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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,520 --> 00:00:06,279 So now that we've created this base shape, we can kind of begin to see how 2 00:00:06,282 --> 00:00:12,319 important using cavity and matcap is because if I turn these off and I use 3 00:00:12,322 --> 00:00:16,919 studio, you're gonna see we don't have any definition on this form and it makes 4 00:00:16,922 --> 00:00:22,959 it a lot more difficult to picture what to add next. These visual settings here 5 00:00:22,962 --> 00:00:28,239 help our brain to think clearer and know how to build on top of this shape. This 6 00:00:28,242 --> 00:00:33,319 is why it's so important to use matcaps and to also use cavity as well because 7 00:00:33,322 --> 00:00:37,719 it really helps to highlight that form overall. So now what we need to do is 8 00:00:37,722 --> 00:00:41,439 continue building on top of this base shape and this is where a lot of people 9 00:00:41,442 --> 00:00:47,599 get stuck. Like I said, it is a matter of going in small, consistent, progressive 10 00:00:47,602 --> 00:00:52,399 steps over and over and over. So now that we have a cool aesthetic going on, I can 11 00:00:52,402 --> 00:00:57,240 kind of see, okay, we're kind of playing a game of straight linear lines. We have 12 00:00:57,480 --> 00:01:01,722 a very long direction here and we also have that direction kind of echoed with 13 00:01:01,722 --> 00:01:03,944 Subtitled by online-courses.club We compress knowledge for you! 14 00:01:03,945 --> 00:01:08,039 this crevice here in the center. So at this point, I'm thinking about how can I 15 00:01:08,042 --> 00:01:12,599 play off of this same exact style. So right now what I really want to do is 16 00:01:12,602 --> 00:01:18,039 add some additional detail. So one way we could do this is by introducing chamfer. 17 00:01:18,042 --> 00:01:23,559 So maybe I could select these outer edges here. If I try alt-clicking, it 18 00:01:23,562 --> 00:01:26,599 doesn't know where to select. So if you have a mesh machine, you can just select 19 00:01:26,602 --> 00:01:31,959 one edge and then alt-click that same edge and then just run a chamfer there. 20 00:01:31,962 --> 00:01:36,879 Now we can see this is a little bit more interesting. We have some more visual 21 00:01:36,882 --> 00:01:40,879 interest going on. And then maybe what I could do is start introducing some 22 00:01:40,882 --> 00:01:45,479 boolean cuts. See what type of cool shapes I can get from here. So I like 23 00:01:45,482 --> 00:01:49,159 using the n-gon cutter for this. If we press a D with box cutter and go into 24 00:01:49,162 --> 00:01:55,399 n-gon, I could kind of come in here at an angle, hold ctrl, and maybe just kind of 25 00:01:55,402 --> 00:02:01,639 cut in, you know, some sort of element here and then mirror. And then of course 26 00:02:01,642 --> 00:02:05,959 I could always use ever scroll to just kind of move this around into a 27 00:02:05,962 --> 00:02:11,639 different location more or less. I could even rotate this a bit more on the Y. And 28 00:02:11,642 --> 00:02:16,319 you can see we're just kind of creating additional visual appeal by kind of 29 00:02:16,322 --> 00:02:21,559 rotating this boolean and seeing how it plays with the shape overall. Maybe we 30 00:02:21,562 --> 00:02:25,679 like it, maybe we don't. Right now it's kind of a game of figuring out, hey, what 31 00:02:25,682 --> 00:02:30,279 looks good, what doesn't, what do we like, and what do we not like. So maybe I can 32 00:02:30,282 --> 00:02:38,719 move this back a bit. Just get like a very, very subtle detail here on 33 00:02:38,722 --> 00:02:42,719 the end. And then if I shift-click on sharpen and move my mouse to the right, 34 00:02:42,722 --> 00:02:48,959 we can just capture those edges there. See what I mean? And we'll just kind of 35 00:02:48,962 --> 00:02:53,519 rotate this a little bit more on the Y. And I'm just experimenting, seeing what 36 00:02:53,522 --> 00:02:57,559 looks good. Like this is a bit too far in my opinion, but it could work. Or maybe 37 00:02:57,562 --> 00:03:01,239 here is a bit too shallow. So you know, somewhere around here could really help, 38 00:03:01,242 --> 00:03:07,159 you know, emphasize and echo these straight linear lines we have going on. 39 00:03:07,162 --> 00:03:11,519 So I think something like this could be a great start. We have some very cool 40 00:03:11,522 --> 00:03:16,199 consistent lines going on and we can keep building on top of this. So what I'm 41 00:03:16,202 --> 00:03:20,119 going to go ahead and do is maybe introduce a cube. And we're just going to 42 00:03:20,122 --> 00:03:24,319 keep playing with this. We're going to maybe put this cube here in the middle, 43 00:03:24,322 --> 00:03:29,999 scale this up. Perhaps we could run a difference boolean. And then from here we 44 00:03:30,002 --> 00:03:34,079 can just kind of experiment with different shapes. So maybe I could scale 45 00:03:34,082 --> 00:03:38,439 this a little bit. Or maybe I don't like that. Maybe I could rotate this 90 46 00:03:38,442 --> 00:03:50,719 degrees. Move this down. See what I mean? Maybe we could just move this about and 47 00:03:50,722 --> 00:03:54,399 just introduce some lines here. That could actually be pretty cool. As you can 48 00:03:54,402 --> 00:03:57,959 see, all I'm doing is moving this boolean around and seeing what looks good, what 49 00:03:57,962 --> 00:04:03,079 doesn't, what could fit, what might not fit. That's really all I'm thinking about 50 00:04:03,082 --> 00:04:08,799 here. So what I'm going to do is maybe bevel this area. So we're just going to 51 00:04:08,802 --> 00:04:15,919 press ctrl B. And you could also turn off the overlays feature and turn cavity on 52 00:04:15,922 --> 00:04:20,239 here. Then we can just kind of see exactly how this bevel will look when we 53 00:04:20,242 --> 00:04:25,159 introduce it. And you can see what this is essentially doing now is it's 54 00:04:25,162 --> 00:04:29,919 introducing more of a secondary layer of detail on this mesh. You can kind of see 55 00:04:29,922 --> 00:04:34,759 without it, it looks a bit plain, looks a bit primary. But now this is kind of 56 00:04:34,762 --> 00:04:39,759 introducing a secondary level of detail into this base shape. You see what I mean? 57 00:04:39,762 --> 00:04:45,679 All I'm doing is repeating the shapes we already have and building on top of that. 58 00:04:45,682 --> 00:04:50,920 It's a lot simpler than you might think. You just have to practice. 6511

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