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These are the user uploaded subtitles that are being translated: 1 00:00:00,320 --> 00:00:06,399 blender tricks workflow tips and overall 2 00:00:03,959 --> 00:00:08,400 better and faster modeling process if 3 00:00:06,399 --> 00:00:10,559 that's your aim then this is the video 4 00:00:08,400 --> 00:00:14,320 for you there's a couple of classic 5 00:00:10,559 --> 00:00:16,720 moves here but also many unknown gems so 6 00:00:14,320 --> 00:00:18,520 make sure to subscribe like the video 7 00:00:16,720 --> 00:00:21,800 cuz it sure helps in this YouTube 8 00:00:18,520 --> 00:00:21,800 algorithm and let's 9 00:00:22,279 --> 00:00:27,320 roll if you often import objects or 10 00:00:25,080 --> 00:00:29,640 shapes to blender you will notice once 11 00:00:27,320 --> 00:00:32,279 they are in mesh form the lines or the 12 00:00:29,640 --> 00:00:34,680 to ology of the mesh is kind of sucks 13 00:00:32,279 --> 00:00:37,040 and that's understandable every software 14 00:00:34,680 --> 00:00:40,239 has its own operation so blender can 15 00:00:37,040 --> 00:00:43,120 only adjust in this case we have an easy 16 00:00:40,239 --> 00:00:45,120 solution called cleanup limited dissolve 17 00:00:43,120 --> 00:00:47,760 you can get that from the F3 search bar 18 00:00:45,120 --> 00:00:49,840 in edit mode so hit that while every 19 00:00:47,760 --> 00:00:50,800 vertices is selected and it should do 20 00:00:49,840 --> 00:00:53,559 you 21 00:00:50,800 --> 00:00:55,800 wonders did you know that in blender you 22 00:00:53,559 --> 00:00:59,399 can use the normal texts Unicode to 23 00:00:55,800 --> 00:01:01,920 import various logos icons emojis and 24 00:00:59,399 --> 00:01:04,199 symbols you name it you just search 25 00:01:01,920 --> 00:01:06,000 online for Unicode shapes and you will 26 00:01:04,199 --> 00:01:08,640 get the shape you need along with a code 27 00:01:06,000 --> 00:01:10,880 under it copy it and paste it in blender 28 00:01:08,640 --> 00:01:13,200 texts Unicode and you are good to go 29 00:01:10,880 --> 00:01:17,080 with the shape to model things around 30 00:01:13,200 --> 00:01:19,680 even with weird stuff which is 31 00:01:17,080 --> 00:01:21,960 insane if you want to inset multiple 32 00:01:19,680 --> 00:01:25,200 faces at once as long as they are the 33 00:01:21,960 --> 00:01:27,759 same dimensions it should work fine 34 00:01:25,200 --> 00:01:30,720 however if one of the faces is lacking 35 00:01:27,759 --> 00:01:34,240 in one axis like this face is shorter on 36 00:01:30,720 --> 00:01:37,119 the Y with inset vertices on the smaller 37 00:01:34,240 --> 00:01:40,479 face will overlap sooner than others in 38 00:01:37,119 --> 00:01:43,520 this case for even inset you just inset 39 00:01:40,479 --> 00:01:46,439 all faces a bit then continue with scale 40 00:01:43,520 --> 00:01:49,439 on individual pivot this can help a lot 41 00:01:46,439 --> 00:01:52,159 in the long run if you keep it in 42 00:01:49,439 --> 00:01:54,640 mind if we have a round shape like this 43 00:01:52,159 --> 00:01:56,600 Dome and want to copy a shape or mesh 44 00:01:54,640 --> 00:01:58,840 around it you just need to place the 45 00:01:56,600 --> 00:02:00,640 mesh at one side then you can either set 46 00:01:58,840 --> 00:02:03,159 its origin to the Curve curs which is 47 00:02:00,640 --> 00:02:05,240 the Dome Center in my case or without 48 00:02:03,159 --> 00:02:07,479 playing with the mesh origin just change 49 00:02:05,240 --> 00:02:10,119 the pivot from top to cursor this way 50 00:02:07,479 --> 00:02:12,720 you can hit