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In this tutorial we'll be creating this
kind of cast iron ornamental railing from
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start to finish.
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If you're interested in learning all
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about curves and modeling ornamental
details, check out my Blender Secrets book
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with over 2000 pages of Blender tips.
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The link for that is in the description
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or on the card that you will see on the
screen now, and in the pinned comment.
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And now let's look at how to make this
kind of cast iron railing.
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I recommend starting with either a
reference image, or if you don't have a
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reference image at least make a quick
annotation, so let's do that real quick.
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I'm going to go to the side view, just 3
for the right orthographic view, and I'm
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just going to press D so that I can draw
an annotation, so I just want to have
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this kind of general curly shape.
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Let me just erase part of that.
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What I want actually is that it is flat
at the bottom, maybe something more like this.
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I'm just going to erase this part, so
yeah, a really crappy quick drawing, but
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just to get the idea, and maybe actually
I want it to be a bit longer here,
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something like this.
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As long as here it is on the same plane
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because it will hit the wall there.
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So to create this shape, I will add a
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curve, so Shift A, bezier curve, the
bezier curve as you can see already has
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kind of that shape that we need.
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So I'm just going to rotate it on the Y
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-axis, you can press minus to flip the
direction, enter, back to the side view,
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and let's move this and adjust the handles.
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You can rotate it and you can move it,
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and let's just select all, right -click
and subdivide.
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That creates another control point, and
actually the annotation makes it a bit
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difficult to see the black curve on the
dark gray background.
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So let's change that, let's go to View,
and let's go to Annotations, and this is
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our annotation as you can see, and we can
just change the opacity to super low,
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something like 0 .1 or 0 .2, then we can
see the curve a bit better, and we can
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change the background to be a little bit
less dark gray if we want.
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So I just go to Background, Custom, and
you can change it here, you can make it
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darker or lighter if you want, so let's
make it a little bit lighter, and let's
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see, that makes our curve easier to see
as you can see, and here we clearly need
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more details, so I'm going to select both
of these, and right -click and subdivide,
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that gives us one more here, I'm just
going to subdivide here, and move this
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one down, and here we need a few more
curves, first let me just move this
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handle in, now you can extrude by
pressing E, or you can hold Ctrl and
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right -click, that also extrudes, so let
me just do that, and just Ctrl click
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here, and let me rotate it a bit, Ctrl
and click, and now to fix the result you
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can select these vertices and scale them
up or down with S, rotate them with R,
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and move them with G, and here it looks
like I, because I was showing the
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extruding and all that, I accidentally
created one too many points, so when it
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happens you can just press Ctrl X to
dissolve it, and you just get the one
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that is left over, so that's just a bit
of fine -tuning, and here I want to have
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a nice round shape, so what I'm going to
do is I'm going to add a curve circle
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that is already nice and round, and just
rotate it and put it here, and we can
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just use that to see if our curve is nice
and round, so for example here it could
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be a bit better, and it just serves as a
kind of reference for the roundness of
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the curve there, and I can just delete
that reference, and let's remove this
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annotation as well, we don't really need
it anymore, and I just want to make sure
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that on this line here, the curves meet
the wall, so I'm just going to move this
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back, and here, here, this one, I'm just
going to bring that in, I'm just going to
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select this, scale it to 0 on the Z
-axis, and then just move it down
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slightly, and I'm not really happy with
the shape here yet, so I'm just going to
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fine -tune it a bit, and so after
tweaking the curve a bit more, we get
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something like this, now obviously this
is infinitely thin, it's just a curve,
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and we need to give it some thickness,
now there is a simple way to give
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thickness to curves, and that is in the
geometry here, you can just give it
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depth, but that is always going to be
around, it says so here after all, so
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let's just leave it at 0, and let's
create a bevel object instead, and so
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what I'm going to do is, I'm going to
press Shift -A, and I'm going to add a
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mesh plane, scale it down a bit to the
thickness that you want to give to the
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curve, and let's move it out of the way,
so that it is not overlapping here, then
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it's just a bit easier for us to see what
we're doing, and I'm going to go to edit
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mode, and I'll switch to vertex selection
modes by pressing 1, and I'll press X,
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and then choose only faces, so I'm not
going to delete faces, that will just
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make everything disappear, but only
faces, that way we keep the vertices, now
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I still cannot pick this object as the
bevel curve, because it is not a curve,
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it is a mesh, so we need to convert it to
a curve, but first I want to show you
