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These are the user uploaded subtitles that are being translated: 1 00:00:04,799 --> 00:00:10,260 it has been a little while since I did a 2 00:00:07,680 --> 00:00:12,179 video for you and uh I missed you it's 3 00:00:10,260 --> 00:00:13,559 nice to be back here 4 00:00:12,179 --> 00:00:15,059 um this is what we're going to do we're 5 00:00:13,559 --> 00:00:16,859 going to do a door because we've done a 6 00:00:15,059 --> 00:00:18,480 couple of keys we're going to do this 7 00:00:16,859 --> 00:00:19,980 door and I'm going to texture into 8 00:00:18,480 --> 00:00:21,060 substance painter and try to make it 9 00:00:19,980 --> 00:00:23,100 look old 10 00:00:21,060 --> 00:00:24,840 all right so this reference image is 11 00:00:23,100 --> 00:00:26,760 available for you to download it just 12 00:00:24,840 --> 00:00:27,960 makes it a little bit easier to model so 13 00:00:26,760 --> 00:00:30,420 I brought it in the blender and I can 14 00:00:27,960 --> 00:00:32,520 press S2 and press three to look from 15 00:00:30,420 --> 00:00:34,380 the side and I'm going to pull it back 16 00:00:32,520 --> 00:00:36,000 then I'm gonna look from the front and 17 00:00:34,380 --> 00:00:37,500 I'm going to press G and I'm going to 18 00:00:36,000 --> 00:00:39,540 move this in 19 00:00:37,500 --> 00:00:41,399 let's try maybe just right about in the 20 00:00:39,540 --> 00:00:43,320 middle like something like that and we 21 00:00:41,399 --> 00:00:45,960 may move it all right so I'm going to 22 00:00:43,320 --> 00:00:49,800 start with the plane 23 00:00:45,960 --> 00:00:51,719 so we're going to plane rotate X 90 and 24 00:00:49,800 --> 00:00:54,180 then I'll just press s to scale and I 25 00:00:51,719 --> 00:00:55,620 just want to see how accurately I think 26 00:00:54,180 --> 00:00:57,180 that looks pretty actually pretty good 27 00:00:55,620 --> 00:00:59,100 so I'm going to select these vertices 28 00:00:57,180 --> 00:01:00,840 and I'm going to bring them up to the 29 00:00:59,100 --> 00:01:03,059 top 30 00:01:00,840 --> 00:01:05,220 like that and it doesn't matter if we're 31 00:01:03,059 --> 00:01:06,720 a little bit off the diagram right 32 00:01:05,220 --> 00:01:09,720 and I'm going to bring that down to 33 00:01:06,720 --> 00:01:13,200 there go to wireframe 34 00:01:09,720 --> 00:01:14,820 and we have this okay so instead of 35 00:01:13,200 --> 00:01:16,740 making the door of like just a solid 36 00:01:14,820 --> 00:01:18,900 plane we're gonna make it like this 37 00:01:16,740 --> 00:01:21,119 looks like it's made of pieces of wood 38 00:01:18,900 --> 00:01:22,680 so I know you can't really see that I've 39 00:01:21,119 --> 00:01:24,900 got that there but there it is all right 40 00:01:22,680 --> 00:01:27,420 I'll do that uh we're gonna put in an 41 00:01:24,900 --> 00:01:29,759 edge Loop control R to click and then 42 00:01:27,420 --> 00:01:32,340 I'm going to go Ctrl B to Bevel and 43 00:01:29,759 --> 00:01:35,340 split it and I'm going to pull to about 44 00:01:32,340 --> 00:01:36,540 there so I can have this piece and this 45 00:01:35,340 --> 00:01:38,159 piece 46 00:01:36,540 --> 00:01:39,299 and I'm gonna put another Edge Loop 47 00:01:38,159 --> 00:01:42,299 right in the middle 48 00:01:39,299 --> 00:01:44,520 and I'll zoom in control B and I'm going 49 00:01:42,299 --> 00:01:45,900 to pull to about there so we can have 50 00:01:44,520 --> 00:01:49,439 this middle stuff 51 00:01:45,900 --> 00:01:51,960 but we also need control R horizontal 52 00:01:49,439 --> 00:01:55,259 Edge Loop pull it up to there 53 00:01:51,960 --> 00:01:58,140 so now I can get this piece here 54 00:01:55,259 --> 00:02:00,540 and we'll keep going 55 00:01:58,140 --> 00:02:03,960 and actually be in and I'll come to you 56 00:02:00,540 --> 00:02:06,799 about here and another one to about 57 00:02:03,960 --> 00:02:10,080 there 58 00:02:06,799 --> 00:02:11,340 down here and actually there I mean I 59 00:02:10,080 --> 00:02:12,980 could put one in the middle of that and 60 00:02:11,340 --> 00:02:15,300 try to split it but this is just fine 61 00:02:12,980 --> 00:02:17,580 there don't worry about being super 62 00:02:15,300 --> 00:02:19,319 accurate it's going to look like a door 63 00:02:17,580 --> 00:02:22,319 so you do there 64 00:02:19,319 --> 00:02:24,379 all right so that's what we have just 65 00:02:22,319 --> 00:02:28,560 like that 66 00:02:24,379 --> 00:02:32,640 now let's see 67 00:02:28,560 --> 00:02:35,280 what we can do is let's make holes let's 68 00:02:32,640 --> 00:02:38,700 in face selection holding shift select 69 00:02:35,280 --> 00:02:40,020 all these those are going to be holes so 70 00:02:38,700 --> 00:02:42,080 we're gonna we can go ahead and delete 71 00:02:40,020 --> 00:02:45,660 those faces right now 72 00:02:42,080 --> 00:02:48,120 and reselect the whole thing 73 00:02:45,660 --> 00:02:49,800 and okay I think actually the easiest 74 00:02:48,120 --> 00:02:51,780 way to do it right now just look from 