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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
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