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in this tutorial we're going to be
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making a door in blender
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first go into the scene properties and
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make sure that your units are based in
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metric
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then go into front view by pressing 1 on
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the numpad
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by pressing shift a open up a reference
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image that you're going to be using to
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model this door
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if you want to use the same images
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myself you can find that in the
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description
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select the cube enter edit mode and
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click on the x-ray button in the top
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right hand corner
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select the leftmost edges press g and
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then x
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to move the vertices inward the height
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and width of a door
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is about 2 meters by 90 centimeters
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which is why it is important to make
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sure that your units are correctly set
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if you want you can press 3 on the
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numpad to move into right mode
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select everything and adjust the depth
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however in a minute we will be making
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changes to this anyway
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to make sure that the dimensions are
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completely correct you can use the
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measure tool in edit mode
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here we've got about two meters and on
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the width we've got
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approximately 90 centimeters so not bad
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looking at the door you can see by
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drawing horizontal and vertical lines
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that you can split the door into
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sections and this is what we're going to
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replicate
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on our model click on the model and then
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enter edit mode press ctrl r and then
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use the middle mouse button to create
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four vertical lines and then again to
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create four horizontal lines
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you should have this kind of grid we're
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going to move the lines
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so that we can roughly make out the
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outline of the panels on the door
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select all of the vertices you created
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in that first line
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then press g and then z or z followed by
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0.275 to move that into position
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do the exact same with the bottom set of
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vertices except now you're choosing
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minus 0.275
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next choose the middle lines of vertices
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and press
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s to scale followed by z and then 0.15
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when you are happy with the horizontal
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set of lines select the leftmost set of
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vertices you created
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then press g x and minus 0.05 to move
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that into position
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then do the exact same for the rightmost
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set of vertices you created
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except g x and 0.05
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then select the middle two lines of
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vertices press s
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to scale then x and then 0.33
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this will make the small little panel in
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the middle
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on the numpad press three to go into the
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right mode and then select the rightmost
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set of vertices
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and delete them what we're going to do
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is use a mirror modifier so that any
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changes that we make to one side of the
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door
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will appear on the other side as well so
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go into your modifiers
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select mirror and then choose an axis of
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y and make sure that clipping is turned
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on
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we're going to give the door some depth
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by selecting all of the vertices
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pressing e and then y to extrude along
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the y-axis
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until it meets its mirror counterpart
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[Music]
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great now still with edit mode selected
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click on the face
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select tool and then click on each face
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of the panels
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pressing x to delete and then faces
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[Music]
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you should be left with four holes in
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the center of your door
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we're going to try to build out the four
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panels of the door
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having a look at the reference image you
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can see that there are ridges of the
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panel and that's what we're going to try
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to recreate
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in edit mode with vertex mode selected
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click on the face which is closest to
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you on one of the panels
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then press e then y then 0.015
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followed by s to scale by 0.675
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then finally scale again pressing z
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and 1.3 this will bring a nice
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oblong shape to your panel on the
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diagonal between the face you created
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and the edge of the panel click on
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control r
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and then use the middle mouse button to
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create two edge loops
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by holding alt and shift click on the
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two edge loops you just created
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as well as the middle face we're going
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to move these back into the door
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so press g then y then 0.01
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and then deselect the outermost loop so
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you have just two selected
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and click on g y and minus 0.01
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do the same thing with the second loop
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so you are just looking at the third
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and choose g y and minus 0.015
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and this finishes the basic panel now
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all you have to do is the exact same
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procedure
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for the other three panels so let's do
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that
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okay with the door finished we're now
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going to turn our attention to the door
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handle
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so first create a cube by pressing shift
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a
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and then selecting mesh and then cube
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press s to scale by 0.1
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and then s again followed by x and 0.25
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this will create a nice rectangle for
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you
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go into right mode by pressing 3 on the
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numpad then pressing
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s to scale followed by y and 0.05 to
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reduce the depth of the cube
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make sure to rename the object to
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something like door handle base or door
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handle
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talking of the handle let's create that
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so create a new cube by pressing
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shift a mesh and then cube then pressing
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s to scale by 0.01
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followed by s z and 0.85
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press 3 on the numpad to go into right
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view
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then click on the leftmost face and
