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I don't welcome this.
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So we are back in the now
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and in this lecture we will be
modeling the cartridge for a Gameboy.
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So let's start.
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What I will do now is
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I will just turn off
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this Gameboy collection so that
we don't have anything in our view.
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And I will shift
plus this and closer to world
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origin to bring the closet
exactly at the same time.
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And now we will enable the difference
in this collection.
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And this would leave this three
or one by the front of you.
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You will see in this reference image
we also have a small proportion
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for the cartridge,
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so we can definitely use this image
to like the Gameboy cartridge.
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But I've also added certain
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separate reference images
that focus entirely on the
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like Gameboy cartridge only,
and we like having proper resolution
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so that the aged properly it is like
not that high boy deal yet.
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So it might be a problem for us
the way in modeling it.
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So just turn it off
first, press one for the front view,
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then we can press shift plus eight
and in the image
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I the reference image
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and basically head over
to the reference images folder
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and you will find this image over
there. So just bring it in.
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And this is like really high quality.
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So we can definitely use it
for creating the cartridge.
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It is much better than this one
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set and this process
is pretty similar.
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I would just selected this device
that.
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Press one again and start
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by first pressing 50 and adding the Q
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Enable extra.
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Let's quickly size it up
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so that that's pretty good
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this instant.
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By and for thickness
we can just like roughly
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give it any amount for now.
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We would change it later on.
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Religious you it something like this
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this one again and let's see
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we can start
by creating this small cutouts stab
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this control odd and add an edge
loop over here like this.
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Then add another
loop over here like this.
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And then what we can do is press
one forward.
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You select these vertices, press X
and can do that.
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Very simple.
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But now you can just press
that do for a select select this age
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and this will bounce
to fill out the faces
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that pretty easy.
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All right.
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I will quickly enable
back to the Gameboy
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and let's just try to again
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on the Gameboy in this piece
so that we can know
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what type of thickness
we want to work with.
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All right.
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So I think
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something like
this would be all right.
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Maybe we can make it
a little bit more.
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All right.
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That looks pretty good to me.
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And so it's pretty good.
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And I think that's fine.
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Now, what I would do is
I would just selected it.
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Let's bring it out over here.
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This table that the Gameboy,
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this one, and now we can just
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scale down that it since image
according to a new size.
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All right.
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00:04:01,200 --> 00:04:04,400
So I think it's both in my opinion.
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So let's control it, apply
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the scale first and then we can
I will modify it
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just to allow the edges
and decreasing
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enable harder normals and or default
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express one again, enable x ray.
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And obviously we need to develop
these edges a little bit
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because they are pretty rounded
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so we don't have to do the bottom
edges.
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I think like for the top ones
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we can do is start select this one.
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So then this one and these fourth
or shift and select all of them.
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This one enable x ray and now just
this control B and build them out
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like this.
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So that's fine.
84
00:05:03,900 --> 00:05:06,900
I think shapes through this
and artist mode
85
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and legacy next week and
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00:05:12,933 --> 00:05:16,633
this cut out over here so flexibility
and there the Q
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00:05:18,400 --> 00:05:21,400
scaling down
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must be viewed
according to the reference image
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00:05:43,866 --> 00:05:46,866
and yeah I think that's good
this control they apply the scale
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00:05:47,566 --> 00:05:51,300
others disable x ray
and this step is true for select
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for control
and select on these edges.
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And then you can use this.
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And for me, if you don't
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00:06:00,800 --> 00:06:03,000
give it like a few segments of
95
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that is pretty smooth.
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00:06:15,333 --> 00:06:18,600
I'm just trying to get
a little fiddly inside it.
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00:06:18,900 --> 00:06:20,633
Yeah, Nice. Pretty good.
98
00:06:20,633 --> 00:06:25,000
Now let's just right click shapes
move this applied scale once again.
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Enable or not,
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now just select
these to press control minus
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00:06:31,700 --> 00:06:33,400
and move the boolean modifier
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above the within modify like this.
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00:06:39,533 --> 00:06:39,933
And now
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to make the cutout look a little bit
better press tab left to enable
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extreme press before we select
and select this backside face.
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And what I would do is I would
build this face out like this
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so that it gives us
this like smooth edge
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feeling like this one,
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select this, this standby,
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and it looks like this,
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right?
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That looks pretty good to me.
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I think.
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Yeah.
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Let's move further
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again, enable extra layer screen.