75 00:02:49,800 --> 00:02:53,340 the front is to make the separate pieces 76 00:02:51,780 --> 00:02:56,040 of wood so let's press three for face 77 00:02:53,340 --> 00:02:58,260 selection and let's select all these in 78 00:02:56,040 --> 00:02:59,940 fact you can start selecting and then 79 00:02:58,260 --> 00:03:02,580 hold down control and click the bottom 80 00:02:59,940 --> 00:03:04,140 one shift select there control and the 81 00:03:02,580 --> 00:03:06,660 bottom we'll do those two together for 82 00:03:04,140 --> 00:03:07,800 now so let's press p and separate by 83 00:03:06,660 --> 00:03:10,379 selection 84 00:03:07,800 --> 00:03:13,680 so we have that all right let's go back 85 00:03:10,379 --> 00:03:15,120 in and let's do these ones so that and 86 00:03:13,680 --> 00:03:17,159 control 87 00:03:15,120 --> 00:03:18,540 I'll do all these together just for the 88 00:03:17,159 --> 00:03:22,200 moment instead 89 00:03:18,540 --> 00:03:24,120 get them like that okay p and separate 90 00:03:22,200 --> 00:03:27,319 by selection and then 91 00:03:24,120 --> 00:03:27,319 that thing there 92 00:03:27,480 --> 00:03:33,720 okay so this is all one piece that piece 93 00:03:31,680 --> 00:03:35,580 okay so I think at this point what I'm 94 00:03:33,720 --> 00:03:37,860 going to do is I'm going to come in and 95 00:03:35,580 --> 00:03:41,580 I'm going to select the edges that I I 96 00:03:37,860 --> 00:03:44,900 don't need these running through these 97 00:03:41,580 --> 00:03:49,560 so I'm going to X dissolve edges 98 00:03:44,900 --> 00:03:51,900 and I could leave that all together 99 00:03:49,560 --> 00:03:53,760 and maybe I will do that so let's go and 100 00:03:51,900 --> 00:03:56,340 look at this one are there any edges 101 00:03:53,760 --> 00:03:58,440 there's no edges to delete this one 102 00:03:56,340 --> 00:04:00,480 there definitely is so this Edge all 103 00:03:58,440 --> 00:04:02,040 these extra edges so it will just have 104 00:04:00,480 --> 00:04:03,659 it as one long 105 00:04:02,040 --> 00:04:07,159 plane 106 00:04:03,659 --> 00:04:07,159 a rectangular plane 107 00:04:09,299 --> 00:04:15,780 okay X dissolve edges so I have that 108 00:04:12,739 --> 00:04:17,760 okay cool so I'm going to select I guess 109 00:04:15,780 --> 00:04:19,500 all of these and let's give it some 110 00:04:17,760 --> 00:04:20,459 thickness I'm going to edit for all of 111 00:04:19,500 --> 00:04:22,139 them 112 00:04:20,459 --> 00:04:22,919 even though they're separate we can do 113 00:04:22,139 --> 00:04:25,380 this 114 00:04:22,919 --> 00:04:27,300 need to extrude and pull back something 115 00:04:25,380 --> 00:04:29,040 like this to give some thickness to the 116 00:04:27,300 --> 00:04:31,440 door however thick you think you need it 117 00:04:29,040 --> 00:04:34,699 something like that and I don't need the 118 00:04:31,440 --> 00:04:39,419 backs so I'm going to X faces 119 00:04:34,699 --> 00:04:41,280 so we have this now let's go ahead and 120 00:04:39,419 --> 00:04:43,020 put a bevel on and I think I'm going to 121 00:04:41,280 --> 00:04:45,060 be leaving all of the other faces like 122 00:04:43,020 --> 00:04:47,699 there's a face in here but we'll we'll 123 00:04:45,060 --> 00:04:50,340 see when we put the bevel on 124 00:04:47,699 --> 00:04:53,160 we kind of need that so I'm going to do 125 00:04:50,340 --> 00:04:58,220 three and 0.01 126 00:04:53,160 --> 00:04:58,220 and I'll put on the cavity Shader 127 00:04:58,979 --> 00:05:04,560 so we can see we have a little bit of a 128 00:05:01,080 --> 00:05:06,840 bevel and we need that edge I I think 129 00:05:04,560 --> 00:05:08,699 so if that's the bevel that we like we 130 00:05:06,840 --> 00:05:10,620 can apply it to the other pieces by 131 00:05:08,699 --> 00:05:13,199 selecting the other that one and hold 132 00:05:10,620 --> 00:05:15,060 shift select that one and then hold 133 00:05:13,199 --> 00:05:16,440 shift and select that one last and 134 00:05:15,060 --> 00:05:19,919 control l 135 00:05:16,440 --> 00:05:22,800 copy modifiers it'll go on everybody so 136 00:05:19,919 --> 00:05:25,440 let's hide that for the moment 137 00:05:22,800 --> 00:05:27,180 and C all right so it looks a little bit 138 00:05:25,440 --> 00:05:31,639 more realistic as a door than just a 139 00:05:27,180 --> 00:05:31,639 single plane with with wood on it 140 00:05:40,199 --> 00:05:46,440 so we have these pieces we don't have 141 00:05:44,160 --> 00:05:48,180 the the trim or the the molding or 142 00:05:46,440 --> 00:05:51,000 beading yet I don't know if it's called 143 00:05:48,180 --> 00:05:53,460 that man but we do need this stuff in 144 00:05:51,000 --> 00:05:55,139 behind so what I'm going to do for that 145 00:05:53,460 --> 00:05:57,560 is I'm just going to bring in a separate 146 00:05:55,139 --> 00:05:57,560 plane 147 00:05:59,160 --> 00:06:02,780 rotate X90 148 00:06:03,060 --> 00:06:07,800 and I will pull it back a little ways we 149 00:06:05,699 --> 00:06:11,280 can adjust how far back we want it later 150 