All language subtitles for 2. Chapter - 1.mp4

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Original subtitles

Hello and welcome everyone to this new course where we will be creating

a Nintendo game Boy from start to finish using blender and substance

make up.

So if you just look over in the social sites

that have been provided to you with the course,

you will find everything that is needed for

this recorded in these files only.

So let's just quickly open up this reference images folder

here.

I have added like a bunch of different images

that will help us in creating the model.

Mainly, I will be using this reference

immediately for the exact measurement

of the object that we are trying to create,

but I still suggest you guys to look over the rest of the images

from time to time to just get the proper feel of the object

that we are trying to create.

Like we have this one with the backside of the model.

We have this the different side,

and we also have

this particular image that has all the different views of the object.

So you can definitely check these out to get the proper idea

for the object.

We also have the reference images for these small cartridges

that we will be creating to add some extra detail to our object.

So let's just begin now and what we will do now is

we will go back to Blender

and let's just start by creating a new bring to fight.

So click on here and we are in.

You bring the file now.

So what I will do is first I would just put it on on my screencast guys

so that you can see every shortcut that I perform over here

in the bottom left corner.

So let's say I just selected this cube redshift.

As you can see, I duplicated it and used to shift the command

and it is updating over here.

Whatever I do will be showing up over here

so that it is easier to follow.

So let's just press everything and then just delete.

All right?

Now what I want to do is I want to bring in this reference image,

so this one into blender so that we can use it to create it.

So first what we need to do is we need to press one.

So basically this is the front view.

This is the orthographic front wheel.

You can see over here, this is the front side view.

If you press three, this will be the right view of it.

Seven would be the top view and nine would be the bottom view.

So you should remember all these shortcuts.

They would be

really useful in the course and we will be using them a lot.

So one is for Frank

Lloyd Wright and seven is for top and nine.

Escobar. This is on the number part of your keyboard.

One more thing.

If you press one, it will show you the Frank autograph, if you like.

If you press control plus one, then you show you the back side.

Similarly, three is for right side and control recipe is for, let's say.

All right. So now that is clear.

I would press one

so that I can go back into the frank view only now of impressiveness.

If you add a new object,

let's go with the image and we need to add a reference image.

So now I will

just head over to my daughter directory over here,

open up the reference images folder and we need to just bring in

this reference image.

All right.

So as you can see, it is aligned with the front side view.

If you press one, you can view this image properly.

If you are three, you are viewing it from the right side.

It is basically a 3D plane.

So we cannot really see it from the right side.

But if you press one, you will be able to see the image.

So just select the image big then by and move it like this

and if you look back so that it is not at the center of the scene

so that we can like just add objects over here and press one

and you can see we can easily like match it with the reference image.

If you enable this Ray,

you can easily see the object

and a different image and easily model everything that we want to.

According to this, there's this stable

to go out of the aid mode, select that you press delete.

All right.

Now what I will do is I will select

the different image again, Redshift plus D, duplicate this

and make sure you hit y, locate on the y axis like this.

This place is back over here somewhere around in the middle.

Only it does not have to be perfect.

Then you can just press. I will take it.

And now make sure to press Z, lock it on the Z-Axis

and then just type in 90.

So I think you understand what I'm doing right now.

I'm creating the different image for the right side.

So Benji, then X now and move it like this.

So this way what will happen now is if I press one,

we can see the image from here.

Then we press three and we can see it over here

so that we can model the right side of the model

and we will be worrying about the left side and the backside

later on.

But first we will be just modeling the front side.

And this right side.

All right.

So now all that's

left is to just select the images and let's do a couple of settings.

What I will do is I will come over here in the object

data properties and make sure to enable only axes aligned.

So what this will do is it will make the image invisible.

It says do it for both of them

and it will be only visible when you are actually

in the particular axis that it is aligned to.

So this is currently aligned to the front axis

or we can see the y axis.

So if you press one now, you can see you can now view the image

and if you press three, you can view this right side image.

But as soon as you move out of the axis, they become invisible.

So that is really helpful for us because it won't be like obstructing

any view.

All right, so now we can finally start

modeling our objects of Redshift plus E, and let's just add a simple Q,

But before proceeding, I would just quickly hit save.

So press control plus S and let's just save our file.

I will head over to the trigger directly.

Again, you can open it up and

bring the files.

There's just save it as Nintendo

Gameboy

and it saved

all of it.

So now we can start the first press one to going to the front side view

and we can select the SKU and let's just place it over here at the top.

So to move it, you just need to put a G and place it over here.

I think you can enable XD so that you can properly view the

reference image,

but now you will notice that you cannot really see your queue.

So to fix that,

what we basically can do is we can press one for us for the front view.

There's a select this image and we can decrease its opacity

until we can finally see you again.

So maybe we can set this to something like .25

because you can still basically

see the different image and we can see also.

So that is pretty good for us.

Let's just do the same thing for this one.

Also enable that.

Prasad And there's the value 2.253 for the right side view.

And you can see we can see it properly.

Next what you can do is you can just select this

and try to move it door here to place it with the right side

stab to go into the edit mode.

Now you can press one for the word select

so you can select the word piece by pressing one

who is for the select mode.

We can select the edges and three is for facelift mode.

This is pretty basic stuff.

I am pretty sure that you are aware with this.

All right.

So again, I would rest three for the right side of you.

Press one for what you see.