shift d to copy then R to 51 00:02:10,119 --> 00:02:15,879 rotate and finish with shift R to repeat 52 00:02:12,720 --> 00:02:15,879 the action up until you're 53 00:02:19,280 --> 00:02:25,239 done in the matter of mass copying High 54 00:02:22,319 --> 00:02:28,160 poly shapes the shift d normal copy 55 00:02:25,239 --> 00:02:30,239 method can become a disaster since now 56 00:02:28,160 --> 00:02:33,040 you're doubling vertices count and 57 00:02:30,239 --> 00:02:36,360 blender might give up on you thus you 58 00:02:33,040 --> 00:02:38,599 need to use instance copy with alt D not 59 00:02:36,360 --> 00:02:40,879 only your Grandma will be proud of you 60 00:02:38,599 --> 00:02:43,360 but also the data on your file Will Not 61 00:02:40,879 --> 00:02:45,640 Duplicate so it keeps the same poly 62 00:02:43,360 --> 00:02:47,560 counts and you can make as much copy as 63 00:02:45,640 --> 00:02:50,159 you want from this tree without 64 00:02:47,560 --> 00:02:50,159 affecting your 65 00:02:52,360 --> 00:02:57,159 workflow selecting inside blender can be 66 00:02:55,200 --> 00:02:59,560 tricky when the view is packed with all 67 00:02:57,159 --> 00:03:01,239 kind of models and stuff a quick way to 68 00:02:59,560 --> 00:03:03,519 release belief your stress is to hold 69 00:03:01,239 --> 00:03:05,640 alt while selecting this will give you a 70 00:03:03,519 --> 00:03:07,360 list of all the object around you Mouse 71 00:03:05,640 --> 00:03:09,480 click and you can choose the one you 72 00:03:07,360 --> 00:03:11,519 want cuz it's so frustrating when the 73 00:03:09,480 --> 00:03:13,640 damn light keep highlighting or the 74 00:03:11,519 --> 00:03:15,959 camera is not selectable after 100 75 00:03:13,640 --> 00:03:18,200 clicks and since we talked a lot about 76 00:03:15,959 --> 00:03:20,080 the Pivot Point you should get familiar 77 00:03:18,200 --> 00:03:22,799 with it you will use it with either 78 00:03:20,080 --> 00:03:24,920 cursor pivot or individual it's just 79 00:03:22,799 --> 00:03:27,519 essential if you want a quick process 80 00:03:24,920 --> 00:03:31,760 with various result in rotation or 81 00:03:27,519 --> 00:03:31,760 copying or any transforms you need 82 00:03:32,360 --> 00:03:36,280 if you want to select this corner in a 83 00:03:34,080 --> 00:03:38,480 more precise way you can just highlight 84 00:03:36,280 --> 00:03:41,040 the three faces on the corner then use 85 00:03:38,480 --> 00:03:43,239 the Control Plus to grow selection the 86 00:03:41,040 --> 00:03:45,439 minus will shrink it of course the same 87 00:03:43,239 --> 00:03:47,439 ones are located here in the select menu 88 00:03:45,439 --> 00:03:49,959 if you forget the shortcuts but don't 89 00:03:47,439 --> 00:03:52,519 they quite useful this works on the same 90 00:03:49,959 --> 00:03:54,959 mesh so objects with multiple mesh won't 91 00:03:52,519 --> 00:03:54,959 do you 92 00:03:58,360 --> 00:04:03,159 well if you want to select every face 93 00:04:01,040 --> 00:04:05,400 but skip the next one in a pattern the 94 00:04:03,159 --> 00:04:07,799 normal selection will take you some time 95 00:04:05,400 --> 00:04:09,799 thus you need to know Checker selection 96 00:04:07,799 --> 00:04:12,159 you just highlight all faces in edit 97 00:04:09,799 --> 00:04:14,360 mode and choose Checker deselect to get 98 00:04:12,159 --> 00:04:16,959 the job done you can go further in the 99 00:04:14,360 --> 00:04:19,079 side menu to flip the selected faces or 100 00:04:16,959 --> 00:04:21,359 even get another pattern which can be 101 00:04:19,079 --> 00:04:21,359 quite 102 00:04:21,440 --> 