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but this is how to make a pillar and
blender we're going to start by pressing
a then X to delete everything in the
scene then we going to shift a to add a
cube then scale the cube
down and then press control a to apply
the
scale then add a bevel modifier and
adjust the amount until you're happy
with the
result next copy the cube and then press
s to scale it
[Music]
down create a cylinder and then press
tab to enter edit
mode add Loop Cuts using the tool on the
left hand side these will for details of
the base of the
pillar select the top face and use the
bevel
tool while scrolling with the middle
Mouse button to add Loop cuts to your
bevel then in the properties choose from
one of the
presets play around with these Loop cuts
to form the geometry of your pillow hold
alt and left Mouse click to select the
loop of the face and then e to extrude
the faces
out next copy the base of the pillar to
form the top part of the pillar
leave this beside for now go back to the
base select the top face and press e to
extrude this up this will form the
center of the
pillar add Loop cuts to the top and
bottom of this central part of the
pillar
then hold alt and select the outside
faces
choose from the select menu and choose
Checker
deselect this will select every other
face
then choose the extrude along normals
option then add a subdivision surface
modifier
add more Loop cuts to define the
geometry at the top and bottom of the
central part of the
column change the levels viewport to
two next rotate the top part of the
column into place which we copied
earlier also add a subdivision modifier
to this and change the levels you to
two scale and arrange this until you
have your desired effect
apply the modifiers then use contrl J to
join the geometry
together press tab to enter edit
mode then move the geometry away from
its origin point then select the spin
tool on the left hand side
change the steps to
five and then spin the geometry around
its origin Point everything an
array go to edit preferences and enable
the extra objects add-on in the add-on
section you can then you shift a to add
a mesh go down to extras and choose wall
factory select radial under the wall
shape
option deselect the option for wall
openings press tab a to select
everything and select individual
Origins from the transform Pivot Point
options then press s to scale up each
brick
individually then add another bevel
modifier and adjust the amount until
you're
happy then press F3 to search search for
randomize and select
it here we can play with the values to
decide how randomized we want our bricks
to
be play around with these settings
and then you're done
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