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Original subtitles

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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