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This connotes now
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the shifting of first, we can create
this thing over the edge.
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00:07:41,066 --> 00:07:43,233
So if you seen the difference
you make,
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these edges are kind of buried out.
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00:07:45,633 --> 00:07:49,366
So what we can do to create
this is first step, this control on
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this controller
and you can add edge level here
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and again this controller
and the edge would like this.
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00:07:58,533 --> 00:08:00,566
And if you remember,
we learned how we can like
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snap these edges together.
126
00:08:02,233 --> 00:08:05,233
So make sure to select vertex
snapping from over here.
127
00:08:05,533 --> 00:08:09,900
But then they move it around
and we'll control the snap like this.
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00:08:10,533 --> 00:08:13,533
This one forward selects
and then these two
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00:08:14,900 --> 00:08:16,700
and into these two.
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Best to join them all together.
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00:08:19,333 --> 00:08:22,033
Now again, hold all this along
the complete loop.
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This S, then Z and now press zero
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just to make sure they are perfectly
in straight line.
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00:08:28,800 --> 00:08:31,800
And yeah, now
they've placed them right about here.
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And what I would basically do is
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00:08:35,200 --> 00:08:39,500
I would just select this H and select
this edge, then press control to be
137
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and decrease the amount of bevels
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00:08:43,433 --> 00:08:46,433
and just be able to go like this.
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00:08:47,600 --> 00:08:50,333
Let's just with neat view
in the reference image,
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how much do we have to actually see
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just about in here
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and yeah, that's fine.
143
00:09:05,033 --> 00:09:06,733
Yeah. And next proceed for then.
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Now enable that actually
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if you've seen this cool down
146
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and now try to match it
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with the reference image again.
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Yeah, that's fine.
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This can only apply the scale
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00:09:35,433 --> 00:09:39,633
and now the end of the stab this
to for select all control and select
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00:09:39,800 --> 00:09:43,266
all these for the press control B
and then when you don't,
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00:09:44,166 --> 00:09:47,166
we need to see how much we have to
limit.
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Yeah, that's fine.
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And now you them on this enable
artist mode
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bringing back it is like
a very small cut out so this
156
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a little bit inverse
157
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and select them
both press control minus
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and now move the will and modify
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it above the modified
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macro export.
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If you see a little bit
of shading issues here and then
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I think we can normally modify
a yes, this is extent.
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So I just started, we can modify it
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and next we can create this
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small little triangle over here.
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So basically, let's see,
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we can do
maybe we can look for the cube.
168
00:11:06,233 --> 00:11:09,000
So the way we can create
this language about this
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is this control
applied, this data source the step
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and just run forward
to select these two indices
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this M And more like single
this to merge them.
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And so that these two works best
and more just send them
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to create something like this.
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00:11:27,033 --> 00:11:31,200
Then we can maybe press
that, select all these pages
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one for
front view, enable extreme force.
176
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We need to align it properly again.
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00:11:46,966 --> 00:11:48,400
I think next it's better
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now this control
apply the scale again
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so and select all of these edges.
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And now this is the amount.
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Make sure the scale is applied
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to exclude this, enable or this mode
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and it's just moving backwards.
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And yeah, I think it's looking fine.
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Move the boolean modifier
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above the bevel modifier
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to see
188
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just a little bit of shooting issue
going on over here.
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If you never keep sharp,
it gets fixed,
190
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but I don't think it is
191
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that serious.
192
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I think I would just
keeping this silly
193
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for now.
194
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Maybe we can fix it later on
195
00:13:21,033 --> 00:13:24,033
because it is not that much.
196
00:13:25,366 --> 00:13:25,766
Maybe
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adding a bit more edge
looks would fix this.
198
00:13:29,000 --> 00:13:32,533
So just add a couple of edge
loops over here and that's it.
199
00:13:33,000 --> 00:13:36,300
So just press that and in the main
object, just add a bunch of edge
200
00:13:36,300 --> 00:13:39,866
looks by pressing controller
and you can see that fixed issue.
201
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All right, let's move further.
202
00:13:46,533 --> 00:13:48,466
Select this press step and select
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00:13:48,466 --> 00:13:51,466
this bottom face.
204
00:13:51,533 --> 00:13:52,800
And now I would use this.
