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Hello and welcome, everyone.
So let's continue modeling our object.
I will use this one for the front to enable x ray.
And let's see,
we can now start by adding all these details,
like creating these screens, adding these buttons.
Everything set out for us.
To do that, we need to use the boolean modifiers.
I would just quickly give you an overview about them,
but first I want you guys to go over to edit
and in preferences and in the items menu.
Or you may should search for the tool add on.
So this one and just make sure you have this enabled.
We will be using this a lot.
It gives us like small shortcuts for using boolean modifiers.
It is pretty useful.
We don't have to like go into the modify tab again and again.
So this I don't like comes preinstalled with that
only you just have to enable it.
So yeah, after evaluating disclose this window and let's see,
we can start by quickly adding a few.
We just show you what we can do with the boolean modifiers,
select the SKU, and I would just specifically duplicated
the first very simple operation that we can use with a boolean.
Modified is there are like two or three of them.
So the first one that you can visualize easily
is you just select the SKU, select this first group
and now hold shift, select the second queue.
Then you can press control plus minus D on a number back.
That is the shot, that side Boolean difference operation.
As soon as you do that you will see we have created this cut out
using Cuban on took you to you can now select the SKU one
and then you move it along you can see the cutout is also moving.
So basically this is boolean modifier.
We can like the different cut outs
and many of the things I would just quickly show you,
this is like one of the operations of Boolean modifier
using this, we can like the
very complex shapes and it will help us a lot in our course.
This was the first one you can like even
duplicate this take.
Let's play it over here and again, select this source, then select
this one, then press control plus minus on a number back
and you can see we can create like multiple cutouts using
multiple different objects.
So this is the first boolean modified operation.
I will select this, delete this, and this one Also click on the cube
and make sure to remove both of these modifiers.
Again, let's duplicate this.
The second one is pretty basic.
You can just select the first cube, then select the second cube.
Then this control and the plus D on your number box.
Basically, this one is the union modifier.
Now both of these cubes have joined together.
You can see
we have three different operations, Defense Union and intersection.
So union will basically join these two.
You won't really see the difference with this, but as soon as I select
this object alongside the bevel modifier to it,
you can see
the bevel is like completely connected to both of the objects and
they both seem like, like a single object.
Only if you just
enable hard annulments in order to smooth.
Let's say I just add two cubes like this and I place them
together in a similar way like this you will see over the edges.
It is not looking that realistic, but if you use the boolean modifier
again, I'd like things like that.
It would make it smooth around the edges
where these two objects are adjoining.
Make it look to make it look like a little bit more realistic.
You can see
we can control the pivot or here also where these two objects
are adjoining.
So that's where it is like different from doing it this way.
We can also adjust.
Maybe the segments to make it smoother
so that we can do all sorts of thing.
But I rarely use the union of operation,
I use the difference operation and the intersection.
So in the section is also pretty good.
Let's use these two cubes.
Now I would select this first cube, then select this second one.
And what section we do is you enforce this control
and then the divide or the slash on your number by
and you will see that this cube one
has created like a text plating onto what you do.
So this is like really useful.
What you can do now is you can select this main object
and let's say that they will modify it with
and you can see we have created some sort of this shape.
It is like really helpful, like creating like sci fi type designs
and yet anything that you have to create like this, like shape,
it will also be really useful when we will be creating a Nintendo
or Gameboy.
You can select this one too, and I will modify to this also
and you can see how we can control like both of these objects.
You can like move it around easily.
So yeah, basically these are
the three operations of the boolean modifier.
They are like pretty cool to use and you can get like various
interesting shapes for this
step with this little introduction of boolean modifiers is done.
So there's just like this all related
and I will show you how we can use all of them in two
or more to suppress one again, let's enable XD
and let's, let's create this thing over here, this big screen.
So do that.
Basically just start a cube
and again we need to just magic
along with the defense image properly.
We just established one
by the vertices select select these vertices, bring them down
to these two and then do the next
and then select these bottom lines and then Z and place them like this.