00:06:07,800 --> 00:06:13,740 I'm going to scale in the scale it in 151 00:06:11,280 --> 00:06:15,780 the ax so it just tucks under 152 00:06:13,740 --> 00:06:18,720 and then I'm just going to I could do it 153 00:06:15,780 --> 00:06:21,419 evenly I suppose scale it in the Zed so 154 00:06:18,720 --> 00:06:26,419 it covers everything like that and you 155 00:06:21,419 --> 00:06:26,419 can put a wood material on that later on 156 00:06:31,699 --> 00:06:35,880 all right good so we've got that I'm 157 00:06:34,500 --> 00:06:39,660 gonna make it a little adjustment over 158 00:06:35,880 --> 00:06:43,280 here switch this to both and 159 00:06:39,660 --> 00:06:43,280 start pulling these up 160 00:06:44,280 --> 00:06:49,860 just do it so we get that effect 161 00:06:46,979 --> 00:06:51,240 for now so let's now do let's say some 162 00:06:49,860 --> 00:06:52,740 of this stuff and then we'll do that 163 00:06:51,240 --> 00:06:56,580 inner stuff 164 00:06:52,740 --> 00:06:58,740 okay so my cursor is there and I'm going 165 00:06:56,580 --> 00:07:00,419 to go into wireframe it's almost where 166 00:06:58,740 --> 00:07:02,819 the hole would be at least across from 167 00:07:00,419 --> 00:07:04,620 it so I'm going to bring in a cylinder 168 00:07:02,819 --> 00:07:07,080 I'm going to leave it at 32 so it's 169 00:07:04,620 --> 00:07:09,120 relatively smooth you could do less if 170 00:07:07,080 --> 00:07:11,699 you wanted lower poly 171 00:07:09,120 --> 00:07:14,220 I'm just sliding this over here and 172 00:07:11,699 --> 00:07:16,800 scaling it down I can just press G let's 173 00:07:14,220 --> 00:07:18,660 rotate X90 174 00:07:16,800 --> 00:07:20,580 and just press G and get it into 175 00:07:18,660 --> 00:07:23,520 position and scale it down a little bit 176 00:07:20,580 --> 00:07:24,900 and what we need is for that piece to go 177 00:07:23,520 --> 00:07:27,960 all the way through it's going to be 178 00:07:24,900 --> 00:07:30,300 very easy it's just this thin plane so 179 00:07:27,960 --> 00:07:33,000 we're going to have that all right so 180 00:07:30,300 --> 00:07:35,160 we're going to select here and I'm going 181 00:07:33,000 --> 00:07:36,479 to add a Boolean and drag it to the top 182 00:07:35,160 --> 00:07:38,280 leave it on difference with the 183 00:07:36,479 --> 00:07:40,560 eyedropper 184 00:07:38,280 --> 00:07:44,099 I'm going to click there 185 00:07:40,560 --> 00:07:46,259 apply and I could save that or I I think 186 00:07:44,099 --> 00:07:48,180 I'll just get rid of him 187 00:07:46,259 --> 00:07:50,160 all right so we have that but we don't 188 00:07:48,180 --> 00:07:52,199 have any thickness on here and so what 189 00:07:50,160 --> 00:07:53,880 I'm going to do I don't particularly 190 00:07:52,199 --> 00:07:56,699 like this we're going to change that in 191 00:07:53,880 --> 00:07:59,699 a bit but I'm going to select here this 192 00:07:56,699 --> 00:08:02,099 stuff I can press e to extrude I'm just 193 00:07:59,699 --> 00:08:03,900 going to pull it in like that and now we 194 00:08:02,099 --> 00:08:07,139 can see we have our bevel 195 00:08:03,900 --> 00:08:09,840 will shade smooth in a bit I don't like 196 00:08:07,139 --> 00:08:12,240 these lines going all the way down and 197 00:08:09,840 --> 00:08:15,360 so what I'm going to do is create my own 198 00:08:12,240 --> 00:08:19,680 I need two supports for this 199 00:08:15,360 --> 00:08:21,240 so I'm going to using the knife tool 200 00:08:19,680 --> 00:08:23,340 I'm going to press K I'm just going to 201 00:08:21,240 --> 00:08:25,319 select one of these vertices here press 202 00:08:23,340 --> 00:08:26,400 a to constrain and just going to drag it 203 00:08:25,319 --> 00:08:28,500 over 204 00:08:26,400 --> 00:08:30,419 like that 205 00:08:28,500 --> 00:08:33,659 it doesn't really matter if I just hit 206 00:08:30,419 --> 00:08:35,940 this line or if I go further on it and 207 00:08:33,659 --> 00:08:37,680 it you know connects further down that's 208 00:08:35,940 --> 00:08:40,919 fine 209 00:08:37,680 --> 00:08:42,360 all right now I can select these and and 210 00:08:40,919 --> 00:08:43,440 I'm not doing 211 00:08:42,360 --> 00:08:45,360 um 212 00:08:43,440 --> 00:08:46,740 well there's an extra one in here so on 213 00:08:45,360 --> 00:08:48,720 this one I'm going to shift alt and 214 00:08:46,740 --> 00:08:51,300 click and I'm going to get I'm going to 215 00:08:48,720 --> 00:08:53,220 get this Edge and this because you don't 216 00:08:51,300 --> 00:08:55,680 really need that in the circle so I'm 217 00:08:53,220 --> 00:08:57,720 going to X dissolve edges I won't change 218 00:08:55,680 --> 00:08:59,760 the diameter circle but I'm not going to 219 00:08:57,720 --> 00:09:02,519 do that here and and and get rid of this 220 00:08:59,760 --> 00:09:05,160 Edge just this this Edge I just dissolve 221 00:09:02,519 --> 00:09:07,200 edges all right I just I just think it's 222 00:09:05,160 --> 00:09:11,120 it's neater 223 00:09:07,200 --> 00:09:11,120 all right so we have that 224 