Blender 2.8 & More: Stylised 3D Game Model Complete Beginners Guide | 3D Tudor Neil Bettison | Skillshare

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Blender 2.8 & More: Stylised 3D Game Model Complete Beginners Guide

teacher avatar 3D Tudor Neil Bettison, The 3D Tutor

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

49 Lessons (9h 39m)
    • 1. Introduction

      3:14
    • 2. Modelling the Outer & Inner Wheel

      14:58
    • 3. Modelling the Wheel Axel

      13:28
    • 4. Modelling the Wheel Grips

      9:23
    • 5. Adding Materials to Wheels

      9:14
    • 6. Modelling the Barrel Base

      12:58
    • 7. Modelling the Rope Igniter

      9:26
    • 8. Modelling the Port Hole

      14:37
    • 9. Adding Materials & Lighting the Barrel

      10:08
    • 10. Modelling the Wooden Sides

      11:16
    • 11. Modelling the Metal Bands & Holders

      14:01
    • 12. Modelling the Chain Links

      9:19
    • 13. Adding Materials to the Cannon Sides

      5:47
    • 14. Modelling the Handle

      7:37
    • 15. Adding Materials to the Handle

      10:21
    • 16. Modelling the Wooden Cannon Base

      9:23
    • 17. Adding Fixings to the Wooden Base

      6:33
    • 18. Adding Materials to the Wooden Base

      7:17
    • 19. Modelling the Cannon Balls

      10:35
    • 20. UV Mapping the Cannon Barrel

      14:06
    • 21. UV Mapping the Cannon Bottom

      12:35
    • 22. UV Mapping the Cannon Balls

      6:37
    • 23. UV Mapping the Cannon Handle

      12:51
    • 24. UV Mapping the Cannon Wheels

      8:36
    • 25. UV Mapping the Cannon Sides

      10:52
    • 26. Identifying Materials & Adding Wood Grain

      19:52
    • 27. Zbrush Cannon Barrel Setup

      9:19
    • 28. Sculpting the Barrel Bands

      10:53
    • 29. Importing Metal Brushes

      14:17
    • 30. Sculpting the Cannon Handle & Leather Straps

      16:51
    • 31. Sculpting the Cannon Balls

      10:06
    • 32. Sculpting Wood Grain on Inner Wheels

      15:35
    • 33. Adding Metal to Outer Wheels

      17:00
    • 34. Adding Wood Grain to Wooden Slats

      20:16
    • 35. Sculpting Metal Grippers

      11:04
    • 36. Using Zmodeler to Fix Mesh Holes

      14:31
    • 37. Sculpting Wooden Damage on Cannon Bottom

      10:22
    • 38. Finishing the Model Sculpt

      13:14
    • 39. Decimating the Cannon Model for Export

      15:52
    • 40. Importing Model to Substance Painter

      8:37
    • 41. Texturing Leather Handle

      14:38
    • 42. Making a Custom Wooden Material

      9:41
    • 43. Rendering Wooden Material with Iray

      17:22
    • 44. Making a Custom Metal Material

      13:30
    • 45. Discussing Roughness Maps

      11:08
    • 46. Adding Materials via UV Maps

      13:26
    • 47. Completing the Texturing Process

      10:42
    • 48. Adding Decals to the Cannon Model

      6:56
    • 49. Rendering in Marmoset Toolbag 3

      19:05
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Stylised 3D Game Model: Complete Beginners’ Guide

 

Hi and welcome to this new Skillshare course, ‘Stylised 3D Game Model: Complete Beginners’ Guide’. This is the complete beginner’s guide to creating a 3D stylised game model. This course will teach you how to create a stylised 3D model from scratch to a professional level, following industry pipelines. If you ever wondered how AAA assets are made by some of the biggest players in the industry, then stay tuned and find out what this course is all about.

Like my other Skillshare courses, I will be taking you on an extensive 3D modeling journey involving modeling, texturing, freebies, lighting and rendering a game ready 3D asset. The focus of this course is to create a stylised game model akin to what you would see in a best-selling AAA game. We will also focus on makingour model according to a real-world scale.

Enroll in this Blender 2.83 course and experience over  10 hours of content, full of learning opportunities to take your 3D modeling, sculpting, texturing, lighting and rendering skills up by quite a few notches. By completing this course, you will walk away with a comprehensive view of how to model, sculpt, texture, and render from the ground up, with a super-fast industry-standard workflow. This will include Blender 2.83, Zbrush, Substance Painter, and Marmoset Toolbag 3.

 

‘Stylised 3D Game Model: Complete Beginners’ Guide’ has a new learning format that will be relevant to beginners. This course is also relevant to those students who are more familiar with 3D creation and modeling using Blender software, or those who are transitioning into Blender from another piece of software or from the previous older versions of Blender.

Using everything I learned from previous courses, mainly from all your helpful feedback, I was able to make a course that really has the wow-factor; something you will be proud of accomplishing.

 

Modelling

This course will teach you how to model stylised assets from the ground up, using Blender 2.83. Whether you are an absolute beginner or someone who is looking to elevate their skill level, animations will be popping up when you need them, telling you all about modifiers, Blender functions, and key commands. This course explains everything and will include a step-by-step exploration of all the new shortcuts that have come with this new Blender version.  Best of all, this unique course functionality also lets you set your own pace. This allows the course to be viable for Blender users of any level.

By the end of the course, the knowledge you will have learned can be used independent of the direction you take in 3D modeling – following the amateur or the professional path.

 

 

 

Sculpting

Next, to take our 3D model to the next level, we take a deep dive into Zbrush. You will learn various simple Zbrush techniques to bring your 3D creation to life. This course will take you through the very basics of the Zbrush UI, all the way up to preparing a model for export. What is more, you will be learning new sculpting skills, in addition to learning how to optimise your model to make it game ready.

You will learn about poly groups, zremsher and dynamesh. Through this course, you will also find out about how to import custom brushes.  You will come away with the skills needed to import a basic mesh into Zbrush, and this way, you will find the sculpting section to be a breeze. Finally, I will show you how to optimise a sculpt using the decimation master so that you can come away with a clean high poly model.

 

Texturing

In this section, we will be using Substance Painter. Substance Painter is an industry-standard software. You will learn how to create complex stylised materials from scratch, and I will show you how to save out these materials in a smart material format so that you can use them in future models. Learning outcomes will also include finding out how to bake meshes to create perfect maps including normal and ambient occlusion. Notably, baking meshes to create perfect maps will be done without the use of cages or other software.

 

Rendering

Finally, to present our model in a professional way and make it really stand out in any portfolio, we will be rendering out in Marmoset Toolbag 3. We look at the best texture maps to use for rendering, and we will go over how to set up not only just one render but three, including a fully textured and wireframe turntable. You will come away with renders which you will be proud to show off on your social media. By the time we have finished rendering in Marmoset Toolbag 3, you will have the knowledge and confidence to create stylised assets that look like they fell out straight out of a game.

As part of rendering, I will show you how to make backdrops and specialised lighting, including gradients and extra lights. I always feel that lighting is one of the key components that tend to be the most overlooked. To be honest, I learned this the hard way, seeing as lighting is important with regards to making a scene pop. I have taught you how to set up your lighting in my previous course, ‘Blender 2.8 Model a Lightsaber for Beginners’, within Blender, but this time, we will take it a step further. All lighting including environment lighting and extra light were set up within Marmoset Toolbag 3.

 

 

 

Download Pack

Best of all, this course also comes with a free download pack, full of everything you will need for the course. This will include things like full references, Zbrush brushes, and textures just to name a few. The ‘Stylised 3D Game Model: Complete Beginners’ Guide’ course download pack will include 3 different brushes, one resolution map, five rope textures (albedo, height, metallic, normal, roughness), a skull decal, and a wood grain illustration.

These are resources that you are free to download and reuse in your other projects. I created all these textures and resources using a mix of Substance Designer, and Adobe Photoshop (e.g., for the Skull decal). All textures included for free with this course are custom made specifically for this course.

 

So, with all that said, I hope I have whetted your appetite to start your journey into stylised 3D game asset creation. Check out the free introduction and I am sure you won’t be able to put this course down. Check it out. You have nothing to lose, but everything to gain.

 

 

I had a blast making this course and I am sure you will too!

 

Happy modeling everyone!

Neil, 3D Tudor

Meet Your Teacher

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3D Tudor Neil Bettison

The 3D Tutor

Teacher

 

Welcome to 3D Tudor! This is a one-man tutoring enterprise and I pride myself in creating courses with clear and full instructions that will take you to the next level of 3D modelling and animation.

My goal is to provide you with no-fuss, easy to follow courses about 3D modelling that will help you expand your skillset, workflow, and ultimately, your portfolio. I am committed to creating high quality professional courses for 3D art and computer games art students, using software and topics such as:

 

Blender 2.8 | Blender 2.9 | Substance Painter | Substance Designer | Houdini | Zbrush | Maya | Topogun | Adobe Photoshop | Crazybump | Unity 3D | Unreal Engine 4 (UE4) | 3D Modelling&nb... See full profile

