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So now that we've created this base shape, we can kind of begin to see how
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important using cavity and matcap is because if I turn these off and I use
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studio, you're gonna see we don't have any definition on this form and it makes
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it a lot more difficult to picture what to add next. These visual settings here
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help our brain to think clearer and know how to build on top of this shape. This
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is why it's so important to use matcaps and to also use cavity as well because
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it really helps to highlight that form overall. So now what we need to do is
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continue building on top of this base shape and this is where a lot of people
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get stuck. Like I said, it is a matter of going in small, consistent, progressive
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steps over and over and over. So now that we have a cool aesthetic going on, I can
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kind of see, okay, we're kind of playing a game of straight linear lines. We have
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a very long direction here and we also have that direction kind of echoed with
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this crevice here in the center. So at this point, I'm thinking about how can I
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play off of this same exact style. So right now what I really want to do is
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add some additional detail. So one way we could do this is by introducing chamfer.
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So maybe I could select these outer edges here. If I try alt-clicking, it
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doesn't know where to select. So if you have a mesh machine, you can just select
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one edge and then alt-click that same edge and then just run a chamfer there.
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Now we can see this is a little bit more interesting. We have some more visual
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interest going on. And then maybe what I could do is start introducing some
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boolean cuts. See what type of cool shapes I can get from here. So I like
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using the n-gon cutter for this. If we press a D with box cutter and go into
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n-gon, I could kind of come in here at an angle, hold ctrl, and maybe just kind of
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cut in, you know, some sort of element here and then mirror. And then of course
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I could always use ever scroll to just kind of move this around into a
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different location more or less. I could even rotate this a bit more on the Y. And
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you can see we're just kind of creating additional visual appeal by kind of
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rotating this boolean and seeing how it plays with the shape overall. Maybe we
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like it, maybe we don't. Right now it's kind of a game of figuring out, hey, what
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looks good, what doesn't, what do we like, and what do we not like. So maybe I can
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move this back a bit. Just get like a very, very subtle detail here on
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the end. And then if I shift-click on sharpen and move my mouse to the right,
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we can just capture those edges there. See what I mean? And we'll just kind of
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rotate this a little bit more on the Y. And I'm just experimenting, seeing what
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looks good. Like this is a bit too far in my opinion, but it could work. Or maybe
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here is a bit too shallow. So you know, somewhere around here could really help,
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you know, emphasize and echo these straight linear lines we have going on.
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So I think something like this could be a great start. We have some very cool
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consistent lines going on and we can keep building on top of this. So what I'm
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going to go ahead and do is maybe introduce a cube. And we're just going to
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keep playing with this. We're going to maybe put this cube here in the middle,
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scale this up. Perhaps we could run a difference boolean. And then from here we
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can just kind of experiment with different shapes. So maybe I could scale
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this a little bit. Or maybe I don't like that. Maybe I could rotate this 90
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degrees. Move this down. See what I mean? Maybe we could just move this about and
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just introduce some lines here. That could actually be pretty cool. As you can
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see, all I'm doing is moving this boolean around and seeing what looks good, what
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doesn't, what could fit, what might not fit. That's really all I'm thinking about
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here. So what I'm going to do is maybe bevel this area. So we're just going to
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press ctrl B. And you could also turn off the overlays feature and turn cavity on
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here. Then we can just kind of see exactly how this bevel will look when we
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introduce it. And you can see what this is essentially doing now is it's
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introducing more of a secondary layer of detail on this mesh. You can kind of see
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without it, it looks a bit plain, looks a bit primary. But now this is kind of
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introducing a secondary level of detail into this base shape. You see what I mean?
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All I'm doing is repeating the shapes we already have and building on top of that.
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It's a lot simpler than you might think. You just have to practice.
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