205
00:13:52,800 --> 00:13:55,800
I insert this like this
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and extruding inwards like this,
207
00:14:01,933 --> 00:14:05,200
it won't be visible from the bottom,
but we have to create this
208
00:14:05,266 --> 00:14:08,700
like the USB chip
209
00:14:09,066 --> 00:14:12,066
that gets inserted into the machine.
210
00:14:12,633 --> 00:14:13,800
Yeah, something like that.
211
00:14:13,800 --> 00:14:16,266
And we can do that.
212
00:14:16,266 --> 00:14:18,700
Obviously.
213
00:14:18,700 --> 00:14:21,700
Let's articulate scaling down
214
00:14:23,100 --> 00:14:26,100
and place a small tube over here
215
00:14:33,733 --> 00:14:36,733
and then
216
00:14:38,200 --> 00:14:41,200
it's too big this bring it out
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force in this properly
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and you
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00:14:58,133 --> 00:15:00,166
go to one select this one
220
00:15:00,166 --> 00:15:03,166
and just bring it down over here
221
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to this.
222
00:15:17,333 --> 00:15:20,333
Create something like this.
223
00:15:24,633 --> 00:15:25,266
And now again,
224
00:15:25,266 --> 00:15:28,266
I would select this this slash
225
00:15:28,266 --> 00:15:30,733
for the isolation mode, the shift.
226
00:15:30,733 --> 00:15:33,733
Let's go there to select Q
227
00:15:34,000 --> 00:15:37,033
And again,
those like golden chips, like pink,
228
00:15:42,566 --> 00:15:44,033
we know the idea
229
00:15:44,033 --> 00:15:46,500
and just add a modifier
230
00:15:46,500 --> 00:15:49,500
and obligating a bunch of times.
231
00:15:59,700 --> 00:16:00,700
Yeah, that's pretty good.
232
00:16:00,700 --> 00:16:03,700
I think.
233
00:16:03,866 --> 00:16:06,366
All right, let's move further.
234
00:16:06,366 --> 00:16:09,366
Make sure to hit, save
and just search all of them
235
00:16:09,733 --> 00:16:12,733
and rest them and move them to the
236
00:16:13,533 --> 00:16:16,533
garbage collection.
237
00:16:18,533 --> 00:16:19,133
Enable x
238
00:16:19,133 --> 00:16:22,133
ray and let's
create these cutouts now.
239
00:16:22,366 --> 00:16:23,466
So let's see.
240
00:16:23,466 --> 00:16:27,200
What we can do is we can press
if they and the plane,
241
00:16:27,700 --> 00:16:30,933
a simple plane is located
on the x axis
242
00:16:30,933 --> 00:16:33,933
by 90 degrees,
243
00:16:34,333 --> 00:16:37,333
scaling down place one over here
244
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like this.
245
00:16:42,466 --> 00:16:45,466
Let's
bring it out over here and here.
246
00:16:48,000 --> 00:16:50,600
I'm like this.
247
00:16:50,600 --> 00:16:52,233
I will select this one and move it
248
00:16:52,233 --> 00:16:55,233
back.
249
00:16:57,433 --> 00:17:00,500
And yeah,
I think that was pretty easy to do.
250
00:17:01,000 --> 00:17:04,833
Now we can just duplicate
this present and we'll do downwards
251
00:17:07,200 --> 00:17:10,833
move both
of these vertices behind and
252
00:17:12,133 --> 00:17:15,133
place them accordingly. Now
253
00:17:16,933 --> 00:17:20,700
we can add one more,
but if you want to make it
254
00:17:20,700 --> 00:17:23,700
look a little bit more code,
255
00:17:25,266 --> 00:17:28,033
select the middle age,
press control B and Beverly.
256
00:17:28,033 --> 00:17:31,000
Don't this.
257
00:17:31,000 --> 00:17:34,000
Just move the look.
258
00:17:36,066 --> 00:17:37,533
We can do the same thing like this.
259
00:17:37,533 --> 00:17:44,733
Also select
260
00:17:44,733 --> 00:17:47,733
this now
risk control me and never take out
261
00:17:48,733 --> 00:17:49,200
alternate.
262
00:17:49,200 --> 00:17:52,200
So again select this duplicated.
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00:17:57,233 --> 00:17:58,700
Next you can select all of them
264
00:17:58,700 --> 00:18:01,700
press s than x and just type in zero.
265
00:18:01,766 --> 00:18:05,400
We make them flat and this one
is like completely straight.