00:09:12,660 --> 00:09:17,820 let me go back to that 225 00:09:14,820 --> 00:09:19,560 yeah all right okay so back in the 226 00:09:17,820 --> 00:09:21,540 wireframe we're going to do this piece 227 00:09:19,560 --> 00:09:24,000 here for that piece we're going to bring 228 00:09:21,540 --> 00:09:26,820 in a plank 229 00:09:24,000 --> 00:09:30,540 scale it down press G to 230 00:09:26,820 --> 00:09:32,880 grab and move it over scale it until it 231 00:09:30,540 --> 00:09:35,279 matches the approximate diameter of this 232 00:09:32,880 --> 00:09:39,200 rotate X90 it'll be a little easier to 233 00:09:35,279 --> 00:09:39,200 see and just position it 234 00:09:40,080 --> 00:09:45,720 something like this select this top Edge 235 00:09:43,019 --> 00:09:49,440 and pull it up to there and this bottom 236 00:09:45,720 --> 00:09:51,300 Edge and pull it down to about there now 237 00:09:49,440 --> 00:09:52,920 let's go back and look at this I'll 238 00:09:51,300 --> 00:09:54,899 select it and just bring it off the 239 00:09:52,920 --> 00:09:56,580 surface of the door and I just want to 240 00:09:54,899 --> 00:09:58,080 look that it's roughly in the center it 241 00:09:56,580 --> 00:10:00,839 doesn't have to be perfectly in the 242 00:09:58,080 --> 00:10:02,279 center either back in the wireframe okay 243 00:10:00,839 --> 00:10:04,260 looks good 244 00:10:02,279 --> 00:10:06,060 all right all right I'm going to turn to 245 00:10:04,260 --> 00:10:08,760 the side just a little bit I'm going to 246 00:10:06,060 --> 00:10:11,100 extrude this out press e and it's pull 247 00:10:08,760 --> 00:10:13,920 out in the in the Y give it a little bit 248 00:10:11,100 --> 00:10:15,959 of thickness like that look from the 249 00:10:13,920 --> 00:10:18,240 front and wireframe and now I'm going to 250 00:10:15,959 --> 00:10:21,240 scale I'm going to scale if I just press 251 00:10:18,240 --> 00:10:23,580 acid never scales properly but so I can 252 00:10:21,240 --> 00:10:25,680 pull it like that so that the Zed gets 253 00:10:23,580 --> 00:10:27,540 scaled in The Zed nicely now I'm going 254 00:10:25,680 --> 00:10:29,700 to pass X and I'll just pull it in and 255 00:10:27,540 --> 00:10:30,720 sort of make it even like that it 256 00:10:29,700 --> 00:10:32,519 doesn't matter if it goes under the 257 00:10:30,720 --> 00:10:34,680 doorknob because the doorknob has a thin 258 00:10:32,519 --> 00:10:37,500 stock on it so let's have a look at that 259 00:10:34,680 --> 00:10:39,420 so this is what we got all right but 260 00:10:37,500 --> 00:10:41,459 we're not quite done I'm going to in 261 00:10:39,420 --> 00:10:44,339 three face selection select that back 262 00:10:41,459 --> 00:10:46,440 face and I like to extrude it back A 263 00:10:44,339 --> 00:10:49,079 straight piece like that and then get 264 00:10:46,440 --> 00:10:52,260 rid of that vase and then pull that in 265 00:10:49,079 --> 00:10:54,420 to touch touch the door 266 00:10:52,260 --> 00:10:56,519 now I'm going to add I'm going to add a 267 00:10:54,420 --> 00:10:59,579 bevel on this as well 268 00:10:56,519 --> 00:11:01,680 um I'll go up to 3 and 0.01 but it'll 269 00:10:59,579 --> 00:11:02,880 look a little too rounded and so I'm 270 00:11:01,680 --> 00:11:04,140 just going to come in I'm going to add 271 00:11:02,880 --> 00:11:05,940 one more Edge Loop I'm just going to 272 00:11:04,140 --> 00:11:07,519 start pulling it down as and as I do the 273 00:11:05,940 --> 00:11:11,100 bevel will start going 274 00:11:07,519 --> 00:11:13,620 and just leave it something like that 275 00:11:11,100 --> 00:11:16,560 I think that looks looks fine looks nice 276 00:11:13,620 --> 00:11:20,579 we can shade smooth in a bit 277 00:11:16,560 --> 00:11:22,740 all right so for the keyhole let's do 278 00:11:20,579 --> 00:11:24,480 that let's start getting our cursor 279 00:11:22,740 --> 00:11:27,360 where we need it so let's select here 280 00:11:24,480 --> 00:11:29,279 and just select that face shift s cursor 281 00:11:27,360 --> 00:11:32,519 to selected look for the front and 282 00:11:29,279 --> 00:11:34,260 wireframe now and we're close at least 283 00:11:32,519 --> 00:11:35,579 so we're going to make a circle with a 284 00:11:34,260 --> 00:11:37,860 thing and I know it's really blurry so 285 00:11:35,579 --> 00:11:40,440 and I'm going to use uh High vertices 286 00:11:37,860 --> 00:11:42,260 I'm going to use 32 the default on this 287 00:11:40,440 --> 00:11:45,720 circle so that you get a nice smooth 288 00:11:42,260 --> 00:11:48,060 hole I got to rotate X 90. 