down. Also this one.
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And if you press twice
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G, it will move at the exact same
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direction H of the object. So you will
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not lose the the correct line. So, gx
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and and I'm just going to shape it kind
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of shape and also from the y axis
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I'm going to just move that part inside
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those two
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and just play around with it until you
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find the shape that you like.
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right here.
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Move that one. I'm going to press twice
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G.
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And I like this part.
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Now we are going to connect
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this part to our pave. So right now I'm
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not going to touch that. Only this part.
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And I'm going to select this loop.
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going to lose that one and scale it down
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because our gem is right over here.
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I don't want them completely touching.
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And twice J twice G, sorry.
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Now, I don't really like how those loops
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turns out. So, I'm going to press right
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click, loop tools, and circle
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right over here. And maybe this one
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little bit inside
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those two as well.
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This one can go up
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and those one can go up.
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All right. So, we have our crown
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and now let's move on to the pave. So,
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before we continue, let's just be
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organized and call this bronze
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and this one big gem.
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And both of them I'm going to put in a
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new collection called crown.
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The next step is making the pave setting
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on the band. So, I'm going to start by
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adding a gem in jewelcraft add-on. And
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I'm going to choose 1.5. I think it
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looks the best for one carat.
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Here you go.
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And now to distribute only on that part
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of our band, I'm going to choose the gem
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and then the size. and in jeweling
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distribute on curve.
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Now it's best to work on the front view.
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I'm going to tilt it minus 90 so it will
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be in the right direction.
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And the offset
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I would like it to be around 1.5 mm
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where the top of the of the gem sits. So
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it's going to be I think 1.2 because
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it's um it's 1.2
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from the center. So this part will be
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1.5
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even less I think
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right here. And now to move the gem this
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is our central gem our first one and I'm
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going to start with the end and I want
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it to be right here only half a ring.
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Now you see that those are not in the
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right direction. So, I'm just going to
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continue it and rotate until I have the
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right direction.
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I think here will be great.
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Yeah, in here. And I would like it the
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last one to be just in here, not too
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close to our crown. So, I'm going to
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move it.
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And the quantity
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should be maybe eight. Just play around
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with that.
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And if you decided to cast it, I will
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not do it less than 0.3
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or 0.4. It will be too close.
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Even 0.5 will be great. Um, so just like
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that. But now for rendering, I think
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this will be great. Let's see from the
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top. We're going to see a little bit of
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a diamond. And not too close.
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and here.
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And now let's select all our rounds and
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make a new collection and call it all
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gem.
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Now let's hide the crown. And so we
275
00:15:56,480 --> 00:16:01,600
don't select the gem by accident, I'm
276
00:15:58,720 --> 00:16:04,880
going to press this little arrow. If you
277
00:16:01,600 --> 00:16:10,079
don't have that, you can you can choose
278
00:16:04,880 --> 00:16:14,000
this little icon and select the arrow.
279
00:16:10,079 --> 00:16:18,399
You can select it if you choose that.
280
00:16:14,000 --> 00:16:21,759
So our next step is making the pave it
281
00:16:18,399 --> 00:16:26,000
itself. What I like to do is I like to
282
00:16:21,759 --> 00:16:31,199
make this kind of box just for one and
283
00:16:26,000 --> 00:16:35,800
then array it all over our uh our size.
284
00:16:31,199 --> 00:16:35,800
So I would like it to look like that
285
00:16:37,680 --> 00:16:41,000
in here.
286
00:16:43,839 --> 00:16:50,399
So I'm going to make only this part
287
00:16:48,000 --> 00:16:53,519
this U shape
288
00:16:50,399 --> 00:16:56,720
and then I'm going to array it all over.
289
00:16:53,519 --> 00:16:58,880
Deciding to cast it and set the stones.
290
00:16:56,720 --> 00:17:02,000
I will not do it like this because this
291
00:16:58,880 --> 00:17:05,560
is very thin material. It will look
292
00:17:02,000 --> 00:17:05,560
something like that.
293
00:17:07,600 --> 00:17:14,559
So I will have a lot of material to work
294
00:17:10,640 --> 00:17:18,000
with and maybe make a small split here.