266
00:18:05,400 --> 00:18:08,400
So I think it looks okay.
267
00:18:08,700 --> 00:18:10,666
I will select all of the edges
in the beginning
268
00:18:10,666 --> 00:18:14,500
because you don't really need them
for this one less X and
269
00:18:15,166 --> 00:18:16,266
then like this.
270
00:18:17,766 --> 00:18:19,500
So pretty easy for the bottom ones.
271
00:18:19,500 --> 00:18:22,566
I think we can use these to select.
272
00:18:22,766 --> 00:18:26,966
We can just select these
to enable back exit, duplicate them
273
00:18:27,433 --> 00:18:30,433
resized
and bring them down over here first,
274
00:18:30,900 --> 00:18:34,100
then type in essence Z and minus one.
275
00:18:35,400 --> 00:18:38,100
Flip them out like this.
276
00:18:38,100 --> 00:18:39,000
It's pretty easy.
277
00:18:39,000 --> 00:18:42,000
As you can see,
278
00:18:46,000 --> 00:18:48,500
I think this works pretty good.
279
00:18:48,500 --> 00:18:51,900
So just select all of them
and just this control
280
00:18:51,933 --> 00:18:55,033
and join them
and bring them out over here.
281
00:18:56,666 --> 00:18:58,066
Now let's try to solidify,
282
00:18:58,066 --> 00:19:01,066
modify to give them thickness.
283
00:19:01,233 --> 00:19:04,233
You can see the thickness is
being added in different directions
284
00:19:04,633 --> 00:19:08,400
to just press that this aid to select
everything in the shift plus n
285
00:19:09,166 --> 00:19:10,766
and it is still not getting fixed.
286
00:19:10,766 --> 00:19:11,766
So what you can do is
287
00:19:13,000 --> 00:19:16,000
let's see, I will select
288
00:19:16,466 --> 00:19:19,466
these faces, these faces
and these faces.
289
00:19:19,600 --> 00:19:21,200
So just leave these two out
290
00:19:21,200 --> 00:19:24,200
because these two
are the ones that are slim.
291
00:19:24,400 --> 00:19:28,300
And now your spin
and select insight.
292
00:19:28,866 --> 00:19:29,866
As soon as you do that.
293
00:19:29,866 --> 00:19:32,866
Now, all of them are moving
correctly, as you can see.
294
00:19:33,433 --> 00:19:36,433
So basically that's what we had to do
295
00:19:39,433 --> 00:19:40,566
now to select this
296
00:19:40,566 --> 00:19:43,566
press control, minus
297
00:19:44,333 --> 00:19:47,333
the cutout.
298
00:19:51,166 --> 00:19:54,166
Let's bring it out over here
like this.
299
00:19:55,233 --> 00:19:57,900
And now we need to move the volume
300
00:19:57,900 --> 00:20:00,900
and modify
it above the bevel modifier.
301
00:20:02,633 --> 00:20:05,633
Yeah, perfect.
302
00:20:12,266 --> 00:20:15,266
And next step
is to duplicate it over to the side.
303
00:20:15,766 --> 00:20:18,766
So the selected item mirror modifier.
304
00:20:19,133 --> 00:20:20,833
And when you do
305
00:20:20,833 --> 00:20:24,100
is disable the middle modifier
for not so that it does not get it.
306
00:20:24,400 --> 00:20:28,100
And you can select the mirror axis
as this object because it is exactly
307
00:20:28,100 --> 00:20:29,700
at the center of these two.
308
00:20:29,700 --> 00:20:32,700
And we want to duplicate
309
00:20:32,700 --> 00:20:34,633
along the left
and right of this object only.
310
00:20:34,633 --> 00:20:38,766
So selected, go over to that object
and select this as the middle object.
311
00:20:39,266 --> 00:20:43,800
I'll select first, enable it back,
and yet now it is returning properly.
312
00:20:48,600 --> 00:20:51,833
All right, so cartridges looking
pretty good.
313
00:20:51,933 --> 00:21:01,133
Delete, good, save and keep on
working for the stab and we can add
314
00:21:01,133 --> 00:21:04,366
a bunch of edge looks or just to be
a little bit more gimmicky.
315
00:21:04,900 --> 00:21:07,833
So again, this controller
and let's see,
316
00:21:07,833 --> 00:21:12,000
we can add a single point only
because Edge is not being adequate.
