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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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