We don't really have to worry about like the thickness of the object.
We can just place like this.
Any thickness would do
this much is pretty good.
So now if you remember I mentioned earlier,
whenever we change the scale of the object,
we need to apply it to this control and apply the scale.
This one for the front view, enable x ray
and obviously now we need to create all these small divots.
So to do that first stab
this, do for a select and make sure your scale is applied.
Because if the scale is not applied and you try to develop these edges,
it might give you a weird results set.
The step is to for it select and select this edge.
Now this and for the Beverly Calc
and you can use your school de to increase the number of segments.
Yeah, I think that's pretty nice
for this edge.
Now I would select all three of these to stab again
or shift and select all three of them.
This one again for the front view.
And there's these now we can decrease the number of segments.
All right.
That's pretty good in my opinion.
The stab and we have created the shape that we need to create
the cut off
right click and move this first enable order smooth.
And now what we need to do is we need to just select this.
Then then we can just move it inwards just a little bit
so that these two objects are intersecting.
And now what I want you guys to do is I want you to open up
your reference images.
And now what I want you guys to do is you can quickly open up
your defense images folder and look at this reference image
zooming over here and
you have to see what type of cutout that we have to create.
So obviously we cannot really go with the union or the difference
operation, even if you select these to press control plus minus
these get something like this.
That is because of the digital modifier.
We need to just move it down like this. Yep.
You can see we have created that to help. Like
if you notice the reference image, we don't have to create
like this sort of,
but we have to use the intersection so let's just do this. All
select this first, then select this, then
press control, blur, slice
and now you will notice we have got
something like the reference image.
We have something like this.
We also have a cutout, but we also have a shape in between.
So for things like this, the Intersect
operation of the Boolean modifier is very useful,
but you can see the shading is very weak.
So to fix this, you select this
and you have to like make it a rule of thumb.
Whenever we are working with the boolean modifiers,
the bevel modifier will always be at the bottom of the stack.
No matter how many modifiers are there, the better modified
this one will always stay at the bottom of the stack.
If you do that, all your problems will be fixed
like related to the shading issues for this piece.
Also select this inside one and make sure to move the double
modifier below this
you can disable all the
overlays to see your model properly and you can see
we have got the perfect cut out of the screen.
What you can do now is
you can open up this bevel, modify it,
and you can play around with the bevel, value
whatever you want, like if you want to tighten the weight,
you can decrease it if you want.
Make a more smoother look.
Yeah, that is definitely up to you.
We can maybe place it somewhere around here.
That looks fine, in my opinion. All right.
So now I think you guys understand how to use the Boolean modifiers.
Let's keep on moving forward, Make sure it's safe.
Next, enable the x ray.
And let's see.
We can now create this screen portion at the middle.
So do that again.
We need to press shift and let's just add a simple queue
and we can just scale this cube accordingly in the screen.
Yeah, I think that's it.
Specifically, before doing anything, let's just quickly press control
and apply the scale and again, bring it out over here
then in this piece.
And now this time I will select this piece.
So we're shift and then press control
slash to use the intersection operation
and now we have something like this.
Obviously we need to move the drill modifier below this.
Then it would look better.
So make sure to do this thing after every boolean operation
you select the mode modifier and move it below the boolean.
Modify it like this.
Everything would work perfectly
and we would have like correct shooting every bit.
All right.
This looks pretty good in my opinion.
All right.
So now let's again this one, enable x ray
and we have this small battery icon over here.
We can also create that are a cylinder skin down
over here.
This on the x two located on the x axis like this.
And then you can type in your number bag 90 degrees
and then we can just skate it down.
Yep, that's fine, I think.
Let's bring it up over here.
Shapes
move this and also enable auto smooth and again
select the cylinder, then select this piece by leading shift.
Then you can best control blast slash to create the Intersect.
And now we need to move the modifier at the bottom.
So just drag down at the bottom of the stack.