00:04:26,280 fun connecting faces can be tricky if 103 00:04:24,120 --> 00:04:28,800 they are curvy and the bridge tool is 104 00:04:26,280 --> 00:04:30,479 there to get your job done so in the 105 00:04:28,800 --> 00:04:32,639 case where you need to close a shape 106 00:04:30,479 --> 00:04:35,560 like this you need to select both ring 107 00:04:32,639 --> 00:04:37,919 edges and choose Edge Loop you can from 108 00:04:35,560 --> 00:04:42,199 the side menu control the segments on it 109 00:04:37,919 --> 00:04:42,199 to smooth it out or even give it a shape 110 00:04:49,400 --> 00:04:54,479 profile inserting a shape on your mesh 111 00:04:52,080 --> 00:04:56,840 is done with the knife project tool this 112 00:04:54,479 --> 00:04:59,160 one works from your view so if I want to 113 00:04:56,840 --> 00:05:01,560 project this star on the cube my view 114 00:04:59,160 --> 00:05:04,080 will be the main thing I choose then I 115 00:05:01,560 --> 00:05:07,800 select them both in edit mode by holding 116 00:05:04,080 --> 00:05:07,800 shift and choose knife 117 00:05:09,840 --> 00:05:15,360 project one of the essential work 118 00:05:12,120 --> 00:05:18,120 process in blender is the extrude inset 119 00:05:15,360 --> 00:05:21,039 smooth with this combination you can get 120 00:05:18,120 --> 00:05:23,520 70 to 80% of your modeling done so get 121 00:05:21,039 --> 00:05:26,639 your fingers customed to the Keys e for 122 00:05:23,520 --> 00:05:29,319 extrude I for inset and a subdivision 123 00:05:26,639 --> 00:05:31,560 level that suits your work another 124 00:05:29,319 --> 00:05:33,919 method in modeling especially related to 125 00:05:31,560 --> 00:05:36,600 organic stuff is the crosssection with 126 00:05:33,919 --> 00:05:38,919 Loft this way we drew the outlines of 127 00:05:36,600 --> 00:05:41,039 any shape at many levels tweak them 128 00:05:38,919 --> 00:05:44,360 around then connect them with the loop 129 00:05:41,039 --> 00:05:47,280 tools Loft option drop on it a smooth 130 00:05:44,360 --> 00:05:51,319 modifier and with the extrude and inset 131 00:05:47,280 --> 00:05:51,319 process you can get some amazing 132 00:05:54,280 --> 00:05:58,479 results shape keys are also of 133 00:05:56,600 --> 00:06:00,280 Incredible use if you know how to work 134 00:05:58,479 --> 00:06:02,000 with them a method to to shift your 135 00:06:00,280 --> 00:06:04,639 object from different shapes and 136 00:06:02,000 --> 00:06:06,759 manipulate the transformation with ease 137 00:06:04,639 --> 00:06:08,919 a good old weight paints goes well with 138 00:06:06,759 --> 00:06:10,599 it so the combination of keys with 139 00:06:08,919 --> 00:06:12,919 vertex groups is something you should 140 00:06:10,599 --> 00:06:15,240 know might end up with a new way in 141 00:06:12,919 --> 00:06:15,240 making 142 00:06:21,360 --> 00:06:25,360 donuts the pivot point is not the only 143 00:06:23,880 --> 00:06:27,720 thing to give Randomness to your 144 00:06:25,360 --> 00:06:29,759 transformed object and that's because we 145 00:06:27,720 --> 00:06:32,199 do have a random option in the trans 146 00:06:29,759 --> 00:06:34,599 information with it you can select as 147 00:06:32,199 --> 00:06:38,160 many objects as you want then from the 148 00:06:34,599 --> 00:06:39,919 object menu choose randomize transform 149 00:06:38,160 --> 00:06:41,479 playing with the side menu after that to 150 00:06:39,919 --> 00:06:44,120 get the results you want on all 151 00:06:41,479 --> 00:06:44,120 operations 152 00:06:49,039 --> 00:06:54,000 available how to merge shapes see if we 153 00:06:51,840 --> 