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Transcripts

1. Introduction : Hi and welcome to this new 3D skill share calls stylized 3D game model, complete beginner's guide. This is a complete beginners guide to create a 3D stylized game model. This course will teach you how to create a stylized 3D model from scratch to professional level, following industry pipelines. If you ever wondered out should play assets are made by some of the biggest players in the industry. Then stay tuned and find out what this course is all about. This course will teach you how to model stylized datasets from the ground-up using blended 2.83. Whether you are an absolute beginner or someone who is looking to elevate their skill level animations, we'll be telling you all about modifiers, blend the functions and key commands which will guide you along the way, popping up right when you need them. This course explains everything and we include a step-by-step exploration of all the new shortcodes.com with a new blend division. Best of all, this unique calls functionality also lets you set your own pace. This allows the calls to be viable for blending uses of any level. Next, the takeoff 3D model to the next level, we take a deep dive into ZBrush. You will learn various simple zippers techniques to bring your 3D creations alive. Cause we'll take you through the very basics of the deeper she lie. All the way up to preparing a model for Expo, what small you will build a new school tin skills, in addition to lead now to optimize your model, to make a game Read id. In this section, we'll be using substance painter, substance painters in industry standard software. You will learn how to create complex stylized materials from scratch. We will also go over how to lay or apply multiple materials to meshes as we texture, we'll take an in-depth look at how to create texture page using high and low poly models. In the end, you'll come away with a broad understanding of maps and textures all in just a few hours. Finally, it's present all muddled and professional way and make you really stunned now in any portfolio will be rendering now in marmoset tool bag three, we'll look at the best texture maps to use for rendering. And we'll go over how to set old, not only just one render bolt three, including a fully texted wireframe Sen table. You will come away with renders, which would be proud to show off on your social media by the time we have finished rendering and mom is at PTO back three, you all have a knowledge and confidence to create a stylized ISS that look why they fell straight off a game Festival. This calls OK, so combs with a three download pot full of everything you'll need for the course. This will include things like references, ZBrush, brushes and textures, just to name a few, these are resources that you're free to download and reuse in any other project. I created all these texts and resources using a mix of substance designer and Photoshop. Old textures included free with this calls a custom made specifically for this course. So with all that said, I hope I've whetted your appetite to start your journey into stylized 3D game asset curation. Check out the free introduction. I'm showing long belts pulled this cools down. You have nothing to lose. But everything's again. I had a blast making this course and I'm sure you will too. So with that said, how pay model in everyone. 2. Modelling the Outer & Inner Wheel: Hello and welcome everyone to the class on less than long of the stylized cannon delt. If you're new to blend, you'll find this easier to follow along as on the left-hand side. Well, you'll see he's down here, keystrokes as well as mouse clicks. And they solve essays in real time over the ride whenever we use a new key oh, command, a pop-up will appear lady no wall as being pressed, the puppet will only p, It won't suffers town that we use that particular key. This'll asked students already know the key commands to fall along a Thaler go pace. While I recommend for beginners, you grab a pen and paper and then you'll be able to ride them down. Whenever you come across, again, you melts a little back in, you knows, without actually having to go back through the course. Also on the right-hand side, if anything needs more than x nation, a bigger pupil will appear with lots of info about what we're actually doing or achieving by doing that particular action. And Leslie, I'm using blended 2.83 for the modelling, but any version of blended from 2.76 onwards will be absolutely foreign to follow along with. The only issue being there is no EV rendering. So if you do want to render an EV and not cycles, then you'll need blended 2.8 into both. Now a decrypt they sigmoidal full days. And I've also rendered out a full-scale version of the model, so you are free to download that. You'll also find references in there for the wheels, for the canon. And basically all the pulse that we are going to actually go through and actually curated. This is going to make it easier for you to visualize Executive while we do it and where we hope to get to. You can find that download in the About section below this video, we probably won't be sticking to the reference, but it's a good idea to always have a reference to full alone to. So with all that said, let's get started. And I'm going to do is go to file. And we're actually going to save out this file just so that we can click Save and quickly save it out. Let's go to File, Save As and then find way actually wants to save the hour. So here's where I'm going save mine. So I'm just going to call a stylized cannon. And then press enter and then just click save. And now whenever you want to save, you just go to File and Save. So now what we're gonna do is you're going to left-click on the camera. We're just going to press the Delete bone. Left-click on the cube, Delete, left-click on this line and click Delete. And what I find is easiest way to do this is to start with the wheels. So he pull it, we reference, you can see what kind of wheels we have actually on this cannon. And then the fine I can space the wheels are and actually build from that of finding much easier rather than actually stall in with the cannon. It makes it easier for me to get everything in proportion. We're actually going to turn proportional illness would basically going to concentrate on gay. All the skills needed to actually produce something which looks very stylized. So let's press shift a. Now I'm bringing offers, permits six over, come over to mesh and we'll go down and we'll bring in a cylinder. Now if you come down to this menu on the bottom left hand side, you'll see them. One says, said two verses. And this is way, way too much. So this is actually outside of the wheel or it will be, and you can see 32s just too much. So let's turn this down something like 20. We didn't want it to be slightly chunky. As I say, this is a stylized asset. So with this we don't want to actually to smooth. So I think twenties going to do it. So what we'll do now is we'll rotate this round. So press all, why 90, just to rotate on the right axis. And then I'm gonna squish it. So S x on the x axis and just bring in, just make sure you bring the insights looking fairly chunky round here. Then we're gonna do is gonna press tab that will take us into edit mode, come up to face Lake, which is this one here. And let's click on this first phase. Go run the bag, shift, click the buy face, and then press Delete and condense where he says faces, and you should end up with something like this. Now, the last thing we wanna do, we're not actually going to extrude this. We're actually going to add in a modifier and then will now I'll do it's allowed us to actually change it if needed. So I'll show you quickly what we're going to do. But before we do that, we have to reset the actual transformations. It's important that we always do this. And the reason is that when you are bringing in a modifier or something like that, if you've not read said the transformations, it can sometimes make them not work correctly. So it's always a good idea before actually add in a modifier to just reset the transformation. So let's press tab to go back into object mode control lay to set the transformation, come down and just click all transforms, analyse reset. And now I can come over to our little spanner and we can actually add a modifier which is going to be a solidified. And now we need to do is you just need to pull this over to the right-hand side. You can see now that we started to get a chunky Mao Pol. So I'm just going to pull it back. It looks a little bit too chunky like that. I'm actually going to apply this moment. As I say, as we work on this wheel, we can actually change this now to whatever we want it to be or ever thickening wanted to be. So now what we need style where a is the little wooden slats that go in the middle of these wheels. So if we press shift a and we bring in another cell in there, and we can see that 20 vertices is probably too many. If you think that the wooden slats that are going to be going from these points here, then it's going to be kind of thin and not stylized enough. So what we'll do is we'll turn this down to something like 12 and we'll see what we can actually work with that. So what we'll do, we'll press tab, come up to our vertices select, and then we'll select this vertice and the one opposite. I think mats that once I've pressed seven on the number pad, let's go over the top. And yet you can see it's not by one, so it's this one. And this one we're going to press J and now I'll make a vertice and then we'll do the same on the next one up. So J. And now you can see that we've got four slots. So 1234. They look really chunky enough to web with. So what I'll do now is I'll come in and I'll grab these fall. I'll press shift D to duplicate them. I'll press shifts fails because we haven't gone to gizmo here the moments, so Shift Space, come down to where it says mu, a 9-11 little gizmo that appear. And you can actually pull those up now. And then what I'll do is I'll click anywhere on this big Paula we've made press L and then press Delete. And we're going to pick VS there just to make sure that there's no stray. And is there anything like that? Leftover. And then he say completely disappears. Ok, so now what we need to do is before we actually carry on with this, you can see at the moment, if I come into edge select, we have 12345. Now this is clusters and then gone. And that's not something that we want in the build. So what we need to do is we need to bring this down just so it's either four sided or three-sided, just to make it easier for when we take it into ZBrush or any of the piece of software also when become, if we animated this Princeton, so put a rig on a, having more than three or four sides makes it very difficult, not only for the animators and riggers, but also on the games engine. So with that said now what we'll do is we'll come up to face. Let, we'll click on this face and this face. Press delete, come down, and we're going to pick only faces. And then we'll just be left with the edges and now will come in a more grab one edge and then ALT and Shift and left click. And that will grab all the edges going around and grab this edge as well, and then press alt F, and that will fill up facing forums. And then we'll do the same on this. So grab one edge, Alt Shift and click grub shift, rub this final edge, alter just to fill that in. And now we're going to do, before we carry on is we're going to actually mark some seems. So we're going to mark the scene and then they'll just be sure video on why are actually marking seems just to give you an explanation. So let's smartly seems first. So we're going to grab these three edges here, and then Alt, Shift and click. And you're gonna grab them going round and you're just going to shift, click each one all the way around. And then you're gonna press right-click, Come down where it says mob scenes. And you shouldn't end up with something like this. And now, well, if it's the video and just so you can find out, why are actually doing this, welcome everyone. This is the quick demo just to show you why seams are important and basically why we use them the way we do. So he can see a tube and if I press Tab on this cube and highlights it, you can see at the moment that each one of these signs actually is represented on the UV map. And he can see how it's flattened out from a 3d to an actual 2D. And this is actually how we apply textures and materials on there. So what we need to do now to actually manipulate this is maximum seems so if I'm Mark, seems like this, for instance, going round, like this right-click mob scene. And now actually I grab it and unwrap it. So you unwrap, you'll see now that have sold and wrapped in the way that we actually want to. So we've basically unwrapped it like puzzle. Now moving on to the cylinder, this is a little bit different. So if I grab the top and the bottom of it and oppress control rate, come down to mop seems. And now I try and actually own route this, you'll see that this Paul, he is a real mess. These pots are actually unwrapped. Absolutely fine. So matter for crop, the whole thing. And I can open the trial and rapid Mao and the pressure you unwrap, you'll see that these policy, it, if you look at the texture, gets a real, real mess. And the reason for that is because we have not told Glenda where actually the scene needs to win it. So basically Glenda is just trying to loop this in an infinite loop. So when I've told you about infinite loops, let's see exactly what they says. So if we're focusing now on the side, just won't seem so right-click mock scene. And now we actually grab it and try it on rap. You'll see now it on ramps. Really, really nice. And he actually looks correct. Now talking about seems the one thing you do need to remember is that you should always mock scenes where the least likely to be seen. So for instance, if this was a southern debt, I would mock hit the back where it's least likely for a play it on camera. Older render to actually see the sea because you can't actually see if you look very carefully, you can actually see where the seam actually joins. Now things like wood, it doesn't matter too much because it's very hard to see. But when you actually malloc in a scene where there's wood or tiles or things like that, it's going to be very easy to see. There is a quick explanation of why we do seems the way we do. And I hope you'll learn a lot from low. Ok, welcome back. And what we'll do now is we'll go into phase select among them to do now is I'm just going to split these old song went to hover over this one. Wins, press out over, over this long, press the out. And then I'm going to press Y just to split these open if you press g Now, you can say that the split away from these old x2, which is exactly what we want. So now press a just to grab everything, ie to bring them out. So we're just extrude the MOOC enough, just pulled it out there. And now what we need to do is actually bring these and just to give it that separation. So actually looks like pieces of wood. If we try and bring them in the moment. So if I press x and y, you can see that tries bring domain right through the center like that by actually if we come up on two interlocking links here and come down to individual origins. What I'll do now is it'll bring you in on each one of these parts and that's why we actually separated it. So now press SO 2Y and bring them in. And now if you press Tab, you'll see that action looks like wooden pieces. And the reason we left the backs on these is because when we take it into Z brochure or other programs, It's always better if you've got, got the whole object and not holes in it. If you have holes in it, sometimes it doesn't want to accept and things like that. Okay, so now we need to make sure that this goes in the middle of this actual we'll hit. So we, I would imagine modifiers again. We've basically finished with this Paul building it wise. We still need to add some bevels on and things like that. As far as the actual building of this wooden piece, it's actually don't. So that means what we can do is actually apply our transformation. So control leg, apply all transforms and then right-click cell origin too, geometry. And that's just going to put the origin of this, right, in the sense of that. And that's going to make you really easy now to bring it to this wheel. So what we'll do now is we'll grab this wheel and we'll just reset of Keisha here just in case you've not actually got your cursor there, you can move the cursor around as well with shift right click. And if you want to put it, let's say in the centre of here, all you need to do is press Shift S cursor to select it. And that's gonna put it wherever the origins of the object that you're trying to pull the cursor to. So without kids to there now what can do is I can grab wooden slats. All why 90. And you can see it's turned around the other way. So I'm going to press WHO said 180 and turn it down this way. And I'm going to press Shift S selection to Caixa. And that's going to put it right in the middle. And you can see it grow lots to canal AS So we just need to bring these by Katie. Like so, there we go. So we've got a Mao Pol the moment and then we've got a wooden pole. Now the one thing is we did mock Psalm seems on this workbook, know enough, we still need to mock few more, so let's do that now. So we'll grab that the metaphor of the wheel and we'll just press H to hide it. And now we'll move the seams on the wooden pole. So now I've got the wooden Paul press top and I'll come up to my edge select. And what I'm gonna do is I'm going to go down to the bottom and I'm going to grab an edge from each piece of wood. So we've got an edge grabbed he s, let's grab the next one and the next one, right-click mock scenes. And as you saw in the video, we don't want infinite loops. So you can say the texture would stall, hey, go all the way round, comeback, and it would end on each one of these. And that's exactly what we're looking for. So now let's press top personal teach to bring the actual metal pole of the wheel. Bach, double tap the a. There we go. So that's say for lesson one, hell of you enjoyed that and I'll see you in the next one. Thanks Lai Guan. Bye-bye. 3. Modelling the Wheel Axel: Welcome back everyone to Lesson two of the stylized cannon belt, and this is where we