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I don't welcome this.
So we are back in the now
and in this lecture we will be modeling the cartridge for a Gameboy.
So let's start.
What I will do now is
I will just turn off
this Gameboy collection so that we don't have anything in our view.
And I will shift plus this and closer to world
origin to bring the closet exactly at the same time.
And now we will enable the difference in this collection.
And this would leave this three or one by the front of you.
You will see in this reference image we also have a small proportion
for the cartridge,
so we can definitely use this image to like the Gameboy cartridge.
But I've also added certain
separate reference images that focus entirely on the
like Gameboy cartridge only, and we like having proper resolution
so that the aged properly it is like not that high boy deal yet.
So it might be a problem for us the way in modeling it.
So just turn it off first, press one for the front view,
then we can press shift plus eight and in the image
I the reference image
and basically head over to the reference images folder
and you will find this image over there. So just bring it in.
And this is like really high quality.
So we can definitely use it for creating the cartridge.
It is much better than this one
set and this process is pretty similar.
I would just selected this device that.
Press one again and start
by first pressing 50 and adding the Q
Enable extra.
Let's quickly size it up
so that that's pretty good
this instant.
By and for thickness we can just like roughly
give it any amount for now.
We would change it later on.
Religious you it something like this
this one again and let's see
we can start by creating this small cutouts stab
this control odd and add an edge loop over here like this.
Then add another loop over here like this.
And then what we can do is press one forward.
You select these vertices, press X and can do that.
Very simple.
But now you can just press that do for a select select this age
and this will bounce to fill out the faces
that pretty easy.
All right.
I will quickly enable back to the Gameboy
and let's just try to again
on the Gameboy in this piece so that we can know
what type of thickness we want to work with.
All right.
So I think
something like this would be all right.
Maybe we can make it a little bit more.
All right.
That looks pretty good to me.
And so it's pretty good.
And I think that's fine.
Now, what I would do is I would just selected it.
Let's bring it out over here.
This table that the Gameboy,
this one, and now we can just
scale down that it since image according to a new size.
All right.
So I think it's both in my opinion.
So let's control it, apply
the scale first and then we can I will modify it
just to allow the edges and decreasing
enable harder normals and or default
express one again, enable x ray.
And obviously we need to develop these edges a little bit
because they are pretty rounded
so we don't have to do the bottom edges.
I think like for the top ones
we can do is start select this one.
So then this one and these fourth or shift and select all of them.
This one enable x ray and now just this control B and build them out
like this.
So that's fine.
I think shapes through this and artist mode
and legacy next week and
this cut out over here so flexibility and there the Q
scaling down
must be viewed according to the reference image
and yeah I think that's good this control they apply the scale
others disable x ray and this step is true for select
for control and select on these edges.
And then you can use this.
And for me, if you don't
give it like a few segments of
that is pretty smooth.
I'm just trying to get a little fiddly inside it.
Yeah, Nice. Pretty good.
Now let's just right click shapes move this applied scale once again.
Enable or not,
now just select these to press control minus
and move the boolean modifier
above the within modify like this.
And now
to make the cutout look a little bit better press tab left to enable
extreme press before we select and select this backside face.
And what I would do is I would build this face out like this
so that it gives us this like smooth edge
feeling like this one,
select this, this standby,
and it looks like this,
right?
That looks pretty good to me.
I think.
Yeah.
Let's move further
again, enable extra layer screen.
This connotes now
the shifting of first, we can create this thing over the edge.
So if you seen the difference you make,
these edges are kind of buried out.
So what we can do to create this is first step, this control on
this controller and you can add edge level here
and again this controller and the edge would like this.
And if you remember, we learned how we can like
snap these edges together.
So make sure to select vertex snapping from over here.
But then they move it around and we'll control the snap like this.
This one forward selects and then these two
and into these two.
Best to join them all together.
Now again, hold all this along the complete loop.
This S, then Z and now press zero
just to make sure they are perfectly in straight line.
And yeah, now they've placed them right about here.
And what I would basically do is
I would just select this H and select this edge, then press control to be
and decrease the amount of bevels
and just be able to go like this.
Let's just with neat view in the reference image,
how much do we have to actually see
just about in here
and yeah, that's fine.
Yeah. And next proceed for then.
Now enable that actually
if you've seen this cool down
and now try to match it
with the reference image again.
Yeah, that's fine.
This can only apply the scale
and now the end of the stab this to for select all control and select
all these for the press control B and then when you don't,
we need to see how much we have to limit.
Yeah, that's fine.
And now you them on this enable artist mode
bringing back it is like a very small cut out so this
a little bit inverse
and select them both press control minus
and now move the will and modify
it above the modified
macro export.
If you see a little bit of shading issues here and then
I think we can normally modify a yes, this is extent.
So I just started, we can modify it
and next we can create this
small little triangle over here.
So basically, let's see,
we can do maybe we can look for the cube.
So the way we can create this language about this
is this control applied, this data source the step
and just run forward to select these two indices
this M And more like single this to merge them.
