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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,640 --> 00:00:07,239 Let's talk about a very important design technique that you can use and you 2 00:00:07,242 --> 00:00:11,279 should use in every single design that you create and it's working from 3 00:00:11,282 --> 00:00:15,039 references. Now this is a very misunderstood topic because most people 4 00:00:15,042 --> 00:00:18,599 think that working from references means repeating what you're seeing in the 5 00:00:18,602 --> 00:00:22,559 image which is very incorrect and I'll show you what I mean in a minute but I 6 00:00:22,562 --> 00:00:26,359 wanted to say that if you don't work from references and you don't create a 7 00:00:26,362 --> 00:00:30,079 visual library and you don't immerse your brain in the type of design you 8 00:00:30,082 --> 00:00:33,599 want to work with then you will never be able to grab a cube and create 9 00:00:33,602 --> 00:00:37,879 something cool out of it unless you're incredibly talented okay because you do 10 00:00:37,882 --> 00:00:42,079 need to understand how things work from the mechanical standpoint for example if 11 00:00:42,082 --> 00:00:46,399 you're creating you know some sci-fi 3d let's say mech you know the mechanical 12 00:00:46,402 --> 00:00:50,479 rules that come into play which you need to follow otherwise it's just gonna look 13 00:00:50,482 --> 00:00:55,519 unrealistic and kind of dumb but also dumb different kind of styles and you 14 00:00:55,522 --> 00:00:58,719 may want to study them because this could be something that you're gonna 15 00:00:58,722 --> 00:01:01,242 like and you'll be creating on top of it okay so let me show you how I work 16 00:01:01,243 --> 00:01:03,463 Subtitled by online-courses.club We compress knowledge for you! 17 00:01:03,464 --> 00:01:07,039 usually I'm using this puref software which is fantastic it's free it allows 18 00:01:07,042 --> 00:01:11,799 you to load images and have them being displayed on top of your windows and the 19 00:01:11,802 --> 00:01:17,159 way you feed that puref file is by simply going to your browser clicking on 20 00:01:17,162 --> 00:01:21,279 an image and dragging it into here in this window when you populate this with 21 00:01:21,282 --> 00:01:25,439 a lot of images you can right-click and save it okay so let me just load in one 22 00:01:25,442 --> 00:01:29,999 of them here one of my puref files and you can see I have a lot of them it's 23 00:01:30,002 --> 00:01:35,199 about 50 gigabytes of puref files now we're gonna load in one with mechs okay 24 00:01:35,202 --> 00:01:39,959 so we're gonna go to mech and bots I'm gonna load it in and you can see that I 25 00:01:39,962 --> 00:01:46,119 have a lot of you know different kinds of mechs here okay so you can see that 26 00:01:46,122 --> 00:01:51,160 all these mechs kind of follow the same theme so it's a kind of like a humanoid 27 00:01:51,240 --> 00:01:57,959 mech which means his feet and arms and a head but it's a mech okay so with few 28 00:01:57,962 --> 00:02:02,119 exceptions so let's say I wanted to create a mech foot so I'm gonna be 29 00:02:02,122 --> 00:02:08,599 looking at different feet of different mechs to see how people design them okay 30 00:02:08,602 --> 00:02:14,039 how they handle mechanics how they handle the pistons the pivot points the balance 31 00:02:14,042 --> 00:02:18,159 of elements in the foot how is it connected to the leg etc I'll just look 32 00:02:18,162 --> 00:02:23,759 for ideas on how it's done first then secondly I would look for something 33 00:02:23,762 --> 00:02:27,679 that's going to speak to me in terms of style okay something that's gonna tell 34 00:02:27,682 --> 00:02:31,759 me oh you know my brain oh shit that's pretty cool and I'll create something 35 00:02:31,762 --> 00:02:36,279 similar for example a very simple foot like this right you got these overlaying 