317
00:21:12,433 --> 00:21:15,400
So we need these to select them both.
318
00:21:15,400 --> 00:21:17,933
This could join them.
319
00:21:17,933 --> 00:21:20,933
Now, similarly,
two points over here also
320
00:21:21,100 --> 00:21:25,200
and just select them more then
join them and and select this.
321
00:21:25,200 --> 00:21:28,466
Then setting this
and then J can join them and this.
322
00:21:28,466 --> 00:21:30,433
And this and
323
00:21:30,433 --> 00:21:33,433
this point and select
the complete loop press. S.
324
00:21:33,466 --> 00:21:36,933
Then Z and type in zero
to make them black
325
00:21:37,366 --> 00:21:40,366
and move it at the top.
326
00:21:40,800 --> 00:21:42,833
Now just add a bunch of edge loops in
327
00:21:44,266 --> 00:21:46,066
the beginning
328
00:21:46,066 --> 00:21:47,700
like this,
329
00:21:47,700 --> 00:21:50,700
if we need to add another one
330
00:21:53,266 --> 00:21:56,266
now, select this and this with J
331
00:21:59,000 --> 00:22:02,000
or like this and type in zero
332
00:22:03,733 --> 00:22:06,000
now can add a couple of loops
333
00:22:06,000 --> 00:22:09,000
in the middle.
334
00:22:21,400 --> 00:22:21,866
All right.
335
00:22:21,866 --> 00:22:22,866
So that's pretty good.
336
00:22:22,866 --> 00:22:25,866
I think.
337
00:22:26,566 --> 00:22:27,033
All right.
338
00:22:27,033 --> 00:22:30,700
So now what I basically want to do
is I want to make this cutout up
339
00:22:30,700 --> 00:22:33,700
here, over here
also in the back side.
340
00:22:33,700 --> 00:22:36,700
So I want to select this
enable accessory
341
00:22:36,933 --> 00:22:38,333
and select all of the objects.
342
00:22:38,333 --> 00:22:39,366
I'll see.
343
00:22:39,366 --> 00:22:42,566
Then just press
shuffle as de to duplicate them
344
00:22:42,633 --> 00:22:44,400
and then hit right
click to place them.
345
00:22:44,400 --> 00:22:48,533
Exactly with the rest beat
and separate all of the selection
346
00:22:48,533 --> 00:22:51,233
like this
347
00:22:51,233 --> 00:22:52,433
just so they are like
348
00:22:52,433 --> 00:22:55,433
completely different objects
349
00:22:56,866 --> 00:22:57,233
selecting
350
00:22:57,233 --> 00:23:05,200
selected set.
351
00:23:05,433 --> 00:23:06,833
They are like two different objects.
352
00:23:06,833 --> 00:23:09,833
I've been moving a little bit behind
so that
353
00:23:10,000 --> 00:23:13,033
select them this edge
to bring back the hidden object.
354
00:23:13,400 --> 00:23:16,400
And yet basically these two
are completely same.
355
00:23:16,433 --> 00:23:19,466
I having to select this one,
the one with duplicate can just now
356
00:23:20,833 --> 00:23:24,600
enable x ray and just delete
357
00:23:24,600 --> 00:23:28,333
all of these boxes over here
at the side x and delete them.
358
00:23:29,066 --> 00:23:32,066
Now setting all of these vertices
risky
359
00:23:32,766 --> 00:23:35,766
and this makes two extrude
them here only
360
00:23:38,100 --> 00:23:39,733
mode over here and now.
361
00:23:39,733 --> 00:23:43,200
I would just show you
what I basically want to do is select
362
00:23:43,200 --> 00:23:46,400
this, select this press control minus
and create the cutout.
363
00:23:48,100 --> 00:23:49,200
And I was selected.
364
00:23:49,200 --> 00:23:52,200
I'm more like this
365
00:23:54,033 --> 00:23:57,033
and now increase the if modifier
366
00:23:58,700 --> 00:24:01,466
of the main here
367
00:24:01,466 --> 00:24:03,733
for selected and
368
00:24:03,733 --> 00:24:06,733
move the boolean modifier
above the visible modifier.
369
00:24:06,866 --> 00:24:09,866
And now I would just
increase the solidify
370
00:24:12,500 --> 00:24:15,500
like this
371
00:24:24,433 --> 00:24:26,766
that kind of looking a little bit
from over here.
