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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:08,999 Let's talk about another important aspect of designing, and that's the fact that your model should be looking good from any angle. 2 00:00:09,002 --> 00:00:13,999 So it should be pleasing to look at, should make sense in terms of design and functionality, etc. 3 00:00:14,002 --> 00:00:20,999 So, this is really crucial. So let's say we're gonna grab this example we were working on in the previous video, 4 00:00:21,002 --> 00:00:26,999 when we talked about working from references, and you know, from a side view, this looks fine, there's nothing wrong with it, 5 00:00:27,002 --> 00:00:30,999 but look what happens when I'm gonna look at it from the front. I mean, it looks terrible, right? 6 00:00:31,002 --> 00:00:38,999 So this would need a lot of work. So, when you're working on something, what you need to do, you need to always look from each angle, okay? 7 00:00:39,002 --> 00:00:43,999 Just look around your model, right, and see how it looks, how it feels. Does it make any sense? 8 00:00:44,002 --> 00:00:49,999 So, for example, in this case, what we need to do, make sure that this isn't more narrow, this is way too thick, right? 9 00:00:50,002 --> 00:00:54,999 Now, this one needs to be more narrow as well, but if I'm gonna narrow it down like that, I'm gonna destroy the bevel here. 10 00:00:55,002 --> 00:01:01,561 So what we're gonna do is we're gonna go to edit mode, tab, occlude, actually let me just turn on my screencast keys here so you can see what I'm doing, 11 00:01:01,563 --> 00:01:03,783 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:03,784 --> 00:01:10,999 press B for select, and then, you know, G, X, and we're gonna move it in here, and scale it in a little bit like that, 13 00:01:11,002 --> 00:01:17,999 so it's kind of, you know, inside of this shape here, like this, right? Maybe move it somewhere here like that. 14 00:01:18,002 --> 00:01:24,999 Grab this face here and extrude it back, so it's longer. Recalculate, sharpen, and this is looking already much better, okay? 15 00:01:25,002 --> 00:01:29,999 So, here we're gonna have to redesign this a bit, because I don't like how this is sticking out, 16 00:01:30,002 --> 00:01:37,999 so let's grab our hand gun and literally cut it in here, on the top, so cut it in here like that, right? 17 00:01:38,002 --> 00:01:42,999 And then we're going to apply that and extrude this one out, okay? 18 00:01:43,002 --> 00:01:51,999 So here what we can do is grab this face on the top and Alt-R to rotate it a bit with edge constraint, 19 00:01:52,002 --> 00:01:56,999 grab this one and maybe chamfer it here in the back to create a different feel here, 20 00:01:57,002 --> 00:02:07,999 and let's see, maybe we could actually slice it like this, maybe it's gonna be better, look more, you know, sort of athletic. 21 00:02:08,002 --> 00:02:15,999 Here, this element in the middle, we could just grab this one and, you know, EM macro a little bit, like that, 22 00:02:16,002 --> 00:02:20,999 and maybe grab it again and scale it just a tad to make it a bit more aggressive. 23 00:02:21,002 --> 00:02:27,999 We could create some cuts in here with EM macro, like this, mirror to the other side, 24 00:02:28,002 --> 00:02:31,999 and this already looks much better than the previous one, and the fingers too, you know, 25 00:02:32,002 --> 00:02:39,999 like, for example, this frontal bit here could be smaller, so what we could do is grab these and kind of drop them down 26 00:02:40,002 --> 00:02:41,999 and maybe scale them a little bit like that. 27 00:02:42,002 --> 00:02:47,999 Here, this one could be a bit more narrowish too, you know, maybe something like this here, 28 00:02:48,002 --> 00:02:56,000 maybe not as narrow on the X-axis, and then we could also narrow down this one, so grab that here, 29 00:02:57,000 --> 00:03:05,999 and narrow it down a bit more, so it kind of gets in here, but we could bulge this one, so make it larger and sort of bevel it, 30 00:03:06,002 --> 00:03:08,999 so it's gonna be a nice and smooth transition here. 31 00:03:09,002 --> 00:03:12,999 And you see from the front, this already looks much better than it looked before, 32 00:03:13,002 --> 00:03:17,999 so remember, always look from a different angle, and now this foot starts to look cool from an angle. 33 00:03:18,002 --> 00:03:24,999 Now, this one could be sliced, so we could grab a slice here, and, for example, slice it like this, and mirror this, okay? 34 00:03:25,002 --> 00:03:30,999 Alright, and we could maybe create some kind of a cutout here as well, maybe, I'm just saying. 35 00:03:31,002 --> 00:03:32,999 Let me see how this looks. 