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In this chapter we are going to build a bridge and we can start again by adding a plane, so press Shift-A and add the plane.
It's one of my favorite geometries in Blender, I do everything from a plane.
And let's look from the top, so press 7 on the numpad and we'll move this in the object mode, so it's the object mode here.
We can press G and move it so it sits in the middle of the river and in the middle of the road, like this, so the origin point is in the center here.
And it doesn't need to be too precise, it's just for a better placement.
And now we can tab in and press S, then Y and scale this 1.6 on the Y axis, like that.
Now we can add some loops here, we want to build that bridge arc, so let's press Ctrl-R and let's add 6 cuts, like this.
So that will create 7 segments and right-click to release.
Now let's rotate this a little bit and now go to the face select, so press 3 and select the middle face.
And we'll enable proportional editing, so press O or you can enable it right here, we can leave the falloff to smooth.
And now let's rotate this a little bit more and we'll press G, then Z and move this up.
And let's adjust the falloff with the mouse wheel, so it's larger, something like this.
And we are looking for the final bridge shape, so something like this.
Let me look from the side, maybe even more a little bit.
This will work, I think, so let's rotate it back.
And now we can select all by pressing A, press E, then Z and extrude this down.
And here we can confirm with the left mouse button, but first let's disable the proportional editing, so press O.
And now S, then Z and let's press 0, so right now we scaled this to 0, so all the faces are on the same axis.
Now let's press Enter and look from the side, so I'll press 3.
And now we can toggle the X-ray again and move this more into the ground here, so press G, then Z and move this down like that.
And this will serve as a base for our bridge.
Now we can tab out, let's rotate this a little bit and we'll create a cube here, but I want it to create in the middle of the bridge,
so while the bridge object is selected, I will hold Shift S and snap cursor to select it and now create a cube.
Let's press Shift A and add the cube here and now I want to scale this on X, so it's wider than the bridge,
so let's press S, then X and scale it a little bit like this.
It doesn't really matter how much, I will use this to cut into the bridge.
Now let's hold Z, toggle the X-ray again, so we can see how far the cube from the edge here is
and let's press S, then Y and scale it down to something like this.
Okay, this will work.
And now we can tab in, select the top face and bring it down, so press G, then Z and move it down like this.
Now we can create the bevels here, so press 2 for edge select, select these two edges,
but before we start beveling, it will be good to enable that wireframe overlay,
so let's go to the overlays here and enable wireframe, because we don't want any overlapping geometry here,
so let's press Ctrl B and we'll do bevel with five cuts like this or four
and just be careful that your edges do not meet like this.
You want that vertical edge of the bridge to go in the middle of that face that you're beveling here,
so something like this.
Okay, and now we can tab out and let's disable that overlay.
We can now select the bridge object, go to the modifiers tab and use booleans,
so let's add a boolean modifier and that's basically the modifier that serves as a helper
when you need to create more complex shapes and I will get into booleans later in the course,
so we'll go into detail there, but here we'll just use the basic boolean modifier as it is available in Blender
and right now we can choose the object here, so let's click the eyedropper icon here and select the cube.
So the boolean is by default set into difference, so that's what we want and now we can apply this modifier,
so let's select this arrow and click apply and now we can select the cube, press X and delete this
and you can see we cut into that original object and created a new shape
and now just to clean this up a little bit I will select the bridge, go into the edit mode,
press 8 to select all and press shift and again to recalculate normals in case some of them were mismatched or misplaced
and now tab out again and we'll add the bevel modifier here as well, so let's add the bevel modifier
and we'll set this to three segments again and we can switch the limit method to angle
because we don't want to bevel these shallow surfaces and let's set the amount to something like 0.04, that'll work
and again we can do some small setup like in the geometry we can set the miters to arc
in case there are some corners that need fixing and we can open the shading options and enable harden normals
and go into the object data properties and enable that auto smooth, right click and shade smooth.