372
00:24:26,766 --> 00:24:28,866
So select this step.
373
00:24:28,866 --> 00:24:33,600
Select the guide and just get
an X and move it like this.
374
00:24:39,233 --> 00:24:42,233
So it's
looking pretty good in my opinion.
375
00:24:43,000 --> 00:24:46,600
Let's continue and we can give it
a little detail on the back side.
376
00:24:46,600 --> 00:24:49,266
Also.
377
00:24:49,266 --> 00:24:51,133
So if you go into the different
images again,
378
00:24:51,133 --> 00:24:54,133
you will find the photo
of the backside over here.
379
00:24:55,900 --> 00:24:57,833
So it is something like this.
380
00:24:57,833 --> 00:25:00,833
Let's see how we can create
381
00:25:02,200 --> 00:25:02,866
back in blind.
382
00:25:02,866 --> 00:25:05,866
And first let's see
383
00:25:06,166 --> 00:25:09,166
this can fold, plus
one to view the backside properly
384
00:25:10,200 --> 00:25:13,200
and now
385
00:25:13,233 --> 00:25:15,866
we can turn off the difference image
386
00:25:15,866 --> 00:25:18,866
for not so just disable it
from over here.
387
00:25:18,966 --> 00:25:21,600
So now let's use the Q shift.
388
00:25:21,600 --> 00:25:22,766
They are the cube.
389
00:25:22,766 --> 00:25:25,766
You don't
390
00:25:29,500 --> 00:25:32,500
move it out over here.
391
00:25:32,900 --> 00:25:33,866
And now let's see.
392
00:25:33,866 --> 00:25:37,000
We can first press control
to apply the skin, the stab
393
00:25:37,733 --> 00:25:40,733
this control dot and act two
which looks like this and here
394
00:25:40,766 --> 00:25:45,033
right click the based on
the center recessed and X go
395
00:25:48,000 --> 00:25:48,733
and we can
396
00:25:48,733 --> 00:25:52,266
maybe select
these two looks less controlled
397
00:25:52,766 --> 00:25:55,400
and then make sure
398
00:25:55,400 --> 00:25:58,400
they don't have any edges
in between them
399
00:25:58,866 --> 00:26:01,866
and now just extruded out like this,
400
00:26:05,033 --> 00:26:06,400
select this, then select this,
401
00:26:06,400 --> 00:26:09,400
then press control minus
402
00:26:10,666 --> 00:26:13,666
let's bring it out.
403
00:26:39,733 --> 00:26:41,033
Yeah, I think that's pretty good.
404
00:26:41,033 --> 00:26:44,033
We can now move the modifier
405
00:26:44,633 --> 00:26:46,933
below the boolean
406
00:26:46,933 --> 00:26:49,933
and I think that is pretty good.
407
00:26:54,800 --> 00:26:55,266
Next week
408
00:26:55,266 --> 00:26:58,266
in our two cylinders in the center
409
00:26:58,466 --> 00:27:01,466
and one viewable here at the top
like this.
410
00:27:02,566 --> 00:27:05,566
So interest control, one side,
411
00:27:05,566 --> 00:27:08,566
another cube scaling down
412
00:27:08,900 --> 00:27:11,900
and place it right about here
413
00:27:30,366 --> 00:27:33,033
now I think something like
this is fine
414
00:27:33,033 --> 00:27:35,400
move it out again select this
415
00:27:35,400 --> 00:27:38,400
and minus.
416
00:27:40,300 --> 00:27:43,300
Make sure to rearrange the modifiers
417
00:27:48,233 --> 00:27:51,433
and finally we can just start
using no skill them. Now
418
00:27:56,433 --> 00:27:58,900
this one is kind of like a user,
419
00:27:58,900 --> 00:28:01,900
so let's see,
we can add one sitting up
420
00:28:03,500 --> 00:28:06,500
right above this
421
00:28:09,500 --> 00:28:11,666
and move this.
422
00:28:11,666 --> 00:28:14,933
Enable or just move
and use the boolean modifier.
423
00:28:17,100 --> 00:28:17,933
this move
424
00:28:17,933 --> 00:28:20,933
the boolean, modify
it above the given modifier.
425
00:28:21,666 --> 00:28:23,966
And if you remember, we like
426
00:28:23,966 --> 00:28:27,733
I did this bold factory add on
so that we can add more.