36 00:03:33,002 --> 00:03:38,999 Okay, I'm not sure if I like that, maybe I'm gonna create a cutout here in the back, 37 00:03:39,002 --> 00:03:42,999 maybe this would be better, you know, somewhere here, like this, you know, 38 00:03:43,002 --> 00:03:49,999 and we could create another piston here in the back, a small one, so Shift-S, Shift-X, and create something really small here. 39 00:03:50,002 --> 00:03:54,999 In the back, maybe like a piston going up, you know, to the feet, whatever, do you know what I mean? 40 00:03:55,002 --> 00:03:57,999 So, this just starts looking much better, okay? 41 00:03:58,002 --> 00:04:06,999 So, like I said, always look at different angles of your model, and try to make sure that, you know, things make sense, okay? 42 00:04:07,002 --> 00:04:13,999 So, here, what we could do, we could maybe even borrow this shape here, we could work with this. 43 00:04:14,002 --> 00:04:14,999 Hang on, let me see. 44 00:04:15,002 --> 00:04:21,999 So, let's do something like this, this needs to be lower to, you know, on the same level as this one, right? 45 00:04:22,002 --> 00:04:29,999 So, let's just level it down here, and, let's see, let's make it wider on the Y-axis. 46 00:04:30,002 --> 00:04:33,999 I'm going to just, you know, slice it here, so it's straight. 47 00:04:34,002 --> 00:04:41,999 Move it in here, grab the N-gon, and maybe, maybe slice it like this. 48 00:04:42,002 --> 00:04:45,999 Okay, something like that, that's going to be really cool. 49 00:04:46,002 --> 00:04:52,999 And we could split it, okay, so, you know, split it into, into two, to apply the mirror. 50 00:04:53,002 --> 00:04:59,000 So, let's apply the mirror, just multiply, and maybe do something like this, okay? 51 00:05:00,000 --> 00:05:00,999 See what I mean? 52 00:05:01,002 --> 00:05:11,999 And we could actually cut it in here, you know, maybe like this, to create a bit more lighter structure. 53 00:05:12,002 --> 00:05:21,999 That looks really athletic now, and maybe even if we could cut this here, on the front here, but maybe, maybe, maybe like this. 54 00:05:22,002 --> 00:05:34,999 So, it's kind of aligned with this edge here, you see, kind of like falling in here, following the line here, along this, this cut when narrowing down. 55 00:05:35,002 --> 00:05:37,999 So, now that looks good from the top as well. 56 00:05:38,002 --> 00:05:44,999 Let's do the bevel here, and now you can see that this design looks cool from, you know, basically almost an angle. 57 00:05:45,002 --> 00:05:50,999 In the back here too, we could create this, you know, a bit more, a bit more dynamic design here. 58 00:05:51,002 --> 00:05:54,999 So, maybe we could do something like this, alright? 59 00:05:55,002 --> 00:06:00,999 And mirror this, and then, you know, create a cutout in here, okay? 60 00:06:01,002 --> 00:06:05,999 Just to make it a bit more light in the back, and you see, it just starts shaping up to something really interesting. 61 00:06:06,002 --> 00:06:14,999 Maybe we could just create, you know, a bit of an opening here, or borrow this one and move it in here, make it smaller, right? 62 00:06:15,002 --> 00:06:23,999 And move it deeper here, so it kind of simulates, or emulates, whatever you want to call it, this situation here. 63 00:06:24,002 --> 00:06:30,999 Hang on, let me just move it here, like that, and mirror to the other side, and there you go. 64 00:06:31,002 --> 00:06:36,999 So, this is how you should be designing, guys, you should be always looking from different angles and different perspectives, 65 00:06:37,002 --> 00:06:44,999 orthographic perspective, you know, bottom, top, etc., to make sure that your object or your model is going to look good from any angle. 66 00:06:45,002 --> 00:06:51,999 I can shoot from the bottom, I can shoot from the top, I can shoot, you know, with 50mm, I can shoot with orthographic, 67 00:06:52,002 --> 00:06:56,999 I can shoot from the top, from the back, it doesn't matter how I position this, it just looks good, okay? 68 00:06:57,002 --> 00:07:00,999 It makes sense, you know what it is, and it kind of, you know, kind of fits. 69 00:07:01,002 --> 00:07:05,999 So, when you add some element to your model, always make sure that you're not doing it from one plane, 70 00:07:06,002 --> 00:07:07,999 but you rotate and see how this looks from other angles. 71 00:07:08,002 --> 00:07:12,999 It should be basically like, you know, like a muscle member, okay? 72 00:07:13,002 --> 00:07:15,999 So, you don't even think about it, just do it automatically, okay? 73 00:07:16,002 --> 00:07:20,999 So, when you do something here, like let's say I'm going to scale this in and mirror this, 74 00:07:21,002 --> 00:07:24,999 I want to look not just from this angle, but from any angle, okay? 75 00:07:25,002 --> 00:07:25,999 How does this look from other angles? 76 00:07:26,002 --> 00:07:30,999 Maybe it's going to be better if I'm going to, let's say, grab this one and maybe scale it out, okay? 77 00:07:31,002 --> 00:07:32,999 Maybe this is going to be better, I don't know, right? 78 00:07:33,002 --> 00:07:34,999 I need to check, I need to look. 79 00:07:35,002 --> 00:07:38,999 Okay, guys, so that's how you do it and hope it helps you out. 80 00:07:39,002 --> 00:07:40,000 I'll see you in the next video. 10062

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