Make sure to do it for both of the pieces like this.
All right.
I will reduce the development just a little bit.
Also, I will just select this
piece then by and move it a little bit backwards.
Like this,
just to give it like that screen.
Like look, select this piece, move this also backwards.
Then I will select this again and just move it a little bit more.
I think Bill here is pretty good.
Yeah, that's okay.
I think.
All right.
Next we can start to create the buttons over here.
So let's start with this one first.
The cube
scaling down, place it over here
and let's see.
We can create it very easily.
I think we can just sit over here.
Let's bring it out like this
and then just control it.
Apply the skin, the stab and Lexy,
the C4 fish select and select the top face and the bottom face.
This one for the front.
You press all plastic and extrude
faces along normal and then you can extruded like this.
Let's extrude this thing here.
Yeah, that's pretty good.
I will just increase the thickness
of this a little bit.
And yet now in a similar way
there's the part.
Yeah. Now proceed.
Select this face and select this face again
this one plus extrude faces along normal.
You can also shift while extruding to move it a little bit slower
and then you can place it perfectly like this.
I think the actual button
is still here.
All right.
I think we are pretty good to go now.
Let's bring it out
then.
Right.
The established three four face select, select this face
and just move it downwards like this.
Just move this
and also enable artist mode.
Next, I would like the bevel
modified to this
look before actually adding a bevel modifier.
What I want to do is remove the modifier, select this piece
and just press shift bloody the duplicated like this
and then hit right click over here
so that both of them are exactly at the same place like this.
So the reason I'm doing this is because I have to use like
one of the piece to actually create a different operation.
So what I mean by that is basically if I just could
select this one again and delete it so that this is just one of them,
I have to select this piece and then select this one.
Then pest control plus minus,
you actually create a different operation over here
and then
we can like use the other one as the actual buttons.
So yeah, I would just undo everything quickly.
And before actually creating the defense operation,
just select this piece by the duplicate
and then hit right click to place it exactly over here.
Then we can select this piece instead of this one.
Then press control plus minus
to actually create the difference.
Operation Move the devil modified at the bottom.
And yet now we can see
this is the reason I created a duplicate,
because we have this button over here also.
And now we also have the
different operation that we did just now.
All right.
Now I want to select this press tab.
There's two for it.
Select and select all these edges.
Like this one. This one.
So the shortcut for this is just hold controlling right?
And click over here.
And you can see now all of them are selected.
Press that first and press controlling apply to state,
make sure the scale is applied
to stab again this control me and let's look out like this.
I don't really know how much we should go for it.
Let's enable x three and see over here.
I think this is
pretty good here
to move this again and enable artist mode.
And now we can maybe either build, modify to this, it's going to
enable hard to normalize.
All right. So next we will detail the buttons even more.
So select this piece.
And if, you know, whenever we like, add a new objects aggressively
in the queue, it always gets added to this 3D because it'll hit.
So we can change the location of this three because of it above you want
you can hold shift then use your right flick
to like move it along and wherever this 3D goes, it is placed.
If you add a new object, it will be added over there
at the location of the 3D because it only.
So this I want to move.
The 3D goes exactly over here.
I go to your point
so that it gets added exactly at the center of a button.
So to do that, this the button,
the shift is then closer to selected.
It will bring the cursor over here and now just be shifted
and let's add a cylinder, let's scale this down
vacation by 90 degrees like this
and we'll just create a small hole in the center,
change, move
this and enable our best mode.
Select this piece, then select this one, then just control this
minus and just make sure to quickly move the bevel.
Modify below this,
select this.
Let's bring it out.
We don't want it too much
and in this one is pretty good.
All right.
Vaccinating
next, if you look over in the reference image,
we have the small ridges like created over our button.
So let's add that to the shifting side.
A cube scaling down, replace it over here like this,
scale it up to match the scale.
It's able straight.
And let's bring this out over here.