36 00:02:36,282 --> 00:02:41,759 elements here kind of plating on top of the mechanism to protect it which means 37 00:02:41,762 --> 00:02:45,319 the design is gonna be industrial and you can see that here is kind of rough 38 00:02:45,322 --> 00:02:49,159 and industrial so it's about functionality more than you know 39 00:02:49,162 --> 00:02:54,519 aesthetics and there's something like a protective bar in the back pivot point 40 00:02:54,522 --> 00:02:58,799 here you know this looks pretty cool so let's say we wanted to create something 41 00:02:58,802 --> 00:03:02,519 like this right so instead of now creating a replica of this all you want 42 00:03:02,522 --> 00:03:07,439 to do is you want to approach it from a more creative standpoint okay so you 43 00:03:07,442 --> 00:03:14,960 want to think what kind of elements you would be adding that would actually make 44 00:03:15,040 --> 00:03:19,199 sense and create something in a similar style okay this could be very difficult 45 00:03:19,202 --> 00:03:23,439 and challenging even daunting at start but you need to push through that kind 46 00:03:23,442 --> 00:03:27,479 of a period of difficulty and keep trying because that's the only way to 47 00:03:27,482 --> 00:03:31,319 teach your brain how to think in a specific language just like you're 48 00:03:31,322 --> 00:03:35,319 learning a literally a language a foreign language you need to immerse 49 00:03:35,322 --> 00:03:40,399 yourself in that language and at certain point of switch will flip and you start 50 00:03:40,402 --> 00:03:44,399 thinking in that language there was a point when I was learning Japanese where 51 00:03:44,402 --> 00:03:48,159 my brain flipped a switch and he stopped translating from English to 52 00:03:48,162 --> 00:03:54,479 Japanese because I simply I was thinking in Japanese I wasn't fluent yet but I 53 00:03:54,482 --> 00:03:58,719 was you know sort of knowledgeable enough to think in Japanese how to 54 00:03:58,722 --> 00:04:03,379 proceed with my sentence okay this is exactly what you need to do here so 55 00:04:03,382 --> 00:04:07,879 let's design something like this you know in this style okay so plain move it 56 00:04:07,882 --> 00:04:14,999 over here and we're going to drop the edge here down and I'll text and we're 57 00:04:15,002 --> 00:04:22,519 gonna drop this plane here on the top press F and alt R to rotate it that's a 58 00:04:22,522 --> 00:04:27,679 edge constraint with machine tools which doesn't seem to be working very well so 59 00:04:27,682 --> 00:04:35,999 let's just do it manually and I'm gonna have to align these back here to the 60 00:04:36,002 --> 00:04:40,679 edges with machine tools there we go this may be a little bit too you know 61 00:04:40,682 --> 00:04:47,359 too high so let me just grab this edge here and drop it down a bit some of it 62 00:04:47,362 --> 00:04:54,799 and drop these edges down a bit more okay some of this right create a bevel 63 00:04:54,802 --> 00:05:01,239 here and so far you know it's very similar right but now instead of going 64 00:05:01,242 --> 00:05:06,519 inside because you can see that this element here is smaller than this one 65 00:05:06,522 --> 00:05:11,319 I'm just gonna cut these edges here with a box cutter so it's gonna be a bit more 66 00:05:11,322 --> 00:05:17,519 even here so cut that and I'm gonna sharpen this I'm gonna shifty that I'm 67 00:05:17,522 --> 00:05:21,199 gonna make it larger okay like this right and I'm gonna rotate it a bit more 68 00:05:21,202 --> 00:05:26,599 like this to create this kind of like a illusion of feet and then I'm going to 69 00:05:26,602 --> 00:05:30,599 grab an end gun and I'm gonna slice it here like this okay so it's gonna be 70 00:05:30,602 --> 00:05:39,119 diagonal right and maybe also like this here and I'm gonna grab cube and scale 71 00:05:39,122 --> 00:05:44,839 it down here and produce one finger or toe whatever but I'm not