And so that these two works best and more just send them
to create something like this.
Then we can maybe press that, select all these pages
one for front view, enable extreme force.
We need to align it properly again.
I think next it's better
now this control apply the scale again
so and select all of these edges.
And now this is the amount.
Make sure the scale is applied
to exclude this, enable or this mode
and it's just moving backwards.
And yeah, I think it's looking fine.
Move the boolean modifier
above the bevel modifier
to see
just a little bit of shooting issue going on over here.
If you never keep sharp, it gets fixed,
but I don't think it is
that serious.
I think I would just keeping this silly
for now.
Maybe we can fix it later on
because it is not that much.
Maybe
adding a bit more edge looks would fix this.
So just add a couple of edge loops over here and that's it.
So just press that and in the main object, just add a bunch of edge
looks by pressing controller and you can see that fixed issue.
All right, let's move further.
Select this press step and select
this bottom face.
And now I would use this.
I insert this like this
and extruding inwards like this,
it won't be visible from the bottom, but we have to create this
like the USB chip
that gets inserted into the machine.
Yeah, something like that.
And we can do that.
Obviously.
Let's articulate scaling down
and place a small tube over here
and then
it's too big this bring it out
force in this properly
and you
go to one select this one
and just bring it down over here
to this.
Create something like this.
And now again,
I would select this this slash
for the isolation mode, the shift.
Let's go there to select Q
And again, those like golden chips, like pink,
we know the idea
and just add a modifier
and obligating a bunch of times.
Yeah, that's pretty good.
I think.
All right, let's move further.
Make sure to hit, save and just search all of them
and rest them and move them to the
garbage collection.
Enable x
ray and let's create these cutouts now.
So let's see.
What we can do is we can press if they and the plane,
a simple plane is located on the x axis
by 90 degrees,
scaling down place one over here
like this.
Let's bring it out over here and here.
I'm like this.
I will select this one and move it
back.
And yeah, I think that was pretty easy to do.
Now we can just duplicate this present and we'll do downwards
move both of these vertices behind and
place them accordingly. Now
we can add one more, but if you want to make it
look a little bit more code,
select the middle age, press control B and Beverly.
Don't this.
Just move the look.
We can do the same thing like this.
Also select
this now risk control me and never take out
alternate.
So again select this duplicated.
Next you can select all of them
press s than x and just type in zero.
We make them flat and this one is like completely straight.
So I think it looks okay.
I will select all of the edges in the beginning
because you don't really need them for this one less X and
then like this.
So pretty easy for the bottom ones.
I think we can use these to select.
We can just select these to enable back exit, duplicate them
resized and bring them down over here first,
then type in essence Z and minus one.
Flip them out like this.
It's pretty easy.
As you can see,
I think this works pretty good.
So just select all of them and just this control
and join them and bring them out over here.
Now let's try to solidify,
modify to give them thickness.
You can see the thickness is being added in different directions
to just press that this aid to select everything in the shift plus n
and it is still not getting fixed.
So what you can do is
let's see, I will select
these faces, these faces and these faces.
So just leave these two out
because these two are the ones that are slim.
And now your spin and select insight.
As soon as you do that.
Now, all of them are moving correctly, as you can see.
So basically that's what we had to do
now to select this
press control, minus
the cutout.
Let's bring it out over here like this.
And now we need to move the volume
and modify it above the bevel modifier.
Yeah, perfect.
And next step is to duplicate it over to the side.
So the selected item mirror modifier.
And when you do
is disable the middle modifier for not so that it does not get it.
And you can select the mirror axis as this object because it is exactly
at the center of these two.
And we want to duplicate
along the left and right of this object only.
So selected, go over to that object and select this as the middle object.
I'll select first, enable it back, and yet now it is returning properly.
All right, so cartridges looking pretty good.
Delete, good, save and keep on working for the stab and we can add
a bunch of edge looks or just to be a little bit more gimmicky.
So again, this controller and let's see,
we can add a single point only because Edge is not being adequate.
So we need these to select them both.
This could join them.
Now, similarly, two points over here also
and just select them more then join them and and select this.
Then setting this and then J can join them and this.
And this and
this point and select the complete loop press. S.
Then Z and type in zero to make them black
and move it at the top.
Now just add a bunch of edge loops in
the beginning
like this,
if we need to add another one
now, select this and this with J
or like this and type in zero
now can add a couple of loops
in the middle.
All right.
So that's pretty good.
I think.
All right.
So now what I basically want to do is I want to make this cutout up
here, over here also in the back side.
So I want to select this enable accessory
and select all of the objects.
I'll see.
Then just press shuffle as de to duplicate them
and then hit right click to place them.
Exactly with the rest beat and separate all of the selection
like this
just so they are like
completely different objects
selecting
selected set.
They are like two different objects.
I've been moving a little bit behind so that
select them this edge to bring back the hidden object.
And yet basically these two are completely same.