289 00:11:45,720 --> 00:11:50,820 and start pulling it down 290 00:11:48,060 --> 00:11:52,260 and just get it a size that I think 291 00:11:50,820 --> 00:11:54,300 looks good it doesn't matter if it's a 292 00:11:52,260 --> 00:11:57,000 little bit big I mean look a little bit 293 00:11:54,300 --> 00:12:00,300 maybe cartoony or something so Circle 294 00:11:57,000 --> 00:12:02,640 something like this and then we want to 295 00:12:00,300 --> 00:12:04,500 box select that's if that's the bottom 296 00:12:02,640 --> 00:12:07,140 piece I'm going to come out one so one 297 00:12:04,500 --> 00:12:09,120 on each side two on each side I think 298 00:12:07,140 --> 00:12:10,860 I'll come out three on each side we'll 299 00:12:09,120 --> 00:12:13,320 try that 300 00:12:10,860 --> 00:12:15,540 and I'm going to press e to extrude and 301 00:12:13,320 --> 00:12:17,279 come down 302 00:12:15,540 --> 00:12:20,700 and I'm going to straighten this out by 303 00:12:17,279 --> 00:12:22,500 SZ 0 and I might ask the scale just make 304 00:12:20,700 --> 00:12:24,540 it come out a little bit like that 305 00:12:22,500 --> 00:12:27,240 and just pull it down a little way so 306 00:12:24,540 --> 00:12:29,279 we're off the diagram a bit but this is 307 00:12:27,240 --> 00:12:30,839 what we're what we're getting 308 00:12:29,279 --> 00:12:32,519 all right and now what I'm going to do 309 00:12:30,839 --> 00:12:35,640 is come back in and I'm going to delete 310 00:12:32,519 --> 00:12:39,540 these vertices so I have just this outer 311 00:12:35,640 --> 00:12:40,920 sort of profile all right and now I 312 00:12:39,540 --> 00:12:43,860 think what I'll do is I don't even 313 00:12:40,920 --> 00:12:45,480 really need these so I can X dissolve 314 00:12:43,860 --> 00:12:47,100 vertices 315 00:12:45,480 --> 00:12:49,260 and now I can select these and I'll 316 00:12:47,100 --> 00:12:52,139 bevel them a little bit shift Ctrl B not 317 00:12:49,260 --> 00:12:55,200 just Ctrl B shift Ctrl B pull to split 318 00:12:52,139 --> 00:12:57,180 like that and put even just a total of 319 00:12:55,200 --> 00:13:00,060 three I usually go for five right but 320 00:12:57,180 --> 00:13:02,519 it's so small so do that and I might 321 00:13:00,060 --> 00:13:06,480 consider trying to Bevel here those two 322 00:13:02,519 --> 00:13:08,040 as well shift Ctrl B pull have the three 323 00:13:06,480 --> 00:13:09,000 just to make it a little bit more 324 00:13:08,040 --> 00:13:11,279 rounded 325 00:13:09,000 --> 00:13:13,260 all right select it all F to make a face 326 00:13:11,279 --> 00:13:15,360 we now have a 327 00:13:13,260 --> 00:13:20,160 object that we could use look from the 328 00:13:15,360 --> 00:13:22,560 side and uh from that side and pull it 329 00:13:20,160 --> 00:13:23,940 off the surface and then e to extrude 330 00:13:22,560 --> 00:13:26,579 and pull it down just to give it some 331 00:13:23,940 --> 00:13:30,120 thickness like that now chances are I've 332 00:13:26,579 --> 00:13:33,540 pulled the wrong way and okay well it's 333 00:13:30,120 --> 00:13:35,820 actually blue but other stuff is not so 334 00:13:33,540 --> 00:13:36,839 let's have a look first of all of what 335 00:13:35,820 --> 00:13:40,380 we've got 336 00:13:36,839 --> 00:13:42,360 all right let's take let's select all of 337 00:13:40,380 --> 00:13:45,420 this stuff here and actually you know 338 00:13:42,360 --> 00:13:47,399 what I'm gonna hide that and select all 339 00:13:45,420 --> 00:13:49,980 of this stuff 340 00:13:47,399 --> 00:13:51,060 alt in recalculate outside so that's all 341 00:13:49,980 --> 00:13:53,339 blue again 342 00:13:51,060 --> 00:13:54,839 uh I'll take to bring that stuff back 343 00:13:53,339 --> 00:13:56,880 now this is blue this is blue 344 00:13:54,839 --> 00:13:58,920 everything's good if this one was not 345 00:13:56,880 --> 00:14:00,360 it's just a single plane you'd have to 346 00:13:58,920 --> 00:14:02,399 go alt in 347 00:14:00,360 --> 00:14:05,339 and flip 348 00:14:02,399 --> 00:14:09,120 all right at any rate we are good to go 349 00:14:05,339 --> 00:14:11,760 so we got this piece here we need to 350 00:14:09,120 --> 00:14:12,899 bring it in so that it makes contact and 351 00:14:11,760 --> 00:14:16,139 goes 352 00:14:12,899 --> 00:14:17,579 down into there so let's do a Boolean on 353 00:14:16,139 --> 00:14:20,639 this piece here 354 00:14:17,579 --> 00:14:23,160 so Boolean drag it to the top on 355 00:14:20,639 --> 00:14:27,600 difference and select it 356 00:14:23,160 --> 00:14:30,720 and apply and then get rid of that and 357 00:14:27,600 --> 00:14:35,279 that is it now if I shade smooth this 358 00:14:30,720 --> 00:14:37,860 we'll get some uh shading errors and uh 359 00:14:35,279 --> 00:14:40,800 those can be uh fixed with weighted 360 00:14:37,860 --> 00:14:42,240 normal and normals Auto smooth usually 361 00:14:40,800 --> 00:14:44,639 and I'm not going to worry about 362 00:14:42,240 --> 00:14:46,920 anything about the cut sets that's fine 363 00:14:44,639 --> 00:14:49,320 that's good enough all right so we got 364 00:14:46,920 --> 00:14:52,100 that in there so now it's time to do the 365 00:14:49,320 --> 00:14:52,100 doorknob itself 366 00:14:52,500 --> 00:14:57,260 3D cursors right there and I would 367 00:14:54,839 --> 00:14:59,940 probably just use a UV sphere 368 00:14:57,260 --> 00:15:03,240 and uh 369 00:14:59,940 --> 00:15:04,440 if we stick with the default number you 370 00:15:03,240 --> 00:15:07,079 know we probably don't