left it off. Now let's build a little wooden cylinder. So what we'll do is we've got a cursor in the middle. If you've not grab the wheel, shift as cursor to select it, then press shift a. And what we're going to bring in is a cylinder. Now it is on 12. He might be a little bit to junkie. So I think actually what we'll do is we'll just turn this up to 16 just to make sure it's round. I mean, although this is stylized, the impulse of it that don't actually want to look that chunky. And this is one of them. Let's turn it round, fair? So all wine 90, just turning around the right way. Press the S Bowen. Let's bring it down. And he wants to say about halfway between, say Kinsey's halfway down this wooden slide here. And we don't need to worry too much about the back. We're just going to pull that out. We don't actually know how far it needs to pull out yet. So all we need to mainly focus on is the from's. So let's work on the front first. So let's press tab, come into phase select. And what we'll do is we'll just bring out just a tiny bit. And then what we'll do is we'll press a, just extrude it out. And then we'll press S Just to give it a kind of Bevel and think actually it just needs to come back just a little bit, something like that. And we are going to add materials on. So give you a good view actually of what we're actually looking up. And now I'm just gonna go around the back and I'm actually going to pull this out just to something like that, just to give us something to work with when we actually come to pull all wooden pieces on here. Okay, so if you remember, we talked about, we talked about faces with more than four sides. And as you can see, this has got tone more than four sides. So let's fill this facing, but this time we'll fill in in a neat way. So I'll show you how to do that. So let's click on this face, press Delete, and come down to a safe spaces. Come up to your edge select, and let's grab all the edges going out. So we're gonna press Alt, Shift and left click, and that's gonna grab them all around. And then all you need to do is you need to hold the Shift button and click on this one, and then click on the one opposite. So it can be any one of them opposite, but some of them made them neater and some of them look at them a mess. There'll be like zigzags. So let's right click and come up to where it says bridge edge loops. And there you go. You can see now it's a very nice piece of mash and looks a lot per year on if we did, for instance, I'll just show you if we use the old way and that looks kind of messy. So let's go back from putting it to bridge edge lip. So I'm going to right-click reject loops. And then I'm going to come around the back. While I'm going to do is I'm actually going to leave the bike for now because we still need to work on law. It's important that we actually do this because when we send it through to all the programs, again, anything with Bolden full sides, that will be an issue. And a lot of times actually goes in and they'll just be invisible or a will have holes in. So that's this Paul, don't. Now we need a little bit cylinders, so let's press shift day. We're still volcano in the middle. So shipped day come down to eight, say cylinder. And let's keep this around 160 y, 90, spinning around. And we're gonna put this right bang in the middle of this one. So we're gonna make it smaller with the S spawn, bringing it out. And I think something like that will be fine. Now you can use a modifier to Paul Datalog, but when he's something like this, I just basically do it myself. So Festival will come in, make sure you're on edge. Select, grew up all these edges with old Shift and click. And then what you're gonna do is you're going to press Control B, and you actually just going to call a tiny Babylon, just like now. Now let's fix the fruits of this. So what we'll do is we'll press tab again. Thank select, grab this face. Deletes, says X-linked, gerbil the edges again and then minus the ones opposite right-click Bridge actually, oops, and now let's come around to the other side. Now, we can actually see the other side of the moment because this is in the way. So I'm just going to click on one part of it, press the elbow and just deselect Hill and then press H for hide and now stoke on C. So let's hide this wheel as well. Click the wheel and the wooden slats stage. And now we should held to work on this array. We can work on it. Now there is actually a bad technique than this, which will save you a lot of time and I'll just quickly show you that now. So press top old HT H to bring everything back. And now let's click on this part here. And I'm just going to press the question mark and you'll see that we can now work on this and nothing is in the way. So EverQuest question mark again and click on this part. Question mark again. And now you can see the whole wheels disappeared. And now we can press tab and you'll see that we can work on this is much easier to do it that way. So base a war on Wednesdays because no one will see the back of this. And if we all going to be doing any work with the high poly version, which you'll find out without sold about later on in the course. Then we said the moment need in this back, we'll just be working on this edge year or something. So let's click on the bank and we're just gonna press delete and faces because we really don't need all those polygons that OK, press Alt H, bringing it all back, tuple and personal question mob to bring everything back. Okay, so now let's make them out pieces which hold this axle in place. So we're gonna do is we're going to press shift a and we're going to bring gain a cube. So there's r cubed that's bringing it down. And let's pull it out a little bit. And you can see here, I've got my gizmo, So shifts baseball. Let's pull it out. And let's make it taller. So S z, and that's squishy in on the x axis. So SAX, just something relatively chunky em and just pull it back just so it's sitting on top of those wooden slats. And now let's see if I can actually work with there. Someone oppress top edge select. And I'm going to grab each one of these edges. And then we press control v just to give it a bevel on it, pull them back. Among going to do is now a boy, my little option here, if it's not open, just click the open hand and what are you going to do is just put it onto, and you're going to get a bit more roundness on there. And you can see now if I press tab this will actually, this menu here will go off bowl. I just want to see where it's actually going to look like. So if I double tap a, I can see now how it's going to look and I think they're a little bit too big. So I'm going to make them a little bit smaller on the y-axis. So SYT bring them in and then just bring them down just a little bit to something like that. And I think now they're looking really, really nice. Again, we're due out a problem. If we press the question mark, press the Tab born, you'll see that we've got too many sides here on this space here and the back face we don't need. So let's come to base leg, slide this back phase, press Delete faces and now select the front face. Delete says, And now let's fill this say. So another way I fill in America, which is a slow way, or sometimes it's bad, is just to select the faces that you want. Press the f bone and you can fill in the faces like this sometimes it just makes it a little bit easier when you're doing jaws to few faces like this. And there we go. Nice and neat. So while Amir amounts will actually mama seems unless so I'm just going to grab the whole of the outside of this from the press, right? Play and mock scene. And then what I'm going to do is I'm also gonna mock cosine on the bone here. So Maxie. Now there is one other thing that we need to be aware of when we come to smooth this off to get rid of all the Jackie places like here, for instance, that we actually have two marks on sharps in. So you'll see now if I right-click and go to shapes move, you'll say in logs, biomass, how is at the moment. So what we need to do to make sure that doesn't happen, there's two things really. The first one is we have to actually go in and we have to actually mark the Sharps on where want them. So I'm going to highlight all around here. And I'm going to mark a sharp on here because I actually won't this sharp edge, but I don't want this, these two pieces IA shop. So I went to mock sharp edge here. And on these corners here, Lima. And now the fresh right-click come down and I'll say mock shop and I can press Tab, you'll see nothing has really happened. But if you come over to your three triangles here, you'll have something called normals and just click on Altos moved. And now you'll still have this little piece here because it's based on an angle. But if you turn it so you can see that it can actually get rid of it like that. Now it's up to you if you want those round there or if you want to actually, with an actual sharpen bilayer is a good way of getting the round pulse that you want and where the shot playing on. So mousePressed question mark and with that mom is nearly don't. It will just need that bevel on this. So let's quickly now try and finish this wheel off. So now let's try and finish this wheel off ready for actually adding the battle zone. So let's hide this part. Hi, the, this part because we can't do anything with this right now. And we'll just mark our shops on these pieces of wood as well. So let's come in. And if you can, can't see anything, the guards of the seams come up to the two interlocking circles here and come down to where it says seams. And just to knock off a Nia belt, say, wait, you need to mark all the shops. So these, these way actually of the, doing this one is if a breast egg, because they all want to be sure there is no smooth, these ongoing to be smooth here, anything like that? Right-click mock shop. And you're going to select just these edges where we don't want actually shops on. So let's go to the buyer. Select these, right-click and play a show. Double tap the a. There we go. Now if you bring back your seams and you'll see that we've now got seams on and we've got shops. Press Tab, right-click shapes, move, little triangle, Altos moved. And we don't need to bring the SOPA old because we have no roundness that we need on it. So now let's hide the other way. And now we on this part here. So all digital click on a first. And this is important for the shelves because he can say, we wanted to spit round and we want these edges show. So let's do that now. So for press stop, let small the seams first so we can see that we need to go underneath and they'll be the best place. I'm going to mock a seam going here and ask all by Canadian knows Shaw how far this is going to go out. So I'm just going to go all the way around, going to right-click moccasin. And I'm going to come to that. And I'm going to hold Shift click all the way round on both of these edges. And I'm going to right click and I'm going to mock scene. And I'm also going to write Blake, and I'm gonna mock sharp as well. And I'm actually going to do that on the back as well. So right-click moksha. Okay, so let me just grab this fund. Someone's grabbed this poll, press tailbone Heidi out of the way. And you can see now that this may unwrap without actually point and millisiemens because it's relatively flat this set and then will, the cylinder will unwrap all the way round to here. So it's non-infinite Lu, and the back we're not finished with yet. So now let's personal take bring this Paul Buck among Wednesdays. I'm just going to grab this one. I'm going to hide it. And I'm going to basically do the same thing with this. Now we don't need to mock a sharp on here because it's actually not a complete match. So that's okay. So what we'll do is we'll MLK shops on all seams and underneath. So right-click mock scene. Take this one off. Right-click mock shop. Oh, okay. Let's press Alt H. Fluorescence are born, right-click, shakes move, Altos moved. And they, you can see now it got really, really nice, smooth in here and on hair ball rarely sharp edge on here. And that's exact row one. Press all take, bring everything back, double-tap the a, and he should end up with something like this. Okay, everyone, so that's it for this lesson. What we need to do in the next one is we need to just get this wheel, metal Paul the we'll finish and then we need to battle every thing. And finally, we need to put some little numSides gonna go all the way around, the ones that go into the ground which give its stability. And finally, we might have Tom on that less than as well, just to actually duplicate this, make a small one. And finally Mary over the other side. So it goes something to actually place our canon. So I hope you enjoyed that long and I'll see you on the next one. Thanks, live alone. Bye-bye. 4. Modelling the Wheel Grips: Welcome back everyone to the third lesson or the stylized cannon Build. And this where we left, it's what we need to do now is work on this metal part. And as we discussed in the first lesson, the reason why we left it is because when we click on it, you can see that the modifier is still here, which means now you can bring this in on making more chunky or whatever you want to do with it. Now, I think at this point now I'm actually happy with how thick this actual metal part is. So before I apply my modify one want to do is I'm going to press tab and I'm actually going to marquee seem so I'm going to come around, press Alt, Shift and click round both of the edges. Right-click, I'm going to mark a shop and I'm going to moccasin. And then I'm also going to come in and moccasin, Ron the ball. Now we're gonna rotate these wheels bulk. We bought them, obviously him somewhere, saw Maki on the bottom. It's just going to have a millennium in places where it's not going to be seen. So right-click and mock scene. And then what we're gonna do is I'm going to press tab and I'm going to hit apply. And I'm going to press Tab again. And you'll see because we did that, we've got actually seems mocked. Now this seam is here which isn't the best place because it's in direct view of where you're going to see. So what we'll do is we'll right-click and we will play a scene. And then we're gonna come up to the underside. Click on this edge here, right-click and mock C. So now we've got all the seams marked, and now let's see where we've got our shops mops. So it looks like all the shops are marked where they need to be. So then I'll just pull the scenes by com. And now I'll do is I'll press Tab, right-click shapes move closer to our triangle and altos move. And now you can see that's looking really, really nice. Okay, so now let's work on the little knobs like go run top. So at the moment we've got our cursor in the center. If you've not press Shift S cursor to select it, and that's going to pour it right bang in the middle of their shift a. And we're just going to bring in a simple cube as to scale it down. And then it's bringing it all and just put it somewhere where you actually wanted. So I'm going to bring it in. And I think I'm going to have the wider actually. So I'm going to press S x and just pull them out a little bit. I'm going to pull it down so it's actually into the metal. And then the present top isolate grab the top face, press the S bone just to scale it and I can see now that it's way, way too high up. So I'm going to pull it down to something that looks more realistic, will still stylized and chunky, and that looks about right to me. So what I'll do now is I'll press tab. I'll hide this Malpaso, click on it, press the hedge BOD, and then you should be able to get around the backoffice. So press top, face, select, grab the underside, deletes faces, and now let's add all seems in first on something like this. Probably that her off with it funny now. So these flux will come up here and these will go each side a thing now that the best way to unwrap this. So I'm going to right click, I'm going to mock scene, right-click mock shop. And then I'm just going to click on all these going round. Mock shop. Okay, so I did that as well because if I press tab now all types, you can say that we're going to need a lot more of these actually going around. So now let's start making them go round. So the easiest way to do this, the iPhone is first of all, make sure that the cursor is in the sense an actress not picked a wheel that you want to put these rounds. So let's pick this one. Make sure that the origin is in the sentences. So right-click, say origin to geometry, that's going to break buying and disseminate Shift S, come down so cursor to select it. And that's then going to put the cursor to the origin of here. Finally, go back to these little knobs on here. Right-click set origin, and this time set it to 3D cursor. That's gonna pull the origin here. And now you'll see that when a press all an axe, they actually rotates around the actual wheel. So imagine right, plague, that's going to pull that back to that. I'm going to press three on the number pad just to give me some reference where can see what I'm doing. And I'm going to press shift D, and I'm going to press Paul x 45. And then we've shipped shift D again. And then all x 45, I'm just gonna keep going until a main Kate background to the other side. And this is the easiest way that I find that there's many ways of doing this, but this is our ally tend to do this. So ship d o x 45, and there we go. Now the other thing is because I said we mount the seams and the sharps along all of these. Oh, we need to do now is joining all these old by shift like normal pressing Control j. And now they're all joined up together. And now I can just right-click shapes move. They can also smooth. And now they're all located. Really nice. So the last thing we wanna do now is add in our bevels. So with this fall, we didn't actually reset the transformation. So control laid all chunks, foams. Right-click. So origin to geometry, commodity, yellow Spanner modifier. And let's add in a pebble and that will go live up. You might live in like not possibly. Well, let's turn this down to something that looks a bit nicer. So you might actually want to go down even more than this by think for these happy. So you could for R naught point naught no, three or something and rarely tell them down something like that. And I'm going to pero no point, no-no, a try that. And I think I'm actually happy with that. So I'm actually