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what would happen if we were to add a
subdiv modifier to this, so with Ctrl -2
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I added two levels of subdivision, and it
is now very round, and we don't want it
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to be round, we want it to be kind of
square, but with some nice beveled edges,
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so what I will do is, I'll select all
these vertices, and I'll press Shift
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-Ctrl -B to bevel, and I'll just left
-click, and then here in this panel we
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have some options, first I want to have
two segments, and I want to set the
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profile shape to 1, that way it is more
sharp at the corners, and now if we were
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to add two levels of subdivision, you can
see that the corners are a bit beveled,
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they are not as round, and they are not
perfectly sharp either, so now we have a
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nice bevel object, and I can just remove
this, I just need to convert this to a
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curve, so to do that, in object mode,
right -click, and convert to curve, and
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now as you can see, we still have those
vertices, but it is a curve object, so
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now I am going to go here into the curve
panel, and in the bevel object, not the
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taper object, be careful, that is a big
difference, we choose the plane it is
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called, but let me just rename it to
bevel object, just to keep things clear,
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so now this bevel object has been entered
in this field here, under the bevel
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object, now if this does not look like
this, but it is flat, it could be that,
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for example, this object is differently
rotated, and you just need to rotate it
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on the x -axis 90 degrees, and apply the
rotation, then you will get something
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like this, if it is all red, like this,
that is because face orientation is
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enabled, which shows us the flipped
faces, in that case, take the bevel
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object and rotate it 180 degrees, and
apply the rotation, that flips the faces
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on this object, and you can always also
apply the rotation and scale on this
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object, but it will not really make that
much difference, now here we still have a
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hole, if we click on fill caps, we fill
those holes, or caps, and also here, as
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you can see, that hole has been filled,
and now we have our nice curve with
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thickness, and as you can see, it has a
nice bevel going, we actually have quite
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a lot of resolution on this curve, so we
can probably reduce that a bit, maybe not
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too much, but let us maybe set it to 10,
and we can add a subdiv modifier to it,
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with two levels, and let us shade it
smooth also, now it is very nice and
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smooth, now I might want to have an array
of this, so if I press shift d, and then
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x, move it, and then repeat that a few
times by pressing shift r, then we get a
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bunch of copies, the problem with that,
of course, is if I tweak one of these
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now, it only tweaks that one, it will not
affect the other ones, so it is a bit
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better to use an array, we can find that
in our modifiers, and let us drag it up,
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and let me just drag this out a bit, so
it is set to the line, I want five of
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them, but I want them to be a little bit
further spaced from each other, like
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this, let us just make it minus five, and
there you go, now we have a nice array,
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and by the way, if you want this to look
a bit more interesting, you can set it to
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a matcap, and you can choose, for
example, this metal matcap, that already
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looks quite nice, now I would like to add
some horizontal railings to this as well,
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so just some spokes that go horizontally
like this, and the challenge with this,
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of course, will be to follow the exact
rotation of this curve, but fortunately
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we can use the new array modifier for
that, so first let us create those
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horizontal spokes, so I am just going to
take one vertex here, where it is nice
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and flat, just take this one, Shift -T to
duplicate it, and I am just going to move
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it on the Y -axis for a moment, so I can
easily access it, and it is pointing in
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this direction now, so I am just going to
rotate it RZ90, so that it is pointing in
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that direction, and I am just going to
press P, to separate it from the rest of
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this stuff, and now it has become
invisible, but it is actually still here
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in the outliner, let me just go to object
mode, let us call that the horizontal
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curve, and let us go back to edit mode,
and I am just going to extrude it on the
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X -axis all the way until there, as you
can see, we have the array going on it in
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that direction, but do not worry about
that for now, and I am just going to go
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to the top view, and just make sure that
we extrude it to where we want, and here
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I am going to select this one, Shift -S,
cursor to select it, to have the cursor
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on that vertex, and then I am going to
set the origin to the 3D cursor, just to
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make sure that the origin is exactly
there, and I would recommend doing that
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when you are working with curves and
things like arrays, that it is easier to
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align things the way you want if the
origins are in predictable places, so I
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am just going to move this on the Y
-axis, so that it is kind of overlapping
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with this, and I want it to be a little
bit smaller than these spokes, so I am
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just going to go to edit mode, press A to
select all, and then N for the option
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panel, and here, let us see, where are
we, we have the mean radius, we can just
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decrease it a bit, I am holding Shift to
make sure it does not go too fast, just
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something like this, so there is no
overlapping geometry, and object mode, we
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can move it back slightly, and in real
life, this is pretty much what that would
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look like.