This controller
applied a scale the stab and we will just
delete out in the corners the whole control tonight
and select all these edges investment focus B
decrease the number of segments
because this is like a really small object
to smooth this and enable or just
one more thing that I will show you is you can select any object
like let's select both of them by holding shift.
Then you can press slash on a number back to like isolate them
and work without the rest of the objects.
So this is like really useful when you just have to focus on
a couple of objects or one single one you're selling them and press
like to go into the local mode and you can easily attack them here.
So when you select this, let's see for the right side.
You can go take a little bit like this.
Now, to duplicate this, we can restrict plastic duplicated
like this, but I think a better way would just go over here
selecting and let's say that add a modifier.
You can see we can create duplicates to add modify
any number of them, but we don't want it on this axis.
We actually want it on the y axis.
So the undesired one.
So save the factor of x to zero and increase the factor on the
z like this.
Slash again
to come out of the local mode this one and enable x3
and let's just quickly see the difference.
Image.
All right.
So that's perfectly
maybe having
just push it in a little bit and I can
I think three was fine.
I think this looks much better.
We don't really have to go exactly according to the
definition.
I would not select this and now I modified to this
and committed it properly.
Over here
we need to set the axis so we can select this object as the muted axis.
So select this object and we'll head in the middle object.
Click over here and select this, then set the z-axis
and disable the X.
And you can see we have made it a perfectly,
but we cannot really be over here.
We just need selected and then duplicated
like this.
We can disable the and save the x axis now,
now just rotating by 90 degrees.
This tree for right side will
enable for us Alexa,
you can place them over here,
but we need to fix their rotation
as odd and Z and located like this.
Yeah I think that looks pretty good now to push it inwards
then.
Right.
And then you can
display once again to align impulsively with the rotation
and just move it into words like this.
And yeah,
now I think button looks pretty good.
We can maybe select everything over here
and just push it in these two also.
So Benji then. Right.
And move it inward because I think
the button is not that big.
Maybe we can see it from the right side of you.
Three
and I think this is fine.
I will also select the cylinder object and move it
backwards.
All right,
next note Cyprus one again, enable x ray.
Make sure to hit save and we can create these buttons now.
So these ones are really easy to create.
We can basically add a cylinder
scaling down
located on the x axis by 90 degrees.
Just place it right over here.
Just move this and enable all this
and let's see if we're doing anything.
We need to create the cutout for the buttons.
So just select this one.
Enable x ray redshift as duplicated over here.
And now
while these two are selected, select them both and then set
this one at the last this control band
minus the difference operation
Move the drill modifier at the bottom.
All right,
Now we can actually start making the buttons, so select this one.
Let's go there and selected to bring the cursor over here.
Now we can add another cylinder, scaled this down located on the x
by 90 degrees.
Let's see the button now
move it outwards to move this force down to enable or to smooth
the step to go into the edit mode first.
Next this control by the skin to stab this before
we select the stock base and I will
decrease these size like this.
Next we can go with to modify
and either a to this adjustable amount
and enable higher to normal.
And this would
let's
do for it select
for light and select this complete loop which respectfully
and you can try leveling existing devices that books.
All right.
This looks pretty good in my opinion.
You can also add of the normal modifier to correct the shooting
even more.
You can see the shading is just a little bit easier.
So sometimes adding a we can normally modify this fixes that.
And yeah, the button looks pretty good in my opinion.
Now I would just
reshuffle the and place it over here
if you want to place it perfectly at the center of this thing over
here, this is like a small shortcut for this or like a trick.
But first we need to go over to edit references and enable another add on
for search for the copy attribute menu.
Or here.
This also comes
preinstalled with the now you just need to enable it from over here
and after enabling it, when you press control the see,
you would see this huge menu appearing.
So if you use it for this object, then select this one
because we want to copy the location to over here,
then this control key and then you select copy location
and yeah, you can see
it gets placed perfectly at the center.
All right, let's hit save.
And I think this video has gotten a little bit long,
so we will end it here and we'll continue from here in the next one.
Thank you. I thought you.
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