going to apply them on apply a mole when we've actually finished the build and then our belt saved as anything that needs changing. So now let's come to the wheel control. Lay, all transforms, right, plague. So Origins, geometry, add modifier a bevel. Let's now bring this o to 0.01 and then we can save, go nice pebble. You can't save that there's some beveling going affair or you need to do is get rid of the i's come to angle just to not often, I'll make it nice and smooth again. Now let's do these wooden slabs. So control laid all transforms, add modifier. Let's turn it down to no point, no one. That'll come really, really nice. And now let's come to this ball here. So control a again, right-click. So Origins, geometry and Bevel. And you can save a little bit of panellists, just change the angle back, bring it down. And let's see what this is going to look like. So something like that. And you can see now that it's actually started smoothies off, an action looks more realistic as a peg or something like that, which is holding the way along. And now finally the cylinder in the middle. Now it doesn't really need a Bev alumnus. I'm quite happy with having the hard edge here because it's already beveled on these edges here. So thing that's absolutely fine. So double-tap the eye and just make sure that you actually happy with it. And now we'll do is we'll just bring in some materials. And they always do this. As you can see, I'm the PNG of the reference that we use in the eye just gives you a really good idea of what actually is going to look like as a finished the asset. So let's work on these little knobs here. And what we'll do is we'll come down to raw materials born, press applause. We'll click new, and we'll call this metal dope. And then what we'll do is we'll stall. I didn't some colors once we've finished with all this. So one, add another material here. So let's call this metal like so we'll pull the materials on here and then we can bring them in very easily. So metal lines. And then we've got would, now we've want to attend to make three different variations of the world. And that works really nice and giving you a good visual of what you doing. So let's click close three times. And then let's click New on each of these. And we'll call this one would too. And finally, we've got peg in here, but we're going to have the metal. So that's no problem regardless of the wooden cylinder here, and again, some metal in there. So I think we can get away for now. We've just the, so what we'll do is on the next lesson, we'll start creating these materials. Are McCrae alive? And then we'll just show it on eBay. Waves actually going to live for those of you that don't have blender to point a and a bowl, we can actually use cycles. You can just click on here on your render bond and I'll just show you in cycles. So hope you enjoyed that everyone, and I'll see you in the next one. Thanks. Law of i. 5. Adding Materials to Wheels: Welcome back everyone to the stylized cannon del. This is Lesson four. And what we're gonna do now is we're actually going to create these materials. And these are just basic materials that we're going to use just to give us a clear understanding of how the bill is actually coming along, how it's gonna log minutes fully finished. We're not actually going to be using these materials, were actually going to be used in substance painter rendered. I am marmoset bolt. This'll give us a good idea. So let's work on our first mental. Let's work on the light. Malda is the easiest one to do. So what we'll do is we'll click on the amount of light come to our base color and just make a little bit light to come down to metallic and turn the old way and then just put the roughness a little bit down. Now obviously we can't see anything in a moment are nice because warm wind going EV, to wherever your light source though, let's bring in our light source there. So let's press shift a comb-over to where it says Light. And we're just going to bring in a simple some polynomial of a polytope. And this is an infinite life salts, which means that it will just keep shine in. There is no distance on a, for instance. So let's press off an x 45 and then all said 280, just attorney around the round way. So it's faced in that way. And I'm just going to turn in just this way a little bit, just to give us some angle. And I'm actually just going to then grab it with the g born and his portrait riled. They're just out of the way, so I'm not going to be clicking on it or anything like that. And now we can actually click EV on and you'll see that we've actually got something going on here. So you'll notice that the moment that nothing's really happening, and that's because we've not assigned a material. So let's click on our we'll die is where the metal line is going to be on. Come over to our materials. And now we need to do is just bring this down arrow and just put it on marijuana, and then you'll see this happening. Now obviously, you can see the list Mal is very dark at the moment. And that is because we just need to send this base color jots down a little bit, make it a little bit like. We probably need to make it a little bit shinier as well. And the other thing is just to make this pop a little bit more. If we come to this little TV born here, let's pour on an ambient occlusion. And you can see now we've got some shadows in here, and we'll also pause screen space reflection. And now you can see we've got reflections that you just opened his soap and also Paul refraction on just in case we need it. Okay, so now let's close that by cope, comeback to our materials. And now just make sure you're happy with the actual material when Shapley with it. Let's move to these knobs. A mile work we're gonna work on is the metal dog. And so let's basically do the same thing again. So what we'll do first is we'll turn the metallic old way off, something like that. And then what we'll do is we'll to this roughness just down a little bit to make them a little bit more shiny. And on these we warned them a little bit darker. So let us come to our base color, teeny down. Just a tab just so they're a bit dark. And the other one's door today, if you're unsure and you can see now they're a little bit darker than our other pulse. And I actually think instead of oven him this way round, I think we should swap the materials around, swallow there is our press tab, grab all of these, and we're gonna pour metal line and click assign. And I'm going to grab this wheel. I'm gonna press tab. And what I'm gonna do is I'm going to grab it all. And I'm going to click on this little down arrow. I'm gonna click on male dog and that's just gonna swap those over. And now thing that's actually looking better than where it was. Alright, so let's do the word now. So the world, what we'll do is we'll click the down arrow, come down to would walk, click the plus sign arrow down, would two, pulse down, wood three. So let's do our first piece of what. And what we'll do is we'll come to the base color and we'll just pick a wooden color. So something like that, make it a little bit darker on a thing that's actually a good place to start. So now we need to do is we need to just copy this so we can see this is called walk. Click on the down arrow, copy material. Click on the second ward. Down arrow, paste material. Third would paste material. Okay, so now for press tab a moment it is I'm going to grab justice. Well, and when to go to would too. I'm going to click assign. And then we're going to change this color to be a little bit lighter. But before I do that, I'm going to actually press tab. And then I can see actually that wonder. So grab this and you'll see as I change this lid a little tiny bit, you can see the difference there. Okay, so let's come to this piece of wood now. Tab again. Click on it. And what three. And we're going to change this very slightly as well. So let's click assign, top bottle, called two-word unless turn this down. Lead a bit darker than near the pieces. So you can see that it's darker than this, certainly darker than this. And now we've got three different colors on here and the little golden, because basically there's just a very, very small difference in the actual shade of color. Ok, so now let's work on this cylinder here. So let's grab this, come over to the plus and we're gonna give it to, let's click on this first one. I'm gonna click metal light. And then we're gonna click on the second one. I'm going to click, let's try would. Then we'll press tab and we'll grab all of this one. So make sure that you are on an edge. Select the elbow, and click assign, press tab, and then just make sure that you're happy with that. If you're not happy with a colon, you want the dark one, just change it. So come here now to wood three. Yeah, and I think I actually looks bad. And now finally this part here, which I'm going to have as metal, I'm just going to click the down arrow. Malalai, double-tap the a. And there we go. You can see both very, very nice wheel there. Okay, so now I'm actually happy with this wheel and I can move it across. So at this point, I'm actually going to now add in my actual modifier. So I'm gonna click apply on each of these. And Gawande one nows six, I'll go on. Nope, it's not. And then when the press D to bring in my box select grew up the mall, make sure that one is yellow so there's no yellow, just click on it with a shift control j, and then you should be able to join you all together, just make sure nothing's changed names, Schumpeter, DOM, we've done a good job on actually creating this. And now you're going to do is press control three on the number part. And that's actually going to take you to this view and then even oppress shift and d. And it's a, bring it over. And now you're going to make this one a little bit smaller with the espanol, so make it just a tiny bit smallest, something like that. And then just bring it down. Just safe sits on the same places here we can see here that these are nearly level and then just rotate it around. So our eggs just rotate it just so it doesn't look kind of the same. And finally then I'll just grab this one and just rotate this on the XX jaws to little bit more. Just so they look a little bit different, so something like that. Okay, so I'm very, very happy with what I'll do now is I'll grab them both together. And I'm going to move them out this way. And then I'm going to marry them over to the other side. And then that's gonna give me a nice base here to actually start building my Canon. So how do we do that? Well, first of all, now we're happy with it. Let's join them together, so control j. And then we can see that the center of origin is here right now, and that's not where it needs to be. So let's press control lay first all transforms. And that's going to put it right in the center. And that's actually where we're wanted. If yours isn't in the center, just press Shift S cursor to world origin. It's gonna put your cursor around the center, right-click Sahel Region to 3D cursor. And now when we come around to add modifier, we can add an a mirror is going to put those over the other side like that. And now I've got all four wheels. Now I'm not actually going to apply the mirror because if I wanted to say move this part, for instance, if a graph like this part and poly bag, you'll see that it pulls back on both sides. So that's exactly what we want. So let's press the top, double-tap the a, and now let's save our, our blended fast. Let's come to say it file and save, and just make sure it's actually saved up. Who's gonna press seven? I just want to make sure that these are lying on the inside which they are. So that's rarely, rarely Nice. Okay, everyone, so that's sick to this lesson. On the next lesson, what we'll do is we'll start work on the actual cannon. Hope you enjoyed it, and I'll see you in the next one. Thanks like warm, bye-bye. 6. Modelling the Barrel Base: Welcome back everyone to lesson five of the stylized cannon build and what we'll do first before starting them on Cantonese, we're just gonna rename them and make a new collection. And the reason we're gonna do that is because then it's easier to hide things out the way. If you've got, for instance, your song and camera in a different collection to your actual builds parts. Now, in the old blender, it used to be on the layers are in a new blender to 0.8 onwards is actually on the collections. So let's first of all click-on, double-click on this collection. And what we'll call This is lighting the camera. And then we'll right-click it and will actually click on New. And then we'll come down to where the new one is. You can see that it's actually just commend his lights and a camera. So double-click hit backspace, and let's just call this canon parts. And then what we can do is we can left-click and just drag this down to the bond. And now we can left click this cylinder 0.01. which is not named correctly. So we'll do that now. And we'll just call this wheels. And then I'll drag this into cannon pulse. So you see that we've got awesome enlightened and camera, and they'll wheels in canon parts and never click on this little icon here where it says Canon pulse. You can see that adds all those. And if you click on the lights and camera, you can see that we hide that. So that's a nice way to split everything else. Let's just close the old. We'll leave this one I will turn and now we need to do is start work on actual main cannon. So for bringing this over, you will have a cannon reference. I'll also make it appear in the bottom right-hand side here so you can have a look at it. What we need to look at here is we can see that it's got a nice bulge here. This power going across here. It's got viewport on here. And it's got kind of a piece of rope that goes into it where the actual lights it. And of course it's got these bulges going around here. And finally then it's got a tall gay on it. So it's very, very stylized. We hope to try and replicate that in these next few lessons. So let's pull that out of the way now. So if I press Shift a mash comb-over, it's where it says UV sphere. And at the moment, BOB, tons and tons of polygons, as you can see, far too many. So if this is not open, just opening OK. And what we'll do is we'll put segments on 20 and you'll see that the segment's going around here change. And then we'll also change the amount of rings to both analogist change the amount rings going down there. And now you can see that it's a lot, lot less if you press Tab actually, you can see down here, this has 400 and faulty triangles now before I probably close to a thousand, so it's always good to check that as well. Now we'll do is we'll press the top, will just spin this around. So o, x and 90 just makes it much easier to work from the top and bottom of the actual speed. And then we'll press Esc just to make a little bit bigger control three to go into side view. I'm just going to leave the old just slightly. Now it's probably a little bit big, would probably not got the right dimensions right now. But once we actually build this them and can start moving the wheels round, putting the little wooden slots in an all those things. So first of all, let's get rid of half of this cold Venus. We only need half of it. You come mess around them bringing this Paul out by finance munchies, you just get rid of Paul to circle and then work from this 4x. So let's first of all press control three, press the topical and pressed zed, go into wireframe. And now you'll be able to do is see through the actual mesh and also you'll be able to select through it as well. So if you come up now to face select and you select one of these spaces. And now what you do is you press big for box select. And then what you can do is you can drag this box with left-click and just drag it up to nearly to the halfway point. And you can see now I've selected not only this side, but all the way through because we're actually a wireframe mode. Then just press Delete condenser faces. And I can say that we've got rid of half of the spirit. Said, Go back into solid. Well that will only take you into solid mode if you want to look at your materials, oil, EV back, connie loves click opiate, but I think that this actually will leave in solid mode because it gives you a better idea actually of how this cannons looking in how it's going to come along because you're not distracted by the materials. So now let's come up to edge select alt, click on long old shifting player control three. And now we're gonna do is we're going to extrude a, so e, y to make it run on the axis and just extrude out to where actually you wanted to come to. So I think something like that should be about right? I'm looking to how far back this is actually communists. Well, and I'm also thinking about this kind of new Vin opened down. So obviously the front needs to be smallest, slightly smaller than Meyer. So what we'll do is while we've got these edges selected will press S Just to bring them in. Just a tiny bit like woah. And now we'll stop trying to bow this round, not bowing down at the moment. Just bow it in so that the middle of this is actually thinner than the end of this and the front of it. So not, not too much, just a little bit. So what we'll do is we'll press Control L and we'll bring it into the middle. So let's just drag it into the middle, like now. Press control three again, just so you can see what you do it, press the S bone and just bring it in just very slightly like so. And then we'll press control are again, left-click movie Apollo bit, press the ESBL and bring it in. And then we'll do this. But he is so control loans, small, press, the S Bowen, bring it in and he can see what we're looking for is just to get a slight bow going on. So you can see that this leads bringing in just a little bit more. So I'm gonna press Alt, Shift and play for us that's gone. On. There we go. So now you can see if we look at this and press top. Now we've got a nice bow actually going on. Now at this point, you can't actually stop bow in this town and then put your bulges on. And that's probably the best way to do this. But before we do this, we need to actually make sure that we've got enough edge loops to actually bow it. So what we'll do is press control three again, top control law to left-click, just drag them over. Control law to left-click and just drag them over. And now we should be able to stop just