295
00:17:14,559 --> 00:17:21,199
But the person that set the stone need a
296
00:17:18,000 --> 00:17:24,240
lot of material to work with. And I will
297
00:17:21,199 --> 00:17:26,880
make a full one and not just a very
298
00:17:24,240 --> 00:17:29,880
small one like that just like how I
299
00:17:26,880 --> 00:17:29,880
showed.
300
00:17:32,480 --> 00:17:38,400
All right. So I'm going to start by
301
00:17:34,799 --> 00:17:38,400
adding a plane.
302
00:17:38,640 --> 00:17:46,160
and move that. So, one part will be I I
303
00:17:43,679 --> 00:17:48,480
al I already have a line, so it's great.
304
00:17:46,160 --> 00:17:53,840
I'm going to follow the line. So, it
305
00:17:48,480 --> 00:17:56,640
will be in the center of our gem.
306
00:17:53,840 --> 00:18:01,280
Now, I don't want it too high. I'm just
307
00:17:56,640 --> 00:18:04,640
going to put it right over here.
308
00:18:01,280 --> 00:18:08,160
So, a little more than half of the
309
00:18:04,640 --> 00:18:13,600
bottom part will be inside of the ring.
310
00:18:08,160 --> 00:18:15,679
And this part should touch the gem side.
311
00:18:13,600 --> 00:18:19,760
Now, I'm going to add a loop cut right
312
00:18:15,679 --> 00:18:23,360
in the middle and delete
313
00:18:19,760 --> 00:18:26,480
those vertices. So, I can add a modifier
314
00:18:23,360 --> 00:18:29,120
and add a mirror modifier
315
00:18:26,480 --> 00:18:31,120
only on the Y-axis. So everything that I
316
00:18:29,120 --> 00:18:34,080
do in here will happen on the other
317
00:18:31,120 --> 00:18:39,039
side.
318
00:18:34,080 --> 00:18:42,960
And let's move it right about here. So
319
00:18:39,039 --> 00:18:46,240
it won't be too far away, but I still
320
00:18:42,960 --> 00:18:49,840
want to look I still need more material.
321
00:18:46,240 --> 00:18:52,799
So I think in here should be great. Just
322
00:18:49,840 --> 00:18:56,160
a little.
323
00:18:52,799 --> 00:19:00,400
And let's select
324
00:18:56,160 --> 00:19:02,720
our plane. and extrude that
325
00:19:00,400 --> 00:19:07,120
until it's
326
00:19:02,720 --> 00:19:09,760
right over here. Just like that.
327
00:19:07,120 --> 00:19:13,600
Not too close to the edge.
328
00:19:09,760 --> 00:19:16,000
And with G, I'm going to move it.
329
00:19:13,600 --> 00:19:18,640
And then again from that side, I'm going
330
00:19:16,000 --> 00:19:21,679
to choose the middle part as much as I
331
00:19:18,640 --> 00:19:23,440
can. So it will be in between those two
332
00:19:21,679 --> 00:19:25,280
gems
333
00:19:23,440 --> 00:19:27,919
right here.
334
00:19:25,280 --> 00:19:32,000
And I have a box.
335
00:19:27,919 --> 00:19:37,679
I'm going to add one loop cut at
336
00:19:32,000 --> 00:19:40,960
the center in here and another loop cut
337
00:19:37,679 --> 00:19:43,200
on those two parts.
338
00:19:40,960 --> 00:19:46,919
Here you can see that this is how it's
339
00:19:43,200 --> 00:19:46,919
supposed to look like.
340
00:19:47,039 --> 00:19:52,160
And we're going to select those two
341
00:19:49,840 --> 00:19:54,080
squares
342
00:19:52,160 --> 00:19:57,360
and on the front view we are going to
343
00:19:54,080 --> 00:19:59,919
extrude that up. Uh again it really
344
00:19:57,360 --> 00:20:02,640
depends how the pave will you would like
345
00:19:59,919 --> 00:20:05,600
to see the pave. Um I think right in the
346
00:20:02,640 --> 00:20:09,240
middle of that line will be great and
347
00:20:05,600 --> 00:20:09,240
scale it down
348
00:20:09,760 --> 00:20:16,160
right here on the top. I'm going to move
349
00:20:12,799 --> 00:20:20,120
it on the Y axis
350
00:20:16,160 --> 00:20:20,120
even scale it more
351
00:20:24,400 --> 00:20:31,360
right here. And this one I'm going to
352
00:20:26,480 --> 00:20:33,520
move in here. And that one in here.
