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Hello and welcome, guys.
So let's continue modeling our object risk and follow this one,
Enable X-ray.
And let's see, we can now create this back over here first.
So let's see.
The cube scaled this down
and just scale it
according to the different image.
One more thing that I to do is before moving forward,
let's just bring this out.
First, I will select this piece.
This does
enable X-ray and just select all of the bottom vertices like this,
and it's moving downwards still here
because in the reference image
also I noticed it is like placed quite the edge here.
Let's just left some work in here.
I think
next I will select this enable X-ray
and scale here
and let's move this up a little bit.
Yeah, I think now is pretty good.
All right.
So this control applied escape
the stab again.
I need more to enable X-ray and to edge groups like this
so you can score your mostly this control out.
Things will now swing like to edge loops it right click to place them
exactly at the center like this and just scale them now
so that they match these two lines over here.
And yet now we can just select these vertices
over here and Biscay Extrude them in here
like this.
Let's get it done on the y axis.
And now it's been really applied to scale this,
stab this tool for it, select and select these two edges
risk in four plus one X-ray, and let's just bury them out now.
All right?
That's pretty good. I think
now we need to use the Intersect operation against the shapes.
Move this enable artist mode and select this into an existing
press control slash.
Let's move the buried more.
So let's move the boolean modifier above the bevel modifier
by both of them.
We are seeing a little bit of shooting issues over here
because I think it is too close to the side.
So just press that this three four key select and select
these three places and just move it up a little bit.
Just so we don't face any kind of shading issues.
We can also press Tapestry for free, select select
these two faces and just move them a little bit, invert spin X
and scan them now like this
and thing is fine, in my opinion.
All right, let's do next.
We can create this thing over here.
So let's just shifting.
First, I would select this piece
the simplest those are the to selective shift.
They are the cube scale.
You don't
place it on the string
without our select distance at a distance,
then press control plus minus
the defense operation
and now the boolean modified above the division.
I would select this, then receive this, go with the selected
and let's see now we can
maybe start a Q scaling down
so we can just maybe randomly
then I would just duplicate this,
move it down, scaling up like this,
establish
previous selects and this face speed should be downwards.
Then select this and this need to extruded outwards like this.
We can maybe select this stab
this 3% in both these faces,
this IDE and save them like this.
Or we can do this, this control
and an edge loop like this
and just selling these two faces
this already and extrude faces along
normal.
And I think something like this is fine.
It won't be that visible.
We can just join these two.
So select them both press control and really apply the skin
and just add a bevel modifier
numbers and auto mode.
And I think
from far away it looks all right.
We can maybe select this press, do footage, select,
take this and just bevel it out a little bit
more.
This enabled our placement
and maybe something like this is pretty good.
It looks fine from part of it.
So let's just continue this control plus one again.
And now we need
to add these are just like these cut out.
So for us, let's start over here.
These ones are only placed inside the battery case.
So there's just the cubes scaling down
and just match it with the difference.
Image scaling up like this.
Yeah, I think this is pretty good.
And now we just need to use the add modifier
and the X factor to zero
increase the z factor
basically here.
Now just keep on duplicating.
Yeah.
Everything fit specifically
this symbol.
Ray. Let's bring them out,
select this then select this
and press control minus
and now let's just move the boolean, modify
it above the limit
and yeah, this looks fine.
We can maybe move it out a little bit.
Okay.
This is pretty good, I think.
Let's continue this control plus one again,
enable x ray and just select this base.
Like we just click the shift
and this lit up on the x axis.
I just move it up over here.
You can press that, enable
the edit mode and see if it's good specifically.
Yeah, it is fitting.
Now just increase the count.
So that it comes to you.
Next.
What I will do is I will use the modify do it exactly over here also.
So let's just add the mirror modifier
and we need to edit on the y axis, I think.
But first we need to select the mirror object
that can act as the axis.
So I think this this object would be fine.
The select
this first click on this dropper tool and select this object like this.
So we need to mutate it on the x axis.
And you can see here specifically, we can just see now
we can move it backwards.
And now just select this, then select this and risk
control minus
were down a little bit more.
You cannot really see, but if you move the volume modified
and modify it, I think it would be better visible.
Yeah,
let's just move it a little bit more to now.
It is a complexity.
All right.
So again, to be easily duplicated over here.
Next,
last thing, what we need to do is we need to
copy them over here also.
So let's just select this only duplicate again
and it will X-ray
the stat for the edit mode.
And now we need to replace it with you like this.
Rest one for the word select.
Select these vertices and place them right about here.
Maybe we can get I think and just decrease
the added count to three because there are only three of them.
I'm not against l'existence
at this risk control minus
and add the boolean modifier
above the bevel modifier.
All right.
I think that's pretty good.
We can hit save now
let's see in the distance images.
These cut outs are coming over here on the right on these sides also.
So we can maybe do that now.
Okay.
They're appearing in this line over here.
So basically what we can do is we can add this object
only to add those lines or the cutouts over here also.
So let's see, we can start to go into the aid mode
and basically press control light and just outer edge.
Look, it would be very laggy because it is
currently cut out in the Boolean operation.
So that side is like really slow.
What you can do is
you can maybe disable the shadow and would be from over here.
It would make it just a little bit more smooth.
Not that much, but yeah, it would definitely hit.
So just add the edge, look a little bit inside like this
and then add another one like this
over here, maybe some of that around here.
And we're going to select this X and the utilities and then press
three, select this face and Christie and extruded like this.
And you can see we have easily created the cutout.
Let's move this.
So then. Right.
And move it over here in this line
in the center,
I've seen the different image.
So it is like really close to it
this cheap.
And why again, let's one more photo
until here.
I think it's pretty good stuff to come out of the edit mode and Lexy
will notice everything is probably mirrored over the right side.
Also through the left side.
But we are seeing some shading issues.
So let's see again a step
and I would just select this this
spread then.
Right. And come over this side for us.
Then press did invite and move it a little bit backward
just to check if we still see any kind of shading issues.
So they are still here.
I don't think they are being closed because of this.
Let's see,
we can maybe check any other object is causing these shading issues.
I think.
Okay.
So I think it is this one.
So when you select this, this, you can enable that the shadow and go
because it is a little bit difficult to see around without it.
And you select everything and invite and move it a little bit
ahead.
And now
some of the shading issues have disappeared.
Select this also and move ahead.
And now
these two are causing the shading issues
because they would lay intersecting with this area over here
and now I think everything is solved.
Just quickly, look through your models.
If you find any kind of potential shading issues in any of the objects.
So I'm seeing a little bit over here.
So again, you select all of it
on whatever it is in the center and move it around just a little bit.
Right. Holding shift
and you can see the idea disappear.
So you just have to move it around a little bit here.
And it and most of the times that issue will be gone.
But select this and see if all the modifier stack is correct.
And yeah,
the bevel modifier in the beginning image would be at the bottom
and you can see without to make it normal.
We have like so many shading issues going on.
Everything looks like really the body did that enabled it can fix
mostly all of our issues
and I think we are pretty much done with that.
Let's just quickly look through the difference that you want to see.
If you missed anything, this console plus one to see the back side.
And yeah, I think we are
more or less done with everything.
There's just here to save.
First,
I will probably check this reference image also over here.
And yeah, I think we are done.
So I'm pretty happy with how the model turned out.
There's just here to see it. And this is it for this lecture.
Guys, thank you for watching.
I've seen the next one where we will continue like a unwrapping
and then we'll export this to southern Spain
to start the extreme process.
So you're watching this for the next one.
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