All language subtitles for 4. Chapter - 3.mp4

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Original subtitles

So let's continue.

Now, I've also opened up the reference image over here

so that we can side by side look at it.

And one thing that I'm noticing is

that these things that we have created over here

and in the defensive end, if you see them,

they are a little bit bigger than the ones that we have created.

So let's fix that quickly.

So just select this and to scale it properly according to the axis,

because we have rotated it a little bit on the Z.

Just press S, then Z,

and then press that once again and you will see that it aligns itself

and just increase the scale on the Z axis

like this.

Yeah, that's pretty good in my opinion.

I'll select this one for this one.

I think we need to press the Z again. Yep.

And just scale this one up.

Also like this, you can press G, NZ and Z once again

and move it downwards like this.

Just increase the scale

a little bit more.

All right, that looks perfect.

Let's continue also, if you will notice that it is like a very light

like this circle, like shape around the button,

but we won't be creating it in the modeling phase.

I will just added later on by texturing this piece.

In substance, it would be much easier to do so.

Like for these buttons.

Also, we have the shape over here.

We can add this one in the modeling phase

only because it is kind of easier to do so.

So let's just do that. Now.

I will enable the we will press one for front view and enable x three.

So let's start by adding a simple cube.

So this is the cube

and let's place it according to the object over here.

So again, this are rotated a little bit and scaling down.

You can also view

things like the rotation translation and the scale over here.

Also in this menu, if you don't see this menu appear,

you can press RN to bring this up like this

and select the item tab from over here and now.

I would just quickly change the rotation.

So I would just select everything, put everything to zero,

and for the y axis we can type in -25 degrees.

Yeah, I think that will explicitly

and now just try to scale it properly according to the defense image,

you can drag an X and X to move it along the rotation.

This way now press s and x the next.

Once again, the scaling like this along

the rotation.

All right.

I think that's pretty good now.

So what we can do is we can force risk control, apply the scheme,

then press tab and simply press to put it select

all control and select all these edges to build them.

This one, once again, you need to look straight and let's see.

We can use this now.

I think this match

is pretty good and it fits perfectly.

Let's select this

change mode, this enable artist mode.

And now I'll just simply select this first and select

the main object and press control plus minus.

We need to move the devil in, modify below this

and yet looks explicitly just bring this out.

This thing

so that we have like

a really faint cut.

I think we can bring it outwards.

And if you want more,

if you are seeing all these late big self shading issues,

you can just try moving your like object around.

And most of the times they will fix themselves.

Only whenever you have these shading issues,

you can like just move the object around just a little bit

and you can find the perfect place where you are having no issues.

I think

we have to push to do this much and then we can select

both the buttons and push them back also like this.

And I think that looks fine.

Next, move

further now and we can start by making

these buttons over here.

Wait, let me see.

I'm just not liking the depth of this cutout.

I want to push it forward a little bit,

but it is giving me a little bit of shading issues over here.

I am not a fan of.

Let's try adding a normal modifier to this.

See that fixes it.

Yeah, I think that did it.

If you just turn it off, you can see all the shading issues.

But if I don't make it normal line,

we don't really have them and we can yeah, we can push it out

a lot more in my opinion.

All right.

I think that looks much, much better because it has seen the difference

in the yellow.

So we don't have it like this cutout too deep.

They are this way.

I think it works best

so you can just out of it and modify to fix that issue of yours.

Next, let's see we can select this piece.

And what I want to do is press that and I want to add bevels

to these edges because over here, the buttons also it is there.

So you can just press do in this control node and click over

these edges, then just press control and beat them out

smoothly.

All right.

That looks much, much better in my opinion.

All right. So let's hit save.

And now we can start by creating these buttons over here.

So enable x ray. And let's see,

first we

need to again add a Q scaling down.

Let's play pseudo here for this.

Also, let's try -25 on rotation, but I don't think it would fit.

I think it six.

Maybe we need to go take it a little bit more.

So this one we have to like just eyeball it.

Yeah, I think that is pretty much okay.

So we can maybe set it to -26.

Yeah, that looks fine to me.

Just control it and apply the skin rest dab and press to for it.

Select clear control and like select all these edges

and let's just quickly bevel it.

Yeah, I think that's pretty good.

I would just quickly also open up the difference image.

So let's open up this one

and we can just quickly look at how the cutout is placed

so you see

we have one cutout over here and then we have another one inside.

You have a button.

So first let's create this outer cutout

shift mode, this enable artist mode.

And while this is selected extra shift and so select

this man objects this controlled this minus

and first, let's move the drill modifier.