353
00:20:31,360 --> 00:20:36,159
And I'm going to add another two loop
354
00:20:33,520 --> 00:20:42,280
cuts.
355
00:20:36,159 --> 00:20:42,280
And add a subdivision surface modifier
356
00:20:43,600 --> 00:20:47,000
shade smooth.
357
00:20:47,280 --> 00:20:55,760
And I'm going to press three
358
00:20:50,799 --> 00:20:59,120
and select those parts and press X and
359
00:20:55,760 --> 00:21:02,880
delete our faces.
360
00:20:59,120 --> 00:21:06,799
Again, we have faces inside.
361
00:21:02,880 --> 00:21:09,200
And I'm going to delete those two
362
00:21:06,799 --> 00:21:14,600
because I want to array them and connect
363
00:21:09,200 --> 00:21:14,600
them at the end. So this will be enough
364
00:21:16,320 --> 00:21:24,159
right here. And I think I would like to
365
00:21:19,919 --> 00:21:29,320
scale those part up a little
366
00:21:24,159 --> 00:21:29,320
in here. And maybe scale it.
367
00:21:32,720 --> 00:21:39,679
And those part I'm going to scale again
368
00:21:36,799 --> 00:21:43,919
so it will be smaller. And I'm going to
369
00:21:39,679 --> 00:21:49,320
choose individual origins origins.
370
00:21:43,919 --> 00:21:49,320
So everything will be small
371
00:21:49,840 --> 00:21:57,320
right here.
372
00:21:52,799 --> 00:21:57,320
And those two parts
373
00:21:57,840 --> 00:22:01,080
and go.
374
00:22:01,679 --> 00:22:07,679
And we have our prongs that are inside
375
00:22:05,679 --> 00:22:10,000
of our gem.
376
00:22:07,679 --> 00:22:13,520
I'm going to add another loop guide loop
377
00:22:10,000 --> 00:22:17,200
cut right in the center.
378
00:22:13,520 --> 00:22:20,159
And I'm going to select one
379
00:22:17,200 --> 00:22:24,360
those parts
380
00:22:20,159 --> 00:22:24,360
only the middle line.
381
00:22:25,760 --> 00:22:32,640
And I'm going to scale it down. Just
382
00:22:29,039 --> 00:22:36,600
move it down so it will have that U
383
00:22:32,640 --> 00:22:36,600
shape in here.
384
00:22:37,600 --> 00:22:44,440
Keep it in the middle
385
00:22:41,200 --> 00:22:44,440
right here.
386
00:22:45,919 --> 00:22:52,559
And right now
387
00:22:49,039 --> 00:22:54,240
the gem are kind of I can move it even
388
00:22:52,559 --> 00:22:57,240
lower
389
00:22:54,240 --> 00:22:57,240
even.
390
00:23:01,679 --> 00:23:08,880
And now, as you can see, our gem is
391
00:23:04,159 --> 00:23:12,240
inside of our band. And some you can use
392
00:23:08,880 --> 00:23:15,760
the cutters.
393
00:23:12,240 --> 00:23:19,280
You can use the cutters in here, but I
394
00:23:15,760 --> 00:23:23,200
don't really like the boolean that um
395
00:23:19,280 --> 00:23:26,640
that happen with this specific uh mesh.
396
00:23:23,200 --> 00:23:29,840
So, I'm going to make a hole on my own
397
00:23:26,640 --> 00:23:33,120
because we're going to array it anyway.
398
00:23:29,840 --> 00:23:35,760
We need to apply the mirror modifier.
399
00:23:33,120 --> 00:23:38,000
And then we're going to choose all of
400
00:23:35,760 --> 00:23:41,679
these parts
401
00:23:38,000 --> 00:23:45,039
right here. And press I
402
00:23:41,679 --> 00:23:48,559
scale it a little. X and delete the
403
00:23:45,039 --> 00:23:53,280
face. And now we have a loop. And
404
00:23:48,559 --> 00:23:57,360
clicking right click circle.
405
00:23:53,280 --> 00:24:01,120
Let's scale it and see how it looks in
406
00:23:57,360 --> 00:24:04,400
here. We can even scale it more
407
00:24:01,120 --> 00:24:06,640
right here. And on the front view, I'm
408
00:24:04,400 --> 00:24:10,159
going to extrude.