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Okay, so that is the first one, and now I
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want it to be following this curve, so we
still have the array modifier, and
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currently it is doing the wrong thing,
but actually, we can set it to curve, and
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then we can, it disappeared now, but we
can select a curve object, and this is
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still a curve object, let us see what
happens, nothing happens, and here in the
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modifier, we have some error messages, no
curve selected, input geometry has
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unsupported type, mesh, and that is
strange, I am not sure if that is a bug
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in Blender, but this is definitely still
a curve, it is not a mesh that I
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converted to a curve or something, but
for some reason, it does not work, and I
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did some testing, and it is because it
has a bevel object, it has this bevel
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object, which was converted to curve from
a mesh, so I am just going to take this
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curve, shift T, duplicate it, and move it
to the side, where it is easier to
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select, and I am going to remove its
array modifier, and I am just going to
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remove the bevel object, and the subdiv
modifier, you have to remove both of
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those, so that you really have just a
pure curve, there is nothing special
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about this curve, it is just a pure
curve, and let us rename it, I just
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renamed it to guide curve, so that it is
easy to recognize, and I will click on
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our horizontal curve, and I am just going
to pick the guide curve, and as you can
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see, now the array is working, it is not
working exactly the way we want,
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obviously, but it is working, and that is
just possible only with this perfect
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curve, which does not have any modifiers
on it or anything, so now we just need to
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change the rotation, so let me just
experiment until we get what we want,
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this is almost what we want, they are
following the general shape of the curve,
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but not its rotation, so let me just
change the up axis, and it looks like
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that is the one that we want, and then
all we have to do is change the amount,
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so let us just say, actually, something
like this is what I want, I do not want
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to have this one here, and what we can do
is just take the guide curve, and just
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select some vertices, and delete them,
and then we can just take this guide
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curve, and move it on the x -axis, so
that those horizontal ratings are where
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we want them to be, and this one, let me
see if we can move it now, so we probably
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have to take this guide curve, and in
edit mode, move this forward just a
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little bit on the y -axis like that, and
yeah, that is the result that I was
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looking for.
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Before we continue, let us look at a
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couple of ways to put objects along a curve.
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Now, this is the way that we have been
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placing the horizontal bars so far, this
is the new array modifier from blender 5
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with the curve method, and then we have
picked our guide curve, and as you can
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see, these cubes, even though, as you can
see in edit mode, they have plenty of
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geometry, they can definitely deform,
they are staying rigid, they keep their
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original shape as they are placed along
the curve, but here, in this other
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example, you can see that these cubes
deform as they are placed along the
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curve, they are following the curvature,
and you can see it especially when there
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is more curvature like this, and they are
exactly the same cube, just the way they
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are placed along the curve is different.
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So, we are using also the new array
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modifier, but it is just set to line, we
are just pretending here that we do not
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have the curve option, which used to be
the case in the old array modifier, and
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we are placing the offset along the x
-axis, but we are also adding another
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modifier, the curve modifier, and it uses
the guide curve, and by using an array
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modifier and a curve modifier separately,
you get this effect where the object that
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is instant along the path has been deformed.
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Now, very important to make this work,
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this guide curve has the origin there in
exactly the same place where the origin
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of this cube is.
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Now, it is pretty important for making it
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work, both objects need to have their
origin in the same location, so it is
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best that you just place, let me just
turn off the modifiers, you just place
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the cube at the base of the curve, and
then we are using the x -offset and the x
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00:16:20,070 --> 00:16:25,140
-deform axis, and it is important that
the rotation is applied of both of these
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objects, so that everything matches up.
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If you do not put these objects in the
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same location, it might look something
like this, and it will be a bit
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confusing, so that is the best practice
for using this.
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Now, why am I explaining these two methods?
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For the horizontal bars of the object, we
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want them to not deform, but for some
details, we do want it to follow the path shape.
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One more thing I need to tell you about
this, is that the resolution of the curve
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is pretty important here, let me just
show you if I turn this down, you see
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that if the resolution of the curve is
too low, then the deformation of the
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objects is quite ugly, so the more
resolution you have there, the better.
