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it has been a little while since I did a
video for you and uh I missed you it's
nice to be back here
um this is what we're going to do we're
going to do a door because we've done a
couple of keys we're going to do this
door and I'm going to texture into
substance painter and try to make it
look old
all right so this reference image is
available for you to download it just
makes it a little bit easier to model so
I brought it in the blender and I can
press S2 and press three to look from
the side and I'm going to pull it back
then I'm gonna look from the front and
I'm going to press G and I'm going to
move this in
let's try maybe just right about in the
middle like something like that and we
may move it all right so I'm going to
start with the plane
so we're going to plane rotate X 90 and
then I'll just press s to scale and I
just want to see how accurately I think
that looks pretty actually pretty good
so I'm going to select these vertices
and I'm going to bring them up to the
top
like that and it doesn't matter if we're
a little bit off the diagram right
and I'm going to bring that down to
there go to wireframe
and we have this okay so instead of
making the door of like just a solid
plane we're gonna make it like this
looks like it's made of pieces of wood
so I know you can't really see that I've
got that there but there it is all right
I'll do that uh we're gonna put in an
edge Loop control R to click and then
I'm going to go Ctrl B to Bevel and
split it and I'm going to pull to about
there so I can have this piece and this
piece
and I'm gonna put another Edge Loop
right in the middle
and I'll zoom in control B and I'm going
to pull to about there so we can have
this middle stuff
but we also need control R horizontal
Edge Loop pull it up to there
so now I can get this piece here
and we'll keep going
and actually be in and I'll come to you
about here and another one to about
there
down here and actually there I mean I
could put one in the middle of that and
try to split it but this is just fine
there don't worry about being super
accurate it's going to look like a door
so you do there
all right so that's what we have just
like that
now let's see
what we can do is let's make holes let's
in face selection holding shift select
all these those are going to be holes so
we're gonna we can go ahead and delete
those faces right now
and reselect the whole thing
and okay I think actually the easiest
way to do it right now just look from
the front is to make the separate pieces
of wood so let's press three for face
selection and let's select all these in
fact you can start selecting and then
hold down control and click the bottom
one shift select there control and the
bottom we'll do those two together for
now so let's press p and separate by
selection
so we have that all right let's go back
in and let's do these ones so that and
control
I'll do all these together just for the
moment instead
get them like that okay p and separate
by selection and then
that thing there
okay so this is all one piece that piece
okay so I think at this point what I'm
going to do is I'm going to come in and
I'm going to select the edges that I I
don't need these running through these
so I'm going to X dissolve edges
and I could leave that all together
and maybe I will do that so let's go and
look at this one are there any edges
there's no edges to delete this one
there definitely is so this Edge all
these extra edges so it will just have
it as one long
plane
a rectangular plane
okay X dissolve edges so I have that
okay cool so I'm going to select I guess
all of these and let's give it some
thickness I'm going to edit for all of
them
even though they're separate we can do
this
need to extrude and pull back something
like this to give some thickness to the
door however thick you think you need it
something like that and I don't need the
backs so I'm going to X faces
so we have this now let's go ahead and
put a bevel on and I think I'm going to
be leaving all of the other faces like
there's a face in here but we'll we'll
see when we put the bevel on
we kind of need that so I'm going to do
three and 0.01
and I'll put on the cavity Shader
so we can see we have a little bit of a
bevel and we need that edge I I think
so if that's the bevel that we like we
can apply it to the other pieces by
selecting the other that one and hold
shift select that one and then hold
shift and select that one last and
control l
copy modifiers it'll go on everybody so
let's hide that for the moment
and C all right so it looks a little bit
more realistic as a door than just a
single plane with with wood on it
so we have these pieces we don't have
the the trim or the the molding or
beading yet I don't know if it's called
that man but we do need this stuff in
behind so what I'm going to do for that
is I'm just going to bring in a separate
plane
rotate X90