409
00:24:06,640 --> 00:24:11,919
And scale it again. Extrude. I think
410
00:24:10,159 --> 00:24:15,919
right about here. It's enough. We don't
411
00:24:11,919 --> 00:24:19,120
need even more. And press F. I like to
412
00:24:15,919 --> 00:24:22,080
press I again
413
00:24:19,120 --> 00:24:25,039
so it will be even straighter. and shift
414
00:24:22,080 --> 00:24:27,360
E to crease it
415
00:24:25,039 --> 00:24:28,960
to a perfect
416
00:24:27,360 --> 00:24:36,440
crease.
417
00:24:28,960 --> 00:24:36,440
And also this part crease and our circle
418
00:24:37,200 --> 00:24:45,120
right about here. Not 100% just less
419
00:24:41,840 --> 00:24:47,120
than 100% so it will look flow in our
420
00:24:45,120 --> 00:24:49,520
mesh.
421
00:24:47,120 --> 00:24:51,440
And this is how it's supposed to look
422
00:24:49,520 --> 00:24:55,679
like.
423
00:24:51,440 --> 00:24:58,720
Maybe this one can go down a little so
424
00:24:55,679 --> 00:25:04,200
it will flow a little
425
00:24:58,720 --> 00:25:04,200
so it will be it will look better.
426
00:25:05,279 --> 00:25:11,960
Kind of look like a tooth.
427
00:25:08,400 --> 00:25:11,960
Just like that.
428
00:25:12,000 --> 00:25:16,640
And if you're happy with the shape and
429
00:25:14,159 --> 00:25:18,640
you don't want to change anything, we
430
00:25:16,640 --> 00:25:23,200
can array it.
431
00:25:18,640 --> 00:25:27,039
So on the front view,
432
00:25:23,200 --> 00:25:30,960
I'm going to add a an array modifier.
433
00:25:27,039 --> 00:25:35,760
Move it up so it will be first.
434
00:25:30,960 --> 00:25:40,159
And I'm going to add an empty
435
00:25:35,760 --> 00:25:42,559
because I want it to go around the side
436
00:25:40,159 --> 00:25:45,360
shape. So I'm going to I'm going to
437
00:25:42,559 --> 00:25:48,799
uncheck the relative offset and check
438
00:25:45,360 --> 00:25:51,840
the object offset. And our object should
439
00:25:48,799 --> 00:25:54,400
be our empty
440
00:25:51,840 --> 00:25:58,320
right here.
441
00:25:54,400 --> 00:26:02,000
And I'm going to rotate so you can see
442
00:25:58,320 --> 00:26:04,960
right in here. And we have our middle
443
00:26:02,000 --> 00:26:08,159
line. So I want it to be per as much as
444
00:26:04,960 --> 00:26:10,960
I can perfectly
445
00:26:08,159 --> 00:26:12,880
in the middle.
446
00:26:10,960 --> 00:26:15,360
And now,
447
00:26:12,880 --> 00:26:18,799
as you can see, those parts right here
448
00:26:15,360 --> 00:26:22,720
are really far away. So, I really need
449
00:26:18,799 --> 00:26:24,880
them to be close so I can merge them to
450
00:26:22,720 --> 00:26:27,760
be one object. So, I'm just going to
451
00:26:24,880 --> 00:26:31,279
move that part here.
452
00:26:27,760 --> 00:26:35,760
And just play around with this
453
00:26:31,279 --> 00:26:37,600
and make it as close as possible
454
00:26:35,760 --> 00:26:42,840
in here.
455
00:26:37,600 --> 00:26:42,840
And also this part and
456
00:26:42,880 --> 00:26:46,279
that part.
457
00:26:47,919 --> 00:26:53,279
Those one are really close to each
458
00:26:49,840 --> 00:26:58,520
other. So it's good.
459
00:26:53,279 --> 00:26:58,520
Let's move this one higher.
460
00:26:59,840 --> 00:27:03,640
Just so it will look
461
00:27:03,919 --> 00:27:09,039
just so it will look better by the end
462
00:27:06,559 --> 00:27:10,960
of the mesh
463
00:27:09,039 --> 00:27:15,000
right here.
464
00:27:10,960 --> 00:27:15,000
Can move this one.
465
00:27:21,600 --> 00:27:32,039
And of course we need to make more
466
00:27:25,919 --> 00:27:32,039
so they will all fit. We have eight.
