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assalamu alaykum my name is sakin
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founder of Expos Studio Expos Academy
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and also edenta in this video tutorial I
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want to discuss how to model a classic
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style pillar or column using blender
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version 4.3 for this tutorial we will
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start from a cylinder object so let's
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just delete the default Cube object
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press shift a and type seal then enter
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we want to create a center column that
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has 16 capsule like holes we will build
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each capsule hole from two faces so in
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total we need 32 segments or vertices
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along the side of the cylinder it just
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so happens that the default number of
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vertices is 32 so we don't need to
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change it for a column diameter we want
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it to be 40 cm so we set the radius at
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20 cm as for the height let's make it 3
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m
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okay now we only want to focus on the
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two faces in
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front so we can delete the others for
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now select these two faces then press I
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for inset make it about this deep next
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we want to use vertex bevel to make the
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corners curved for now we should avoid
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having too many edges for that we can
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select these two faces then then press F
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and select this two faces and press F
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next go to vertex mode select this two
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Vertes then press shift control
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V I think four segments are enough
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because the size is not too big to
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remove any double vertices we can press
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a then M and select by distance you can
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see two vertices getting marged if you
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are done select the two faces in
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Center press I for inset approximately
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this
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far then press G to move then y then
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push this faces back a
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little go to H mode subtract the center
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H from the selection then press contrl B
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to
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Bevel I think two segments are enough
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next we can go to face mode
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select these two faces press contrl plus
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several times now to select only the
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edges that are on the border of the
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current selection we can open the select
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menu choose select Loops then choose
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select boundary Loops after the edes are
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selected we can bevel them just like the
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edge Loop in the
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middle before we continue it's a good
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idea to select all edges that are
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outside
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and also inside of the
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curves and then take them as sharp next
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we can go to vertex mode select the
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vertex in each corner and one on
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vertices in a c area then press J to
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create a new H connecting the two do the
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same for the vertices on the right side
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the goal is to make the mesh structure
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more stable for the next
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steps after that we can change the
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shading mode to Autos Modo and this is
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the result so
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far to make the bottom part exactly the
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same as the top part we can use the
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mirror
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modifier turn off all AIS except the
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z-axis enable the bicec option to avoid
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double
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vertices if you are done you can first
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apply the mirror modifier
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then go to vertex mode make sure all the
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vertices are selected and then use the
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tool called spin in our case since we
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don't have a two dimensional profile but
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a threedimensional mesh element we
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should use the use duplicates option
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remember we want a total of 16 Parts
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with a rotation of
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360° so this is what the result looks
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like keep in mind that if you use the
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duplicates option with the full circle
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rotation we will usually end up with one
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extra part we can directag this part or
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just delete it right away another
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drawback of the duplicates method is the
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presence of double veres so usually we
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need to press a then M then select by
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distance you can see that a lot of
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vertices were
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merge so this is what the model looks
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like so far
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now for the head or the top part let's
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say we are a bit lazy to create the
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profile manually in such a case we can
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use the bevel command with the cornice
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molding preset like the previous video
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tutorial when we made an AR molding as
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to base object we can use a cylinder
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again change the depth to
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4 then the radius value to 35 as for the
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number of segments we can make it 64
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sures move this new object up and then
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snap it to the top of the middle
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column make sure all the scales are at
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default or one select the H loop at the
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bottom then press contrl B for
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bevel change the profile type to custom
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and select the Cornish molding preset
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usually for cornish molding I use a
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minimum of 24 segments I am using 26 for
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now
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then we can go to face
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mode and push this top face
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down and this is the
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result I think I want to scale
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everything a bit in the z-axis
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direction and also for the middle column
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I think it will look better if you
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select all the vertices at the top then
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pull them all up a bit
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let's snap the top part to the middle
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part and finally we can change the
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shading mode to Auto
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smooth
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okay for the bottom or leg part of the
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column we want to create a custom
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profile we will be using the vertex
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extrude technique and then use the spin
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command to rotate it and make it
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three-dimensional you should not that I
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will create one vertex in scene using
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the official blender add-on called extra
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mesh objects and I have to sign a custom
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shortcut for this which is letter V
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basically every time I press V on my
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keyboard blender will create a single
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vertex at the 3D corer location I need
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to explain this so that you don't get
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confused about why there are suddenly
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one vertex on the screen I want the
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diameter of the foot to be about 80 C M
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we can rely on the grid for rough
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measurement so we position the vertex
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approximately here then we want the
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height to be around 30 cm next we are
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going to build the profile using mainly
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vertex extrusions so press e then press
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Z so that it is straight vertically
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press e and X to make it horizontal then
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e and z again then e and X again to make
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it straight to the left after that we
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can press e and position the new vertex
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freely in this process it is a good idea
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to use a reference so that the profile
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is more in line with the pillar product
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you want to
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use select these two vertices and snap
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them to the above
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part okay now that we have a basic
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profile it is time to convert the center
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vertex to a curve use the vertex bevel
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command or shift control B to do so by
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default the bevel command uses the
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setting we need to change the profile
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type to Circular again and for this
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scurve eight segments should be enough
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next we can set the width now if the
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slider moves to F you can hold shift to
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make the changes slower or more
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precise then select this vertex press
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shift control b as before but now we
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only use about three or four
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segments if you are still not satisfied
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feel free to tweak the vertices until
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you like how it
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looks next we can select all the
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vertices in sh
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corners and en bevel them using one
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segment so that later they don't look
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too
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sharp okay
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after that select all the
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vertices then use the spin tool remember
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that the spin tool uses the 3D cursor
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position as the center of its rotation
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we can rotate it just a little to
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trigger it then we can refice the
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parameters for the number of steps we
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use 64 so that the result looks smooth
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and for the angle value we set this to
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360 so it spins a full circle the auto
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mer option will make the vertices at the
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ends automatically merge next we can
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select the H loop at the
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bottom then press F to patch it with a
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new face one thing you need to pay
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attention to when building a profile
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with vertex extrusions is that the
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resulting faces can have flip normals so
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you should always select all the faces
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and then press shift and so all normals
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are facing outwards finally we can set
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the shading type to Oro smooth so it is
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how you create a custom profile using
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vertex extrusions bevel and also spin
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inshah with this technique you can
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create other profile shapes that you
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want if you want to learn 3D in more
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detail or other computer Graphics
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software don't forget to check out my
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courses on Udi and skillshare the links
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are in the description
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below thank you for watching wasalamu
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alaykum16195
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