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Hello and welcome back.
So now let's continue modeling the backside.
So for first we need to set up the reference image.
So this one
and what I will do is basically I would select this
reference image as given by and move ahead like this.
So now that when I press control plus one, we can see the backside
and now we can easily set up the image according to the backside.
First we need to flip it because everything is opposite
the selected press.
Then X and type in minus one
and now just align it with your model.
Make sure to align it properly.
You can use this edge as your reference and just
properly align it with the image.
And yeah, I think that's pretty good.
So let's see, we can start by creating this panel over here.
So for this I think we need to create a separate object.
You can kick in the defensive
so we have like a extrusion coming out of here.
So let's see.
What we can do is
we can first select this press shift s then closer to selecting
bring the closet over here and let's just press shift in our to Q
scale this down
press control plus one for the backside view
and let's scale it according to this reference image.
Yeah, that's pretty good.
I think.
Bring it out over here.
And first we need to press control it and apply the skin
and the different image.
I think it is kind of rounded.
So we can just press dab this tool and select this edge to this edge,
make sure the scale is applied and just press control V
and very little like this
shear smooth this enable auto smooth
stab and I will press to the office select and let's select
this bottom place and we can create something like this.
It is overlapping over here, so make sure
there is no overlapping going on.
So I think
this much bevel is pretty good.
Now what we basically need to do is we will be using the Union
Boolean modifier, so just select distance and check this.
Then press control and plus on the back.
And you can see now they both have joints.
So what we need to do is we again need to just move the boolean, modify
it above the bevel, modify this thing
and I think
it is working fine.
Let's press three for the right side view Enable exiting and you can see
it is not that outward, so just push it in in here.
Also, let's put a stab enable
three and press one for what you select.
Select this and let's bring it down.
All right.
That looks pretty good, in my opinion.
Next, what we need to do is now
we need to create the space over here
that there is like an empty space to insert the cartridge like this.
So let's create that.
Now, again, I will press control plus one, enable x three
and let's use again the Q
scale ID on the x axis here
and let's see how much space we have to give
the beam, the switch over here and the space.
So is something around this much?
Let's see, I think this image is pretty good.
Now what I would do is to stab press three for three, select,
select this space and let's just move it inwards.
Just about here. I think.
And now you can just
scale it downwards like this
and scaling down a little bit more on the
y axis.
Explicit
over here, stab this office, select and bring it out
just about in here.
Yeah, that's perfect.
I'll just select this and select this press control minus.
And you can see we have created a catalog
to be able to stab Press three for free select.
And let's see, let's bring it out a little bit.
So this will be
the space to the cartridge and again, we will be just moving
the boolean, modify it above the modifier
and yep, that looks all right.
Let's start these things now.
We can be small details.
Redshift they are the cube
scaling down visible here
but this can really
apply to scale and press
point.
Bring it out and step and let's just to make the stop towards these edges
and then we can just bevel them according to the image
and yeah, that's pretty good.
I think
should smooth this and enable artist mode.
So these are like pretty much the same things
that we have been doing a lot of times in this course.
Select this press control plus minus
and let's see, we can bring step
two for a select and select this edge over here at the back.
So just selected press G then
VI, I think to bring it out on the y
axis like this
is to create something like this.
Yeah, I think that's pretty good.
Now I would just select this
risk control plus one enabled x three and it's duplicate this,
make sure to press x so that it is loved on the x axis like this
and place it over here.
Select them both press control minus
and just quickly move the boolean modifier
above the double modified.
All right.
So everything is going along pretty well.
Let's just add these nuts over here
again are two cylinder scaling down
over here located on the y axis by 90 degrees.
I think also on the x by 90 degrees,
scaling down
change smoothness enable artist mode.
Now let's just go into the eight mode.
So stop
this eight to select everything, then press shift as D to duplicate
the reason
I'm duplicating this in the edit more B
so that everything stays the same object only
and we don't have like four different objects.
Select them all again.
But shift plus deep in this x to lock on the x axis.
And this it like this
now will
be subject to selected or shifts in a main object.
Press control minus
and yep, we just move the boolean
modifier now
and XY for the next.
What you can do is one thing that is very simple.
You can basically just
add a cylinder suppressive plus s.
Let's just add a cylinder like this rotated because it is very small.
It won't be that visible
and you can push it inward like this.
We can maybe do something at the top,
like inserting this extruding this,
creating a light, vivid, like
give this a not like 3D,
but if you want to create like a
but looking not in bold.
There is another metric.
Go over to edit the senses and in the item
section search for bold.
Yeah.
This bold factory
and this movie can they easily create these not in bolts so press shifty
and in the mess section of
your ad menu you will find this red is over here.
This bolt at the bottom.
And now you can just use this menu.
We have like,
nuts and bolts.
So we only need the bold.
You can choose the different types like you can select
this, this
or this.
So select none.
You can also select the different shapes.
So yeah, I just wanted to show you because if you want to add edit
this way, you can definitely do it.
So yeah, let's just do something like this.
And I changed that.
Yeah, that's the most basic looking I think.
And what I will do is so that we don't have like too many polygons.
So President VI moved over here a step enable XD.
I am just holding shift an art and selecting all these vertices.
Let's see
then just press x and delete the vertices again.
Select this loop.
Press x and delete the vertices.
So yeah, everything is deleted.
Just accept this top part of the neck.
The reason I'm doing
this is because only despite will be visible
and the rest of it would be pretty much invisible.
So I don't want to waste polygons on that.
So if you want to create something basic
like that, you can definitely do it.
But let's just add this one for the sake of
finding it rotated on the X by 90 degrees.
Now you are noticing that the origin point is located over here,
so it is rotating in.
Kind of a weird way to fix this.
Just go to object, set, origin and origin.
The geometry of this with origin point is over here and
it is basically a pivot point, so we can easily now
rotate it properly, so rotated on the x by 90 degrees
or by -98
located down place.
You do it here
and just push it backwards
over here.
Yeah, you can press the dot union number
back to focus on the objects that easily make this.
So this is placed as far behind.
And yet, in my opinion, I think it looks pretty good.
You can definitely customize your note if you want to
where you are.
And now let's just duplicate this preserved over here.
Select the import ratio as the canvas X
and place this one over here like this.
Let's hit save and yep, that looks fine
because of interest control plus one enable x three
and let's see what else we can create these things now.
So it is pretty simple.
Let's look at in the distance image force.
So basically this is like a simple cut out this one and this one.
All these numbers and everything we will be adding in the extreme.
Let's just create these cutouts first.
So if they are the Q,
I will just select this redshift
plus s go there to select it so that the cube is added over here.
It just makes it a little bit easier
to press
control, apply the scale, and on this scale there is not really
any kind of bevel, it is not rounded, so let's just keep it this way.
Only select them board and press control minus
just move the bevel modifier,
I mean the boolean modifier above the divide modifier
and bring this out.
Yes. So there is like a very faint cut
and it looks pretty good
next to the same for the other box.
Also, if players need to be obligated,
they can desert access and scale it down
like this.
Everything is already set.
I think you could just basic that works.
You select them both.
Press control minus.
I will also quickly collapse all these modifiers
because now they're getting a bit too much.
But we are nearing the end of our modeling phase.
We will be done in, I think maybe one or two lectures
all right.
So this specific now
and I think this is it for this lecture, Penguin
switching in the next one, we'll
continue modeling the best site and we will create
all of these panels over here.
And the battery. Yes. So, yeah.
And you watching this in the next one.
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