Now we need to just move both of the modifiers, the pivot

and make it normal also.

So let's just select this boolean, modify it and bring it above them

like this.

And let's see,

what we can do is we can select this,

the stab

press slash to go into the isolation mode

and press three for free select.

Let's select this batteries, this slash to come out of the local

mode and press control B to able to complete face like this.

I think this way our cutout

looks much much better

and now we can just

duplicate this over here selected

side selected the wrong thing

so that this object may shift as D

and just place it right over here like this.

And now we can select this.

Select the main object, Press control.

Press minus,

select the bottom boolean modifier and bring it above the division

and the economic end.

Yeah.

Now we can start by creating the main button,

so just add another cube

scaling down

located by -26 on the way

to make this one

a little bit bigger than your defense image,

because we will be using this object as the cutout

and then we will add the main button over there.

Just make it a little bit larger.

Press control.

Apply the scale, Stop

this tool for a select whole control node, select all the edges.

This then for me and very quickly, like this,

pretty simple.

Then we can do shapes, move this and enable participant

G and VI and move it backwards like this.

And before you up to use the boolean modify

due to duplicate,

then hit right click to place it exactly at this location

and then while selector

you can select the main object press control minus

and we have created the cutout, but we cannot see it

because of the duplicated piece.

So just scaling down a little bit

so that we can see it properly

and is still not that visible, but

yeah, it is dead because it is like a really small cutout.

It is causing a little bit of shading issues,

but I don't think that matters that much because it won't be visible.

Next, let's

shape the button and make this control apply the scale

Press tab Express three for face selects and in the face.

And then we can just give a little face like this

to make it smoother.

Then select all three of these objects

and bring them out a little bit.

I think earlier one was fine.

Now we can just select this and select this.

Then press shift.

D And if you remember, we learned about the copy attributes menu.

So both of them are selected.

Select this, then press control C and copy location

to bring them exactly at the center.

Then you can just select them both and move them backwards

like this.

Select this piece

in the middle and select this.

Then press control minus to create the cutout.

Okay.

I think we forgot to move the bevel modified.

Next slide. What's causing all the shading issues?

I totally forgot about it.

So move the bevel, modify it, and we can normally below this.

And I think this way

it looks much better.

And now I will just select

everything that we just created all six of them and move them out.

Looks

like this

done of the overlay to see how it looks.

Yeah, I think that's pretty good.

We are having a little bit of shading issues here and there, but

I think they are really, really small and we won't be able to even see

them from side of it.

So I think it's fine.

We don't have to worry too much about them.

Let's just save and we can continue.

So let's see this one and next thing that we can do is

we can create these shifts that are painted over here.

You can see you can see them over here also on the side of the object.

So let's do that now.

So to do that, you can select the main object and tab

and you can see just a little bit of the Z fighting going on.

So when the faces are like overlapping, it happens.

So the reason this is happening is because we have used the intersect

of operation of the Boolean modify to go through names.

So that's why

whenever we go into the edit mode of the main object,

we are seeing all this. It does not cause any problem.

But if you want me to show you how we can fix this, it is really easy.

So whenever we have use like the Intersect modifier,

if you select any of those objects and this could be going to the object

data property of this,

you will see this Ford number is written over here.

So that means this object data is being shared

by four different objects.

But we learn that every object should have a unique object data property.

So to do that, we just need to select the object and click over here.

And as soon as you do that now the phone is not written.

That means this object now has a unique object.

Data property.

So now select this one and you will see treated in the head.

That means now it is being used by only three objects to just quickly

click on here again and again

and now each one of them have unique properties.

So now when you select the main object and stab,

you will see it is not a beauty,

it is just a painting overhead because of the overlapping faces.

If you want to start also you can just select this object,

the G then, right?

And bring it out just a little bit.

So just like very, very small level.

And if you should do like a very small amount

and now you select the main object for a step,

you will see it is not a beauty, it is only appearing over here.

So again, I would select this and you can just because you didn't

buy and push it inwards, just very small amount.

And now you won't see any kind of weird issues with your margins.

So press control, select

best three for right side view.

And let's see, we can just dab enable x three.

You can start by pressing control off

and adding edge loop like this.

Explicit over here.

Now press control light again and add one

edge loop over here like this

you can hold art and click on the loop.

The selected

help.

I think that's pretty good in this one.

Enable X-ray and then press control and you will see

the edge loop is not really working properly over here.

So we have to create it manually and don't want to do that.

So this controller first, I wanted you to go over here

like this, then press control to add an edge loop over here like this.