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So now that we know the different ways to
put an array along a curve, we can start
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adding those details in between the
spokes, but first, I want to make those
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00:17:13,970 --> 00:17:18,420
spokes a little bit thinner, so I am
going to select all of this, and I will
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change the mean radius, and do not worry
about the array getting messed up, we can
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easily fix that later, so let me just set
it to 0 .65, that seems like a good
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width, and the same for these horizontal
ones, let us go with 0 .55, and then we
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00:17:39,270 --> 00:17:49,250
just need to fix this array, something
like minus 7 .7, and I am just going to
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use the annotation tool to sketch
something, and what I am looking at is
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some reference material from a book that
I have with ornament designs, yeah,
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something like this is fine, and now I am
just going to shift -A and add a single
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vert, we have to make sure here we are in
edit mode, single vertex selection mode,
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and where is it, it was probably created
along where my 3D cursor is, and I am
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just going to make sure that the
annotation is not quite as strong, so
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that I can actually see what I am doing,
and then I am just going to extrude,
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duplicate, and extrude that one as well,
and we do not need that annotation
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00:18:42,470 --> 00:18:49,320
anymore, and I am just going to convert
this to curves, and let us add two levels
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of subdivision, and we can start to kind
of tweak this, tweak the shape, and have
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proportional editing on, alright, so
after a bit of tweaking, this is the
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00:19:25,850 --> 00:19:32,160
basic shape of the curve, and then we are
just going to use the same bevel object,
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so I am just going to go in here, and I
am going to go in bevel, choose object,
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and then pick the bevel object, and of
course we have to go into edit mode, and
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change the radius, because now it is way
too big, do something like this, oh, and
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let us fill the caps, there you go, and
of course smooth shading, and that is
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00:19:59,210 --> 00:20:05,400
better, and so let us try and put this
where we want it, first of all, I am
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going to put the origin here, so I will
select the vertex, shift s, cursor to
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select it, set origin to 3D cursor, so
now the origin is here, and let us select
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00:20:19,450 --> 00:20:26,140
our guide curve, that one is here, and I
am just going to select this here,
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00:20:26,230 --> 00:20:32,120
vertex, also cursor to select it, and I
am going to set the origin to the 3D
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00:20:32,130 --> 00:20:37,260
cursor there, fortunately, that did not
do anything else, and I am just going to
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00:20:37,270 --> 00:20:42,120
take this, shift s, selection to cursor,
let me just show you that a bit better,
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00:20:42,690 --> 00:20:47,880
selection to cursor, so now it is here,
and it is exactly in the same position,
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00:20:48,210 --> 00:20:53,360
and let me just give this a name, so now
this interior decoration piece and the
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00:20:53,370 --> 00:20:57,720
guide curve have their origin exactly in
the same place, and that is what we want,
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and so you will remember from the
previous lesson, that now we have to give
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this first an array modifier, and let me
just drag that up here, and we are not
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going to change anything right now, I am
just going to add also a curve modifier,
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00:21:15,130 --> 00:21:21,980
and I am going to pick from the outliner
the guide curve, and so initially we get
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00:21:21,990 --> 00:21:27,520
this, which is of course not what we