need to do a 371 00:15:04,440 --> 00:15:09,779 subdivision and maybe that's just too 372 00:15:07,079 --> 00:15:13,139 much anyhow but let's try it let's go 373 00:15:09,779 --> 00:15:15,620 with the 32 I think it's 32 get the 374 00:15:13,139 --> 00:15:18,240 approximate size rotate X 375 00:15:15,620 --> 00:15:21,779 90. all right we've got that in there 376 00:15:18,240 --> 00:15:24,660 and what we'll do is we'll pull it out 377 00:15:21,779 --> 00:15:27,420 and I'm going to actually squash it so 378 00:15:24,660 --> 00:15:29,820 uh I've got it all selected in edit mode 379 00:15:27,420 --> 00:15:31,500 so I'm going to scale it in the Y and do 380 00:15:29,820 --> 00:15:32,760 something like this 381 00:15:31,500 --> 00:15:35,820 and then 382 00:15:32,760 --> 00:15:37,500 to go into the door or into that piece 383 00:15:35,820 --> 00:15:41,699 of metal I'm going to select that vertex 384 00:15:37,500 --> 00:15:45,420 and control plus maybe just if I do it 385 00:15:41,699 --> 00:15:46,980 there and then I X vertices it'll come 386 00:15:45,420 --> 00:15:50,220 out to there 387 00:15:46,980 --> 00:15:52,680 think that's probably okay let's try it 388 00:15:50,220 --> 00:15:55,139 let's shift alt to click that edge I 389 00:15:52,680 --> 00:15:57,240 went into Edge selection and let's just 390 00:15:55,139 --> 00:15:58,920 extrude back and see if that makes a 391 00:15:57,240 --> 00:16:00,540 decent connection 392 00:15:58,920 --> 00:16:02,720 I think that looks reasonable I don't 393 00:16:00,540 --> 00:16:05,940 think it needs to be any wider than that 394 00:16:02,720 --> 00:16:09,360 so what I would generally do is come 395 00:16:05,940 --> 00:16:13,079 down like that and then e and s come out 396 00:16:09,360 --> 00:16:15,000 a little ways and then one more 397 00:16:13,079 --> 00:16:17,160 something like this 398 00:16:15,000 --> 00:16:20,720 because that metal ring going now that 399 00:16:17,160 --> 00:16:20,720 may be out a little bit too far 400 00:16:20,880 --> 00:16:24,779 let's see what happens if we shade 401 00:16:22,440 --> 00:16:26,579 smooth it how good it looks 402 00:16:24,779 --> 00:16:30,060 I think it probably is going to look 403 00:16:26,579 --> 00:16:33,959 just fine with some Edge Edge Loops but 404 00:16:30,060 --> 00:16:36,180 uh is that too far out from the door 405 00:16:33,959 --> 00:16:38,880 not necessarily let's just drop some 406 00:16:36,180 --> 00:16:41,459 Edge Loops in here let's bevel this Edge 407 00:16:38,880 --> 00:16:44,699 so shift alt and click that engine Ctrl 408 00:16:41,459 --> 00:16:46,220 B and Pull and have there's two three 409 00:16:44,699 --> 00:16:49,320 edges 410 00:16:46,220 --> 00:16:51,000 and I could bevel this one to where it 411 00:16:49,320 --> 00:16:52,680 connects with the three 412 00:16:51,000 --> 00:16:54,540 big fan 413 00:16:52,680 --> 00:16:57,180 it looks like I'm gonna need to drag one 414 00:16:54,540 --> 00:16:59,279 more down here to fix that shading 415 00:16:57,180 --> 00:17:01,320 and then if you want you can come in 416 00:16:59,279 --> 00:17:04,140 here and do something like control B 417 00:17:01,320 --> 00:17:07,980 split it just with the two e and all 418 00:17:04,140 --> 00:17:09,240 tests and pull in and then grab these 419 00:17:07,980 --> 00:17:12,059 two 420 00:17:09,240 --> 00:17:14,520 control B and Pull and have three and 421 00:17:12,059 --> 00:17:16,140 see if that's good enough just to do 422 00:17:14,520 --> 00:17:18,000 something have some other kind of design 423 00:17:16,140 --> 00:17:20,240 on there I'm going to put an edge Loop 424 00:17:18,000 --> 00:17:22,980 in here and here 425 00:17:20,240 --> 00:17:24,900 and you know that way we can get some 426 00:17:22,980 --> 00:17:27,299 Edge detail and substance painter and 427 00:17:24,900 --> 00:17:29,820 maybe just on the front I'll go back in 428 00:17:27,299 --> 00:17:32,940 the wireframe we'll take this vertex 429 00:17:29,820 --> 00:17:35,700 and maybe I'll come out one more and 430 00:17:32,940 --> 00:17:37,980 expert vertices get rid of those and now 431 00:17:35,700 --> 00:17:39,960 we would have this what I might do with 432 00:17:37,980 --> 00:17:43,160 that is just have to make a face and 433 00:17:39,960 --> 00:17:46,140 then hide inset and Pull It in a ways 434 00:17:43,160 --> 00:17:49,380 and then do a design if you want like 435 00:17:46,140 --> 00:17:53,039 just bring it in maybe scale it in 436 00:17:49,380 --> 00:17:55,919 and we'll put 437 00:17:53,039 --> 00:17:58,799 we'll uh let's see we'll bevel this 438 00:17:55,919 --> 00:18:00,600 with three and we may need to actually 439 00:17:58,799 --> 00:18:02,760 take this an inset one more time just to 440 00:18:00,600 --> 00:18:04,080 for shading and you know maybe that's 441 00:18:02,760 --> 00:18:06,000 okay 442 00:18:04,080 --> 00:18:08,039 like that or you could have it sticking 443 00:18:06,000 --> 00:18:09,840 out you know it looks a little bit like 444 00:18:08,039 --> 00:18:13,919 this one 445 00:18:09,840 --> 00:18:15,600 and I think that's probably fine 446 00:18:13,919 --> 00:18:19,559 for that 447 00:18:15,600 --> 00:18:22,020 all right let's check this yeah looks 448 00:18:19,559 --> 00:18:25,320 good turn that off once in a while and 449 00:18:22,020 --> 00:18:27,660 come over to another matte cap just to 450 00:18:25,320 --> 00:18:31,100 check how it how it looks and how it 451 00:18:27,660 --> 00:18:31,100 seems to be catching the light 452 00:18:31,380 --> 00:18:36,559 okay 453 00:18:32,940 --> 00:18:36,559 that's that's looking just fine 454 00:18:37,020 --> 00:18:44,120 all right so we're going to do this 455 00:18:39,539 --> 00:18:47,400 stuff now and what I will do is I will 456 00:18:44,120 --> 00:18:49,620 because this is already kind of Central 457 00:18:47,400 --> 00:18:51,720 and I don't want to select this whole 458 00:18:49,620 --> 00:18:53,340 big other back piece I'm going to use 459 00:18:51,720 --> 00:18:55,980 this I'm going to press shift d to 460 00:18:53,340 --> 00:18:59,039 duplicate pull that into the middle it's 461 00:18:55,980 --> 00:19:02,340 got the right uh height I guess you 462 00:18:59,039 --> 00:19:02,340 would say SX 463 00:19:02,480 --> 00:19:08,760 and get it to about there but that's 464 00:19:05,220 --> 00:19:11,100 separated out P Break it out so that is 465 00:19:08,760 --> 00:19:12,720 a separate piece for us 466 00:19:11,100 --> 00:19:14,880 and I can 467 00:19:12,720 --> 00:19:16,799 um set the order to John G I often don't 468 00:19:14,880 --> 00:19:19,500 I just go into edit mode and then my my 469 00:19:16,799 --> 00:19:21,000 Gizmo is right there anyhow 470 00:19:19,500 --> 00:19:23,580 I'm just going to pull it out a little 471 00:19:21,000 --> 00:19:26,039 bit so we can focus on it and we'll make 472 00:19:23,580 --> 00:19:27,900 some of this trim all right and some of 473 00:19:26,039 --> 00:19:29,820 this is is trial and error so I'm just 474 00:19:27,900 --> 00:19:31,559 going to hide it in set I'm going to 475 00:19:29,820 --> 00:19:33,419 pull that in 476 00:19:31,559 --> 00:19:36,480 I'm going to select the whole thing I 477 00:19:33,419 --> 00:19:38,880 may need a bit more room okay so I'm 478 00:19:36,480 --> 00:19:41,940 selecting that face and I'm going to 479 00:19:38,880 --> 00:19:45,240 extrude back so I pulled that in and I'm 480 00:19:41,940 --> 00:19:47,179 going to press s to scale 481 00:19:45,240 --> 00:19:49,740 a little bit 482 00:19:47,179 --> 00:19:52,559 and then I'm going to hide inset again 483 00:19:49,740 --> 00:19:55,020 and and give myself a second sort of 484 00:19:52,559 --> 00:19:56,700 flat layer you need to extrude I'm going 485 00:19:55,020 --> 00:19:59,700 to pull that back and then I'm going to 486 00:19:56,700 --> 00:20:01,799 delete that back face 487 00:19:59,700 --> 00:20:04,260 now I'm going to select this Outer Edge 488 00:20:01,799 --> 00:20:06,660 and just bring it down a little bit 489 00:20:04,260 --> 00:20:09,240 let's try bringing that in and seeing 490 00:20:06,660 --> 00:20:11,280 what that looks like 491 00:20:09,240 --> 00:20:13,980 I'm going to scale in the ax a little 492 00:20:11,280 --> 00:20:17,520 bit and scale in The Zed a little bit 493 00:20:13,980 --> 00:20:19,860 like that and now we can do some work on 494 00:20:17,520 --> 00:20:23,539 these this Edge Let's select that edge 495 00:20:19,860 --> 00:20:26,400 and Ctrl B to Bevel and let's put a few 496 00:20:23,539 --> 00:20:28,799 segments in there to sort of round it a 497 00:20:26,400 --> 00:20:30,539 little bit more and we can do a similar 498 00:20:28,799 --> 00:20:33,660 thing down here shift alt and click 499 00:20:30,539 --> 00:20:36,120 there and we'll just round that like 500 00:20:33,660 --> 00:20:37,860 that and I think that is what we're 501 00:20:36,120 --> 00:20:41,400 going to go for let's just have a look 502 00:20:37,860 --> 00:20:43,640 at it here yeah okay and we take that 503 00:20:41,400 --> 00:20:43,640 off 504 00:20:46,080 --> 00:20:51,419 that we can see if it improves with 505 00:20:49,440 --> 00:20:52,799 weighted normal and normal Auto smooth 506 00:20:51,419 --> 00:20:56,100 and I think I'll probably would leave 507 00:20:52,799 --> 00:20:58,320 that on anyhow that will look fine when 508 00:20:56,100 --> 00:21:00,660 it's textured so now I'm going to take 509 00:20:58,320 --> 00:21:03,840 this I'll go into edit mode shift d to 510 00:21:00,660 --> 00:21:05,640 duplicate it and we'll bring it over to 511 00:21:03,840 --> 00:21:08,520 here 512 00:21:05,640 --> 00:21:10,640 select it all shift d to duplicate pull 513 00:21:08,520 --> 00:21:14,039 down 514 00:21:10,640 --> 00:21:15,360 and gzed line it up with the top as best 515 00:21:14,039 --> 00:21:18,660 you want it doesn't have to be perfect 516 00:21:15,360 --> 00:21:22,500 because it it wouldn't be box select the 517 00:21:18,660 --> 00:21:25,620 bottoms in wireframe pull them down 518 00:21:22,500 --> 00:21:28,080 to here maybe go back into solid so you 519 00:21:25,620 --> 