and I will pull it back a little ways we
can adjust how far back we want it later
I'm going to scale in the scale it in
the ax so it just tucks under
and then I'm just going to I could do it
evenly I suppose scale it in the Zed so
it covers everything like that and you
can put a wood material on that later on
all right good so we've got that I'm
gonna make it a little adjustment over
here switch this to both and
start pulling these up
just do it so we get that effect
for now so let's now do let's say some
of this stuff and then we'll do that
inner stuff
okay so my cursor is there and I'm going
to go into wireframe it's almost where
the hole would be at least across from
it so I'm going to bring in a cylinder
I'm going to leave it at 32 so it's
relatively smooth you could do less if
you wanted lower poly
I'm just sliding this over here and
scaling it down I can just press G let's
rotate X90
and just press G and get it into
position and scale it down a little bit
and what we need is for that piece to go
all the way through it's going to be
very easy it's just this thin plane so
we're going to have that all right so
we're going to select here and I'm going
to add a Boolean and drag it to the top
leave it on difference with the
eyedropper
I'm going to click there
apply and I could save that or I I think
I'll just get rid of him
all right so we have that but we don't
have any thickness on here and so what
I'm going to do I don't particularly
like this we're going to change that in
a bit but I'm going to select here this
stuff I can press e to extrude I'm just
going to pull it in like that and now we
can see we have our bevel
will shade smooth in a bit I don't like
these lines going all the way down and
so what I'm going to do is create my own
I need two supports for this
so I'm going to using the knife tool
I'm going to press K I'm just going to
select one of these vertices here press
a to constrain and just going to drag it
over
like that
it doesn't really matter if I just hit
this line or if I go further on it and
it you know connects further down that's
fine
all right now I can select these and and
I'm not doing
um
well there's an extra one in here so on
this one I'm going to shift alt and
click and I'm going to get I'm going to
get this Edge and this because you don't
really need that in the circle so I'm
going to X dissolve edges I won't change
the diameter circle but I'm not going to
do that here and and and get rid of this
Edge just this this Edge I just dissolve
edges all right I just I just think it's
it's neater
all right so we have that
let me go back to that
yeah all right okay so back in the
wireframe we're going to do this piece
here for that piece we're going to bring
in a plank
scale it down press G to
grab and move it over scale it until it
matches the approximate diameter of this
rotate X90 it'll be a little easier to
see and just position it
something like this select this top Edge
and pull it up to there and this bottom
Edge and pull it down to about there now
let's go back and look at this I'll
select it and just bring it off the
surface of the door and I just want to
look that it's roughly in the center it
doesn't have to be perfectly in the
center either back in the wireframe okay
looks good
all right all right I'm going to turn to
the side just a little bit I'm going to
extrude this out press e and it's pull
out in the in the Y give it a little bit
of thickness like that look from the
front and wireframe and now I'm going to
scale I'm going to scale if I just press
acid never scales properly but so I can
pull it like that so that the Zed gets
scaled in The Zed nicely now I'm going
to pass X and I'll just pull it in and
sort of make it even like that it
doesn't matter if it goes under the
doorknob because the doorknob has a thin
stock on it so let's have a look at that
so this is what we got all right but
we're not quite done I'm going to in
three face selection select that back
face and I like to extrude it back A
straight piece like that and then get
rid of that vase and then pull that in
to touch touch the door
now I'm going to add I'm going to add a
bevel on this as well
um I'll go up to 3 and 0.01 but it'll
look a little too rounded and so I'm
just going to come in I'm going to add
one more Edge Loop I'm just going to
start pulling it down as and as I do the
bevel will start going
and just leave it something like that
I think that looks looks fine looks nice
we can shade smooth in a bit
all right so for the keyhole let's do
that let's start getting our cursor
where we need it so let's select here
and just select that face shift s cursor
to selected look for the front and
wireframe now and we're close at least
so we're going to make a circle with a
thing and I know it's really blurry so
and I'm going to use uh High vertices
I'm going to use 32 the default on this
circle so that you get a nice smooth
hole I got to rotate X 90.