want, so let us try some different
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00:21:27,530 --> 00:21:35,710
orientations here, and this looks like it
might work, but we do not want it on the
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00:21:35,720 --> 00:21:44,830
x -axis, we want this on the z -axis, so
this generally will be the same as this,
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00:21:45,200 --> 00:21:49,750
so if it is z here, then it will be z
here, and if it is x here, then it will
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00:21:49,760 --> 00:21:57,410
be x here, okay, so let us move it over
here, and let us just press G and Z, and
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00:21:57,420 --> 00:22:06,630
move it until it touches this part here,
and then G and Z to move it up, and then
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00:22:06,640 --> 00:22:11,750
I will, actually, I am going to scale it
up, because what I want is for this first
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00:22:11,760 --> 00:22:19,890
one to fit perfectly in here, and we are
just going to have to scale it a bit, and
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00:22:19,900 --> 00:22:27,350
move it a bit until it fits perfectly, so
what I want is to have these swirly parts
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00:22:27,360 --> 00:22:32,370
touch the spokes, and I think we will
need to scale it up a little bit more,
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00:22:32,740 --> 00:22:38,970
something like this, that looks pretty
good, and move it on the x -axis as well,
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00:22:39,120 --> 00:22:45,470
so that here it also fits perfectly, and
then here we need to extend it a bit in
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00:22:45,480 --> 00:22:52,170
edit mode, so just go to the original,
and select these, and G and Z, just move
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00:22:52,180 --> 00:22:57,730
them down a tad, and away they sort of
come out of that spoke, so this looks
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00:22:57,740 --> 00:23:02,750
very good to me, I am just going to fix
the array value here, and then the other
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00:23:02,760 --> 00:23:17,070
ones should also start to fit perfectly,
add a couple more, and it seems to get
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00:23:17,080 --> 00:23:23,030
buried a little bit, so maybe we need to
adjust this value very carefully to
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00:23:23,040 --> 00:23:27,190
something like that, and let us check
here, yeah, that all looks pretty good,
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00:23:27,600 --> 00:23:33,930
so now it fits perfectly within those
spokes, and yeah, let us see what else, I
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00:23:33,940 --> 00:23:40,410
kind of want to fix something here, let
me see if I go to edit mode, and let us
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00:23:40,420 --> 00:23:46,030
go back to our original, so here it
overlaps in a kind of ugly way, so I want
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00:23:46,040 --> 00:24:01,740
to scale this down a tad, and this, I
will make it a little bit smaller as
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00:24:01,750 --> 00:24:11,310
well, and then I am just going to add a
mirror modifier to this, let us bring it
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00:24:11,320 --> 00:24:18,620
all the way to the top, and let us add a
empty, let us just add it in the world
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00:24:18,630 --> 00:24:25,860
origin, empty plane axis, and let us use
that as the mirror object, and then we
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00:24:25,870 --> 00:24:37,790
can move that empty so that we can place
the mirror exactly as we want, and
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00:24:37,800 --> 00:24:42,030
another thing we can do is, we can just
shift D and duplicate this, move it on
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00:24:42,040 --> 00:24:50,380
the axis, and we can flip it around, and
let us press R, Z, 180 on our numpad, and
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00:24:50,390 --> 00:24:58,620
enter, and we can adjust placement of
this, and then we have this result, so
279
00:24:58,630 --> 00:25:03,980
now we have these nice decorative
elements inside, and I just want to fine
280
00:25:03,990 --> 00:25:07,000
tune this a little bit, I do not really
like the way that looks, so I am just
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00:25:07,010 --> 00:25:13,420
going to go to edit mode, and let us go
to the front or rear view, and we can go
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00:25:13,430 --> 00:25:19,180
to X -ray mode, and just kind of adjust
this, and we can just turn off the array
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00:25:19,190 --> 00:25:24,520
for a moment, then it will go a bit
faster, and this one, maybe we can just
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00:25:24,530 --> 00:25:30,440