bowing this down a little bit. So now if we draw out this middle IOT, alt, Shift and click. And then what you're going to come up to is this little dot in the middle of a circle. And when you click that, it's going to enable proportional edited. Now when I come to drag this down now you'll see that I've got a little circle here. The further drag this out, the more influence on the mesh there is the small law dragging out, the less influence on the mesh around it. So I just want to bow out just a little bit. So like so I'm just going to make sure that sold and a follow. So let's try something like this. And you can say that the bottom of this isn't actually Boeing as much as the top. So we need to bell the out just a tiny bit. So think something, something lambda as a nice bow at the moment. And now I'll come down to the bottom of it. I'll prompt warn of the edges. Control three. And then I'm just gonna pull this down just a little bit as well, just to make sure that it's a little bit boat as well. I'm not Paul and now I can see that the front just needs leveling up a little bit. So I'm going to come round Alt Shift and click, takeoff proportional edit, save, and just pulled from just a little bit like that. And now God, nice bow the as you can say. Yeah, I think I'm very happy with that. So once you're happy with that, then you can start work on your bulges. One thing I can't see is that this probably needs coming out a little bit. It's probably a little bit too squished in that. So control three, come to the middle, hold Shift, click, press the S Bowen and just bringing out just a little bit just so you got an ice flow going round and a nice flow this way. It doesn't need to be to level, it just needs to be a nice flow, okay, so what we need to do now is we just need to do the inside of the canon for this lesson. So let's come to the front of it. Alt shifting click. You're gonna press E, nsa S, bringing it in to how thick you want the fronts of it. And then you're gonna press E, y and just pull this back. And of course you can see that you do have a problem with it comin out in the middle. So just pull it down, just so it's in that you don't want to pull it down too much, you want to actually fall out. So it looks as though it's following into the bank. And what you need to do is you just need to make sure that the back of this goes quiet foreign, just to make sure that no one can say so I'm gonna do is I'm going to pull it out the back side and pull it back in just to make sure that's just in that and then no one can really see down that unless you've taken a shot from here, which I don't recommend anyway, it wouldn't make a very good render. Ok, so now let's bevel just these faults on hand. So we're going to drop one of the edges, Alt, Shift and click. And just press control bait. And you're just going to pull it in Joel's to slide that. You don't want to pull it into mulch. It doesn't want too much of a bevel. Want to segments, you can just open the menu down here and just put the sum to buyer thing, not just one segment should be enough. So if you're looking at it like that, that looks to me. Now let's do this one on the inside. So ult shifting plate controlled BY bringing it back. Then we'd go, I think I'm very, very happy with us. Now the one thing that I would say is that a would like this just to be comin out a little bit more and otherwise just look in a bit more cartoony and stylized. So what I'm gonna do is I'm going to first of all, Paul and other Rachel upend. So control law, bringing hope to win, something like that culminates a face, legs, alt, Shift and click going all the way round. And then what you're gonna do is you're going to press Control on plus on the number pad. And that's just going to enable it to just move the next law faces. And you can also press control minus just to go down the next law of faces. And then I'm gonna do, I'm just gonna press S and just bring out that are very slightly something like that. And I'm just gonna move it open again. And then asked again. Very slightly, just so it's slightly bowed on the end of it. Something like that. And we're going to have a bulge going around here, but I want this little lip on here. Alright, so now we need to do is just melt the seams and smooth this out. Let's press Tab one small and let's come in Amal call seem so I think you can get away with a seed round here. So Alt Shift and click, Alt Shift, Click. So if it goes all the way round to hear, a thing that I'll be fine is show don't wrap flatness. So let's right-click monks singing. And now, well firstly we need 80 seam on the back. So you can see on the reference point that we do make something from here. So let's use this. So Alt, Shift and click, right click mom scene. And then I'm going to mock us seeing the bottom. So I'm going to come onto the bomb Alt Shift and click. I don't need these on handsome going to minus those off with Shift and left click. But I do want it on the actual inside. So you can see that it's following the inside all the way down to that. So let's right-click MFC and so little that will tell the a and just make sure they happy. So you can see that this is not an infinite loop and we should unwrap fine up to here. But you can see we've got seeing here that we really don't need. So click on a right-click and play a C. Alright, so now just to shop, so we definitely want a shot in here. So Alt shifting, click, want to shop here, want to shop. He had, you wanna shop here, on here. So for right-click, mock shop, press the top Bowen, right-click shapes, move comb-over t, a little triangle here, and click on Altos. Move. There we go. Alright, so I think I'm happy with that as a base my Canon. And on the next lesson, what we'll do is we'll start with can on these bulges and may be refining this a little bit more. But before we go actually what we'll do is we'll just save this out. So cool to file and just go down to safe. Okay, everyone, I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 7. Modelling the Rope Igniter : Welcome back everyone to part six of the stylized cannon dealt. And what we'll do now is we'll work on the bulges on here. So we'll come to our canon, press the tab button and you can see at the moment we've got an actually appear and that's not going to really work with a bulge this big. So let's press control law and just press left leg and then just moving along to the size you want, your bulge. So I'll think one here, something like that. So now face legs. And I'll grab these. So Alt, Shift and click, say grubs them all the way around. And I'm going to press shift gate just to duplicate. And then I'm going to right-click to drop it back in place and I'm going to press paid on selection. And now you can see we've got Wong. Basically this is going to be the Bolsa we're going to use. So now let's come to the middle nowhere we want this Bose, This, I think, needs to be kind of halfway in-between each of these. So what I'll do is I'll press control law, left player's move it something like that, and then control law and move it something like ma and the thing about these two here, it will be great for the bulge on this pump. So let's face left. And then Alt Shift click this one on this one. Shift date to duplicate, right-click pay selection on last lat long, and now do this one. So control law, left-click. And I'm gonna think something about LA size. Thanks. Select Alt, shifting, plate, shift D, right-click, pay selection. Alright, so we've got three boulders, so let's just hide this kinda Now the way. So probably cannon, press H And now I'm going to press shift, click on each of these and just join them together. So control j. Then I'm going to press Control a just to reset all the chunks forms because I'm going to use a modifier. And then finally, we're going to bring back my Canon. And I'm going to click on my bulges again. Okay, so now come over to your little modified top on modifier and come down to solidify and then drag this to the left. And now we're just going to make these bulges and it's up to you how thick you make them. The best thing you can do is just make sure even thicknesses on and then just double tap the a and then economic good look of how thick you want them. And I think actually that is looking pretty nice already. So I think I'm happy with mine and just make sure that you're happy with how this is bulging. And I think I am I am just looking around this bit just to make sure that lit is actually coming out right against that bolt to that. Yeah, and I think that looks actually good. So when Shapley with it, just hit the apply button. And now what we'll do is we'll actually Markov's seems and then we'll put a bevel on the. So let's come to the cannon first and just hide the out of the way. Now let's come to our bulges. And what we'll do is we'll press tab and will come in to edge select. And we're just going to select all the edges going around the top and the bottom of these bulges. And you can see that these have already got shops, Mt. Oops. So right-click mop, seeing, right-click moksha. Okay, so we should have all the seams in shops, malt. You can see that we do have a seam going down each one of these, which is really good. And we gotta scene going down the back of these, which means that both of these are normal or infinite loop under there, of course, because we actually copied this from the main kinda. So now let's press the top right-click shapes move and just make sure that smooth and his own, which he is. And now we can start with Evelyn, these pulse. Well, first of all, let's press Control late, all chunks, foams, and all that. So I'll modify it and modify it Bevel, and you're going to end up with something like this. Pull on the angle just to make sure that this is nice and smooth. And then just turn down the offset just to something like your likes. Let's have a look at null points rate, gonna press Alt H to bring about the canon. And just have a look out chunky that's actually looking, we need some bevel on hand to actually work with. So let's bring it down a little bit more, something like that. And you can also see is that tiny gap in it, which we also need to Seoul tile. So let's apply that. Come to all bulges. Press the top bullet, make sure you're in edge select. I'll just make it tiny, tiny bit smaller. Just so we've got no got down here. And let's do this cough s. And finally this call. S. Tom again, double tap the eye and just make sure that you're happy with it. Ok, I'm very happy with that part. And now let's move on to the bike. Click on economy top. Make sure you're on edge select. And what we're gonna do is we're going to grab all these edges round can't install with. And I'm just going to pull them out. So e y and just pull them out is to slowly fall or in that. And then I'm gonna press S Just to bring it out. And then I wanted to make actually face on here. But before I do that, I might as well get rid of this face here because we don't need it. So let's come to face legged, presses CPOE. And, and what that's gonna do is it's going to enable a circle select. And you can actually use the middle mouse just to make this smaller or bigger. And you can left-click lend to actually highlight them all the Empress middle bulletin to de-select as well. So let's just select them. All right-click together off and then deletes and faces and that she just cleared up. And now I'm going to add select Alt, Shift and click just to grab those all the way around. So now till now all I need to press these f just to fill this space in a. Now she built press Control B and just will they solve to our r12? So that's a good way of getting this to be a law. And now we just need to delete this face and fill it back in again. So delete faces, edge select. Well before we had a new face and what we need to do is we need to grab all of these edges and let's just make it a little bit bow down so we'll press E and S, bringing it in. Just so it's a little bit out live. So and now we can just put a face on him. Basically, there's going to be a little bit of a row of that, as you can see on the reference. So now let's fill this in and we'll just take off the opposing edges, right-click bridge edge loops. Alright, so let's now may call piece of rope. So what we'll do is we'll press Shift S cursor to select Cypselus was gonna podcast so that while we've got these highlights, it press the tough on shift a. And what you're gonna do is you're going to come to the curb born, and you're going to pick a Beziers curve. And you'll end up with something like this. Let's just spinning around first with all said 90. And let's just see with us looking. So think needs spinning around the y as well. So all wine, 90 Yana thing, that's the right way round. So now let's press the S phone, just make this a little bit small, it, pull it out, see where it's going to. And I'm going to make it even smaller now and pull it out so he IT. And then I'm just going to press the tuple and now, and I'm actually just going to pull this edge down. If you now go now gizmo that just press Shift Space again to the movie and then just pull it down a little bit, like so. And now we've got that the way that a 12ths right in the center obviously press the topo comb-over. So this option here, this is the curve. And then what he needs to do is you need to open up geometry and you're going to turn off the depth of it. And that's gonna give you a nice piece of looking wrote. And what we need to do actually will actually pull a little abandoned in the middle of it. So I'll press the top, I'll grab this one and this one, Right-click soap divide. And that's just gonna give me another piece here that I can actually mess around with just to make it a little bit more like rope. So something like not on the thing. Actually. I'll pull this down just a little todd mole to something like that and I'll lift dope this like so. And finally, I'll just move it to the left just to make you not look. So minnesota straight. Now press top coolant to object called Downs where it says convert and what you're gonna do, convert mesh from code. Once I click this menu, then will disappear it. And when a press tab now you'll see that we've got a piece of mesh, although we need to do now is filling the end. So what we'll do is we'll come up to the end Alt Shift and click, right-click on. What we'll do is we'll moccasin first. So make sure there's a seam on that. And then I'll press alt F and just fill that. And we don't need to worry about how clean this is. It's a tiny, tiny pole on this. Okay, so let's press top, little tough the a and just have a look around. Okay, on Linux less than what we'll do is we'll start with on the view port on here, and that will probably take hold a lesson. So I hope to see you on the next. And everyone, thanks law. Bye-bye. 8. Modelling the Port Hole: Welcome back everyone to lesson seven of the stylized cannon built on this one. What we're gonna do now we're going to work on this little viewport. And we also need to Paul all little aim on here. So what we'll do is we'll press Shift S And we'll just bring our cursor back to willed origin just so it got so much wig from, I'm just going to hide these wheels out of the way. I don't need to see those. And then I'll press shift a and I'm going to bring in a mesh and we're going to bring into cylinder. Now on this pie, it's quiet pollen that we have a lot of vertices to web with because we're actually going to be pulling this kind of viewport into place. The less vertices on here means that the less we can actually manipulate this to form it around this sphere here. So 32 should be absolutely fine. So let's pull this up then. And let's press S and just get this into something that we think is relatively a good size. So we'll press to squish it in just a little bit. And I think that's a gold size to start with. So now what we'll do is we'll press tab, cool to face, select, select the top, on the bottom, press delete and faces. So now all we need to do is bring this into may call viewport and pull a little bit of a bevel on it. So how will do that is we'll press tab control a. All transforms. Commodity is Spanner. Come down to where it says solidified. And then we'll just put it on even thickness and just bring it in limestone. And of course it's looking a bit big now, but we will make it smallest. So don't worry about that. We're actually just going to make this viewport first and then we can start manipulating it. So I think at the moment I'm happy with the size and ave. It looks nice and thick, nice and stylized. So let's just hit apply. And then what we'll do is now allowed all bevel on each of these parts. So let's press TOP. Come up to add select Alt, Shift and click on both of these edges controlled BY and just bring them in just a slight bit, Something like that. Okay, so the next thing we wanna do is just put some, just some little piece of metal that will be the hinges. So oppress shift a Cube, bringing it all. Press the Esc bone. Like so. And then let's just bring it into place. Something like that. As you can see, looks, looks quite nice already. So let's press has zed. And we just want to, Joel's below the bottom of here. So it's up to you how high up this actually goes. And you might just warm well-known, I think one I'll actually do the trick. And what we'll do now is we'll press tab, edge select slightly surge control B, and just bevel that off. And then what we'll do is we'll just Mont machine. So I'm just going to hide the cannon on the way to Joseph for now while we were calmness. And when a comb underneath it. And I'm going to delete this face. We don't need that, so delete faces. And then what we're gonna do is we're gonna mop. I'll seems now on something like this, you can mop seems not just go around the edges, so all of the edges. So right-click mock scene. And for the sharps or you can use, you can grab the whole thing. So L, the whole thing, right-click Moksha. And now let's finally just get rid of the back of it. I'm not going to need thigh either, so delete faces. And now what we can Museum Press Top, control a transforms, right-click, say origin to geometry just to pull out by out of modifier, I'm just dotting a bevel modifier. And now let's just turn it down. Something that we can work with us. Something like bow. Let's just turn this down even more. So nought 0.5. Let's try law. Yeah, and that's located much, much nicer