and start pulling it down
and just get it a size that I think
looks good it doesn't matter if it's a
little bit big I mean look a little bit
maybe cartoony or something so Circle
something like this and then we want to
box select that's if that's the bottom
piece I'm going to come out one so one
on each side two on each side I think
I'll come out three on each side we'll
try that
and I'm going to press e to extrude and
come down
and I'm going to straighten this out by
SZ 0 and I might ask the scale just make
it come out a little bit like that
and just pull it down a little way so
we're off the diagram a bit but this is
what we're what we're getting
all right and now what I'm going to do
is come back in and I'm going to delete
these vertices so I have just this outer
sort of profile all right and now I
think what I'll do is I don't even
really need these so I can X dissolve
vertices
and now I can select these and I'll
bevel them a little bit shift Ctrl B not
just Ctrl B shift Ctrl B pull to split
like that and put even just a total of
three I usually go for five right but
it's so small so do that and I might
consider trying to Bevel here those two
as well shift Ctrl B pull have the three
just to make it a little bit more
rounded
all right select it all F to make a face
we now have a
object that we could use look from the
side and uh from that side and pull it
off the surface and then e to extrude
and pull it down just to give it some
thickness like that now chances are I've
pulled the wrong way and okay well it's
actually blue but other stuff is not so
let's have a look first of all of what
we've got
all right let's take let's select all of
this stuff here and actually you know
what I'm gonna hide that and select all
of this stuff
alt in recalculate outside so that's all
blue again
uh I'll take to bring that stuff back
now this is blue this is blue
everything's good if this one was not
it's just a single plane you'd have to
go alt in
and flip
all right at any rate we are good to go
so we got this piece here we need to
bring it in so that it makes contact and
goes
down into there so let's do a Boolean on
this piece here
so Boolean drag it to the top on
difference and select it
and apply and then get rid of that and
that is it now if I shade smooth this
we'll get some uh shading errors and uh
those can be uh fixed with weighted
normal and normals Auto smooth usually
and I'm not going to worry about
anything about the cut sets that's fine
that's good enough all right so we got
that in there so now it's time to do the
doorknob itself
3D cursors right there and I would
probably just use a UV sphere
and uh
if we stick with the default number you
know we probably don't need to do a
subdivision and maybe that's just too
much anyhow but let's try it let's go
with the 32 I think it's 32 get the
approximate size rotate X
90. all right we've got that in there
and what we'll do is we'll pull it out
and I'm going to actually squash it so
uh I've got it all selected in edit mode
so I'm going to scale it in the Y and do
something like this
and then
to go into the door or into that piece
of metal I'm going to select that vertex
and control plus maybe just if I do it
there and then I X vertices it'll come
out to there
think that's probably okay let's try it
let's shift alt to click that edge I
went into Edge selection and let's just
extrude back and see if that makes a
decent connection
I think that looks reasonable I don't
think it needs to be any wider than that
so what I would generally do is come
down like that and then e and s come out
a little ways and then one more
something like this
because that metal ring going now that
may be out a little bit too far
let's see what happens if we shade
smooth it how good it looks
I think it probably is going to look
just fine with some Edge Edge Loops but
uh is that too far out from the door
not necessarily let's just drop some
Edge Loops in here let's bevel this Edge
so shift alt and click that engine Ctrl
B and Pull and have there's two three
edges
and I could bevel this one to where it
connects with the three
big fan
it looks like I'm gonna need to drag one
more down here to fix that shading
and then if you want you can come in
here and do something like control B
split it just with the two e and all
tests and pull in and then grab these
two
control B and Pull and have three and
see if that's good enough just to do
something have some other kind of design
on there I'm going to put an edge Loop
in here and here
and you know that way we can get some
Edge detail and substance painter and
maybe just on the front I'll go back in
the wireframe we'll take this vertex
and maybe I'll come out one more and
expert vertices get rid of those and now
we would have this what I might do with
that is just have to make a face and
then hide inset and Pull It in a ways
and then do a design if you want like
just bring it in maybe scale it in
and we'll put
we'll uh let's see we'll bevel this
with three and we may need to actually
take this an inset one more time just to
for shading and you know maybe that's
okay