Select make sure exit is enabled

and you select all of this as then by

and place it somewhere like this.

Match it with the reference image.

Similarly, do it for this site also as you did right

and place it like this.

Also, let's bring it down from over here.

So Benji then say the logcat on the z-axis and place it like this.

All right.

We are pretty good to go now.

I will press one for the front side view

and basically what we can do now is

we do not need to place it up because

you will notice that it is not out of alignment with the right side.

So a simple way to do it would be to just select

the reference image I'm bringing down.

So Bridget and Z, and let's just bring the defense image down

completely.

And as you can see, it's six perfectly

from the bottom and the top.

So now we do not really need to adjust it again and again.

We can just select the cupra step so that these vertices Benji then X

and place it over here and then select easier

to see space g than x and again, place them over here like this.

All right.

So now you will notice that we have got a basic shape, very basic shape.

If you press one, we can perfectly view it

in the front view, perfectly aligned with the different image.

And if you see, we can see mostly in the right side view.

All right, So now we can start to do modeling.

Let's see what we can do first.

First, what I want to do is

I want to make sure that we apply the scale of this whenever we change,

like the scale of the object, make sure you apply this key.

So if you are not aware of this concept, what this basically means is

whenever you like, change the scale of the object like this,

you just need to control it and apply the state.

So make sure you just remember this.

If you want to know why we do this, Let me just quickly

explain it to you by just adding two different cubes.

So let's just I just want you

to duplicate this over here like this.

And now what I would do is I would scale it up like this,

and I will scale this one also like this.

You don't need to follow me over here.

I'm just explaining you a very simple concept.

So as you have noticed, I have scaled both of them,

but I haven't really applied the scale for any of them.

So just like this one.

And press control and apply the scale for this.

All right, So this one has a scale applied and this one does not.

If I select this Cubist tab and let's say I select any simple command,

so I would do four to select the state, to select everything.

And then basically I would risk control.

D So control B is the VIVILLON come on

and you will notice the Beverly is not really working properly.

It has been very weird to me.

The devil is like very stretched over here

and it is like very short over this edge.

And overall the object looks very vivid.

But if I select this one step and let's just do the same thing,

so let's do for it, select the state to select everything.

And then if I press control, let's be the better this one,

you will see that the bevel is completely uniform and perfect.

So this is what happens when you, like, apply the scale of object

and you don't apply the scale.

Things can get a little bit weak.

So make sure whenever you change the scale of the object,

you always press control and then apply the state. See

if that's clear.

Now select this object risk and fully apply the skin.

Also, what we can do is we can place its origin back

at its center because you can see this

kind of out of place part again is this yellow orange point.

So go to object. Say nitrogen.

I know the gentle geometry you can see now dispose of the center.

All right, enable that X-ray and let's see.

We can select this edge over here.

So press two and select this edge this one again for front view.

And now press control.

The better this to create this sort of shape.

LISCOVICZ And you can use a scroll wheel

to, like increase or decrease the number of segments.

So increasing the segments will obviously increase the polygon,

but also make your edge very smooth.

So I think I will go with the higher number like six, seven, eight

to make it just like very smooth so that we don't have any

kind of like

locally feel because I don't want this to look back.

Yeah, I think that's pretty good.

You can just think right click and it shakes good.

You will notice everything is looking kind of weird, officiating smooth,

so you can just come over here in the object data properties

in a normal section, make sure to enable or to smooth.

So whenever you say smooth anything, just make sure to enable

or to smooth so that everything looks perfect.

All right. One more thing.

I would jump over here and enable the clarity and the shadow.

This basically enhances the look of your model,

and it makes it a little bit easier to view all these images.

As you can see, if we disable this,

the edges are not that visible, but if you enable this back again,

the edges are pretty visible and they look good.

So I just like to keep this on enabled said.

These kind of things are totally up to your personal preference.

If you want to enable them or not.

I would just this one enable and we can just

continue modeling Odd object.

You will notice that over here in the corner

the edges are all buried and they are not like really sharp.

So let's do that now

this step and select this edge, this edge and this one.

This one for the front.

You zoom in on this and this image and just this can progress

and make sure

to decrease the number of segments because it is a small, vivid.

So we don't want it to be too much.

All right.

Now, spotted in my opinion.

And you can see the object all around.

Martin Looks pretty good from the reference image.

Let's just hit shapes mute again and then it will adjust mode,

make sure that you keep on getting control

plus s to save your file so that none of the data is lost.

All right, so now let's keep on moving further.

I select this and let's just add up the very modifier to this

to smoothing out the rest of the edges.

So I modify and also then we will use the boolean modifier.

It will work very well with the bevel modifier.

So that's why

we can add this modifier and you can now reduce the development

to your liking.

We can control it with this option over here.

So maybe something like this is pretty good for now.

We can obviously always change it later on.

Come over here the indicating that and we can enable harder normals

for more here.

Make sure that our best rule is also enable if you disable or

then it won't work properly and give you your results.

So make sure our test mode is enabled and we can enable hide anomalies

from over here.

And we basically have the best shape of our margin we can hit save.

And I think this is pretty much enough for this lecture.

We will continue defining our shape and giving more details

like we would be using the Boolean modifiers

to create all these like different types of cutouts into a martin

Savidge will continue modeling it in the upcoming lecture.

So thank you for watching. I would see the next one.

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