I having to select this one, the one with duplicate can just now
enable x ray and just delete
all of these boxes over here at the side x and delete them.
Now setting all of these vertices risky
and this makes two extrude them here only
mode over here and now.
I would just show you what I basically want to do is select
this, select this press control minus and create the cutout.
And I was selected.
I'm more like this
and now increase the if modifier
of the main here
for selected and
move the boolean modifier above the visible modifier.
And now I would just increase the solidify
like this
that kind of looking a little bit from over here.
So select this step.
Select the guide and just get an X and move it like this.
So it's looking pretty good in my opinion.
Let's continue and we can give it a little detail on the back side.
Also.
So if you go into the different images again,
you will find the photo of the backside over here.
So it is something like this.
Let's see how we can create
back in blind.
And first let's see
this can fold, plus one to view the backside properly
and now
we can turn off the difference image
for not so just disable it from over here.
So now let's use the Q shift.
They are the cube.
You don't
move it out over here.
And now let's see.
We can first press control to apply the skin, the stab
this control dot and act two which looks like this and here
right click the based on the center recessed and X go
and we can
maybe select these two looks less controlled
and then make sure
they don't have any edges in between them
and now just extruded out like this,
select this, then select this,
then press control minus
let's bring it out.
Yeah, I think that's pretty good.
We can now move the modifier
below the boolean
and I think that is pretty good.
Next week
in our two cylinders in the center
and one viewable here at the top like this.
So interest control, one side,
another cube scaling down
and place it right about here
now I think something like this is fine
move it out again select this
and minus.
Make sure to rearrange the modifiers
and finally we can just start using no skill them. Now
this one is kind of like a user,
so let's see, we can add one sitting up
right above this
and move this.
Enable or just move and use the boolean modifier.
this move
the boolean, modify it above the given modifier.
And if you remember, we like
I did this bold factory add on so that we can add more.
So let's just place a single ball in the center
and maybe scale this down.
And if you make
the shift list closer to selected
and let's start a bold
kick big.
So let's see you can
it's kind of a weird shape.
Maybe
I'll just go with something like this and change this to
the top.
Is something like this?
Yeah, I think that's fine.
We don't have to
dive deep about this,
but stab this one and then you will
X-ray and just delete all of these vertices you can hold.
Right?
And select all of the loops, press X
and delete them.
And now just select this,
then select this risk and policy and copy location
located this 190 degrees
in this by minus and getting this.
And yet now the scaling down
and basic back over here.
Yeah and now I would like you reset
just above this
scaling down on the
y axis to make it a little bit squished
And now use the boolean modifier on this.
The adding modifier step.
And yeah,
more or less we have something like this only 30.
But I'm pretty happy with this.
All right, so let's hit, save,
select everything and move to the cartridges collection.
Okay, So one last thing before finishing up the lecture and noticing
that is never modified it not really working anymore.
As you see with the edges, they look kind of
like very flat and you cannot even see them at the back side.
I did not notice this earlier, but now I'm noticing
that the bold modified is not really working.
So how can we fix this?
So the way easy way to fix it would be to just selected
and come down to the bevel modifier.
And I know that you like to tap this disable clamp overlap.
As soon as you do that, basically those modify starts to work it in.
But everything would be weird.
Like you will see all these shading issues and
do it overlapping with each other.
The reason for this is whenever we disable clamp overlap, now the
overlap clamp is removed
and they can freely overlap with each other.
The bevel modifier won't stop it, so then you increase it too much.
You will see it gets like really, really weird.
So first what we need to do is
we need to send this to a even lower number.
So something around 0.00 to maybe.
And now
what we can do is if you see all these shading issues,
the selected stab, that is because the geometry
is colliding with the boolean modifier step
looks select this one and moved a little bit upwards
so that it does not like collide with this and select this one.
I will give downward.
And yet now you will notice that we are not facing
any type of shading issue, but it still looks like pretty view.
Let's keep on fixing it and then state.
I will move this a little bit inwards.
And these months also I didn't just select them
but push it a little bit inwards.
This to fix that shading issue,
maybe we can visit or decrease it drastically.
2.001.
Yeah, that looks the best I think in my opinion.
And you can see this is poking out.
So step see for free select and just move it behind
like this.
I will bring it outwards
just so the cut out is like very faint
because I don't want
this boolean cutout to be too deep.
All right.
Now you will notice that the edges look much, much bigger
and we can see everything properly and we don't
actually see any, like, huge shading issues.
We see a couple of them
like very closely, but of they won't be that noticeable.
Last thing that I'm noticing is some shading issues over here.
So let's see, it's kind of tricky to like broke
the new easier, so you scale it up first
and I would stand by and squish it up.
I like
and now we don't have any kind of shading issues.
Like it looks kind of odd.
I don't think it would matter that much.
I think it looks fine.
I've got rich looks much, much better this way.
I think so.
Let's just keep safe and yeah, I am good over here.
The next lecture we will apply all the modifiers and unraveling
and start with the fixing process and substance maker.
So thank you for watching as humanity.
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