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press e
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followed by y and minus 0.02
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to extrude the handle outwards
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from here select the right face then
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press e to extrude
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x and 0.085 this should make a nice
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handle then let's move the handle into a
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slightly better position
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now let's turn our attention to creating
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the lock or the keyhole
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to create a cylinder and rotate it by
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pressing r
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then x and then 90 degrees scale it by
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pressing s
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and 0.008 and then translate it
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downwards by pressing
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g then z and minus 0.05
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create a cube and scale it by pressing s
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and 0.005
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we'll translate it again so press g then
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z then minus
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0.06
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in edit mode select the bottom most set
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of vertices
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and extrude by pressing e and 0.002
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we'll scale this inwards so press s but
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this time
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press shift y so that we don't scale in
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the y direction
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scale it by 0.8 let's extrude again
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so e and 0.002
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scale shift y and 0.6
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and one more time extrude e
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0.001 shift y
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for scale and 0.2
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when you're happy with that make sure to
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move the bottom section
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into place
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now we're going to create the actual
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keyhole so in the topmost cylinder
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select face mode and then delete the top
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face
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go back into vertex mode and select the
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edge of vertices around the cylinder
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press e to extrude then s and 0.4 to
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scale inward
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then do it again but scale s x
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and 0.4 to make an oval shape
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with the oval still selected press e
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then y
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and 0.005 to extrude inwards
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then do it again to just close the face
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you can do this a few times as you want
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now maneuver the lock into position on
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the door handle frame
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you can make small adjustments to the
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mesh so that it doesn't go through the
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door handle if you'd like
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however this will be hidden by the door
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so it's not too important
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in the real world objects are never
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completely straight and rigid
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so we're going to add a subdivision
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modifier to our handle
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so it looks a little bit more natural
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and a bit more like the reference
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picture
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so that we can maintain roughly straight
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edges with a little bit of rounding
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we're going to go into edit mode and
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press ctrl r to create edge loops
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and slide them to the edges of the mesh
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and we'll do that everywhere
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it's slightly more difficult with the
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mesh of the lock but the principle is
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exactly the same
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just press ctrl r and move or slide the
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edge loops into position
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along the mesh lines
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when you're happy with all of that
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select the door handle base in object
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mode
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then go down to modifiers and select
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subdivision modifier
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change the level's viewport to 2 and you
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can see the effect that this has had
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on the mesh it's rounded it off slightly
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let's perform the same thing
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on the actual handle and make sure right
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clicking
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to shade smooth
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go down to the lock
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add the subdivision modifier put it up
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to two
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and if there's any problem with the mesh
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make sure you add additional edge loops
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as i'm doing here
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great on this door we have a secondary
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lock near the top
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so what we're going to do is copy the
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one that we've already created
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and put a cylinder underneath it
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select the lock object and then press
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shift d
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to move this into position further up
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okay so let's create the cylinder base
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so create a new cylinder
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then r then x then 90 to rotate it
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and scale it down until it's roughly the
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same size
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as the door handle base shift it up by
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pressing g
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and translating it up and then scale it
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along the y axis and move it into
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position
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with the lock
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make sure to select shade smooth on the
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cylinder base
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and that's it
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select all of those objects and then
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translate them
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onto the mesh of the door so that
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they're roughly in line with how you see
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them in the reference photo
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if you want you can create a door frame
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by scaling a new cube
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making sure that the size of the frame
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is slightly larger than the door itself
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on the top and the bottom make sure that
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there is a slight overhang
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so we're almost done with the modelling
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and the last thing we're going to create
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are the door hinges and these are just
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simple cylinders
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so in object mode create a new cylinder
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and shrink it down
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and then move it into place by using the
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translate tool
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zooming in let's do some further
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manipulation by doing some scaling and
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translating until
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the cylinder is roughly the same size on
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our door as it is
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on the reference photo when you're happy
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with the size
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click on the object and press shift d to
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duplicate it
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then shift-click to select both objects
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and shift d
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again to duplicate both hinges at the
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same time
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we'll do this one more time shift d and
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then move
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the third hinge down into position at
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the lower end of the door
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and that's it for the modeling if you
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want to see how we apply materials to
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the door
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make sure to watch the next video21600
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