like not. Alright, so let's apply. And that's that part done as well. I think I'm just gonna go with just one pin, jonas. Ok, so now we just need to do our shops and seems on Hansoft for grub. This again, top. Let's come in with edge select and we're going to grow up this edge, this edge. I'll do the shops, there's this time. So we're going to MT shops on here. And we can delete the actual bottom of this as well, sung the right player, Moksha. And now let's mark all seem so. I think with all seams we can get away with mock kinesin here and on this side. And then we just need to mop the inside. So I'm going to mock it probably downhill towards the buyer. And then I'm going to mall Kate here, which is slightly hidden by the same. So right-click mock scene. So you can see that this should own rap pretty flat. We've not gone infinite loop is side and we've not on infinite loop outside and now will come to face legs. Grab a face, Alt, Shift and click delete faces and you should end up with something like that. Now we've compressed top, right-click shapes move, come over to your little triangle. Altos move, and you should end up with slumped and live out, which is looking really, really nice. Okay, so now let's put our cursor right bang in the middle of here. So what we'll do is we'll press right-click. So origin to geometry, ship S cursor to select it. And now God castle there. And now we need to bring in a null the cylinder. So shift a mash cylinder. And we need to bring this right down because we gotta make, um, if I just bring it over these little holes in here so you can see there's just little grooves in hand which we need to make. So to make that we need to actually bring in the cylinder and actually use these points here just to make these cross-sections that are going across. So if we bring this down to something like this trifold team, something like that. And then we need to just go over the top of it and just have a look at how these would actually join up. And I think faulting would be about right. So you can see that we've got Join hit here. Here. So let's see if that's okay. So first of all we'll do is we'll press the top, will come up to all the to select, will slip this The Press Jay. And then we'll do the same going round. So j an unfortunate can only do two at a time. So we just have to work all the way round this one here. And then let's do the cross-sections. So j, j, and you might want a cross section here. Let's, let's also do the cross-section here thing. We'd can't delete some of them as well, so it's no problem. And the last one, is it, ok, so you should end up something like that. And this is basically going to be your grid that you can see that. So now let's come to face liked. And we're just gonna get rid of all these faces. So select space, hopes, shifting, click twice, slightly bottom face, delete faces and he shouldn't look with a piece of mesh like this. Just make sure that nothing else is joined with this. Just make sure this has been creates only. So if it's not, just press out, press the peg board just to separate out, top, select it. And now what we can do is you can press control, lay all transforms, and then we can come over to our little spanner. And this time we're going to add in a wireframe. And you'll see now we actually comes like this and you can increase the thickness sold to something that you're happy with. Now you can also see that you're not going to need the ones around the outside because they're going to be hidden in here. And you can see how easy is to actually form this. Now, you kind of see that we've got more of a gap in-between BAD thing that just adds to it, to be honest. So I think this will be fine. Now you can also, if you put in a boundary on here, it will pull the edge going around just in case you need it. We don't actually need for this. And you can also see visible ammonia which we also don't need. So if we just click off this boundary, I'm going to leave it like that for now. I'm going to hit Apply, and now I need to delete this bomb paltry off of here. So how I'm gonna do that is I'm gonna press one just to get the side velvet, impress top. And I'm going to press zed to go into wireframe. And now you'll see that we can see all the way through here. Make sure you're on face, lips. They found him bulks, drag it just below that halfway point. And then you're going to press Delete on faces and now rest zed, solid. You'll see that we've got rid of all of the bottom of it. Okay, so now let's get rid of the sides. And fortunately, the easiest way to get rid of these, just go round and select them all. Just going all the way around. Like so. So let's press Delete faces. I need short and note with something like this. So now I need to do is bring that down and just make sure it fits in place. So I'm going to press the top right plague, so origin to geometry. I'm going to drag it down. I'm going to press the S flawed. I'm just gonna make sure that fits. So an oppressor seven and just going to have a look how it actually fixed. So S bringing it in. Somethin like not double-tap the a. And you can see it's fit in him really nice, albeit it's a bit too low down in moments. Let's bring it open a little bit. Like so. Okay, couple tough. They just have a look and make sure they are happy with it. Okay, so the last thing we need to do now is just basically bend this around the bulge. We don't actually need to mock seems on this because when we come some rapid, we can basically unwrap it from this point like this. So we don't need any seems they only thing we do need a is actually we need some shops in there, so we'll press a and because her own face level just press control eight and then you can come down unmarked shops. And then we'll just press top right-click shapes move. You might want it smooth like that ball. I prefer just to be a bit more hard edge. So just take Altos move. Okay, so now let's join these old together. So I'm going to grab this, the hinge, press Control j, pull on Altos move, and that brings it back to how it, whilst I'm going to press all teach, bring back my Canon. Click on my viewport. And now I'm going to do is I went to look at the size of this and try and manipulate first on the angles. So if oppress Paul an X, I can actually move it from here. And then obviously can save. I needs to come up. And at the moment is probably a little bit too big. And this part needs pulling Now as you can see. So I'm going to stall like Chinese manipulated so that this part is out first. So we can go to of global and just put it on normal. And then you can just pull it out angle now. So you can sand needs pull out a fair, fair way. And now I'm going to do is I'm going to start moving it with my actual proportional edits and all. So let's press top culture proportional edit said. And let's now try manipulating itself a grub, this pole thirst and when you use the G Bowen. So I'm going to bring you in and just start manipulating job's to get it old lined up. So I'm going to work my way around. And you want to as slight in as possible. So let's bring this in like so. And just take your time doing this the whole time he take with it the battery will look. And as we come up jaw hinge, we just have to be very careful that we bring this hinge down, press the G Bowen and just try and bring them down. And you can see that I've got a bit of a problem here, and not the hinge just needs to be rotated a little bit. So I'm just gonna take proportionately, it's enough just a minute. And then I'm going to rotate this hinge on the X. So X, and you can see I've gone on the problem and now it's going across in a weird way. And the reason for that is because of critical normals. Let's just put it on Global all x. And now we'll go the correct way. So I'm going to just bend it round. So all X and just get it going the right way. And I'm just going to pull it out just a slight bit just to make sure that Psalm 19 seats that little bit still off a little bit. So let's bring it around. And you can see that this side is a little bit off as well. So I'm just going to grab the ball mafia and just pull it in very slightly. Grab this edge, pull it down very slightly. I'll case lot looks in now, now of gold out salts or that don't really want to move that some I'll do is I'll just separate this. So pay separate. And then I'll grab this edge proportional at its Nong Ji Qi again just to bring it in. Okay, so now I'm just going to have a low ground. And now I can see that this is a little bit out and needs bowing out. So while there is now unhappy with this big going around, I'll grab it with Al, pay, selection and noun for each work on this pulse. So I'm gonna grab the middle of here. I'm going to press g and I'm going to stop, pull it now a little bit. You can see now we get a nice, nice bulge on that. So it's up to you how much bull junction one. So if you grabbed, for instance, this one here and we press G, but we make it a bit smaller and just stop pole and out. Don't worry about bended too much. So let's pull this out. Like so. Look around the other side and that's press top, double top the aid. And there we go. Let's look in rarely, rarely Gneiss. Okay, So I'm really happy with that. So on the next rule, we need, we need to pull our aim on the front of it and we just need to give it some basic materials. Okay, everyone, I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 9. Adding Materials & Lighting the Barrel: Welcome back everyone to lesson eight of the stylized cannon build. What we're gonna do now is we're going to on, on all, it'll aim, so useful to you if you have a circular aim all long line, you'll see on the reference I think I'll go with the reference one. So what we'll do is we'll first of all what the cosec to willed origin, so shipped as cues to willed origin, shift a. And let's just bring in a simple cube. And what we'll do is we'll just move it to the front, make it a little bit smaller. Control three just to make sure we're in side view. And I'm just going to bring it in place. I'm not just going to I'm not actually going to rotate it quite yet. So I'm just gonna squish it o on the y. So SY and let's bring it down just so since place and I think it needs to be a little bit taller, so upset. Like so. And now on needs to bring each edge out just so I can get this sense of points. So I'm impressed top. They select ground this side, on this side, turn off proportional editing and just pull them out. Like so. I'm gonna press control law to give me an actually in the middle, left-click, right-click to buying it right in the middle. Make sure you're on edge. Select, come to the top edge along here and just pull it down a little bit, something like that. Now, you might want to have a null, the actual edge loop going on each of these. So let's give that a try. So control law, left plate, right plague, control law, left click, right click, grab each of these and actually just bring them down just little bit just to make it a more nicer, rounded, not so sharp. So an iPhone grab this, press S on x and squish it in a little bit. And finally, well do now's they'll bring in one more edge loop, some control law. Left click, right click, and then I'll just bring in the, So I'm gonna grab all of these Alt Shift and click and then S, x and just bring it in just a little bit, just to make it look a little bit more stylized. Now let's drop the whole thing and pull it down a little bit. And then we're just gonna rotate tapes. So all on x just rotates a little bit, pull it down and just make sure it's in. And then we go think I'm actually happy with that. So now let's just hide this, these bulges and this canon. And now let's work on all seems. So we know that we did the seams on the shops on here, on here. We know we did them on here. So we need to do the row. Yet. We've gone NOW seen only underneath. And so we'll look yet we need a seam going underneath it. So let's come down with all edge select, Alt Shift and click, right-click on boxing. So that's that one done with forgot that. And now let's come to our aim. Come hold of it, and we can get rid of these bottom faces, tes of top faces. We're just going to drop. All of these are procedures to grab them all the way along. Right-click, Delete, faces, analyse, mopped, all seems on law show up. So let's command Alt, Shift, and click. Go in pretty much all the way around the side. And you can see here that we don't yet we have to do this individually because it's trying to follow folder in the loop all the way round and we don't really want that. So we'll grab this one. You can press control and press on an edge and you'll see that follows it around like so. So that's another way actually of doing it. Unless I grew up all of these going all the way around these two sides. And this will be, lets just take those off. This will be our seams that remark in here. So I'm just going to Mooc. Although so then right-click on mob scene was going to turn off the seams now so I can mark my shop. So I'm it's a marker shop there. And I'm going to mark shop in here this side as well. So Mach shops. And then on each of these non-smoker shop there, right-click moksha, our K. I'm thinking I'm up with the shops and let's put the seams by khan. Yeah, I don't think I'm happy with the scenes as well. Now as press top right-click, shapes move, commodity, little triangle, Altos move. And now we'll do is we'll press control leg all transforms. And then we'll come over to a low Spanner add modifier Bevel, and then we'll just turn the bevel down. And they'll also plot angle on turn it down. Just a tiny bear thing with this because we don't want this to mature oldest fall, fall to much of the moment. And the other thing you can do is you can pull percent to John and the can rarely, rarely work on it. So it's a tiny, tiny bit it like that. So we really don't want this MOOC, so salt then something like I should be absolutely fine. Okay, as double tap the a. And now we'll just join all these pump soap. So we've got a viewport or hinge our row, all main cannon and not bold use and our aim. And you can see that the aim as not applied, the bevel sum is going to apply that. And I can press Ctrl J and join them all together. And now this should be all fine, except you can see here that we just need to turn up the smoothing. So Walter smoke just turning or per slide bit. I'll get rid of that. And then just go round and just make sure that you have to read the smooth in which I think I am. And now I can do is we can come up to EV and we can start giving this some materials. So let's come over now to materials tab. And what we'll do is we'll bring in our first material, which I think will be this one which is the lag. So click the down born male light and now all adding all of his material, let's press plus now I'm the law didn't the Metal Dog. Okay, so now I think what we need to do is we need to just add this mail.com to each pole. These so for press Tab, make sure you're an edge select, grab the bulges. And this pod going round will do this in a minute, and we'll click assign. And now let's come to this point. If I grab this with edge select, you'll see they grubs it all on a don't really want that. Say for content face select, you can actually grab it where actually where the scene goes on too, which is very handy. So you press l now and just grab it and just take you up to that seam. And then you can click on Mel dog, click assign, and they should end up with something like that. So I think what we'll do though is we'll actually make this a little bit lighter. So we'll make a new metal will also save it out so it become to file and save. And then we'll come to all materials, press the plus bone, new material. Metal bolts is what we'll call it, and we'll make this much lighter. So let's go to this image first, promoted selects and we'll select it. And then we'll click assign, and it should go like color. And then what we're going to do is just going to make a new colors. So for cooled down to where it's metallic, the metallic coil. And then what we'll do is we'll turn the roughness to something like that. And you can see now it should be like this metal here and that's what we want. So now what we need to do is let's do the same with the target and this part here. So let's press top. And we can see that this is not joined, so let's join it with this. So from child J. And then let's go to this pop top grew up at all with Al, Mel bolts. Click assign. And now let's come to our target. Elle. Click assign and lettuce. And now let's double-tap the a double lobe round, make sure that you're happy with it, which I am. And now we need is a rope. Now remember again, this is basic material just to give you an idea of what is actually going to look like. For instance, in this part here, I know that we need to make this much, much darker. Sunlight doesn't look like. This is just sat on the top of the canon. So when we come to paint this, obviously this will be docked inside here. So now what we need to do is we need to come to the robot now and we'll give it a new material, and we'll actually call this rope. So if double click Tab grabbed this in edge like so, click assign. And now let's just make this a nice rope Calypso top. And now let's make this a nice wrote colors. So we'll bring this down. Something like that, just to different Brown from the list. And the roughness doesn't really need to be real for all. So let's have a look. Allow us looking like double top the AMI, so below. And yeah, that's looking really nice. Okay, so what we'll do is we'll bring in some and we'll just bring it in and all the Sony just makes it much easier to see what we're doing with the materials. So pressure, drag it across o zed 180 and just to turn it round. And now you can see that you've got a really good idea what these materials are going to look like. And there you can see now that the rope is actually looking a lot different color from the water. Okay, everyone, so that's it. On the next lesson, what we'll do is we'll start work on these wooden supports on each side. And then we'll try and get this into some sort of scale. So actually all fits together. So I hope you enjoyed that wall. I'll see you on the next one. Thanks, live along. Bye-bye. 10. Modelling the Wooden Sides: Welcome back everyone to less than nine of the stylized kinda build. What we're gonna do before we start on the next paul, which will be the wooden