So we have our bridge object now ready with the bevel modifier and now we are going to create some details here
and again we'll reuse some of the existing geometry because it's very easy to do
so just tab in right now, go to the face select right here, select this face and ctrl click here
and we'll press shift D enter and P enter to separate and now we created this whole new object
so let's select this one and tab in, now we can go to the edge select by pressing 2,
alt click here to select this far edge loop and press G twice to enable vertex slide or edge slide if you want
and slide this here so we'll create a railing there and this will serve as a base for that
and right now we slide this edge but you can see the origin point is still in the middle here
which is good in this case because we can now go into the modifier tab and enable mirroring
so if you add the mirror modifier you will have the same geometry on the other side of the original object as well
and now we can press A to select all and press E to extrude up like this
so as you can see the original bevel modifier is still there with the original settings so nothing else to do here
and now with still this top loop selected we can press shift D once again and P enter to separate
now tab out and select this new object again and this way you can create all kinds of geometry by reusing the existing parts
it's a really quick way to prototype new objects
so let's tab in and right now I will select all and we'll create an inset here
I want to create the bars for the railing so let's press I to inset
but instead of insetting all at once we'll press I once again to enable individual inset
and let's scale this so it's thin like this we'll scale this up later don't worry about that
so let's make it thin like that confirm
and now let's switch to the face select press ctrl I to select inverse
so we select everything else here and press X and delete faces
so only these are left here and now we can press A to select all S and X to scale them on the X axis
and we have now nice railing bars that we can extrude so let's rotate a little bit
and let's press E and extrude it up like that
and now we can press A to select all and move it a little bit down so it's a little bit inside the geometry here
so let's press G then Z and move it down like this
so it's kind of touching the railing there at the bottom
so now we can tab out and select this object here and create the top railing
so press shift D and confirm with the enter
and now we can go into the edit mode because we want the origin point to stay at the same place
and now we can press A, G, Z and move this up like that
let's look from the side so I'll press 3 on the numpad
and let's press G then Z again and move this up like that
and now let's rotate a little bit, I will select the top loop here so select this face and CTRL click here
and we'll move this down a little bit so it's not that bulky
so press G then Z and move it down like that
and one last thing to do here is a little bit of detail so let's select this face right here
let's look from the side there and press CTRL right click here to extrude this in this angle
and we'll do this on the other side as well, don't worry about the precision
and CTRL right here, maybe more shallow like this
it won't really matter, so this is the bridge
and you can see how easy it is to reuse the geometry
and not only the geometry, the modifiers as well, so we created the bridge
and then we reused the geometry to create the railing, added the mirror modifier
and the mirror modifier got transferred to these bars as well and to this top object too
so that's a double layer of time saving here
and right now we can tab out and this is a little bit choppy
there's not too much geometry, this is really low poly
and I don't mind for the bridge but here on the railing I think it will be visible in the final render
so we can smoothen it out a little bit with the subdivision modifier
just to be safe we can check the overlay so let's enable wireframe overlay
you can see that this is basically all quads, there's no wild geometry here
so we can use subdivision modifier no problem, these bevels will support it
so let's disable the wireframe overlay and easy way how to add the subdivision modifier
you can do this in add modifier as well but you can use CTRL 1 or CTRL 2
depends on how many levels of subdivision do you want
so we can use CTRL 1 to smoothen this out and for the bottom part as well
so select this, press CTRL 1 to smoothen it out as well
and this is your nice and smooth playful bridge
and one more little thing here, if you look closer there's a little bit of weird shading on these rails
that's because we subdivided them but they still have those hardened normals active on the bevel modifier
so let's just select one of them right here
let's expand the bevel modifier and we can disable hardened normals
and you'll see that that will clean it up and we can do the same here
and now it's only time to clean it up a little bit
so let's select these objects one by one, first the railing then the bars by holding SHIFT
and let's click the bridge as last, let's press CTRL P and object to parent this
so now if you move the bridge it will move at once
and it's a little bit collapsed here in the outliner so it makes it a little bit more easy to read
and now let's call this bridge
ok, so that's for this chapter and let's move on
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