All language subtitles for How to model classic style pillars or columns easily in Blender 4_3 - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian Download
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

assalamu alaykum my name is sakin

founder of Expos Studio Expos Academy

and also edenta in this video tutorial I

want to discuss how to model a classic

style pillar or column using blender

version 4.3 for this tutorial we will

start from a cylinder object so let's

just delete the default Cube object

press shift a and type seal then enter

we want to create a center column that

has 16 capsule like holes we will build

each capsule hole from two faces so in

total we need 32 segments or vertices

along the side of the cylinder it just

so happens that the default number of

vertices is 32 so we don't need to

change it for a column diameter we want

it to be 40 cm so we set the radius at

20 cm as for the height let's make it 3

m

okay now we only want to focus on the

two faces in

front so we can delete the others for

now select these two faces then press I

for inset make it about this deep next

we want to use vertex bevel to make the

corners curved for now we should avoid

having too many edges for that we can

select these two faces then then press F

and select this two faces and press F

next go to vertex mode select this two

Vertes then press shift control

V I think four segments are enough

because the size is not too big to

remove any double vertices we can press

a then M and select by distance you can

see two vertices getting marged if you

are done select the two faces in

Center press I for inset approximately

this

far then press G to move then y then

push this faces back a

little go to H mode subtract the center

H from the selection then press contrl B

to

Bevel I think two segments are enough

next we can go to face mode

select these two faces press contrl plus

several times now to select only the

edges that are on the border of the

current selection we can open the select

menu choose select Loops then choose

select boundary Loops after the edes are

selected we can bevel them just like the

edge Loop in the

middle before we continue it's a good

idea to select all edges that are

outside

and also inside of the

curves and then take them as sharp next

we can go to vertex mode select the

vertex in each corner and one on

vertices in a c area then press J to

create a new H connecting the two do the

same for the vertices on the right side

the goal is to make the mesh structure

more stable for the next

steps after that we can change the

shading mode to Autos Modo and this is

the result so

far to make the bottom part exactly the

same as the top part we can use the

mirror

modifier turn off all AIS except the

z-axis enable the bicec option to avoid

double

vertices if you are done you can first

apply the mirror modifier

then go to vertex mode make sure all the

vertices are selected and then use the

tool called spin in our case since we

don't have a two dimensional profile but

a threedimensional mesh element we

should use the use duplicates option

remember we want a total of 16 Parts

with a rotation of

360° so this is what the result looks

like keep in mind that if you use the

duplicates option with the full circle

rotation we will usually end up with one

extra part we can directag this part or

just delete it right away another

drawback of the duplicates method is the

presence of double veres so usually we

need to press a then M then select by

distance you can see that a lot of

vertices were

merge so this is what the model looks

like so far

now for the head or the top part let's

say we are a bit lazy to create the

profile manually in such a case we can

use the bevel command with the cornice

molding preset like the previous video

tutorial when we made an AR molding as

to base object we can use a cylinder

again change the depth to

4 then the radius value to 35 as for the

number of segments we can make it 64

sures move this new object up and then

snap it to the top of the middle

column make sure all the scales are at

default or one select the H loop at the

bottom then press contrl B for

bevel change the profile type to custom

and select the Cornish molding preset

usually for cornish molding I use a

minimum of 24 segments I am using 26 for

now

then we can go to face

mode and push this top face

down and this is the

result I think I want to scale

everything a bit in the z-axis

direction and also for the middle column

I think it will look better if you

select all the vertices at the top then

pull them all up a bit

let's snap the top part to the middle

part and finally we can change the

shading mode to Auto

smooth

okay for the bottom or leg part of the

column we want to create a custom

profile we will be using the vertex

extrude technique and then use the spin

command to rotate it and make it

three-dimensional you should not that I

will create one vertex in scene using

the official blender add-on called extra

mesh objects and I have to sign a custom

shortcut for this which is letter V

basically every time I press V on my

keyboard blender will create a single

vertex at the 3D corer location I need

to explain this so that you don't get

confused about why there are suddenly

one vertex on the screen I want the

diameter of the foot to be about 80 C M

we can rely on the grid for rough

measurement so we position the vertex

approximately here then we want the

height to be around 30 cm next we are

going to build the profile using mainly

vertex extrusions so press e then press

Z so that it is straight vertically

press e and X to make it horizontal then

e and z again then e and X again to make

it straight to the left after that we

can press e and position the new vertex

freely in this process it is a good idea

to use a reference so that the profile

is more in line with the pillar product

you want to

use select these two vertices and snap

them to the above

part okay now that we have a basic

profile it is time to convert the center

vertex to a curve use the vertex bevel

command or shift control B to do so by

default the bevel command uses the

setting we need to change the profile

type to Circular again and for this

scurve eight segments should be enough

next we can set the width now if the

slider moves to F you can hold shift to

make the changes slower or more

precise then select this vertex press

shift control b as before but now we

only use about three or four

segments if you are still not satisfied

feel free to tweak the vertices until

you like how it

looks next we can select all the

vertices in sh

corners and en bevel them using one

segment so that later they don't look

too

sharp okay

after that select all the

vertices then use the spin tool remember

that the spin tool uses the 3D cursor

position as the center of its rotation

we can rotate it just a little to

trigger it then we can refice the

parameters for the number of steps we

use 64 so that the result looks smooth

and for the angle value we set this to

360 so it spins a full circle the auto

mer option will make the vertices at the

ends automatically merge next we can

select the H loop at the

bottom then press F to patch it with a

new face one thing you need to pay

attention to when building a profile

with vertex extrusions is that the

resulting faces can have flip normals so

you should always select all the faces

and then press shift and so all normals

are facing outwards finally we can set

the shading type to Oro smooth so it is

how you create a custom profile using

vertex extrusions bevel and also spin

inshah with this technique you can

create other profile shapes that you

want if you want to learn 3D in more

detail or other computer Graphics

software don't forget to check out my

courses on Udi and skillshare the links

are in the description

below thank you for watching wasalamu

alaykum

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.