427
00:28:27,733 --> 00:28:30,733
So let's just place
a single ball in the center
428
00:28:31,933 --> 00:28:33,300
and maybe scale this down.
429
00:28:33,300 --> 00:28:35,200
And if you make
430
00:28:35,200 --> 00:28:37,466
the shift list closer to selected
431
00:28:37,466 --> 00:28:40,466
and let's start a bold
432
00:28:40,633 --> 00:28:41,300
kick big.
433
00:28:41,300 --> 00:28:44,300
So let's see you can
434
00:28:44,300 --> 00:28:47,300
it's kind of a weird shape.
435
00:28:58,833 --> 00:28:59,100
Maybe
436
00:28:59,100 --> 00:29:02,266
I'll just go with something like this
and change this to
437
00:29:03,700 --> 00:29:04,166
the top.
438
00:29:04,166 --> 00:29:07,166
Is something like this?
439
00:29:09,300 --> 00:29:10,500
Yeah, I think that's fine.
440
00:29:10,500 --> 00:29:11,166
We don't have to
441
00:29:12,400 --> 00:29:14,800
dive deep about this,
442
00:29:14,800 --> 00:29:17,466
but stab this one and then you will
443
00:29:17,466 --> 00:29:20,866
X-ray and just delete
all of these vertices you can hold.
444
00:29:20,866 --> 00:29:21,766
Right?
445
00:29:21,766 --> 00:29:24,566
And select all of the loops, press X
446
00:29:24,566 --> 00:29:27,566
and delete them.
447
00:29:29,433 --> 00:29:31,133
And now just select this,
448
00:29:31,133 --> 00:29:34,133
then select this risk and policy
and copy location
449
00:29:35,133 --> 00:29:37,866
located this 190 degrees
450
00:29:37,866 --> 00:29:40,866
in this by minus and getting this.
451
00:29:41,433 --> 00:29:44,400
And yet now the scaling down
452
00:29:44,400 --> 00:29:47,400
and basic back over here.
453
00:29:57,566 --> 00:30:01,333
Yeah and now I would like you reset
454
00:30:04,333 --> 00:30:07,333
just above this
455
00:30:09,866 --> 00:30:10,866
scaling down on the
456
00:30:10,866 --> 00:30:13,866
y axis
to make it a little bit squished
457
00:30:14,000 --> 00:30:17,000
And now use the boolean modifier
on this.
458
00:30:20,300 --> 00:30:23,300
The adding modifier step.
459
00:30:26,833 --> 00:30:27,400
And yeah,
460
00:30:27,400 --> 00:30:30,800
more or less
we have something like this only 30.
461
00:30:48,000 --> 00:30:51,000
But I'm pretty happy with this.
462
00:31:05,066 --> 00:31:06,900
All right, so let's hit, save,
463
00:31:06,900 --> 00:31:10,500
select everything and move
to the cartridges collection.
464
00:31:11,800 --> 00:31:15,033
Okay, So one last thing before
finishing up the lecture and noticing
465
00:31:15,033 --> 00:31:18,233
that is never modified it
not really working anymore.
466
00:31:18,533 --> 00:31:21,500
As you see with the edges,
they look kind of
467
00:31:21,500 --> 00:31:24,500
like very flat and you cannot even
see them at the back side.
468
00:31:24,500 --> 00:31:27,200
I did not notice this earlier,
but now I'm noticing
469
00:31:27,200 --> 00:31:29,600
that the bold modified
is not really working.
470
00:31:29,600 --> 00:31:31,166
So how can we fix this?
471
00:31:31,166 --> 00:31:34,400
So the way easy way to fix
it would be to just selected
472
00:31:35,033 --> 00:31:37,200
and come down to the bevel modifier.
473
00:31:37,200 --> 00:31:40,566
And I know that you like to tap
this disable clamp overlap.
474
00:31:41,166 --> 00:31:45,233
As soon as you do that, basically
those modify starts to work it in.
475
00:31:45,266 --> 00:31:47,266
But everything would be weird.
476
00:31:47,266 --> 00:31:50,266
Like you will see
all these shading issues and
477
00:31:50,266 --> 00:31:53,266
do it overlapping with each other.
478
00:31:53,500 --> 00:31:57,033
The reason for this is whenever
we disable clamp overlap, now the
479
00:31:58,100 --> 00:31:59,433
overlap clamp is removed
480
00:31:59,433 --> 00:32:02,433
and they can freely overlap
with each other.