sides. So you'll need to modern sides reference is we're just going to finish naming these. And also while I've been edits and I've noticed that when called debt when all hypoxia which we just need to fix. So let's command unnamed these first. So we've got this which is cubed dot 003, and then we've got a cylinder which is basically an empty. Now you might have some empties. The best thing to do is to click on something and then press the G Bowen. And when you actually move it around, you'll see that this is not attached to anything. So I'm just gonna right-click, press Delete, and I'm just gonna delete that. So all I'm left with now is the cube 003, which you can rename the barrel. And then one Wednesday is I'm just going to drag that in and put it in canon pulse and then just make sure it works and it does. So now what we're going to do is just fix these artifacts down here. But how are we going to fix these issues? We're gonna come in and when it's clicked on the wheels, and I'm going to double-tap the 8x first folders to get all that off, make sure your NIJ light, you're gonna come to this part. And this part, this is where the problems Hall, and then while I'm going to do is I'm going to come up to mesh from the cone down to where you say shading. And we're going to shade flat faces, just click that. And then basically all it's done now is shaded. These parts actually flat because all of this really one shade him fly anyway, and it doesn't affect the rest of the wheel. So that's not fixed on that silence on this side, just make sure everything's fakes, which it looks like AES. And there we go there and that's all fixed now. So now we can move on to make in all wooden sites. So what we're gonna do to stall this is we'll make sure that Al-Qa'ida is in the census. So Shift S cuz it's willed origin, and then shift a, and we're going to bring in a cube. So let's bring in a cube. We're not gonna worry about marionette over the other side quite yet. So we're going to bring over unless see how big this needs to be. So basically if you look in your reference, you've got three stocks would going on. So we might need to bring these wheels out a little bit. That's probably going to be the case. But the problem is, if I move this now you'll see that it moves an old cell. The way to do, to get around that is to press the Tab bone. Press Alt H just to make sure everything's here. Press a to grab everything. And now when you move them out, we just can fail too. Move them all out at the same time. I'm just going to move on well, out of the way right now. Just saw I've got an idea of where this piece of wood needs to call. So now let's press top grew up this q and let's move it to the side. And then when we're going to do is I'm going to pull it out along here. So I'm going to come to face light up this phase and pull it out. And what I'm looking for is to make sure that it's actually fates in. So these two axles are going across actually phase. So let's bring it out just a little bit more just to see where they fade and we can see it that maybe needs dropping down just a tiny bit. So what I'm going to do is because it is a stylized. Peace. I'm actually going to grub just this edge and just pull it down just a little bit, something like that. And then what I'm going to do is I'm going to make an older piece of work, but rather than bringing them all the cube and we're going to grab the top of they submit oppress ship date. Just bring you don't just slightly pressed the bone and then just pull it up like so. And then finally I'm going to bring the null, the piece of wood embalm and grab the whole thing. That's times I'm going to press L shift day, bring needle. And this time I'm going to make this Paul just a little bit smaller than the other Pawsome. It's bringing it down a little bit because remember that we've got a metal piece that goes across here and actually fits in this Paul. And that's what we're going to use to actually turn the actual canon. The moment we can say it's the male, Paul was in the middle. This is perhaps a little bit too high. Well, we won't know until we brought all Boolean in just a little bit way. A thing though for now what we'll do is we'll draw this piece of Watson just going to click on this top face, drew up it down a little bit, grabbed this one with L, and then drop this one down to here. Okay, so we've got them like that. They by no means finished. So let's bring in now all Boolean. So I'm winds press top, make sure that I've gotten nothing selected. Press shift a, and then we're going to bring in a cylinder. And theta two again, he's way too high, so let's pray on something like 18. And then we'll bring out Sunda, bringing it all up and then rotate six, so all wind 90. So that is the correct way. Now, press the S fonts make his smaller. And basically what we're looking for is to get the handle where it's going to turn that actually fixes into the actual Canon. This is going to be the gateway actually comes along. So if you look on your basic model kind of reference, you'll see exactly what we built in here, and I will put it up on the right-hand side as well. So let's bring this across and let's bring it down just a little bit. Something like nothing will look good. And then one need to look at is the actual size. But remember, the actual handle will be smaller than the sorry, focus shift D, for instance. Make it smaller and then pull this out. You can see that this is where it's going to line up with the actual barrel of the cannon. So he can say that it's not quite halfway at the moment, it's a little bit high, so it's up to you if you want to draw both these down just a little bit, multi somethin like that. And actually I think that actually is looking quite nice now on Lester bowl, while I'm here, I'm just going to line these up jaws globin Muslim gonna pull these gels to tiny little bit across just to make sure you've got a tiny bit of Clarence that. And finally now I can grab, I'ma wheels, press the top board, press a if the null is selected and just pull the main nearer to the ward. And now again, the kind of dimensions that we're looking for to bring this stylized model together. Ok, so now let's salts out the boolean. We're going to grab this piece of wood here. And when they come across to modifies top on it, modify it. This time we're going to bring in a Boolean and it's going to be on difference on the object. If I click on this little puppy here. Bringing it across and just click on my cylinder here. And you can see that it's actually start to cut away here, which is exactly what one. And now we can straightaway, hit the apply button and commend to your big cylinder, press Delete, and then you allow actually this watts. So now what we'll do for this lesson is we'll just make little mouthpiece that goes along key which does support the handle. So if I grab this top one, so that's sold three, press a top control law and you'll notice that actually we can't bring an edge loop because the edge loop won't go all the way around what we can do something else. So first of all, if we split the soap, so just make sure a very old pig selection, top grub it again. Tom again, a two gravi, all seven to go over the top of what you gonna do now is you're going to como to mesh. And we're going to go down to where it says bisect. And we're just going to come across Joe spitball this here. Now, don't worry if you can't grade level or you need to do is you just need to open up this little menu down here. And you'll see one that says no 0.3 or something like null point. I don't know. Five, this is the walnuts, basically this line going across here. And two level though, all you need to do is just set this to 0 and that's going to level out for you. And now we just need one this side. So a mash, come down to bisect and then just cut it across like so, and then just go down. You can see that I've quite perfectly straight. This is the plane normal way would be our load if it wasn't called straight. So now we've done Nike should be left with something like this. And the reason we've done that is sold out. We can actually start to fill in the correct way, because at the moment there's going to be, you can see here this is gone. And that's something that we discussed earlier, and that's just something that we don't want. So now let's grab all the faces going around here. So I'm just going to press save. And when it grew up them going all around here, grew up these last ones here. And then we're press shift day and just bring it all like so. And then we're gonna press pay selection and top grew up this piece, control lights or reset all the transforms. Right click Set origin to geometry, and then finally come over other modifier. And we're going to add a solidify. And then we're going to just make this just a little bit bigger thing. We're gonna do it this way actually that's going to look Berra thing and just make sure that even thicknesses on and then drag it down and just have a local whites actually looking like. And you can see, first of all, there is to problems. First of all, it needs to come out wider than this piece of wood here. And second of all that these pieces, it just need pulling the bid, each white. So let's solve that out. So the first thing we'll do is press S and X and just pull it out a little bit like so. So now you've got a nice gap here. And then what we'll do is we'll press top main types legged, grab the bottom edge. So this one here on the other edge. Then we're gonna process some wine. And if it doesn't pull out, just come up to your interleukin ligase, make sure you're a medium point that's then process some wine, you should be able to pull those out. Absolutely fine now, so that's that bit don't. The last thing we wanna do is just fix the mesh on this piece of wood. And the other thing is they my need pulling up a little bit because it should really be flat against this whatsoever. So that now, so I'm just going to press Tab on a grumpy old and just lift it up just a tiny bit like so. And then it just lot more flush with the actual piece of wood. So let's add this on the way, come to our piece of wood, press the Tab BOD. And now let's try and fix these two sides. So let's command grew up this side. I'm going to press Delete faces. And then what we're going to do is I'm going to come to edge, select, Alt, hold, shift and click, and then old. And then it should fill that in for you very nicely. Okay, so now let's do the same thing on the other side. So face select thick on its face, delete faces, edge, select Alt Shift and click Altair and fill the face. And so now let's press tab alt age, double-tap the a, and then you should end up with something like that in this lesson. So on the next lesson, we'll work on this a bit more, will try and refine these pieces of wood, and we'll try and start on the button that actually goes around here. Okay, for 1so, you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 11. Modelling the Metal Bands & Holders: Welcome back everyone to lesson ten of the stylized kind of build. What we're gonna do in this lesson is we're just going to work a bit more on these lobes and also try and get this bundle that goes around here. So the first thing is let's try and bring this banding because then we'll have an idea of how far back we can put these lobes. So what we'll do is we'll grew up. These lobes, will press the top comes face liked, grew up this and phase shift S, cursor to selected top shift a and then bringing in a cube. And what that's gonna do is it's just gonna make sure that it's level with these three cubes. So when I actually make it smaller and bringing it back a little bit, it showed that in the same, at least the side on this side. So you can see now that once we call this level though, all we need to do is make it bigger on each side. So S and X and just pull it out a little bit. Like so. And now you can see we can just drop it down and with gall bound already form in so, so TOR attempt to think that it just needs to be slightly higher than this and the thickness is about RIAA thing going all the way around. So I'll press tab now, face select, Come to the bomb and just pull it down to the bottom, like so. And now I will connect a don't like she wanted colliding with this axle here. So I know I will have to pull it back a little bit. So let's say how far can get away with and if it's too far and no lab go a little bit of room to pull this wheel a little bit forward. So a thing I'm gonna do the actually depends looking probably about rifle, It's bit too close to this wheel. So let's press top grew up these wheels. And what we're going to do is I'm going to press seven to go over the top, double tap the a zed going to wireframe and knowing the press B to bring them up box select. I'm just going to grab this wheel over this side and I'm gonna just move it forward just slightly, something like that. And then you go feathered distance between this block and this axle. So that's now double-tap the a, press zed, go back into solid and now economic good, low Brown. Just make sure that it's fin. Okay, so that looks much, much Bear and now I want to do is actually wants to solidify this. So I kinda have a little bit of a gap where needed. Ok, so let's grab this and what we're gonna do is I'm going to press Tab, come to face legged, hold, shift and click that. It's going to select them all going all the way around, shifting, just grub it, right-click to drop him place P, selection, Annapolis top, grew up the main block. So this one here, press the Delete button and you should have done something like that. Okay, so now what we need to do is need select this control leg. Old transforms, right-click, so origin to geometry and then come over to your modifies tab and come down to solidify even thickness. And then that's bringing it in, something like that. And then we can see that when we Beverly off, there's going to be a tiny, tiny little bit of a gap just down there. So it makes it look like. It's actually a band going down, known apply. Yeah, I'm going to work on this would now a little bit more. So let's come to the what and we'll press tab and we've got this face or to select assault pulled up back, something like that. And then I'm going to grab this piece top. And I'm going to pull this back just a little bit Muslim thin like that. And then what we're going to do is I'm going to try just bringing this one in a little bit and just trying to Rafi ope slightly because of the moment. And they all look kind of the same when we really don't want that. We're going to bend them as well, but we're just going to rope move just a little bit before. So at the moment these is split from these. So amount was will join them by cope, someone's grabbed this one in this bump, press control j, and that joins them altogether. Let's come around the back now make these different lens. So let's pull this one in a little bit. Whereas the actual axial communists, so I'm going to pull this one out a little bit like so. And that looks actually a lot that let's pull this one in a little bit more. Ok. And now what we'll do is we'll start just bend in this one down a little bit. So something like not than this one. Just a little bit light by civil without looking like a thing. This one needs dropping down just a tiny bit as well. It's a bit, it's a bit too much gap enough fails if oppressed control three on the number pad, you can see that there's perhaps a little bit too much gap. So let's bring these down a little bit. So I'm going to grab this one l, just pull it down just so this is a tiny gap. And then along this one, I'm just bringing this one down as well. And you can see now that this one wants to move up a little bit. Control three, probably all again, I'll just bring it down. Like so. Okay, so let's look in much bad. And now we need to do is you just need to drop this down a little bit. Like so. And then one needs to do is of course an E to squish the same. So I'm going to grab this and then S and Zed and just bring it down, just so old face in place. Alright, so that's FAY in that diary in place now. So what we need to do now is we just need to bring these out a little bit on these. And so let's come to this end first. So we'll go to face select, grew up, they send 0s and then S, Joe's to bring the out just a little bit, so it's a little bit bowed like that. And then E and S x and just bring out way job's to slight bay. And on this one. And I think I'll bring you actually in a little bit, so I'll bring it out and then press asked just to bring a little bit, some little dots look kinda like Yeah, and that's looking quite nice. And then on the back, and let's do the bank, so bring that back cow and an ass just a tiny bit. And then on this one I'll bring it in a little bit. So E and S jaws to tiny, tiny bit. And then on this one E. And then I'll just bring down the side, so SAX, like that just to make them a little bit different. Okay, so finally now let's bow them a little bit so we'll press control law on the ball month. We'll press six, left click, right click. And then control on the next 15 left plate, right-click and then the top one, control law. Three is that's going to be over here and then control off and then one over here. And now basically what we've done is you've actually made it so we can actually Bo, oldest thing gain and manipulates it because we grow enough edge loops here as you can see. So let's now join these together. So I'm going to do is I'm going to apply my modified because that's all nice and dull. Now, I'll come to my band and I'll also apply my modifier. And now we'll do is we'll join this ball on this pole together, so controlled J. And then what we'll do is we'll press the Tab Bowen. And now we can come in and if we grab this one, for instance, pull proportional edits denom, and then we can actually bring, if we bring Go mouse out and just bring that down a little bit like so. And now you can see that we've got a nice ability to manipulate too old. So bring this up a little bit. And we'll also bring missile below bit. And now it looks like it's actually Boeing quiet laws come to this wheel as well. And we'll bring this, bring this down a little bit like so. And then we'll stop, turn in them Joe slightly so we'll just turn him a little bit like so. And then I'll come back to in a, in a little bit like And now that very, very uneven as you can say, you've