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