00:21:29,340 can see it relative to our model and not 520 00:21:28,080 --> 00:21:30,539 the reference 521 00:21:29,340 --> 00:21:33,659 okay 522 00:21:30,539 --> 00:21:35,820 and then maybe box select up here but go 523 00:21:33,659 --> 00:21:38,340 Ctrl L because I'm not in wireframe 524 00:21:35,820 --> 00:21:41,780 right now shift e to duplicate pull them 525 00:21:38,340 --> 00:21:41,780 down to here maybe 526 00:21:43,980 --> 00:21:48,179 let's go in the wireframe Box select the 527 00:21:46,020 --> 00:21:50,520 bottoms I'm going to go back into solid 528 00:21:48,179 --> 00:21:53,539 and pull them down 529 00:21:50,520 --> 00:21:53,539 until you like the position 530 00:21:54,120 --> 00:21:57,080 something like that 531 00:21:57,600 --> 00:22:01,320 now 532 00:21:59,280 --> 00:22:03,900 let's see 533 00:22:01,320 --> 00:22:06,120 we can get rid of this we don't need 534 00:22:03,900 --> 00:22:07,919 that anymore we've got what we need here 535 00:22:06,120 --> 00:22:10,200 let's have a look at this okay 536 00:22:07,919 --> 00:22:12,720 everything's good so let's have a look 537 00:22:10,200 --> 00:22:15,000 with another matte cap I'm going to 538 00:22:12,720 --> 00:22:17,880 switch to this red one I often will use 539 00:22:15,000 --> 00:22:18,840 because it looks cool and it also shows 540 00:22:17,880 --> 00:22:22,320 me 541 00:22:18,840 --> 00:22:25,400 you know the shading uh 542 00:22:22,320 --> 00:22:25,400 on this 543 00:22:25,559 --> 00:22:30,120 all right so you can experiment with 544 00:22:28,260 --> 00:22:32,220 different bevel profiles but that's 545 00:22:30,120 --> 00:22:35,340 pretty much what I would want to go for 546 00:22:32,220 --> 00:22:38,640 for this style of door 547 00:22:35,340 --> 00:22:41,700 all right we have that if I want to do 548 00:22:38,640 --> 00:22:44,039 shade smooth and I'm having any issues I 549 00:22:41,700 --> 00:22:47,220 will do that and I will add weighted 550 00:22:44,039 --> 00:22:49,320 normal and normals Auto smooth 551 00:22:47,220 --> 00:22:52,260 and then I probably would end up doing 552 00:22:49,320 --> 00:22:56,340 that on all of them so I'll just quickly 553 00:22:52,260 --> 00:22:59,100 add that and we'll see if we notice any 554 00:22:56,340 --> 00:23:00,659 real changes so those all have it that 555 00:22:59,100 --> 00:23:04,140 has it 556 00:23:00,659 --> 00:23:06,419 which one doesn't this one 557 00:23:04,140 --> 00:23:09,120 I doubt this one would need it anyhow 558 00:23:06,419 --> 00:23:10,860 but we'll see 559 00:23:09,120 --> 00:23:13,860 so we'll talk about what we're going to 560 00:23:10,860 --> 00:23:16,799 join uh later on and unwrapping it when 561 00:23:13,860 --> 00:23:19,260 we get to the next step but that is how 562 00:23:16,799 --> 00:23:22,080 it's looking and I think it looks 563 00:23:19,260 --> 00:23:23,820 I think it looks fine for our style of 564 00:23:22,080 --> 00:23:26,520 door so let's just quickly have a look 565 00:23:23,820 --> 00:23:28,919 at the statistics on this so it's not 566 00:23:26,520 --> 00:23:31,260 low low poly or anything comes out at 7 567 00:23:28,919 --> 00:23:32,520 500. 568 00:23:31,260 --> 00:23:34,500 um there are areas where you could 569 00:23:32,520 --> 00:23:36,900 reduce it you could try a lower bevel 570 00:23:34,500 --> 00:23:40,799 you could have less bevel segments here 571 00:23:36,900 --> 00:23:42,240 you could have less segments on here and 572 00:23:40,799 --> 00:23:44,039 of course if you wanted to put any other 573 00:23:42,240 --> 00:23:45,840 modeling details I would bring it up 574 00:23:44,039 --> 00:23:47,900 that you could do like a bolt on your 575 00:23:45,840 --> 00:23:51,360 own substance painter if you wanted to 576 00:23:47,900 --> 00:23:54,240 but anyways I don't think that's uh much 577 00:23:51,360 --> 00:23:56,220 of a problem really so there is our door 578 00:23:54,240 --> 00:23:58,500 uh we're good to go we're going to save 579 00:23:56,220 --> 00:24:01,740 that and in the next video we're going 580 00:23:58,500 --> 00:24:03,780 to unwrap this and work on Textures okay 581 00:24:01,740 --> 00:24:05,460 so yeah have fun with or try different 582 00:24:03,780 --> 00:24:07,500 designs have one where you have a big 583 00:24:05,460 --> 00:24:09,840 one up here you have a window and you 584 00:24:07,500 --> 00:24:12,000 can make the window dirty or break it or 585 00:24:09,840 --> 00:24:14,700 something like that or have the doorknob 586 00:24:12,000 --> 00:24:15,900 off uh oh yeah one more thing I'm not 587 00:24:14,700 --> 00:24:17,880 sure I'm going to do anything here 588 00:24:15,900 --> 00:24:19,980 sometimes I like to leave this open like 589 00:24:17,880 --> 00:24:21,419 you know uh you know just like that 590 00:24:19,980 --> 00:24:23,640 instead of putting that other piece in 591 00:24:21,419 --> 00:24:27,620 there so we'll see all right cool thanks 592 00:24:23,640 --> 00:24:27,620 a lot for watching and take care42974

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