467
00:27:32,799 --> 00:27:37,000
This one can go higher.
468
00:27:38,559 --> 00:27:44,559
And right now after we are happy with
469
00:27:41,039 --> 00:27:47,760
the shape that we made and we don't want
470
00:27:44,559 --> 00:27:51,360
to change anything else, we can apply
471
00:27:47,760 --> 00:27:54,559
the array modifier.
472
00:27:51,360 --> 00:27:57,600
And to merge them,
473
00:27:54,559 --> 00:28:00,080
we're going to select one loop,
474
00:27:57,600 --> 00:28:03,080
the two loops that are close to each
475
00:28:00,080 --> 00:28:03,080
other,
476
00:28:04,159 --> 00:28:10,159
one here and one here.
477
00:28:07,600 --> 00:28:13,520
And we're going to press M and we're
478
00:28:10,159 --> 00:28:16,960
going to choose by distance. So every
479
00:28:13,520 --> 00:28:19,200
vertices will be merged together with
480
00:28:16,960 --> 00:28:23,520
the vertices that are close that are
481
00:28:19,200 --> 00:28:25,840
close to it. And if it's not merging, we
482
00:28:23,520 --> 00:28:28,000
just need to check this little box. And
483
00:28:25,840 --> 00:28:31,200
we can see that the merge distance is
484
00:28:28,000 --> 00:28:35,360
really low. And in order to do that, we
485
00:28:31,200 --> 00:28:38,880
needed to delete some zeros.
486
00:28:35,360 --> 00:28:41,679
So now we're going to lower it to 0.1.
487
00:28:38,880 --> 00:28:43,440
And we can see that everything is
488
00:28:41,679 --> 00:28:46,760
merging
489
00:28:43,440 --> 00:28:46,760
right here.
490
00:28:47,520 --> 00:28:53,840
And we are just going to select all of
491
00:28:50,399 --> 00:28:58,039
them, each and every one of them, and
492
00:28:53,840 --> 00:28:58,039
merge in center.
493
00:29:10,880 --> 00:29:17,679
And after we finish that, we can see
494
00:29:14,320 --> 00:29:20,159
that this part it's a little
495
00:29:17,679 --> 00:29:22,640
wobbly
496
00:29:20,159 --> 00:29:26,960
on front view. I'm just going to fix
497
00:29:22,640 --> 00:29:26,960
that by moving
498
00:29:52,399 --> 00:29:59,679
Great. So this is our pave setting and
499
00:29:55,600 --> 00:30:02,000
we can see it without gem. Every hole in
500
00:29:59,679 --> 00:30:06,279
its own place.
501
00:30:02,000 --> 00:30:06,279
Um right here
502
00:30:08,159 --> 00:30:12,840
we connect the crown to our pave.
503
00:30:12,880 --> 00:30:21,360
Let's just fix this part so it will be
504
00:30:18,399 --> 00:30:27,399
right on top
505
00:30:21,360 --> 00:30:27,399
of our ring in here.
506
00:30:31,279 --> 00:30:37,840
Right here. So to connect both of them,
507
00:30:34,960 --> 00:30:41,120
we need them to be in the exact same
508
00:30:37,840 --> 00:30:44,080
state. So when we join them, one of them
509
00:30:41,120 --> 00:30:46,240
is mirror and the other one isn't.
510
00:30:44,080 --> 00:30:49,200
And we need it to be mirror in a very
511
00:30:46,240 --> 00:30:51,840
specific way. We needed to mirror in
512
00:30:49,200 --> 00:30:53,600
only on that part.
513
00:30:51,840 --> 00:30:55,760
So what the first thing that we're going
514
00:30:53,600 --> 00:30:57,440
to do is we're going to apply the mirror
515
00:30:55,760 --> 00:31:00,159
modifier.
516
00:30:57,440 --> 00:31:02,559
And in edit mode, we're going to delete
517
00:31:00,159 --> 00:31:04,640
the left part
518
00:31:02,559 --> 00:31:08,640
only the vertices
519
00:31:04,640 --> 00:31:12,960
and add a mirror modifier.
520
00:31:08,640 --> 00:31:15,600
on the top of course object. The object
521
00:31:12,960 --> 00:31:18,080
is the round and clipping very
522
00:31:15,600 --> 00:31:22,080
important. And we're going to do the
523
00:31:18,080 --> 00:31:27,080
same for this one for the pave.