like that or you could have it sticking
out you know it looks a little bit like
this one
and I think that's probably fine
for that
all right let's check this yeah looks
good turn that off once in a while and
come over to another matte cap just to
check how it how it looks and how it
seems to be catching the light
okay
that's that's looking just fine
all right so we're going to do this
stuff now and what I will do is I will
because this is already kind of Central
and I don't want to select this whole
big other back piece I'm going to use
this I'm going to press shift d to
duplicate pull that into the middle it's
got the right uh height I guess you
would say SX
and get it to about there but that's
separated out P Break it out so that is
a separate piece for us
and I can
um set the order to John G I often don't
I just go into edit mode and then my my
Gizmo is right there anyhow
I'm just going to pull it out a little
bit so we can focus on it and we'll make
some of this trim all right and some of
this is is trial and error so I'm just
going to hide it in set I'm going to
pull that in
I'm going to select the whole thing I
may need a bit more room okay so I'm
selecting that face and I'm going to
extrude back so I pulled that in and I'm
going to press s to scale
a little bit
and then I'm going to hide inset again
and and give myself a second sort of
flat layer you need to extrude I'm going
to pull that back and then I'm going to
delete that back face
now I'm going to select this Outer Edge
and just bring it down a little bit
let's try bringing that in and seeing
what that looks like
I'm going to scale in the ax a little
bit and scale in The Zed a little bit
like that and now we can do some work on
these this Edge Let's select that edge
and Ctrl B to Bevel and let's put a few
segments in there to sort of round it a
little bit more and we can do a similar
thing down here shift alt and click
there and we'll just round that like
that and I think that is what we're
going to go for let's just have a look
at it here yeah okay and we take that
off
that we can see if it improves with
weighted normal and normal Auto smooth
and I think I'll probably would leave
that on anyhow that will look fine when
it's textured so now I'm going to take
this I'll go into edit mode shift d to
duplicate it and we'll bring it over to
here
select it all shift d to duplicate pull
down
and gzed line it up with the top as best
you want it doesn't have to be perfect
because it it wouldn't be box select the
bottoms in wireframe pull them down
to here maybe go back into solid so you
can see it relative to our model and not
the reference
okay
and then maybe box select up here but go
Ctrl L because I'm not in wireframe
right now shift e to duplicate pull them
down to here maybe
let's go in the wireframe Box select the
bottoms I'm going to go back into solid
and pull them down
until you like the position
something like that
now
let's see
we can get rid of this we don't need
that anymore we've got what we need here
let's have a look at this okay
everything's good so let's have a look
with another matte cap I'm going to
switch to this red one I often will use
because it looks cool and it also shows
me
you know the shading uh
on this
all right so you can experiment with
different bevel profiles but that's
pretty much what I would want to go for
for this style of door
all right we have that if I want to do
shade smooth and I'm having any issues I
will do that and I will add weighted
normal and normals Auto smooth
and then I probably would end up doing
that on all of them so I'll just quickly
add that and we'll see if we notice any
real changes so those all have it that
has it
which one doesn't this one
I doubt this one would need it anyhow
but we'll see
so we'll talk about what we're going to
join uh later on and unwrapping it when
we get to the next step but that is how
it's looking and I think it looks
I think it looks fine for our style of
door so let's just quickly have a look
at the statistics on this so it's not
low low poly or anything comes out at 7
500.
um there are areas where you could
reduce it you could try a lower bevel
you could have less bevel segments here
you could have less segments on here and
of course if you wanted to put any other
modeling details I would bring it up
that you could do like a bolt on your
own substance painter if you wanted to
but anyways I don't think that's uh much
of a problem really so there is our door
uh we're good to go we're going to save
that and in the next video we're going
to unwrap this and work on Textures okay
so yeah have fun with or try different
designs have one where you have a big
one up here you have a window and you
can make the window dirty or break it or
something like that or have the doorknob
off uh oh yeah one more thing I'm not
sure I'm going to do anything here
sometimes I like to leave this open like
you know uh you know just like that
instead of putting that other piece in
there so we'll see all right cool thanks
a lot for watching and take care
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