So now what we need to do is we can disable three for now.

We want to have them placed at exactly the same height.

You can see they are not really perfect right now.

So for that we can use snapping.

So you can go over here and enable vertex snapping.

Just select vertex snapping some over here.

Now, when you press G

and you

hold control, you can see you can snap to any vertices.

So the value will properly align with this edge over here.

This is G, then Z, and lock it on the Z-AXIS like this.

So just come over here, President Z to move it.

You can see it is moving and hold control

and hold it over this vertex and you can see

the location is no snap and they both are now

mostly in line at the same height.

So hold select this, hold and shift, select

this loop and just spread it and move them upwards.

Now to join them, you can press one

single x ray.

You can select this word to see who shifts it in this world to see.

Then press j select them and add the back side.

Also select them both, then drag.

And you can see we have created the complete loop. Now

let's disable extreme press one and

yeah, we are over here.

So let's move it right over here.

And now we need to do the same thing again to press control.

I like this

one over here,

this G and Z and hold control, Snap,

select these two and J to join and select

these to press J to join

or select the complete loop.

Then you can say I'm bringing up like this,

this control.

And now we need to add a couple of loops over here.

So let's see how we can do that.

We can add one like this place is currently

at four loops

on the top like this

Enable extreme and you can just select all of them at once, just like

this by creating a selection over this morning

and you will see everything is selected

because it is on and now you can just move it over here.

So this one I moved this one over here.

Now let's see, we can add a loops over here.

So ag footage looks like this.

You can select them both.

So right click on here and select them

and then X and just quickly snap them.

So hold selected to see the next to move them and snapping

so that all of them are perfectly in place.

All right.

Now we can select these two big ds220j

setting these to press G again and again.

Let's do the same thing over here,

this controller

and you can use a scroll wheel to increase the number of parts.

So we need for loops.

So we do that for lights and this one does

do the next and this could link them all together

just like that.

And now we need to just quickly join them.

So select all of them one by one and press to join them together.

And now we have got a perfect loop that we can select and extrude.

So hold out and let's just select this complete loop.

Press three for free.

Select, hold and select this loop like this next explicitly,

and just let me see if the size is right

and this piece is then X and increase the size a little bit.

So the spin by

to increase the thickness of this

just a little bit.

Yeah, I think that is perfect.

So now to extrude them, we need to add them inverts.

So now the selected you can hold right and look over here and select

this complete loop then hold shifting out and select this look

again, hold shift

and keep on selecting all the notes that we have to extrude.

Press one, enable x three

and see if they are placed correctly.

You can also change the edge length

by going over here

and enabling Agilent.

And then you press took you going to select this edge

and you will see that the length is original.

He is 0.025 feet if you like.

Move the vertices you would see the edge.

Lint is changing.

So let's check for both of them.

The edge and the same.

So this one is a little bit larger.

So what we can do is we can just select this loop

and make it

a little bit pick up.

So it was 0.0282.

And yeah, now I think they both would be same.

So we can again just disable edge lint first

or shift the note and quickly select all of these loops

and now you can just decide

to exclude them and select extrude which is along normals

and we will extrude them inwards just like that.

So it's very simple.

You don't have to extrude in which too much, just a little bit.

And yeah, you can see that looks pretty good

in my opinion.

So Gameboy is starting to come along a little bit.

Also, if you want like better control over your bevel modifier,

you can select the main object goal in the bevel modifier

and just disable clamp overlap in the geometry section.

As soon as you do that you will see everything goes a little bit veer.

But don't worry, what basically has happened is it

is now no longer clamping the overlap and if you increase the level

you will see everything is now gone haywire.

So you just need to control it very carefully

so maybe we can place it 0.001

or you can just

try checking it if it works perfectly with 0.002.

Also,

if you see any kind of shading

issues, you can just decrease it back to 0.001.

So we are seeing a couple of them over here.

So let's just

look back to 0.0015.

Let's try and find.

So I'm noticing they are like a lot of shooting issues over here.

I think that is mainly because

they are like very small boolean modifiers

and they are like very close to each other.

So basically what I would do is I would select these two

and just delete them completely

because I don't think we really need them.

They are really small and we won't be able to

see them properly and it is causing to mess up.

Odd like that is too much so we can just remove them

and we can adjust the bevel a little bit bigger.

So set it to 0.00 to maybe

an I thing.

In my opinion that works much, much better.

And we don't have any kind of

shading issues or like overlapping

any even.

All right, that looks pretty good in my opinion.

There's just see and I think this is it for this video

anglers watching. I will see in the next one they continue.

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