00:06:56,440 have three objects we can use Union 154 00:06:54,000 --> 00:06:58,560 Boolean on them then remesh the entire 155 00:06:56,440 --> 00:07:00,800 things from scratch and smooth it with 156 00:06:58,560 --> 00:07:05,599 corrective smoother on on High level so 157 00:07:00,800 --> 00:07:05,599 you can get this weird thing how cool is 158 00:07:10,560 --> 00:07:14,560 that The Art of Getting different 159 00:07:12,720 --> 00:07:16,520 patterns on your mesh is done with 160 00:07:14,560 --> 00:07:19,080 tessellation and that's inside the 161 00:07:16,520 --> 00:07:21,560 tissue add-on in blender you just roll 162 00:07:19,080 --> 00:07:24,360 with it by default or choose a profile 163 00:07:21,560 --> 00:07:26,479 you have to spread it all over the mesh 164 00:07:24,360 --> 00:07:28,800 topology patterns is something blender 165 00:07:26,479 --> 00:07:31,520 still lacking on but this one can fix it 166 00:07:28,800 --> 00:07:31,520 in times of need 167 00:07:33,440 --> 00:07:39,560 need the contr L menu for link is a huge 168 00:07:36,960 --> 00:07:41,759 timesaver with it we can link the object 169 00:07:39,560 --> 00:07:44,520 data the materials between multiple 170 00:07:41,759 --> 00:07:46,960 objects or even copy modifiers you just 171 00:07:44,520 --> 00:07:49,080 need to select your Source at last and 172 00:07:46,960 --> 00:07:52,280 also make sure to differentiate between 173 00:07:49,080 --> 00:07:55,879 link and copy since after link both 174 00:07:52,280 --> 00:07:58,520 objects change together unlike the copy 175 00:07:55,879 --> 00:08:01,319 one next menu you need to know is the 176 00:07:58,520 --> 00:08:04,280 control P set parent menu and ALT P to 177 00:08:01,319 --> 00:08:06,879 clear it this one is dope in organizing 178 00:08:04,280 --> 00:08:08,960 your scene objects or in animation you 179 00:08:06,879 --> 00:08:11,520 can for example use it to parent chairs 180 00:08:08,960 --> 00:08:15,240 to one table or place a camera on your 181 00:08:11,520 --> 00:08:15,240 character face for firstperson 182 00:08:18,520 --> 00:08:23,919 perspective the shift s menu for object 183 00:08:21,240 --> 00:08:26,280 and cursor transformation is quite handy 184 00:08:23,919 --> 00:08:28,400 especially when you're lost with it you 185 00:08:26,280 --> 00:08:31,639 can send objects to cursor and vice 186 00:08:28,400 --> 00:08:34,120 versa many other options like active 187 00:08:31,639 --> 00:08:37,320 grid and send to world origin are quite 188 00:08:34,120 --> 00:08:39,440 handy so get used to it the quick 189 00:08:37,320 --> 00:08:41,880 favorite menu is there to cut the work 190 00:08:39,440 --> 00:08:44,720 time for you use the right Mouse button 191 00:08:41,880 --> 00:08:47,760 to add anything to it then with q key 192 00:08:44,720 --> 00:08:50,440 open it in any mode keep in mind each 193 00:08:47,760 --> 00:08:53,680 mode has its own quick menu so set them 194 00:08:50,440 --> 00:08:56,040 up as you need the hashtag frame driver 195 00:08:53,680 --> 00:08:57,640 is a quick way to do cycled animation 196 00:08:56,040 --> 00:08:59,920 you can use it on any value in the 197 00:08:57,640 --> 00:09:02,320 viewport or even with shaders it's 198 00:08:59,920 --> 00:09:04,160 easily set and editable at any time to 199 00:09:02,320 --> 00:09:06,120 get your animation running and that's 200 00:09:04,160 --> 00:09:08,959 all people remember to like And 201 00:09:06,120 --> 00:09:13,040 subscribe to not miss on upcoming videos 202 00:09:08,959 --> 00:09:13,040 stay sharp goodbye15248

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