481
00:32:02,700 --> 00:32:06,066
The bevel modifier won't stop it,
so then you increase it too much.
482
00:32:06,066 --> 00:32:08,700
You will see
it gets like really, really weird.
483
00:32:08,700 --> 00:32:10,033
So first what we need to do is
484
00:32:10,033 --> 00:32:12,266
we need to send this
to a even lower number.
485
00:32:12,266 --> 00:32:15,266
So something around 0.00 to maybe.
486
00:32:16,866 --> 00:32:17,733
And now
487
00:32:17,733 --> 00:32:20,733
what we can do is
if you see all these shading issues,
488
00:32:21,100 --> 00:32:24,600
the selected stab,
that is because the geometry
489
00:32:24,600 --> 00:32:27,800
is colliding
with the boolean modifier step
490
00:32:28,166 --> 00:32:31,166
looks select this one
and moved a little bit upwards
491
00:32:31,700 --> 00:32:35,300
so that it does not like collide
with this and select this one.
492
00:32:35,300 --> 00:32:37,533
I will give downward.
493
00:32:37,533 --> 00:32:40,000
And yet now you will notice
that we are not facing
494
00:32:40,000 --> 00:32:43,700
any type of shading issue,
but it still looks like pretty view.
495
00:32:45,500 --> 00:32:48,300
Let's
keep on fixing it and then state.
496
00:32:48,300 --> 00:32:51,300
I will move this
a little bit inwards.
497
00:32:59,533 --> 00:33:02,533
And these months also
I didn't just select them
498
00:33:03,566 --> 00:33:05,866
but push it a little bit inwards.
499
00:33:05,866 --> 00:33:08,866
This to fix that shading issue,
500
00:33:14,400 --> 00:33:16,800
maybe we can visit or decrease it
drastically.
501
00:33:16,800 --> 00:33:19,200
2.001.
502
00:33:19,200 --> 00:33:22,200
Yeah, that looks the best
I think in my opinion.
503
00:33:23,833 --> 00:33:25,766
And you can see this is poking out.
504
00:33:25,766 --> 00:33:30,000
So step see for free select
and just move it behind
505
00:33:30,000 --> 00:33:33,000
like this.
506
00:33:35,500 --> 00:33:38,100
I will bring it outwards
507
00:33:38,100 --> 00:33:41,100
just so the cut out
is like very faint
508
00:33:44,133 --> 00:33:45,300
because I don't want
509
00:33:45,300 --> 00:33:48,300
this boolean cutout to be too deep.
510
00:33:53,333 --> 00:33:53,700
All right.
511
00:33:53,700 --> 00:33:56,533
Now you will notice that the edges
look much, much bigger
512
00:33:56,533 --> 00:33:59,633
and we can see everything properly
and we don't
513
00:34:00,233 --> 00:34:03,266
actually see any, like, huge
shading issues.
514
00:34:03,600 --> 00:34:04,700
We see a couple of them
515
00:34:04,700 --> 00:34:08,166
like very closely,
but of they won't be that noticeable.
516
00:34:08,766 --> 00:34:11,766
Last thing that I'm noticing
is some shading issues over here.
517
00:34:12,066 --> 00:34:15,000
So let's see, it's
kind of tricky to like broke
518
00:34:15,000 --> 00:34:18,000
the new easier,
so you scale it up first
519
00:34:18,066 --> 00:34:20,400
and I would stand
by and squish it up.
520
00:34:20,400 --> 00:34:20,866
I like
521
00:34:29,100 --> 00:34:31,500
and now we don't
have any kind of shading issues.
522
00:34:31,500 --> 00:34:33,400
Like it looks kind of odd.
523
00:34:33,400 --> 00:34:35,033
I don't think it would matter
that much.
524
00:34:35,033 --> 00:34:37,833
I think it looks fine.
525
00:34:37,833 --> 00:34:41,100
I've got rich
looks much, much better this way.
526
00:34:41,100 --> 00:34:42,600
I think so.
527
00:34:42,600 --> 00:34:45,633
Let's just keep safe
and yeah, I am good over here.
528
00:34:45,900 --> 00:34:49,166
The next lecture we will apply
all the modifiers and unraveling
529
00:34:49,400 --> 00:34:52,133
and start with the fixing process
and substance maker.
530
00:34:52,133 --> 00:34:53,666
So thank
you for watching as humanity.
39822
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