scale it to a very small point, I would
not recommend setting it to zero, because
285
00:25:30,450 --> 00:25:38,040
then you get this kind of rendering
error, so maybe 0 .01 or 0 .001, and then
286
00:25:38,050 --> 00:25:58,980
we kind of taper it like that, and maybe
here we also just taper it to 0 .031, and
287
00:25:58,990 --> 00:26:05,960
then we gradually taper it for the rest
of it as well, and it gets while we are
288
00:26:05,970 --> 00:26:14,680
tapering, or we might as well do all
these points, of course no changes were
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00:26:14,690 --> 00:26:21,360
made to this one, so I am just going to
delete it, shift D, and duplicate it on
290
00:26:21,370 --> 00:26:31,980
the X -axis, and we will turn the array
back on, so it is better to do changes in
291
00:26:31,990 --> 00:26:36,820
edit mode without having the array
modifier turned on, that way it will go a
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00:26:36,830 --> 00:26:41,860
bit faster, alright, so this is starting
to look nice and detailed, so next I
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00:26:41,870 --> 00:26:46,940
would like to add some decorations on the
side, but before we do that, I want to
294
00:26:46,950 --> 00:26:51,200
make sure that we really fine -tune the
thickness of all of these individual
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00:26:51,210 --> 00:26:56,420
elements, and right now we are using a
single bevel object, this one, for the
296
00:26:56,430 --> 00:27:01,040
thickness of all of these, so of the side
spokes, the horizontal spokes, and the
297
00:27:01,050 --> 00:27:05,020
surrounding bits in between, but to be
able to control their shape and their
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00:27:05,030 --> 00:27:10,720
thickness, I want to have three separate
bevel objects, so let us call this one
299
00:27:10,730 --> 00:27:16,600
horizontal, and then we make a duplicate
that we call bevel object vertical, and
300
00:27:16,610 --> 00:27:23,640
then we make one more duplicate that we
call bevel object swirls, so let us look
301
00:27:23,650 --> 00:27:28,200
at these first, I want to have these a
bit flatter, so I am just going to make
302
00:27:28,210 --> 00:27:34,980
sure we have the correct bevel object
selected, and you see the name while you
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00:27:34,990 --> 00:27:39,580
are hovering over it, when you are
picking it, so let us pick the vertical
304
00:27:39,590 --> 00:27:48,680
ones, and let us adjust the shape a bit,
so let us press S and Y, and as you can
305
00:27:48,690 --> 00:27:52,760
see we are making it a bit flatter, let
me just do that really extremely, you can
306
00:27:52,770 --> 00:27:56,880
see it is becoming flat, I do not want it
to be that flat, but just a little bit
307
00:27:56,890 --> 00:28:01,580
more flat, something like this, and then
of course I need to adjust the horizontal
308
00:28:01,590 --> 00:28:06,600
ones as well, this already has the
correct bevel object, which is this one,
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00:28:06,990 --> 00:28:12,600
you can see the name here as well, and I
am going to press S, Y, and just very
310
00:28:12,610 --> 00:28:16,620
carefully adjust it, it looks like we
have to scale in the X direction instead,
311
00:28:17,330 --> 00:28:21,860
if this is going very sluggishly, I
recommend that you just temporarily turn
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00:28:21,870 --> 00:28:26,840
off the array modifier, so something like
this, I just wanted to fit in between the
313
00:28:26,850 --> 00:28:33,320
vertical spokes, that is all, and now for
this one, let us pick the swirls bevel
314
00:28:33,330 --> 00:28:38,620
object, and let me just zoom in a bit,
and I want to press S and Y, and let us
315
00:28:38,630 --> 00:28:44,680
see if that is the correct, no, we have
to press S and X for the correct axis,
316
00:28:45,250 --> 00:28:52,920
and just make sure that they do not go
too far out of this horizontal spoke, and
317
00:28:52,930 --> 00:28:56,380
it looks like this is about right, and
that is just the adjustment I wanted to
318
00:28:56,390 --> 00:29:00,320
make, and I am just going to delete this
one, and then shift D, and move them on
319
00:29:00,330 --> 00:29:07,960
X, to about here, and with that, I have
adjusted their shape, and I am just going
320
00:29:07,970 --> 00:29:12,500
to take these bevel objects, and I am
going to select this empty as well, and I
321
00:29:12,510 --> 00:29:15,240
am going to place them in a new
collection, so I pressed M in a new
322
00:29:15,250 --> 00:29:22,120
collection, and just call that control
objects, and we are going to turn that
323
00:29:22,130 --> 00:29:26,580
collection off, we do not need to see it,
and we are just going to rename that to
324
00:29:26,590 --> 00:29:30,060
vertical curves, so we have the
horizontal curve, vertical curve, guide
325
00:29:30,070 --> 00:29:34,600
curve, and the interior decoration, and
so now let us draw the swirls on the
326
00:29:34,610 --> 00:29:39,920
side, so I am going to go to the side
view, and first let us just use the
327
00:29:39,930 --> 00:29:45,200
annotation tool, so just by holding D,
and I am just going to roughly draw what
328
00:29:45,210 --> 00:29:52,420