got little pieces of what does the canal and on this big favor than this bit. And it just looks very uneven, which is what you'd expect, with something nice, stylized. So let's mountain seems now swelling. Wednesday is I'm just going to hide these wheels to now. I'm going to hide my barrel and I'm going to hide my humble as well. And I'm just going to work on these policies. So let's first, top first. And what we'll do is we'll hide this bond at the moment, and we'll also hide this. So I'm just pressing l and h just to hide them. And then I'm going to hide these two as well so that I'm free to work on here. So I'm going to pull a seam right at the bottom. I'm going to right-click and mock seem fake, select, select the front and the back control leave this time because RIM faced legged mob scene. And now you can see though this along Route perfectly well. So Alt H And now what we can do the same thing with these. So now we've seen how to do. We can actually do that. Well, we've got them visible. So I'm going to come to these two parts. Right-click, mock scene, face, select slight the from on the banks. Control Lee MC C. And now it can calm and just tie these out of the way with hate. And now let's work on our band. And then we can actually add in our shops once we've done that. So with the bottom, we're just going to grab all of the loops going around here. The same on this side. Same on this side. And then right-click democracy. I'm gonna pull a seam on the inside, so it's not an infinite loop going round. And then a seam on this side as well. Right-click mob scene. So that's not possible now. And finally, folded seams this fault. So Alt Shift and click on both sides. And we can say that we count what is seen here as well, but I'll make it easy for us. So let's put Wong from embark. And now at the moment is gone. Infinite loop waves going around like this. So I'm just going to pull seam here. That's where no one's really going to see anything on a seam here. Right-click, Muggsy. Alright, so let's press old tapes, bring everything back and you can see that solves seems malt. And now we need to do a stalwart on mock in the shops. So once again, we'll grab the band and this handle holder, press H to hide them. And now let's mtcars shops. So we're going to alt should click, going all the way around the sides of each one of these pieces of wood on the top and the bottom. And we can see here that we didn't actually mock scene going all the way across. So we'll solve out modulus, though our shops going all the way around here. And then we'll do seem so let's just make sure the going all the way here. And then around the other side. Like so. And then the bottom one, like so. So I'm just making sure that goal these now. So I'm going to right-click and mock shop. And you can say a miss one here, lope, so right, plague malt shop. And I also need a shop in this side and this side, so right-click malt shop and now will come to these edges. So let's come to these from bank. Now, I'm a compressed control leak because it's faced select and malt shop. And now I'm just going to hide my shop so we promote scenes, look in links, hide shops. And now I can see where our needs polls seem. So you can see that this scene on the top one at least should be running all the way over here. So right-click mock scene. And it will also be, you can say at the moment this is going to be very difficult to own wrap the way that we've gone. So what we really need to do is you need the scene going down here and a scene going the other side as well. Just to make sure that this wraps correctly. Let's follow this round. On the other side. Like so. And then right-click and mop cine. Mr. Seem that locks are right-click a mock Sue and don't worry too much because when we come to actually unwrap these UV around these, you will see where they're all. Seams are not quite right. So we just trying to get this in place so it's not too much work in the long run when we're actually Mariner over the other side. Okay, so that's the seams on their dawn. So let's press all teach now, I'm just going to grow up each one of these with L and in edge select, Hide the Marvel way and come up here. And I'm just gonna hide my scenes, bring about my shops. And we can see that we need to make shops going all the way along here. Wherever they say you want a angle along. So you can see we definitely need them on here. And then Alt Shift and click, and we definitely need them on the corners here. And then I'm gonna right-click and moksha. Okay, that's the Taiwan dawn. And then we'll do this one all the way. And then in the corners and in the outside corners. So and then right-click OK. Show. Okay, so let's put our seams by console. Seems bi cong, old age, bring everything back, double-tap the a tab. Alt age, bring back all our canon, and finally double-tap the eight. Okay, so that's it for this lesson. On the next lesson, what we'll do is we'll start to work now on our bevels. And we also have our chain links and the little knobs like go on top of them. Ok, if once I enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 12. Modelling the Chain Links: Welcome back everyone to lesson 11 of the stylized cannon belt. What we're gonna do now is actually do the beveling, undo the smooth in, and hopefully get the link and the little knobs on here don't. So let's salts out the smooth in this or if we grow up this right-click and shapes move. And then we come down to a little triangle. We click on Altos move. Now we did all the shops and everything, so everything should be nice and smooth brown there. I'm just checking on Nate just to make sure it lays and everything is looking really good. So now we need to do is start with all bevel. So the first thing we'll do is reset transformation. So control laid all transforms and then come over to our Spanner modifier and we're going to add a bevels. And then what we're gonna do is put this on angle. And now I'm just going to turn this down. And hopefully normally sometimes you can't actually get away with doing this altogether. So we'll try and tune in this down and just see if we can. So we've turned it down to no point, no, no one. And we can see that actually it's looking quite nice. I think they select to be dropped down a little bit just to hide that bit. But apart from that, it's all looking really, really nice. So let's apply. And then what we'll do is we'll press tab, grab this one. I'll just pull it down without proportional edits and non, pull it down a little bit like that, just sort of sits on top of there. And then we'll do is I'll press Tab double top, double Round. And yeah, those lock-in, looking quite nice. Okay, so now let's welcome our chain that's gonna go in here. So first of all, what we'll do is we'll grab this little piece it face legs, Shift S. When we've grabbed this piece, cursor selected tab shift a, bringing a queue. So let's bring it, press the S born. Bring it up. Obviously this is way, way too thick at the moment, so S and X, sorry, bring it in. And then what I'm going to do is I'm just going to bring in this bond song which come to face legs, grew up this bone S y and just pull it in a little bit. Something like Vanna think it's bit, bit to OMB or the moments, I'm going to pull it back a little bit. And then while my cursor's here, I'm going to press shift a and I'm going to bring in a torus. And you can see at the moment, this is go way, way too many polygons for an actual, for an actual link. So let's bring this write down something like 12. Let's try 12. And then that's bringing this down to something like eight. And again, it's always a good idea when you crave something like this. Just to check down at the bottom right-hand side, just to see how many polygons is, if we put it on what we had before. So you can save a faulty Psalm 48, for instance. You can see that 780 triangles. If I put this on something like six, for instance, you can say it's a 108. There's a real big difference when you actually create in Things like sources. So let's put this back on 12. And we can say it's a nice too 100 triangles. Okay, so let's pull that down and now it can rotate this around. So all why 90? And let's just see if this is gonna make, make good link. So let's pull it, pull it out. And I think actually, yeah, that's going to look absolutely fine if chunky enough, and it's big enough to where to be pulling this canon along. So let's pull it down that first. And then we'll do is we'll come to face layers on a press Alt, shifting, click on both of these sides and wanna press Shift desc. And hey, select should tap. And now I'm gonna grab this bit on woulda Bayes is just the little humbled actually goes in a nice way to make this part. So I'm going to press Control aid, all transforms, right click Set origin to geometry. And then we're going to add or modify it. And we're going to add a, a solidify. And this time we're gonna go outwards actually, so something like that. And you can oldest shit born down as well if you want it to go slower, which is always nice. And then what we'll do is we'll pull even thickness. And then let's just have a look how thick that actually is. Not lobes. Thought looks about the right thickness, probably a little bit two wide. So we'll press S and Y and just bring in just a slight bit. And I'm just going to lift up just a tiny bit. Just say looks like it fits in place back. And now I'm just going to grab the link, press Tab on L. And then I'm just going to twist it around a little bit. So all my just twist it round a little bit, pull it out and just pop in place like that. Okay, so last look, really nice. And that we'll do is we'll click on all wooden blocks, press the top bone, face liked, grew up this face on here, Shift S, cursor to select it. It's not born again. And now shift a and what we're going to bring in is a cube. Let's make it smaller. And this is just going to be the little knobs that sale Natal. Now you can see this is the size of the ones with God, he is. So for Megan, roughly around that size, I'm just gonna pull it out, top up the top face, press the S born. Just bringing and you can see that's way too tall again, so I'm just going to pull it down a little bit. And then what we're going to do is I'm just going to press the L Vaughan o an x and just rotate it just so it lines up with this. Pull it out just a little bit narrower, press shift D and pull this one over and I'm going to rotate this one just little bitch to audit. So it's a little bit different, like so. Okay, so that dull now. So all we need to do now is smooth Esau and Bevel them. And then we can put some materials on here. So let's do these first. So if we hide all our blocks, we can come underneath, press the Tab bond, face, select, delete the bone faces, and then comin on grab. Just these edges going around the sides. Like so, right-click and we're going to mop seem right-click malt shop command with a face, legs and grab both the top faces, Control Lee and macho, unless those don't. So let's press the tab now and let's work on this part. So what I'll do is I'll hide the link fanout. So let's hide that. And we can see the inside of a, we don't want a need. We also need to apply the solidifies. Let's apply that. Press the top Bolen, make sure you're in face legged alt shipping platelets gonna grab all the faces around that. And let's do the same on the other side. Press Delete faces because we just don't need those. And now let's work on all seem so we'll have a scene going round here and round here. We've got no inside, so we don't need to worry about it. And then we just want to seem to make this non-infinite loops. So right-click on democracy. And then I'll just take this and I'll right-click a Mach shock cause then we've got shop on each point of these. Think also I'm not sure about if we need to show up in the middle, possibly we do. It just depends. So a lot lobe when we actually smooth this off. So now let's press tab alt H hydroxides again. And now let's work on this league. So we're gonna hide this policy was a Dalit. And then we'll work on this. So the back of this we don't mean so in command with face like press Delete and faces. And now we'll come in and grab. Oops, not, not one. Each one of these right-click MLK saying, I can press L on here and I can right-click now, show up in these shops all the way over that. I can just type out of the way. So I've just got this to work on now. And now we need a seam. So we basically need a seam going all the way around here and actually also ending date. So if I grab the back of where no one can say, I'm going to grab this one here. I wanna press alt Shift and click and you can see it's running all the way around. And then we need a seam somewhere where they're not going to see it. And a good point it is here because we've got obama olds, this link on there. And now come right-click and I can mock scene. And we don't need to balcony shops on this because obviously you want this kind of smoothed off. So let's press tab now, Alt H, bring everything back, double top the a. So what we'll do on the next lesson is we will devil these off, smooth them off, and then start adding some materials on. And we may even have time to stall and I'll handle okay for a while. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 13. Adding Materials to the Cannon Sides: Welcome back. Everyone who less than 12 and stylized can't belt. And this way we left it off. So now let's sort out the smooth in and the bevel in. So let's first of all had this block out the way. Let's join these all locked so controlled TJ joined the Moore Law. And then what we're gonna do is press control a old transforms, right-click, say origin to geometry. Right-click again, and we're going to shade smooth and we can see they've shaded smooth like this, except this part because it didn't join you. Help ship sidebar column troll j. And now what we'll do is we'll do it again. So controlling all transforms, right-click shapes, move, and that's much, much bad command here, triangle, Altos move. And we're going to end up with something like that. May need certainly hope affair there on this one. So let's turn a o and you can see that these don't move. And that's because obviously we've put the Sharps on these. So does it lobe there with our sharp on there or with a sharp on there and it gets us down to your own personal preference. I think personally that I looked back, actually smoothed off. So now what we can do is for compress Old Age and bring back the sides. And now we can actually all these off. So the thing is, we don't actually need to Bevel and this Paul also, so ado needs actually split o. So I'm going to grab this. And when we press pay selection under split, not OK. And that's actually what I'm going to leave me with these parts here. So now let's come over to our little spinner and modify it. And we're going to come down to bevel. I'm gonna paul angle along and the moments due is, and we'll turn this bevel all the way down. Something self will look something like that. And we can see we do have a few problems here. And the reason for the eyes, because the angle here is a bit too low. So let's just turn your polarity bit higher just to get rid of those, something like that. And then I just want to reduce this down, but rather that reduced down to just go to percentage on, I'll just turn your jaws to slight bit Joe. So it got a little tiny bit of Bevel going that, alright, so now we can actually apply that, join everything together. So I'm going to grab this Paul and this pop, press Ctrl J. Then I'm going to press g just to make sure that Gary old. And there we go, that's looking really, really nice. So now let's start adding some materials. Let's come to all materials. And let's start with our wood. So we'll come to PLOS three times to the first one would want would too. And both three. And let's put it on EV and there's all would own that. So let's come to would to a Maldives press tab and I'll grab this one in edge select. And then we'll sign with two. And then I'll come to this one that will assign wood three. Alright, so there we go. The look in, a little bit different, right, let's now add in all metal. So I think here we want doll Mel maybe on this and live MET along this or maybe dog. Let's give it a shot. So we'll try DLT First. Let's go with plus. I'll dog top. Grab this pole and this Paul assign. And it's a little that's looking like. And then on these parts, I think a lot of dolmen along here as well and the enlightenment along here. So let's give that a try as well. So impress all teach because obviously they're not visible. A moment's, let's grab this pump and give though is also that'll dog. And then we'll come to this part. This Paul on this Paul. And what we need to do now is bring in another material, and this one's going to be metal light. And let's click assign. And let's press tap, double-tap the aid. And there we go. Okay, so I'm really, really happy with that and wanting to do though, I think I'll just put this top piece award as number three. So let's come to with three. Click assign. Just so I have a visual on this. So double-tap DEA now and yeah, now I can save much, much better wives actually going to look like and I'm just looking to say if the ward is coming out enough in here and I think actually is I'm just looking sales stylized is how close together is if he's looking chunky enough and all those things like that. And I think actually I slipped in really good. So now let's grab this, make sure you've got the old. And what we'll do is we'll come over to our Spanner again. The model will do is we'll just make sure that the orientation is finding the center. So I'm gonna press Shift S cursor to world origin, right? Plagues that origin to 3D cursor. And now we can come over to our spanner. I didn't modifier I'm gonna go down to merit and that's just gonna mirror it over the other side. And now you can start seeing them how this is actually coming along. So now what we'll do is we'll come up and we'll name the paths. So this one is cylinder, which is the handle. So we don't need to do anything with that Paul yet. Well, we need to name is this part and we're gonna call them signs. And I'm going to grab these and UniProt made canon pulse. Okay, so this was just a short lesson. And what we'll do in the next lesson is we'll start work on the handle and we'll break it down. So we'll do the handle, then the b