524
00:31:22,080 --> 00:31:27,080
And again the modif
525
00:31:30,159 --> 00:31:36,720
clipping very important.
526
00:31:32,640 --> 00:31:40,080
And now we can join them. Ctrl G.
527
00:31:36,720 --> 00:31:42,880
and they're both the same
528
00:31:40,080 --> 00:31:45,919
right here. Right now, we have it only
529
00:31:42,880 --> 00:31:49,120
on the x-axxis. And we are going to do
530
00:31:45,919 --> 00:31:50,960
that on the right axis as well. I think
531
00:31:49,120 --> 00:31:52,640
that it's on the right. Let's hide the
532
00:31:50,960 --> 00:31:58,039
gem
533
00:31:52,640 --> 00:31:58,039
right here. We see that everything here
534
00:31:58,080 --> 00:32:04,880
is selected vertices. And I can see that
535
00:32:01,919 --> 00:32:07,519
some of them are crossing.
536
00:32:04,880 --> 00:32:11,760
So, I'm just going to choose
537
00:32:07,519 --> 00:32:14,080
all this loop. GX gy
538
00:32:11,760 --> 00:32:18,559
to move it.
539
00:32:14,080 --> 00:32:22,159
Press Y. Clipping. Gy.
540
00:32:18,559 --> 00:32:25,399
And just connect everything
541
00:32:22,159 --> 00:32:25,399
right here.
542
00:32:25,760 --> 00:32:31,760
And now we can work on both side. So,
543
00:32:28,960 --> 00:32:35,120
let's start with deleting those those
544
00:32:31,760 --> 00:32:39,000
faces that I want to connect. I think
545
00:32:35,120 --> 00:32:39,000
only this one.
546
00:32:41,840 --> 00:32:50,080
Maybe that part too
547
00:32:44,720 --> 00:32:52,880
in here. And press X faces.
548
00:32:50,080 --> 00:32:55,120
And let's start with making a face in
549
00:32:52,880 --> 00:32:57,760
the bottom part to close it. So we're
550
00:32:55,120 --> 00:33:01,760
going to select all four of them and
551
00:32:57,760 --> 00:33:05,120
press Ey. So they will be clip right in
552
00:33:01,760 --> 00:33:07,519
the middle right here. Connect them both
553
00:33:05,120 --> 00:33:11,600
perfectly. I need to know the exact
554
00:33:07,519 --> 00:33:14,880
number of our vertices so it will be
555
00:33:11,600 --> 00:33:18,399
perfectly combined together. In order to
556
00:33:14,880 --> 00:33:21,360
do that I'm going to press this button
557
00:33:18,399 --> 00:33:24,399
and choose statistic. In here you can
558
00:33:21,360 --> 00:33:26,640
see the statistics. It will show you
559
00:33:24,399 --> 00:33:28,480
anything that happens on the scene. And
560
00:33:26,640 --> 00:33:31,039
when I choose this loop, don't forget
561
00:33:28,480 --> 00:33:35,600
that it's only half. I have seven
562
00:33:31,039 --> 00:33:38,159
vertices. And in here,
563
00:33:35,600 --> 00:33:40,720
I also have seven vertices. So, it
564
00:33:38,159 --> 00:33:43,840
should be work perfectly.
565
00:33:40,720 --> 00:33:47,039
I'm going to choose one, two, three, and
566
00:33:43,840 --> 00:33:50,559
four. All four of them right from the
567
00:33:47,039 --> 00:33:53,200
middle. And press F.
568
00:33:50,559 --> 00:33:55,840
And then I'm going to select
569
00:33:53,200 --> 00:33:59,279
the bottom part to see how it's
570
00:33:55,840 --> 00:34:01,279
aligning. Again, F.
571
00:33:59,279 --> 00:34:04,880
And to continue, I'm just going to
572
00:34:01,279 --> 00:34:08,079
select our edge and press F again. It
573
00:34:04,880 --> 00:34:10,480
will know automatically how to combine
574
00:34:08,079 --> 00:34:14,919
both of them.
575
00:34:10,480 --> 00:34:14,919
And I have this part.
576
00:34:15,200 --> 00:34:20,520
And I can scale it up a little.
577
00:34:20,960 --> 00:34:25,399
And maybe this one move.
