All language subtitles for 15. Chapter - 14.mp4

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Original subtitles

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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