I want, sometimes it is easier to just
use short strokes, and I want something
329
00:29:52,430 --> 00:30:04,920
that is roughly like this, but it needs
to meet in the middle there, it is just a
330
00:30:04,930 --> 00:30:10,360
guide for drawing the curves, so I am
just going to go ahead and reduce the
331
00:30:10,370 --> 00:30:15,100
opacity of that, I just want to barely be
able to see it, otherwise when I adjust
332
00:30:15,110 --> 00:30:18,420
the curves, it will be just a bit too
difficult to see what I am doing, and so
333
00:30:18,430 --> 00:30:22,720
I am just going to add another curve,
does not matter, just a busy curve, and
334
00:30:22,730 --> 00:30:26,940
let me just move it up here, so you can
see it, so this is the new curve, I am
335
00:30:26,950 --> 00:30:31,880
going to tap into edit mode, A to select
all, X to delete vertices, so as you can
336
00:30:31,890 --> 00:30:35,560
see, there is nothing left, just the
origin point, let me just go back to the
337
00:30:35,570 --> 00:30:41,480
side view, and we are in edit mode, but
here we have a draw tool, so not the
338
00:30:41,490 --> 00:30:45,700
annotate tool, but the draw tool, and
this is only available when we have the
339
00:30:45,710 --> 00:30:50,100
curve selected in edit mode, so now what
I am going to do, because I have this
340
00:30:50,110 --> 00:30:55,720
curve pen tool, I can just draw curves,
as you can see, and so I am going to just
341
00:30:55,730 --> 00:31:02,180
use the annotation, and just carefully
draw what I had there, and it does not
342
00:31:02,190 --> 00:31:06,640
need to follow it perfectly, because we
can still adjust it, you do not need to
343
00:31:06,650 --> 00:31:11,920
do it fast, you can just really take your
time, I am using a graphics tablet screen
344
00:31:11,930 --> 00:31:17,480
for this, so I am drawing on my screen,
which is quite nice, I have to say, I did
345
00:31:17,490 --> 00:31:23,640
finally get used to using this kind of
screen instead of a Wacom tablet, if you
346
00:31:23,650 --> 00:31:26,580
do not have that kind of screen, or you
do not have a Wacom tablet, you can just
347
00:31:26,590 --> 00:31:32,160
extrude vertices with your mouse, that is
also fine, I just wanted to show you one
348
00:31:32,170 --> 00:31:37,900
more way to do this, and I am going to
click on select box, and first of all,
349
00:31:38,170 --> 00:31:43,300
with this method, sometimes Blender
creates this kind of strange handles
350
00:31:43,310 --> 00:31:48,960
type, so what you really want is these
kind of handles, just a Bezier handle,
351
00:31:49,470 --> 00:31:53,100
and you do not really want this, so what
you can do is you can either select it
352
00:31:53,110 --> 00:31:57,060
and Ctrl X and dissolve it, and if you
want to replace it, you can just
353
00:31:57,070 --> 00:32:01,880
subdivide these, and then we get the kind
of handle that we want, or rather than
354
00:32:01,890 --> 00:32:06,620
deleting and then replacing it, what you
can do is just select it and press V, and
355
00:32:06,630 --> 00:32:11,020
then you can get this menu with handle
types, and the one you want is aligned,
356
00:32:12,390 --> 00:32:17,000
okay, so you get this kind of green
handle, and you can scale it up, rotate
357
00:32:17,010 --> 00:32:22,460
it, and just everything that you would
normally do with that kind of handle, and
358
00:32:22,470 --> 00:32:26,060
so what we are going to do now is we are
first going to quickly go and see that we
359
00:32:26,070 --> 00:32:29,220
have the right handles everywhere, it is
pretty easy to see, like this kind of
360
00:32:29,230 --> 00:32:34,340
pinching, that is not what you want, so
V, aligned, and then we just rotate it
361
00:32:34,350 --> 00:32:40,520
and scale it a bit, whoops, do not scale
it too far, but generally it does a
362
00:32:40,530 --> 00:32:48,610
pretty good job of automatically setting
them all to aligned, and here is the last
363
00:32:48,620 --> 00:32:52,910
one, so now I am just going to quickly
adjust these, and I am actually just
364
00:32:52,920 --> 00:32:58,110
going to delete this annotation, so I can
see even better what I am doing, and I
365
00:32:58,120 --> 00:33:02,550
just want to make sure they are all nice
and round, and it may be important to
366
00:33:02,560 --> 00:33:07,550
know that you can scale these handles,
and you can rotate them, but you can also
367
00:33:07,560 --> 00:33:13,430
select one of these ends, and then just
move with G, and that also scales it in
368
00:33:13,440 --> 00:33:16,730
and out, so sometimes you get it where it
is like this, where one end is really
369
00:33:16,740 --> 00:33:20,310
short, and the other is really long, you
typically do not really want that, you
370
00:33:20,320 --> 00:33:23,950
want it to be kind of imbalanced like
this, that way it is easier to control,
371
00:33:24,700 --> 00:33:30,650
and here it is a little bit difficult to
create a nice bend, and it will be easier
372
00:33:30,660 --> 00:33:34,930
if you just select two of these, and then
subdivide, so right click and subdivide,
373
00:33:35,000 --> 00:33:39,010
and you have one more control point, the
more control points you have, the more
374
00:33:39,020 --> 00:33:43,950
control you have, obviously, but also the
more work it is to adjust them all, so
375
00:33:43,960 --> 00:33:55,100
you have to kind of find a balance there,