578
00:34:25,440 --> 00:34:31,560
Now it's really up to you how you would
579
00:34:27,599 --> 00:34:31,560
like it to look like.
580
00:34:46,079 --> 00:34:51,040
Now, if you're going to print it, you
581
00:34:47,760 --> 00:34:55,480
don't want this part to be too thin. So,
582
00:34:51,040 --> 00:34:55,480
right over here should be enough.
583
00:34:55,599 --> 00:35:01,200
Right here.
584
00:34:57,920 --> 00:35:04,960
And now for the bottom part, I'm just
585
00:35:01,200 --> 00:35:07,359
going to select in here
586
00:35:04,960 --> 00:35:10,320
our loop
587
00:35:07,359 --> 00:35:13,920
and I'm going to extrude that just a
588
00:35:10,320 --> 00:35:17,920
little in here. I'm going to scale it so
589
00:35:13,920 --> 00:35:20,320
it will be straight sed and then zero.
590
00:35:17,920 --> 00:35:22,640
So it will be straight ahead. I would
591
00:35:20,320 --> 00:35:26,320
only like to work with that part. So I'm
592
00:35:22,640 --> 00:35:29,599
going to select with a everything except
593
00:35:26,320 --> 00:35:34,240
those two loops and I'm going to press
594
00:35:29,599 --> 00:35:37,359
H. And let's hide the little gem.
595
00:35:34,240 --> 00:35:39,359
And only at the bottom one I'm going to
596
00:35:37,359 --> 00:35:42,800
move that. I'm going to see here that
597
00:35:39,359 --> 00:35:45,680
I'm in the right vertices.
598
00:35:42,800 --> 00:35:49,119
I'm just going to play with it until I
599
00:35:45,680 --> 00:35:54,079
find the shape that I like.
600
00:35:49,119 --> 00:35:57,400
I would like it to be a little square
601
00:35:54,079 --> 00:35:57,400
right here.
602
00:35:58,880 --> 00:36:05,240
And those part as well right in here.
603
00:36:11,920 --> 00:36:16,720
right over here. And when I like the
604
00:36:14,240 --> 00:36:20,720
shape of the band,
605
00:36:16,720 --> 00:36:25,440
I'm going to do alt h.
606
00:36:20,720 --> 00:36:29,839
And I'm just let's move it so it will be
607
00:36:25,440 --> 00:36:35,000
in uh exactly in the line. And then I'm
608
00:36:29,839 --> 00:36:35,000
just going to press E and rotate.
609
00:36:54,960 --> 00:37:01,320
And at the end, I'm going to extrude and
610
00:36:57,839 --> 00:37:01,320
merge them.
611
00:37:01,440 --> 00:37:08,640
And I'm just going to fix all those
612
00:37:03,760 --> 00:37:11,880
parts so it will be the exact size that
613
00:37:08,640 --> 00:37:11,880
we want
614
00:37:12,960 --> 00:37:15,839
right here.
615
00:37:18,320 --> 00:37:25,040
And in order to mirror the gem, we're
616
00:37:21,760 --> 00:37:27,839
going to select our first one and we're
617
00:37:25,040 --> 00:37:31,200
going to add a mirror modifier.
618
00:37:27,839 --> 00:37:34,160
And the big gem will be our
619
00:37:31,200 --> 00:37:36,240
our uh mirror object.
620
00:37:34,160 --> 00:37:38,880
And then we're going to select all of
621
00:37:36,240 --> 00:37:43,920
the gem. And then the last one will be
622
00:37:38,880 --> 00:37:46,320
the first and press Ctrl L. And we have
623
00:37:43,920 --> 00:37:49,599
copy modifier.
624
00:37:46,320 --> 00:37:53,440
And we have a perfect mirror.
625
00:37:49,599 --> 00:37:56,880
And we have our glitter
626
00:37:53,440 --> 00:38:00,160
pave setting
627
00:37:56,880 --> 00:38:04,200
right here.
628
00:38:00,160 --> 00:38:04,200
And we can add a material
629
00:38:05,920 --> 00:38:11,000
right here. And we have
630
00:38:12,640 --> 00:38:17,040
And we have right [snorts] here from the
631
00:38:15,520 --> 00:38:21,760
top
632
00:38:17,040 --> 00:38:21,760
our pave solitaer ring.43612
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