gonna create 72 00:05:44,842 --> 00:05:52,279 two of them like this I'm gonna create one smaller right and then I'm gonna 73 00:05:52,282 --> 00:05:59,279 create one bigger okay so I'm gonna rotate this and create something like this and one 74 00:05:59,282 --> 00:06:05,799 bigger okay and the bigger one's gonna be you know chamfered okay so move it 75 00:06:05,802 --> 00:06:10,960 somewhere here right and then we can do something like this 76 00:06:13,440 --> 00:06:21,039 sorry and then we're going to create another cube here so cube and move it in 77 00:06:21,042 --> 00:06:30,519 here and make it larger right move it in here maybe a bit more narrow rotate it 78 00:06:30,522 --> 00:06:38,359 apply scale we're gonna apply a bevel here to the other side and sharpen this 79 00:06:38,362 --> 00:06:47,719 and then we're gonna grab a cylinder and going to scale this in here make it 80 00:06:47,722 --> 00:06:52,759 larger and then we're gonna try to play with these shapes right so make it 81 00:06:52,762 --> 00:06:59,719 larger and put it in the back here and create a chamfer mirror to the other 82 00:06:59,722 --> 00:07:05,399 side make it larger okay move it up here somewhere right and we're going to cut 83 00:07:05,402 --> 00:07:09,719 this one with a similar angle okay more or less right see what I mean cool and 84 00:07:09,722 --> 00:07:14,680 then this could be actually larger here 85 00:07:15,080 --> 00:07:20,279 there we go and then we need another cube right so another cube and move it 86 00:07:20,282 --> 00:07:26,839 somewhere here and make it larger I mean longer here and we're gonna create this 87 00:07:26,842 --> 00:07:31,880 kind of okay heel feeling here okay 88 00:07:32,440 --> 00:07:42,239 right sharpen this and make it wider right then we could even create some 89 00:07:42,242 --> 00:07:49,879 contact and add some bevels to create a separation so you can actually see that 90 00:07:49,882 --> 00:07:53,439 right this could be a little bit larger like this there we go this could be also 91 00:07:53,442 --> 00:08:00,159 a bit bigger so move it somewhere move it somewhere here there we go 92 00:08:00,162 --> 00:08:06,959 cool and we could create an opening here to create a bit more sort of an airy 93 00:08:06,962 --> 00:08:15,320 feeling okay so just you know open this up here like this 94 00:08:15,880 --> 00:08:25,320 right so on here we could also open the fingers here like that 95 00:08:28,120 --> 00:08:36,279 let's just ever scroll this scale it and difference okay cool and you got a very 96 00:08:36,282 --> 00:08:43,639 different feel you know of this feet but it kind of follows a similar idea so 97 00:08:43,642 --> 00:08:46,679 this is how you work from references guys you don't you know don't follow 98 00:08:46,682 --> 00:08:50,799 blindly what you're seeing you're kind of grabbing an anchor that your brain 99 00:08:50,802 --> 00:08:55,559 kind of latched on to thinking oh shit that's pretty cool and then you run with 100 00:08:55,562 --> 00:08:59,599 your own idea trying to reference this or any other image because you can 101 00:08:59,602 --> 00:09:03,479 reference more images let's say you want to have a different idea of a joint or a 102 00:09:03,482 --> 00:09:06,999 piston or whatever well look at different references and find something 103 00:09:07,002 --> 00:09:11,359 that you think is gonna fit yeah so maybe these fingers is toast you're not 104 00:09:11,362 --> 00:09:14,959 the best maybe you could make them a bit better maybe it could be a bit more 105 00:09:14,962 --> 00:09:18,919 angled what whatever it just you know use your imagination and you know always 106 00:09:18,922 --> 00:09:23,559 look at other references to kind of get your brain going okay so that's it for 107 00:09:23,562 --> 00:09:28,080 the reference video thanks for watching and I'll see you in the next one 11732

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