I am also making sure that it is all
376
00:33:55,110 --> 00:33:59,980
aligned with the edge here, like you can
see in the grid, there is this light gray
377
00:33:59,990 --> 00:34:22,680
line, and I kind of want everything to
touch that line, okay, this is the result
378
00:34:22,690 --> 00:34:28,020
after fine tuning the curve, you might
notice that I extruded some more points
379
00:34:28,030 --> 00:34:33,560
here and there, just to make the swirls a
bit more swirly, and yeah, this is
380
00:34:33,570 --> 00:34:37,860
generally something that I am happy with,
and I am just going to quickly go and
381
00:34:37,870 --> 00:34:45,020
rename it to side curves, going to take
one of these control points, duplicate
382
00:34:45,030 --> 00:34:51,340
it, and call that the bevel object for
the sides, then we have some control over
383
00:34:51,350 --> 00:34:58,660
that as well, and let me just select it
here in the bezier curve bevel object
384
00:34:58,670 --> 00:35:06,060
field, and then we can start to play with
this, so let me just scale it on the y
385
00:35:06,070 --> 00:35:14,540
-axis, and also on the x -axis, and
something like this, maybe we can be
386
00:35:14,550 --> 00:35:20,520
thinner, and of course we need to fill
the caps, not on this object, but on this
387
00:35:20,530 --> 00:35:27,020
object, and this kind of reveals where
some places it is still not so perfect,
388
00:35:27,510 --> 00:35:32,360
so first of all, let me just add a subdiv
modifier to this, that makes it a bit
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00:35:32,370 --> 00:35:37,740
smoother, shade smooth, and then let's go
back to the side view, and then we can do
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00:35:37,750 --> 00:35:43,120
some final tweaking to make it look even
better, because of course we don't want
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00:35:43,130 --> 00:35:47,760
to overlap these here, so we just need to
adjust the shape, so that they're just
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00:35:47,770 --> 00:35:52,660
kind of lightly touching, and it might
seem like a lot of work, but this kind of
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00:35:52,670 --> 00:35:57,900
final, just fine tuning is where things
actually become good, because here
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00:35:57,910 --> 00:36:02,000
there's almost no control points, so I'm
just gonna subdivide this one more time,
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00:36:02,330 --> 00:36:11,740
so that I have a bit more control there,
same here, it's really the fine tuning
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00:36:11,750 --> 00:36:16,980
where something becomes good, I'm
doubling a bit in game design now, and
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00:36:16,990 --> 00:36:21,720
there's a saying in game design, the
first 90 percent of making game is making
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00:36:21,730 --> 00:36:26,780
it playable, and the second 90 percent is
making it good, or something along those
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00:36:26,790 --> 00:36:31,420
lines, which is just to say, that it
might feel like you're almost done when
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00:36:31,430 --> 00:36:36,460
you've set up the very basics, but that's
actually when the fine tuning starts,
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00:36:36,830 --> 00:36:42,520
then again at some point you need to know
when it's enough, and just let go, I mean
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00:36:42,530 --> 00:36:47,860
you can work on something forever, and it
will never be perfect, but it needs to be
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00:36:47,870 --> 00:36:54,380
good enough at least, so this is the
result, let me just check how it's
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00:36:54,390 --> 00:37:00,000
placed, all right, and I think we can
just shift and duplicate that, I mean we
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00:37:00,010 --> 00:37:06,460
could also use a mirror, but it's fine,
we can more quickly just move it like
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00:37:06,470 --> 00:37:11,380
this, and that's it for modeling this
ornamental cast iron railing, if you're
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00:37:11,390 --> 00:37:15,380
interested in learning all about curves
and modeling ornamental detail, check out
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00:37:15,390 --> 00:37:19,480
my blender secrets book with over 2000
pages of blender tips, the link for that
409
00:37:19,490 --> 00:37:23,260
is in the description, or on the card,
that you will see on the screen now, and
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00:37:23,270 --> 00:37:26,840
in the pinned comment, thanks a lot for
watching, I hope you enjoyed the video,
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00:37:27,070 --> 00:37:30,720
and that you learned some new valuable
techniques, that you can use for your own
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00:37:30,730 --> 00:37:32,960
creations, and I hope to see you in the
next one!47513
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